Q3 2017 | Report Store Intelligence Data Digest
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Joint Action Against Online Video Piracy in China
November 13, 2013 Joint Action Against Online Video Piracy in China Lawsuits Seeking RMB300 Million in Damages Filed Against Baidu and QVOD on Claims of Spreading Pirated Videos and Engaging in Hotlinking BEIJING, Nov. 13, 2013 /PRNewswire/ -- Youku Tudou, Sohu Video, Tencent Video, LeTV, MPA, the Motion Picture Association of America (MPAA), CODA, Wanda Films, Enlight Media, Letv Films announce a joint declaration today in Beijing to fight online video infringement and piracy both on PC and mobile Internet in China. Meanwhile, the joint action announces legal action has been taken against Baidu and QVOD for compensation as high as RMB300 million. Representatives from more than a dozen Chinese and international film and television production companies attended the joint action announcement in Beijing. International attendees included the Motion Picture Association of America, Sony Pictures Entertainment, Warner Brothers, Disney and Paramount. Chinese attendees included the Capital Copyright Industry Alliance Capital Protection Division, the China Radio and Television Association of the Television Production Committee, and many Chinese production companies. "Since 2009, the video industry is facing a more severe anti-piracy situation," Sohu Group Chairman and CEO Charles Zhang said. "Especially when those big Internet companies with resource advantages participate in large-scale piracy. We cannot keep competing because where thieves and robbers are having their way, law-abiding companies cannot survive. We may even have to exit online video industry if such practices continue. Nobody will invest in content, and China's online video industry will face the sad situation as the music industry, which has already been destroyed by piracy, had faced before. -
State of Mobile 2020
1 1 2 0 2 0 S T A T E O F M O B I L E Executive Summary 204B $120B 3.7 Hrs 825% 60% Worldwide Downloads Worldwide App Store Per day spent in mobile Higher avg IPO Higher per user in 2019 Consumer Spend by the average user valuation for mobile engagement in 2019 in 2019 companies in 2019 by Gen Z vs older demos in 2019 2 State of Mobile | Copyright 2020 | App Annie Table of Contents ● Macro Mobile Trends 5 ● Gaming 13 ● Finance 22 ● Retail 27 ● Streaming 32 ● Social 36 ● Other Industries Embracing Mobile Transformation 40 ● Worldwide Rankings 45 3 State of Mobile | Copyright 2020 | App Annie The Mobile Performance Standard Through our mobile data and insights platform, we help create winning mobile experiences for those aspiring to achieve excellence 4 State of Mobile | Copyright 2020 | App Annie MACRO MOBILE TRENDS Top Countries by App Store Downloads Consumers Downloaded a Record 120B 240B 100B 200B Growth From 2016 to 2019 204 Billion Apps Worldwide Downloads Worldwide 80B 160B ● Annual worldwide downloads have grown 45% in — Worldwide 45% the 3 years since 2016 and 6% year over year, — China 80% 60B 120B which is particularly impressive given this excludes — India 190% re-installs and app updates. — United States 5% 40B 80B — Brazil 40% ● Downloads are largely fueled by emerging Country-Level Downloads Country-Level markets, including India, Brazil and Indonesia. — Indonesia 70% 20B 40B ● Consumers in mature markets like the US, Japan and Korea have seen download growth level off, 0B 0B but are still seeking out new apps. -
Read the Report
