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$DMYD & Genius Sports: Index for Sports Betting with Strong Tail Winds

$DMYD & Genius Sports: Index for Sports Betting with Strong Tail Winds

DMYD & Genius Sports: Index for Sports Betting with Strong Tail Winds

SPAC's nowadays run up to $15, $20, $25 on merger announcement. Shitty, obscure SPACs with poor fundamentals and obscure business models are all the rage the past few weeks.
Investor presentation linked before the DD: https://static1.squarespace.com/static/5e33152a051d2e7588f7571c/t/5f98173a9643aa67a4ced693/1603802943090/GSG+PIPE+Presentation+%2827-Oct-2020%29.PDF As everyone has noticed, SPACs have put investors on notice in 2020. With massive liquidity in the markets today, tons of money has been flowing into speculative SPAC investments this year.
Given that retail investors have no chance to profit from traditional IPOs that hit the market after a 100% run up (ABNB, DASH, AI, U, etc.) SPACs have presented an excellent opportunity to evaluate and invest in new companies before they actually hit the market. Personally, I have made fantastic returns through a number of SPACs.
That being said, not all SPACs are created equal. Some legitimate mature companies and high growth disrupters have emerged through SPACs: UTZ, DraftKings, ChargePoint, OpenDoor, Virgin Galactic, Eos Energy, and Butterfly are just a few examples.
However, many SPACs are performance chasing the EV hype by pursuing multi billion dollar acquisitions of EV start ups with 0 revenue for the forseeable future. I say good luck.
However, how often do you find a diamond in the rough? A SPAC with a definitive agreement, near NAV and outstanding fundamentals? Oh, and did i mention that they only have one competitor?
One SPAC with massive upside potential at a conservative valuation is DMYD-Genius Sports.
First, who is DMYD? dMY Technology Group https://www.dmytechnology.com/team is led by CEO Niccolo de Masi, the former CEO of Glu Mobile.
De Masi has consummated 25+ mergers and raised more than $1B in funding for various ventures. He seems to have a knack for the mobile/gaming sector, as his first SPAC: DMYT is taking Rush Street, an igaming company, public. De Masi is a veteran of this sector, which makes Genius Sports Group an interesting target.

Meet Genius Sports. ($DMYD)

(TL;DR at bottom)

Logo

Who is Genius Sports?

Genius Sports Group is one of two large sports data providers (the other being SportRadar) that collects and sells live data to sports books. This is incredibly important, as live betting needs constantly adjusted lines to reflect real time game updates. Genius Sports currently has contracts with the NCAA, PGA, NASCAR, FIBA, EPL, Bundesliga, and NBA, among other leagues, to be their sole or primary data provider.
These partnerships have staying power, as these leagues are unlikely to change partners once they are locked in for multiyear contracts. Additionally, acquiring rights to official league data is expensive, thus making a high barrier of entry for new competitors. They have 220 customers including DraftKings, FanDuel, William Hill, MGM, PointsBet, and Caesars. Important to note: Genius takes 5% of revenues of events they cover from ALL sports books. https://geniussports.com/home/partners/

Genius is above other SPACs due to its mature market position and strong financials.

The company has been growing at a 30% CAGR over the last several years, with revenue growing 250% from 2016 to 2020 ($42M to $145M). 60% of revenue is recurring due to multi year contracts, and the top 10 customers only account for 30% of revenue, thus lowering flight risk of any particular customer.
Genius is already EBITDA positive with 10% margins this year, and anticipates $68M in adjusted EBITDA (adjusted to ignore stock based compensation, a non-cash expense) with 29% margins in two years.

Why Genius Sports?

Genius has a clear economic moat built around:
Proprietary technology to track and record in-game statistics on behalf of major sports leagues, in exchange for data rights
7,000+ statisticians and agents on the ground, managing 240K+ events per year
Highly customizable software that manages every aspect of a sportsbook’s data and trading offering, including advertising and streaming services
Long-term contracts with sports leagues and customers
Significant opportunity for inorganic growth via M&A
Highly fragmented market for technology, content and media within sports ripe for consolidation to boost growth outside of plan.

