Archive for the ‘Social Networking’ Category

University of Bahrain study show youngster addiction to social media is changing ways of communication and identity | THE DAILY TRIBUNE | KINGDOM OF…

TDT | Manama

The Daily Tribunewww.newsofbahrain.com

Hi, How are you? May I know your name? This way of starting a conversation has become a thing of the past, says a new study. The study by the University of Bahrain says the rules of etiquette are changing among youngsters in today's world, where people are mostly living virtually.

The barrier between virtual and our world has become so thin and blurred that youngsters have started introducing themselves to others using their social media IDs, even in the real world.

Instead of politely asking each other's names, the norm now is asking each other's social media accounts to get to know each other, the UoB study finds. It just does not end there. Also gone are the days of street shopping and job hunting. Social media has also become a place to shop and find work.

UoB study says social networking sites are now one of the basic requirements of life for young people, especially amid the Covid-19 pandemic. Respondents to the study said they are now using social networking sites as an alternative to actual communication.

"This has turned social media from a second thing in the lives of young people to something essential," the study points out. Young people are so obsessed with the virtual world that most find themselves glued to social media even while surrounded by friends and family, which the study terms "addiction".

The study on "the relationship between the use of social networking sites and social interaction among young people in the Kingdom of Bahrain" was prepared by Khaled Ali Al-Sayadi for the master's programme in mass communication at the Faculty of Arts.

Associate Professor of Media in the Department of Media, Tourism and Arts, Dr Ashraf Ahmed Abdel-Mughith, supervised the study. The study aimed to know the reality of youngsters' use of social networking sites in Bahrain and the effect of social networking sites on family interaction patterns," said Al-Sayadi.

The researcher said he employed a descriptive approach using the structured interview tool with three groups of young men and women.

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University of Bahrain study show youngster addiction to social media is changing ways of communication and identity | THE DAILY TRIBUNE | KINGDOM OF...

GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends…

New York, June 27, 2022 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends For 20192021 And Forecasts To 2031" - https://www.reportlinker.com/p06288831/?utm_source=GNW It refers to the gamification of financial systems in order to generate profit from play-to-earn cryptocurrency games. GameFi video game initiatives are designed on the distributed ledger of the blockchain, allowing players to enjoy verified ownership of virtual items in the game. Unlike traditional gaming, where users play to win, GameFi programs encourage users to play to earn. Early Minecraft servers coupled with Bitcoin, Gambit.com, online games like Bombermine, and peer-to-peer systems where gamers monetize their online activities are all examples of the GameFi concept.

Market HighlightsGameFi (GAFI) Market is expected to project a notable CAGR of 23.7% in 2031.

The widespread use of cellphones, for example, has substantially improved the possibilities for GameFication. Furthermore, as customers and employees migrate from desktop computers to mobile phones and internet devices, banks have a useful platform to draw consumer interest and enhance conversion/usage. Furthermore, the platforms integration with social networking sites has enabled users to share their experiences with friends, acquaintances, and coworkers, broadening the platforms reach and effectiveness.

Global GameFi (GAFI) Market: SegmentsCloud segment is expected to grow with the highest CAGR during 2021-31

On the basis of Deployment Mode, the global GameFi (GAFI) Market is fragmented into On-Premises, and Cloud. During the forecast period, the cloud segment is expected to create the most revenue. This is due to the growing demand among SMEs for safe and trustworthy solutions. Furthermore, most businesses are expected to leverage cloud-based GameFication technology to develop collaborative user experiences.

Telecom segment is expected to grow with the highest CAGR during 2021-31

Global GameFi (GAFI) Market is classified on the basis of End-Use Industry into Banking, Retail, Government, Education, IT and Telecom, Healthcare, and Others. During the projection period, the telecom segment is expected to develop at the quickest CAGR. This is due to an increase in the number of subscribers who have had consistent experiences. Customers have become more aware of and willing to use several services, so businesses must include GameFication into their business strategies.