23 Dec 2020 CMB International Securities | Equity Research | Company Initiation iQIYI (IQ US) BUY (Initiation) China’s online Disney in the making Target Price US$23.2 Up/Downside +34.8% Current Price US$17.2 We keep positive on IQIYI’s long-term subs trend and margin improvement , backed by its sizable users, unique original content and valuable IP. We forecast iQIYI to deliver 11% revenue CAGR during FY20-22E, with subs price hike and China Internet Sector ads recovery. Given fundraising partly priced in, we think iQIYI’s valuation is attractive. Initiate with BUY with DCF-based TP US$23.2. Sophie Huang An online video leader: Not only “Netflix”, but more. iQIYI is a leading (852) 3900 0889 online video platform in China, with 105mn subs. Backed by its sizable users, [email protected] vibrant original content and IP reserve, we forecast iQIYI to deliver 11% rev CAGR in FY20-22E, with subs price hike, ads recovery, and user expansion. Miriam Lu (852) 3761 8728 Original content makes the difference. With online video industry growth [email protected] tapering off, we believe content matters more to users than traffic or subsidies. iQIYI exceled itself with exclusive original content in both popular dramas and variety shows. Moreover, it bore initial fruits from short-episode dramas (e.g. Stock Data Mkt Cap (US$ mn) 13,499 the popularity of The Bad Kids <隐秘的角落>), and would further enrich Light Avg 3 mths t/o (US$ mn) 180.41 on Series (迷雾剧场) with stronger pipeline. We expect short-episode dramas 52w High/Low (US$) 28.03/ 14.51 series to stimulate its subs & brand ads momentum with higher ROI, such as Total Issued Shares (mn) 373 Who is Murderer<谁是凶手> in 2021 pipeline. -
Roventure- an Endless Runner Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 08 Issue: 05 | May 2021 www.irjet.net p-ISSN: 2395-0072 Roventure- An Endless Runner Game Purva Tekade[1], Bhavika Thakre[2], Kanaka Golwalkar[3], Anshuli Nikhare[4], Darshan Surte[5] [1-5]Student, Department of Information Technology, S.B. Jain Institute of Technology, Management and Research, Nagpur, India -------------------------------------------------------------------------***------------------------------------------------------------------------ Abstract: Endless Runners feature a perpetually moving character that players should navigate around obstacles. These games might feature levels with a beginning and end, or they will ne'er finish, however the most issue may be a character that ne'er stops moving, timing, and manual dexterity. The most object of the bulk of Endless Runners is to urge as much as attainable in an exceedingly level. Several Endless Runner games frequently generate an infinite quantity of 1 level. All Endless Runners feature confirmed momentum. We explore the consequences of pace of an endless runner game on user performance, preference, enjoyment, and engagement in stationary Platform settings (while walking). Index Terms— Endless runner, Roventure, Unity3D, real time, intensive competitiveness, assets. I. Introduction is based on Runner, a single player running game platform developed and maintained by Intelligent Along with the growth of digital technology, game Computer Entertainment Laboratory, Ritsumeikan industries have entered a stage of rapid development. We University. Runner is a running game, in which the are developing a game application Roventure. player character is continuously moving forward through an endless game world. Two important ‘Roventure’ is an endless runner game application. For elements in the game are traps and coins. -
From Western TV Sets to Chinese Online Streaming Services: English-Language TV Series in Mainland China
. Volume 16, Issue 2 November 2019 From Western TV sets to Chinese online streaming services: English-language TV series in mainland China Xiaoran Zhang, University of Nottingham, UK Abstract: In the age of multiple screens, online streaming has in the 2010s become the most significant way of consuming overseas television programs in Mainland China. Due to rather strict government policy and censorship, foreign television series are presently only legally distributed and circulated on licensed online streaming services. Focusing on the streaming of US/UK TV series, this paper examines online streaming services’ distribution activities in order to understand both streaming websites’ business practices surrounding transnational TV and the features they employ to cater to online audiences for these series. To grasp how the