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New Business Directions
2019 ANNUAL REPORT \MTS.RU NEW BUSINESS DIRECTIONS EHEALTH MTS \\ MTS 120/80 \\ SMARTMED https://medsi.ru/lands/smartmed.php In 2019, MTS, in collaboration with the National Medical Research Center for Cardiology In 2019, the SmartMed service – a joint telemedicine of the Ministry of Health of the Russian Federation, project by MTS and a network of MEDSI clinics developed and launched in December of the same – continued to actively develop. The service year the MTS 120/80 heart care application. combines the possibilities of online consultations with practicing doctors, making an appointment The solution allows you to enter your systolic with an internal appointment, calling a doctor to your and diastolic pressure into the system, simply home, and safely storing a patient’s medical history. by photographing the screen of the tonometer. Thanks to a specially trained neural network, the MTS The results of 2019 are as follows. 120/80 recognizes measurements on the digital › From January to December, the number of online tonometer display and helps the user quickly fill out consultations has grown more than 20 times. a form for monitoring pressure indicators. Then, if Stable monthly growth testifies to the interest necessary, the user can send details of the blood of users in telemedicine services. 33% of the total pressure records to the attending physician. number of consultations were repeated calls, The report is generated in a way which is convenient which suggests that users see the convenience and benefit of the service. for the doctor. › Compared to 2018, the number of application downloads increased by 80%. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
Fact Sheet: the Golden Age of Esports
The Golden Age of eSports The eSports market promises a lot of emotions and spectacular business opportunities. Worldwide, there are an estimated 1.2 billion gamers1 and 160 million fans of electronic entertainment. By 2017, these figures will double. The revenues associated with eSports are constantly growing. According to Newzoo* forecasts, they will reach $463 million in 2016 and $1 billion by 2019. The origins of eSports can be traced back to the end of 80s and beginning of 90s. Since then, not only the eSports scene, but the whole gaming market has undergone tremendous changes. In the heyday of Commodore 64 and games loaded from cassette decks, no one had ever imagined that the value of the gaming market would grow to billions of dollars, while professional players would salaried and earn five-figure prizes in a single tournament. The Golden Age of eSports According to Newzoo research agency, in 2015 the electronic entertainment market has reached $91 billion in terms of revenues. In 2014, the global revenues totaled slightly more than $83.5 billion, and that represents growth by almost 10 percent. Assuming constant growth rate, we can anticipate global revenues in this sector to reach about $107 billion in 20172. The PC segment constitutes as much as 37 percent of this market, or about $34 billion3. Intel estimates that the amounts spent on gaming hardware have also reached unprecedented levels. It is anticipated that by 2018 the figures may reach $100 billion. 40 Percent of eSports Fans Are Viewers Average gamers do not necessarily understand the significance of numbers related to the market growth. -
Media Weekly Broadcast
Media Weekly Broadcast https://www.acte.be/oldsite/acte.be/_old/newsletters/33/50/Issue-32bf6... Issue # 32 23 June 2016 CME/Pro TV: “We reinvent the way Romanians watch TV” Pro TV is increasingly investing in local productions. Aleksandras Cesnavicius, Pro TV CEO said: “Entertainment is the leading genre. Blockbusters and movie premiers on TV, as well as sport competitions and news programs are also preferred by the audience and bring high ratings. The biggest trend in 2015 was the introduction The Association of Commercial of the strip schedule in prime time and also a focus on reality Television in Europe (ACT) is a entertainment”. trade body for the commercial broadcasting sector in Europe. Read more Formed in 1989, the ACT has 27 member companies active in 37 European countries, operating and distributing several thousand free-to-air and pay-tv Sky and ITV partner on eSports TV channel channels and new media services. Sky and ITV have joined forces with eSports specialist Ginx TV to launch the UK's first 24-hour eSports TV channel. The new re- branded channel will reach 37 million households across UK and Ireland. Read more RTL Croatia finishes great TV season The 2015/16 TV season in Croatia has just ended and brought strong results for the Croatian RTL family of channels, making RTL Croatia the audience leader in all day for the first time since 2008. Read more 1 sur 2 10-08-20 à 11:34 Media Weekly Broadcast https://www.acte.be/oldsite/acte.be/_old/newsletters/33/50/Issue-32bf6.. -
