This document summarizes key findings from a survey of 385 US mobile gamers conducted by Inside Network in June 2012. It finds that most mobile gamers play casual games like words, puzzles and cards on their phones for short periods when bored or waiting. Younger gamers are more social, downloading more games and being less sensitive to price. "Free" is the top factor for both iOS and Android users when choosing a game. Friends and top app rankings influence discovery the most.
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
This document summarizes research on smartphone games in Japan, including Pokémon GO. It provides statistics on the Japanese mobile game market and top-grossing titles. It also shares results from surveys of over 15,000 smartphone game players in Japan on their gameplay habits, spending, and how gameplay has affected their behaviors and expenses. A separate survey of 1,000 Pokémon GO players collected data on their gameplay experience, in-game purchases, and how playing has impacted their physical activity and social interactions. The research aims to understand the business models of popular mobile games and how Pokémon GO may influence the market.
James Salins (Supersonic) iStrategy London 2012iStrategy
1. Gaming is a social activity enjoyed by a large portion of the UK population, including 78% of adults and 98% of children.
2. Popular social games include puzzles, board games, quizzes and social networking games. These types of games appeal more to female audiences.
3. Social gaming on Facebook engages huge numbers, with over 500 million monthly active users playing games and 50% of logins being to play social games.
This was my final deliverable for my Market Research class at Boston University. We had a little more than a month to conduct 2 focus groups, send out well-thought out surveys, and then synthesize our findings to meet the scope requirements of our client. You can see how they\’ve transformed the original game here: http://thetaplab.com/
The document outlines the steps taken by an applicant to obtain a Barangay Clearance from their local government official. The applicant first expresses their intent to get a clearance, is given an application form to fill out, and provides any additional required documents. Their application and payment are then reviewed for completeness and accuracy before the official signs and issues the Barangay Clearance receipt.
Hannu Verkasalo, CEO of Verto Analytics, shared some of the Verto Content Watch research findings about US mobile gamers at the MRMW conference in NYC on May 21, 2015.
Games are designed to be fun but can also be addictive. They use techniques like story and exploration to encourage playing, challenges and achievements to keep players engaged, and leveling up systems to see continued progress. Some games may also use limited events and collectibles to compel repetitive or compulsive play through psychological conditioning like in a Skinner box. While games can provide entertainment, their intentionally addictive design warrants awareness of how they impact behavior.
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
This document summarizes research on smartphone games in Japan, including Pokémon GO. It provides statistics on the Japanese mobile game market and top-grossing titles. It also shares results from surveys of over 15,000 smartphone game players in Japan on their gameplay habits, spending, and how gameplay has affected their behaviors and expenses. A separate survey of 1,000 Pokémon GO players collected data on their gameplay experience, in-game purchases, and how playing has impacted their physical activity and social interactions. The research aims to understand the business models of popular mobile games and how Pokémon GO may influence the market.
James Salins (Supersonic) iStrategy London 2012iStrategy
1. Gaming is a social activity enjoyed by a large portion of the UK population, including 78% of adults and 98% of children.
2. Popular social games include puzzles, board games, quizzes and social networking games. These types of games appeal more to female audiences.
3. Social gaming on Facebook engages huge numbers, with over 500 million monthly active users playing games and 50% of logins being to play social games.
This was my final deliverable for my Market Research class at Boston University. We had a little more than a month to conduct 2 focus groups, send out well-thought out surveys, and then synthesize our findings to meet the scope requirements of our client. You can see how they\’ve transformed the original game here: http://thetaplab.com/
The document outlines the steps taken by an applicant to obtain a Barangay Clearance from their local government official. The applicant first expresses their intent to get a clearance, is given an application form to fill out, and provides any additional required documents. Their application and payment are then reviewed for completeness and accuracy before the official signs and issues the Barangay Clearance receipt.
Hannu Verkasalo, CEO of Verto Analytics, shared some of the Verto Content Watch research findings about US mobile gamers at the MRMW conference in NYC on May 21, 2015.
