Youku unlock

[Taiwan] Unknown EP.10

2024.04.20 14:03 smittenkittyyan [Taiwan] Unknown EP.10

EP.10 is OUT in YOUKU.
The series is streaming on Viki as well. But Viki is behind Youku`s release date with one ep. Based on Viki`s schedule, they will release EP.9 today or tomorrow ( this series is making me crazy with the constant change in the airing dates)
The airing schedule slightly varies from YOUKU MEMBERS and NON-MEMBERS. Today, is the release of EP.10 for MEMBERS on YOUKU. Two days for now ( every monday) is the release of EP.10 for NON-MEMBERS ON YOUKU and Youku English Youtube channel.
There is something that you guys need to know.
Youku has announced that we can can see the final two eps in advance together with ep 10, if we unlock THE EXPRESS PACKAGE. Everyone who has a subscription to Youku and pays an additional fee to unlock the express package will be able to watch the last two eps.
There is also something else that you guys should know, the last 2 eps will have two versions, a CUT and an UNCUT one. The CUT version referrs to the eps released in YOUKU`s English youtube channel, ( most likely because of the intimate scene and other stuff) while the UNCUT version can only be watched in YOUKU website/app.
I am sure the eps on Viki will be UNCUT as well but Viki is one ep behind Youku`s release.
The links:
YOUKU- Today for MEMBERS, April 22 for NON-MEMBERS.
Youku English Youtube Channel- April 22. I`ve attached the playlist for the series.
Viki
The trailer
The MDL page
The OST: Spotify, Youtube
THE NOVEL: The series is adapted from the danmei novel Dage/Brother by Priest. Da Ge is about family. It's about friendship. It's about the ravaging tempest that is memory, and the craters people leave on each other. It's about accepting yourself; learning when to persist and when to let go. Love more powerful than water, deeper than blood. It's a slippery slope to the top, but there's a way, even if you have to beat out the path yourself.It isn't an easy story to read, but I am profoundly grateful to have read it. There's yearning, the unstoppable and bittersweet passage of time, and the most imperfectly perfect couple. And longing, and pining, and strangely wonderful coincidences, and letters written with all heart, all soul.
To read the novel, i recommend checking the Novelupdates page of the novel. The novel has many translators, but there is only one translator who has completely translated the novel named kipziart. You can find their translation here.
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2023.06.13 15:21 Technical-Abroad8918 TTEOTM is the most viewed xianxia since Ashes of Love!!!! (And other statistics)

TTEOTM is the most viewed xianxia since Ashes of Love!!!! (And other statistics)
With the conclusion of Yunhe's airing period on Jun 11, we can officially say that TTEOTM is the biggest non-dangai xianxia drama since 2018, with 68M views/episode!
2023 Yunhe Playback per Episode - #1 is Knockout, #2 is TTEOTM
(Kuyun, a different data platform unaffiliated with any online streamer, also put TTEOTM at 70M views/episode, but its data only go back two years, so we use Yunhe to compare further back.)
This makes TTEOTM the #2 show in 2023. Since 2023 is not yet over, if it aired in another year, it would overtake #2 in 2022, #4 in 2021, and #6 in 2020. (Viewership used to be higher in past years, more on that later)
Just to provide a bit context on why this is so insane, so beyond anyone's expectations:
  • TTEOTM aired exclusively on Youku, the weakest of the big 3 platforms. Youku only has 1/3 to 1/2 of iQiyi and Tencent's daily active user base. If you look at the top 10 dramas in 2018-2022, all of them aired on iQiyi, Tencent, many of them on both or even all 3 platforms. Before TTEOTM, Youku's biggest web exclusive drama is Who is He, police mystery featuring Knockout Star Zhang Yi at 44M views/episode. And before 2023, the highest a Youku exclusive web drama has ever ranked on the annual list is #15 (The Blue Whisper).
  • The xianxia genre is thought to have a limited audience (young women) even though it generates a lot of fanfare. This might be surprising given how well it travels abroad. However, if you look at the top 3-4 shows each year, it's usually a mix of historical family dramas, crime/thrillers, modern/urban dramas.
  • April is considered a shit airing slot, especially for xianxias which rely on students on break. Almost all of the top shows in previous years aired during summer or winter holidays. The #1 show in 2022 aired in Nov-Dec, but that was when everyone in China was stuck at home with Covid...
  • TV viewership has been on the decline with share of attention shifted to short form content and other forms of entertainment. Since 2019 there have been very few mega hits at the same level of Eternal Love or Yanxi Palace until Knockout came along. Very few costume dramas are able to land a coveted TV slot, and web dramas now tend to air on one instead of multiple platforms.
  • Therefore, most of the data observers thought that 35-40M would be a win and 50-60M near impossible. It's fun to see people bumping up old posts/polls to see how far off predictions were (especially when commenters start backtracking and raising the bar for an explosive hit.) Most people, like myself, benchmarked against Youku's 2022 xianxias: Blue Whisper (37M) and Immortal Samsara (36M). Both featured dual dinglius and the latter aired during the summer.
  • There are also a few other things stacked against TTEOTM's playback numbers:
    • Yunhe is affiliated with iQiyi (created to provide data to advertisers). It tends to discount views more harshly when it comes to Youku & Tencent dramas.
    • Youku has weaker "long-tail" effect again due to its smaller default user base. The drama is bringing users to the platform, not the other way around. After the big promotional push and buzz dies down, it's harder for new viewers to discover the show.
    • Immediately after TTEOTM finished airing, Youku pushed users towards Back from the Brink and stopped promoting TTEOTM on its main page.
    • In fact, Youku locked most episodes unusually quickly (such that people have to purchase VIP to watch older episodes) and only unlocked it for the last few days of the airing period. (Some fans argue it's because TTEOTM is a "copyright" drama. This means Youku only has the airing rights and may even have to pay Otter a bonus for high playback volume)
That's why it's a pretty exciting/shocking that TTEOTM is now just behind Ashes of Love, which aired during the summer on all 3 platforms and 2 TV channels back in the heyday of 2018. (Basically we just love watching LYX being bullied and spitting blood)
Online playback volume of xianxia dramas, 2018-2023, *Year not over yet
(The Untamed is technically a xianxia but more known for dangai/BL, which is a whole other ballgame, so I've included it for reference but excluded it from direct comparison. Before 2018, there's also Eternal Love and Journey of the Flower which are definitely bigger hits, but I don't have the data and the industry landscape is too different back then for fair comparison.)