Genius Sports

Genius Sports

Genius is above other SPACs due to its mature market position and strong financials. The company has been growing at a 30% CAGR over the last several years, with revenue growing 250% from 2016 to 2020 ($42M to $145M). 60% of revenue is recurring due to multi year contracts, and the top 10 customers only account for 30% of revenue, thus lowering flight risk of any particular customer.
Genius is already EBITDA positive with 10% margins this year, and anticipates $68M in adjusted EBITDA (adjusted to ignore stock based compensation, a non-cash expense) with 29% margins in two years. In a year where sports were disrupted by Covid, Genius still grew revenue from $116M to $145M. They also successfully resigned their contract with the NBA, ensuring a multi-year partnership with the premiere US basketball league.
Outside of the betting market, Genius’s ability to aggregate data has led to an interesting agreement with the NCAA. Until 2018, live data with college sports was incredibly inefficient. Genius signed a contract with the NCAA to create a new software: NCAA Live statistics https://geniussports.com/sports/sportsmanagement/ncaa-case-study/.
This is a uniform software for all divisions of college sports. As a former college athlete myself, I reached out to some of the athletic support staff from my University. They raved about how Genius has improved efficiency and accuracy for college athletics. NCAA Live statistics has overhauled the entire industry.
And as New York is in the works of legalizing sports betting, this will explode soon.
Genius Sports also has an impressive amount of customers and partnerships, and even more exclusive ones coming each week. Which ones below do you recognize?; with over 700 partners you're bound to know a few of them.

Some of Genius Sports major customers.
Basketball: NBA, NCAA, March Madness
Soccer: FIFA, Premier League, Serie A, Bundesliga
Golf: PGA, LPGA, European Tour
Racing: NASCAR
Online Sportsbooks: DraftKings & Fanduel
Traditional Sportsbooks: MGM, Caesars, SkyBet, William Hill
Likely Future Partner: Rush Street Gaming (DMYT)
  • Currently up 63% YTD, also went public with the same deal team (DMY)

More and more customers coming in each week.
they only lost 1 customer in last 3 years, and shortly after that customer RETURNED to Genius Sports. talk about real life FOMO, 'eh?

Financials & Trading Dynamics

Financials
  • Already makes $140M+ in revenue AND is profitable, with $14M in 2020 EBITDA
  • Growing at 30% CAGR, with $230M revenue and $68M EBITDA by 2022
  • $500M+ EBITDA potential in the horizon
  • Customer contracts have guaranteed minimums with upside on usage. The majority of 2020 revenue is locked in for 3-4 years on average
  • Only ever lost one customer in the past three years
Trading dynamics
  • Deal was overlooked because it was announced just before the election (10/27/20), one of the worst trading weeks for the entire market
  • Reddit following has been limited and Stocktwits nonexistent
  • If Genius Sports were to trade at similar 2022E revenue multiple of 19x as Draftkings, it would imply a stock price of $24-25
Additionally, with Pfizer’s vaccine approval, there is little to no risk of massive sports cancellations in the future. Genius still grew revenue during Covid’s massive disruption. I imagine that the revenue numbers for 2021 will be fantastic.
Now let’s focus on the stock movement and valuation.
Genius is valued as $1.4B, or 7.4x 2021 revenues. For a company with high CAGR and an industry with massive tailwinds, this seems like a fair, or cheap valuation. Note that Genius is trading at a steep discount to lower margin businesses such as sportsbooks Golden Nugget, DraftKings, and Penn.
https://twitter.com/ShortsHoward/status/1336686975554744320?s=20 Thanks to @ShortsHoward on Twitter.
While investors have been chasing the next hot EV IPO, Genius has slowly climbed from $10 to $13. Last summer, a rumored FEAC-SportRadar merger led to FEAC pumping to $15+. SportRadar was worth $2.8B in 2018, presenting 60% upside from Genius’ current price to reach its competitor’s 2018 valuation!
DMYD and Genius announced their merger in late October during a market downturn, thus letting it go overlooked. I think this is a sleeper SPAC that will have a massive influx of news in Q1, as its merger aligns with the climax of college basketball and the beginning of March Madness. A single Benzinga article pumped the stock by almost 20% last week.

https://preview.redd.it/h27vod4pet461.png?width=1048&format=png&auto=webp&s=4e7aad17d449e85642fd43b4919d025fbd42f4e9
Consistent growth
Last week, Genius Sports scored an exclusive partnership with the German Tennis Federation:
  • This is just one of the many partnerships Genius bring in. For example, a few days prior to this they scored a deal for Beach Soccer data. Over 700 partnerships and counting.