Games are designed to be fun but can also be addictive. They use techniques like story and exploration to encourage playing, challenges and achievements to keep players engaged, and leveling up systems to see continued progress. Some games may also use limited events and collectibles to compel repetitive or compulsive play through psychological conditioning like in a Skinner box. While games can provide entertainment, their intentionally addictive design warrants awareness of how they impact behavior.
Looking for a white paper such as this one?
Need some top-notch consultancy regarding gaming, social gaming, digital business models and digital innovation?
write me an email at erezyerush@gmail.com
This document summarizes the results of a survey about social gaming habits. Some key findings include:
- 50% of online US residents aged 18-44 play social games daily, with higher rates among males, tablet owners, and smartphone owners.
- The top reasons for playing social games are related to boredom and passing time. Females are more likely to play due to boredom, while males prefer competition.
- Multiplayer gaming and trivia challenges are the most popular types of social challenges, though interest exists for scavenger hunts and guessing games as well.
- Discounts and social/loyalty rewards are seen as the most compelling incentives for winning challenges. Status in
This document summarizes the results of a survey about social gaming habits. Some key findings include:
- 50% of online US residents aged 18-44 play social games daily, with higher rates among males, tablet owners, and smartphone owners.
- The top reasons for playing social games are related to boredom and passing time. Females are more likely to play due to boredom, while males prefer competition.
- Respondents expressed most interest in multiplayer gaming and trivia challenges. Discounts were seen as the most compelling incentive for winning challenges.
- Males view social challenges as a way to connect locally, while females play for boredom relief. Heavier gamers are more
Virtual goods purchasing among US consumers has doubled over the past two years, with one-in-four consumers now purchasing virtual goods. Gamers make up 71% of consumers and are more likely to be male and younger. One-third of gamers purchased virtual goods in 2011, with the highest rates among male teenagers. Virtual goods purchasing is increasing fastest among women and older age groups.
Several times a day, 34%
Once a day, 30%
2-3 times a week, 31%
The majority (95%) of social game players play multiple times per week. Social game players in the US tend to play more frequently than those in the UK, with 68% of US players playing at least once daily compared to 55% of UK players. Over half (56%) of social game players have been playing for at least one year. Social games represent 39% of players' total game time, followed by hardcore games at 31% and casual games at 30%. Desktop and laptop computers are the most used device for all game types at 49%.
2010 pop cap_social_gaming_research_resultsweichengwendao
1) Social game players average 43 years old, with 20% under 30 and 38% over 50. Americans tend to be older than Brits.
2) Most social gamers are either single without children (28%) or married with children at home (28%).
3) The largest groups work full-time (41%) or are retired (13%), though more Brits work full-time and Americans are retired.
Cashing in on the Smartphone Gaming BoomElastic Path
1) Over half of smartphone gamers play daily, with 60% of gamers playing daily classified as "avid" gamers. Avid gamers more frequently access other digital content like music, video, and social media on their phones compared to casual gamers.
2) Google Android is the most popular smartphone platform amongst mobile gamers surveyed, with 42% of avid gamers and 49% of casual gamers using Android phones. However, a disproportionate 41% of avid gamers use Apple iPhones.
3) A fifth of avid gamers have 6 or more paid games installed on their phones, compared to just 6% of casual players. Many mobile gamers play
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
The document discusses the concept of "flow" which refers to a state of complete focus and engagement in an activity where one's skills are fully utilized and challenges are at an optimal level. Key aspects of flow include clear goals, direct feedback, and a loss of self-consciousness. Researchers have found it typically takes years to experience flow in an activity through building skills. However, video games are designed to quickly immerse players in a challenging experience that can induce a state of flow.
BBVA Innovation Edge. Mobile Banking (English)Hugo Najera
What's going on around the world in mobile banking? Here, conceptual "pictures" of mobile banking practices around the world are presented, covering 12 countries in four continents. In this issue we sum up the best social business case study and we analyze future opportunities around it. 'BBVA InnovationEdge' is the first corporate multiplatform magazine focused on innovation. Each edition featuresarticles, analysis and huge information about a particular theme. The mainpurpose of the magazine is to express the new trends and the upcomingtechnologies that may impact to the financial industry.