TTEOTM seems to have attracted a group of "data fans" who enjoy watching expectations blown apart. (Some don't even rate the story or the actors. They just like the idea of data prevailing over fan wars.) It's especially fun when the drama is strong in every dimension possible. Here's a compilation (and a bit of explanation) of the drama's achievements:
Viewership: this is the most important & direct measurement of the show's success in general
https://preview.redd.it/322w2hgt2o5b1.png?width=1080&format=png&auto=webp&s=0c17f2511f58eea2b63a8ed5ef125b6cd502961a
  • Opening - good indicator of how much drawing power the stars have, but not how well the drama does overall (big debuts often flop while dark horses emerge)
    • >5.4M reservations ahead of the premiere, highest of any drama in Youku history
    • Reaches Youku's maximum heat index of 10,000 in 29 hours, fastest in Youku history
    • 23.74M views on its premiere day, highest of any drama in 2 years (Yunhe) - In fact, it's nearly double the views of other dramas led by bigger stars
    • 22.76% market share on its premier day, highest of any costume drama in 3 years (Dengta)
Top Dramas by Opening Viewership, 2021-2023
  • Market Share - how well the drama is doing compared to other shows airing at the same time
    • 33.2% peak daily market share, highest of any xianxia drama in history (Yunhe)
    • 24.39% peak daily market share on Kuyun (very high considering that it includes TV)
    • #1 drama in Dengta (everyday), Yunhe (all except 3 days)
  • Playback Volume per Episode during Extended Airing Period - how well the drama retains its viewers till the end and performs overall; since it's per episode, it penalizes shows where viewers drop midway. Because the airing period ends X days after the last episode airs, it's also an early indicator of whether the drama will have a long tail (which is key to becoming a classic)
    • 67.98M views per episode during airing period (Apr 6-Jun 11), #2 in 2023 (see above)
    • 70.06M views per episode during airing period (Apr 6-Jun 8), #2 in web drama since 2022
    • Most number of days at heat index of 10,000 for the full day (Youku)
Platform new user acquisition: This is what matters most for online streaming platforms as their income mainly derives from members. Youku is the underdog, so I'm sure customer acquisition is their #1 KPI and why they've invested so much in promoting TTEOTM
  • TTEOTM has generated the highest number of Youku iOS app download in 5 years
  • Highest premiere day viewership, new user count, and membership income in Youku history
Youku App Downloads, 2018-2023
Advertisement: A major income for platforms. Brands can place ads on specific shows (should be cheaper if you bet right) or pay for random, dynamic placement (you can tell based on whether the drama's title is on the ad itself). The earlier the brand buys in, the cheaper the rates, which I believe is a fixed amount based on production class. Often big IP, big stars, modern dramas get the most upfront, especially if the star brings in their own "brand daddies" (sorry, that sounds naughty).
Some shows start out with nothing, but as more and more people watch, advertisers place more ads in subsequent episodes. The opposite also happens. That's why it's also an indicator of how well the show is performing according to the industry. Advertisers have access to proprietary data and are putting a lot of money on the line.
  • TTEOTM has 27.6 seconds of ads per episode, 2nd highest of any costume drama in 2023
  • This includes 26 brands, highest of any xianxia drama in 3 years
  • It is only one of 12 dramas this year so far with ads in every single episode
  • Big brands like Huaiwei and Master Kong placed ads as the show progressed, with ad time peaking in episodes 26-30. This is a big stamp of approval from advertisers.
  • After the drama finished airing, a brand "chased" the hype by placing more ads, which is quite rare
Merchandise Value: Beyond being supplementary income (more here), this is also an indicator of fan engagement. Expect this to become bigger going forward as platforms perfect the process of commercializing IP and fusing e-commerce with entertainment.
  • TTEOTM has broken the merchandise sales record for TV shows, selling >25M RMB to date (this number does not include Shi Shan Yu costumes and other co-branded products like the ice cream, video game, and photography studio)
  • >10M RMB came from the bracelets alone, with 3M RMB worth of Ancient Demon God bracelets sold within 24 hours (it's likely a new record but no one has kept track before)
  • Tantai Jin and Ye Xiwu's costumes were auctioned off for charity for 170K RMB and 100K RMB respectively

Buzz-worthiness: In addition to commercial value, another major dimension of success is buzz/heat -- whether fans are talking about a show, whether the general population knows about the show. In my mind there are three broad types of data sources:
Heat Indices (e.g. Maoyan, Datawin, VLinkage): they pull data from the social media platforms like Weibo, Douyin, Xiaohongshu, Kuaishou and have their own proprietary methodology to assess how "hot" a drama or a character is based on views, likes, comments, trending topics.
  • Maoyan (tends to peak on the first few days)
    • Peak daily index of 9898.15, highest of any drama in 3 years
    • Heat index of >9800 for over 20 days, on par with historical record
    • Most popular character in the weekly ranking for over 6 weeks
  • Datawin (penalizes for negative sentiment)
    • Avg index of 2.188, #1 drama in 2023
    • Peak index of 2.669, #2 drama in 2023 behind Knockout
Social Media Platforms (e.g. Weibo, Douyin) - this is where fans congregate, so more a measurement of how much fan engagement and discussion there is, or fan intensity in general.
  • Douyin (biggest platform by daily active users right now, and the new battleground for marketing)
    • >29B views on the official hashtag, highest of any costume drama and 2nd highest behind Knockout (~60B views)
    • Heat index of 120M on the platform, a new record for dramas
    • 35 clips with >1M likes (of which 11 were from the official account)
    • More importantly, TTEOTM inspired a lot of user-generated/led trends & memes on the platform (e.g. the Black Moonlight dance, Bengbu tourism) which engage viewers in a deeper way than just watching clips from the show. Read Douyin's own "battle report' here.
  • Weibo (China's Twitter, where different fandoms congregate)
    • 5774 ranked trending hashtags, highest of any drama in 2022-2023 (TTEOTM is differentiated in having a lot of low-ranking trends in the "rising" and "trending outside fan circle" tables. These are not bought but truly user-generated)
    • >30B views on Weibo, #3 highest in 2023
    • TTEOTM's official account has the highest number of followers (622K) of any drama that aired in 2023. It'd be the third highest if including dramas from 2022.
    • Read Weibo's own "battle report" here
General Indices (e.g. Baizhi, Weixin) - not entertainment specific and mostly pulling data from parts of the internet that are more functional, where the show doesn't even have an official presence. Good indicator of general population interest and awareness. Difficult for fans to manipulate and "manufacture data"
  • Baizhi (Baidu search, equivalent to Google): Heat index of 790K, highest of any xianxia in the last few years. TTEOTM is also #5 drama in 2022-23 combined, behind Knockout (1894K), Sword Snow Stride (936K) (both aired on CCTV), Dream of Splendor (913K), and Reset (892K)
  • Weixin Index (WeChat, equivalent to Facebook & Whatsapp): Peak heat index of 166M, #1 drama in 2023 (even in front of Knockout) and highest of any xianxia or costume idol drama in the last few years. (Note Weixin is owned by Tencent)
https://preview.redd.it/zjumu5q79s5b1.png?width=358&format=png&auto=webp&s=5f6d35ec33d308a3eeed9e6e544f94b9a63331ce
  • Baike Page Visits (Wikipedia): A bit random, but if you take it at face value, it's just how many people have heard about the show and looked it up. A good indicator for general awareness. Note that this is cumulative so we cannot fairly compare across years. TTEOTM is #1 costume drama (likely #2 overall) 2023 and even ahead of some of the dramas from previous years
https://preview.redd.it/04dj33h8as5b1.png?width=1080&format=png&auto=webp&s=ac0867c587547befca072be75f1661f40126f13c

Socio-economic Contribution: Finally, this is probably a first, but people are starting to look at tourism GDP because TTEOTM unintentionally generated a lot of interest in Bengbu (literally "clam town") which has sculptures related to Mingye and Sangjiu. According to the local government, Bengbu gained an incremental 1.5B RMB in tourism GDP during the May 1 holidays thanks to interest from TTEOTM fans. (I feel like this might be a post for another day)
https://preview.redd.it/wchqahxkcs5b1.png?width=1280&format=png&auto=webp&s=358ca5f58fb684bcd0e9328f00398bc4778426e3
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2023.04.07 16:30 dnbhsp_22 Does anyone know if Youku will unlock Till the end of the Moon for free in the next months?

