The document discusses financial crime on internet gaming and money laundering using online games. It provides details on how criminals obtain large amounts of in-game currency using stolen accounts and payment methods. This currency can then be sold online and the proceeds used to "clean" illegally obtained money. Popular games targeted include Fortnite, World of Warcraft, FIFA and Minecraft. Regulations are being introduced in some areas to ban loot boxes and other microtransactions seen as exploiting gambling behaviors.
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
What Real Money Gaming can Learn from Social GamingIncome Access
Our Marketing Department Manager Louis Deering shares his insight from Casual Connect, a leading social gaming industry conference.
"I began working in the iGaming industry nearly six years ago, around the same time that social gaming began to emerge as an industry of its own. Over the years, as the influence of social networks has grown, so too has the potential of social gaming. Following my recent experience at Casual Connect, a leading social gaming industry conference, there were a few major takeaways that are relevant for the iGaming industry.
Market Crossover
This is the $17 billion question that has been at the forefront of the discussion about the relationship between real money gaming and social gaming. Key stakeholders haven’t reached a consensus on how large, or small, the overlap among players is. However, this much is clear: an opportunity exists in understanding the crossover between the two sectors.
Engagement and CRM
Silicon Valley has had a distinct impact on social gaming, as technology has enabled engagement and CRM, an important takeaway from an acquisition perspective. In the social sphere there is a greater emphasis on acquisition volume as opposed to player quality. In the future, as the industry matures, player quality will become increasingly important because of increasing acquisition costs.
Acquisition
An area in which the social gaming industry excels is the mass acquisition of players. Desktop and mobile are viewed as two separate entities, but the data shows that multi-platform players are the highest value players. Consequently, cross-channel acquisition efforts and diversifying away from a reliance on Facebook will pay dividends long-term.
Smarter Advertising
Simply put, advertising needs to stop interrupting and start adding. They need to engage the user and add value, while also being presented in a ‘native’ manner. In addition, operators should be aware of their competitors’ strategies while staying true to their own acquisition and business strategies.
Analytics and Attribution
Marketing is a numbers game, but leveraging ‘big data’ is ineffective without gaining, and applying, insight. It is integral to any marketing campaign to understand how each acquisition channel adds value. Users interact in different ways depending on brand messaging and the various stages of the sales funnel." -Louis Deering, 2014
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
What Real Money Gaming can Learn from Social GamingIncome Access
Our Marketing Department Manager Louis Deering shares his insight from Casual Connect, a leading social gaming industry conference.
"I began working in the iGaming industry nearly six years ago, around the same time that social gaming began to emerge as an industry of its own. Over the years, as the influence of social networks has grown, so too has the potential of social gaming. Following my recent experience at Casual Connect, a leading social gaming industry conference, there were a few major takeaways that are relevant for the iGaming industry.
Market Crossover
This is the $17 billion question that has been at the forefront of the discussion about the relationship between real money gaming and social gaming. Key stakeholders haven’t reached a consensus on how large, or small, the overlap among players is. However, this much is clear: an opportunity exists in understanding the crossover between the two sectors.
Engagement and CRM
Silicon Valley has had a distinct impact on social gaming, as technology has enabled engagement and CRM, an important takeaway from an acquisition perspective. In the social sphere there is a greater emphasis on acquisition volume as opposed to player quality. In the future, as the industry matures, player quality will become increasingly important because of increasing acquisition costs.
Acquisition
An area in which the social gaming industry excels is the mass acquisition of players. Desktop and mobile are viewed as two separate entities, but the data shows that multi-platform players are the highest value players. Consequently, cross-channel acquisition efforts and diversifying away from a reliance on Facebook will pay dividends long-term.
Smarter Advertising
Simply put, advertising needs to stop interrupting and start adding. They need to engage the user and add value, while also being presented in a ‘native’ manner. In addition, operators should be aware of their competitors’ strategies while staying true to their own acquisition and business strategies.
Analytics and Attribution
Marketing is a numbers game, but leveraging ‘big data’ is ineffective without gaining, and applying, insight. It is integral to any marketing campaign to understand how each acquisition channel adds value. Users interact in different ways depending on brand messaging and the various stages of the sales funnel." -Louis Deering, 2014
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 1...Market Engel SAS
Exploring the opportunities for media owners, app developers, marketing agencies and mobile network operators to generate extra revenue, attract new customers by tapping into the mobile real money gaming boom. Gambling on mobile devices will generate €19bn of revenue worldwide in 2018 (H2 Gambling Capital). Mobile is an unstoppable force in the gambling industry. Almost half of on-line betting in the UK has already switched to mobile, and no major gambling operator can afford not to have a mobile site. Mobile is disrupting gambling in less obvious ways by bringing in a whole new type of customer, and opening up the opportunity to brands and marketeers from outside the traditional industry to promote casual, entertainment focussed, gambling games direct to mobile. Recently we’ve noticed a growing number of non-gambling companies approach us with an interest in entering the sector. They are attracted by the potential to increase revenues, to attract, retain and engage customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is designed to meet that need. These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To help answer these questions we invited a sample of our UK customers to participate in a mobile survey. Nearly 4000 participated. In this White Paper you will get many of the answers and insights you need to map out your path into mobile entertainment gambling.
Our survey reveals which social and other media channels they use, the gender split
of players, the average game play session time, peak times of play, and the top 5 regions in the UK for cash game players. We think you’ll agree with us that, with the right partner and strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
5 scary travel scams to watch out for in 2021Luis Gallegos
The article talks about 5 scams to watch out for when traveling. Also click on the link to watch 5 other scams to be aware of when traveling to foreign countries I'll share some of the most common travel scams and rip offs
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Goal Bonanza - Football Betting Revolution Powered by BlockchainGoal Bonanza
Goal Bonanza ICO aims to reimagine football betting and disrupt a $3-trillion global gambling industry.
