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Annual Report and Financial Statements
Annual Report and Financial Statements for the year ended 31 December 2019 Dimensional Funds ICVC Authorised by the Financial Conduct Authority No marketing notification has been submitted in Germany for the following Funds of Dimensional Funds ICVC: Global Short-Dated Bond Fund International Core Equity Fund International Value Fund United Kingdom Core Equity Fund United Kingdom Small Companies Fund United Kingdom Value Fund Accordingly, these Funds must not be publicly marketed in Germany. Table of Contents Dimensional Funds ICVC General Information* 2 Investment Objectives and Policies* 3 Authorised Corporate Director’s Investment Report* 5 Incorporation and Share Capital* 9 The Funds* 9 Fund Cross-Holdings* 9 Fund and Shareholder Liability* 9 Regulatory Disclosure* 9 Potential Implications of Brexit* 9 Responsibilities of the Authorised Corporate Director 10 Responsibilities of the Depositary 10 Report of the Depositary to the Shareholders 10 Directors' Statement 10 Independent Auditors’ Report to the Shareholders of Dimensional Funds ICVC 11 The Annual Report and Financial Statements for each of the below sub-funds (the “Funds”); Emerging Markets Core Equity Fund Global Short-Dated Bond Fund International Core Equity Fund International Value Fund United Kingdom Core Equity Fund United Kingdom Small Companies Fund United Kingdom Value Fund are set out in the following order: Fund Information* 13 Portfolio Statement* 30 Statement of Total Return 139 Statement of Change in Net Assets Attributable to Shareholders 139 Balance Sheet 140 Notes to the Financial Statements 141 Distribution Tables 160 Remuneration Disclosures (unaudited)* 169 Supplemental Information (unaudited)* 170 * These collectively comprise the Authorised Corporate Director’s (“ACD”) Report. Dimensional Fund Advisors Ltd. -
Asiasoft Partners with Blizzard Entertainment to Bring Heroes of the Storm™ to 4 Southeast Asian Countries
Asiasoft partners with Blizzard Entertainment to bring Heroes of the Storm™ to 4 Southeast Asian Countries Bangkok, 29 April 2014 - Asiasoft Corporation Public Limited Company ("Asiasoft") today announced a partnership with Blizzard Entertainment, Inc. to bring Heroes of the Storm™ to four Southeast Asian countries: Thailand, Singapore, Malaysia and the Philippines. Since October 2011, Asiasoft has been Blizzard Entertainment's exclusive distribution partner in Thailand, Singapore and Malaysia, providing marketing and channeling for Blizzard's best-selling games such as: Diablo® III, World of Warcraft®: Mists of Pandaria™, StarCraft II®: Heart of the Swarm®, and most recently, Diablo® III: Reaper of Souls™. As of December 2013, in an effort to bring Blizzard games to more players in the region, the partnership has expanded to include the Philippines. Unveiled at BlizzCon® in October 2013, Heroes of the Storm is a free-to-play online team brawler starring iconic characters from Blizzard's franchises: Warcraft, StarCraft and Diablo. Players will be able to customize heroes from across every Blizzard universe, teaming up with friends to engage in fast-paced gameplay across varied battlegrounds that impact team strategy. Heroes of the Storm is currently in the Technical Alpha phase and is being developed for Windows and Mac platforms. "Heroes of the Storm will bring together many of the most popular heroes and villains from more than 20 years of Blizzard games," said Paul Sams, COO of Blizzard Entertainment. "Our focus on team combat and map-based objectives make the game accessible to new players, while offering depth for competitive gamers as well. We believe gamers in Thailand, Singapore, Malaysia and Philippines will love playing Heroes of the Storm." "On behalf of Asiasoft and its subsidiaries, we are honored to be Blizzard's partner in bringing Heroes of the Storm to gamers in Thailand, Singapore, Malaysia and Philippines," said Pramoth Sudjitporn, CEO of Asiasoft Corporation Public Limited Company. -