I heard that it will release an episode per week for non vip, is it true? I don't mind to wait, but I don't know if it's sure or not. I downloaded the app but I don't see any popular drama for free.
submitted by dnbhsp_22 to CDrama [link] [comments]


2023.03.28 17:33 Vegetable-Cobbler734 Alibaba value big unlock

Alibaba value big unlock
https://preview.redd.it/0na6ie2x0iqa1.jpg?width=291&format=pjpg&auto=webp&s=45b07d357b854f289971c43a2d76a23077d2e137
BABA is an organizational restructuring king, seven years to do more than twenty organizational restructuring, an average of three times a year, than I vacation are frequent. But this organizational restructuring is unusual, the market reaction is also quite enthusiastic, pre-market U.S. stocks have risen 10 points, I quickly say a few words of my opinion.
First of all, for a giant company with a compound business, it's a puzzle of the century to unlock the value at the shareholder level; for example, why Baidu's valuation multiple is not as outrageous as Cambrian, because the latter is 100% in the chip/AI space, while Baidu is only partly in the AI/ChatGPT radius. Although we are in the valuation of large holding groups, common sense is to use each business segment sum method (sum-of-the-parts valuation); but in the market when the clouds flowing goblets on its constantly adjusting expectations and dynamic valuation, nothing more than a general feeling of how much P/E ah cloud, very overall and very rough, and different business dragging each other very coupled.
Alibaba is the same, I often joke that Ali must be undervalued, because Ali only one piece of business is Munger mouth said goddamn retailer, then Ali cloud? What about big entertainment? What about Ant? What about Rookie? Ali certainly can not just be a goddamn retailer, to be precise, she is a platform company, is an aircraft carrier, its platform (big middle) is to let the front business soar on their own, and then the aircraft carrier in the back of the milk them; Ali used to be big middle, small front; and the future of the idea should be to do a strong front - - big middle + fast middle. -big center + fast center + strong front.
If I remember correctly, this change should be the most thorough and disruptive one in Ali's history, a group = six business groups + N business companies. Six business groups are Ali cloud intelligence, Taobao Tmall commercial, local life, Cainiao, international digital business, large cultural entertainment, and you see the boundary of business division will know, all six business groups in their respective fields are almost the benchmark and flag, all retain the possibility of independent listing, and even here do not have to count what seems to be "equity investment The "equity investment" of Ants is not even counted here.
As for the valuation methods of different businesses, due to time, I'll quote here a previous IFC research report that once gave the segment valuation of Alibaba's business to do the following combing (note that the numbers are outdated, but just look at a valuation method and logic):
  1. core commercial trading market (Taobao Tmall + domestic wholesale): business with strong competitiveness, more mature profitability, is the company's cash cow, so use EV/adjusted EBITA for valuation, is expected to FY2020 core commercial trading market adjusted EBITA +20% year-on-year, give FY2020E 20x valuation, get valuation 3,878.1 billion yuan.
  2. New retail: mainly including Boxma, Yintai, etc., the business is in the incubation period, using EV/Sales, and referring to the valuation of Gao Xin Retail, Yonghui Supermarket, etc., giving 1x EV/Sales, and getting a valuation of 84.2 billion yuan.
  3. Lazada (international digital business): international retail in the incubation period, according to the company's latest investment to get holdings valued at 37.7 billion yuan.
  4. Local Life (Hungry + Koubei): input period business, valued at 4x EV/Sales with reference to rival Meituan, valued at RMB 101.1 billion.
  5. Cainiao: input period business, according to the company's latest investment to get Ali shareholding valuation 122.3 billion yuan.
  6. Ali cloud: cloud computing industry high growth, the company's leading position is solid, refer to the cloud computing industry valuation level, given 7x EV/Sales, to get a valuation of 283.6 billion yuan.
  7. Youku & innovation business: Youku is the company's ecological synergy business, valued at 43.5 billion yuan according to the company's latest investment; innovation business is in the incubation period, given 2x EV/Sales with reference to the valuation of competitors (Slack, Zoom, etc.), valued at 11.8 billion yuan.
  8. Important investments: Ant Financial Services, Ali Health, Ali Pictures, Suning Tesco, Gao Xin Retail, etc., get the valuation of holding ownership part according to the latest phase of financing and the latest market value of listed companies.
Common sense knows that using the segmented SOTP valuation method, Alibaba's intrinsic value (which should actually be equal to the sum of the above segments) would be a few heads higher than the market value that the market is currently giving him. Ali as a group currently has a market cap roughly twice that of Jindo, but I think the value of Alibaba's e-commerce business alone should actually be worth at least 1-2 Jindo valuations. Of course, the market has given Ali a big conglomerate discount (Group company valuation discount).
Ali cloud, for example, was valued at more than $100 billion a long time ago. As early as 2020, the first half of Ali cloud revenue 24.5 billion, and then Goldman Sachs, JP Morgan Chase gave a direct valuation of $ 120 billion. Of course, 2020 is the high point of China's Internet valuation, and now it must be discounted; but after years of business has been growing and expanding Ali cloud, a discount can have a $ 60 billion, right? -- and Ali's entire market value is now only $220 billion.
There is also the world's largest second-hand trading platform idle fish, and the world's largest enterprise communications platform nail, and the Ant's equity investment. If the future idle fish, box horse, nail, Ali cloud, these grown up little chest brother can be listed separately, the value of the Ali Group itself unlocked imagination space, no farther.
The market is not sure what to do to unlock its value, frowning, dense, cloudy. conglomerate discount to give an oversized. And this time management sent the warmth. And more importantly, in addition to the imagination of the capital market, each business segment after the independent operation, itself also gained greater strategic flexibility, according to their respective needs to respond to market changes and demand, the space for development and imagination directly ascending breakthrough.
I welcome this approach of making a bowl of noodle soup out of a dough. Looking back at the previous organizational changes, my basic judgment is that no matter how big the business is, Ali is still fluid, not rigid, good at responding, and can be deformed. You do not look at his seven years deformation 20 under, but in addition to the Amoy system other plates have also been expanding, as an annual number of active buyers more than 1.3 billion, GMV more than 8 trillion ecological body, but also can toss also can deformation King Kong, I think it is a big plus, the stock price also first do not pull other to a stop to say.
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2023.03.28 15:20 Bullish-Fiend From Brenden Ahern - China Last Night "Alibaba Moves To “Unlock Shareholder Value”

From Brenden Ahern - China Last Night "Alibaba Moves To “Unlock Shareholder Value”
Alibaba (9988 HK, BABA US) announced after the close it will become a holding company comprised of the below six business groups in order to “unlock shareholder value and foster market competitiveness” in order to “capture market opportunities and stimulate growth”. The business group will be able to raise funds and go public as it sees fit.
Alibaba relisted in Hong Kong in November of 2019 after the trade war weighed on the stock despite revenue increasing to $56 billion (RMB 376 billion) in fiscal ended year 3/31/2019 from $37B/RMB 250B for the year ended 3/31/2018 versus $23B/RMB 158B in year ended 3/31/2017. After announcing its HK listing, Alibaba rallied 68%. The recent geopolitical environment has weighed on the stock despite revenue increasing from year ended 3/31/2020 $73B/RMB 509B to $105BB/RMB 717B in year ended 3/31/2021 and $132B/RMB 853B in fiscal year 2022. Management is providing a catalyst for investors to own shares. Analyst price targets are based on sum of the parts analysis with the twelve month price target $142 versus yesterday’s close of $86 (65% upside). Ultimately Alibaba is telling investors that they haven’t properly valued the company which is driven by the geopolitical overhang rather than the fundaments. The shareholder friendly move can be contrasted with competitors who appear focused on cutting prices. Hat tip to Alibaba management for thinking outside of the box though to their credit not the first time.
submitted by Bullish-Fiend to baba [link] [comments]