Exclusive partnership

Do you know who captures and provides the biggest sports betting event of the year - NCAA March Madness - data to sports betting sites?
  • It's Genius Sports and they'll be closing their merger with $DMYD right before that huge event. ESP March Madness for NCAA Basketball; One of the biggest gambling events of the year. The event occurs in Q1, which perfectly ties in with the merger with DMY Technology Group, Inc. II, $DMYD. Merger Q1 2021.
I also think the NCAA presents the biggest upside catalyst for Genius: March Madness. March Madness was cancelled due to the pandemic last year, but betters placed $4.8B in bets on the tournament in 2019. Who has a monopoly on NCAA data? Genius.
Who gets a 5% revenue share from ALL sports books for NCAA events? Genius. With the number of states with legalized betting doubling from 2018 to 2020, we could see upwards of $10B spent on March Madness this year. Along with March Madness, secular tailwinds for sports betting suggest high upside for Genius moving forward. 46 out of 50 states have either passed or presented legislation to legalize sports betting.
As states such as NY, CA, TX, and FL legalize betting, revenues streams will swell. Data will become increasingly important in this industry as live updates are constantly moving betting lines for books. With multi-year contracts with half of the US’s professional leagues, Genius serves as an index for the entire industry.
On top of that; just a few weeks ago Canada legalized sports betting; https://www.bloomberg.com/news/articles/2020-11-26/trudeau-government-moves-to-legalize-single-event-sports-betting

NCAA

Positions:


166K worth, 100% of portfolio.
Personally, I am long $166k in DMYD stock, and have no intention of selling anytime soon. Always do your own DD, but I hope this post helps. PT $18-20 EOM.
TLDR: Long DMYD as its a sleeping giant near NAV. There are currently no Arbs holding this down, so its primed to explode. Small float aswell. Only one competitor, Sportsradar. And SR is not even publically traded on any market.
Merger Q1 2021.
Market cap around $2B currently
"it's as undervalued as Tesla, both should go up at least 50% from here" - Warren Buffett.
submitted by zech_meme to SPACs [link] [comments]

I did some boring 20 page DD on $KSMT SPAC. Spoiler: I expect it to go up 70-100%

Disclaimer: This article my article. You are reading it first, as I didn't post it anywhere else.
Summary

Kismet Acquisition One (KSMT) to Combine with Nexters Global in $1.9Bn Deal

Not much information about this company, so I started writing my own research on the company. Here is the investor presentation:
https://nexters.com/images/inv_info/Nexters_Investor_Presentation.pdf
If want to understand the valuation of the company, the risk/reward, and the potential I need to answer the following questions:
  1. What is Nexters Global?
  2. SPAC is a safe bet?
  3. Comparison with its competitors?
  4. $1.9B is cheap or expensive?
Let's begin!

1. What is Nexters Global?

Nexters Global is a fast-growing mobile game development company with $450 million gross revenue* (2020), 85 million total game installs, 5.4 Million monthly active users, with 10x growth of revenue in the last 2 years. Already profitable with $110 million net profit in 2020.
The management has more than 10 years of experience in creating games. Located in Cyprus (Europe) with roots in Russia (a very strong IT region). They are well known for being in Game Development since early 2005 in the epicenter of the web, social and mobile game development.
https://preview.redd.it/juhbhhuwhmg61.png?width=640&format=png&auto=webp&s=529a0e927aa3bc3205430d97204d3d625f36fc8d
Since the launch, the company has proven that it can develop, publish and use marketing to scale its games. With 37% of its revenue coming from the US/Canada, 23% from Europe, 19% from Asia it is already an international company.
\In the investor presentation Nexters Global states 310 million net revenue, as at the* sec.gov reports it is more common (example) to use the gross revenue for gaming companies as their base metrics. That's why here and below I’m using gross revenue. Please see the spreadsheet below with a comparison to other companies.
Further plans are:

https://preview.redd.it/t9kdphd0img61.png?width=994&format=png&auto=webp&s=b70e92455e253033e99a91b17b0a1f85012e1e5b

2. SPAC is a safe bet?

There are so many SPACs, that we should be very selective on what we choose to buy. To do that we need to check if the business is real.
There are different kind of risky SPAC’s on the market:
We need to verify that Nexters Global is not on that list. Let’s have a look at the company:
The product? Web, Social, Mobile Games.
To check if their numbers are real simply open the game page in App Store and Google Play store.
Android Apps by NEXTERS GLOBAL LTD on Google Play
‎Nexters Global LTD Apps on the App Store
The top game has more than 50,000,000 installs with more than a million positive reviews and an average rating of 4.6. With other games/stores combined, it correlates with the company's stated 85 million installs.