View Annual Report
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D. C. 20549 FORM 20-F ☐ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(D) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2016 Commission File Number: 000-30540 GIGAMEDIA LIMITED (Exact name of registrant as specified in its charter) REPUBLIC OF SINGAPORE (Jurisdiction of incorporation or organization) 8 TH FLOOR, NO. 22, LANE 407, SECTION 2 TIDING BOULEVARD, TAIPEI, TAIWAN, R.O.C. (Address of principal executive offices) COLLIN HWANG, Chief Executive Officer 8 TH FLOOR, NO. 22, LANE 407, SECTION 2 TIDING BOULEVARD, TAIPEI, TAIWAN, R.O.C. Tel: 886-2-2656-8000; Fax: 886-2-2656-8003 Securities registered or to be registered pursuant to Section 12(b) of the Exchange Act: Title of Each Class Name of Each Exchange on Which Registered Ordinary Shares The NASDAQ Stock Market LLC Securities registered or to be registered pursuant to Section 12(g) of the Exchange Act: None Securities for which there is a reporting obligation pursuant to Section 15(d) of the Act: None Indicate the number of outstanding shares of each of the issuer’s classes of capital or common stock as of the close of the period covered by the annual report: 11,052,235 ordinary shares Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ☐ No ☒ If this annual report is an annual or transition report, indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934. -
Xxxxxxxxxxxxx. This Is a Massively Multiplayer Online Game (MMOG) Game Developed by T3 Entertainment, a Company That Is Based in South Korea
xxxxxxxxxxxxx. This is a massively multiplayer online game (MMOG) game developed by T3 Entertainment, a company that is based in South Korea. It is an advanced casual rhythm and dance game. xxxxxxxxx is one of the top games due to its music video format, which allows users to play by using fingers to type and perform dance sequence icons. The game is targeted toward female teenagers, as this game allows gamers to develop their characters as well as interact with other gamers. xxxxxxxxxxxx. This is the first 2D side-scrolling, real-time online fighting game in the world that makes possible for six players to play at one time and fight each other. The game, which is published by xxxxxxxx in Indonesia, has received the x Malaysia The same top 5 game titles played in Malaysia in 2010 continue to dominate the market this year. xxxxxxxxxxx. This is an FPS in which players join either the SAS or Delta Force. Each team attempts to complete their mission/objective and/or eliminate the opposing team. The plot is based on the film TaeGukGi: Brotherhood of War. xx. xxxxx is an online FPS realistic game with modern settings. Similar with Counter Strike, xxx is a shooting game based on multiple team play. Players start by choosing their character. This game has four modes: L Team Death Match, Team Match, Ghost Match, and Annihilation Match. xxxx is an FPS tactical online game which was developed by a South Korean developer, Smile Gate and was published by Neowiz, also from Korea. xxxxxxxxxxxxxx. This is an MMOG game developed by T3 Entertainment, a company that is based in South Korea. -
Overview of JAIC's Investee Companies Achieving IPO
Japan Asia Investment Co., Ltd. Overview of JAIC's Investee Companies Achieving IPO Code Company name Operations IPO date Stock Market Head Office ◆ April 1, 2019 to March 31, 2020 Consulting for Judo therapy establishments,Insurance agency,Financial adviser and Independent contractor 7090 Ligua Inc. 13-Mar-20 TSE Mothers Japan management DUO Fangdd Network Group Ltd. Operator of "房多多", china's largest online real estate marketplace 01-Nov-19 NASDAQ Global China "Secure Cloud Systems Business" which provides an enterprise's Core Systems as cloud computing systems, and 4447 PBsystems, Inc. 12-Sep-19 FSE Q-Board Japan "Emotional Systems Business" which manufactures