2023.03.28 14:20 upbstock $BABA

Alibaba confirms new organizational and governance structure; co will have six major business groups and other investments, each to be independently managed by its own CEO (86.12) Co announces a new organizational and governance structure to empower all our businesses to become more agile, enhance decision making, enable faster responses to market changes, and promote innovation to capture opportunities in their respective markets and industries, thereby unlocking the value of Alibaba Group's various businesses. Under this plan, we will have six major business groups and other investments, each to be independently managed by its own chief executive officer and board of directors. The six major business groups that we plan to establish are: Cloud Intelligence Group (including cloud, AI, DingTalk and other businesses), with Daniel Zhang serving as chief executive officer in addition to his responsibilities as Alibaba Group's chairman and chief executive officer Taobao Tmall Business Group (including Taobao, Tmall, Taobao Deals, Taocaicai, 1688.com and other businesses), with Trudy Dai serving as chief executive officer; Local Services Group (including Amap, Ele.me and other businesses), with Yongfu Yu serving as chief executive officer; Global Digital Business Group (including Lazada, AliExpress, Trendyol, Daraz, Alibaba.com and other businesses), with Fan Jiang serving as chief executive officer; Cainiao Smart Logistics, with Lin Wan serving as chief executive officer; and Digital Media and Entertainment Group (including Youku, Alibaba Pictures and other businesses), with Luyuan Fan serving as chief executive officer.
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2021.08.06 19:52 doubleorc Concert purchase option question

Hello! Does anyone know if purchasing the concerts on Youku will give me forever unlimited access to the concerts?
I'm debating if I want to unlock Ultimate Fan Pass on YouTube or just purchase the 2 concerts and 花絮individually on Youku. Any opinions? >_<
Thank you!!
submitted by doubleorc to wordofhonor [link] [comments]


2021.03.11 16:31 IndependentYoga The 499Block and Bitribe AMA with Verasity Founder, RJ Mark