https://preview.redd.it/jwh51gm2img61.png?width=735&format=png&auto=webp&s=428ec2dc85a4a6c1d51c67aa8fa1f7876edd3dab
I like that I can see the numbers myself, and also can "touch" the product and how it works. it increases my confidence in owning the stock.
Actually, I have been playing their top-grossing game Hero Wars for several months last year. And I loved it... loved it so much that I’ve spent around ~1000 dollars within 3 months. And I’ve seen players that spent much much more than me (higher ranked, had much more power and ranks). And there were so many players that they had to add new servers each week, or even daily.
The first impression is that I really like the product. I see how it works.
The revenue. It's huge.
In the SPAC world, there are companies that can’t make revenue but predict that their revenue will go up 10-20-50x times in 3-5 years. Usually, such companies are SCAM as they mislead investors with revenue that will never happen.
On another side, Nexters Global has already $450 million in revenue with a $110M profit. And the growth rate is +177% YoY. And even the slowdown in growth means the actual increase in revenue substantially, just by the magic of the compound growth.
I like the numbers very much here.
The addressable market
How big is the addressable market? The World’s 2.7 Billion Gamers Spent $175 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023. So Nexters Global is well-positioned in expanding market.

https://preview.redd.it/tf41au04img61.png?width=888&format=png&auto=webp&s=7547a1d3c2c8da43554a655d9b32bb4aaf4f2d97
Revenue geography shows that it is also diversified well. The company has proven that it can generate revenue all around the world, not just in its local market. That is very important in order to calculate the valuation of the company.

https://preview.redd.it/sxq08qg5img61.png?width=362&format=png&auto=webp&s=ed9b771d632268efb31d96d57c831d61d8caf12f
But how long Nexters can generate revenue?
Unlike the traditional PC gaming, where the peak of sales occurs after the launch of the game and then shrinks a lot, in the online mobile game market - games get updates each month/quarter to engage customers and make them stay in the game longer.
Games with great engagement + marketing resources can stay on top charts for many years.
You just reinvest part of your revenue into marketing to earn even more. It works for games with high revenue per player (ARPPU).
Nexters Presentation: $106 - Average net bookings per paying user(2) (Q4’20)

https://preview.redd.it/jsqcmby6img61.png?width=666&format=png&auto=webp&s=f96f6ef490ee2b16cf6ca01e8508df578bfdd302
Percentage of paying users increases. Average net booking increases.
With the 6% of paying users and $106 net payment - it is quite easy to calculate that you earn $6.36 from any user that downloads the app, so you can spend on advertisement a lot of money and you will earn even more.
When you have 277% revenue growth in 2019, 177% in 2020 it won’t just stop growing. Next year double-digit growth of revenue is highly probable.
From a statistical behavior the growth slowdown to zero is very unlikely. If we take examples of other super-hit games from Supercell (Clash of Clans) and Playrix (Gardenscapes).
Example: Playrix did continue to grow since 2016 explosive revenue withadding +41% YoY growth in 2018 +35% in 2019.

https://preview.redd.it/so9ijp08img61.png?width=667&format=png&auto=webp&s=6f6acbdf41374f89c045bb07c4b4e5f7dc235bf9
Another example: Supercell's revenue continued to grow at least 2 years after the revenue explosion before slowing down.

https://preview.redd.it/tjjuf159img61.png?width=855&format=png&auto=webp&s=01116616d83bbeeb34bbe98da012d22c3964f5d5
The growth
Great games could continue to grow. Nexters Global estimates their net revenue to reach $562 million dollars. That equals to ~$802 million gross revenue in 2023. And the company is valued at just 1.9B now. Re-think that.📷
This chart also shows that they project only +10.5% YoY growth in revenue in its current games after this year's gain. Which I think is too conservative considering the examples above. I understand that they’ve chosen the strategy not to mislead investors and should stay conservative, but I think they will easily beat their own estimates and 20-25% growth is much more realistic.
The good thing is that we can track their performance in terms of downloads and revenue in stores. We can stay ahead and know the data earlier than official numbers come out, which brings another level of transparency for investors.

Kismet Acquisition One Corp company

The company is led by CEO and Director Ivan Tavrin, the founder and Principal of investment firm Kismet Capital Group. Tavrin previously served as the CEO of PJSC MegaFon, Russia's second largest telecommunications operator, and before that, he founded UTH Russia, one of the largest independent media broadcasting groups in Russia.
Kismet Acquisition Two plans to target the internet and technology sectors operating in Europe, including Russia, as well as businesses established by founders with Russian origins.
Credit Suisse, BofA Securities and LionTree Advisors served as financial and capital markets advisors to Kismet Acquisition One Corp.
Advisors look good to me. The CEO's background and experience too. Additionally, he was one of the shareholders in the recently launched Russian IPO "OZON" marketplace. Which is now +120% up.
The only thing that sounds scary here is the word “Russia” everywhere. Is there an unwanted geopolitical risk? From the legal point of view, every entity is registered under British Law jurisdictions (Cyprus, BVI). So, basically, there shouldn't be any problems.
Well... they would better be in the US as many investors don’t like foreign companies. But there are great examples of super successful Supercell and Rovio that were NON-US too. And we know that the Russian Tech-sector is high qualified (Google Founder - Sergey Brin, Pavel Durov - Telegram, Vitalik Buterin - Etherium, and even Russian Hackers is a “meme”).
And as I said before their business looks crystal clear, anybody can check their metrics so they can’t fraud the data, unlike, for example, Luckin Coffee did in China. Therefore, this kind of risk is eliminated.