online distribution of English-language TV series operates in China, I begin by looking at China’s five major video streaming services, analyzing the design of their interfaces, scheduling of programs, and accessibility for different tiers of users. I then examine how streaming services use social media as a major tool to promote their US and UK TV series. Through this analysis, I argue that transnational TV flow has had to be localized to achieve distribution and marketing goals in a Chinese context, resulting in the uniqueness of these streaming practices. This article concludes that, with the development of online streaming technologies, distinctive modes of audience consumption in China have informed the localization of this specific transnational TV content. Keywords: Online streaming, streaming consumption, television distribution, transnational TV, Tencent Video, HBO, Game of Thrones Introduction As one of HBO’s most successful high-end shows, Game of Thrones (2011-) has earned a worldwide reputation that includes the fandom of Chinese viewers. -
Tencent Announces 2017 Fourth Quarter and Annual Results
For Immediate Release TENCENT ANNOUNCES 2017 FOURTH QUARTER AND ANNUAL RESULTS Hong Kong, March 21, 2018 – Tencent Holdings Limited (“Tencent” or the “Company”, 00700.HK), a leading provider of Internet value added services in China, today announced the unaudited consolidated results for the fourth quarter of 2017 (“4Q2017”) and audited consolidated results for the year ended December 31, 2017 (“FY2017”). FY2017 Key Highlights Revenues: +56% YoY, non-GAAP Profit attributable to equity holders of the Company: +43% YoY . Total revenues were RMB237,760 million (USD36,387 million1), an increase of 56% over the year ended December 31, 2016 (“YoY”). Operating profit was RMB90,302 million (USD13,820 million), an increase of 61% YoY. Operating margin was 38%, up from 37% last year. Profit for the year was RMB72,471 million (USD11,091 million), an increase of 75% YoY. Net margin increased to 30% from 27% last year. Profit attributable to equity holders of the Company for the year was RMB71,510 million (USD10,944 million), an increase of 74% YoY. Basic earnings per share were RMB7.598. Diluted earnings per share were RMB7.499. On a non-GAAP2 basis, which excludes certain non-cash items and certain impact of M&A transactions: - Operating profit was RMB82,023 million (USD12,553 million), an increase of 41% YoY. Operating margin decreased to 34% from 38% last year. - Profit for the year was RMB66,404 million (USD10,163 million), an increase of 44% YoY. Net margin decreased to 28% from 30% last year. - Profit attributable to equity holders of the Company for the year was RMB65,126 million (USD9,967 million), an increase of 43% YoY. -
Mobile Live Video Broadcasting Live Broadcast
Mobile Live Video Broadcasting Mobile Live Video Broadcasting Playback Product Documentation ©2013-2019 Tencent Cloud. All rights reserved. Page 1 of 22 Mobile Live Video Broadcasting Copyright Notice ©2013-2019 Tencent Cloud. All rights reserved. Copyright in this document is exclusively owned by Tencent Cloud. You must not reproduce, modify, copy or distribute in any way, in whole or in part, the contents of this document without Tencent Cloud's the prior written consent. Trademark Notice All trademarks associated with Tencent Cloud and its services are owned by Tencent Cloud Computing (Beijing) Company Limited and its affiliated companies. Trademarks of third parties referred to in this document are owned by their respective proprietors. Service Statement This document is intended to provide users with general information about Tencent Cloud's products and services only and does not form part of Tencent Cloud's terms and conditions. Tencent Cloud's products or services are subject to change. Specific products and services and the standards applicable to them are exclusively provided for in Tencent Cloud's applicable terms and conditions. ©2013-2019 Tencent Cloud. All rights reserved. Page 2 of 22 Mobile Live Video Broadcasting Contents Playback Live Pull iOS Android LEB iOS & Android ©2013-2019 Tencent Cloud. All rights reserved. Page 3 of 22 Mobile Live Video Broadcasting Playback Live Pull iOS Last updated:2021-09-16 10:16:36 Basics This document introduces the live playback feature of the Video Cloud SDK. Live streaming and video on demand In live streaming, the video streams published by hosts in real time are the source of streaming. -