Read full story: medium.com/verasity
On 9 March 2021, Founder and CEO RJ Mark discussed the future of Verasity with Judy, a Partner from 499Block, the world’s first female blockchain community.
Q: Please briefly introduce Verasity (VRA). What is its core business logic?A: Verasity’s mission is to significantly increase advertising revenues for video publishers — no matter on which video platform.
The Size of the Market & the Problem:
Digital advertising spend worldwide (outside of China) was $325B in 2019, fell off due to Covid in 2020 but is still on track to reach $389B in 2021. By 2024, advertising spend will be over $525B. This growth of 7–10% per year includes both desktop and mobile devices. Of this more than two thirds in 2020 — $147B to Google and $84B to Facebook — went to the two largest video platforms.
Yet, there are over 2 million non YouTube video publishers that rely on video ads for 66% of their revenues and their CPMs (Cost per thousand impressions) are less than $10/CPM or $.01 per view. So a publisher that shows 1 million views gets $10k. There are not a lot of video publishers that have millions of viewers per month so to monetize with ads is extremely difficult and as a result video publishers struggle to survive.
Not to mention 50M YouTube video content creators that receive a part of AdSense — If you earned an estimated $180 from 45,000 ad impressions, your ad RPM (revenue per thousand) would equal ($180 / 45,000) * 1000, or $4.00. Google made closer to $20 CPMs!.
Advertising spend in China is expected to reach 7.5B in 2021 and growing at 5.3% to $9.3B by 2025. Iqiyi, Youku, Bilibili, Xigua, Douyin and Tencent control most of the market in the same way YouTube and FB control the markets in the West.
Q: How does Verasity execute on its Mission?Through its Platforms, Products & Technology:
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
Verasity is the only company in the world to have a patent granted for a blockchain protocol layer application. VeraWallet — Product Layer Payment System
Q. Do you have any Use Cases?Yes, we have the following:
Esportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns, controls and can upgrade at will to achieve:
Adoption because of the growth of Esports to over 650M viewers
Scale because of the Platform, Esports adoption and Verasity marketing&Tournaments
Scale through Esports partnerships
Hybrid payment systems integration with PayPal, Stripe and VeraWallet
Integration of all Verasity products on one platform controlled by Verasity
Proof of monetization increase by utilizing ALL the Verasity products on one platform
Profitability for Verasity on this B2C Esports Fight Club video platform
Verasity.tv — Aggregator of Publishers owned by Verasity
Verasity.tv provided third party publishers with the ability to beta test Verasity Rewarded Video and to integrate the technology on their sites.
Verasity’s first Product Layer was VRA rewarded videoreleased in May 2019 utilizing an SDK which can be used by any publisher with the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West).
The proof of concept of rewarded video provided important metrics about interactive rewards and how they improve both engagement and ad monetization as well as meet the international standard necessary to integrate into the programmatic ad network ecosystem. Utilizing the Verasity video rewarded technology, most video publishers tested saw:
18% increase in videos watched
30% increase in total watch time
With the values persisting through the testing period
Q: So you have an esports platform as a use case for business to consumer. That suggests you have a B2B use case as well?A: Yes, we have these B2B products to be rolled out:
SDK rewarded video add-on for any video platform — Available now
Proprietary Video Player — As a module for third parties in Q2
Proprietary ad stack ad-on for any video platform — As a module for third parties in Q2
Proof of View ad-on for any ad stack — As a module for third parties in Q4
In the second half of 2021, Verasity will set up a B2B sales force to license its technology to large third party video platforms that need to improve viewer engagement and ad monetization.
Based on our experience to date, rewarded video will increase publisher engagement and ad monetization by approximately 30% and Proof of View is estimated to increase CPMs five fold. So a video publisher today who receives $10 CPMs could get as much as $65 CPMs utilizing the Verasity tech. Verasity will charge a CPM license fee for the use of its technology which could be considerable given the problem that Verasity is solving for publishers.
Q: What is the economic model of VRA?A:Verasity generates revenues:
Verasity makes money from its Esports platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Just on the Esports platform esportsfightclub.com Verasity is already making money. At the last large Tournament over 8.6M viewers came to see the event online. A Revenues forecast for the B2B business will be published in the second half of 2021 and given the recent patent acceptance for Proof of View the revenues will be considerable. So the use case makes money and the roll out of the B2B business will make even more money at scale.
Q: Since 2017, there have been many streaming media projects combined with blockchain technology, but they went silent in the end. What is the reason? What caused it?A: At present, most Internet applications form user barriers through network effects. For example, Twitter users will not choose other social platforms, and YouTube users are also unwilling to change to other platforms.
In our solution, we provide the tools and infrastructure for any video platform to utilize our products through an SDK or module on any video platform including YouTube, Vimeo, Twitch, iVideoSmart and 90% of the video platforms. We will be working with Tencent and others to integrate our SDK solution for rewarded video into any video player in the world. This way people do not have to change their viewing habits and publishers don’t have to change their workflows.
Q: People use a streaming media product based on the content provided by the product itself and the product itself, rather than blockchain-based digital asset rewards. Otherwise, it is turning the cart before the horse. What do you think of this opinion?A:This is correct. You cannot change users habits or publishers work flows which is why Verasity provides a B2B solution that fits with any publisher so that users do not have to leave their platform, change their habits and the publisher does not have to change its workflow. This is the reason so many companies fail with video sharing platforms. We don’t compete with any of them. We provide the tools and infrastructure for third parties to provide our Rewarded video and other product. And we have our own stand-alone esportsfightclub.com platform as a use case to show third parties that it increases their revenues and engagement without changing their work flows or user experience.