Market DynamicsDriversIncreasing applications and adoption of the GameFi (GAFI) in the healthcare

The widespread use of cellphones has dramatically expanded GameFications possibilities. People are known to check their phones more than 80 times every day on average. Furthermore, as customers and employees migrate from desktop computers to mobile phones and internet devices, banks have a useful platform to draw consumer interest and enhance conversion/usage.

Benefit of Social Networking Sites to Connect

Users can now share their experiences with friends, acquaintances, and coworkers thanks to the platforms integration with social networking sites. Another advantage is that mobile apps allow marketers to conduct surveys, even if they are only one question long, collecting firsthand data from their target population and tailoring their efforts accordingly.

RestraintNumber of Issues with Output and Design Considerations

Designing in GameFication is an important part of achieving the intended outcome. Designers, on the other hand, have been accused of failing to create unique and sophisticated designs that are tailored to the demands of each company. This could make it more difficult for the market to embrace remedies. Even if a solution is created for a specific industry, it will not generate the intended outcomes for other audiences, making development challenges. As a result, to get the desired effect, a properly developed design with good implementation is required; otherwise, the result will be jeopardized, and the market will grow slowly.

Global GameFi (GAFI) Market: Key PlayersMicrosoftCompany Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis

SAPVerintAonCentricalMPS Interactive SystemsLevelElevenAxonify Inc.GameFierIActionableXoxodayTango CardCallidus Software Inc.Other Prominent Players

Global GameFi (GAFI) Market: RegionsGlobal GameFi (GAFI) Market is segmented based on regional analysis into five major regions: North America, Latin America, Europe, Asia Pacific and the Middle East and Africa. North America dominated the worldwide GameFi market in 2021, and this trend is expected to continue throughout the forecast period. This can be attributed to the regions significant adoption of customer-based and enterprise-based solutions. Furthermore, developed countries are using GameFication technologies to better their marketing efforts by improving advertising, consumer contact, branding, and sales. Furthermore, the quick expansion of the GameFication market has been assisted by the growing popularity of cloud-based GameFied solutions among businesses, owing to their low deployment costs.

Impact of COVID-19 on GameFi (GAFI) MarketThe Covid-19 pandemic has wreaked havoc on the global economy and supply system. Large organizations have been forced to make significant and time-sensitive strategic decisions as a result of the outbreak. Employees in practically every industry have chosen to work from home. For management and workers, maintaining a constant link with the remote site is a huge challenge. Furthermore, the spread of the virus is instilling dread in the population, and the financial crisis is placing a strain on employees. Organizations are currently concentrating on improving employee morale and motivating employees to complete assigned duties. GameFication software can assist companies to encourage their employees during times of crisis. The program assists team members in creating a cohesive environment, allowing them to achieve their objectives more rapidly.

Global GameFi (GAFI) Market is further segmented by region into:

North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR United States and CanadaLatin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR Mexico, Brazil and Rest of Latin AmericaEurope Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR United Kingdom, France, Germany, Italy, Spain, and Rest of EuropeAsia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR India, China, South Korea, Japan, Southeast Asia, and Rest of Asia PacificMiddle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR GCC, South Africa, and Rest of Middle East and AfricaGlobal GameFi (GAFI) Market report also contains analysis on:

GameFi (GAFI) Market Segments:

By Deployment ModeOn-PremisesCloudBy Enterprise SizeSmall and Medium EnterprisesLarge EnterprisesBy End-Use IndustryBankingRetailGovernmentEducationIT and TelecomHealthcareOthersGameFi (GAFI) Market DynamicsGameFi (GAFI) Market SizeSupply & DemandCurrent Trends/Issues/ChallengesCompetition & Companies Involved in the MarketValue Chain of the MarketMarket Drivers and RestraintsGameFi (GAFI) Market Report Scope and SegmentationReport Attribute DetailsMarket size value in 2021 USD 8.9 billionRevenue forecast in 2031 USD 74.2 billionGrowth Rate CAGR of 23.7% from 2021 to 2031Base year for estimation 2020Quantitative units Revenue in USD million and CAGR from 2021 to 2031Report coverage

