宇峻奧汀科技股份有限公司USERJOY TECHNOLOGY Co.,Ltd. 公開說明書
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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. -
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. -
G-Star Floor Plan(B2B)
FLOOR PLAN(B2B) 3F (F~L) L01 L02 L03 L04 L05 L06 L07 L08 L09 L11 L12 L13 L14 L15 L17 L18 L19 L20 L21 L22 L24 L25 L26 L27 L28 L29 L30 L31 L32 L33 L34 L35 L36 L37 L38 L39 L40 L41 L42 L44 L45 L46 L47 L48 L49 L50 L51 F13 F45 F73 F83 F99 G25 G58 G64 H41 H45 H96 H99 I17 I68 I64 J48 J50 J44 J81 J87 K29 K30 G19 H91 H92 H93 H94 I61 I62 I63 J41 J42 J43 F12 K25 F11 F72 F82 F97 F10 H21 H86 H87 H89 H90 I01-1 I41 J36 J39 K40 F09 F71 F81 H71 J21 J30 K36 F91 G15 G16 G17 G43 J66 J75 K21 K22 K23 K16 F08 F40 F42 F43 F44 F69 F79 G13 G18 G14 K13 F06 F35 F36 F37 F38 F39 G10 G11 G12 F05 F15 F68 F78 H01 H51 I01 I21 J01 K35 F04 F67 F77 F85 G07 G08 G09 G28 G34 J56 J59 K09 K10 K11 K12 K34 F03 F66 F76 G04 G05 G06 K01 K08 K32 F02 F65 F75 G01 G02 G03 J51 J53 J54 K07 F01 K31 1F (M~Q) Q01 Q02 Q03 Q04 Q05 Q06 Q07 Q08 Q09 Q10 Q11 Q12 Q13 Q15 Q16 Q17 Q18 Q19 Q20 Q21 Q22 Q23 Q25 Q26 Q27 Q28 Q30 Q31 Q32 Q33 Q35 Q37 M58 M66 M72 M78 N33 N36 N39 N42 N83 N89 O41 O55 O98 O107 P43 P45 P52 P56 P57 M65 M71 M76 N31 N35 N38 N41 O50 P53 P54 M11 P88 M64 N34 N37 N40 P41 P49 P50 M36 M37 M39 P67 M10 MC1 MC1 MC1 MC1 M32 M09 M57 M63 M69 M74 N01-1 N63 O21 O78 P21 M08 M28 M56 M62 M68 M07 M24 M25 M26 M55 M61 M67 M73 M06 P86 M05 MC1 MC1 MC1 MC1 M04 M12 M14 M50 M52 M54 N01 N43 O01 O58 P01 P58 P82 M02 M40 M42 M01 Exhibitor Name Booth # Exhibitor Name Booth # Exhibitor Name Booth # Exhibitor Name Booth # Exhibitor Name Booth # 17173.COM I01 CRAZYMEET GAMES F15 IDREAMSKY L14 MOTION TECHNOLOGIES F83 SOFT-WORLD MYCARD G08 1SDK K01 CRETA GAMES Inc. -
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