Q: What core technology does Verasity use to prevent content publishers from fraud? And to prevent users from fraud in order to get rewards for publishing and viewing? As we know, some other projects had such cases before their deaths.A:Verasity’s proprietary blockchain technology, Proof of View (PoV)™, ensures that videos (Content and Advertisements) viewed on the platform are real views that are verified by the community and recorded as immutable public records on the blockchain. Our patented technology (Patent Allowed 16/023,354) ensures that all views and associated audience metrics on Verasity are accurate, secure, real, and transparent. No more fake views, No more fraud!
Proof of View (PoV)™ unlocks the ability to derive the true value of content. Content is now surfaced based on its value to the audience.
All video views are assessed by our Proof of View (PoV)™ technology to ensure that they’re real and the video has been seen by a real person who is actually watching the content. You can read more on how PoV takes down fake views in our whitepaper. Once a view has been confirmed as legitimate it is then added to the Verasity Blockchain for 100% transparency.
By eliminating fake views, the Verasity ecosystem is able to fairly value content regardless of content type, audience demographic or a third party’s monetization strategy. For all our users, this means a better, fairer, and valuable platform. For Verasity it means substantially higher CPMs and monetization for its own platform and to sell the the PoV product to third for license fees. Proof of View is the ONLY Protocol Layer technology patented for the blockchain and Verasity is the owner of the patent.
Q: What are the profit models of Verasity? In the paid advertising part, how to attract advertisers to pay on Verasity?A:Verasity now makes money from its Esports platform, esportsfightclub.com through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. By having high value esports tournaments (CSGO, Valoran, PUBG, LOL, etc.) that scale (in the last large tournament we had 8.6m viewers), ad networks and sponsors advertise for this valuable content with high CPMs. See our advertiser list of 17 of the largest advertising networks including Google and Facebook.
Q: What other core functions does Verasity have? Which user’s pain points are hit by these functions?A:Platforms, Products & Technology include:
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
VeraWallet — Product Layer Payment System
Esports Platform:
Adoption because of the growth of Esports to over 650M viewers
Scale because of the Platform, Esports adoption and Verasity marketing&Tournaments
Scale through Esports partnerships
Hybrid payment systems integration with PayPal, Stripe and VeraWallet
Integration of all Verasity products on one platform controlled by Verasity
Proof of monetization increase by utilizing ALL the Verasity products on one platform
Profitability for Verasity on this B2C Esports Fight Club video platform
Users are not impacted because they can watch tournaments on their favorite platforms, so therefore no pain to the users. Your platform provides an automatic switch between video players so users can choose what they watch on any platform and still get rewards!
Q: What project development has Verasity completed so far? What are the next plans?A:Verasity will have completed 90% of its roadmap in this Q1 which can be found at verasity.io For more details of what we’ve achieved and what we plan to deliver, see https://verasity.io/#roadmap
You can see the Tournaments list here:
So to summarize Verasity has built a number of products to improve publisher’s profitability by 5x utilizing Verasity’s Rewarded Product Layer, Proprietary Video Player, Proprietary ad stack, Proof of View Protocol layer which is patented and Verawallet.tv as a Product Layer Payment System.
Verasity has its own esports platform which it utilizes to test its products and achieve profitability. As products are tested and put into production they are rolled out as modules for third party publishers to utilize for a license fee paid to Verasity.
About Verasity
Protocol and Product Layer Platform for Esports and Video EntertainmentThe Verasity Mission
Verasity’s mission is to significantly increase engagement and advertising revenues for video publishers on any video platform.
How? Through its PoV Protocol, Product Layers & Platforms
Use CasesEsportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns and controls. The Esports platform has scaled to 8.6m viewers for its tournaments.
Verasity.tv — Aggregator of Publishers
Available SDKs which can be used by any publisher for the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West). This is now available for over 2 million video publishers struggling to survive on low advertising revenues.
Verasity Revenues
Verasity makes B2C revenues from its Esports Fight Club platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Verasity will roll out its B2B products later in 2021 with attendant revenues. Verasity Roadmap
📖 Read our latest adoption metrics and one page overview
📈 Find where VRA (ticker) is trading onCoinMarketCap
VRA can be staked for 36.5% annual interest at https://verawallet.tv.
Follow Us:
Medium: https://medium.com/verasity
Twitter: https://twitter.com/verasitytech
Website: https://verasity.io
Telegram Token Discussion: https://t.me/Verasity_Official
Telegram Token Announcements: https://t.me/verasity
Verasity Gaming: https://t.me/verasity_gaming
Facebook: https://facebook.com/verasitytech
LinkedIn: https://www.linkedin.com/company/verasity
Reddit: https://www.reddit.com/verasity
Blockfolio Signals: Follow VRA to receive updates straight from the team
Join our local groups, we have support in the following languages
Chinese Chat 🇨🇳 — https://t.me/Verasity_CN
German chat 🇩🇪 — https://t.me/GermanVRACommunity
Dutch chat 🇳🇱 — https://t.me/verasityamsterdam
Brazilian chat 🇧🇷 — https://t.me/Verasity_BR
Indonesian chat 🇮🇩 — https://t.me/verasityindonesia
Japanese chat 🇯🇵 — https://t.me/verasityjapanese
Korean chat 🇰🇷 — https://t.me/Verasity_Korea
Persian chat 🇮🇷 — https://t.me/verasity_irn
Russian chat 🇷🇺 — https://t.me/VerasityRU
Spanish chat 🇪🇸 — https://t.me/verasity_spanish
Turkish chat 🇹🇷 — https://t.me/VerasityTR
Vietnamese chat 🇻🇳 — https://t.me/Verasity_Vietnam
Philippines chat 🇵🇭 — https://t.me/verasity_philippines
Indian chat 🇮🇳 — https://t.me/VerasityIndia
WeChat — PM @cryptomeo on Telegram
If you are a Game Developer or Video Publisher and want to grow your audience and revenue by 500% click thelinkto talk to the team
The 499Block and Bitribe AMA with Verasity Founder, RJ Mark was originally published in Verasity on Medium, where people are continuing the conversation by highlighting and responding to this story.
-- Integrate with Verasity:
👩‍💻verasity.tv
👊esportfightclub.com
🎮games.verasity.tv
🕊twitter.com/verasitytech
submitted by IndependentYoga to Verasity [link] [comments]


2021.02.23 18:31 IndependentYoga MXC Exchange AMA with Verasity Founder, R J Mark

Read full story: medium.com/verasity
Q:Please briefly introduce Verasity (VRA). What is its core business logic?A:Verasity’s mission is to significantly increase advertising revenues for video publishers — no matter on which video platform.
The Size of the Market & the Problem
Digital advertising spend worldwide (outside of China) was $325B in 2019, fell off due to Covid in 2020 but is still on track to reach $389B in 2021. By 2024, advertising spend will be over $525B. This growth of 7–10% per year includes both desktop and mobile devices. Of this more than two thirds in 2020 — $147B to Google and $84B to Facebook — went to the two largest video platforms.
Yet, there are over 2 million non YouTube video publishers that rely on video ads for 66% of their revenues and their CPMs (Cost per thousand impressions) are less than $10/CPM or $.01 per view. So a publisher that shows 1 million views gets $10k. There are not a lot of video publishers that have millions of viewers per month so to monetize with ads is extremely difficult and as a result video publishers struggle to survive.
Not to mention 50M YouTube video content creators that receive a part of AdSense — If you earned an estimated $180 from 45,000 ad impressions, your ad RPM (revenue per thousand) would equal ($180 / 45,000) * 1000, or $4.00. Google made closer to $20 CPMs!.
Advertising spend in China is expected to reach 7.5B in 2021 and growing at 5.3% to $9.3B by 2025. Iqiyi, Youku, Bilibili, Xigua, Douyin and Tencent control most of the market in the same way YouTube and FB control the markets in the West.
Q: How does Verasity execute on its Mission?Through its Platforms, Products & Technology
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
Verasity is the only company in the world to have a patent granted for a blockchain protocol layer application.
VeraWallet — Product Layer Payment System
Q. Do you have any Use Cases?Use Cases
Esportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns, controls and can upgrade at will to achieve:
Verasity.tv — Aggregator of Publishers owned by Verasity
Verasity.tv provided third party publishers with the ability to beta test Verasity Rewarded Video and to integrate the technology on their sites.
Verasity’s first Product Layer was VRA rewarded videoreleased in May 2019 utilizing an SDK which can be used by any publisher with the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West).
The proof of concept of rewarded video provided important metrics about interactive rewards and how they improve both engagement and ad monetization as well as meet the international standard necessary to integrate into the programmatic ad network ecosystem. Utilizing the Verasity video rewarded technology, most video publishers tested saw:
Q: So you have an esports platform as a use case for business to consumer. That suggests you have a B2B use case as well?SDK rewarded video add-on for any video platform — Available now
In the second half of 2021, Verasity will set up a B2B sales force to license its technology to large third party video platforms that need to improve viewer engagement and ad monetization.
Based on our experience to date, rewarded video will increase publisher engagement and ad monetization by approximately 30% and Proof of View is estimated to increase CPMs five fold. So a video publisher today who receives $10 CPMs could get as much as $65 CPMs utilizing the Verasity tech. Verasity will charge a CPM license fee for the use of its technology which could be considerable given the problem that Verasity is solving for publishers.
Q:What is the economic model of VRA?Verasity makes money from it Esports platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Just on the Esports platform esportsfightclub.com Verasity is already making money. At the last large Tournament over 8.6M viewers came to see the event online. A Revenues forecast for the B2B business will be published in the second half of 2021 and given the recent patent acceptance for Proof of View the revenues will be considerable. So the use case makes money and the roll out of the B2B business will make even more money at scale.
Q:Since 2017, there have been many streaming media projects combined with blockchain technology, but they went silent in the end. What is the reason? What caused it?A:Twitter users will not choose other social platforms, and YouTube users are also unwilling to change to other platforms.
Q:At present, most Internet applications form user barriers through network effects. For example, Twitter users will not choose other social platforms, and YouTube users are also unwilling to change to other platforms.A:In our solution, we provide the tools and infrastructure for any video platform to utilize our products through an SDK or module on any video platform including YouTube, Vimeo, Twitch, iVideoSmart and 90% of the video platforms. We will be working with Tencent and others to integrate our SDK solution for rewarded video into any video player in the world. This way people do not have to change their viewing habits and publishers don’t have to change their work flows.
Q: People use a streaming media product based on the content provided by the product itself and the product itself, rather than blockchain-based digital asset rewards. Otherwise, it is turning the cart before the horse. What do you think of this opinion?A:This is correct. You cannot change users habits or publishers work flows which is why Verasity provides a B2B solution that fits with any publisher so that users do not have to leave their platform, change their habits and the publisher does not have to change its work flow. This is the reason so many companies fail in with video sharing platforms. We dont compete with any of them. We provide the tools and infrastructure for third parties to provide our Rewarded video and other product. And we have our own stand-alone esportsfightclub.com platform as a use case to show third parties that it increases their revenues and engagement without changing their work flows or user experience.
Q. What core technology does Verasity use to prevent content publishers from fraud? And to prevent users from fraud in order to get rewards for publishing and viewing? As we know, some other projects had such cases before their deaths.A:Verasity’s proprietary blockchain technology, Proof of View (PoV)™, ensures that videos (Content and Advertisements) viewed on the platform are real views that are verified by the community and recorded as immutable public records on the blockchain. Our patented technology (Patent Allowed 16/023,354) ensures that all views and associated audience metrics on Verasity are accurate, secure, real, and transparent. No more fake views, No more fraud!
Proof of View (PoV)™ unlocks the ability to derive the true value of content. Content is now surfaced based on its value to the audience.
All video views are assessed by our Proof of View (PoV)™ technology to ensure that they’re real and the video has been seen by a real person who is actually watching the content. You can read more on how PoV takes down fake views in our whitepaper. Once a view has been confirmed as legitimate it is then added to the Verasity Blockchain for 100% transparency.
By eliminating fake views, the Verasity ecosystem is able to fairly value content regardless of content type, audience demographic or a third party’s monetization strategy. For all our users, this means a better, fairer, and valuable platform. For Verasity it means substantially higher CPMs and monetization for its own platform and to sell the the PoV product to third for license fees. Proof of View is the ONLY Protocol Layer technology patented for the blockchain and Verasity is the owner of the patent.
Q:What are the profit models of Verasity? In the paid advertising part, how to attract advertisers to pay on Verasity?A:Verasity now makes money from its Esports platform, esportsfightclub.com through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. By having high value esports tournaments (CSGO, Valoran, PUBG, LOL, etc.) that scale (in the last large tournament we had 8.6m viewers), ad networks and sponsors advertise for this valuable content with high CPMs. See our advertiser list of 17 of the largest advertising networks including Google and Facebook: https://medium.com/verasity/advertiser-partnership-update-753214692849.
Q: What other core functions does Verasity have? Which user’s pain points are hit by these functions?A:Platforms, Products & Technology include:
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
VeraWallet — Product Layer Payment System
Esports Platform:
Users are not impacted because they can watch tournaments on their favorite platforms, so therefore no pain to the users. Your platform provides an automatic switch between video players so users can choose what they watch on any platform and still get rewards!
Q:What project development has Verasity completed so far? What are the next plans?A:Verasity will have completed 90% of its roadmap in this Q1 which can be found at verasity.io For more details of the items to be finished please see:
Revised 2021 Roadmap for Verasity & Esports Fight Club
We are in the middle of a North America Tournament on Esportfightclub.com and you can see the Tournaments list here:
Marketing, Adoption, Tournaments 2021 (Updated)
So to summarize Verasity has built a number of products to improve publisher’s profitability by 5x utilizing Verasity’s Rewarded Product Layer, Proprietary Video Player, Proprietary ad stack, Proof of View Protocol layer which is patented and Verawallet.tv as a Product Layer Payment System.
Verasity has its own esports platform which it utilizes to test its products and achieve profitability. As products are tested and put into production they are rolled out as modules for third party publishers to utilize for a license fee paid to Verasity.
About Verasity
Protocol and Product Layer Platform for Esports and Video EntertainmentThe Verasity Mission
Verasity’s mission is to significantly increase engagement and advertising revenues for video publishers on any video platform.
How? Through its PoV Protocol, Product Layers & Platforms
Use CasesEsportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns and controls. The Esports platform has scaled to 8.6m viewers for its tournaments.
Verasity.tv — Aggregator of Publishers
Available SDKs which can be used by any publisher for the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West). This is now available for over 2 million video publishers struggling to survive on low advertising revenues.
Verasity Revenues
Verasity makes B2C revenues from its Esports Fight Club platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Verasity will roll out its B2B products later in 2021 with attendant revenues. Verasity Roadmap
📖 Read our latest adoption metrics and one page overview
📈 Find where VRA (ticker) is trading onCoinMarketCap
VRA can be staked for 36.5% annual interest at https://verawallet.tv.
Follow Us:
Medium: https://medium.com/verasity
Twitter: https://twitter.com/verasitytech
Website: https://verasity.io
Telegram Token Discussion: https://t.me/Verasity_Official
Telegram Token Announcements: https://t.me/verasity
Verasity Gaming: https://t.me/verasity_gaming
Facebook: https://facebook.com/verasitytech
LinkedIn: https://www.linkedin.com/company/verasity
Reddit: https://www.reddit.com/verasity
Blockfolio Signals: Follow VRA to receive updates straight from the team
Join our local groups, we have support in the following languages
Chinese Chat 🇨🇳 — https://t.me/Verasity_CN
German chat 🇩🇪 — https://t.me/GermanVRACommunity
Dutch chat 🇳🇱 — https://t.me/verasityamsterdam
Brazilian chat 🇧🇷 — https://t.me/Verasity_BR
Indonesian chat 🇮🇩 — https://t.me/verasityindonesia
Japanese chat 🇯🇵 — https://t.me/verasityjapanese
Korean chat 🇰🇷 — https://t.me/Verasity_Korea
Persian chat 🇮🇷 — https://t.me/verasity_irn
Russian chat 🇷🇺 — https://t.me/VerasityRU
Spanish chat 🇪🇸 — https://t.me/verasity_spanish
Turkish chat 🇹🇷 — https://t.me/VerasityTR
Vietnamese chat 🇻🇳 — https://t.me/Verasity_Vietnam
Philippines chat 🇵🇭 — https://t.me/verasity_philippines
Indian chat 🇮🇳 — https://t.me/VerasityIndia
WeChat — PM @cryptomeo on Telegram
If you are a Game Developer or Video Publisher and want to grow your audience and revenue by 500% click thelinkto talk to the team
MXC Exchange AMA with Verasity Founder, R J Mark was originally published in Verasity on Medium, where people are continuing the conversation by highlighting and responding to this story.
-- Integrate with Verasity:
👩‍💻verasity.tv
👊esportfightclub.com
🎮games.verasity.tv
🕊twitter.com/verasitytech
submitted by IndependentYoga to Verasity [link] [comments]