3. Comparison with its competitors?

Let's talk about numbers. I’ve tried to compare the game developer to its direct competitors. I've selected only companies with major mobile game-driven revenue.
Here is the full spreadsheet access: Nexters Global Comparison
I’ve marked the concerning metric with yellow and red, Good metric with green, Superb one with dark-green color.

https://preview.redd.it/tmsosbtaimg61.png?width=1079&format=png&auto=webp&s=2b50cd7a1a54115bb496849c43b3611094fc6309
Please take time to read the numbers and come back after.
Update! With the latest news that Electronic Arts buys GLU Mobile with +39% premium from the market - the sector is officially undervalued.
Thoughts on Nexters Global
I ended up with numbers: P/S = 4.19, P/E = 17.27. This valuation seems just right with current earnings and the sector, but not with the future growth. As there is a Hot trend in gaming and with outstanding YoY growth could be worth much much more.

4. $1.9B is cheap or expensive?

The current price of $KSMT (“GDEV”) is $10.15 which represents a $1.9B valuation. Before the deal is completed the price cannot be valued less than $10 due to SPAC rules. So there is simply no downside risk at this point..
But can it go up? What is fair valuation? Is there a risk of a selloff from shareholders? How rich the valuation can be in terms of P/E (Price to Sales ratio)?
First, let's find out the risk of insider selling:
Here is the sec report: https://www.sec.gov/Archives/edgadata/1814824/000121390021005589/ea134294ex99-1_kismet.htm
The Transaction is expected to deliver up to $150 million in cash to the Company’s balance sheet before advisor fees and/or redemptions by Kismet Acquisition One Corp. current shareholders, with proceeds expected to be used for general working capital purposes and potential acquisitions. Existing shareholders of Nexters will receive a cash payment of up to $150 million pro-rata to their pre-money shareholdings, and will roll approximately 92% of their holdings into the combined company while agreeing to a 12 month lock-up (subject to certain exceptions). In addition, the founders and the management will receive 20.0 million Earn-Out shares over 3 years (with 50% of the Earn-Out released at $13.50 VWAP and 50% released at $17.00 VWAP), also subject to a 12 month lock-up. The Transaction will be funded by approximately $250 million held in trust by Kismet Acquisition One Corp., subject to any redemptions, as well as the additional $50 million investment by the SPAC Sponsor, Kismet Capital Group, via an affiliate.
The investors will have a 12-month lock-up on selling + they get benefits on reaching the valuation 35% and 70% higher from the current price. This means that there will be no insider selling in the near term, which is very positive signal.
Acquisitions
Nexters Global plans to use proceeds in M&A (buying small game development studios with great projects that just don’t have enough cash, expertise, or right developer team) to benefit from its situation in order to launch great games worldwide.

https://preview.redd.it/xhypgzqfimg61.png?width=1000&format=png&auto=webp&s=642c03fecbb851984527c46774beb0ecc44eba0a
It is a common mistake to assume that great games can be run by small studios or individuals, as in 2020 you need at least a couple of million dollars spent on marketing to understand if the project is worth it, or not. Small developers can’t afford it. On the other side, Nexters can benefit from it really well.
If they are successful in that, we could see 10+ new titles in the future. That could diversify its game portfolio, making this company a safe bet for Hedge funds and other market players, driving future growth.
“Hero Wars 2” game announcement.
Hero Wars is the top-grossing game, which generates most of the revenue. With “Hero Wars 2” announcement the company can benefit a lot..
Usually, game sequels can do very well, as they are easier to promote, finding their “fan base” from the beginning. This could create a new source of income, work as a diversification, launch the new cycle of the revenue stream for many years ahead.
Partnership with Playrix founders
Here is another thing that I want to focus on:
Bukhman brothers acquired a 43% stake in Nexters in 2018
They are founders of “Playrix” - a private mobile game developer company, currently valued at $7B(valued in Q1 2020). Now more likely ~11B as their revenue increased 1.5 times during 2020.
Please read these articles in Bloomberg and Forbes first:
  1. https://www.bloomberg.com/news/articles/2020-09-29/billionaire-gaming-brothers-emerge-as-tencent-s-biggest-rival
  2. https://translate.google.com/translate?sl=ru&tl=en&u=https://www.forbes.ru/milliardery/410509-nash-rost-ne-svyazan-napryamuyu-s-lokdaunom-milliarder-igor-buhman-o-tom-chto
Summary from the articles:
Cashing out (selling out to Tencent or Activision Blizzard) is not interesting right now. We are growing every year. Game industry multiplicators of public companies were priced wrong . This year has changed it. And this trend will continue as top games can grow for many many years, reengaging users with updates.
Playrix is not interested in IPO's at this valuation. They want to wait until the market changes and start pricing gaming companies at different valuations, not the 4-5 year revenues, but maybe more like Tech companies are valued now (P/S 20-30 instead of 4-5)?
I can assume that Playrix founders are interested in the long-term success of Nexters Global SPAC-merger in order to change how markets price the gaming companies as they want to bring Playrix to an IPO in the future. They want to wait until the market starts pricing gaming companies at different valuations, not the 4-5 year revenues, but maybe more like Tech companies are valued now (P/S 20-30 instead of 4-5)?
So, for the Bukhman brothers who own 43% shares, Nexters Global is a long-term play company. They don’t want/need to cash out.
I also think that at some point, Tencent could just buy 20-30% of the company through the open market (buying shares). Why? Because it is common for Tencent to buy a stake in gaming companies that earn a lot of cash and priced at these valuations.