Supercharging word of mouth: best practices in mobile viralityJussi Laakkonen
1) Word of mouth and social sharing play a significant role in mobile game discovery and decisions to download games. According to surveys, word of mouth influences 40-70% of game discovery and is equally or more influential than app stores.
2) "Sharers" who rate sharing gameplay, tips, and achievements as extremely important tend to play more, spend more on in-app purchases, and are more social in their gameplay. They are more likely to discover and be influenced by word of mouth, videos, and ads.
3) Videos are very influential, with over 65% of players and 80% of sharers watching game videos. Videos often directly lead to game installations and referrals. Automatic
- 76% of American women plan to connect with friends and family online this summer, while 67% will keep up with news and 64% will shop for sales. Younger women are more likely to engage in online activities.
- The most popular sites women plan to visit are search engines (75%), shopping/classified sites (60%), and social networks (60%). News sites will be visited by 48% of women.
- Women with children are significantly more likely than those without to engage in online activities like listening to music, watching videos, and looking up entertainment options. They also notice online ads more frequently.
Kelvin Wee_Inside 3D Printing Melbourne 2014Mediabistro
Materialise provides a platform and building blocks for 3D printing ecosystems that connects industries and applications to 3D printing technologies and software. The platform includes interfaces to CAD files, tools for large data handling and surface textures, links to various 3D printing techniques, and modules for design preparation, automation, and machine control. Materialise also offers its own ecosystems like i.materialise that provides an online 3D printing service and API, and RS Print that combines 3D scanning and printing technologies for applications like prosthetics.
Materialise provides a platform and building blocks for 3D printing ecosystems that connects industries and applications to 3D printing technologies and software. The platform includes interfaces to CAD file formats, tools for large data handling and surface textures, links to AM design and build preparation, and a framework for automation and control. Materialise also offers i.materialise, a 3D print lab and API that allows for team collaboration and commission order handling to provide localized 3D printing services with reduced errors.
This document discusses Hasq, an innovative new technology with applications in cryptocurrency and other industries. It introduces digital objects that can be owned similarly to real objects and transferred between parties. The technology is implemented through a distributed network of servers running Hasq software. It offers advantages over other systems like anonymity, low costs, and not requiring a physical device for ownership. Potential solutions using Hasq include financial applications, copyright management, messaging, and serving as a DNS alternative. The company developing Hasq is seeking commercial partners and licenses.
Paul Taylor_Inside 3D Printing MelbourneMediabistro
The document discusses using 3D printing, hacking, and making in education. It describes how students can be motivated to learn when they are curious and interested in projects, as shown through programs like "Hole in the wall" computers. Educators like Gary Stager advocate for constructing modern knowledge and using inventions to inspire learning. The document outlines how hacking and making skills can be taught in schools and imagines students learning to create original objects using these techniques in the future.
Paul Mignone_Inside 3D Printing MelbourneMediabistro
This document discusses how researchers can take a more open and collaborative "hacker" approach to conducting research in the face of declining government funding. It promotes sharing resources through cloud-based research apps and data services, as well as adopting open-source tools and techniques. The document highlights examples of research communities that have formed around 3D printing and software skills who have helped researchers improve designs, save costs and time through collaboration and open knowledge sharing. It envisions growing these communities to support more researchers and establish best practices for areas like CAD, imaging and simulation.
Angela Daly_Inside 3D Printing MelbourneMediabistro
- Researchers analyzed how intellectual property is shared on Thingiverse, the largest online 3D printing design repository, by examining license choices and interactions among users and between users and MakerBot, the owner of Thingiverse. They found that while most public designs use open licenses, 42% of all designs are kept private, and MakerBot has moved away from open practices around its own hardware and software designs. The analysis reveals inconsistencies between the rhetoric of open sharing promoted by Thingiverse and the realities of both user and company behaviors regarding intellectual property.