Goal Bonanza is a self-regulating, blockchain powered football betting platform based on ERC20 token standard. It offers fresh and new football betting experience by combining lottery like crowd betting on 10 possible football game final score outcomes where the crowd drives the potential returns, unlike traditional bookmakers and betting exchanges that offer unattractive odds and low returns. The bigger the crowd the bigger are the potential returns easily reaching six figures. In simple terms, imagine $100,000+ in returns on 1$ bet by successfully predicting the final score of a football game out of 10 possible outcomes. That is Goal Bonanza and much more.
In addition to the unique game mechanics, Goal Bonanza revolutionary concept taps into basic desires and needs of users’ impulses which revolve around the idea of profits, status, achievement, competition and community collaboration. Goal Bonanza applies gamification mechanics to engage and motivate users to play in order to win rewards, badges and points, that are used to elevate their status and privileges, and to showcase their talents, expertise, and accomplishments.
Build on ethereum platform and adopting ethereum as the underlying game currency, Goal Bonanza will significantly contribute to the crypto-community and the ethereum platform by increasing the demand for ethereum cryptocurrency, increase its value, and induce adoption in the global betting marketplace.
Goal Bonanza doesn’t require the use of fiat currency for playing therefore it is outside gambling regulatory bodies and jurisdiction and therefore a non-regulated stateless business. Operations fudging and dividends payouts is performed in convertible ethereum cryptocurrency. In year 3 we expect to reach a total of 6.34m active players and generate earnings of $74.9 million.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
This gaming law article examines the role of casino executives, the authority they wield in marekting to VIP's, and the risks they pose to their employers.
How Games and Blockchain Combine to Drive Innovation and OpportunitiesMargaret Wallace
This is a presentation I gave on May 14, 2018 at Pocket Gamer Connects San Francisco. #PGCSanFrancisco. In this presentation, I cover the benefits and challenges to leveraging blockchain technology for the games industry and beyond. For more information, get in touch contact [at] kijico [dot] com.
Dmarket is a global marketplace based on blockchain and smart contracts. It will enable one-click sale, exchange or evaluation of every virtual item between all games on any platform. Using our API every game developer will easily connect their game to Dmarket. Users will finally enter the global economy with virtual items. Game developers will gain from increased lifetime value, revenue, and time spent in their games. The decentralized blockchain of Dmarket is the technology to ensure 100% security and safety. Smart contracts are the bridge on blockchain to connect all game worlds and universes together without any third-party needed. They will log change of ownership and automatically transfer payments.
IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 1...Market Engel SAS
Exploring the opportunities for media owners, app developers, marketing agencies and mobile network operators to generate extra revenue, attract new customers by tapping into the mobile real money gaming boom. Gambling on mobile devices will generate €19bn of revenue worldwide in 2018 (H2 Gambling Capital). Mobile is an unstoppable force in the gambling industry. Almost half of on-line betting in the UK has already switched to mobile, and no major gambling operator can afford not to have a mobile site. Mobile is disrupting gambling in less obvious ways by bringing in a whole new type of customer, and opening up the opportunity to brands and marketeers from outside the traditional industry to promote casual, entertainment focussed, gambling games direct to mobile. Recently we’ve noticed a growing number of non-gambling companies approach us with an interest in entering the sector. They are attracted by the potential to increase revenues, to attract, retain and engage customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is designed to meet that need. These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To help answer these questions we invited a sample of our UK customers to participate in a mobile survey. Nearly 4000 participated. In this White Paper you will get many of the answers and insights you need to map out your path into mobile entertainment gambling.
Our survey reveals which social and other media channels they use, the gender split
of players, the average game play session time, peak times of play, and the top 5 regions in the UK for cash game players. We think you’ll agree with us that, with the right partner and strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
5 scary travel scams to watch out for in 2021Luis Gallegos
The article talks about 5 scams to watch out for when traveling. Also click on the link to watch 5 other scams to be aware of when traveling to foreign countries I'll share some of the most common travel scams and rip offs
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Goal Bonanza - Football Betting Revolution Powered by BlockchainGoal Bonanza
Goal Bonanza ICO aims to reimagine football betting and disrupt a $3-trillion global gambling industry.
Goal Bonanza is a self-regulating, blockchain powered football betting platform based on ERC20 token standard. It offers fresh and new football betting experience by combining lottery like crowd betting on 10 possible football game final score outcomes where the crowd drives the potential returns, unlike traditional bookmakers and betting exchanges that offer unattractive odds and low returns. The bigger the crowd the bigger are the potential returns easily reaching six figures. In simple terms, imagine $100,000+ in returns on 1$ bet by successfully predicting the final score of a football game out of 10 possible outcomes. That is Goal Bonanza and much more.
In addition to the unique game mechanics, Goal Bonanza revolutionary concept taps into basic desires and needs of users’ impulses which revolve around the idea of profits, status, achievement, competition and community collaboration. Goal Bonanza applies gamification mechanics to engage and motivate users to play in order to win rewards, badges and points, that are used to elevate their status and privileges, and to showcase their talents, expertise, and accomplishments.
Build on ethereum platform and adopting ethereum as the underlying game currency, Goal Bonanza will significantly contribute to the crypto-community and the ethereum platform by increasing the demand for ethereum cryptocurrency, increase its value, and induce adoption in the global betting marketplace.
Goal Bonanza doesn’t require the use of fiat currency for playing therefore it is outside gambling regulatory bodies and jurisdiction and therefore a non-regulated stateless business. Operations fudging and dividends payouts is performed in convertible ethereum cryptocurrency. In year 3 we expect to reach a total of 6.34m active players and generate earnings of $74.9 million.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
This gaming law article examines the role of casino executives, the authority they wield in marekting to VIP's, and the risks they pose to their employers.
How Games and Blockchain Combine to Drive Innovation and OpportunitiesMargaret Wallace
This is a presentation I gave on May 14, 2018 at Pocket Gamer Connects San Francisco. #PGCSanFrancisco. In this presentation, I cover the benefits and challenges to leveraging blockchain technology for the games industry and beyond. For more information, get in touch contact [at] kijico [dot] com.