and sells VR-theater "4D king" Research, development, manufacture and sales of pharmaceuticals and medical devices that promote regeneration 4599 StemRIM of damaged tissues by activating and utilizing patient’s own stem cells in the body, and gene therapy products for 09-Aug-19 TSE Mothers Japan intractable diseases ◆ April 1, 2018 to March 31, 2019 Financial media business and informational fintech solution business, utilizing content generating technology with 4436 MINKABU THE INFONOID,Inc. 19-Mar-19 TSE Mothers Japan its proprietary artificial intelligence and crowd inputs Providing ASP licensing services for big data analytics of patents (TechRadar) and documents (DocRadar), and 4422 VALUENEX Japan Inc. 30-Oct-18 TSE Mothers Japan offering consulting services utilizing these tools and unique methodologies ◆ April 1, 2017 to March 31, 2018 - Collection, transport, intermediate treatment and permanent disposal of industrial waste 6564 MIDAC CO., LTD. 22-Dec-17 NSE 2nd Sec. Japan - Collection, transport and intermediate treatment of general waste 603183 Suzhou Institute of Building Science Group Construction survey, new building materials, professional construction 05-Sep-17 SSE A-shares China ◆ April 1, 2016 to March 31, 2017 Advertising agency business: Affiliate marketing strategy planning and execution services to support 6175 Net Marketing.Co.Ltd. -
宇峻奧汀科技股份有限公司USERJOY TECHNOLOGY Co.,Ltd. 公開說明書
股票代號:3546 宇峻奧汀科技股份有限公司 USERJOY TECHNOLOGY Co.,Ltd. 公 開 說 明 書 (現金增資發行新股辦理股票上櫃前公開承銷暨股票初次上櫃用) 一、公司名稱:宇峻奧汀科技股份有限公司 二、本公開說明書編印目的:現金增資發行新股辦理股票上櫃前公開承銷暨股票初次 上櫃用。 (一)來源:現金增資。 (二)種類:記名式普通股,每股面額新台幣壹拾元整。 (三)股數:本公司原股數 20,247,160 股,加計本次現金增資發行新股 2,460,000 股,共計 22,707,160 股。 (四)金額:本公司原實收資本額新台幣 202,471,600 元整,加計本次現金增資新台幣 24,600,000 元,共計新台幣 227,071,600 元整。 (五)發行條件: 1.本次現金增資發行普通股 2,460,000 股,每股面額新台幣 10 元,計新台幣 24,600,000 元,每股議訂以新台幣 66 元溢價發行。 2.本次發行除依公司法第 267 條規定保留 15%,計 369,000 股由員工認購,員工認 購不足或放棄認購部份,授權董事長洽特定人認購外,餘 2,091,000 股由原股東放 棄優先認購權利,並全數委由證券承銷商對外公開承銷。 3.本次增資發行之新股,其權利義務與原已發行普通股相同。 (六)公開承銷比例:本次現金增資發行新股之85%,計2,091,000股。 (七)承銷及配售方式:同時以詢價圈購及公開申購配售方式辦理承銷。 三、本次資金運用計畫之用途及預計可能產生效益之概要:參閱本公開說明書第 54 頁至第 60 頁。 四、本公開說明書,適用於初次申請股票櫃檯買賣,並計劃以現金增資發行新股委託 推薦證券商辦理上櫃前之公開銷售。 五、本公開說明書,適用於初次申請股票櫃檯買賣,掛牌後首五個交易日無漲跌幅之 限制,投資人應注意交易之風險。 六、本次現金增資所發行之股票,為因應證券市場價格之變動,證券承銷商必要時得 依規定進行安定操作。 七、有價證券之生效(核准),不得藉以作為證實申報(請)事項或保證證券價值之宣傳。 八、本公開說明書之內容如有虛偽或隱匿之情事者,應由發行人及其負責人與其他曾 在公開說明書上簽名或蓋章者依法負責。 九、投資人應詳閱本公開說明書之內容,並應注意本公司之風險事項:參閱本文第 2 頁至第 9 頁。 十、查詢本公開說明書之網址:http://newmops.tse.com.tw。 宇峻奧汀科技股份有限公司編製 中華民國九十七年四月七日刊印 本公司申請已公開發行普通股 20,247,160 股上櫃乙案,業經財團法人中華民國證券櫃檯買賣 中心依據「財團法人中華民國證券櫃檯買賣中心證券商營業處所買賣有價證券審查準則」審 查後,同意俟股票公開銷售完畢後,列為上櫃股票,並以九十六年十二月二十七日證櫃審字 第 0960038578 號函報奉行政院金融監督管理委員會九十六年十二月二十五日金管證一字第 0960074106 號函准予備查。本次辦理現金增資發行普通股 2,460,000 股,每股面額 10 元, 總額新台幣 24,600,000 元,業經行政院金融監督管理委員會九十七年一月十日金管證一字第 0960075497 號函准予申報生效,現金增資後資本額為新台幣 227,071,600 元。 一、 本次發行前實收資本之來源: 單位:新台幣元 實收資本來源 金 額 佔實收資本比率 創立資本 825,000 0.41% 現金增資 33,772,840 16.68% 合併增資 52,105,160 25.73% 盈餘轉增資 115,768,600 57.18% 合 計 202,471,600 100.00% 二、公開說明書之分送計劃: -
Net Profit Increase 6,877% from 2019
Asiasoft Opportunity Day Group Performance-Year End 2020 CONTENT 2 01 Company Highlight 2020 02 Market and Industry outlook 03 Financial Highlight 04 Going Forward 05 Question and Answer 3 • Revenue reach Baht 1.34 Billion in 2020 Revenue increase 75% from 2019 • Gross Profit increase 101% from 2019 • Net Profit increase 6,877% from 2019 • 7 Games launch in 2020 (3 PC games, 4 Mobile games) Market and Industry outlook GAME INDUSTRY OUTLOOK AFTER PANDEMIC 5 The games market will to grow to $217.9 billion by 2023, representing a strong +9.4% CAGR between 2018 and 2023. Reference from www.Newzoo.com 2020 GLOBAL GAME MARKET AFTER PANDEMIC 6 Reference from www.Newzoo.com RISE OF MOBILE GAMING 7 Reference from www.visualcapitalist.com SEA GAME MARKET STATISTICS 2020 8 Statistics (by Million) Indonesia Philippines Vietnam Thailand Malaysia Singapore Population 273.5 100% 109.6 100% 97.3 100% 69.8 100% 32.4 100% 5.9 100% Online Population 