https://preview.redd.it/uphpbubcimg61.png?width=804&format=png&auto=webp&s=4f35889049fa9302786bf65d1b83f02a92d71eef

Summary

In my personal opinion, this is a great company with a bright future.
Valuation seems reasonable and there is a big upside if any of those happens:
At this exact moment, the fair valuation of the company will move to $3-4 billion dollar. (+100% upside).
At this right moment of the time as the price is near $10 there is literally no risk in a pre-merger state, as SPAC can’t go below $10 price by its concept.
Disclosure: At the moment of writing this article I do have a position in $KSMT, that is not more than 10% of my entire portfolio. I do not plan to sell at any nearest time in future. Stocks are risk assets and this is not investment advice.
submitted by khollekhokk to SPACs [link] [comments]

Gamehost (TSX: GH)

I wanted to share with the group some due diligence and speculation I have done around Gamehost (TSX: GH). I want to start by saying that this is not a situation where you urgently need to buy this right now and ride up a wave, there will be no rocket ships on this post and I strongly encourage you to perform your own due diligence and see if you want to buy this stock. This is an extremely low volume stock and if you rush to buy it, the price will go up far past the supply of sellers. I do not intend to pump this but only to get critique.
Gamehost is an owner and operator of 3 casinos located in Alberta, 2 hotels in Grande Prairie and a retail store rented to a liquor store near one of the casinos. The 3 casinos are: Boomtown Casino in Fort McMurray, The Great Northern Casino in Grande Prairie and the Deerfoot Inn and Casino in Calgary which they own 91% of currently.
As you probably guessed by these locations, the casinos are cyclical and make a lot of money when oil prices are up and go through downturns when prices are low and projects stop. All 3 casinos are not destination type casinos like you would find in Las Vegas where people come from all around to visit, but are very reliant on their local communities. The Boomtown Casino is the only casino in Fort McMurray and the Great Northern Casino is the only proper casino in Grande Prairie with a much smaller limited one in town. The Deerfoot Inn and Casino is 1 of 7 (yes, 7!) casinos in the Calgary area. It primarily focuses on the Southeastern portion of the city and the surrounding suburbs and still serves a market of about 200,000 people in just that area. All 3 casinos are also very focused on live events and have become gathering points for live events and nights out for their communities.
Although all 3 casinos have been affected by oil downturns all 3 communities they serve have much higher median income than the country as a whole. The casinos have remained profitable throughout the entirety of the oil downturn and despite a dividend cut in 2016 they have still paid a consistently strong dividend until the COVID-19 pandemic (more on this later). Grande Prairie’s economy is more focused on natural gas extraction which has been consistently profitable. Calgary as a major city does have a diversified economy as well which leaves just Fort McMurray to be the lone straggler in dealing with oil prices. No new casinos have been built in Alberta since 2006, which has left people still coming to the doors of the casinos regardless of the economy. All three cities have seen consistent population growth greater than 10% from 2016 according to Statistics Canada’s estimates which is far greater than the national average. People are still coming to these cities and are still making a fairly high wage compared to the average Canadian.
The second thing that has likely come to your mind is why casinos when they have been shut down during the pandemic? As the vaccine is currently being implemented the orders will not last forever. When the casinos have been opened even with reduced services, they have remained profitable and the management has responded by using the pandemic as an opportunity. They have been consistently buying back thousands of shares every day and cancelling them. If you look at their SEDAR profile you can see that they have not missed a single day to cancel at least 2,000 shares per day. Since the company had 24.5 million shares issued, they have bought back about 1-2% of the float so far which has made the stock even harder to buy on the open markets due to the lack of volume. They have also been approved to expand the operations of the Deerfoot Inn and Casino which should be completed by the summer. The insiders have followed by accumulating many shares in their personal accounts over this period of weakness.
In the third quarter of 2020 the company posted EPS of 12 cents per share down from 16 cents a year ago. Revenue was down to $4.9 million from $6.7 million. This is with severe restrictions and limitations on the amount of people that can come in the casino and what they can do. All live events were cancelled, table games were restricted and yet the company was still making enough money to buy back significant shares and improve their existing assets. The management has essentially channelled the dividend into making the number of shares decrease in a time of strong price weakness.