Revenue forecast, company ranking, competitive landscape, growth factors, and trendsSegments covered Deployment Mode, Enterprise Size, End-Use Industry, and RegionRegional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa (MEA)Key companies profiled Microsoft, SAP, Verint, Aon, Centrical, MPS Interactive Systems, LevelEleven, Axonify Inc., GameFier, IActionable, Xoxoday, Tango Card, Callidus Software Inc., and Other Prominent Players.Read the full report: https://www.reportlinker.com/p06288831/?utm_source=GNW

About ReportlinkerReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.

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GameFi Market: Segmented: By Deployment Mode, By Enterprise Size, By End-Use Industry, And Region Global Analysis of Market Size, Share & Trends...

Tencent admits to poisoned QR code attack on QQ chat platform – The Register

Chinese web giant Tencent has admitted to a significant account hijack attack on its QQ.com messaging and social media platform.

In a post to rival social media platform Sina Weibo a rough analog of Twitter Tencent apologized for the incident.

The problem manifested on Sunday night and saw an unnamed number of QQ users complain their credentials no longer allowed them access to their accounts. Tencent has characterized that issue as representing "stolen" accounts.

Tencent asserts the incident stared with criminals posting QR codes that claimed to offer game logins. Users who scanned the codes were asked to authenticate using their QQ creds.

Which was a mistake, as the criminals behind the scam observed those logins. A machine translation of Tencent's explanation produces the phrase "the login behavior was hijacked and recorded by the black industry gang, and then used by criminals to send bad picture ads," which does not read like something you want to happen.

Users were also locked out of their accounts.

Tencent's security team swung into action and the company stated that by early Monday morning accounts had been restored. The web giant is now gathering evidence to share with local authorities and has pledged co-operation.

Those authorities are likely to be interested in Tencent and whoever created the poison QR codes, as China has recently made it clear it expects its web giants to take their responsibility to the nation seriously. If Tencent is held to have provided insufficient security to prevent this incident, a "rectification notice" will soon be headed its way. Such notices are usually resolved with some behind the scenes work to fix the issue and then a public admission that the entity in receipt of the notice should really have done better to begin with and won't be so lax again.

China has in recent weeks eased its criticism of its web giants, and suggested their expansion is acceptable provided they make positive contributions to society and promote socialist values.

Beijing, however, does not believe that games are a good expression of those values. It has made several moves to restrict development of the local gaming industry and prevent youth from spending more than a few hours a week gaming.

That this incident started with a game-related lure will not have escaped authorities' attention.

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Tencent admits to poisoned QR code attack on QQ chat platform - The Register

Challenge and Opportunity in the Thriving AR and VR Industry – EqualOcean

VR/AR refers to the products and services involved in building an immersive experience integrating virtual reality and reality with the help of next-generation information and communication technologies such as near-eye display, perceptual interaction, rendering processing, network transmission, and content production.

The technologies we collectively refer to as XR are: Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), which includes other hybridforms. The Fulfilment of the promise of XR appears to beed imminent with the ubiquity of smartphones and the convergence of exponential technologies such as AI and the Internet of Things (IoT). 5Gs arrival in waves around the world is providing needed speed and bandwidth.

There are three main types of VR Head-Mounted Displays (HMDs), including Tethered VR headsets (high-end VR headsets, PC VR, desktop VR), Standalone VR headsets (all-in-one HMDs), and Smartphone VR headsets.

AR/VR industry landscape

With the pandemic boosting every aspect of the domestic consumer economy, Global VR shipments reached 10.95 million units in 2021. According to IDC, global VR shipments will increase to 15.73 million units in 2022, achieving an important breakthrough in sales, and the Chinese market will account for 29.24%. Besides large shipments, a variety of VR products will be added in the same year. Sony and Apple will launch new products using Micro OLED displays with high resolution to achieve breakthroughs in user experience.