Dmarket is a global marketplace based on blockchain and smart contracts. It will enable one-click sale, exchange or evaluation of every virtual item between all games on any platform. Using our API every game developer will easily connect their game to Dmarket. Users will finally enter the global economy with virtual items. Game developers will gain from increased lifetime value, revenue, and time spent in their games. The decentralized blockchain of Dmarket is the technology to ensure 100% security and safety. Smart contracts are the bridge on blockchain to connect all game worlds and universes together without any third-party needed. They will log change of ownership and automatically transfer payments.
What Is Cryptocurrency? This is what You Should KnowLeandro Martins
Digital forms of money let you purchase labor and products, or exchange them for benefit. Here's additional with regards to what digital currency is, the way to get it and how to ensure yourself.
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxjacksnathalie
DQ 2
Reread the Freemiums in the Social Gaming World Case and answer the following: What does the term freemium refer to? Give some examples. Do you think this is a good model for other companies to follow? Many social games fall into this category. On the social networks, why is it difficult to generate revenue through advertising? Why is it particularly hard for social games?
Closing Case FREEMIUMS IN THE SOCIAL GAMING WORLD
Social games played on sites like Facebook and MySpace are the hottest part of the game industry. The market for social games has been dominated by three companies: Zynga (zynga.com), Playdom (playdom.com), and Playfish (playfish.com). In November 2009, Electronic Arts (ea.com) acquired Playfish for $300 million in cash and stock and guaranteed another $100 million in bonus payouts if certain milestones were met by 2012. A short time later in December 2009, Digital Sky Technologies (dst-global.com), a Russian firm with offices in Moscow and London, bought a $180 million stake in Zynga. Based on this investment, as well as other investments in the firm, many financial analysts put Zynga’s market share worth somewhere between $1.5 and $3.0 billion.
To the casual observer, these valuations seem astounding. It is the case that social games are simpler than the average video game and take much less time to play. It is also the case that they have expanded the game audience beyond traditional video gamers who tend to be young males. Yet, from an economic standpoint, the major difference between social games and video games is that the former are free. If players don’t have to pay, where does the return on investment (ROI) for companies like Electronic Arts and investors like DST come from? The answer lies in micropayments.
The
Solution
In 2007 Facebook launched a platform that enabled software developers to create applications for the site. Currently, the site has tens of thousands of applications. Similarly, MySpace, which relies on Google’s OpenSocial platform, has 4,500 applications available to users. Today the most popular application category for both of these social networks is social gaming. On Facebook, for example, there are nine games that have more than 12 million active players per month. This is more than the number of monthly players for World of Warcraft, the most popular online game. Of course, they pay to play. Among the top 10 most popular social games on Facebook, Zynga has three offerings— Farmville, Mafia Wars, and Café Word—with a combined audience of over 105 active players per month, while Playfish has two offerings— Pet Society and Restaurant City—which has 60 million active users per month.
If it doesn’t cost anything to play a social game, then how does the game company make its money. One way is with advertising. Either continually or at various times during the game, ads can be displayed. Just as the advertising firms do with the search engine companies or other Web sites, the game companies can ...
Play to Earn games are a new trend in gaming that's quickly catching on. The main value of a play to earn game comes from the currency earned within the platform. While not all play to earn games are created equal, the majority of these games use native tokens for in-game purchases and trading among players. The game's economic model should also be simple enough to encourage players to play and earn for the game's items.
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
An overview of what the social gaming market is, what revenue games are making in the space, what a social game costs, what the top developers are doing to be successful, and strategies for being successful in the space through proper social game design, good user acquisition strategies, a strong live operation + running you social game as a service, and a few other key tips.
Casual Connect Keynote - Creating a Bull Market: How to Manage a Successful V...Social Gold
Keynote presentation "Creating a Bull Market:
How to Manage a Successful Virtual Economy" given by Vikas Gupta, Social Gold CEO, at Casual Connect 2010 in Seattle.
Interesting Cryptocurrency business ideas for 2019
2018 is the year, the world has woke up all eyes wide to Cryptocurrencies and Blockchain. All of the sudden there is a huge rush among Entrepreneurs, Investors, Startups towards starting an innovative Cryptocurrency Business.
What is a cryptocurrency and how does it work.pdfCrypto Currency
The digital payment system known as cryptocurrency does not rely on banks to verify transactions. Cryptocurrency payments are merely digital entries in an online database that describe specific transactions rather than actual money that is around and exchanged in the real world. A public ledger keeps track of the transactions that occur when you transfer cryptocurrency funds.
Because it uses encryption to verify transactions, cryptocurrency goes by its name. This indicates that advanced coding is to store and transmit cryptocurrency data between public ledgers and wallets. The goal of encryption is safety and security.
Bitcoin, which was in 2009 and is still the most well-known cryptocurrency today, was the first cryptocurrency. There is a lot of interest in trading cryptocurrencies for profit, which sometimes causes prices to soar.
A cryptocurrency is any form of digital or virtual currency that uses cryptography to protect transactions. It is also knowns as crypto or crypto-currency. Cryptocurrency uses a decentralized system to record transactions and issue new units rather than a centralized authority that issues or regulates new units.
Cryptocurrency is safe from being stolen or hacked, you must store it securely after purchasing it. The private keys to your cryptocurrencies are use typically stored securely in crypto wallets, which can be physical hardware or online software. Binance is the Best platform to store cryptocurrency. You can store directly on the platform by using wallet services offered by some exchanges.
For hot wallet storage: ” Cryptocurrency work storage systems known as “hot wallets” use online software to safeguard the private keys to your assets.
Keeping a low budget: In contrast to hot wallets, cold wallets, also known as hardware wallets, securely store your private keys on offline electronic devices.
Prepare for volatility:
Because the cryptocurrency market is so volatile, be ready for ups and downs. There will be significant price swings. If your investment portfolio or mental health cannot handle that, cryptocurrency may not be the best option for you.
Despite the fact that cryptocurrencies are currently popular, keep in mind that they are still in their infancy and are regarded as highly speculative. Prepare yourself for the difficulties associated with making a new investment. If you want to participate, do your research and start with conservative investments.
What is a cryptocurrency and how it works?
A cryptocurrency is any form of digital or virtual currency that uses cryptography to protect transactions. It is also known as crypto and crypto-currency. Cryptocurrency uses a decentralized system to record transactions and issue new units rather than a centralized authority that issues or regulates new units.
Is it safe to invest in cryptocurrency?
Crypto assets are risky, but if done correctly and as part of a diversified portfolio, they can be profitable investments. If you want to directly participate .
Curious about Facebook’s new cryptocurrency Libra? Confused about the rise of video game partnerships through the likes of Fortnite? Or do you just want to know more about the latest influencer crackdown?
This edition of the State of Social explores these new trends, along with the latest stats and key format updates from all the major social platforms.
Similar to Financial crime in online gaming internet addicts as victims (20)
Milen xx philippines mental health promotion and practice strategiesMilen Ramos
PROMOTION OF MENTAL HEALTH AMONG WOMEN IN PHILIPPINES
CELEBRATION OF INTERNATIONAL WOMEN S DAY
STAGING MENTAL HEALTH PROMOTION AND SERVICES
INDIVIDUAL, COMMUNITY AND NATIONAL INTERVENTION
Report Back from SGO 2024: What’s the Latest in Cervical Cancer?bkling
Are you curious about what’s new in cervical cancer research or unsure what the findings mean? Join Dr. Emily Ko, a gynecologic oncologist at Penn Medicine, to learn about the latest updates from the Society of Gynecologic Oncology (SGO) 2024 Annual Meeting on Women’s Cancer. Dr. Ko will discuss what the research presented at the conference means for you and answer your questions about the new developments.
Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
Lung Cancer: Artificial Intelligence, Synergetics, Complex System Analysis, S...Oleg Kshivets
RESULTS: Overall life span (LS) was 2252.1±1742.5 days and cumulative 5-year survival (5YS) reached 73.2%, 10 years – 64.8%, 20 years – 42.5%. 513 LCP lived more than 5 years (LS=3124.6±1525.6 days), 148 LCP – more than 10 years (LS=5054.4±1504.1 days).199 LCP died because of LC (LS=562.7±374.5 days). 5YS of LCP after bi/lobectomies was significantly superior in comparison with LCP after pneumonectomies (78.1% vs.63.7%, P=0.00001 by log-rank test). AT significantly improved 5YS (66.3% vs. 34.8%) (P=0.00000 by log-rank test) only for LCP with N1-2. Cox modeling displayed that 5YS of LCP significantly depended on: phase transition (PT) early-invasive LC in terms of synergetics, PT N0—N12, cell ratio factors (ratio between cancer cells- CC and blood cells subpopulations), G1-3, histology, glucose, AT, blood cell circuit, prothrombin index, heparin tolerance, recalcification time (P=0.000-0.038). Neural networks, genetic algorithm selection and bootstrap simulation revealed relationships between 5YS and PT early-invasive LC (rank=1), PT N0—N12 (rank=2), thrombocytes/CC (3), erythrocytes/CC (4), eosinophils/CC (5), healthy cells/CC (6), lymphocytes/CC (7), segmented neutrophils/CC (8), stick neutrophils/CC (9), monocytes/CC (10); leucocytes/CC (11). Correct prediction of 5YS was 100% by neural networks computing (area under ROC curve=1.0; error=0.0).
CONCLUSIONS: 5YS of LCP after radical procedures significantly depended on: 1) PT early-invasive cancer; 2) PT N0--N12; 3) cell ratio factors; 4) blood cell circuit; 5) biochemical factors; 6) hemostasis system; 7) AT; 8) LC characteristics; 9) LC cell dynamics; 10) surgery type: lobectomy/pneumonectomy; 11) anthropometric data. Optimal diagnosis and treatment strategies for LC are: 1) screening and early detection of LC; 2) availability of experienced thoracic surgeons because of complexity of radical procedures; 3) aggressive en block surgery and adequate lymph node dissection for completeness; 4) precise prediction; 5) adjuvant chemoimmunoradiotherapy for LCP with unfavorable prognosis.
263778731218 Abortion Clinic /Pills In Harare ,sisternakatoto
263778731218 Abortion Clinic /Pills In Harare ,ABORTION WOMEN’S CLINIC +27730423979 IN women clinic we believe that every woman should be able to make choices in her pregnancy. Our job is to provide compassionate care, safety,affordable and confidential services. That’s why we have won the trust from all generations of women all over the world. we use non surgical method(Abortion pills) to terminate…Dr.LISA +27730423979women Clinic is committed to providing the highest quality of obstetrical and gynecological care to women of all ages. Our dedicated staff aim to treat each patient and her health concerns with compassion and respect.Our dedicated group ABORTION WOMEN’S CLINIC +27730423979 IN women clinic we believe that every woman should be able to make choices in her pregnancy. Our job is to provide compassionate care, safety,affordable and confidential services. That’s why we have won the trust from all generations of women all over the world. we use non surgical method(Abortion pills) to terminate…Dr.LISA +27730423979women Clinic is committed to providing the highest quality of obstetrical and gynecological care to women of all ages. Our dedicated staff aim to treat each patient and her health concerns with compassion and respect.Our dedicated group of receptionists, nurses, and physicians have worked together as a teamof receptionists, nurses, and physicians have worked together as a team wwww.lisywomensclinic.co.za/
Tom Selleck Health: A Comprehensive Look at the Iconic Actor’s Wellness Journeygreendigital
Tom Selleck, an enduring figure in Hollywood. has captivated audiences for decades with his rugged charm, iconic moustache. and memorable roles in television and film. From his breakout role as Thomas Magnum in Magnum P.I. to his current portrayal of Frank Reagan in Blue Bloods. Selleck's career has spanned over 50 years. But beyond his professional achievements. fans have often been curious about Tom Selleck Health. especially as he has aged in the public eye.