2021.02.23 18:31 IndependentYoga MXC Exchange AMA with Verasity Founder, R J Mark

Read full story: medium.com/verasity
Q:Please briefly introduce Verasity (VRA). What is its core business logic?A:Verasity’s mission is to significantly increase advertising revenues for video publishers — no matter on which video platform.
The Size of the Market & the Problem
Digital advertising spend worldwide (outside of China) was $325B in 2019, fell off due to Covid in 2020 but is still on track to reach $389B in 2021. By 2024, advertising spend will be over $525B. This growth of 7–10% per year includes both desktop and mobile devices. Of this more than two thirds in 2020 — $147B to Google and $84B to Facebook — went to the two largest video platforms.
Yet, there are over 2 million non YouTube video publishers that rely on video ads for 66% of their revenues and their CPMs (Cost per thousand impressions) are less than $10/CPM or $.01 per view. So a publisher that shows 1 million views gets $10k. There are not a lot of video publishers that have millions of viewers per month so to monetize with ads is extremely difficult and as a result video publishers struggle to survive.
Not to mention 50M YouTube video content creators that receive a part of AdSense — If you earned an estimated $180 from 45,000 ad impressions, your ad RPM (revenue per thousand) would equal ($180 / 45,000) * 1000, or $4.00. Google made closer to $20 CPMs!.
Advertising spend in China is expected to reach 7.5B in 2021 and growing at 5.3% to $9.3B by 2025. Iqiyi, Youku, Bilibili, Xigua, Douyin and Tencent control most of the market in the same way YouTube and FB control the markets in the West.
Q: How does Verasity execute on its Mission?Through its Platforms, Products & Technology
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
Verasity is the only company in the world to have a patent granted for a blockchain protocol layer application.
VeraWallet — Product Layer Payment System
Q. Do you have any Use Cases?Use Cases
Esportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns, controls and can upgrade at will to achieve:
Verasity.tv — Aggregator of Publishers owned by Verasity
Verasity.tv provided third party publishers with the ability to beta test Verasity Rewarded Video and to integrate the technology on their sites.
Verasity’s first Product Layer was VRA rewarded videoreleased in May 2019 utilizing an SDK which can be used by any publisher with the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West).
The proof of concept of rewarded video provided important metrics about interactive rewards and how they improve both engagement and ad monetization as well as meet the international standard necessary to integrate into the programmatic ad network ecosystem. Utilizing the Verasity video rewarded technology, most video publishers tested saw:
Q: So you have an esports platform as a use case for business to consumer. That suggests you have a B2B use case as well?SDK rewarded video add-on for any video platform — Available now
In the second half of 2021, Verasity will set up a B2B sales force to license its technology to large third party video platforms that need to improve viewer engagement and ad monetization.
Based on our experience to date, rewarded video will increase publisher engagement and ad monetization by approximately 30% and Proof of View is estimated to increase CPMs five fold. So a video publisher today who receives $10 CPMs could get as much as $65 CPMs utilizing the Verasity tech. Verasity will charge a CPM license fee for the use of its technology which could be considerable given the problem that Verasity is solving for publishers.
Q:What is the economic model of VRA?Verasity makes money from it Esports platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Just on the Esports platform esportsfightclub.com Verasity is already making money. At the last large Tournament over 8.6M viewers came to see the event online. A Revenues forecast for the B2B business will be published in the second half of 2021 and given the recent patent acceptance for Proof of View the revenues will be considerable. So the use case makes money and the roll out of the B2B business will make even more money at scale.
Q:Since 2017, there have been many streaming media projects combined with blockchain technology, but they went silent in the end. What is the reason? What caused it?A:Twitter users will not choose other social platforms, and YouTube users are also unwilling to change to other platforms.
Q:At present, most Internet applications form user barriers through network effects. For example, Twitter users will not choose other social platforms, and YouTube users are also unwilling to change to other platforms.A:In our solution, we provide the tools and infrastructure for any video platform to utilize our products through an SDK or module on any video platform including YouTube, Vimeo, Twitch, iVideoSmart and 90% of the video platforms. We will be working with Tencent and others to integrate our SDK solution for rewarded video into any video player in the world. This way people do not have to change their viewing habits and publishers don’t have to change their work flows.
Q: People use a streaming media product based on the content provided by the product itself and the product itself, rather than blockchain-based digital asset rewards. Otherwise, it is turning the cart before the horse. What do you think of this opinion?A:This is correct. You cannot change users habits or publishers work flows which is why Verasity provides a B2B solution that fits with any publisher so that users do not have to leave their platform, change their habits and the publisher does not have to change its work flow. This is the reason so many companies fail in with video sharing platforms. We dont compete with any of them. We provide the tools and infrastructure for third parties to provide our Rewarded video and other product. And we have our own stand-alone esportsfightclub.com platform as a use case to show third parties that it increases their revenues and engagement without changing their work flows or user experience.
Q. What core technology does Verasity use to prevent content publishers from fraud? And to prevent users from fraud in order to get rewards for publishing and viewing? As we know, some other projects had such cases before their deaths.A:Verasity’s proprietary blockchain technology, Proof of View (PoV)™, ensures that videos (Content and Advertisements) viewed on the platform are real views that are verified by the community and recorded as immutable public records on the blockchain. Our patented technology (Patent Allowed 16/023,354) ensures that all views and associated audience metrics on Verasity are accurate, secure, real, and transparent. No more fake views, No more fraud!
Proof of View (PoV)™ unlocks the ability to derive the true value of content. Content is now surfaced based on its value to the audience.
All video views are assessed by our Proof of View (PoV)™ technology to ensure that they’re real and the video has been seen by a real person who is actually watching the content. You can read more on how PoV takes down fake views in our whitepaper. Once a view has been confirmed as legitimate it is then added to the Verasity Blockchain for 100% transparency.
By eliminating fake views, the Verasity ecosystem is able to fairly value content regardless of content type, audience demographic or a third party’s monetization strategy. For all our users, this means a better, fairer, and valuable platform. For Verasity it means substantially higher CPMs and monetization for its own platform and to sell the the PoV product to third for license fees. Proof of View is the ONLY Protocol Layer technology patented for the blockchain and Verasity is the owner of the patent.
Q:What are the profit models of Verasity? In the paid advertising part, how to attract advertisers to pay on Verasity?A:Verasity now makes money from its Esports platform, esportsfightclub.com through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. By having high value esports tournaments (CSGO, Valoran, PUBG, LOL, etc.) that scale (in the last large tournament we had 8.6m viewers), ad networks and sponsors advertise for this valuable content with high CPMs. See our advertiser list of 17 of the largest advertising networks including Google and Facebook: https://medium.com/verasity/advertiser-partnership-update-753214692849.
Q: What other core functions does Verasity have? Which user’s pain points are hit by these functions?A:Platforms, Products & Technology include:
VRA Rewards — Product Layer — Available
Proprietary Video Player — Product Layer — Q1
Proprietary Adstack — Product Layer — Q1
Proof of View (Patent Allowed 16/023,354) — Protocol Layer — ERC777 Beta Q1
VeraWallet — Product Layer Payment System
Esports Platform:
Users are not impacted because they can watch tournaments on their favorite platforms, so therefore no pain to the users. Your platform provides an automatic switch between video players so users can choose what they watch on any platform and still get rewards!
Q:What project development has Verasity completed so far? What are the next plans?A:Verasity will have completed 90% of its roadmap in this Q1 which can be found at verasity.io For more details of the items to be finished please see:
Revised 2021 Roadmap for Verasity & Esports Fight Club
We are in the middle of a North America Tournament on Esportfightclub.com and you can see the Tournaments list here:
Marketing, Adoption, Tournaments 2021 (Updated)
So to summarize Verasity has built a number of products to improve publisher’s profitability by 5x utilizing Verasity’s Rewarded Product Layer, Proprietary Video Player, Proprietary ad stack, Proof of View Protocol layer which is patented and Verawallet.tv as a Product Layer Payment System.
Verasity has its own esports platform which it utilizes to test its products and achieve profitability. As products are tested and put into production they are rolled out as modules for third party publishers to utilize for a license fee paid to Verasity.
About Verasity
Protocol and Product Layer Platform for Esports and Video EntertainmentThe Verasity Mission
Verasity’s mission is to significantly increase engagement and advertising revenues for video publishers on any video platform.
How? Through its PoV Protocol, Product Layers & Platforms
Use CasesEsportsfightclub.com — Esports Platform and Video Publisher owned by Verasity
This is Verasity’s most important use case because it combines all of the products into one Esports platform that Verasity owns and controls. The Esports platform has scaled to 8.6m viewers for its tournaments.
Verasity.tv — Aggregator of Publishers
Available SDKs which can be used by any publisher for the following video players: YouTube, Twitch, Vimeo, JWPlayer, Brightcove, VideoJS, Kaltura, FlowPlayer, iVideoSmart and others (90% of all video players in the West). This is now available for over 2 million video publishers struggling to survive on low advertising revenues.
Verasity Revenues
Verasity makes B2C revenues from its Esports Fight Club platform through subscriptions, commissions on prize pools, video ad revenues and transaction fees using Verasity products. Verasity will roll out its B2B products later in 2021 with attendant revenues. Verasity Roadmap
📖 Read our latest adoption metrics and one page overview
📈 Find where VRA (ticker) is trading onCoinMarketCap
VRA can be staked for 36.5% annual interest at https://verawallet.tv.
Follow Us:
Medium: https://medium.com/verasity
Twitter: https://twitter.com/verasitytech
Website: https://verasity.io
Telegram Token Discussion: https://t.me/Verasity_Official
Telegram Token Announcements: https://t.me/verasity
Verasity Gaming: https://t.me/verasity_gaming
Facebook: https://facebook.com/verasitytech
LinkedIn: https://www.linkedin.com/company/verasity
Reddit: https://www.reddit.com/verasity
Blockfolio Signals: Follow VRA to receive updates straight from the team
Join our local groups, we have support in the following languages
Chinese Chat 🇨🇳 — https://t.me/Verasity_CN
German chat 🇩🇪 — https://t.me/GermanVRACommunity
Dutch chat 🇳🇱 — https://t.me/verasityamsterdam
Brazilian chat 🇧🇷 — https://t.me/Verasity_BR
Indonesian chat 🇮🇩 — https://t.me/verasityindonesia
Japanese chat 🇯🇵 — https://t.me/verasityjapanese
Korean chat 🇰🇷 — https://t.me/Verasity_Korea
Persian chat 🇮🇷 — https://t.me/verasity_irn
Russian chat 🇷🇺 — https://t.me/VerasityRU
Spanish chat 🇪🇸 — https://t.me/verasity_spanish
Turkish chat 🇹🇷 — https://t.me/VerasityTR
Vietnamese chat 🇻🇳 — https://t.me/Verasity_Vietnam
Philippines chat 🇵🇭 — https://t.me/verasity_philippines
Indian chat 🇮🇳 — https://t.me/VerasityIndia
WeChat — PM @cryptomeo on Telegram
If you are a Game Developer or Video Publisher and want to grow your audience and revenue by 500% click thelinkto talk to the team
MXC Exchange AMA with Verasity Founder, R J Mark was originally published in Verasity on Medium, where people are continuing the conversation by highlighting and responding to this story.
-- Integrate with Verasity:
👩‍💻verasity.tv
👊esportfightclub.com
🎮games.verasity.tv
🕊twitter.com/verasitytech
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