Chris Leigh-Lancaster_Inside 3D Printing MelbourneMediabistro
The document describes Invetech's NovoGen MMX Bioprinter, which is the world's first commercial 3D bioprinter. It can print layers of cell aggregates and biogel to construct tissues and blood vessels. The bioprinter has high precision motion axes and dual print heads to print both biogel and cells. It also has thermal control of the biogel and automated cartridge loading. The bioprinter reduces the time needed for blood vessel printing from over 8 hours previously to less than an hour. It provides precise printing down to 20 microns and uses laser calibration and closed-loop motor control. Examples are given of tissues and applications printed so far, ranging from liver tissue to cartilage
Looking for a white paper such as this one?
Need some top-notch consultancy regarding gaming, social gaming, digital business models and digital innovation?
write me an email at erezyerush@gmail.com
This document summarizes the results of a survey about social gaming habits. Some key findings include:
- 50% of online US residents aged 18-44 play social games daily, with higher rates among males, tablet owners, and smartphone owners.
- The top reasons for playing social games are related to boredom and passing time. Females are more likely to play due to boredom, while males prefer competition.
- Multiplayer gaming and trivia challenges are the most popular types of social challenges, though interest exists for scavenger hunts and guessing games as well.
- Discounts and social/loyalty rewards are seen as the most compelling incentives for winning challenges. Status in
This document summarizes the results of a survey about social gaming habits. Some key findings include:
- 50% of online US residents aged 18-44 play social games daily, with higher rates among males, tablet owners, and smartphone owners.
- The top reasons for playing social games are related to boredom and passing time. Females are more likely to play due to boredom, while males prefer competition.
- Respondents expressed most interest in multiplayer gaming and trivia challenges. Discounts were seen as the most compelling incentive for winning challenges.
- Males view social challenges as a way to connect locally, while females play for boredom relief. Heavier gamers are more
Virtual goods purchasing among US consumers has doubled over the past two years, with one-in-four consumers now purchasing virtual goods. Gamers make up 71% of consumers and are more likely to be male and younger. One-third of gamers purchased virtual goods in 2011, with the highest rates among male teenagers. Virtual goods purchasing is increasing fastest among women and older age groups.
Several times a day, 34%
Once a day, 30%
2-3 times a week, 31%
The majority (95%) of social game players play multiple times per week. Social game players in the US tend to play more frequently than those in the UK, with 68% of US players playing at least once daily compared to 55% of UK players. Over half (56%) of social game players have been playing for at least one year. Social games represent 39% of players' total game time, followed by hardcore games at 31% and casual games at 30%. Desktop and laptop computers are the most used device for all game types at 49%.
2010 pop cap_social_gaming_research_resultsweichengwendao
1) Social game players average 43 years old, with 20% under 30 and 38% over 50. Americans tend to be older than Brits.
2) Most social gamers are either single without children (28%) or married with children at home (28%).
3) The largest groups work full-time (41%) or are retired (13%), though more Brits work full-time and Americans are retired.
Cashing in on the Smartphone Gaming BoomElastic Path
1) Over half of smartphone gamers play daily, with 60% of gamers playing daily classified as "avid" gamers. Avid gamers more frequently access other digital content like music, video, and social media on their phones compared to casual gamers.
2) Google Android is the most popular smartphone platform amongst mobile gamers surveyed, with 42% of avid gamers and 49% of casual gamers using Android phones. However, a disproportionate 41% of avid gamers use Apple iPhones.
3) A fifth of avid gamers have 6 or more paid games installed on their phones, compared to just 6% of casual players. Many mobile gamers play
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
The document discusses the concept of "flow" which refers to a state of complete focus and engagement in an activity where one's skills are fully utilized and challenges are at an optimal level. Key aspects of flow include clear goals, direct feedback, and a loss of self-consciousness. Researchers have found it typically takes years to experience flow in an activity through building skills. However, video games are designed to quickly immerse players in a challenging experience that can induce a state of flow.