There is interest in this space since the largest casino operator in the country Great Canadian Gaming was acquired recently for almost double what they were trading for in the spring. Private equity firms have been looking into casinos as a post-recovery play. Unlike companies in airlines or movie theatres, these do not have significant issues staying profitable during intense downturns, they only become less profitable with a sudden surge afterwards.
I am speculatively buying this stock on the idea that as COVID-19 restrictions are gradually lifted there will be an awkward window where people will be back almost to normal within Canada and will have a strong urge to go out and do activities that they have been restricted from doing for months. At the same time they will be unable to travel internationally due to different countries having different vaccination schedules, planes still operating at reduced capacity with many airlines being in trouble and governments being reluctant to remove limitations abroad. This will significantly bring business to casinos and other live event focused businesses within Canada. I anticipate that in the 12 months past restrictions being lifted that the business will see a significant bump in EPS. They will reinstate the dividend and the share price will grow significantly. My personal price target is $12 per share but I could see it being anywhere from $10-$15 per share. This is without oil prices budging at all.
In the long-term the price will be cyclical based on oil prices unless they start diversifying geographically. It is extremely difficult to get a licence to open a casino, which leaves the company with the only option of acquiring other casinos. This is a possibility down the road but something I will look more into once I see a significant bump in EPS due to increased demand.
I do believe that in the current market with the price having barely recovered from the March lows, that the stock is a very good contrarian play in the 12-24 month range. Holding after that could potentially be risky depending on your own views on how the oil industry will play out and if the management has what it takes to diversify. Online gambling is an even longer term threat but since these casinos are focused on live events and have become a staple of the communities that they are in, this is not likely to be a threat for some significant time.
Please let me know what you think, feel free to criticize. If you guys like my analysis I could do more on other small or mid cap companies. There have been a few I have kicked myself over missing.
submitted by Shoopshopship to CanadianInvestor [link] [comments]

I played a bunch of games in 2020. Here are my thoughts on each.

If any of you have played some of the same games I have, I'd love to hear about your experiences!
GAMES I FINISHED (Note: I am not a completionist, so 'finished' is relative)
GAMES I STARTED BUT DID NOT FINISH
GAMES THAT I DABBLED IN/GAMES THAT ARE NEVER "FINISHED"
tl;dr
Half Life Alyx wins my personal pick for Game of the Year, although if I were to be totally objective, I think Hades deserves it the most. I would give Final Fantasy VII Remake a very close runner-up. And the Nintendo Switch may be my favorite console of all time.
submitted by stumpy12107 to truegaming [link] [comments]

Notes and Highlights of Kentucky Governor Andy Beshear’s Live Update February 3, 2021

Notes and Highlights of Kentucky Governor Andy Beshear’s Live Update February 3, 2021
Notes by mr_tyler_durden and Daily Update Team
Watch here:
Headlines
Full Notes
(continued in stickied comment)
submitted by mr_tyler_durden to Coronavirus_KY [link] [comments]

Year in Review: Year One (2020)

Intro

TL;DR at the bottom.
This year was, without a doubt, strange. Due to the pandemic, I was teleworking from home for roughly six months, like many others. Since work involved waiting for things to happen, I had quite a bit of downtime. So, to fill some of that time, I played some games. Even though I haven't posted in a while (new account, my last post was in March), I did continue to track my progress and data with a google doc.
Because I decided to take a step away from multiplayer titles that are games as a service at the year's start, I ended up playing and completing more games this year than the past few years combined. Who knew that not playing Rainbow Six Siege every day would give me so much more time to play other games? However, I think I also highly benefited from not having a predefined list. In the past, it felt like a chore to play games only because of my list. This time, I played the games I was interested in when I wanted, and for as long as I wanted. Sure, I put more time into some titles than I needed to, but having that freedom made the games more enjoyable overall.
Even though there is still some time left this year, I don't think I'll beat anything else. I played a total of 60 games. Of those, I completed 43. Meaning, I got to and viewed the end credits screen. A few "uncompleted" games were party/multiplayer games. They tend not to have story modes or real end and end when you decide to stop playing them.

