Farmville smartphone

guess my birth year (this is just for fun)

2024.05.04 14:47 Interesting_Type4532 guess my birth year (this is just for fun)

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2023.11.08 19:17 Relevations Take-Two Interactive (TTWO) has tremendous risks. And why GTA 6 is an even bigger deal than you think

TTWO jumped on news of GTA 6 release, and it may seem obvious, but let's figure out why this matters to analysts so much.
Founded in 1993, Take-Two consists of three wholly owned labels, Rockstar Games, 2K, and Zynga. The firm is one of the world's largest independent video game publishers on consoles, PCs, smartphones, and tablets. Take-Two's franchise portfolio is headlined by "Grand Theft Auto" (345 million units sold) and contains other well-known titles such as "NBA 2K," "Civilization," "Borderlands," "Bioshock," and "Xcom." Zynga mobile titles include "Farmville," "Empires & Puzzles," and "CSR Racing."
They have had a checkered EPS history, with low and wildly varying EPS from year to year.
Year EPS
2023 (TTM) -$7.29
2022 -$2.25
2021 $4.56
2020 $4.31
2019 $2.98
2018 $3.24
2017 $1.73
2016 $0.17
2015 -$3.68
2014 -$0.90
2013 $4.01 (GTA V Release)
Sony Acquisition
Let's make one thing clear - an acquisition by Sony is clearly their only way to return capital to their shareholders. They have been courted by Sony in the past, and more recently under dubious circumstances it was "leaked" that they were going to be acquired by Sony for an estimated $20 billion. This has proven to be false, per Sony. However, Sony is the ONLY possible acquirer of a company like TTWO, and so let's figure out how a sale to Sony could occur.
The most recent sale of Activision to Microsoft gives us the most recent multiple for a potential sale to Sony. Activision sold with a sale price of $68.7 billion, with a TTM revenue of $7.528 billion. This gives us a revenue multiple of ~9.12x.
Bungie was acquired by Sony in 2022 for $3.6 billion, with revenue of only $200 million, implying a multiple of 18x. This comes with a heavy asterisk of analysts saying that they vastly overpaid, which is true by our other examples below.
Zynga was also bought by TTWO for $9.5 billion on $2.8 billion of revenue, giving us a multiple of 3.4x.
Epic Games' June 2020 financing valued it at $17 billion based on an estimated $5 billion in revenue, which is also a 3.4x revenue multiple.
Electronic Arts trades at approx a 4.5x revenue.
Playdemic was acquired by EA for $1.4 billion, with revenue of $211 million in revenue, giving us a multiple of 6.6x.
If we were to assume that TTWO sells to Sony based on their TTM revenue of $5.35 billion with a floor multiple of 3.40x and a high multiple of 9.12x, this gives us potential sales prices of between $18.2 billion and $48.8 billion, quite a range but plenty of more room on the upside. Compare this with their current $22.8 billion market cap.
However, there are a few things wrong with this assumption, namely GTA 6 and Sony itself.
Firstly, the multiples we established were based on TTWO's TTM revenue, which doesn't take into account a massive title release like GTA6 that would not be captured in their revenue. In fairness, neither does any of the other mulitples we used. However, I would ask you about Epic Games, Zynga, EA, Bungie, and even Activision... did they have any titles coming out (before their sale) that are as hotly anticipated as GTA6? The answer is no, and so I think it is fair to not give as much weight to the floor as we should to our ceiling price.
Secondly, and most importantly, a potential sale can only occur if Sony has the resources to fund it. And my fat conclusion is no. They cannot buy it. Firstly, while the MSFT acquisition of Activision has opened up the acquisition from the regulatory side, Sony simply does not have the funds or the ability to acquire it. They only have a cash balance $14 billion.
And if you don't believe me, their CFO stated their company has only around $5 billion left to spend for acquisitions, which means they are most likely in the hunt focusing on smaller studios. They don't have the warchest of MSFT.
What this means for TTWO is that they have no possible exit unless Sony's cash pile swells to a significant degree, because there are simply no other possible acquirers. And importantly, TTWO simply does not generate significant free cash flow to their shareholders.
TTWO has to rely on cash flow generated from operations because they will not have a reasonable exit in the next 5-10 years. This means GTA6 and their other upcoming titles have to do a lot of work to bide them time for a Sony acquisition. No one thinks GTA6 is going to flop, but this industry has been mired in flops the last few years from major studios.
Don't take it from me, take it from their 10-K:
"Grand Theft Auto and certain of our other titles, such as Red Dead Redemption or NBA 2K, are "hit" products and have historically accounted for a substantial portion of our revenue. Grand Theft Auto products contributed 14.6% of our net revenue for the fiscal year ended March 31, 2023, and the five best-selling franchises (including Grand Theft Auto), which may change year over year, in the aggregate accounted for 52.9% of our net revenue for the fiscal year ended March 31, 2023. If we fail to continue to develop and sell new commercially successful "hit" titles or sequels to such "hit" titles or experience any delays in product releases or disruptions following the commercial release of our "hit" titles or their sequels, our revenue and profits may decrease substantially, and we may incur losses."
Conclusion:
GTA 6 is even a bigger deal than you think. If this flops, they don't make money. TTWO right now is a bet on GTA 6, full stop because they have no alternative but to continue independently, with no prospect of any suitors. They have to continue to deliver on big titles every single year.
Their historical EPS doesn't suggest a market cap of anywhere near $24 billion, even taking into account post GTA 5 years. There is tremendous risk at these prices in this company, it assumes they will never produce a flop.

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2023.07.05 00:11 Astanay-D40 History of gametech startups

The history of GameTech startups is deeply intertwined with the evolution of the gaming industry itself. As technology has advanced and gaming has become more popular and accessible, innovative startups have consistently emerged to push the boundaries of gaming and redefine the possibilities of interactive entertainment. This detailed history will trace the development of GameTech startups from the early days of gaming to the present, highlighting key milestones, influential companies, and technological innovations along the way.

Brief history lesson

The Early Days (1970s-1980s)
The gaming industry began to take shape in the early 1970s with the invention of arcade games and home consoles. Nolan Bushnell and Ted Dabney founded Atari in 1972, pioneering the arcade gaming industry with their groundbreaking game, Pong. Atari's success inspired other startups to join the market, such as Taito, which released Space Invaders in 1978, and Namco, which released the iconic Pac-Man in 1980. These early GameTech startups laid the foundation for the gaming industry and pioneered many of the concepts and technologies that are still in use today.
In the 1980s, the home console market began to take off, with companies like Nintendo and Sega introducing popular gaming systems like the NES (Nintendo Entertainment System) in 1983 and the Sega Master System in 1985. As demand for home gaming increased, GameTech startups began developing innovative games and peripherals to cater to the growing market. Trip Hawkins founded Electronic Arts (EA) in 1982, which would later become a major player in the gaming industry with games like Madden NFL and The Sims. Activision was founded in 1979 by former Atari employees, developing popular games for the Atari 2600 and later expanding to other platforms.
The Rise of PC Gaming and 3D Graphics (1990s)
The 1990s marked a significant shift in the gaming industry, as personal computers became more powerful and affordable. GameTech startups began to focus on developing games for the PC market, taking advantage of the platform's superior processing power and graphics capabilities. This period saw the emergence of influential game development studios such as id Software, founded in 1991 by John Carmack, John Romero, Tom Hall, and Adrian Carmack. They created groundbreaking first-person shooters like Wolfenstein 3D (1992), Doom (1993), and Quake (1996), which popularized the genre and established key gameplay mechanics that persist to this day.
The 1990s also witnessed the advent of 3D graphics, which revolutionized the gaming experience. In 1993, Silicon Graphics, Inc. (SGI) introduced the RealityEngine, which enabled the development of the first truly 3D games. GameTech startups like 3Dfx Interactive and NVIDIA played a crucial role in developing the graphics processing technology that enabled the creation of increasingly immersive and realistic games. NVIDIA's release of the GeForce 256 in 1999 marked the beginning of the modern era of GPU technology.
The Internet Revolution and Online Gaming (Late 1990s-2000s)
As the internet became more widespread in the late 1990s and early 2000s, GameTech startups began to explore the possibilities of online gaming. In 1996, Blizzard Entertainment released Diablo, which featured online multiplayer gameplay via the company's proprietary Battle.net service. In 2004, Blizzard launched World of Warcraft, a massively multiplayer online role-playing game (MMORPG) that would become one of the most successful and influential games in history.
Valve Corporation, founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington, released Half-Life in 1998, which would later spawn the popular online multiplayer game Counter-Strike in 2000. Valve also developed the Steam platform, launched in 2003, which revolutionized game distribution and enabled the growth of the digital gaming market.
The rise of online gaming also facilitated the emergence of social gaming and casual games, with startups like Zynga founded in 2007 by Mark Pincus. Zynga developed popular browser-based games like FarmVille (2009) and Mafia Wars (2008), which appealed to a broader audience and introduced millions of new players to the world of gaming. Other notable startups in the social gaming space include Playfish (founded in 2007) and Playdom (founded in 2008), both of which were later acquired by Electronic Arts and Disney Interactive, respectively.
Mobile Gaming and New Technologies (2010s-Present)
With the proliferation of smartphones and tablets, the 2010s saw the rapid growth of mobile gaming. GameTech startups like Rovio Entertainment, founded in 2003 by Niklas Hed, Jarno Väkeväinen, and Kim Dikert, found immense success with their mobile game Angry Birds (2009), which spawned a multimedia franchise. Finnish startup Supercell, founded in 2010 by Ilkka Paananen, created highly successful mobile games like Clash of Clans (2012) and Clash Royale (2016), which consistently ranked among the highest-grossing mobile games worldwide.
During this time, GameTech startups also began to explore new technologies like virtual reality (VR), augmented reality (AR), and artificial intelligence (AI). Oculus VR, founded in 2012 by Palmer Luckey, Brendan Iribe, Michael Antonov, and Nate Mitchell, introduced the Oculus Rift, a VR headset that kickstarted a new wave of interest in VR gaming. In 2016, Niantic, a startup spun off from Google, released Pokémon GO, an AR mobile game that took the world by storm and demonstrated the potential of location-based gaming experiences.
AI has also been a significant focus for GameTech startups in recent years, with companies like DeepMind, founded in 2010 by Demis Hassabis, Shane Legg, and Mustafa Suleyman, demonstrating the potential of AI in gaming through their groundbreaking work on AlphaGo and AlphaStar, AI systems that have defeated human world champions in the games of Go and StarCraft II, respectively.
Today, GameTech startups continue to drive innovation in the gaming industry, focusing on areas like cloud gaming, blockchain, and esports. Companies like Unity Technologies and Epic Games are providing powerful game development engines that enable developers to create high-quality games across multiple platforms. Meanwhile, startups like Improbable and PlayFab are working to enhance the gaming experience with cloud-based solutions and advanced analytics.
Esports has become a major force in the gaming industry, with startups like Twitch, founded in 2011 by Justin Kan and Emmett Shear, and Discord, founded in 2015 by Jason Citron and Stanislav Vishnevskiy, playing a significant role in the growth of competitive gaming and the creation of vibrant online gaming communities. These platforms have allowed gamers to connect, communicate, and share their experiences, while also providing a platform for professional gamers to showcase their skills and compete for cash prizes and prestige.
The GameTech startup industry has witnessed significant growth and evolution over the past few decades, driven by technological advancements, increasing investment, and a rising demand for immersive and engaging gaming experiences. In this article, we will delve into the history of GameTech startups, the role of funding and investments, some of the most successful and influential companies, as well as the impact of industry events and media on this burgeoning sector.