174.1 64% 73.1 67% 56.0 58% 44.0 63% 28.1 87% 5.2 88% Game Enthusiasts 147.2 54% 66.4 60% 51.5 53% 39.5 57% 23.6 73% 4.2 71% Gamer (2020) 134.0 49% 63.3 58% 48.9 50% 37.2 53% 22.6 70% 3.9 67% Reference from www.Newzoo.com SEA GAME MARKET STATISTICS 2020 9 Unit: Population in Million 140 M 131 M 120 M 112 M 100 M 100 M 80 M PC Gamer 62 M Mobile Gamer 60 M Console Gamer 53 M 48 M 45 M 39 M 40 M 34 M 36 M 31 M 26 M 22 M 20 M 18 M 15 M 4 M 3 M 3 M M Indonesia Philippines Vietnam Thailand Malaysia Singapore Reference from www.Newzoo.com VIDEO GAMES USER 10 Reference from https://datareportal.com Financial Highlight -
Massively Multiplayer Online Role Playing Games (Mmorpgs) in Malaysia
Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus A thesis presented to the faculty of the Center for International Studies of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Benjamin Y. Loh August 2013 © 2013 Benjamin Y. Loh. All Rights Reserved. 2 This thesis titled Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus by BENJAMIN Y. LOH has been approved for the Center for International Studies by Yeong H. Kim Associate Professor of Geography Christine Su Director, Southeast Asian Studies Ming Li Interim Executive Director, Center for International Studies 3 ABSTRACT LOH, BENJAMIN Y., M.A., August 2013, Asian Studies Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus Director of Thesis: Yeong H. Kim Massively Multiplayer Online Role-Playing Games (MMORPGs) are online entities that are truly global and borderless by nature, but in smaller countries like Malaysia, they are licensed by global developers to local publishers to be localized for local players. From a globalization perspective this appears to be a one-way, top-down relationship from the global to the local. However, this is not the case as the relationship is interchangeable, known as the Global-Local Nexus, as neither of these forces has control over the other, but at the same time they have great influence over one another. This thesis examines the Global-Local Nexus in MMORPGs industry in Malaysia between global developers and local publishers and players. The research was conducted through a series of personal interviews with local publisher representatives and local players. -
Estudio De Mercado Servicios De Desarrollo De Videojuegos En Taiwán Diciembre 2013
Estudio de Mercado Servicios de Desarrollo de Videojuegos en Taiwán Diciembre 2013 Documento elaborado por la Oficina Comercial de Chile en Taipéi - ProChile I. Tabla de contenido I. .......................................................................................................................................... 1 I. Tabla de contenido ............................................................................................................ 2 II. Resumen Ejecutivo ............................................................................................................ 4 1. Nombre y descripción del servicio. .................................................. ........................................... .4 2. Estrategia recomendada ............................................................................................................ 4 2.1. Evaluación de oportunidades en el mercado para el servicio ...................................................... 4 2.2. Recomendaciones para el proveedor nacional ............................................................................ 4 2.3. Análisis FODA ................................................................................................................................ 5 III. Identificación del servicio ................................................................................................. 6 1. Nombre del servicio ................................................................................................................. 6 2. Descripción del servicio -
How Sensitive Are Online Gam Network Quality?
By Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei HOW SENSITIVE ARE ONLINE GAMERS TO NETWORK QUALITY? Game-playing time is Network quality is critical to real-time, interactive, online game play. Yet even though today’s best-effort strongly related to Internet does not provide quality of service (QoS) network QoS, helping guarantees, the popularity of online gaming is only determine user increasing. This popularity may be because QoS is satisfaction and deliver not really a must-have characteristic or because play- ers are accustomed to struggling with and playing better service quality to through unfavorable network conditions. online gamers. Ironically, despite the popularity of online games, complaints about high “ping times” and “lags” con- tinue to surge in game-player forums (such as www.gamedev.net/community/forums/). It would appear that most players view network latency and loss as a major hindrance to an enjoyable gaming experience. Here, we investigate whether players are really as sensi- tive to network quality as they claim. If they are, we would like to answer whether they quit games earlier than they might otherwise due to unsatisfactory network conditions. A number of studies have sought to evalu- outweigh their QoS-intolerance and affect ate the effect of network quality on online their decisions. Besides, it is very costly to gamers [1–3, 5, 7–9, 11]. In most of them, a scale up such studies by including more series of games is played in a controlled net- human subjects. Meanwhile, objective evalu- work environment in which the gaming ations are usually based on user performance experience of subjects is graded either subjec- in a specific context (such as the number of tively or objectively. -
The9-2010-20F.Pdf
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 20-F (Mark One) REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR (g) OF THE SECURITIES EXCHANGE ACT OF 1934 OR ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2010. OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to . OR SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report: . Commission file number: 001-34238 THE9 LIMITED (Exact name of Registrant as specified in its charter) N/A (Translation of Registrant’s name into English) Cayman Islands (Jurisdiction of incorporation or organization) Building No. 3, 690 Bibo Road Zhang Jiang Hi-Tech Park Pudong New Area, Pudong Shanghai 201203 People’s Republic of China (Address of principal executive offices) George Lai, Chief Financial Officer Tel: +86-21-5172-9999 Facsimile number: +86-21-5172-9903 Building No. 3, 690 Bibo Road Zhang Jiang Hi-Tech Park Pudong New Area, Pudong Shanghai 201203 People’s Republic of China (Name, Telephone, E-mail and/or Facsimile number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act. Name of each exchange and title of each class on which registered: American Depositary Shares, each representing one ordinary share, par value US$0.01 per share, Nasdaq Global Market Securities registered or to be registered pursuant to Section 12(g) of the Act. -
Connect. Grow. Inspire. Technology Fast500™ Asia Pacific 2011 Winners Report and Ranking
Connect. Grow. Inspire. Technology Fast500™ Asia Pacific 2011 Winners Report and Ranking Contents Foreword Foreword 1 This is the tenth year of the Deloitte Touche Tohmatsu Limited (DTTL) grocery and basic household-items franchise of choice for China’s Global Technology, Media & Telecommunications (TMT) Industry newly net-savvy consumers. The Store Corporation realized a DTTL TMT at a glance 2 Group’s annual Technology Fast 500 Asia Pacific Ranking. We’ve seen remarkable 19,218 percent three-year revenue growth, almost in Asia Pacific’s most dynamic and highest-growth companies power a league of its own when compared to this year’s second highest Fast facts file 4 through the global financial crisis, with the leaders actually increasing performer, South Korean semiconductor company Silicon Mitus, their revenue growth rate, despite the world’s economic woes and which managed just under 9,336 percent. In these pages, The Store China’s greatest growth story: Interview with Gang Yu, CEO of The Store Corporation 8 the contraction in the region’s traditional Western export markets. Corporation chairman and co-founder Gang Yu talks about the That is a truly impressive achievement and we’re proud that the company’s core competencies and the values that have taken it from Masters of their game: The top five companies 10 Technology Fast 500 Asia Pacific Ranking remains a benchmark of its initial base in China’s major metropolitan regions to cover the whole their performance. country. We also talk to Yang Berbahagia Datuk Azrin Mohd Noor, Deloitte