Also benefiting from the stay-at-home economy, the AR industry has seengrowth. Global shipmentsof AR headsetin 2021 were700,000 units, went up33%year on year.According to IDC, 1.06million unitsof AR headsetare expected to be shipped in 2022.

China accounts for more than half of the global VR/AR market. According to IDC, the global spending on VR/AR in 2020 was about USD 12.07 billion, and it is expected to grow to USD 72.8 billion by 2024, with a Compound Annual Growth Rate (CAGR) of 54%. In 2020, the Chinese market spent USD 6.481 billion in the VR/AR, accounting for about 54% of the global market share. It is estimated that by 2024, the scale of China's market spending will reach USD 26.48 billion, accounting for 36% of the global proportion, with a CAGR of 47.1%.

VR headset market structure has turned to an oligopoly

The industrial chain of AR/VR includes hardware, software, content generation and releasing, and applications and services.

1.The upstream industry chain mainly includes equipment components and headsets

manufacturing, related data collection, and processing platforms in other words, hardware and software.

2.The midstream industry chain contains content generation and releases,

which refers to the digital representation of virtual reality scenarios such as games, videos, live broadcasts, and social networking, including virtual reality content representation, content generation and production, content encoding, real-time interaction, content storage, and content publish.

3.The downstream refers to the use of AR/VR technology to provide applications and

services, including scene generation and overall solutions. The application scenarios cover education, healthcare, military, scientific research, manufacturing, tourism, and other fields.

Internationally, foreign brands dominate the share of VR market. In general, Oculus, the only first-tier VR headset maker, is the only giant thatdominates and leads the VR industry, especially since the launch of Quest 2 in October 2020, Oculus market share has jumped to 74% from 29%, and the rapid growth of global VR shipments is mainly driven by Quest 2.

Dr. Tristan Ruoli Dai, co-founder and CTO of Noitom which is a world leading motion capture company based in China, said that currently, meta is the only VR headset company that still focus on underlying technologies, and it has already put resources on underlying infrastructure of VR. It is the only firm that has a chance to make a revolution in VR industry, which will benefit other companies as well.

Apple has reportedlyshown off the AR/VR headset to investors, which is a good sign that the product is closer to launch than not. Also, references to a reality operating system have been uncovered in versions of Apples other software products, while a recenttrademark application appears to confirm realityOSas the softwares working name or branding, tech news portal Tomsguide.com reported.

As much as iOS is integral to the iPhone, realityOS (or perhaps, rOS) will be a major part of using Apples first mixed reality headset. In fact, it could be what truly separates Apples AR/VR headset from all the otherbest VR headsetson the market.

The hardware is, presumably, the Apple AR/VR headset thats expected to rival the likes of theOculus Quest 2, or even Metas upcomingProject Cambria.

For other well-known brands, DPVR (Chinese: VR) and Pico take a large portion of global VR market share together. Although Chinas VR market spending currently accounts for more than half of the world's share, there are few domestic VR headset brands, because most of the XR-related firms are mainly responsible for the supply of AR/VR components or work as original equipment manufacturers (OEMs).

Winning an iF World Design Award in 2019, DPVR, as a leading VR start-up, was recognized for having one of the best wireless VR headset designs in the world. As one of the TOP5 VR headset maker, DPVR accounted for 8% of global VR market share in Q4 2021. The revenue from overseas markets accounts for 40% of DPVRs 2021 total revenue, and is expected to increase to 60% by 2025 through expanding corporation with major local dealers, said by Niu Siyuan, the Strategic VP of DPVR.

With the entrance of top technology giants in China such as iQiyi, Xiaomi, and ByteDance, the internal competition of the industry is getting serious, which means that small and medium-sized VR makers are very likely to be knocked out of the market or even acquired in the face of competition from bigger, more established rivals.

However, DPVR, as an independent VR headset maker, has found its own strategy to keep competitive, meanwhile, it has established more strategic corporation with giants and proceeded more financing, Niu added.