BBVA Innovation Edge. Mobile Banking (English)Hugo Najera
What's going on around the world in mobile banking? Here, conceptual "pictures" of mobile banking practices around the world are presented, covering 12 countries in four continents. In this issue we sum up the best social business case study and we analyze future opportunities around it. 'BBVA InnovationEdge' is the first corporate multiplatform magazine focused on innovation. Each edition featuresarticles, analysis and huge information about a particular theme. The mainpurpose of the magazine is to express the new trends and the upcomingtechnologies that may impact to the financial industry.
Supercharging word of mouth: best practices in mobile viralityJussi Laakkonen
1) Word of mouth and social sharing play a significant role in mobile game discovery and decisions to download games. According to surveys, word of mouth influences 40-70% of game discovery and is equally or more influential than app stores.
2) "Sharers" who rate sharing gameplay, tips, and achievements as extremely important tend to play more, spend more on in-app purchases, and are more social in their gameplay. They are more likely to discover and be influenced by word of mouth, videos, and ads.
3) Videos are very influential, with over 65% of players and 80% of sharers watching game videos. Videos often directly lead to game installations and referrals. Automatic
- 76% of American women plan to connect with friends and family online this summer, while 67% will keep up with news and 64% will shop for sales. Younger women are more likely to engage in online activities.
- The most popular sites women plan to visit are search engines (75%), shopping/classified sites (60%), and social networks (60%). News sites will be visited by 48% of women.
- Women with children are significantly more likely than those without to engage in online activities like listening to music, watching videos, and looking up entertainment options. They also notice online ads more frequently.
Kelvin Wee_Inside 3D Printing Melbourne 2014Mediabistro
Materialise provides a platform and building blocks for 3D printing ecosystems that connects industries and applications to 3D printing technologies and software. The platform includes interfaces to CAD files, tools for large data handling and surface textures, links to various 3D printing techniques, and modules for design preparation, automation, and machine control. Materialise also offers its own ecosystems like i.materialise that provides an online 3D printing service and API, and RS Print that combines 3D scanning and printing technologies for applications like prosthetics.
Materialise provides a platform and building blocks for 3D printing ecosystems that connects industries and applications to 3D printing technologies and software. The platform includes interfaces to CAD file formats, tools for large data handling and surface textures, links to AM design and build preparation, and a framework for automation and control. Materialise also offers i.materialise, a 3D print lab and API that allows for team collaboration and commission order handling to provide localized 3D printing services with reduced errors.
This document discusses Hasq, an innovative new technology with applications in cryptocurrency and other industries. It introduces digital objects that can be owned similarly to real objects and transferred between parties. The technology is implemented through a distributed network of servers running Hasq software. It offers advantages over other systems like anonymity, low costs, and not requiring a physical device for ownership. Potential solutions using Hasq include financial applications, copyright management, messaging, and serving as a DNS alternative. The company developing Hasq is seeking commercial partners and licenses.
Paul Taylor_Inside 3D Printing MelbourneMediabistro
The document discusses using 3D printing, hacking, and making in education. It describes how students can be motivated to learn when they are curious and interested in projects, as shown through programs like "Hole in the wall" computers. Educators like Gary Stager advocate for constructing modern knowledge and using inventions to inspire learning. The document outlines how hacking and making skills can be taught in schools and imagines students learning to create original objects using these techniques in the future.
Paul Mignone_Inside 3D Printing MelbourneMediabistro
This document discusses how researchers can take a more open and collaborative "hacker" approach to conducting research in the face of declining government funding. It promotes sharing resources through cloud-based research apps and data services, as well as adopting open-source tools and techniques. The document highlights examples of research communities that have formed around 3D printing and software skills who have helped researchers improve designs, save costs and time through collaboration and open knowledge sharing. It envisions growing these communities to support more researchers and establish best practices for areas like CAD, imaging and simulation.