The Growth of VOD Investment in Local Entertainment Industries Contents
Asia-on- demand: the Growth of VOD Investment in Local Entertainment Industries contents Important Notice on Contents – Estimations and Reporting 04 GLOSSARY This report has been prepared by AlphaBeta for Netflix. 08 EXECUTIVE SUMMARY All information in this report is derived or estimated by AlphaBeta analysis using both 13 FACT 1: proprietary and publicly available information. Netflix has not supplied any additional data, nor VOD INVESTMENT IN LOCAL ASIAN CONTENT COULD GROW 3.7X BY 2022 does it endorse any estimates made in the report. Where information has been obtained from third party sources and proprietary sources, this is clearly referenced in the footnotes. 17 FACT 2: STRONG CONSUMER DEMAND INCENTIVIZES INVESTMENT IN HIGH-QUALITY Published in October 2018 LOCAL ENTERTAINMENT ONLINE 23 FACT 3: THROUGH VOD, ORIGINAL CONTENT PRODUCED IN ASIA IS GETTING INCREASED ACCESS TO GLOBAL AUDIENCES 27 FACT 4: THE ECONOMIC IMPACT OF LOCAL CONTENT INVESTMENT IS 3X LARGER THAN WHAT VOD PLAYERS SPEND 32 FACT 5: VOD PLAYERS OFFER BENEFITS TO THE LOCAL INDUSTRY - WELL BEYOND LOCAL CONTENT INVESTMENT 38 FACT 6: THE CONTENT PRODUCTION VALUE CHAIN IS BECOMING MORE GLOBAL AND DIVERSE, ALLOWING ASIAN COUNTRIES TO SPECIALIZE 43 FACT 7: THE KEY DRIVERS TO CAPTURING THE VOD CONTENT OPPORTUNITY ARE INVESTMENT INCENTIVES, SUPPORTIVE REGULATION, AND AlphaBeta is a strategy and economic advisory business serving clients across Australia and HIGH-QUALITY INFRASTRUCTURE Asia from offices in Singapore, Sydney, Canberra and Melbourne. 54 FINAL THOUGHTS: IMPLICATIONS FOR POLICYMAKERS SINGAPORE Level 4, 1 Upper Circular Road 57 APPENDIX: METHODOLOGY Singapore, 058400 Tel: +65 6443 6480 Email: [email protected] Web: www.alphabeta.com glossary The following terms have been used at various stages in this report. -
The State of Mobile 2019 Executive Summary
1 Table of Contents 07 Macro Trends 19 Gaming 25 Retail 31 Restaurant & Food Delivery 36 Banking & Finance 41 Video Streaming 46 Social Networking & Messaging 50 Travel 54 Other Industries Embracing Mobile Disruption 57 Mobile Marketing 61 2019 Predictions 67 Ranking Tables — Top Companies & Apps 155 Ranking Tables — Top Countries & Categories 158 Further Reading on the Mobile Market 2 COPYRIGHT 2019 The State of Mobile 2019 Executive Summary 194B $101B 3 Hrs 360% 30% Worldwide Worldwide App Store Per day spent in Higher average IPO Higher engagement Downloads in 2018 Consumer Spend in mobile by the valuation (USD) for in non-gaming apps 2018 average user in companies with for Gen Z vs. older 2018 mobile as a core demographics in focus in 2018 2018 3 COPYRIGHT 2019 The Most Complete Offering to Confidently Grow Businesses Through Mobile D I S C O V E R S T R A T E G I Z E A C Q U I R E E N G A G E M O N E T I Z E Understand the Develop a mobile Increase app visibility Better understand Accelerate revenue opportunity, competition strategy to drive market, and optimize user targeted users and drive through mobile and discover key drivers corp dev or global acquisition deeper engagement of success objectives 4 COPYRIGHT 2019 Our 1000+ Enterprise Customers Span Industries & the Globe 5 COPYRIGHT 2019 Grow Your Business With Us We deliver the most trusted mobile data and insights for your business to succeed in the global mobile economy. App Annie Intelligence App Annie Connect Provides accurate mobile market data and insights Gives you a full view of your app performance. -
All About Tablets What Is a Tablet?