From Nius view, the mid-term goal of DPVR is to go public with a successful initial public offering (IPO). Therefore, with its strength, DPVR has become a competitive firm in the Chinas VR market.

The thriving of VR/AR pulls up the demand of Micro LED and Micro OLED

Dai Ruoli of Noitom said that after acquired by ByteDance, Pico has been moving toward the first-tier of VR industry, which will transform the industry to a situation that is being dominated by Oculus with Pico chasing after.

The VR industry has become mature, with the existence of giants in the industry, other companies will not have too much market shares, just like the situation of VR/AR chip and OEM industry. But opportunities still exist in other sectors in VR industrial chain, Dai added.

The principle of VR display is to split the screen to the size of a mobile phone and display the images of the left and right eyes respectively through the left and right eye screens. The core competitive factors on VR display include field of view (FOV), pixel per degree (PPD), and persistence of vision.

Currently the only way to improve the resolution of VR display is to use the most appropriate screens for HMDs. Current Fast LCD screen imaging still requires a certain backlight response and data transmission time, so most makers are starting to use Micro LED and Micro OLED (OLEDs) as the screen of VR headset.

Micro LEDs are thinner in size, faster in speed, and higher in efficiency compared to above screens. Micro OLED is well-known as The best microdisplay technology for the near-eye display industry. At present, Micro LED and Micro OLED have not been mass-produced and applied due to low yield and high cost, but in the future, with the maturity of technology and cost reduction, they may become the main direction of VR screen development.

According to IDC, global VR shipments are expected to rise to 50 million units in 2025, then by rounding the penetration rate of Micro OLED to 50%, we can conclude that the sales of Micro OLED that will applied on VR headsets will be 25 million units. Therefore, based on the price of AMOLED per VR headset (ignore the fluctuation of price) -- USD 139 per unit, the market scale of Micro OLED for VR headset will be USD 3.475 billion globally.

Omdia, a research and advisory group, shows that the shipments of MicroLED displays will reach 5 million units by 2025, generating revenue of about USD 7 billion.Moreover, itsmarket scalewill exceed $11 billion by 2027.

The near-eye displays, such as AR and VR, have become the third largest driven factor of Micro LED, other than smart watches and Micro LED TV, at the same time. Demand is also continuing and growth happening at a high CAGR.

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Challenge and Opportunity in the Thriving AR and VR Industry - EqualOcean

Steel Panther, Mushroomhead to Play Gathering of the Juggalos – Loudwire

Steel Panther and Mushroomhead are among the acts that have been confirmed to perform at the 2022 Gathering of the Juggalos. This year will serve as the 22nd installment of the annual event.

The festival, dubbed "The Gathering of Dreams," is set to take place from August 3 until noon on the 7 at the 130-acre Legend Valley in Thornville, Ohio. In addition to Steel Panther and Mushroomhead, Ho99o9, Sir Mix-A-Lot, Slick Rick and various other artists are set to perform across several different stages. Insane Clown Posse and the juggalos picked the lineup for each day themselves, which you can check out here. There will also be wrestling, competitions, parties, rides, seminars and some other activities for juggalos and juggalettes to partake in.

See a promo video for the gathering below.

Of course, Insane Clown Posse will also perform at the gathering. According to the website, their set, titled "ICPs Super Mix Juggalo Juke Box Show," will feature songs they've never played live before. Get tickets for the 2022 Gathering of the Juggalos here.

Just last week, the duoposted a statement on social media addressing Violent J's recent hospitalization. He'd been having shortness of breath and went to the emergency room to make sure his heart was okay, which fortunately, it was. However, he'd contracted pneumonia, but is thankfullyfeeling better. The downside is that their upcoming EPPug Ugly the Stink Bug,which was originally slated for an August release,has been pushed back.

At least he'll be able to perform at the gathering!

They take "Stan" to a new level.

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Steel Panther, Mushroomhead to Play Gathering of the Juggalos - Loudwire