Follow us on: Pinterest
Introduction
Many have been interested in Tom Selleck health. not only because of his enduring presence on screen but also because of the challenges. and lifestyle choices he has faced and made over the years. This article delves into the various aspects of Tom Selleck health. exploring his fitness regimen, diet, mental health. and the challenges he has encountered as he ages. We'll look at how he maintains his well-being. the health issues he has faced, and his approach to ageing .
Early Life and Career
Childhood and Athletic Beginnings
Tom Selleck was born on January 29, 1945, in Detroit, Michigan, and grew up in Sherman Oaks, California. From an early age, he was involved in sports, particularly basketball. which played a significant role in his physical development. His athletic pursuits continued into college. where he attended the University of Southern California (USC) on a basketball scholarship. This early involvement in sports laid a strong foundation for his physical health and disciplined lifestyle.
Transition to Acting
Selleck's transition from an athlete to an actor came with its physical demands. His first significant role in "Magnum P.I." required him to perform various stunts and maintain a fit appearance. This role, which he played from 1980 to 1988. necessitated a rigorous fitness routine to meet the show's demands. setting the stage for his long-term commitment to health and wellness.
Fitness Regimen
Workout Routine
Tom Selleck health and fitness regimen has evolved. adapting to his changing roles and age. During his "Magnum, P.I." days. Selleck's workouts were intense and focused on building and maintaining muscle mass. His routine included weightlifting, cardiovascular exercises. and specific training for the stunts he performed on the show.
Selleck adjusted his fitness routine as he aged to suit his body's needs. Today, his workouts focus on maintaining flexibility, strength, and cardiovascular health. He incorporates low-impact exercises such as swimming, walking, and light weightlifting. This balanced approach helps him stay fit without putting undue strain on his joints and muscles.
Importance of Flexibility and Mobility
In recent years, Selleck has emphasized the importance of flexibility and mobility in his fitness regimen. Understanding the natural decline in muscle mass and joint flexibility with age. he includes stretching and yoga in his routine. These practices help prevent injuries, improve posture, and maintain mobilit
New Drug Discovery and Development .....NEHA GUPTA
The "New Drug Discovery and Development" process involves the identification, design, testing, and manufacturing of novel pharmaceutical compounds with the aim of introducing new and improved treatments for various medical conditions. This comprehensive endeavor encompasses various stages, including target identification, preclinical studies, clinical trials, regulatory approval, and post-market surveillance. It involves multidisciplinary collaboration among scientists, researchers, clinicians, regulatory experts, and pharmaceutical companies to bring innovative therapies to market and address unmet medical needs.
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
Prix Galien International 2024 Forum ProgramLevi Shapiro
June 20, 2024, Prix Galien International and Jerusalem Ethics Forum in ROME. Detailed agenda including panels:
- ADVANCES IN CARDIOLOGY: A NEW PARADIGM IS COMING
- WOMEN’S HEALTH: FERTILITY PRESERVATION
- WHAT’S NEW IN THE TREATMENT OF INFECTIOUS,
ONCOLOGICAL AND INFLAMMATORY SKIN DISEASES?
- ARTIFICIAL INTELLIGENCE AND ETHICS
- GENE THERAPY
- BEYOND BORDERS: GLOBAL INITIATIVES FOR DEMOCRATIZING LIFE SCIENCE TECHNOLOGIES AND PROMOTING ACCESS TO HEALTHCARE
- ETHICAL CHALLENGES IN LIFE SCIENCES
- Prix Galien International Awards Ceremony
The prostate is an exocrine gland of the male mammalian reproductive system
It is a walnut-sized gland that forms part of the male reproductive system and is located in front of the rectum and just below the urinary bladder
Function is to store and secrete a clear, slightly alkaline fluid that constitutes 10-30% of the volume of the seminal fluid that along with the spermatozoa, constitutes semen
A healthy human prostate measures (4cm-vertical, by 3cm-horizontal, 2cm ant-post ).
It surrounds the urethra just below the urinary bladder. It has anterior, median, posterior and two lateral lobes
It’s work is regulated by androgens which are responsible for male sex characteristics
Generalised disease of the prostate due to hormonal derangement which leads to non malignant enlargement of the gland (increase in the number of epithelial cells and stromal tissue)to cause compression of the urethra leading to symptoms (LUTS
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Ve...kevinkariuki227
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Verified Chapters 1 - 19, Complete Newest Version.pdf
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Verified Chapters 1 - 19, Complete Newest Version.pdf
Acute scrotum is a general term referring to an emergency condition affecting the contents or the wall of the scrotum.
There are a number of conditions that present acutely, predominantly with pain and/or swelling
A careful and detailed history and examination, and in some cases, investigations allow differentiation between these diagnoses. A prompt diagnosis is essential as the patient may require urgent surgical intervention
Testicular torsion refers to twisting of the spermatic cord, causing ischaemia of the testicle.
Testicular torsion results from inadequate fixation of the testis to the tunica vaginalis producing ischemia from reduced arterial inflow and venous outflow obstruction.
The prevalence of testicular torsion in adult patients hospitalized with acute scrotal pain is approximately 25 to 50 percent
Couples presenting to the infertility clinic- Do they really have infertility...Sujoy Dasgupta
Dr Sujoy Dasgupta presented the study on "Couples presenting to the infertility clinic- Do they really have infertility? – The unexplored stories of non-consummation" in the 13th Congress of the Asia Pacific Initiative on Reproduction (ASPIRE 2024) at Manila on 24 May, 2024.
Explore natural remedies for syphilis treatment in Singapore. Discover alternative therapies, herbal remedies, and lifestyle changes that may complement conventional treatments. Learn about holistic approaches to managing syphilis symptoms and supporting overall health.