Angela Daly_Inside 3D Printing MelbourneMediabistro
- Researchers analyzed how intellectual property is shared on Thingiverse, the largest online 3D printing design repository, by examining license choices and interactions among users and between users and MakerBot, the owner of Thingiverse. They found that while most public designs use open licenses, 42% of all designs are kept private, and MakerBot has moved away from open practices around its own hardware and software designs. The analysis reveals inconsistencies between the rhetoric of open sharing promoted by Thingiverse and the realities of both user and company behaviors regarding intellectual property.
Chris Leigh-Lancaster_Inside 3D Printing MelbourneMediabistro
The document describes Invetech's NovoGen MMX Bioprinter, which is the world's first commercial 3D bioprinter. It can print layers of cell aggregates and biogel to construct tissues and blood vessels. The bioprinter has high precision motion axes and dual print heads to print both biogel and cells. It also has thermal control of the biogel and automated cartridge loading. The bioprinter reduces the time needed for blood vessel printing from over 8 hours previously to less than an hour. It provides precise printing down to 20 microns and uses laser calibration and closed-loop motor control. Examples are given of tissues and applications printed so far, ranging from liver tissue to cartilage
Terry Wohlers_Inside 3D Printing MelbourneMediabistro
3D printing has reached a tipping point of widespread adoption, with the market nearly tripling in the past 4 years to $3.07 billion. Metal 3D printer sales grew 75.8% and the use of 3D printing for final part production increased 65.4% from 2013. The presentation discusses new developments in 3D printer technologies that enable more complex designs through features like topology optimization and lattice structures. Investment in 3D printing is unprecedented, with institutional investors, governments, and corporations showing growing interest. The industry has strong growth potential as manufacturing represents a $10.5 trillion global market, and 3D printing could capture just 2% of that.
This document summarizes a presentation on Bitcoin and anti-money laundering (AML) regulation strategies. It discusses key risks like money laundering that virtual currency companies need to focus on mitigating. It provides tips for designing effective AML programs, including mapping money flows and processes. It also outlines tools for customer identification and behavioral analytics to help "de-anonymize" transactions. The presentation emphasizes the importance of substance over form in AML compliance and moving beyond a minimal compliance culture to a values-based, risk-focused approach to regulatory relationships.
Gary Anderson_Inside 3D Printing MelbourneMediabistro
This document summarizes and discusses several alternative 3D printing stocks, including:
- The 3D Printing and Technology Fund (TDPNX), a mutual fund composed of 42 global 3D printing companies.
- Groupe Gorge (GOE) and MGI Digital Graphic Technology (ALMDG), French companies that recently acquired 3D printing subsidiaries.
- ARC Group Worldwide (ARCW), a metal injection molding company that recently launched a 3D printing service bureau.
- Graphene 3D Lab Inc. (GGG.V), a new graphene company focused on developing 3D printing materials and printers optimized for multi-material printing.
James canning inside bitcoin melbourne finalMediabistro
This document discusses how bitcoin is fueling the growth of online gambling. Some key points:
- Roughly 50% of bitcoin transactions are related to gambling.
- Bitcoin allows for instant, anonymous deposits and withdrawals without fees which reduces friction for customers compared to traditional online gambling.
- This lower friction leads to much higher conversion rates and fewer customer dropouts for gambling operators using bitcoin.
- Provably fair gambling technologies allow customers to verify games are truly random using cryptography.
- As the gambling industry is a $3 trillion per year business, bitcoin is poised to capture a large share of this market due to its advantages over fiat currencies for both customers and operators.
This document discusses potential GST issues related to bitcoin transactions in Australia. It notes that if a GST registered business sells bitcoins or uses bitcoins to purchase goods and services in Australia, a GST liability may arise. However, bitcoins are not clearly defined as "money" under the GST Act, so bitcoin transactions could be considered barter transactions subject to GST. The document also discusses practical challenges of calculating GST on bitcoin transactions and potential double taxation in some cross-border situations.
Building a trading platform from scratchMediabistro
This document discusses building a cryptocurrency trading platform from scratch. It outlines choosing the best opportunity in the financial services sector and assembling a team with financial and technical expertise. The platform was developed with a lean startup approach, focusing on the front-end user experience and back-end risk management. Key challenges included internal communication, work-life balance, and prioritizing development. Going forward, the company aims to continue its lean process while expanding its product offerings in the growing cryptocurrency investment field.
1. The document discusses bitcoin and how it functions as a public good that is privately provided through a decentralized network.
2. It analyzes money and how it has emerged as a public good, comparing bitcoin to traditional forms of money provided by centralized banks and governments.
3. The document argues that bitcoin has the potential to disrupt existing financial systems by reducing transaction costs and enabling innovation due to its decentralized structure and negligible transaction fees.
This document summarizes the state of Ethereum and cryptocurrency mining in 2014. It discusses features enabled by Ethereum like decentralized applications and smart contracts. It outlines progress made in technical areas like client implementations and applications built on Ethereum. It also discusses challenges remaining around efficiency, security, and client implementations. The document concludes that Ethereum is at the halfway point and more work is needed to address remaining issues.
This document summarizes key aspects of bitcoin mining:
- Mining serves to verify and add transactions to the blockchain through a process of solving computational puzzles and is incentivized by block rewards and transaction fees.
- As the block reward decreases over time, transaction fees will become a greater incentive for miners to prioritize processing transactions.
- Maintaining large-scale mining operations will allow companies to process high volumes of transactions at low or no cost, and also earn revenue from processing other transactions.
Evan Wagner and Robby Dermody PresentationMediabistro
This document discusses peer-to-peer financial platforms and the Counterparty protocol. It summarizes that Counterparty removes the middleman by enabling decentralized financial instruments on the Bitcoin blockchain, including user-defined assets, decentralized exchanges, dividends, and betting. It provides examples of how the Counterparty protocol is currently being used to power applications like crowdfunding platforms, asset-backed tokens, and artist coins.
Cryptocurrencies and blockchain technology provide opportunities to shape legal systems in the 21st century. Key applications include [1] self-executing financial contracts that reduce enforcement costs, [2] decentralized organizations that manage shareholder relations and elections, and [3] oracles that facilitate trustless access to real-world data. However, open challenges remain around determining legal precedents for new situations, defining quality standards, and overcoming network effects to achieve widespread adoption.
Bobby Lee, CEO of BTC China and board member of the Bitcoin Foundation, gave a presentation on the past, present, and future of Bitcoin in China. He discussed how Bitcoin first emerged in China in 2011 with the founding of BTC China. While regulatory uncertainty caused volatility, Bitcoin trading and mining have continued growing. Lee framed Bitcoin as a potential new asset class and store of value, arguing its value per capita is still relatively low. He believes China's regulation seeks to manage risks rather than ban Bitcoin, and sees opportunities for Bitcoin to develop alongside China's expanding internet finance sector. Going forward, Lee expects China's Bitcoin industry to grow globally while adapting to ongoing regulatory trends within China.
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
SERV is the ideal spot for savory food, refreshing beverages, and exciting entertainment. Each visit promises an unforgettable experience with daily promotions, live music, and engaging games such as pickleball. Offering five distinct food concepts inspired by popular street food, as well as coffee and dessert options, there's something to satisfy every taste. For more information visit our website: https://servfun.com/
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
HD Video Player All Format - 4k & live streamHD Video Player
Discover the best video playback experience with HD Video Player. Our powerful, user-friendly app supports all popular video formats and codecs, ensuring seamless playback of your favorite videos in stunning HD and 4K quality. Whether you're watching movies, TV shows, or personal videos, HD Video Player provides the ultimate viewing experience on your device. 🚀
Party Photo Booth Prop Trends to Unleash Your Inner StyleBirthday Galore
Are you planning an unforgettable event and looking for the best photo booth props to make it a memorable night? Party photo booth props have become essential to any celebration, allowing guests to capture priceless memories and express their personalities. Here, we'll explore the hottest party photo booth prop trends that will unleash your inner style and create a buzz-worthy experience with Birthday Galore!
For more details visit - birthdaygalore.com
Audio Video equipment supplier in Gurgaondemoacsindia
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Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t