All About Tablets What is a tablet? A tablet is any portable device with a touch screen that allows for mobile computing. It differs from a Smart Phone in that it does not have phone functionality. Otherwise, it can be nearly identical. An eReader is a type of tablet designed primarily for reading eBooks, and may or may not have the same advanced functionalities as a tablet. Things you can do with a tablet Most tablets have: Internet web browsing Calendar/Clock Email mp3/Music Playing Camera (Picture/Video) Some Androids and iPads allow for a keyboard/mouse to be connected, for easier use. Some also have a 3g (or 4g) antenna built-in, which allows for cell phone data access to the internet in areas where there is no WiFi available (this requires a subscription to use). Things you CAN’T do with a tablet Tablets cannot run or install traditional programs, like what a computer uses. Tablets only run “apps”. You cannot install a program or game unless it is available as an app. Not all tablets have apps. Some third-party tablets (that are neither Androids nor iPads) do not have an “App Store”, and only run the apps they come with. Tablets cannot connect to a printer. Some advanced printers allow for printing from Android or iPads, but not many do. Even if it has a USB port, you cannot just plug a USB device into a tablet unless the tablet supports it. Types of Tablets/Operating Systems Apple iOS: Used by all Apple devices, including iPhone, iPad, and even iPod Android OS: The most commonly used OS. -
Data from Sensortower
Q4 2019 Store Intelligence Data Digest © 2020 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Worldwide app downloads totaled 28.7 billion in The biggest story of Q4 2019 was the launch of 4Q19, a 4.7% year-over-year increase. 2019 full Disney+, which quickly became the top year downloads grew 9.1% to 114.9B, including downloaded app in the U.S. It had more than 30 30.6B on the App Store and 84.3 from Google Play. million U.S. downloads in the quarter. For the first time in more than five years, Google TikTok ended the year as the No. 2 app by global passed Facebook to become the top mobile downloads behind WhatsApp. India was publisher by worldwide downloads. It had 841M responsible for nearly 45% of TikTok’s first-time first-time downloads in 4Q19, up 27.6% Y/Y. downloads in 2019. 2 © 2020 Sensor Tower Inc. - All Rights Reserved Table of Contents: Topics Covered The Q4 2019 Store Intelligence Data Digest offers analysis on the latest mobile trends: Top Charts for the Quarter 2019 Year in Review 5. Market Overview: 36. Top Categories: 43. 2019 Year in Review: Worldwide year-over-year download A look at year-over-year growth for the Top apps, games, publishers, new apps, growth for the App Store and Google Play top categories on both app stores and new games globally in 2019 6. Top Apps: 39. Top Countries: 51. Disney+: Top non-game apps globally, in the U.S., The countries that had the most installs A look at where Disney+’s launch places it and in Europe in the quarter and a look at Y/Y growth among top SVOD apps in the U.S. -
Online Games Gamble with Children's Data
Report on GameTech ONLINE GAMES GAMBLE WITH CHILDREN’S DATA Published by the Danish Society of Engineers’ Working Group on Ethics and Technology & DataEthics.eu Report on GameTech Contents 1. Background 4 1.1. Definition of gaming 5 1.2. Children’s rights, the GDPR and data ethics 5 1.3. Danish children and gaming 7 2. Digital games and use of data 8 2.1. Microtargeting 8 2.2. Business models 9 2.3. The ecosystem 10 2.3.1. Game development companies 10 2.3.2. The game engine 12 2.3.3. Gaming devices 13 2.3.4. Actors in advertising 14 2.4. Lack of transparency 14 3. Advertising and manipulation 15 3.1. Persuasive game design 15 3.2. Advertising 15 4. Three popular games 18 4.1 Gaming services disclaim responsibility 18 4.2. Fortnite 19 4.3. Subway Surfers 20 4.4. Candy Crush Saga 21 5. Conclusion and recommendations 22 5.1. Conclusion 22 5.1. Recommendations 23 5.2. Particularly for parents 24 Annex 1 25 Questions to the Danish Data Protection Agency 25 Endnotes 28 3 ”The way mobile games collect information about their users, and the details of what type of information they’re collecting, remains incredible opaque (…) The fact that it’s all so confusing is kind of the point, obviously. As a result, mobile games have escaped the level of scrutiny we’ve applied to social media companies, despite be- ing – as category – nearly equally popular and far more likely to be used by children”. Kaitlyn Tiffany, journalist covering technology and internet culture for Vox Magazine, May 2019 1.