Are There Any Natural Remedies To Treat Syphilis.pdf
Financial crime in online gaming internet addicts as victims
1. FINANCIAL CRIME ON INTERNET GAMING
INTERNET ADDICTS AS VICTIMS
MILEN SANTIAGO RAMOS
CLINICAL PSYCHOLOGY _NEUROSCIENCE_CRIMINOLOGY
PHILIPPINES
2. WHAT ARE THE MAIN TYPES OF FINANCIAL
CRIME ?
fraud.
electronic crime.
money laundering.
terrorist financing.
bribery and corruption.
market abuse and insider
dealing.
information security.
3. Who commits Financial Crime ?
There are essentially seven groups of people who commit the various types of financial
crime:
Organised criminals, including terrorist groups, are increasingly perpetrating large-
scale frauds to fund their operations.
Corrupt heads of state may use their position and powers to loot the coffers of their
(often impoverished) countries.
Business leaders or senior executives manipulate or misreport financial data in order
to misrepresent a company’s true financial position.
Employees from the most senior to the most junior steal company funds and other
assets.
From outside the company, fraud can be perpetrated by a customer, supplier,
contractor or by a person with no connection to the organisation.
Increasingly, the external fraudster is colluding with an employee to achieve bigger and
better results more easily.
Finally, the successful individual criminal, serial or opportunist fraudsters in
possession of their proceeds are a further group of people who have committed financial
crime.
5. PRECIPITANTS
“THIS AGE OF ‘MICRO-TRANSACTIONS’ HAS
GONE WAY TOO FAR. LEAVE IT TO EA TO
STRETCH THE BOUNDARIES.”
“SERIOUSLY? I PAID 80$ TO HAVE VADER
LOCKED?”
Star Wars Battlefront II. The game is an action shooter video
game that, at the core, pits you vs other players in huge
multiplayer battles. It lets you play as various normal
character classes AND as iconic Star Wars heroes.
FORMERLY A MARKETING GIMMICK OF ELECTRONIC ARTS, IN WHICH THEY TRIED TO IMITATE REAL-LIFE
SPORTS NETWORKS BY CALLING THEMSELVES THE "EA SPORTS NETWORK" (EASN) WITH PICTURES OR
ENDORSEMENTS WITH REAL COMMENTATORS SUCH AS JOHN MADDEN, IT SOON GREW UP TO BECOME A SUB-
LABEL ON ITS OWN, RELEASING GAME SERIES SUCH AS FIFA
6. MONEY LAUNDERING
IS THE ILLEGAL PROCESS OF CONCEALING THE
ORIGINS OF MONEY OBTAINED ILLEGALLY BY
PASSING IT THROUGH A COMPLEX SEQUENCE OF
BANKING TRANSFERS OR COMMERCIAL
TRANSACTIONS. THE OVERALL SCHEME OF THIS
PROCESS RETURNS THE MONEY TO THE
LAUNDERER IN AN OBSCURE AND INDIRECT
WAY. WIKIPEDIA
7. Money laundering in Online Games are
called MICROLAUNDERING
because MICROTRANSACTIONS is
being used
8. Microtransactions (someti
mes abbreviated as MTX)
are a business model where
users can purchase virtual
goods with micropayments.
Microtransactions are often
used in free-to-play games
to provide a revenue source
for the developers
9. Downloadable content (DLC) is additional content created for an
already released video game, distributed through the Internet by the
game's publisher. It is a form of video game monetization[1], enabling
the publisher to gain additional revenue from a title after it has been
purchased, often using some type of microtransaction system.
Downloadable content can be of several types, ranging from
aesthetic changes for a character, or new objects or challenges,
to expansion packs adding new levels, game modes or a whole new
storyline. Downloadable content became prevalent in the 21st
century, and especially with the proliferation of Internet-
enabled, sixth-generation video game consoles. It has become
common practice to re-release games in the form of special
editions incorporating previously released DLC along with the main
title.
10.
11. Owen Mahoney
How Nexon accidentally invented
microtransactions.
Nexon's Owen Mahoney talks about how his company
treats microtransactions at GamesBeat 2015.
Headquartered in Japan, Nexon is a leader in the free-to-play gaming
industry, where games are free but developers offer in-app sales on items
such as a character’s armor upgrades or special abilities.
This was different than the Western approach, sometimes referred to as
“pay-to-win,” where developers encourage players to spend money to
boost their characters and move on to the next level.
12. Nexon invented free-to-play games when it was preparing to remove
one of its subscription titles because of a lack of players. The team
decided to give the game away for free and sell some in-game items
as an experiment. Shortly after, subscription membership
skyrocketed. In Q2 of 2015, Nexon reported a revenue of 42.66
billion yen, showing an increase of 16 percent over one year. Asia is
the leader in the free-to-play market, bringing in $4.2 billion in
revenues in 2015. North America and Europe come close behind with
$3.1 billion and $2.1 billion in revenues over the same year.
it didn’t start out as a monetization strategy or a business
strategy,”
Mahoney said. “It started out as an idea on how to help
your customers, or your gamers, to have more fun in the
game.”
13. THE “WHALES” OF THE SOCIAL-GAMING WORLD ARE THE
BIGGEST SPENDERS, THEY MAKE UP A TINY GROUP
(THINK ABOUT 2 PERCENT OF AUDIENCES) THAT DRIVES
MOST OF THE REVENUE FOR PUBLISHERS OF THESE
GAMES. BUT THE WORD “WHALE” ISN’T A FLATTERING
TERM, AND NEITHER ARE THE NUMBERS ASSOCIATED WITH
IT. THESE ARE PEOPLE, NOT JUST CUSTOMERS.
14. Today, the idea of a “whale” carries a different weight for each
company. 5th Planet Games, a developer of social games for
both casual and hardcore audiences, starts classifying its
players as whales when they spend $100 or more a month.
That’s a big jump from whales on Facebook, for instance, where
social gamers could drop $25 per month to meet the same
qualification.
5th Planet chief executive Robert Winkler revealed at the Game
Developers Conference Online in 2012 that with its game Clash
of the Dragons, 40 percent of revenue came from 2 percent of
players who spent $1,000 or more. Ninety percent came from
those who spent $100 or more, and the top whale had spent
$6,700.
16. CRIMINALS ARE USING FORTNITE TO LAUNDER MONEY
THE HUGELY POPULAR FORTNITE EARNED A WHOPPING $3 BILLION IN 2018 AND
ATTRACTED MORE THAN 200 MILLION PLAYERS WORLDWIDE. BUT FORTNITE
DEVELOPER EPIC GAMES ISN’T THE ONLY ONE MAKING MONEY OFF THE GAME.
CYBERCRIMINALS HAVE BEEN USING FORTNITE’S IN-GAME CURRENCY, V-BUCKS, TO
LAUNDER MONEY
17. There are three major steps involved in
micro-laundering:
Placement: Moving cash from its source
Layering: Making it difficult to detect and
uncover illicit funds
Integration: Moving cash back to the
launderer in a manner that makes it look
legitimate
Jean-Loup Richet, a cybercrime researcher and expert at Harvard University
18. The launderers’ modus operandi is simple (yet it leaves no trail for
law enforcement to follow):
• Launderers purchase credits (or gold, as gamers call them) on
online games; the purchase is made using pre-paid cards, or
stolen cards
• Once the gold is purchased, the launderer sets up shop on a gold-
selling site. These reseller sites, as it were, attract a large number
of gamers as the gold is often sold at a marked down price
• As with every other transaction on the site, a buyer purchases the
gold, and the launderer, in effect, cleans his illegally obtained
money.
• Neither the buyer nor the seller (the money launderer) are aware of
the other’s identity; in fact, they could be living in different and
distant parts of the world
19. JEAN-LOUP RICHET, A CYBERCRIME
RESEARCHER AND EXPERT AT HARVARD
UNIVERSITY
ACCORDING TO RICHET, MONEY
LAUNDERERS GRAVITATE TO ROLE-
PLAYING GAMES — PARTICULARLY THE
MASSIVELY MULTIPLAYER ONLINE ROLE-
PLAYING GAMES (MMORPGS) WHICH
HOST MILLIONS OF GAMERS. IN THE
PAPER, RICHET PROVIDES POPULAR
MMORPGS SUCH AS SECOND
LIFE, WORLD OF WARCRAFT, AS
EXAMPLES.
20. ON LINE GAMES DOES NOT
REQUIRE THEREFORE BECOMES
SAFER TO LAUNDER
Anti-Money Laundering (AML)
rules and Ultimate Beneficial
Ownership (UBO)
requirements,
21. Money laundering schemes using in-game purchases
Criminals have likely been using games and online worlds
like Second Life as a money laundering technique since
their inception in the early 2000s, partly because cash can
be paid into games, and later withdrawn as a transfer
directly into a bank account, giving scammers ‘clean’
cash and another layer of complexity between them and the
criminal source of their income.
Researchers have found that some fraudsters transfer their
in-game funds into cryptocurrencies, adding yet more
distance between their money and its source.
22. Kromtech’s Security researchers found that the
thieves were targeting three games,
Clash of Clans, Clash Royale and Marvel Contest
of Champions.
While these are all free-to-play games, they offer in-
game purchases for virtual currencies.
The card thieves create fake Apple and Google
accounts, and then pay for in-game currencies using
the stolen cards.
Rather than using the stolen cards to make large
purchases, the thieves can make many small orders,
accumulate lots of in-game money, and then sell the
game currencies in the market, for cash which they
can then exchange for Bitcoin.(cryptocurrencies
23. Fortnite‘s V-Bucks,
the virtual currency used in the massively popular
Battle Royale shooter to purchase outfits, weapons,
and other items, are apparently also being used by
criminals for money laundering schemes.
Criminals are buying V-Bucks from the
official Fortnite store using stolen credit card
information.
The V-Bucks are then sold in online black markets
at discounted rates to “clean” the money,
Cybersecurity firm Sixgill.
24. The discounted V-Bucks may be found for
sale on social media platforms such as
Instagram and Twitter,
but most of the money laundering happens on
the dark web, which is a part of the internet
that may only be accessed through special
software.
This is where a lot of illegal activity takes
place, and apparently, money laundering
through Fortnite‘s V-Bucks is now part of the
list.
Cybersecurity firm Sixgill.
25. Fortnite money launderers are also targeting unsuspecting regular players by
running scams on social media.
In the game, V-bucks can be bought in bundles to spend on outfits,
cosmetics, and other aesthetic attributes. They can’t be spent on
anything that would give a player a competitive advantage, and they
can’t be purchased outside of the official store.
Between September and October 2018, cybersecurity firm
Zerofox generated 53,000 alerts relating to Fortnite scams. Scammers
lure in players who are looking for cheaper ways to acquire V-bucks by
advertising “V-bucks generators” and asking players for personal
information, such as Fortnite usernames and passwords and credit
card information. Although Fortnite’s age requirement is 12, younger
children are reported to play the game. Zerofox warns that they are
more likely to fall victims to scams—especially if their parents won’t
give them money for the game.
26.
27. A joint investigation by the Independent and
Sixgill, a cybersecurity firm, uncovered
Fortnite money laundering operations
around the globe, being conducted in
Chinese, Arabic, Spanish, Russian, and
English. Sixgill also found that Fortnite items
took in more than $250,000 on eBay over a
60-day period last year, although exactly how
much criminals are profiting from the scheme
is unclear.
28. World of Warcraft,
GTA 5,
Fifa,
and
Minecraft
Are other online games
targeted by cybercriminals
to do money laundering
29. “Gamers must be made aware of
the crucial role they have in
cybercrime whenever they take part
in the exchange of online gaming
currencies.
Denial of service attacks, identity
theft, and financial fraud are just a
few of the attacks that have been
funded by the sale of online gaming
currencies and have devastated
companies and organizations of all
sizes.”
Trend Micro
30. There are several ways for criminals to obtain
large amounts of in-game currency.
They can exploit accounts by infecting
computers with malware to steal login
credentials.
Another way is to purchase in-game currencies
with stolen financial information such as credit
cards or PayPal accounts.
All of this information is available for purchase
on the deep web
31. Loot box
One controversial form of microtransaction is the loot box. A loot
box is basically an in-game treasure chest that can be redeemed
for a chance at winning one of several randomly selected virtual
items. Some of the items are more valuable than others because
it is more powerful, looks cool, or just because of the rarity itself.
It’s analogous to purchasing a pack of Magic the Gathering or
Pokémon cards, hoping one of them will be the rare card that
gives you the edge over your opponents. Some people think this
is tantamount to gambling as people can and will spend a large
amount of money (sometimes in the hundreds of dollars) in order
to maximize their chances of getting the shiny new weapon or
Pokémon.
32. REGULATION
Senate Bill Could Mean Game Over For
Microtransactions And Loot Boxes
It's possible that the public will do a better and faster
job at fixing the problem.
By STEVEN CHUNG
May 29, 2019 at 1:14 PM
33. Senator Josh Hawley (R-Mo.) introduced
the Protecting Children from Abusive Games
Act, a bill that bans “pay-to-win”
microtransactions and loot boxes in games
geared toward children.
34. According to the bill, a pay-to-win microtransaction in a typical video
game is defined as an in-game transaction that
1) helps a player progress through the game;
2) 2) helps a player accomplish an achievement in the game
3) helps a player receive an award in the game; or
4) permits the player to continue to play the game after the expiration
of a timer or a number of gameplay attempts.
In a competitive game, a pay-to-win microtransaction is defined as an
in-game transaction that gives a player a competitive advantage over
others.
The bill provides some exclusions to the ban.
Microtransactions will be allowed for accessing more difficult content,
additional game content, and for cosmetic in-game improvements. So
this means that in-game expansion packs, and alternate character
costumes are safe.
35. Sen. Josh Hawley (R-MO) announced that he would be introducing
a bill banning “manipulative” design features in video games with
underage audiences, including the sale of loot boxes.
The legislation would, if approved, prohibit the sale of loot boxes in
games targeted at children under the age of 18.
Games marketed toward wider audiences could also face penalties
from regulators like the Federal Trade Commission if companies
knowingly allow children to purchase these randomized crates.
State attorneys general would also be empowered under these new
rules to file suits against gaming companies on behalf of the
residents of their states on issues like loot box sales.
36. Social media and video games prey on user addiction,
siphoning our kids’ attention from the real world and
extracting profits from fostering compulsive habits,”
Hawley said. “No matter this business model’s
advantages to the tech industry, one thing is clear: there
is no excuse for exploiting children through such
practices.”
“WHEN A GAME IS DESIGNED FOR KIDS, GAME
DEVELOPERS SHOULDN’T BE ALLOWED TO
MONETIZE ADDICTION.”
And when kids play games designed for adults, they
should be walled off from compulsive microtransactions.
Game developers who knowingly exploit children should
face legal consequences.
37. Belgian Gaming Commission ruled that
loot boxes fall under the jurisdiction of
its gambling laws. Concern spread
across Europe, and this pushed
studios like Blizzard and EA to pull the
sale of loot boxes from their games in
those countries.
38. Hawaiian state representative Chris Lee recently held a
press conference where he characterized loot boxes as
“predatory gaming,” and is working on legislation to ban
minors from buying them. He later added in a Reddit
post that “these kinds of loot boxes and
microtransactions are explicitly designed to prey upon
and exploit human psychology in the same way casino
games are so designed.”
In Australia, a regulator for the state of
Victoria agreed that “what occurs with ‘loot boxes’ does
constitute gambling” and that the regulatory body for
gaming was "engaging with interstate and international
counterparts" on policy changes
39. AML in the Philippines was established to prevent
money laundering. The country created an Anti-
Money Laundering Council (AMLC) to ensure that
the Anti-Money Laundering Act (AMLA) is being
observed by those within the financial industry
The law also ensures that the country will
cooperate with other countries, with the United
Nations, and other international bodies for
investigation of money laundering offenses, or
even cases where laundered money is used for
financing terrorism.
The “covered transaction” is usually a single or
combination of transactions that will total in the
amount of 4 million pesos (or equivalent amount
in foreign currency).
40. Adherence to AML Law (and KYC Laws) is also the
reason why blockchain and crypto wallet apps,
particularly those whose business are mainly in the
Philippines, require multiple stages of verification.
Let’s take Coins.ph as an example. In its first limit (Level
1), you can cash in up to Php 2,00 but cannot cash out.
Level 2 users can cash in and out up to Php 50,000
monthly, but that requires at least 3 verifications – phone
verification, identity verification, and selfie verification. A
level 3 user can cash in up to 400,000 monthly with
unlimited cash out, but you will need to verify your
address.
41. Who will be held liable is any person who has
knowledge of such activity and failed to disclose it to the
AMLC.
In 2016, the bank RCBC was involved in a complicated
series of events that led to money being laundered from
Bangladesh into the Philippines through one of its
branches.
In 2017, the AMLC reported that around Php 10.2 billion
worth of funds were laundered to the Philippines from
2015 – 2017.
according to AMLC Resolution no. 107, covered
institutions must report suspicious transactions in 10
days upon discovery of the said transaction.
As of April 2018, the AMLC has secured more than 90
convictions for money laundering offense.
46. May 2017, a university in Philippines located in
Cebu set to open up school for DOTA 2, and this
is the University of the Visayas New School of
Art and Design (UVNS) which can be found in
Gov. M. Cuenco Ave, Mandaue City, Cebu
The DOTA 2 course is to senior high track for
arts and design, which is game design. The
students can either focus on e-sports or game
development.