Dodatok Za 13.04. Ponedelnik Конечен Рез
Двојна Прво Полувреме-крај Вкупно голови Sport Life Belarus 1 шанса полувреме 2+ 1 X 2 1X 12 X2 1-1 X-1 X-X X-2 2-2 1 X 2 0-2 2-3 3+ 4+ 5+ 1п. Пон 16:30 3537 Slavia-Mozyr 1.92 3.053.75 Rukh Brest 1.19 1.29 1.71 3.154.75 4.30 8.25 6.60 2.62 1.88 4.33 3.35 1.52 1.92 2.25 4.45 10.0 Двата тима Двата тима Комбиниран Тим 1 голови Тим 2 голови Комбинирани типови ППГ Sport Life даваат гол даваат гол комб. тип голови ГГ ГГГГ1& ГГ1/ 1 & 2 & T1 T1 T1 T2 T2 T2 1 & 2 & 1 & 2 & 1-1& 2-2& 1-1& 2-2& 1+I& 1+I& 2+I& ГГ 1>2 2>1 &3+ &4+ ГГ2 ГГ2 ГГ ГГ 2+ I 2+ 3+ 2+ I 2+ 3+ 3+ 3+ 4+ 4+ 3+ 3+ 4+ 4+ 1+II 2+II 2+II 3537Slavia-M Rukh Bre 2.04 2.70 4.8523.0 2.60 4.65 9.00 7.10 2.20 5.25 13.0 4.00 14.0 3.70 8.00 8.50 18.0 5.80 14.0 11.0 35.0 3.15 2.04 1.93 3.80 8.75 Двојна Прво Полувреме-крај Вкупно голови Sport Life Nicaragua Premiera Division шанса полувреме 2+ 1X2X 2 1X 12 1-1 X-1 X-X X-2 2-2 1 X 2 0-2 2-3 3+ 4+ 5+ 1п. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
The Definitive Guide to Online Gaming and Betting in the U.S. TABLE of CONTENTS
The Definitive Guide to Online Gaming and Betting in the U.S. TABLE OF CONTENTS I. INTRODUCTION II. HISTORY OF ONLINE GAMING III. SPORTS BETTING IV. LEGAL STATUS OF ONLINE GAMING IN THE UNITED STATES: CURRENT AND PENDING V. ONLINE GAMING FUNDING AND VIRTUAL CURRENCY VI. FANTASY SPORTS AND LOTTERY VII. ESPORTS AND OTHER GAMES VIII. AFFILIATE MARKETING IX. ABOUT IFRAH LAW I. INTRODUCTION ©2019 Ifrah Law 3 y 2010, the internet had become an indispensable part of virtually every as- pect of our lives. We read newspapers, books, and magazines online instead of on paper, we shopped online instead of visiting the mall, and we streamed movies directly from the internet rather than renting them from a video store. BAlso by this time, much of our daily interactions with other human beings occurred over the internet, through email and social media. Entertainment of all forms had migrated online. Consumers across age groups were increasingly turning to computers and mobile devices for music, television shows, and the news. Yet in 2010, there was no legal internet-based, real money gaming in the United States. A number of companies, largely located offshore, offered online poker and other games, but did so in a legal gray area. In 2011, the federal government announced that online domestic sites offering gaming were functioning illegally under applicable legislation and ordered the shut-down of the largest internet poker websites in the U.S. This created a vacuum that several states sought to fill by passing laws to legalize online intrastate iGaming. In the years that followed, a growing number of states began permitting real money online poker and other internet games. -
Vlhová Do Boja! Chýbal, Práve Tento V Rakúskom Söldene Sa Obrovským Slalomom Žien Duel Mu Definitívne Zaèína Svetový Pohár V Zjazdovom Lyžovaní 2020/21
www.nike.sk Sobota SUPERŠANCA 1X2 17. 10. 2020 76334 Michalovce – Dun. Streda 5,80 4,50 1,55 74. ročník • číslo 241 76335 Slovan – Sereď 1,20 7,30 13,5 cena 0,80 pre predplatiteľov 0,70 75722 Chelsea – Southampton 1,55 4,85 6,30 75723 Manch. City – Arsenal 1,53 5,05 6,30 75903 Bielefeld – Bayern Mníchov 13,8 7,90 1,23 76491 Real Madrid – Cadiz 1,25 7,05 14,2 76490 Getafe – Barcelona 5,10 3,90 1,81 76577 Crotone – Juventus 8,30 4,75 1,48 App Store pre iPad a iPhone / Google Play pre Android 75822 AZ Alkmaar – VVV Venlo 1,26 6,45 12,0 Za Hapala Strany 2 a 3 Tarkoviè?! Slovenská futbalová reprezentácia spozná v utorok nového „novembrového“ trénera Aj keï sa Sloven- sko dostalo do finále baráže o postup na maj- strovstvá Európy, predvádzala naša futbalová reprezentácia v poslednom období ve¾mi zlé výkony. Všetko vyvrcholilo zápa- som Ligy národov, v ktorom Hamšík a spol. prehrali s Izraelom 2:3, napriek tomu, že viedli 2:0. A aj keï na lavièke pre koronavírus Pavel Hapal Vlhová do boja! chýbal, práve tento V rakúskom Söldene sa obrovským slalomom žien duel mu definitívne zaèína Svetový pohár v zjazdovom lyžovaní 2020/21. zlomil trénerský Jednou z najväèších favoritiek nielen na dnešný väz. triumf, ale i na celkové prvenstvo v boji o ve¾ký FOTO TASR/ krištá¾ový glóbus, je Petra Vlhová. Želajme jej, nech MARTIN BAUMANN Strana 21 je pre òu tento boj úspešný! FOTO TASR/AP 2 FUTBAL sobota 17. -
