The US DOJ Charged Ethereum NFT project creators of Frosties for a “rug pull” and wire fraud as well as money laundering so let’s read further in today’s latest Ethereum news. The US DOJ charged Ethereum NFT project creators for defrauding buyers of an NFT project. Andre Llacuna and Ethan Nguyen are the creators of […]
Authorities in Russia have arrested a crypto entrepreneur associated with an unidentified cryptocurrency exchange who is suspected of embezzling funds and property. According to a media report, the detained person is one of the owners of Wex, successor of the infamous BTC-e exchange. Owner of Wex Exchange Apprehended in Russia Russian law enforcement agencies have […]
Singapore, Mar 23, 2022 - (ACN Newswire) - The Coalition Against Piracy's (CAP's) most recent YouGov consumer surveys show that while piracy continues to be a major concern around the Asia Pacific region, particularly in Vietnam, Malaysia and the Philippines where 61% of consumers admit to accessing pirate services in each country, site blocking, and in particular government regulatory blocking, is having a noticeable effect in stopping consumers accessing pirated content online.
Countries around the region that implement site-blocking showed a change in consumer behaviour to stop accessing piracy services due to sites being blocked and the change was most notable in those countries that used regulatory blocking. In Indonesia, more than 50% of consumers say that they have stopped or rarely access pirate services as a result of blocking, as do nearly 50% of consumers in Vietnam and 45% in Malaysia.
Encouragingly, the surveys show that regular site-blocking not only stops consumers accessing pirated content online, but also drives them towards legitimate sources, with more than 48% of consumers around the region stating they would subscribe to paid online services if the content they wanted to watch was not available via a pirate source.
Matthew Cheetham, General Manager of CAP, noted, "It is now clearly evident that site blocking, particularly regulatory blocking, is effective. The benefits are multi-fold, not only are consumers being directed towards legitimate content, but in being blocked from accessing pirate sites, they are also protected from the serious risks that previous CAP studies have proven are inherent in accessing pirate sites." The surveys also illustrated the growing migration of consumption of pirate content via social media and messaging platforms. "However, the surveys also show the benefits of consumer education with a growing awareness amongst consumers of the negative consequences of piracy, most particularly via illicit profiteering and malware," added Cheetham.
For the first time, CAP's YouGov consumer surveys were undertaken across several countries simultaneously. The surveys will be repeated across the same countries annually, and in doing so, will enable longitudinal analysis of consumer behavioural trends towards piracy and enforcement measures around the region.
About the Asia Video Industry Association
The Asia Video Industry Association (AVIA) is the trade association for the video industry and ecosystem in Asia Pacific. It serves to make the video industry stronger and healthier through promoting the common interests of its members. AVIA is the interlocutor for the industry with governments across the region, leads the fight against video piracy through its Coalition Against Piracy (CAP) and provides insight into the video industry through reports and conferences aimed to support a vibrant video industry.
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Copyright 2022 ACN Newswire. All rights reserved. www.acnnewswire.comThe Coalition Against Piracy's (CAP's) most recent YouGov consumer surveys show that while piracy continues to be a major concern around the Asia Pacific region, particularly in Vietnam, Malaysia and the Philippines where 61% of consumers admit to accessing pirate services in each country, site blocking, and in particular government regulatory blocking, is having a noticeable effect in stopping consumers accessing pirated content online.
The Malaysian Ministry proposes BTC to be adopted as a legal tender in the country, with the politician Zahidi Zainul Abidin raising hopes that the government will take his advice so let’s read more in today’s latest Bitcoin news. Malaysia’s Communication Ministry urged the government to embrace crypto like Bitcoin as an official payment method […]
The Gensyn Protocol Trustlessly Trains Neural Networks at Hyperscale with Lower Order of Magnitude of CostLinks: Gensyn website, Litepaper, CoinFund Portfolio, TechCrunch Article LinkInvestment Thesis SummarySecular...
Video gamers have always loved user-generated content (UGC) and its art of self-expression. Although UGC has been around in video games for decades, it hasn’t always been as welcomed as it is in today’s market. Some of the early forms of UGC were ‘Mods,’ which were in-game changes of an existing video game created by players and typically disseminated through more under-the-radar channels like third-party forums. Currently, UGC-based games and platforms have evolved into being the world’s most popular digital products, ranging from games like Fortnite and Minecraft (both of which have implemented UGC-based techniques) to platforms like Minecraft which is one of the largest industry leaders with a UGC-centric business model with over 200 million copies sold to date. All of this phenomenal growth demonstrates that people want to purchase, trade, and exchange game items aggressively, as seen by Fortnite and Call of Duty’s billion-dollar sales. However, developers have not been able to serve their needs efficiently as a result of the centralized approach by companies. And, new technologies like blockchain are helping to decentralize and fairly monetize the gaming industry by benefiting both developers and gamers. Redefining the Way Game Economies Operate Traditional games essentially license digital assets to players and its free-to-play game economies are unidirectional where players buy virtual goods that can only be used within the game, according to the developer’s rules, which in all but a few cases places restrictions on how they can be held, used, and transferred. Even digital asset buying, transferring rules, ownership, trading and usage is only as flexible as the developer allows them to be. Moreover, games that have marketplace trading allow digital assets to be traded only through platform credits, limiting the potential. However, a blockchain game economy enables true ownership of digital goods since it is an asset whose relationship to its owner is inscribed onto the blockchain. Property rights are conferred when gamers and developers have genuine ownership of assets. The unique characteristics of blockchain technology can aid in the grant and enforcement of property rights, as well as the creation of a trustless system. In fact, many play to earn & play and earn economies are already providing true ownership of in-game assets. Cradles is one such game providing true ownership of assets along with IP rights for the creators within the ecosystem. As a result, developers and players are getting true ownership of the digital assets, where they have the complete flexibility to monetize their assets outside the gaming ecosystem. Solving the Core Design Problem of Gaming The presence of “whales” in traditional gaming has been a long-standing aspect of the industry. A lot of times, these “whales” end up contributing towards purchases of all digital assets. According to new Swrve research, 0.15% of mobile gamers contribute 50% of mobile gaming income. This has forced developers to keep creating new content, as a result of which, “free-to-play” has become “play to win”. And, people or players who can manage to spend money on in-game assets are doing so while others don’t, which is causing the design problem. However, blockchain gaming projects are solving this challenge with their play-to-earn approach. Even games like Planet Mojo are largely contributing to solving the design issues in the traditional gaming landscape. Planet Mojo is enabling digital property rights through its NFTs which can be used in-game, instead of purchasing player upgrades for PVP. Players can also earn and resell these NFTs, allowing them to make more revenue. Moreover, it is enabling a DAO system that allows developers to identify what players and members want, allowing them to align the development of the project with the community needs. A Win-Win for Both Developers and Players This new paradigm of blockchain-based gaming is setting things right in an industry that has mostly always favored developers and gaming companies. With blockchain gaming, the ecosystem becomes more equitable for all people, from developers of the game to the game players. Moreover, with blockchain enabling true ownership of in-game items, developers can empower players and incentivize sustainable game economy growth without losing control over game operations. And, doing so requires them to understand the different ways in which digital assets can be created and the ways they can shape gameplay and game economies and interact with one another.
A Canadian government employee thought to be involved in a series of crypto-related ransomware attacks has been extradited to the United States to face judgement. Sebastien Vachon-Desjardins – who worked as an IT consultant for Public Works and Government Services in Canada – is believed to have carried out attacks that led to approximately $28...