Investment Landscape in GameTech

Over the years, the GameTech industry has attracted substantial interest from both venture capital funds and large corporations looking to invest in the gaming market. These investments have provided much-needed financial support for startups to develop innovative gaming technologies and scale their businesses.
Some notable investment funds and corporations that have shown significant interest in the GameTech space include Sequoia Capital, Andreessen Horowitz, Tencent, and Google. As the gaming industry continues to grow, it is expected that even more investors will be drawn to the potential high returns offered by GameTech startups.
Examples of Funds that invested in GameTech startups:
  1. One such fund is Makers Fund, a venture capital firm that focuses on the gametech industry. It was founded in 2017 by Jay Chi and Michael Cheung, who both have extensive experience in the gaming industry. The fund has raised over $200 million in capital and has invested in a range of companies, including game developers, esports organizations, and virtual reality platforms.
  2. Another fund is BITKRAFT Ventures, which invests in gaming and esports companies. BITKRAFT was founded by esports veteran Jens Hilgers in 2017 and has since invested in companies such as H4X, a company that creates esports apparel, and Epics.gg, a platform that allows players to bet on esports matches.
  3. In addition to these dedicated gametech funds, there are also generalist venture capital firms that have invested in gametech startups. For example, Andreessen Horowitz, a well-known venture capital firm, has invested in game developers such as Roblox and Figma, as well as virtual reality companies like Oculus VR.
The gametech industry is expected to continue its growth trajectory, driven by the increasing popularity of mobile gaming, the rise of esports, and the development of new technologies like virtual and augmented reality. As a result, we can expect to see more funds and investors turning their attention to this sector in the coming years.
Examples of large corporations that invested in GameTech startups:
  1. Tencent, a Chinese multinational conglomerate that has invested in multiple GameTech companies such as Riot Games, Epic Games, and Supercell. Tencent is also the parent company of WeChat, one of the world's largest social media platforms.
  2. Amazon, which has made several acquisitions and investments in the GameTech industry. In 2014, Amazon acquired Twitch, a popular livestreaming platform for gamers, for nearly $1 billion. In 2018, the company invested in the GameTech startup, Breakaway, which aimed to create a new multiplayer game experience. Although the game was ultimately canceled, Amazon continues to invest in the gaming industry through its gaming division, Amazon Games.
  3. Google has made significant investments in the GameTech industry. In 2018, the company announced the launch of its cloud gaming service, Stadia, and acquired the GameTech startup Typhoon Studios in 2019. The acquisition was part of Google's efforts to develop first-party games for Stadia.
  4. Microsoft and Intel, have also shown an interest in investing in the GameTech industry. Microsoft has its own gaming division, Xbox Game Studios, which develops and publishes games for Xbox consoles and Windows PCs. Intel has invested in GameTech startups such as BlueStacks, a company that allows Android games to be played on PCs.

First Successful GameTech Startups

Some of the earliest successful GameTech startups include id Software, the creators of iconic games such as Doom and Quake, and Blizzard Entertainment, the developers behind the massively popular Warcraft, StarCraft, and Diablo franchises. These companies, which started as small teams with limited resources, have now grown into major players in the gaming industry, demonstrating the potential for success in this highly competitive sector.
Another successful GameTech startup that emerged in the early days of the industry was Electronic Arts (EA), founded in 1982. EA was a pioneer in the development and publishing of sports video games, with titles like Madden NFL, FIFA, and NHL becoming household names. The company's success continued into the 1990s and 2000s with the release of popular franchises like The Sims, Battlefield, and Mass Effect.
Another notable GameTech startup is Supercell, founded in 2010. The company is known for developing mobile games such as Clash of Clans, Hay Day, and Clash Royale, which have been downloaded millions of times and generated significant revenue. Supercell's success has led to its acquisition by Tencent, one of the largest technology companies in the world.
These successful GameTech startups demonstrate the potential for innovation and growth in the gaming industry. From small teams with limited resources to major players in the market, these companies have created some of the most popular and influential games of all time. The industry continues to evolve, with new startups emerging and pushing the boundaries of what is possible in gaming.

Unicorn GameTech Startups

Unicorn gametech startups are those that have reached a valuation of over $1 billion. These startups have revolutionized the gaming industry with their innovative technology, unique gameplay, and user engagement. Here are some examples of unicorn gametech startups and their influence on the industry:
  1. Epic Games - Founded in 1991, Epic Games gained prominence with its Unreal Engine technology, which powered many popular games. In 2017, the company launched Fortnite, a battle royale game that became a cultural phenomenon, with over 350 million registered players. Epic Games' success with Fortnite and the Unreal Engine has led to partnerships with major tech companies, including Microsoft and Apple.
  2. Roblox - Launched in 2006, Roblox is a massively multiplayer online game platform that allows users to create their own games and virtual worlds. The platform has over 150 million monthly active users, and its success has led to a $29.5 billion valuation as of 2021. Roblox's unique user-generated content approach has influenced the gaming industry, with other companies exploring similar ideas.
  3. Unity Technologies - Unity Technologies is a software company that provides a platform for developing video games and other interactive experiences. The company's software is used by over 1.5 million developers worldwide, and it has been used to create popular games such as Pokémon Go and Cuphead. Unity Technologies' success has made it one of the most valuable unicorn gametech startups, with a valuation of over $6 billion.
  4. Rovio Entertainment - Rovio Entertainment is a Finnish company that gained fame with its popular mobile game, Angry Birds. The game has been downloaded over 4 billion times and spawned multiple spinoffs, merchandise, and a feature film. Rovio's success with Angry Birds paved the way for other mobile game companies to follow suit and create popular games for the platform.
These unicorn gametech startups have revolutionized the gaming industry with their innovative technology, unique gameplay, and user engagement. Their influence can be seen in the popularity of their games and the partnerships they have formed with major tech companies. As the gaming industry continues to evolve, these startups are likely to remain at the forefront of innovation and success.

Game-Changing but Unsuccessful GameTech Startups

Despite their ultimate failure, some GameTech startups have made significant contributions to the industry. One notable example is Ouya, a Kickstarter-funded project that aimed to create an affordable, Android-based gaming console. Although Ouya ultimately failed to gain traction in the market, it demonstrated the potential of crowdfunding as a viable funding source for gaming startups and sparked interest in the development of alternative gaming platforms.
Another example of a game-changing, yet ultimately unsuccessful GameTech startup is Jawbone, which developed the Up fitness tracker. While not strictly a gaming company, Jawbone's Up was one of the first fitness trackers to incorporate gaming elements into its design. Users could set fitness goals and earn rewards for meeting them, creating a sense of achievement and motivation akin to video games. Despite its initial success, Jawbone struggled with manufacturing and technical issues, ultimately leading to its bankruptcy in 2017.
Another noteworthy example is THQ, a video game publisher that was responsible for popular franchises like Saints Row and Company of Heroes. THQ's innovative approach to game design and storytelling set it apart from its competitors, but the company ultimately filed for bankruptcy in 2012 due to a combination of financial mismanagement and a rapidly changing gaming market.
While these GameTech startups may not have achieved long-term success, their influence on the industry cannot be ignored. Their innovative ideas and bold approaches have inspired countless other startups and paved the way for new technologies and trends in gaming.

Industry Events and Exhibitions

Events and exhibitions play a vital role in the gametech startup industry. They provide a platform for startups to showcase their products, network with industry professionals, and attract potential investors. Some of the most important events and exhibitions in the gametech industry include:
  1. E3: The Electronic Entertainment Expo, commonly known as E3, is one of the largest gaming events in the world. It takes place annually in Los Angeles and attracts major players in the industry, including game developers, publishers, and hardware manufacturers.
  2. Gamescom: Gamescom is an annual gaming trade fair held in Cologne, Germany. It is the largest gaming event in Europe, attracting thousands of visitors from all over the world. It features major gaming announcements and presentations from industry leaders.
  3. GDC: The Game Developers Conference is an annual event held in San Francisco that brings together game developers, publishers, and industry professionals. It includes lectures, panels, and workshops covering various aspects of game development.
  4. PAX: PAX, short for Penny Arcade Expo, is a series of gaming events held throughout the year in various locations, including Boston, Seattle, and Melbourne. It is known for its focus on indie games and its welcoming atmosphere for gamers of all backgrounds.
  5. Tokyo Game Show: The Tokyo Game Show is an annual gaming trade show held in Tokyo, Japan. It is one of the largest gaming events in Asia and features major gaming announcements from Japanese game developers.
Attending these events can help gametech startups gain exposure, learn about industry trends, and connect with potential investors and partners. They also provide an opportunity for startups to showcase their latest products and innovations, helping to attract attention and build a strong reputation within the industry.

The Role of Media in the GameTech Industry

The rise of dedicated gaming media outlets, influencers, content creators, and podcasts has played a vital role in driving awareness and interest in the GameTech industry. Websites such as VentureBeat, Gamasutra, and IGN offer in-depth coverage of the latest developments in the sector, while social media influencers and content creators provide valuable insights and opinions on emerging technologies and trends.
In addition to providing coverage and analysis, gaming media outlets often host events and exhibitions that are important for the GameTech industry. These events, such as E3 (Electronic Entertainment Expo), Gamescom, and the Tokyo Game Show, serve as platforms for companies to showcase their latest products, make announcements, and connect with fans and investors. These events also provide opportunities for smaller, emerging startups to gain exposure and attract potential investors or partners.
The role of media in the GameTech industry goes beyond just reporting and events. Content creators on platforms like Twitch and YouTube have become important marketing channels for game developers and publishers. Influencers and streamers with large followings can drive significant attention and sales for games, making them a valuable asset for companies looking to promote their products. The rise of esports, where professional gamers compete in organized tournaments, has also created a new avenue for media coverage and sponsorship opportunities.
However, with the increasing influence of social media and user-generated content, traditional gaming media outlets are facing new challenges. The rise of user-generated reviews and content, along with the fragmentation of media channels, has led to a more competitive landscape for gaming media. Nevertheless, the role of media in the GameTech industry remains essential for shaping public opinion, driving awareness, and facilitating connections between stakeholders.

Predictions for the future

The GameTech startup industry has come a long way since its humble beginnings in the late 20th century. Driven by factors such as increasing investment, technological advancements, and a growing demand for innovative gaming experiences, the sector has evolved into a thriving and dynamic space. As more investors recognize the potential of the GameTech industry, startups will continue to receive the financial support needed to develop groundbreaking gaming technologies.
The history of GameTech startups is marked by continuous innovation and an unwavering drive to push the boundaries of what is possible in gaming. From the early days of arcade games and home consoles to the cutting-edge technologies and diverse gaming experiences of today, GameTech startups have played a critical role in shaping the gaming industry and defining its future.
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2023.06.25 11:39 heyuiuitsme i thought i already did this ...


But, i don’t think he cares if you think he’s gay, i don’t think he cares about anything at all. We don’t think of sexuality as that or that black and white and does it physically hurt you to mind your own business. Is that the fucking problem.
Also, like … ok, how have you not been canceled with your bigotry. Y’all just fucking bigots. Against everyone. I hate to even, but i mean, can someone go over that shit and screenshot everytime any of them says anything bigoted
And, you know, meme the ever loving fuck out of it, or i could just do it myself.
Let’s make that this week’s goal, like to distract from that russia’s probably going to drop a nuke this week. They’ve started up what the media is calling a civil war or a military coup and there are 7000 nukes in russia that are “unaccounted” for. Soooooo
Future looks bright. But, i know a revolution when i see one. Vive la Russia
Better climb up under my desk. Lol …
Anyway, epstein wasn’t an anomaly, a lot of wealthy people like to abuse children, and it’s clear from the victims what he .. you know, like his speciality. It’s clearly 13 to 16 year old girl next door looking girls. That’s what he provided.
And, i don’t like being this blase about it, but this is the only real way to impart factual information, to remove the emotions from it.
But, that ain’t everyone’s .. you know, whatever, but he was hardly the only sex trafficker in america selling literal children to the wealthy for abuse. Some go younger, or boys, or something, you know, just a little more. #bdsmchildporn
I don’t have anything to do with epstein. He’s not my trafficker, they are. Them. and, i’m far from the only victim. So, anyway, how it started. Idk, someone around had read some mk ultra shit or something and decided i’d be a good home subject for that, along with 31 other children in my town, and they made #bdsmchildporn of us
Then, them. They. Those people, that family, they first met me when i was 15 or 16, and i was trying to get out of that and they offered to help, but they didn’t help. What they actually did was take over the #bdsmchildporn trafficking ring and did it themselves
That’s what happened. That’s where they came from. That’s who they are.
So, yeah, that guy is like totally disgusted with you and all of this.
Idk why you thought he’d help your cause, and that’s really the suck ass part of this, they’re so fucking god damn stupid and incompetent
Oh, they stay in cause they use that money from the trust to donate to politicians and judges and such, it’s not even that hard to figure out. What they’re doing. Most of the money gets spent on bribes so they can keep doing what they’re doing. You know. Fictional book notes and all that
They do it right in front of everyone and act like it’s ok and the society we live in let’s them get away with it, so. You know, what am i to do.
You know i’m telling the truth. This ain’t no prank. You’re not even surprised or shocked to hear that about them, right.
Idk, just today they told me i didn’t deserve a kitchen cause i was in jail. I’m most literally not, and they ain’t no one to condemn me. Watch yourself, if you go against them they .. do things. They’ll try to entrap you
They entrapped a lot of cops and others. They’ve entrapped a lot of others by, ok, so they give out these free vacations. The vacation homes have hidden cameras in them. But, then they also will hack your computer and see what you’re jacking off to
What kinda porn you watch, then, they’ll put that in your path. Whatever it is, there the fuck it is, right there, living and breathing, what you jack off to. A lot of people can’t resist. Then, you know, take their fantasy back to the room, and you know, create what they’re going to be blackmailed with without knowing it
That’s how they operate, that’s what they do. If they get wind there’s an investigation, they’ve already got all these other cops either on the payroll or being blackmailed by them. Just nip that in the bud, right. Isn’t that what you do.
Yeah, it is. That’s why they stay where they are and get what they get.
That’s fucking why they are who they are.
Oh, it’s their birthright to steal from me. I didn’t know, sorry.
They say only smart people can understand sarcasm. And, you know, like, that’s what that was. Idiot.
They wouldn’t have starved. They’re not handicapped. They can work, i mean, all the fuck they do is go on about how successful and great they are, what the fuck, but, but, but, i’ll starve
My fucking ass. You ain’t gonna starve. They feed ya in jail
Oh, they’re still trying to not pay me “back wages” that they were court ordered to pay. It’s been about idk, a month a half since they were court ordered to give me my earnings, they have not. Idk, my lawyers are going to try to get .. you know that penalty when you don’t pay, and have to go back to court to get the court to get you to pay what they already ordered you to pay
Got some real fucking visious lawyers, they’re great. Kowaski recruited them.
They’re trying to pay the money they were court ordered to pay me back to themselves as my conservatorship and it’s their right to have it. Like, that’s what they’re saying. It’s their right to

That’s a perfectly good use of money i earned, sure. Yeah. ok.
Did you drink heavily while you were pregnant with them or something. …
That’s who i am. Your sole source of income. And, i ain’t your daddy and i think they need to pay for your ass and not me. Mmmmmk
Or, your fucking grown, you could get a fucking JOB
Idk and idc. Maybe nothing, doesn’t even seem like they know, but idc. That’s not my problem, she’s not my responsibility to pay for. If you couldn’t afford them, then you should have kept your legs closed. I mean, isn’t that what you told me when i couldn’t buy formula for my baby so i could go back to work.
Yeah, a lot of people won’t publicly admit they know me, cause the porn, and no one ever wants to date me. And, it’s child porn, like, i ain’t even a porn star people would recognize, but they do. And, that’s why no one will date me, like you know … them
Hueser said i wasn’t socially acceptable to date, and he wasn’t the first person to tell me that
And, the whole fucking time i’m a kid and having the shit beat out of me, i’m being told that that’s what i have to do to for men to want me. Later, you know, like ..
Idk, this isn’t the bill of goods you sold me.
Like, that being a sex slave or a sexual submissive would make me more desirable, and i could have my pick of men. You know, that’s what they said, but in reality, you know - where i fucking live, that’s not even close to the truth
The truth is, like, they want to have those socially acceptable prudes and i’m ok to be, like a side chick to my own fucking life and watch while they spend up my money but i get the privilege of being with them secret.
It’s a win-win, heather, what’s your problem
Yeah, man, i can totally fucking tell you “got me” - yeah, man. I see it, how could i have been so blind. Stfu hueser you ain’t never “got” no one in their whole fucking life, it’s always your ass need saving.
If you fucking “got me” why am i stuck in this fucking pit

Yeah, honey, this is the meaning i’ve given my life. It’s my life’s mission to destroy you. I got it, i ain’t need no guidance from the likes of you, i mean, i can see what you did with your life
Every opportunity to anything handed right the fuck to you. What have you even accomplished. I mean, you didn’t even take advantage of what could have been, all the fuck y’all do is sit around and cry about how fucking bad you fucking have it
You don’t even have the common decency to at least look happy while spending up what’s mine. You look fucking miserable all the fucking time.
And, we can all see you ain’t got it that bad at fucking all, like you ain’t even know what the fuck bad is. Personally, i’d like to help you grow as a person. I think it would help you grow as a person to support your god damn mother fucking self
… and you’re somehow the butt of every fucking joke. My real life hardships, put on fucking display and made fun of.
Everywhere. Everyone does it.
Nah, i’m totally not cool with it
Totally off topic, but i was just on the front page reading comments. And, i came across one about mgmt setting goals. That goal setting bullshit. Wtf even is that. How the fuck does that help me or make me better or improve my fucking life ever at fucking work
Oh, it hasn’t. I’ve been in a lot of those bullshit team meetings. Like, it’s all like, ok, Team!! Let’s ALLLLLL Work Harder For The Same Money, here ya go - this is what i need out of you.
Yeah, no. i ain’t doing that. My goal, i got one goal everyday when i get the fuck up and i follow it out through every fucking one of my waking hours. I ain’t even got time for nothing else.
Oh, just revenge. I got bored and turned myself into a villain in my own story. It’s not like i’m doing anything else anyway, but maybe i should set some work goals.
Goalposts for my revenge plans, i already have those, but i don’t want to meet them as i’m not safe here. Like, for that. That’s also the thing. That kept me quite, you know, ain’t really safe for people to know that kinda stuff.
The world is a scary place, you know, y’all like be like you can’t live your life in fear and i’m sitting here like, i’ve got gangbangers to left of me and meth heads to the right, so. Yeah, i don’t live there where the world isn’t dangerous, and that would never happen here.
That kinda shit happen all the fucking time over here. I mean,
Reality isn’t as nice as it is on TV, no. i’ve actually made the memes before, i suck at it. I think that’s literally my first good one. Like, one that didn’t suck, idc if you like it or not, i like it. That’s funny as fuck.
If you know, you know.
Congrats, heather. I’m proud of you. The first meme i made, idk, i made a lot of memes when i was supposed to be touching up photos at the wedding chapel. Also, played a lot of farmville. the first meme i posted on reddit from this account - got me banned from .. wherever i posted it.
It was a chimney meme, idk, i know it’s naughty to do that.. But, i did and i got banned and then i stopped following all meme subreddits on reddit and i get my memes off facebook
Omg, back when you used to have to use .. like, a real photo editing software to make memes. I made memes in corral color. And, you have to size those so they fucking work, and lock your aspect ratio
Making memes used to be so much fucking work, y’all got it good. That like took me, 15 seconds. Literally 15 seconds. I could use my tablet for that. But, i don’t want to, idk, what do you use a tablet for.
I bought it to have a hidden device, but you know, see my magic trick video for how well that went, so fuck it, i got the thing, but idk, it’s awkward to hold and use, also i got it at the pawn shop and i don’t have a case, i bought one on temu but i didn’t bother to make sure it was the right size, spoiler alert: it was not.
Omg, it used to take forever to make a meme, like a whole minute. Or two. Anyway, hello, my name is heather and i’m addicted to memes. Idk, did we call them that in 08. I don’t remember, i don’t remember memes being called anything at all until, like, idk
When that term become popular on the internet. Jpegs. That’s how i saved them and that’s what i called them, jpegs
And, then people starting making memes about memes, and i was like, wtf is a meme. No, i was like, wtf is a me me
Oh, jpegs
I didn’t know they had another name, or a name, like, just in my head i called them jpegs
Delete immediately .. that was the name of the file i kept them in, you know, my workspace for that file. I deleted it everyday in case my boss looked, i did it on a work computer.
Where’d i post them, fuck idk. Not twitter. Lol, probably myspace and facebook. Those were the two platforms that, you know. Like, probably not facebook, myspace, that’s where my internet friends were, yeah, for a long time when the people in my life got smartphones, 2007
2007 - that was it, that was when society started to crumble, when y’all fucks got on the internet.
Like, suddenly the town loon had a way to broadcast their bullshit unfettered. I mean, that’s what the fuck happened. Used to in society bitches couldn’t go about calling themselves alpha males while quoteing marylin fucking monroe from blonds have more fun and applying her girl concept to their bitch ass selves.
But, i guess that’s where we are nowadays
Wait, hold up. You guys are making money
I was outside smoking, i think it’s possible that i have a treasure trove of memes on a 1T seagate somewhere, that’s not something i would have thrown out. Wonder where it is
I wonder if my 07/08/09 memes held up, most probably, we were in a recession then, too

I’d rather not
But, if i can stay anonymous and make money from memes. Yeah, fuck it, guess i’ll “try”
I mean, you know, i think it’s a family trait, that. I really want this kilt salad or polk salad, that’s what it’s called, idk, like, you get those polk leaves, the good ones. And, fry some bacon and then put those polk leaves in there, and wilt them up. Just for like one second, just get them hot and stir them around and then put green onions on top. That’s it.
Real fucking yummy
Kilt salad is what it’s called when you use leaf lettuce, and when you use leaf lettuce, you don’t put the lettuce in the pan, you just pour the bacon grease over the lettuce and sprinkle with green onions.
Omg, so, like if you actually make money from the memes, and get like a 1099 and file your taxes and shit, like .. ok confession: i like to make up dumb shit and put it on my tax return as my .. whatever the fuck they call it. Like, PROFESSION: Shitposter
But, you know, i’d have to actually make money from it to claim in on my taxes
That’s sounds like a fun profession, and you know what, i’m pretty fucking good at it, if i do say so myself. Topix. That topix forum, posted memes there. Like, wtf, all the places i used to meme are gone.
Back in 2009ish, i guess, what i really loved to do was drop about 50 inflammatory memes on that topix site, you know, for my hometown, then go to fucking bed. Before it went away, that was a great forum site to talk to people anonymously. You could just look up your city, and there’d be a board for it, and you know, go to town
Yeah, i had a whole fucking style. Back then it was all boys and they never copied that. Only just the words on their own memes. Ahhhh, well. It is what it is
Worst of all - He Plagiarized My Memes
I bet there’s real fucking cringe shit in there, too. You can use the whisper app to make memes, just you know, words and screenshot, that’s a very lazy way to do it.
So, kowaski has been looking for any evidence what so ever that you ever “helped” me, doesn’t seem to exist, you got that on your end, hueser. How you got me, kowaski been looking for any evidence of that, can’t seem to find it.
submitted by heyuiuitsme to LackOfModeration [link] [comments]


2023.06.06 14:55 pwreit2022 Idea to see fromville from much higher heights

they have a drone. I highly doubt the drone has a camera, it was a toy for his child.
They have a smartphone (new woman from bus impaled to tree)
Strap the smartphone to the drone, set the record button on. Fly the drone vertically as high as it will go.
scan the area around farmville . Do this in different locations. Near the fuzzy boundary points.
submitted by pwreit2022 to FromSeries [link] [comments]


2023.06.06 14:54 pwreit2022 Idea to see fromville from much higher heights

they have a drone. I highly doubt the drone has a camera, it was a toy for his child.
They have a smartphone (new woman from bus impaled to tree)

Strap the smartphone to the drone, set the record button on. Fly the drone vertically as high as it will go.
scan the area around farmville . Do this in different locations. Near the fuzzy boundary points.
submitted by pwreit2022 to FromTVEpix [link] [comments]


2022.08.30 05:45 Themeloncalling Gamestop's $400 Billion NFTransformation Part II

TA;CR: The digital banana stand will bring tendies back to Gamestop
Part I of Gamestop’s $400 Billion NFTransformation covered Gamestop’s past and the unexpected turnaround. This part will cover its trajectory to profitability using the marketplace and the strategic partnerships with Immutable and Loopring.
Link to Part I
Part IV: The Transformation in Action
Bear Thesis: Gamestop is hated by customers, developers, and employees alike. Everyone wants to see this ship burn and sink.
Bull Thesis: Gamestop is buoyed by the January 2021 sneeze and seen as a revived, customer centric brand.
The Gamestop NFT marketplace seeks to build value between developers and customers. Instead of the old predatory arbitrage model that favored Gamestop, the new marketplace fees provide liquidity to customers, a more fluid audience to game developers, and a share of recurring income from the resale of in-game digital assets. To see the benefits of the marketplace and wallet, consider the value proposition to the following parties covered in the bear thesis:
Customers: Currently purchase a digital game with no resale value, or a free-to-play game with microtransactions anchored to the game and no liquidity. With digital ingame assets tied to NFTs, web3 games are now play-to-earn and provide multi-platform liquidity for players via Gamestop’s marketplace. Gamers can now sell or rent their digital assets in one game via the marketplace to invest in a new game. The trade-in value for their digital goods is actually fair and far exceeds Gamestop’s old trade in values for physical games in the past. The e-commerce experience on the website now includes same-day delivery and price matching, with an ever-expanding inventory of collectibles. New customer experience centers are also being tested and deployed in high traffic locations. For the gaming enthusiast, the value and customer experience is better at Gamestop than anywhere else.
Developers: The partnership with IMX includes a grant fund and one of the deliverables is quality web3 content. I believe that smaller developers have the most to benefit from player churn and residual income from an active marketplace. Understanding the developer incentive is crucial since no one will switch to a platform where they lose money. So, why should developers even think about approaching Immutable / Gamestop NFT?
With the illiquid app store environment, mobile game developers need to focus on player retention and avoid player churn (inactive accounts, uninstalls, etc.). Constant engagement is needed to keep the paying crowd retained, using sunk cost fallacy, high level bonuses, subscription models, and other game mechanics to keep players playing. Under this current model, when a player churns, revenue to the developer immediately becomes zero. Furthermore, the value of any ingame assets, whether the player is active or not, is effectively zero. The player carries zero assets going to the next game, and needs to provide additional liquidity, paying for ingame purchases via app store wallet. Remember, most of the gaming demographic has limited liquidity. Let’s look at this in action:
Player A spends $50 on Developer A’s game.
Player A churns, Developer A gets $0.
Player A picks up a game from Developer B, spends $30 of remaining liquidity on Developer B’s game.
Little Johnny, our recurring liquidity problem, has limited options with the current mobile cash shop model. Under the web3 model, something interesting happens:
Player A spends $50 on Developer A’s game.
Player A churns, gets $30 trade in value for his ingame loot, Developer A gets $3.
Player A picks up a game from Developer B, spends $60 of remaining liquidity ($30 Player A has left over plus $30 from trade ins) on Developer B’s game.
With web3, the developer makes money from player churn. The player who bought Player A’s loot is a new customer, which was acquired at a cost of negative three dollars. With the first scenario, two developers fighting over the same customer will either receive $50 or $30. In the second scenario, they get either $53 or $60.
The developer also makes money when a whale (a player that spends a ton of money on the game) sells their duplicate items on the secondary market. Not only is there an inherent benefit to the biggest spenders, the developer profits when the game items are sold for a perpetual royalty. In the event that the game becomes massively popular, the laws of supply and demand increase the value of existing ingame items like special collaboration gear. This could effectively reverse player churn, as long time players who have gone inactive log in once more to find out their rare loot has appreciated in value – think Magic: The Gathering players who stopped playing in Beta and picked up the game again. A subclass of players may also speculatively invest in the game for this reason. All three of these player actions are monetization only possible with web3. If you have been paying attention to the AMAs with Immutable and the posts they have been making about recruiting developers and going to GDC, you can deduce the formation of a Play to Earn multiverse of games and collectibles. Take a look at Immutable's feed for yourself. It will take time for these developers to launch on Gamestop, depending on how far along their existing projects are before they decided to implement web3.
Employees: No sugar coating here, the working conditions in many stores are poor. There is little upward mobility, and a huge disconnect between executive management and the actual workers. It’s not a happy place, and one of the reasons why we see RC tweeting photos on location at stores. When Gamestop fired hundreds of employees at head office, this likely included old guard district managers that were resistant to change and enabled the corporate culture to fester at the expense of front line retail workers. Cutting administrative head count is typically a positive indicator for most companies with negative earnings – Peloton’s stock took off like a rocket when they announced a huge reduction in head count, but believe it or not, in Gamestop’s case, dip. I see this and the approval of 8,000,000 shares towards the employee stock compensation plan as positive. It allows upward mobility for exceptionally performing store managers and stock compensation rewards for employees – accountability comes with ownership. Like any decent human being, I want to see conditions for the front line employees improve, but it must be done in a way that is sustainable and beneficial for the long term operation of the company. While I am bullish about the new talent on board, I am only cautiously optimistic about those at the bottom of the ladder. There’s likely going to be more short term pain before long term gains as leases terminate on unprofitable stores. Gamestop needs to on board millions of players to the wallet and marketplace enabled games and grow them enough to get in some positive cash flow on the balance sheet before they can hand out cash raises to thousands of employees. The only benefit Gamestop employees really got was some relief the paycheck would not bounce and a few nice customers. Oh, and some toxic district managers who got fired. Bullish on the store manager who fills the empty shoes.
Part V: The Bull Thesis Looking Forward
This part is speculation and yet to materialize. The NFT market and mobile gaming both have double digit CAGRs for the next 5 years. This is where Gamestop is positioning the platform. It has great tailwinds from the market trends behind it, and only needs to leverage an existing customer base to make things spicy. To succeed as Gamestop Digital, I expect the following catalysts to improve the company’s forward facing revenue:
Increased developer uptake in web3 gaming: Gamestop’s partnership with Immutable is key to jumpstarting this innovation, but it needs good games and in volume to really stir up marketplace activity and fees. In its heyday, Gamestop made billions of dollars per year in arbitrage. The current marketplace and number of web3 play to earn (P2E) games is still in its infancy and a long way from raking in billions in marketplace fees a year. The good news is, mobile games can rack up millions of dollars of revenue in a matter of months due to the sheer number of people who have smartphones – Diablo Immortal hit $180 million in two months, and Genshin Impact took 5.2 months to hit $1 billion. Developers should see Gamestop NFT as a place where they can make games that bring in continuous revenue, compared to a digital storefront platform that brings in diminishing returns each time the game goes on sale with no chance of residual income. Gamestop leveraging its platform to form strategic partnerships and promotions with developers, like it did during its prime years, would be incredibly bullish for the company. There’s a good setup right now for developers, with IMX providing the software tools to implement web3, Gamestop offering the marketplace, and Loopring offering the financial plumbing that goes on behind the user wallet to facilitate low transaction fees on layer 2. All the developer needs to enable web3 is integrating the Immutable SDK. Nothing else needs to be built from scratch.
A common objection to Gamestop’s marketplace is there are no AAA developers have signed on board, but with mobile, AAA studio branding is not a requirement for success. Since when was Elex, Mihoyo, Plarium, Rovio, and Mixi considered AAA? Yet, they have well over $10 billion in revenue between all of them. Gamestop can’t be like Microsoft, Sony, or Nintendo and swallow up big development studios, it simply does not have the capitalization. Which brings us to the next catalyst to watch for:
Partnerships with dormant gaming intellectual properties (IPs): Gamestop cannot afford to buy Mario and Friends, but it can bring back the classics in one form or another like with the recent Betty Boop digital collectible. When Disney could no longer milk the Power Rangers cash cow, they sold it back to Saban, who then went in for a second harvest by selling high quality collectibles to the kids in the fandom who are now adults with disposable income. The legacy Megazord was priced at a premium and sold like hot cakes (hey Gamestop, sell these again at MSRP and I will buy at least two). Robosen has a self transforming G1 Optimus Prime that sells for $999 USD. The lesson here? There’s tons of money to be made in dormant IPs with nostalgia value. Zlongame revived the Langrisser franchise on mobile and made billions from a huge fandom that played pirated copies of Langrisser II as kids and then grew up to have disposable income. The same company is reviving the Front Mission series for mobile. Gamestop is now a brand known for coming back from the dead. Bringing back IPs like Heavy Gear or Syndicate would cash in on the adults with nostalgia and disposable income demographic very well. Both founders had Kickstarter projects that were under $600,000 and met their funding goals.
The ace that Gamestop holds here is what the entertainment industry calls the nostalgia pendulum, or the nostalgia sandwich, a period of time which is 15 to 40 years, from when content consumers become content makers and adults with income. Even big companies like Netflix, which also face the problem of more and more IPs being stonewalled by producers under their own streaming services, respond by reviving dormant franchises that already have a built in fan base. This is why Stranger Things, Ghostbusters, Robocop, and most recently, Top Gun: Maverick, have such broad appeal to the tune of billions of dollars. If we look at the gaming time horizon, this would incorporate the period from 1982 to 2007, a golden era of gaming. There are hundreds of dormant IPs that fall within this nostalgia sandwich and not affiliated with the big three console companies or AAA studios. If Gamestop follows the Hollywood formula, once again, the conservative, sandwich-heavy portfolio will pay off for the hungry investor.
Companies like Konami and SNK licensing out franchises for web3 games would also be a positive development. Gacha based mobile games are already like fancy slot machines, which both companies also license. Providing the license to an experienced smaller studio to create a mobile web3 game and doing so in volume is actually within reach of Gamestop’s capitalization.
The next logical step once Gamestop / IMX produces a hit franchise revival is merchandising, and this is where it can tap existing suppliers on the shoulder that they already have a good business relationship with and push out merchandise with juicy, double digit margins (T-shirt sales are the sweetest peach). Digital releases that do well could follow with Collector’s Edition preorders that have a physical game and other swag. The dormant IP route leveraging their existing distribution network and customer base would be an appropriate response given the segmentation and profits that we see in the streaming market.
Changing customer attitudes towards blockchain: Hedgie-owned gaming blogs continue to bash blockchain tech and foment negative sentiment. A few great games that demonstrate the value of being able to transfer or rent your time investment between games are needed to change the overall view of the technology. What’s the difference between your farm in Farmville and POGs? People on eBay still get money for their POGs because they hold value as a collectible. The future will include games where you can rent out your exotic weapons on the marketplace and have someone else hire your character as a mercenary and get tokens in return. I disagree with the view that play to earn turns gaming into a second job. Instead, it lets people with limited funds get more out of their hobby by promoting a circular economy. The current cash shops in mobile games restrict player funds. Making them web3 assets gives players back their liquidity, like when they traded in cartridges back in the 1990s. Web3 is Power to the Players. The move to non-custodial wallets instead of a centralized database would prevent a catastrophic breach of assets. Equifax shit the bed and the CEO went to jail for only four months for insider trading and spent zero months in jail for giving Al-Qaeda your FICO score – gamers would destroy a brand if all their loot went missing under their supervision.
Increased Gamestop Wallet Integration: It’s only a matter of time until we see NFTs accompanying physical purchases of collectibles. We already have NFTs of lambos that come with the car. The future may bring animated Funko Pop NFTs that accompany the physical product. We may see Gamestop and developer sponsored tournament winner NFT badges turning up in the marketplace. That being said, given all the negative connotation with the word NFT, I can see the future referring to the technology as digital assets and digital collectibles instead. You know, like how that show Pocket Monster in Japan had an episode that gave kids epilepsy, so they changed it to Pokémon overseas to fool parents. Seeing collectors adapt Gamestop Wallet as the place to store and display their non-meatspace collectibles would bring great long term value to both customers and vendors. In addition to reviving dormant IPs, Gamestop could also issue collectibles both in store and in wallet to tie in with the launch. Remember all those promo items from midnight launches? Digital collectibles are another way developers can gift swag to their supporters.
To increase adoption of the Gamestop Wallet, a promotional option to use the $5 Powerup rewards credit to initially fund the wallet would go a long way towards speeding up user count. As mentioned by RC in the activist letter, the PowerUp Rewards program has millions of members. Using the monthly credit to create a new wallet will give millions of junior gamers with no access to a credit card a way to earn and access cash shop items in mobile games – and nothing spreads faster than rumors on a playground. If Gamestop was the pioneer who broke down the paywall for kids without mom’s credit card, they would instantly have another generation of loyal customers.
With that said, the final part of the bull thesis are readers like you. Gamestop’s profitability is dependent on retail consumers like you, and if that means price matching items so you can buy them at Gamestop or helping others to onboard the Gamestop Wallet, it will go a long way to ensuring a future where your stock investment pays regular dividends. The market is already planning an ETF that is only short Gamestop. DRS will murder these bagholders, but only your continuous support will ensure Gamestop lives on to see some or all of these catalysts come to fruition. This post is flaired Possible DD because you are the ones who will make it possible. Power to the Players belongs to everyone here.
submitted by Themeloncalling to Superstonk [link] [comments]


2022.06.28 17:43 svigospermic Gaming At Your Finger Tips

Gaming At Your Finger Tips
Mobiles phones, a wire free type of correspondence, are produced by various companies, comes in various sizes, costs, colors and with various highlights. The mobile device accompanies a battery charger, battery and a SIM card, which is the mobile number given by the cellular organization you pick. The phones, when it was presented comprised of just approaching calls, out going calls and SMS or Short Message Service, in view of the tough opposition, cell phone companies which is the quickest developing industry today, are presenting phones with different highlights and offers. You can't flip through a magazine, paper, or channel surf without seeing plugs for the best in class cell phones and their elements. They permit you to ride the web, update Facebook and Twitter, transfer pictures and recordings on YouTube of your child's initial steps to your closest companion embarrassing themselves, to programming your digital television to record your #1 show.Cell phone games are on pretty much every phone you can buy. These games range from anything from straightforwardness as card games, coordination games like a block busting, or type games. Phone games are effectively bought and downloadable. You can download and play anything on your phone from bowling to Farmville on Facebook. Are phone games a need? Actually no, but today is a necessary to have a good phone for games. However they are magnificent to engage yourself or a your kid. Whether we are on break working or simply killing time, games are an excellent type of fun. You want to play games, yet either your phone has no enough strong on it, or you are uncertain about whether or not your phone is game competent. Check out this link: گوشی گیمینگ and you will find more information about the best gaming phones.

https://preview.redd.it/tubx3pbmud891.jpg?width=960&format=pjpg&auto=webp&s=ed6712ce58bd1c18be5e5228db4c7314b2d9e898
Your phone might have an application like an entrance shop or such; it might include something like 'Download Ringtones and Games.' Try going there first to buy and download your games. At the point when you are perusing and buying, be careful when you are downloading for buried expenses or membership administration charges. You can likewise go to your specialist co-op's site and peruse their choice of downloadable ones. These sort of games are particularly ideal to have in situations where your phone doesn't have web and you want to 'kill time.' Whether you're exhausted sincerely loopy or you're placing tight for someone or thing, you may make investments that energy via way of means of playing those games."I'm not that phone canny to play phone games," you could argue. That is very okay. You needn't bother with to be keen to play your phone games. Many games come total with a How-to manual for assist you in your gaming experience. Touch with evaluating phones have all the more a choice for cell phone games rather than only your normal flip-phone or 'treat' style cell phone. By and by, whether you have a standard cell phone, a Smartphone, or a touch screen cell phone; cell phone games are brilliant for all ages and all types of clients.
submitted by svigospermic to Sport_and_Health [link] [comments]


2022.04.22 16:13 thirstydracula Vício no Facebook

Como muitos jovens da minha idade, criei conta nesta rede social quando andava no básico. Na altura criei porque queria jogar Farmville nos computadores públicos, uma vez que não tinha internet em casa. Só tive wi-fi no final de 2013. No início, até porque não tinha internet em todo o lado como hoje, pouco usava aquilo. Porém, desde há uns sete anos, quando estava a terminar o secundário, recebi um smartphone e o vício piorou imenso. Tenho dias em que sou capaz de gastar 3h diárias por lá, o que é demasiado tempo desperdiçado em inutilidades. Já pensei em terminar com a conta, mas estou em atividades cujo canal de comunicação principal é precisamente o Facebook. Sempre que tento reduzir a minha presença, como desinstalar a app do telemóvel, parece que o vício ainda se torna mais irresistível. Tenho sempre a sensação que estou a perder informação importante (o velho FOMO). Parece que já me esqueci como estar sempre informada da atualidade sem precisar do Facebook, tanto que fico espantada quango conheço pessoas que não possuem conta e estão ao corrente de todas as trends atuais e sabem sempre as notícias, não só portuguesas, como mundiais. A conclusão que cheguei é que estar viciada numa rede social é como estar viciada no tabaco, chega a um ponto em que a pessoa precisa de satisfazer o vício para estar descansada. Gostava de ser como essas pessoas que conheci, que detestam o Facebook e não o usam.
submitted by thirstydracula to portugal [link] [comments]


2022.04.17 01:20 kayakero How to find cheap stocks in 2022 [Updated]

How to find cheap stocks in 2022 [Updated]
  • Identifying companies trading below their true value has long been the primary goal of hedge funds and legendary investors like Warren Buffett as well as retail investors. Finding and buying quality cheap stocks to invest in with the hope of trading them back later at a higher value requires some knowledge.

What are cheap stocks?

https://preview.redd.it/snvt22on4zt81.png?width=600&format=png&auto=webp&s=90b7d990e9b8860b3d98cd282221737506fbd583
A cheap or undervalued stock is a publicly traded company that is priced below its fair value. You are probably wondering how a company could find itself in this situation, since surely a large hedge fund or a very experienced investor has quickly snapped up the undervalued stock. The reality is that there are many different reasons for cheap stocks, for example:
Market collapse In a panicked market , investors often think emotionally rather than rationally. This means that panic selling can cause a decoupling between an asset's current price and fair value.
Company faces specific problem There are times when a company may go through some trouble caused by bad news, fraud, a scandal, or even political or economic changes. This means that the company's share price may drop significantly if investors choose to sell and invest in another asset until the issue is resolved.
Investors often use these scenarios to buy cheap stocks because of the fundamental assumption that the stock price will correct itself over time and get closer to the true price. We will see examples of cheap stocks in 2022 later.
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Warren Buffett's Strategy

Nicknamed the 'Oracle of Omaha', Warren Buffett learned his trade from the father of value investing Benjamin Graham. His goal is to buy undervalued stocks in high-quality companies that he hopes will grow in the next five, 10, 15 years.

How to find undervalued stocks?

There are a wide variety of ways to find cheap stocks. The most common go through fundamental analysis or technical analysis and, generally, through a combination of both. There are two types of fundamental analysis: a top-down analysis and a bottom-up analysis. In a top-down analysis, an investor will first look at the bigger picture or broader economic trend before finding companies that may be performing well at the time.
The bottom-up approach involves looking at a company's fundamentals first, and then looking at the big picture. Technical analysis is quite different and only involves the analysis of a company's stock price. Traders generally look for repeating chart patterns and use technical indicators to find suitable stocks to trade. Today, most traders use a combination of both types of analysis.
However, when identifying cheap stocks, there are some very specific financial ratios and metrics that are used by investors like Warren Buffett and Benjamin Graham.
Let's take a look at some of these metrics.
Price/Earnings Ratio (PER)
The Price-to-Earnings (PER) ratio compares the price of a company's shares to the earnings it is posting. It is one of the most popular ways to measure the value of a company and thus know if they are cheap shares. The PER is calculated by taking the current price of a stock and dividing it by the earnings per share . A low price/earnings ratio could mean that the company's share price is undervalued. This is because you are paying less (the price) for the profit that the company generates.
While the ratio itself is a useful metric, it becomes more powerful if we put it in comparison to the industry average. For example, the PER of an energy company such as British Petroleum ( BP ) would be compared to the price/earnings ratio of other energy companies such as Royal Dutch Shell. If a company's P/E is below the industry average, it could be a sign that the stock price is undervalued.
Price/Earnings to Growth Ratio
The Price/Earnings To Growth (PEG) ratio refers to the PER compared to the expected future growth for the company, generally for the next five years. This gives investors a general idea of the company's potential earnings.
The PEG is calculated by taking the PER and dividing it by the estimated annual growth rate of earnings per share. Investors often look for a company with a low PEG, as these companies are considered undervalued. The PEG ratio is generally seen as a more reliable indicator when trying to identify cheap stocks.
Accounting Value Ratio
The Book Value Ratio (PVC, Price to Book Value) is used to measure the price of a company's shares in relation to its book value. The book value of a company is nothing more than the value of its assets minus liabilities, divided by the total number of shares issued.
The PVC is calculated by dividing the price of a company share by its book value. In this way, the investor knows how much money he would get if the company were liquidated. Investors typically look for a PVC ratio of zero to one to find cheap stocks.
Financial Return Ratio
The ratio of Financial Profitability (ROE, Return on Equity) measures the general profitability of a company against its assets. The ratio is calculated by dividing the company's net income by its net worth. A high ROE figure reflects that the company is generating a high income relative to the amount that shareholders have invested. If this is the case, the stock would be considered cheap.
Dividend yield
The dividend yield is one of the most popular ratios among investors. It is used to calculate the relationship between a company's annual dividends and its stock price. Dividends are a part of shareholder remuneration by listed companies. To calculate the dividend yield, simply divide the annual dividend by the share price. Companies with strong dividend yields are more likely to be stable and return returns to their shareholders.

What are some of the the cheapest stocks to buy in 2022?

The list below ranks rank 3 examples of expert picks for cheap stocks this year.
1. Nokia Oyj (NYSE: NOK) Nokia is a Finnish technology company that is most famous for being one of the first major mobile phone manufacturers. Today, it has moved out of the smartphone game to focus on hardware and network infrastructure. The NOK price has been quite volatile over the past few years. In particular, after becoming part of Reddit's investor-led memestock craze in 2021. That helped it recoup most of the losses incurred in late 2019 when it was forced to cut its earnings guidance. The reason Nokia tops this list is 5G. Its 5G infrastructure business grew by nearly a third in 2021 and is likely to continue. It also has a lot of free cash that can be used to further increase its share of the 5G market. Both of these factors mean that Nokia is very well positioned to capitalize as the 5G industry grows in the coming years.
2. Zynga Inc. (NASDAQ: ZNGA) Zynga is a game developer best known for mobile games like Farmville and Words with Friends. It is one of the most popular online game developers with over 150 million monthly users across its 65 mobile games. The mobile gaming industry has been doing well for a few years and the pandemic has only accelerated its growth. Zynga 's ZNGA price has doubled since the beginning of 2019 and is up 67% in 2020 as the number of people playing a mobile game increased 10% from the previous year. Coming in second place on this list is a testament to the continued potential of mobile gaming, but also to Zynga's strategic direction.
The biggest silver lining is its recent acquisition of mobile advertising company Chartboost, which will help Zynga monetize the data it collects from its players. With its stock still available at a cheap price, Zynga's future looks extremely bright.
3. Sirius XM Holdings Inc. (NASDAQ: SIRI) Sirius XM is an American radio station that was formed from the merger of Sirius and XM satellite radio stations in 2008. It has more than 30 million subscribers to its various audio services. After flirting with bankruptcy in 2008, Sirius transformed into a full-fledged audio entertainment company, the largest in North America.
She now owns the streaming music service, Pandora, and the podcast media company, Stitcher. That has helped rebuild SIRI's stock price from virtually nothing a decade ago to nearly $7 in early 2022. There is a lot of competition in terms of viewership in the 21st century, but Sirius wins third place on this list because it remains profitable and continues to grow its subscriber count.
Its stock is significantly cheaper than other digital entertainment platforms and could be well placed to continue to benefit from the audio boom.
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2021.10.07 09:38 detainedengineers How have video games evolved over time?

How have video games evolved over time?
https://preview.redd.it/dlrea7ltezr71.jpg?width=1920&format=pjpg&auto=webp&s=c630e5283c60edd1cce596d953b399c05651093a
Gaming is not new to the millennial, since the early 2000’s indoor games became a norm to the country’s youth. Video Games evolved over time also it has been evolving since then and has become an independent industry by itself.

So here is some point on how video games evolved over time:

The origin of Digital Gaming

During the 1940s to 1096s, there were attempts at developing artificial intelligence. Video Games evolved over time, it have seen a lot of development since then, from ENIAC computers to small and powerful microprocessors today. Knowing the first-ever game as difficult as many say it was card games, some point out it was in an era of wars so it was military simulations and many believe the puzzles to be the first ones.
However, Nimrod, released in 1951 was the first commercially video game. IBM later released checkers and Tennis for Two by William Higinbotham became popular in the late 1950s.

https://preview.redd.it/g6ci98evezr71.jpg?width=1024&format=pjpg&auto=webp&s=142cb821a5e041caae485d4f675209c2a810a2b5

The Embryonic Age

In the 1960s, MIT graduate and faculty, Steve Russell developed a game called “Spacewar”. It was the first to have overseas popularity and influenced a lot of computer game developers. In 1972, the gaming platform got the commercialization of Industrial level. Nolan Bushnell was the man behind industrializing video games and also video games evolved over time.
In 1983, stocks crashed and home computers market was crashed leading to a huge impact in the Gaming Industry. Space Invaders, Pac-man and Donkey Kong found the popularity after the crash and became evergreen in the industry.

https://preview.redd.it/n7sfxq4wezr71.jpg?width=1024&format=pjpg&auto=webp&s=ec25d8ec6cee3825d0f6915cbaf857cacf39a38e
The Golden Era
Since home computers became a norm in the USA, Microsoft was running in the market, during 1990-2000, the next-generation games came into existence. Super NES, 1990 became the all-time hit using the next-generation console. Sega came out with a multi-millionaire game called ‘Sonic the Hedgehog’ in 1991, ‘Quake’ in 1996 which included the first multiplayer gaming option.
During the late 1990s, Sony Corporation dominated the market and released its first PlayStation in 1996. In 2002, Nintendo gave out first 80mm mini-DVD discs to play games on TV. They used the discs which stored 1.4GB data-carrying 200 times more data than N64 Cartridge ROM. Microsoft joined the race and released the first Xbox in 2002. Mobile phones joined the party during the same year.

https://preview.redd.it/6gvgb6xwezr71.jpg?width=1024&format=pjpg&auto=webp&s=870a272aa5d2447974a301f58d82d161303845db
The Indian Gaming
Advent if Gaming in India initiated in the 2000s when the upper-middle class and the rich can bear the amount. The consumption was limited by the investment for Computers, consoles, infra and many more included. Call of Duty, FIFA, Counter-Strike, Dota and many such games took over the market. These were all western market developed games and attracted mainly the young and middle-aged males.
By the end of the decade, Social Media came up and has impacted almost every industry. Indians across various age group and socio-economic groups found a way to move on to online gaming. Video Games Evolved as the internet connectivity increased and reached every city and village across the country.
Farmville, Mafia Wars and Minecraft entered the Facebook and millions played these.

https://preview.redd.it/1vv4cw31fzr71.jpg?width=1536&format=pjpg&auto=webp&s=557ca6def7790a1e265d2c6e35b2f401a8d6a0fa
Smartphone and Online Multiplayer Gaming
Smartphones came to every hand in 2015, the internet was cheaper, thanks to Reliance Industries. Video Games found it very easy to penetrate the Indian Market. Over 193 million users across the country started consuming industry resources. The average age of these users ranged between 16 to30 years.
Gaming console where the individual had to face and battle the computers like ‘Need For Speed (NFS)’, ‘Grand Theft Auto (GTA)’, ‘Asphalt’, ‘Candy Crush’ and many such, Indian audience evolved to play on games involving multiple players online. We participated in many online games requiring multiple online users simultaneously like, ‘Player unknown’s battlegrounds (PUB-G )’, ‘Clash of Clans’, ‘Ludo King’.
Due to political tensions between the countries, many games were restricted in our country; India surely has a radical change in gamers’ ecosystem. Various genres like Action, Adventure, Card, Puzzle, Arcade, sports, etc. are never-ending trends. On average, a teenager in India plays almost 30 minutes every day on gaming.

https://preview.redd.it/l3w7j8vyezr71.jpg?width=1536&format=pjpg&auto=webp&s=3912d3169b0f947f6c8183fbd1ed32fafd5e8e1b
The Future of Online Gaming
With the technologies evolving with such a huge pace, we have started using Virtual Reality into gaming. This is currently found in specific locations like Gaming Centres and Malls. We can expect the next decade to adapt it to every household. Soon as the mainstream market levels up to VR, Hologram technologies will become the next stage of gaming.
Hologram technologies will require people to visit gaming centres where they would be put in an environment where they need to work, jump, walk, crawl and act to play the game when they will be placed in a single room or specific locations. This will handle both their mental strength and physical too.

https://preview.redd.it/dgcyyenzezr71.jpg?width=1536&format=pjpg&auto=webp&s=217cdbc67a2cdc172c00d6716545cc0ed95c400f
Read more about Bigg-Boss Winners: CLICK HERE..
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2021.08.27 10:04 _____Heisenberg____ CropBytes Farm - Play and Earn Cryto Daily

PLAY AND EARN CRYPTO DAILY
Hello Friends,
Ever wanted to earn a Passive Income easily just by spending 10-15 minutes daily? Or ever wanted to be a farmer and take care of animals just by sitting at home, just by owning a smartphone? Then this is for you!!
I am taking about a Top crypto game "Cropbytes". Here you can earn crypto just by playing the game. Yes, you heard it right, play the game and earn.
In this game you will be given a farm. It is similar to the Farmville game which you might have played .
Here you will get a 1 Cow, 1Hen, 1Goat and 1Cropfield on a trail basis. You can also get a free Asset whose worth might be upto 500trx (tron Crypto), if you sign up with the link provided below:
https://cropbytes.com/invite/AE67D1
Now, In this you will have to feed your animals on daily basis and they will produce extracts which you can sell in the in-game market for Crypto i.e. tron coins.
You can also own many other Assets such as Horses, Pigs, Different kinds of cows, trees that produces fruits, windmills, Solar Panel and many more. Which will increase your passive income just by spending 15min daily and earn cryto which you can withdraw
Tip- This game is still in development phase so you will get these assets at a lot lesser price which you can sell it later at a higher price.
Please use the Link below and you can get a free Asset to kickstart your Journey. https://cropbytes.com/invite/AE67D1
*You might need to invest some trx in this game. As the free assets will be gone after 7 days. However, you can buy starter packs which will make your farm sustainable. *You will get a asset worth upto 500trx if you sign up with the above link and it will be permanent.
Let me know if you have any questions.
submitted by _____Heisenberg____ to u/_____Heisenberg____ [link] [comments]


2021.08.14 23:14 Acceptable-Ad-410 Spy app for a technologically disabled mum

My mother refused to learn how to use a smartphone in depth. She never went beyond the Facebook- WhatsApp and at most chrome trifecta. If she needed someone's number to be saved, she'd ask me. Camera in video mode, I would be called. When candy crush was a thing, I had to install its many side gigs and remove the many apps which were suggested in game like landscape, farmville, etc.. which are games that slow down your phone. Since then I have maintained order in Momsmartphoneville. Now I am leaving home for a few years. I remember reading about this redditor who used this spyware app thing to monitor and carry out tasks on his parent's phone. What are such apps called? It would be convenient to be able to do stuff for her even as I am away.
submitted by Acceptable-Ad-410 to AskRedditUL [link] [comments]


2021.07.30 22:51 E1mantass1 [Mobile][~2007-2011?] A farmville like game

Hey everyone, when I was around 9 I used to play a game on a smartphone that is similiar to Farmville 1. I dont have the phone (It was a touchscreen but dont remember what OS it was) and I remember spending a lot of time in that game. Basically you had a plot of land and you could build on it, you could buy tractors and other kind of machines to help you plant and harvest everything. I remember there being like a town and there would be events where you would compete with your "neighbours" from time to time (the only one I can remember is planting tomatoes or potatoes and who would harvest the most I think). The character that you created used to walk around to do all the stuff so you could close him up with fences and do the tasks without walking. thats all I can remember, sorry if not enough details, would really love to find it again, have been searching for it from time to time for a couple years now:D
submitted by E1mantass1 to tipofmyjoystick [link] [comments]


2021.05.12 08:01 Kamika67 Cyberbezpieczeństwo - Facebook

Jest to część czwarta z cyklu poświęconemu tematyce cyberbezpieczeństwa.

Lista przewinień FB, czyli o tym, dlaczego powinieneś/powinnaś usunąć tam konto.
Facebook ma wiele za uszami. Kilka lat temu wyciekły dane 50 milionów, a kilka tygodniu temu, aż 533 milionów (!!!) użytkowników. W tym imię, nazwisko, Login, data urodzin, adresy email, status związku, bio, datę utworzenia konta i wiele więcej. Ktoś mógłby jednak powiedzieć: i co z tego? Dane wyciekają na okrągło.
Poniekąd to prawda. Jeżeli ktoś trzyma twoje dane, to prędzej czy później zostaną wykradzione. Problem widzę w tym, jak dana firma reaguje na wyciek. Czy informuje użytkowników w rozsądnym czasie i robi wszystko, by do podobnego incydentu nigdy więcej nie doszło? Czy może aktywnie filtruje wiadomości o włamaniu i udaje, że nic się nie stało? Facebook, jak zapewne się domyślacie, filtrował jak tylko mógł informacje o wycieku.
Nie ma co się dziwić. Jest on liderem w ignorowaniu zgody użytkownika i dążeniu do swoich celów nie zważając na koszty. Jeżeli coś nie wychodzi, to słyszymy proste „przepraszam”, po czym proces zaczyna się na nowo. Można napisać pracę dyplomową o tym, ile razy FB przepraszał za skandale związane z prywatnością, czy z wolnością wypowiedzi.
Firma Zuckerberga, zbiera dane i tworzy ukryte konta (!) osobom, które nie korzystały nigdy z ich platformy. Takie konta potrafią zawierać na przykład numery telefonów, imiona, nazwiska, adresy zamieszkania. Nie ma też możliwości usunięcia tych danych. W końcu oficjalnie Facebook ich nie ma.
Czy ktoś z was korzystał z zabezpieczenia konta na FB z użyciem numerem telefonu? No to brawo, facebook sprzedał ten numer reklamodawcom.
Graliście kiedyś w farmville czy inną grę na tej platformie? Te gry przechwytywały wasze dane i sprzedawały dalej, nawet gdy nie zgodziliście się na ich udostępnianie, a także wtedy, gdy ustawiliście profile na prywatne. Tak więc Facebook wciąż i na okrągło okłamuje użytkowników i ignoruje ich zgody (czy brak zgody) na zbieranie danych. Co więcej, zbierają dane o tobie poza swoją platformą, a nawet poza Internetem. Zapisaliście się kiedyś na jakiś newsletter? Istnieje duże prawdopodobieństwo, że adres twojego emaila został przekazany facebookowi. Są też przypadki, gdy facebook otrzymał informację o ludziach, którzy kupili karty podarunkowe w zwykłym fizycznym sklepie.
Facebook nie zawsze sprzedaje dane. Lubi je zbierać, poszerzać swoją wiedzę o nas, by żądać więcej pieniędzy od reklamodawców. Niestety, jeżeli chodzi o celowane reklamy, to Facebook jest mistrzem. Badania na temat Facebooka dowodzą, że tego typu reklamy są niesamowicie efektowne. FB w przeciwieństwie do Googla nie chce byś zareagował na reklamę. On chce „Zasiać w tobie ideę o nowym produkcie, by (konkretnego produktu) nazwa w waszej głowie utkwiła, by poprawił się wizerunek danego produktu”.
Przerażające jest, jak skutecznie to działa. O samym działaniu procesie i dlaczego jest tak skuteczny, można przeczytać w „Pułapkach Myślenia” Daniela Kahnemana – gorąco polecam.
System celowanych reklam wykorzystywany jest też w celach politycznych. Widać to chociażby, gdy zbliżają się wybory w USA. Czy naprawdę chcemy, bo korporacja miała tak olbrzymi wpływ na politykę światową?
Dalej nieprzekonani? No to zajmijmy się eksperymentami socjalnymi. Kilka przykładów:
W żadnych z tych przypadków użytkownicy nie wyrazili zgody na bycie obiektem eksperymentu. Zastanówmy się, o ilu eksperymentach nam ten internetowy gigant nie powiedział?
FB uznaje swój monopol na prawdę, a w związku z tym cenzuruje wiadomości i całe grupy. Kłamstwa, manipulacje i brak poszanowania do swoich użytkowników to norma w tej firmie.
Chcesz trzymać się od tego z dala? Usuń Facebooka.
.................
Projekt Realizowany przy współpracy z GdanskiSzuwar.
.................
Źródła:
  1. Facebook Data Breach
  2. The Evolution of Facebook’s Beacon
  3. Krytyka Facebooka
  4. Digital ads are starting to feel psychic
  5. What You Didn’t Post, Facebook May Still Know
  6. Facebook Followed You to the Supermarket
  7. Facebook in Privacy Breach
  8. A 61-million-person experiment in social influence and political mobilization
  9. Facebook reveals news feed experiment to control emotions
  10. Illegal, Immoral, and Mood-Altering
11.Personal data of 533 million Facebook users leaks online
.................
Część 1 - Wstęp
Część 2 - Bezpieczeństwo vs Prywatność / Doxing
Część 3 - Historia prosto z życia
Część 5 - Google
Część 6 - Praktyka
Część 7 - Tożsamość Internetowa/Email
Część 8 - Sharenting
Część 9 - FOMO
Część 10 - Phishing
Część 11 - Smartphone 1/2
Część 12 - Smartphone 22
Część 13 - Podsumowanie
.................
Rysunek Poglądowy
.................
submitted by Kamika67 to Polska [link] [comments]


2021.05.11 20:38 Bigelito Facebook and Crypto

I see lots of posts about Zuckerberg naming his dog Bitcoin. We all love to hate Facebook for myriad reasons, and I see arguments about "why/how the heck would Facebook add bitcoin?" Their failed attempt of launching the libra coin notwithstanding, instead of wondering why Facebook would add crypto in its current form, imagine the endless possibilities a crypto option could add to Facebook (or any other social media platform). Sometimes we need not think of what we see currently, but what are the possibilities? And maybe it's not BTC, could be ETH, ADA or any others that could be used for user verification, voting systems NTFS (imagine your posts or memes being unique). 15 years ago, some the things we now use social media platforms for would never have been thought of and yet here we are. At one point people were hooked on Farmville via Facebook, a similar game (or experience) could be created leveraging ENJ. MANA could support a virtual real estate wing of Facebook. All supported by Blockchain technology. Would any of you be surprised to see Facebook Exchange in the future? A space where you could buy, sell or trade NFTs (if, in fact the NFT bubble doesn't burst). What about a Facebook wallet? And the ability to transfer funds back and forth to your Facebook connections?
Of course there are security and privacy concerns with what we know NOW about Facebook. I'm sure there would be regulatory issues and anti-trust laws to overcome, but nothing will surprise me. I wouldn't be surprised in the future if your smartphone came with a preloaded wallet, same with your laptop or tablet. After initial setup, your asked to configure your IOS/ANDROID/MAC/WINDOWS/LINUX wallet and get your keys. Even at the manufacturer level, Samsung wallet, Apple wallet, Acer Wallet etc. These are the reasons some say we are so early in Crypto adoption. The possibilities of crypto are.... Endless.
I'll finish by asking... What are your thoughts on current or future applications that could solved by Blockchain. No answer is too crazy here, because virtually anything is possible. I can imagine a day where my car's infotainment system has its own wallet and when I go to use any drivethru service, my voice or other biometric can pay without me touching my phone or back cards leveraging crypto.
submitted by Bigelito to CryptoCurrency [link] [comments]


2020.12.16 18:11 VCDLOfficial VA-ALERT: Lobby Day maps with start and arrival times now ready! #Rolling4The2A

Routes for the 2A Rally Day! -Jim
The initial maps of the caravan routes and the caravan times are now ready!
The initial Lobby Day map showing the various caravan starting points, starting times, waypoints, and times the caravans will be passing by the waypoints and arriving in Richmond is now available here. That link can also be found on the vcdl.org website's main page.
Exact locations will provided in a future update. For now we are only providing the general locations.
The Caravans
There will be four main-caravans headed to Richmond: Emporia, Fairfax County, Hampton, and Staunton, each led by a "decked-out" bus. There will be nine sub-caravans that will merge with the main-caravans: Bristol, Burgess, Chesapeake, Dahlgren, Lynchburg, Martinsville, Virginia Beach, Wattsville and Winchester.
There are twenty-seven waypoints: Appomattox, Ashland, Callao, Charlottesville, Christiansburg, Crewe, Danville, Disputanta, Eastville, Farmville, Fredericksburg, Heathsville, Mount Crawford, Norfolk, Petersburg, Roanoke, South Boston, Springfield, Stoney Creek, Suffolk, Tappahannock, Wakefield, Warsaw, Waverly, Williamsburg, Windsor, and Wytheville.
Once a caravan has left the starting point, it will not stop at the various waypoints on its way to Richmond. The waypoints will be used as a place where gun owners gather as they wait for a caravan to pass. Those at the waypoints will then merge with the passing caravan on the main highway.
The main caravans will be arriving in Richmond over a staggered four-hour period from 12 noon to 4 pm. The timing is also configured in such a way that no one should have to get up at O'Dark 30. The earliest sub-caravan (Wattsville) and the earliest main-caravan (Fairfax) both start at 8:50 AM. The latest sub-caravan (Winchester) starts at 11:35 AM and the latest main-caravan (Emporia) starts at 12:30 PM.
Do I have to merge with a caravan at one of the specified waypoints?
Absolutely not! If there is a convenient location closer to you where a caravan is going to pass, then wait there. For example, there are plenty of other places to wait for the Staunton caravan on I64.
How will I know where the caravan I want to join is currently located?
VCDL is working on a way where the location of all the caravans can be viewed in realtime on your smartphone, pad, or computer. Watch for more information on this later.
We will also be live streaming status information on the caravans and a host of great guest-speakers that you can listen to while you are driving in the caravan. Details on this will come later.
Will there be a way to communicate with others in my caravan or for caravans to communicate with each other?
Yes. VCDL will explain how that will be done in a later alert.
Can I walk around downtown Richmond armed? Other pertinent laws?
If you wish to visit downtown Richmond, it is legal to carry a firearm for self-defense. If you don't have a CHP, then don't have a magazine in your firearm that will hold MORE than 20 rounds. Long guns should not be loaded while driving in a vehicle with or without CHP. Richmond parks and government buildings are off limits if posted. A person refusing to leave such an area when told to do so, could be charged with either a violation of the local gun-control ordinance or trespass.
Flags, magnets, signs, etc.
VCDL is ordering vehicle flags (GSL and the VCDL logo), as well as GSL and VCDL logo magnets. The more you "deck out" your vehicle, the better! We want those watching the long stream of vehicles go by to know that those vehicles are part of a massive caravan on a mission to protect the right to keep and bear arms. How to get those flags and magnets will be explained in a future alert. You can also make your own signs for your vehicle and/or to carry if you go walking in Richmond. Your signs should stick to the common theme: gun rights.
We need you to be a part of Lobby Day!
This year's Lobby Day is going to be critical in helping protect our gun rights from the anti-gun extremist Democrats currently in control. They will once again try to ban semi-automatic rifles, restrict magazine size, ban suppressors, reduce reciprocity with other states, make CHPs harder to get, prohibit open carry, make CHPs harder to get, and much, much more. To avoid VCDL having another massive Lobby Day, the Governor and his minions have tried to stop Lobby Day altogether through dirty tricks.
We can't, and won't, let them silence us!
But numbers matter and Lobby Day needs to produce another year of eye-popping attendance!
Gun owners are not only coming from across Virginia, but across the country to attend Lobby Day! If everyone carries their own water and doesn't look for excuses to stay home and do nothing, we will have another record-breaking Lobby Day in 2021!
We can change the course of Virginia politics
Remember that the Virginia House, Governor, Lt. Governor, and Attorney General positions are all up for grabs on November 2, 2021!
In January we fight off gun-control and push pro-gun bills for passage. In November we vote to turn this ship around.
submitted by VCDLOfficial to VAGuns [link] [comments]


2020.11.19 04:06 jackrabbitmobileweb The Keys to Candy Crush's Success

Candy Crush is the undisputed champion of free-to-play mobile games, earning around $910,385 a day, consistent with Think Gaming, a mobile game analytics blog. The game's success even caused King, the developer behind the sport , to carry off on its IPO until Candy Crush's explosive popularity waned.
Candy Crush isn't exactly a fresh idea -- the sport is essentially Bejeweled with sweets. Smartphone apps are crammed with fresh ideas, but finding how to plug something that works is the secret behind Candy Crush's success. Here is what King did, why it works and the way to form it work for you.
Learn to profit from every level of the freemium ecosystem. The foremost successful trait behind Candy Crush is its appeal to gamers who mobile game developers have termed 'minnows,' 'dolphins' and 'whales.' The 'freemium' model, just in case you do not know, is an app that's liberal to download but gates content behind permanent and temporary in-app purchases. Freemium games are notorious for design that heavily encourages players to spend money, but without the reported 70 percent of advanced Candy Crush players who haven't spent a dime, there is no way the sport would have hit it this big. Every aspect of Candy Crush takes full advantage of players both willing and unwilling to pay their thanks to victory.
Minnows, or users unlikely to form in-app purchases, are valuable to apps like Candy Crush because they supply competition, variety and evangelize the app through social media to other potential customers. A minnow's progress remains visible to their Facebook friends and Candy Crush naturally inspires competition with 'dolphins.' A dolphin spends money, but generally not quite they might on any paid app. Offering a 'starter pack' for your app at a cut cost alongside permanent features to an account is the best thanks to hook dolphins.
The Keys to Candy Crush's Success
This one lets me reevaluate my schedule for the day over my morning tea. I feel I'm sticking with it for a short time .
Whales are the large spenders and sometimes where the freemium model features a chance to spread its wings. The whale wants to win. they need to win so badly that they are willing to spend whatever it takes to urge them there. Candy Crush was designed to be played over a series of short play sessions, but King does nothing to stop players from buying their way back to the sport as repeatedly as necessary through microtransactions.
Try to rethink every level of your app's design from the attitude of the various ways people interact with it. Minnows wish to desire they're getting something that does not slap them within the face with 'subscribe now' buttons, dolphins need something permanent, and whales need how to game the system with their wallets.
Don't obsess over originality, obsess over perfection. within the tech world, originality is tough to return by. If I had a nickel for each beautifully minimalist organizer app I've downloaded on a whim, I'd have enough to shop for the paid version of Any.do, one among my new favorite organizational tools. Candy Crush and Any.do are both rehashed concepts that do not emulate the success of their predecessors, but laser-focus them into something new.
Visit this blog https://www.jackrabbitmobile.com/blog/tips-for-austin-mobile-app-development/
People hate Farmville, a game that basically boiled right down to clicking on stuff then expecting an arbitrary amount of your time to click on stuff again. Crossing the arbitrary waiting of Farmville with the one-more-swipe addictiveness of Bejeweled catapulted Candy Crush into something that nobody had seen before. The simplest thanks to find ideas for your next app is on the highest free/paid lists on any app marketplace.
Let your app integrate itself into the user's routine. Candy Crush's most powerful feature is that the limited number of lives a player has a day . King, a team of masterful manipulators, designed Candy Crush for break-time addiction. rather than letting us binge, losing all of your lives in Candy Crush means you will have to attend to play again until tomorrow.
Also important is that the multi platform functionality behind the app. If you begin a game of Candy Crush on your home PC within the morning, you'll safely devour where you've left off on your iPhone later within the day. People are creatures of habit and investing the time and cash to support a customer dawn to dusk is the best thanks to converting a possible customer into your next evangelist.
Candy Crush has been done before, but it’s never been done this perfectly. The simplest apps are addictive. Understand where your app-based addiction stems from, though, and you will know exactly what your project is missing.
submitted by jackrabbitmobileweb to u/jackrabbitmobileweb [link] [comments]


2020.10.29 05:27 SongmakersCry Should I quit the game that I am addicted to?

Last year, I became addicted to the game Farmville 2: Country Escape. I played it on my PC as I don't own a smartphone (Yes, there are still a few of us left that don't own one) I was so addicted to that game that I would play for sometimes 7 hours without getting up once. I always needed items to progress, and had to wait to get them until my co-op members would help, but often times, they weren't even on. I had gotten so behind on everything else that I had to do (including sleep) that I made the difficult decision to quit it.
A week ago, I started playing again, and have been having so much fun with it, but have fallen into the same addiction as before. I know that the better thing to do is to quit the game again, but I really don't want to. I just spent the past two hours online looking for a free software that would temporarily block PC applications, but couldn't find any. (I'm broke, and worried about how to pay for Christmas presents)
I wish there was a way to me to only play a little bit each day, but I fail every time.
What should I do?
submitted by SongmakersCry to nosurf [link] [comments]


2017.11.26 05:40 hitmantb 10 Years of Mobile Gaming - Top 10 Greatest Mobile Games Ever

When Apple launched the original iPhone in 2007, nobody ever imagined phone games will grow into a 40 billion dollars a year industry, more than both PC and console gaming. But here we are, ten years later, when even Nintendo, at heart an anti-mobile gaming company's stock price jumped big time when they finally launched a successful mobile game in Fire Emblem Heroes.
This list is about the greatest mobile games ever. I am only going to pick the best in-genre, games that started complete new trends, dominated specific market segments and inspired other success stories. It doesn't matter if a specific idea has been done before, iPhone itself was not a new idea but it took smartphone to unprecedented heights.
I also strongly believe successful mobile games need to be built for the platform. Straight up ports like GTA San Andreas or Final Fantasy 7, they were iconic for their time on their platform, you can make a little money off nostalgia, but they will never be able to compete against games built for mobile audience from day one in the current era.
Finally, one can acknowledge greatness, impact and influence without enjoying a particular genre. I could never get into Candy Crush, but I don't believe someone playing Candy Crush is a "lesser" gamer than me playing Hearthstone. At end of the day, a great game is a great game regardless of genre. It is the same way I could never get into Mario/Zelda games but understand why they are auto-includes in any greatest console game of all time discussions.
To compete in a 40 billion dollar a year industry like mobile is every bit as difficult, if not more so than PC and Console AAA games. The amount of work a developer like Supercell put in to keep their players spend hundreds of millions of dollars a quarter, five years after release is simply mind blowing. It is no less difficult than building the next Skyrim. I understand traditional gamers still discriminate mobile and will not include mobile games in greatest of all time lists, but time will change as their favorite studios switch to mobile for their main source of revenue.
Without further ado:
1) Clash of Clans - The base builder game that started it all and inspired countless clones. At its peak, Clash of Clan was top 10 grossing in every major market: US, Europe, China, Japan and Korea, an unprecedented feat. Like all Supercell games, it has a single global server for both iOS and Android, so you are truly playing against the world. You can log in every 12-24 hours and treat it like Farmville, or you can play in a hardcore clan and compete in intense clan wars and spend hours to optimize your base layout against intruders. Five years later, it is still going strong, still a top 10 grossing game globally, a testament in how well Supercell maintained this franchise. Countless base builders followed suit and many went on to grow into their own success stories, Game of War including Supercell's own Boom Beach. None have truly surpassed the original.
2) Puzzles and Dragons - The first mega success in gacha games and the first mobile game to accumulate one billion dollars in revenue. At one point, Puzzles and Dragons pushed its publisher Gungho's market value above the mighty Nintendo. Skill-driven match 3 where players can perform dazzling combos and battle against some of the most difficult PVE encounters on a mobile phone. Throw in the original gacha system, and once again you have a game that is still top 10 grossing in Japan, five years after its release date. More importantly, Puzzles and Dragons's mega success inspired other developers to release their own take on gacha with different game play, from Monster Strike to Fate Grand Order to Nintendo's own Fire Emblem Heroes. Other publishers eventually realized players did not really want high skill cap game on a mobile phones, they want simpler game play and more refined gatcha systems. Puzzles and Dragons however, paved the way for all other gacha games to follow.
3) Candy Crush Sega - Imagine a single mobile franchise making combined revenue of Blizzard's entire portfolio? That is exactly what happened in Q3 2017 in Activision/Blizzard's earnings report. Five years after its launch, what looked like a more polished Bejeweled match-3 clone then turned in $530 million dollars in a quarter. King implemented many innovative marketing techniques (socializing your game play on Facebook, limited lives instead of energy timer, showering player with rewards that keep them coming back) that became standard in mobile gaming.
4) Honor of Kings (Arena of Valor in Western World) - There have been many efforts to create a great MOBA experience on smartphone. Vainglory was a decent effort from a small publisher but never made any progress on the top 100 grossing charts. Honor of Kings shattered all of this. Tencent found the perfect balance between touch screen controls and stripped away all the complexity of League of Legends and only kept its core essence, and made the game accessible to everyone from grocery store owners to teenage girls and ran all the way up to 200 million players per month. The Chinese government had to impose a ban of the game after 9PM for kids under age 12 and 1 hour daily limit. Tencent now has world's #1 grossing PC game in League of Legends and #1 grossing mobile game in Honor of Kings as it ran past Facebook to become world's fifth most valuable company. Ironically, both games are 100% skill based, zero advantage for pay-to-win players, something we hope to see more of down the road.
5) Pokemon Go - Thanks to Nintendo's IP, Pokemon Go turned into a worldwide cultural phenomenon and put argument reality based gaming on the map. Trainers all over the world roamed the streets and created a tremendous sense of positiveness. Gamers met new people in real life and got more exercise as part of the process. One year later, it is still a top 20 grossing game world wide, and embarrassed Nintendo's own first party efforts (although Animal Crossing may change that).
6) Hearthstone - The only pocketable game streamed on Twitch top 10 night after night. Blizzard has world's most successful TCG by a huge margin and it transitioned perfectly onto the mobile platform. While many have criticized the RNG nature of the game, the wow moments made it much more suitable for streaming than other games. The flashy graphics, great sound/voice acting and high production values made it instant appealing to people who normally don't play TCG games. Blizzard has consciously made the game casual enough so it can co-exist with other mobile games. Player only need to log on once every three days to clear their daily quests, once a week to collect their tavern brawl card pack. The arena mode gives everyone a fair chance regardless of their collection. Both features were adopted by Clash Royale later and inspired Supercell to come up with its second biggest hit of the decade.
7) Angry Birds - The game that put mobile gaming on the map, along with Fruit Ninja, Doodle Jump, Plant vs Zombies and many other early games. None of the developers of the time successfully transitioned to the billion dollar big league years, but they all contributed to the industry in its infancy. Angry Bird was clearly the most iconic game of the era and its publisher took advantage of the momentum to fire off its IPO. Simple, physics-based touch game play was appealing to many at the time and inspired many others (Flappy Bird anyone?)
8) Clash Royale - The only company with two games on this list. Supercell took the best of real time strategy games and condensed them into intense 3 minute matches suitable for mobile devices. A global server for every player in the world in real time, I have personally never experienced any lag playing 1v1 or 2v2 and that alone is a incredible accomplishment. Throw in addictive card collections, upgrades, clan donations, timer on treasure chests. Supercell once again created the formula for other publishers looking to provide quick 1v1 experiences. It is also the only mobile game with a $1 million dollar prize pool. Golf Clash (a major success story on its own) and Capcom's Puzzle Fighter both took elements from Clash Royale.
9) Summoners War - Despite the lack of strong ip, COM2US took the best of Japanese gacha games, added Clash of Clans style guild battles, and now real time arena matches against other players with pick/ban systems with 40K viewers on Twitch during tournament time. At its peak, along with Clash of Clans it is the only top 20 grossing mobile game across all five major markets (US, Europe, China, Japan and Korea), and the developers did a marvelous job extending the game's life span over the years, keeping it on top 20 grossing chart world wide, three years after its release. Unlike Japanese gacha games, Summoners War is big on PVP and offers auto-play to make grinding easier. It also has a refreshing level up system allowing you to level up any monster to six stars and also puts a big emphasis on runes (equipment) quality. Onmyouji, a Chinese take on the core Summoners War system with high production values, went on to become a top 10 grossing game world wide.
10) Infinity Blade - Set the bar for mobile graphics and Chair was invited to every Apple iPhone launch in the early days. It opened the world's eyes on what smartphone games can look like, and the second game of the series went on to become the only IGN 10 of 10 mobile game. While the developer never fully embraced the free-to-play model and was eventually left behind, they still showed the world how you can make $20 million revenue with a small development team long before bigger companies followed suit.
submitted by hitmantb to iosgaming [link] [comments]


2017.11.26 04:15 hitmantb 10 Years of Mobile Gaming - Top 10 Greatest Mobile Games Ever

When Apple launched the original iPhone in 2007, nobody ever imagined phone games will grow into a 40 billion dollars a year industry, more than both PC and console gaming. But here we are, ten years later, when even Nintendo, at heart an anti-mobile gaming company's stock price jumped big time when they finally launched a successful mobile game in Fire Emblem Heroes.
This list is about the greatest mobile games ever. I am only going to pick the best in-genre, games that started complete new trends, dominated specific market segments and inspired other success stories. It doesn't matter if a specific idea has been done before, iPhone itself was not a new idea but it took smartphone to unprecedented heights.
I also strongly believe successful mobile games need to be built for the platform. Straight up ports like GTA San Andreas or Final Fantasy 7, they were iconic for their time on their platform, you can make a little money off nostalgia, but they will never be able to compete against games built for mobile audience from day one in the current era.
Finally, one can acknowledge greatness, impact and influence without enjoying a particular genre. I could never get into Candy Crush, but I don't believe someone playing Candy Crush is a "lesser" gamer than me playing Hearthstone. At end of the day, a great game is a great game regardless of genre. It is the same way I could never get into Mario/Zelda games but understand why they are auto-includes in any greatest console game of all time discussions.
To compete in a 40 billion dollar a year industry like mobile is every bit as difficult, if not more so than PC and Console AAA games. The amount of work a developer like Supercell put in to keep their players spend hundreds of millions of dollars a quarter, five years after release is simply mind blowing. It is no less difficult than building the next Skyrim. I understand traditional gamers still discriminate mobile and will not include mobile games in greatest of all time lists, but time will change as their favorite studios switch to mobile for their main source of revenue.
Without further ado:
1) Clash of Clans - The base builder game that started it all and inspired countless clones. At its peak, Clash of Clan was top 10 grossing in every major market: US, Europe, China, Japan and Korea, an unprecedented feat. Like all Supercell games, it has a single global server for both iOS and Android, so you are truly playing against the world. You can log in every 12-24 hours and treat it like Farmville, or you can play in a hardcore clan and compete in intense clan wars and spend hours to optimize your base layout against intruders. Five years later, it is still going strong, still a top 10 grossing game globally, a testament in how well Supercell maintained this franchise. Countless base builders followed suit and many went on to grow into their own success stories, Game of War including Supercell's own Boom Beach. None have truly surpassed the original.
2) Puzzles and Dragons - The first mega success in gacha games and the first mobile game to accumulate one billion dollars in revenue. At one point, Puzzles and Dragons pushed its publisher Gungho's market value above the mighty Nintendo. Skill-driven match 3 where players can perform dazzling combos and battle against some of the most difficult PVE encounters on a mobile phone. Throw in the original gacha system, and once again you have a game that is still top 10 grossing in Japan, five years after its release date. More importantly, Puzzles and Dragons's mega success inspired other developers to release their own take on gacha with different game play, from Monster Strike to Fate Grand Order to Nintendo's own Fire Emblem Heroes. Other publishers eventually realized players did not really want high skill cap game on a mobile phones, they want simpler game play and more refined gatcha systems. Puzzles and Dragons however, paved the way for all other gacha games to follow.
3) Candy Crush Sega - Imagine a single mobile franchise making combined revenue of Blizzard's entire portfolio? That is exactly what happened in Q3 2017 in Activision/Blizzard's earnings report. Five years after its launch, what looked like a more polished Bejeweled match-3 clone then turned in $530 million dollars in a quarter. King implemented many innovative marketing techniques (socializing your game play on Facebook, limited lives instead of energy timer, showering player with rewards that keep them coming back) that became standard in mobile gaming.
4) Honor of Kings (Arena of Valor in Western World) - There have been many efforts to create a great MOBA experience on smartphone. Vainglory was a decent effort from a small publisher but never made any progress on the top 100 grossing charts. Honor of Kings shattered all of this. Tencent found the perfect balance between touch screen controls and stripped away all the complexity of League of Legends and only kept its core essence, and made the game accessible to everyone from grocery store owners to teenage girls and ran all the way up to 200 million players per month. The Chinese government had to impose a ban of the game after 9PM for kids under age 12 and 1 hour daily limit. Tencent now has world's #1 grossing PC game in League of Legends and #1 grossing mobile game in Honor of Kings as it ran past Facebook to become world's fifth most valuable company. Ironically, both games are 100% skill based, zero advantage for pay-to-win players, something we hope to see more of down the road.
5) Pokemon Go - Thanks to Nintendo's IP, Pokemon Go turned into a worldwide cultural phenomenon and put argument reality based gaming on the map. Trainers all over the world roamed the streets and created a tremendous sense of positiveness. Gamers met new people in real life and got more exercise as part of the process. One year later, it is still a top 20 grossing game world wide, and embarrassed Nintendo's own first party efforts (although Animal Crossing may change that).
6) Hearthstone - The only pocketable game streamed on Twitch top 10 night after night. Blizzard has world's most successful TCG by a huge margin and it transitioned perfectly onto the mobile platform. While many have criticized the RNG nature of the game, the wow moments made it much more suitable for streaming than other games. The flashy graphics, great sound/voice acting and high production values made it instant appealing to people who normally don't play TCG games. Blizzard has consciously made the game casual enough so it can co-exist with other mobile games. Player only need to log on once every three days to clear their daily quests, once a week to collect their tavern brawl card pack. The arena mode gives everyone a fair chance regardless of their collection. Both features were adopted by Clash Royale later and inspired Supercell to come up with its second biggest hit of the decade.
7) Angry Birds - The game that put mobile gaming on the map, along with Fruit Ninja, Doodle Jump, Plant vs Zombies and many other early games. None of the developers of the time successfully transitioned to the billion dollar big league years, but they all contributed to the industry in its infancy. Angry Bird was clearly the most iconic game of the era and its publisher took advantage of the momentum to fire off its IPO. Simple, physics-based touch game play was appealing to many at the time and inspired many others (Flappy Bird anyone?)
8) Clash Royale - The only company with two games on this list. Supercell took the best of real time strategy games and condensed them into intense 3 minute matches suitable for mobile devices. A global server for every player in the world in real time, I have personally never experienced any lag playing 1v1 or 2v2 and that alone is a incredible accomplishment. Throw in addictive card collections, upgrades, clan donations, timer on treasure chests. Supercell once again created the formula for other publishers looking to provide quick 1v1 experiences. It is also the only mobile game with a $1 million dollar prize pool. Golf Clash (a major success story on its own) and Capcom's Puzzle Fighter both took elements from Clash Royale.
9) Summoners War - Despite the lack of strong ip, COM2US took the best of Japanese gacha games, added Clash of Clans style guild battles, and now real time arena matches against other players with pick/ban systems with 40K viewers on Twitch during tournament time. At its peak, along with Clash of Clans it is the only top 20 grossing mobile game across all five major markets (US, Europe, China, Japan and Korea), and the developers did a marvelous job extending the game's life span over the years, keeping it on top 20 grossing chart world wide, three years after its release. Unlike Japanese gacha games, Summoners War is big on PVP and offers auto-play to make grinding easier. It also has a refreshing level up system allowing you to level up any monster to six stars and also puts a big emphasis on runes (equipment) quality. Onmyouji, a Chinese take on the core Summoners War system with high production values, went on to become a top 10 grossing game world wide.
10) Infinity Blade - Set the bar for mobile graphics and Chair was invited to every Apple iPhone launch in the early days. It opened the world's eyes on what smartphone games can look like, and the second game of the series went on to become the only IGN 10 of 10 mobile game. While the developer never fully embraced the free-to-play model and was eventually left behind, they still showed the world how you can make $20 million revenue with a small development team long before bigger companies followed suit.
submitted by hitmantb to AndroidGaming [link] [comments]


2017.11.08 08:46 westleyTwain adult ADHD podcast suggestions?

I'm new to doing my own research into my own type 2 ADHD, and I started watching How to ADHD on youtube and I went and listened to her suggestion of the Distraction Podcast, heard the first episode, and was severely disappointed. It seemed to be nothing more than someone who I could have related to, someone who seemed to have the insight few had, just spout an incessant "durr bhurr technology is bad thomas edison was a witch, these damn millenials live in a world where they cant get off their gameboy colors playing farmville and bejewled, things were better without smartphones, in the old days we had snail-mail and cholera and we were all neurotypical." that we all have heard a million times before and says nothing either new nor helpful.
Does it get better, or at least more self aware, or is there a podcast that can help me?
TL;DR: Is the Distraction podcast any more than demonizing technology and are there other, better podcasts?
submitted by westleyTwain to ADHD [link] [comments]


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