Annual Report Shall Prevail Over the Chinese Text in Case of Inconsistencies
CHARACTERISTICS OF THE GEM OF THE STOCK EXCHANGE OF HONG KONG LIMITED (THE “STOCK EXCHANGE”) GEM has been positioned as a market designed to accommodate companies to which a high investment risk may be attached than other companies listed on the Stock Exchange. Prospective investors should be aware of the potential risks of investing in such companies and should make the decision to invest only after due and careful consideration. The greater risk profile and other characteristics of GEM mean that it is a market more suited to professional and other sophisticated investors. Given the emerging nature of companies listed on GEM, there is a risk that securities traded on GEM may be more susceptible to high market volatility than securities traded on the Main Board and no assurance is given that there will be a liquid market in the securities traded on GEM. Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this report, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss however arising from or in reliance upon the whole or any part of the contents of this report. This report, for which the directors (the “Directors”) of Kaisun Holdings Limited (the “Company”) collectively and individually accept full responsibility, includes particulars given in compliance with the Rules Governing the Listing of Securities on the GEM for the purpose of giving information with regard to the Company. The Directors, having made all reasonable enquiries, confirm that, to the best of their knowledge and belief: (1) the information contained in this report is accurate and complete in all material respects and not misleading; (2) there are no other matters the omission of which would make any statement in this report misleading; and (3) all opinions expressed in this report have been arrived at after due and careful consideration and are founded on bases and assumptions that are fair and reasonable. -
Blizzcon Is Bigger Than Ever with Nine Stages, 12 Trucks, 200+ Broadcast Streams
BlizzCon Is Bigger Than Ever With Nine Stages, 12 Trucks, 200+ Broadcast Streams The live stages feed into central Master Control, ‘Post Hub’ BY JASON DACHMAN, CHIEF EDITOR NOVEMBER 2, 2018 We distribute to a huge number amount of platforms and we also localize in 18 different languages. All of our esports programming is free, and we make the decision what goes on R Logotext Lorem TaglineBlizzCon Virtual Ticket holistically across Blizzard [based on] what we feel our community would want access to. Peter Eminger, Sr. Director Blizzard With 40,000 fans onsite watching five live esports stages and four content stages sprawled across a million square feet at Anaheim Convention Center, it simply doesn’t get any bigger for the Blizzard Entertainment pro- duction operation than BlizzCon. In addition, Blizzard’s Global Broadcast team is distributing a whopping 211 unique broadcast streams to 17 outlets in 18 languages. “For us, the live event and the broadcasts are very linked together because so much of the broadcast is from these live stages. Our show is definitely bigger this year,” says Pete Emminger, senior director, Blizzard Entertain- ment. “We’re really lucky in that we have a lot of consistent crew, so this year has actually been the smoothest year so far. Plus, we’ve really had a great year at Blizzard overall, so we’re extremely excited to finally be here at BlizzCon, which is really a celebration for us as much as it is [for the fans].” A Blizzard of Activity: A Dozen Mobile Units Onsite Serving Nine Stages Now in its 14th year, the convention features everything from live esports competitions to Q&A panels and announcements to demos of upcoming game releases to concerts and much more. -
Esports Insights
GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD.