Dwayne Johnson’s ‘Black Adam’ Delivers a ‘Mortal Kombat’-Fashion Fatality in First Take a look at DC Film [Video]

Fresh from DC FanDome this afternoon, a brand new trailer for Director Matt ReevesThe Batman fled a year after we received the first footage from last year’s event.

The Batman will hit theaters on March 4, 2022, and you can check out today’s fresh new trailer below. It’s full of new footage from Robert PattinsonBatman’s ass kicks and names himself, allies with Zoe Kravitz‘s Catwoman, defending Gotham City from a handful of threats, including Paul Dano‘s Riddler, and Colin Farrell‘s penguin.

Check out the trailer below and Experience it here in 4K!

The film has faced both production stops and delays in its release date due to the ongoing pandemic and was originally scheduled to hit theaters on June 25, 2021.

Robert Pattinson plays Batman / Bruce Wayne for this particular version of the character, of course Paul Dano as Riddler, Jeffrey Wright as Commissioner Gordon, Zoe Kravitz as Selina Kyle / Catwoman, Andy Serkis as Alfred Pennyworth, Colin Farrell as a penguin, and John Turturro as Carmine Falcone. Jayme Lawson and Peter Sarsgaard will also play along.

Can video video games enhance children’ cash expertise?

Every few days my 8 year old son asks Neal if he can “make money” on Roblox, a popular online video game platform.

That’s his way of suggesting that I’ll buy him Robux, the platform’s currency, in return for doing a term paper or an additional academic assignment.

I usually turn these requests down, but his persistence made me wonder if the games taught him some personal finance lessons, such as how to budget a scarce resource – Robux – and whether his practice in this virtual world might help him get into to find your way around the real world. Will he waste less money if he has already practiced stretching his Robux budget?

Some experts say an emphatic “yes”.

Mark Mazzu, a former banker and stockbroker who teaches on the online education platform Outschool, uses Minecraft, another popular video game, to help kids learn about business.

“You see how they act naturally; they get that, ”he says. “Negotiate, act, buy, sell – it’s fantastic.”

But financial literacy experts also say that whether or not children really get money tuition through video games depends largely on how parents talk to them about their online experience.

In his online courses, Mazzu and his students raise the question of how to keep money safe.

“I ask them, ‘What does a bank do?’ and transition into a Minecraft discussion, ”he says. “‘How do you keep your things safe in Minecraft?’ ”

In the game, for example, players use chests that keep valuable items safe – similar to a bank account.

That can lead to a discussion about saving. Mazzu suggests putting it in a relatable way: “When you buy 64 pieces of coal or cobblestone, you don’t want to use everything you find. You want to put it away. Why don’t you put 10% in a chest and use the rest? ”Says Mazze. “It’s a great way to teach kids how to save.”

Laura Vanderkam, author of “Off the Clock” and mother of five children under 15, says her children took cash lessons from the Roblox game Theme Park Tycoon, where players build and run an amusement park.

“There are a lot of actual business allocation decisions that kids wouldn’t make in real life unless they ran a serious lemonade stand,” says Vanderkam.

She says parents can bring these lessons home by asking kids about the games and drawing parallels with the real world.

“People are obsessed with the negatives of screen time, but there are a lot of cool lessons to learn,” says Vanderkam.

Susan Beacham, CEO and founder of Money Savvy Generation, a financial education company, says video games often emphasize shallow purchases, like virtual decorations or dressing up an avatar. Parents can also address the shortcomings of the games, such as currencies that can only be spent, not invested, donated or saved in an interest-bearing account.

“If you want them to learn a lesson, you have to talk to them about it,” she says.

Beacham also suggests that kids make money or use their pocket money to buy virtual currency to play with.

“Children take your money all day,” she says. “You have to create scarcity and give them a choice. If you spend your own money, that’s different. “

Then she suggests asking and asking if the cost was worth the benefit: “Now teach your child about money and value.”

Jeff Haynes, senior editor, web and video games at Common Sense Media, a nonprofit promoting safe technology and media for children and families, says the money class can begin even before the game is played. Children need to consider how much games cost and why they prefer one game to another.

Haynes suggests that parents point out the possible compromises by asking, for example, “Why do you want this for this game over something else? How are you going to save to get it? “

Now when Neal asks me about Robux, I think about how I can make sure he really deserves that currency. I want him to internalize the idea that, like real money, Robux is a scarce resource and not a given. Apart from the fact that he earns the Robux through housework or additional homework, I ask him to explain what he gets from the purchase and why it is worth it.

He is convinced that this strategy will work: “It teaches me not to use too much Robux, and in tycoon games I have learned to save for really expensive things.”

Gamification: can video video games change our cash habits?

  • Gamification is the process of incorporating elements of video games into a business, organization, or system, with the goal of boosting engagement or performance.
  • Gamified personal finance apps aim to help people make better financial decisions, often by redirecting destructive financial behaviors (like playing the lottery) toward positive outcomes.
  • Still, gamification has its risks, and scientists are still working to understand how gamification affects our financial behavior.

– YouTube


The human brain is a pretty lazy organ. Although it’s capable of remarkable ingenuity, it’s also responsible for nudging us into bad behavioral patterns, such as being impulsive or avoiding difficult but important decisions. These kinds of short-sighted behaviors can hurt our finances.

However, they don’t hurt the video game industry. In 2020, video games generated more than $179 billion in revenue, making the industry more valuable than sports and movies combined. A 2021 report from Limelight Network found that gamers worldwide spend an average of 8 hours and 27 minutes per week playing video games.

Good at gaming, bad at saving

It’s not necessarily bad that Americans spend millions of dollars and hours on video games. But consider another set of statistics: 25 percent of Americans have no retirement savings at all, while roughly half are either living “on the edge” or “paycheck to paycheck,” according to a recent report on the Financial Resilience of Americans from the FINRA Education Foundation. Meanwhile, experts predict that Social Security funds could dry up by 2035.

So, why don’t people save more? After all, the benefits of compounding interest aren’t exactly a secret: Investing a few hundred bucks every month would make most people millionaires by retirement if they start in their twenties. However, the recent FINRA report found that many Americans have alarmingly low levels of financial literacy, a topic that’s not taught in most public schools.

Even for the financially literate, saving money is psychologically difficult

But what if we could infuse the instant gratification of video games into our long-term financial habits? In other words, what if finance looked less like an Excel spreadsheet and more like your favorite video game?

A growing number of finance applications are making that a reality. By using the same strategies video game designers have been optimizing for decades, gamifying personal finance could be one of the most efficient ways to help people save for the future while reaping instant psychological rewards. But it doesn’t come without risks.

What is gamification?

In simple terms, gamification takes the motivating power of video games and applies it to other areas of life. The global research company Gartner offers a slightly more technical definition of gamification: “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.”

The odds are you have encountered gamification already. It’s utilized by many popular apps, websites, and devices. For example, LinkedIn displays progress bars representing how much profile information you have filled out. The Apple Watch has a “Close Your Rings” feature that shows how many steps you need to walk to meet your daily goal.

Brands have used gamification to boost customer engagement for decades. For example, McDonald’s launched its Monopoly game in 1987, which essentially attached lottery tickets to menu items, while M&M’s gained consumer attention with Eye-Spy Pretzel, an online scavenger hunt game that went viral in 2010.

In addition to marketing, gamification is used in social media, fitness, education, crowdfunding, military recruitment, and employee training, just to name a few applications. The Chinese government has even gamified aspects of its Social Credit System, in which citizens perform or refrain from various activities to earn points that represent trustworthiness.

Finance is arguably one of the best-suited fields for gamification. One reason is that financial data can be easily measured and graphed. Perhaps more importantly, financial decisions occur in the background of almost everything we do in modern life, from deciding what we eat for lunch to where we are going to spend our lives.

Gamification doesn’t just make boring stuff fun; it’s also an effective way to change our behavior. Used properly, it can also disrupt our habits.

The nature of habits

It’s tempting to think that we make our way through life by thoughtfully considering the information before us and making sensible choices. That’s not really the case. Research suggests that about 40 percent of our daily activities are performed out of habit, a term the American Journal of Psychology defines as a “more or less fixed way of thinking, willing, or feeling acquired through previous repetition of a mental experience.”

In other words, we spend much of our lives on autopilot. From an evolutionary perspective, it makes sense that we rely on habits: our brains require a lot of energy, especially when we’re faced with tough decisions and complex problems, like financial planning. It’s relatively easy to rely on learned behavioral patterns that provide a quick, reliable solution. However, those patterns don’t always serve our long-term interests.

Saving money is a good example. Imagine you have $500 with which to do whatever you want. You could invest it. Or you could go on a shopping spree. Unfortunately, the brain doesn’t process these two options the same way; in fact, it actually processes the investing option as something like a pain stimulus.

Why gamification works

Saving is painful. But can’t people simply choose to be more financially responsible? In short: Yes, but it takes a lot of effort. After all, when it comes to changing behavior, willpower is only part of the equation.

Some psychologists think willpower is a finite resource, or that it’s like an emotion whose motivational power ebbs and flows based on what’s happening around us. For example, you might establish a monthly budget and stick to it for a couple weeks. But then you get stressed. The next time you’re out shopping, you might find it harder to resist making an impulsive purchase in your stressed-out state.

Pixel Art Lootvlasdv via Adobe Stock

“A growing body of research shows that resisting repeated temptations takes a mental toll,” the American Psychological Association writes. “Some experts liken willpower to a muscle that can get fatigued from overuse.” In the terminology of psychology, this is called ego depletion.

Gamification offers a way to outsource your willpower. That’s because games offer psychological rewards that can motivate us to perform certain actions that might otherwise have seemed too boring, taxing, or emotionally draining. What’s more, gamifying parts of your life is less of a change of mind and more of a change of environment.

A 2017 study published in Computers in Human Behavior noted that “enriching the environment with game design elements, as gamification does by definition, directly modifies that environment, thereby potentially affecting motivational and psychological user experiences.”

The study argued that games are most motivational when they address three key psychological needs: competence, autonomy, and social relatedness. It’s easy to imagine how games can tap into these categories. For competence, games can feature badges and performance graphs. For autonomy, games can offer customizable avatars. And for social relatedness, games can feature compelling storylines and multiplayer gameplay.

Gamification and the brain

Games can motivate us by satisfying our psychological needs and giving us a sense of reward. From a neurological perspective, this occurs through the release of “feel-good” neurotransmitters, namely dopamine and oxytocin.

“Two core things have to happen in the brain to influence your decision-making,” Paul Zak, a neuroscientist and professor of economic sciences at Claremont Graduate University, told Big Think. “The first is you have to attend to that information. That’s driven by the brain’s production of dopamine. The second thing, you’ve got to get my lazy brain to care about the outcomes. And that caring is driven by emotional resonance. And that’s associated with the brain’s production of oxytocin.”

Cheerful Father And Son Competing In Video Games At HomeProstock-studio via Adobe Stock

When released simultaneously, these neurotransmitters can put us into a state that Zak calls “neurologic immersion.” In this state, our everyday habits have less control over our behavior, and we’re better able to take deliberate action. It’s an idea Zak and his colleagues developed over two decades of using brain-imaging technology to study the nature of extraordinary experiences.

As he wrote in an article published by the World Experience Organization, neurologic immersion can occur when experiences, including video games, are unexpected, emotionally charged, narrowing one’s focus to the experience itself, easy to remember, and provoking actions.

“The components of the extraordinary come as a package, not in isolation from each other,” Zak wrote. “It’s the ‘action’ part that is key to finding immersion. Extraordinary experiences cause people to take an action, whether it’s donating to charity, buying a product, posting on social media, or returning to enjoy an experience again.”

Games can invoke these types of immersive experiences.. But how exactly are financial organizations using gamification to help people “level up” their financial futures?

Gamifying personal finance

Banks and financial companies have been using gamification for years. What started with simple concepts, like PNC Bank’s “Punch the Pig” savings feature, has evolved into a diverse field of games that are helping people stick to budgets, save money, and pay off debt.

What’s surprising about the gamification of personal finance is that some of the most successful apps are redirecting destructive financial behaviors, like buying lottery tickets, toward positive outcomes. One example is an app called Long Game, which uses an approach called “lottery savings.”

“People actually really love the lottery,” Lindsay Holden, co-founder and CEO of Long Game, told Big Think. “The lottery today is a $70-billion-dollar industry in the U.S., and the people that are buying lotto tickets are the people that least should be buying lotto tickets. And so how can we redirect that spend into something that’s helping them in their lives?”

Long Game’s answer is to encourage users to make automatic or one-time investments into a prize-linked savings account. As users make investments, they earn coins that can be used to play games, some of which offer cash prizes. But unlike the real lottery, the prize money comes from banks that are partnered with Long Game, meaning users can’t lose their principal investment.

Blast is a savings app aimed at traditional gamers. The platform lets users connect a savings account to their video game accounts. Users then set performance goals in the video games, such as killing a certain number of enemies. Accomplishing these goals triggers a pre-selected investment into the savings accounts. In addition to earning interest, users can also win prize money by accomplishing certain missions or placing high on public leaderboards.

“Gamers tell us they feel better with the time they spend gaming when they know they are micro-saving or micro-earning in the background,” Blast co-founder and CEO Walter Cruttenden said in a statement.

Young gamer playing a video game wearing headphones.sezer66 via Adobe Stock

Fortune City takes a different approach to gamified finance. The app encourages users to track their spending habits, which are represented by visually appealing graphs. As users log expenses, they’re able to build buildings in their own virtual city. The expense categories match the types of buildings users can construct; for example, buying food lets users construct a restaurant. It’s like “SimCity” meets certified public accountant.

The risks of gamification

Gamifying your finances might help you save money, but it doesn’t come without risks. After all, receiving extrinsic rewards when we perform a behavior can affect our intrinsic motivation to repeat that behavior both positively and negatively. It’s a phenomenon called the overjustification effect.

In addition, gamified finance apps can also be addictive and encourage risky financial behavior. Robinhood, for example, uses visually appealing performance metrics and lottery-like game elements to incentivize the trading of stocks and cryptocurrencies. But while investing in these assets might be a good financial decision for some people, Robinhood arguably encourages its users to be “players” in the difficult world of trading, not necessarily rational investors.

What’s more, gamification doesn’t seem to work for everyone.

“From social psychology and behavioural economics, we know that the most likely [result of] gamification [is that you] will motivate some people, will demotivate other people, and for a third group there’ll be no effect at all,” noted a 2017 study on gamification and mobile banking published in Internet Research.

But given that 14.1 million Americans are unbanked, and millions more struggle with financial literacy, it’s reasonable to think that gamified finance apps could help many people work toward financial independence.

“One of the most interesting things we’ve found is that people want help when it comes to making difficult decisions,” Zak told Big Think. “In my view, any app that helps you be a more effective saver is probably a good app. But I think we have to do a lot more work to really understand the underlying neuroscience of gamification. And so we need to continue to design games that teach you more about how to ‘level up in life,’ not just level up in the game.”

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Zac Efron and brother Dylan sneak their grandpa out his resort-​fashion retirement house: Video

Zac Efron has reportedly teamed up with his younger brother Dylan to “get” their grandfather out of his nursing home for fun.

Efron – who starred in the 2016 film Dirty Grandpa with Robert De Niro, made mischief with his own grandfather.

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As he strolled through the retirement home on tiptoe, the 33-year-old actor did his best to remain invisible as he ducked low before going through an employee’s ID to gain access to his grandfather’s room.

“Let’s get Grandpa out of here,” said the high school musical alum in the first few seconds of a cheeky video he posted on his Instagram account.

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TV-style ads are coming to a online game console close to you

Simulmedia launches a new platform that connects marketers with game developers to offer players rewards for watching video ads.

While there is no shortage of controversy regarding it financially manipulative tactics in games, with numerous Microtransaction scandals come to mind, There is one cog in the capitalist machine that you are sure to avoid while playing console video games – advertising. But maybe not much longer.

Axios reported that a new platform is about to be launched with the intention of bringing TV-style ads to console games. It’s a no from me (and I can probably assume literally every other player).

Image: Simulmeida

The platform in question, called PlayerWON, has been described as “a first in-game advertising platform of its kind” that will enable marketers to place video advertisements in both console and PC games. The platform, owned and operated by the data-driven TV advertising company Simulmedia, is slated to launch this week.

The new venture is set to help marketers who traditionally opt for big TV ads rather than targeting younger audiences with video games, supposedly without sacrificing user loyalty. Simulmedia touts their ability to “connect your brand with engaged players without sponsorship packages or deep integrations” and instead emphasizes theirs Player-centered advertising formats, full transparency and cross-media integration.

absolutely not https://t.co/3LG35A0xoD

– Dmitry P. on vacation ? (@Hambo_dev) June 30, 2021

Thankfully, unlike their televised counterparts, these ads will offer viewers at least some advantage. Users can choose to watch a 15- or 30-second video commercial to unlock exclusive gaming benefits – think of it like a microtransaction, but you pay with your attention instead of your money. It’s unclear if no video will be an option.

Simulmedia research concluded that the majority of gamers “enjoy receiving free rewards and content,” but it is misleading to perceive these perks as completely free. Herbert A. Simons famous model of the “attention economy” regards human attention as a scarce commodity of which we have limited quantities, so it has great value that can essentially be used for trade like any other resource.

This framework has been used by many modern scientists to study platforms like Facebook that are rated as “free” even though users pay for their access with attention and personal information that can be used as leverage to sell advertising space. Sure, many gamers might indeed appreciate receiving rewards for a low-hassle task like watching a video, but pretending these perks are free to the gamer is manipulative.

Image: Kongregate

Simulmedia research has been conducted for over a year and concludes that 76% of console and PC gamers “want the option to view ads in exchange for in-game rewards” and 86% of gamers “agreed, that they were allowed to watch rewarded video ads to “play the game longer”. They also found that, on average, players are willing to see six or more ads each day in exchange for in-game rewards.

They then created a platform that collects and reviews commercials from major brands that would normally appear on television. The company can then see if the ad has been fully viewed before sending a notification to the game allowing the reward to be released to the player (which can vary from game currency to new skins).

This process may sound familiar to fans of mobile gaming, but it is completely new territory for console games. With the proliferation of free-to-play games like Fortnite, Apex Legends, and Roblox, it is very likely that advertising will turn out to be a more desirable alternative to spending real money on these games. Hopefully the commercials will stick with these types of games instead of expanding into pay-to-play games.

I felt like EA was involved before I even read the article.

– Steve Esposito (@AgitatedStove) June 29, 2021

This new form of advertising has the potential to be huge. Simulmedia already has agreements with some major gaming studios, including EA (well known microtransaction fans) and Tencent’s Hi-Rez Studios, and they are working to expand their network of advertisers and developers who can be connected for in-console advertising opportunities.

Apparently, they plan to have in-game ads in at least a dozen games by the end of the year, so prepare for this new form of advertising to become a reality. Watch out, Black Mirror – it seems like we’ve already hit you.

Inevitable letters (video) akin to “blacklist” and “buddies” | Leisure Information

back blacklist The final is Raymond “Red” Redingtons (James SpaderTo find out who he was we had to rethink the other memorable letters (I don’t know if they’re both on screen).

For example, Year Special Agent Kensi Blye to find out what’s in the boxDaniela Ruah |) Was turned into an LAPD detective for her partner (and later her husband) – NCIS investigator Marty Deeks (Eric Christian Olsen) On NCIS: Los Angeles, And it was accompanied by a heartfelt letter. That’s all NCIS, Clue is Ziva David (Cote de Pablo) I was really alive. And how can I forget a certain 18-page (front and back!) Letter? friend??

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Rachel’s letter to Ross (friend)

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Letter from Stabler to Benson (Law and Order: Organized Crime)

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In season 4, Kenji gave Dikes a box of what he always wanted. On the wedding anniversary of season 10, he (finally) opened it. There was a letter on her father’s ring. After losing him: “I thought I would no longer feel safe and would never feel so much love in my life. Nobody could stand my father, ”said Kenji. wrote. “But I was wrong because you stepped into my life and showed me what it means to feel really loved and safe again.”

Granger’s Farewell (NCIS: Los Angeles)

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Karl’s Farewell Letter (Walking Dead)

Curls (Chandler Riggs) Bitten and dying, he left the last word of a letter to his father Rick ()Andrew Lincoln), Michonne (Gurira. call), Negan (Jeffrey Dean Morgan), and Enid (Katelyn Nacon). The content included a plea for peace between Rick and Negan’s group.

Inevitable letters (video) like “blacklist” and “friends” | Entertainment news

Source link Inevitable letters (video) like “blacklist” and “friends” | Entertainment news

International Media and Leisure (M&E) Video Transcoding Market Report 2021: COVID-19 Pandemic has Compelled a Shift to Cloud-based Video Workflows for Distant Manufacturing and Distribution

DUBLIN, 06/11/2021 – (BUSINESS WIRE)–The “The COVID-19 pandemic has forced a switch to cloud-based video workflows for remote production and distribution” Report was added to ResearchAndMarkets.com to offer.

This study analyzes the global media and entertainment (M&E) video transcoding market (the base year is 2020).

Video transcoders are used to convert content from a single input source to a variety of output formats, definitions, resolutions, and file or live formats. This enables video to be delivered to various networked and portable devices.

Video transcoding also refers to the process of converting uncompressed or compressed content to another compressed format or significantly reusing the content, typically in the context of a digital media workflow. M&E video transcoders are sold through direct sales as well as value-added resellers and system integrators.

For the purposes of this study, the editor has identified two main segments of video transcoding – production and multiscreen / video on demand (VoD). Video transcoding customers assigned to the production segment use video transcoding in post production and archiving applications, and the main customers are post production studios.

The Multiscreen / VoD segment comprises pay-TV operators, over-the-top (OTT) service providers, broadcasters and pure internet video services. Typically, multiscreen / VoD transcoding involves creating optimized video streams for unicast or multicast distribution of video to primary monitors, attached computers, devices, and second / third monitors. Video transcoding solutions can be found in hardware, software, and software-as-a-service (SaaS) form factors.

As the digital media ecosystem evolves to incorporate more content and video processing technologies across a wide variety of devices, many vendors are upgrading their video transcoding solutions from hardware to software and SaaS to stay agile and cost-effective, although some older hardware solutions persist consistently on top of that Market. The market saw sales decline due to the COVID-19 pandemic and the budgetary problems most content providers were facing due to global security measures such as social distancing and bans.

The story goes on

However, it is expected to recover over the next 2 years as video transcoding will remain a business critical technology in the M&E space. The fate of the marketplace is tied to improvements in workflow and deployment as an increasing number of formats and devices take shape in this mature domain. Due to mergers and acquisitions, the market has seen fierce competition and the entry and exit of providers.

The study also identifies 3 growth opportunities and discusses the trends and sales related to the Multiscreen / VoD and the product segments and breaks down the sales distribution by form factor.

Key topics covered:

1. Strategic imperatives

  • Why is it always harder to grow?

  • The strategic imperative

  • The Impact of Three Top Strategic Imperatives on the M&E Video Transcoding Market

  • Growth opportunities drive the growth pipeline engine

2. Growth Opportunity Analysis, M&E Video Transcoding Market

  • Scope of analysis

  • Market segmentation

  • Main competitors

  • Important growth metrics

  • Distribution channels

  • Growth accelerator

  • Growth restraints

  • Forecast assumptions

  • Sales forecast

  • Price trend analysis

  • Percentage sales by form factor

  • Percentage sales according to workflow

  • Percentage revenue by form factor and workflow analysis

  • Competitive environment

  • Market share of the top participants

  • Market share analysis

3. Growth Opportunity Analysis, Production Video Transcoding Segment

  • Important growth metrics

  • Sales forecast

  • Sales forecast by region

  • Analysis of the sales forecast

  • Market share of the top participants

4. Analysis of growth opportunities, Multiscreen / VoD Transcoding segment

  • Important growth metrics

  • Sales forecast

  • Sales forecast by region

  • Analysis of the sales forecast

  • Market share of the top participants

5. Growth Opportunity Universe, M&E Video Transcoding Market

  • Growth Opportunity 1 – High-Density Transcoding for Streaming Live Events, 2020

  • Growth Opportunity 2 – Powerful Transcoding for AR / VR / 360 Video, 2020

  • Growth Opportunity 3 – Cloud-Based Video Workflows for Remote Production, 2020

For more information on this report, see https://www.researchandmarkets.com/r/x6vdpg

View source version on businesswire.com: https://www.businesswire.com/news/home/20210611005379/en/


Laura Wood, Senior Press Manager

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How A lot Cash YouTube Pays for 100,000 Views on a Video: Creator

  • Griffin Milks is a YouTube developer who makes videos about personal finance and investing.
  • Milks started posting financial videos on YouTube in 2018 and now has around 80,000 subscribers.
  • He spoke to Insider about how much money he makes from a YouTube video with around 100,000 views.
  • You can find more articles on Insider’s business page.

This is the latest installment of YouTube money logs from Insiderwhere creators break down how much they make.

YouTube creators often have no idea how much money they will make from a single video.

That’s because the money a video makes depends on a number of factors, including how long a video is played, the number of views, and the demographics of viewers.

For YouTube creator Griffin Milks who has about 80,000 subscribersUnderstanding how much money his videos will make and developing strategies to make the most money possible is an integral part of working full time at YouTuber.

Since 2018, Milks has been regularly uploading videos about personal finance and investing. At the end of 2020, he quit his full-time job to focus on his YouTube business. On his channel, he talks about personal finance, stock market investing, and real estate investing in Canada.

“If your video is engaging and you have long watch time, you will make more money,” said Milks. “Typically, you make more money with a longer video because you can place an additional ad there.”

But part of it also just depends on how many people see it.

For the Milks channel, which has five videos with over 100,000 views, a viral video is driving huge payday and subscriber growth.

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He shared how much money four of his YouTube videos made with over 100,000 views (and less than 200,000) from ads. Insider verified his earnings using the documents he provided:

  • Approximately 114,000 views: 2,400 Canadian dollars (approximately $ 1,900 US).
  • Approximately 117,000 views: 1,600 Canadian dollars (approximately $ 1,300 US).
  • Approximately 150,000 views: 2,700 Canadian dollars (approximately $ 2,100 US).
  • Approximately 175,000 views: 6,800 Canadian dollars (approximately $ 5,500 US).

These revenues are relatively high compared to other creators. Insider before interviewed five other YouTubers about how much they had made with videos with around 100,000 views. Their earnings ranged from $ 500 to $ 2,500.

One possible reason Milks earns more than many other developers is because the personal audience funding videos on YouTube are valuable to some advertisers who typically pay more money for a business-related video than for an entertainment video. according to some personal finance creators.

Today the Milks financial videos Earn between 30 and 50 Canadian dollars (24 to 40 US dollars) for every 1,000 ad views known as cost-per-mille (CPM).

And after the cut from YouTube, he takes home about 14 Canadian dollars ($ 11) for every 1,000 views known as RPM. average sales per thousand. The RPM is calculated by adding up all the earnings reported in YouTube Analytics – just like with ads placed by Google. YouTube Premium, Channel memberships, super chat and super stickers – and divided by the total views in the period. Then YouTube multiplies it by 1,000 and subtracts its 45% cut.

Milks’ most watched video, shot with a GoPro at a Toronto theme park in 2011, has 8.9 million views and made $ 8,900, according to insider documentation. The viral video is still viewed thousands of times a day.

“I just wanted to share a few clips with my friends,” said Milks. “About two years later, I signed up again and found the video had been viewed over a million times.”

He recommends posting about three videos a week for a year

Make money with ads placed by Google is not the only form of income for milk. Creators like him make their money in different ways, of sponsorships and Affiliate marketing to Sale of goods.

“There’s a long list of things you can do to monetize your channel,” said Milks. “But I’d say first that it’s far more important to focus on building an audience of at least five to 10,000 subscribers first before really focusing on monetization.”

To build an initial audience on YouTube, he recommends posting about three videos a week for a year.

After building an audience, he receives between 10 and 30 emails every week from different brands that want to sponsor his videos, he said. He added that he turned down around 95% of these offers.

“When I started my videos were really bad and even a little embarrassing, but it doesn’t matter because you get better with time,” said Milks. “You will become less camera shy and as you grow your audience will tell you what content they want to see.”

OneRepublic share new single and music video for Run | Leisure

OneRepublic shared their new single and promo for ‘Run’.

Ryan Tedder and Co have given fans another taste of their upcoming 2016 sequel to ‘Oh My My’.

In the promo, the front man portrays a movie star who runs between different sets.

The pop group’s fifth studio album, “Human”, will also include previously released singles “Rescue Me”, “Somebody To Love”, “Wanted”, “Didn’t I” and “Better Days”.

Ryan recently revealed that the idea for Rescue Me came to him like a “stream of consciousness.”

Speaking of the single questioning a person’s loyalty in a friendship, he said, “Rescue Me was written very quickly, 10 minutes or less, almost a stream of consciousness.

“I said to Brent, our bassist and cellist, ‘I want to write a song with a concept that I started a few years ago (called’ Rescue Me ‘).’

“He started playing that lonely sounding guitar riff and the first thing that came out of my mouth was the chorus as it is now.

“The concept: There is give and take in every friendship, but sometimes you have to ask yourself whether the love you give is the love you get.”

Meanwhile, Ryan previously admitted that the “Stop and Stare” hitmakers “bumped into a wall” after a decade on the street.

The 41-year-old music star said the ‘Counting Stars’ group burned itself out and “fell victim to our own ambitions” by trying too hard. So they decided to take a three-month break in 2017.

In 2018 he announced: “We reached our 10th anniversary last January and took three months off!

“We have preoccupied ourselves with too many things and eventually become victims of our own ambitions.

“In a decade, none of us has patted each other on the back.

“We assume that tomorrow it could all be gone, that the next song you put out could be an utter disaster.

“I think for a lot of artists it takes to hit the wall before you know where the wall is.

“You run in the dark and then it hits you.

“Now that I know where that wall is, I believe and pray that I will never meet it again.”