Completed Games

  1. Doom (2016)
  2. Psychonauts
  3. GRIS
  4. Little Nightmares
  5. Nioh: Complete Edition
  6. Link's Awakening (2019)
  7. Resident Evil 2 (2019)
  8. A Hat in Time
  9. Glass Masquerade
  10. The Witness
  11. Okami HD
  12. Resident Evil 5
  13. Super Metroid
  14. Hellblade: Senua's Sacrifice
  15. Digimon Story: Cyber Sleuth
  16. Digimon Story: Hackers Memory
  17. Monster Hunter World
  18. Monster Hunter World: Iceborn
  19. Subnautica
  20. Furi
  21. Spyro the Dragon (Reignited Trilogy)
  22. Spyro 2: Ripto's Rage! (Reignited Trilogy)
  23. Spyro: Year of the Dragon (Reignited Trilogy)
  24. Thomas Was Alone
  25. LiEat
  26. SUPERHOT
  27. Momodora: Reverie Under the Moonlight
  28. Umurangi Generation
  29. Firewatch
  30. Sayonara Wild Hearts
  31. Journey
  32. Borderlands 3
  33. Helltaker
  34. Deep Space Waifu: Fantasy
  35. Nekopara Vol 0
  36. 12 is Better Than 6
  37. Nexomon: Extinction
  38. Isekai Quest!
  39. Halo: Combat Evolved
  40. Halo: ODST
  41. Halo: Reach
  42. Bloodborne
  43. Enter the Gungeon

Neo's Awards

Game of the Year: Monster Hunter World: Iceborn
Monster Hunter World was my first Monster Hunter title. I started this with three friends at the beginning of covid teleworking. We knocked out the "story" to the base game and Iceborn in 10 days. With so much content already included and more coming out periodically throughout the year, this game carried me thru the stay at home order. My weapon of choice was the Light Bowgun; I played the game more like a third-person shooter than an action RPG. However, I did play around with the Longsword, Hammer, and Dual Blades at times. I ended up giving the base game a rating of 8.5 and the Iceborn expansion a 9 out of 10. The story was the weakest part of the game. I would have given it a 10 out of 10 if the story was interesting enough to make me not want to skip dialog.

Best Narrative: Firewatch
Firewatch drew me in with the art style and game premise. However, the narrative and dialog are what kept me. The conversations felt incredibly genuine, from the awkwardness and jokes to the more serious and personal. The story was suspenseful and made me question several things as I was playing. I can see why some people felt bitter after completion since the ending is a bit lackluster. However, to me, it was grounded and suited the context overall.

Best Visual Style: GRIS
All I knew going into GRIS was that it looked pretty, and visually it is breathtaking. This game is probably the only game I've ever played that made me stop and take multiple screenshots in every location because every single moment was a beautiful piece of artwork. Combined the gorgeous art with a unique story about the stages of grief told without any dialog, and you get a brilliant game despite the simplistic gameplay and short length.

Best Soundtrack: Sayonara Wild Hearts
Without a doubt, the best soundtrack this year came from Sayonara Wild Hearts. I played so much of this game, trying to get the best score on every level, and the soundtrack never got old. I admired the soundtrack so much I've thought about buying it physically. It was a great interactive album experience that was incredibly intuitive.

Hidden Gem: Umurangi Generation
I originally discovered Umurangi Generation through a NirtroRad video, but I don't think enough people talked about or played this. The visual style reminds me of Jet Set Radio, and that being one of my favorite games, I had to give it a try. I'm glad I did. It's Photo Mode, the video game, and it was such a relaxing and enjoyable game despite the setting being in the shitty future. This game was almost my game of the year.

Worst Game of the Year: Borderlands 3
I enjoyed the first two Borderland titles, so I was very disappointed that I disliked three so much. The most enjoyable part about the game was its gunplay. However, everything else was arguably terrible. The story was laughably bad, in my opinion. I felt that it just flat out disrespected the characters. Mainly because you view just about everything that happens through the playable characters, but they don't do anything. The actual vaults are supposed to store powerful weapons, but in reality, they held pistols 80% of the time, and they were worse than current gear, generally. The crazy amount of bugs that I encountered also didn't help it. Playing it with a couple of friends is the only reason I didn't drop it.

Most Memorable Gaming Moment: Monster Hunter World: Iceborn
I think my most memorable moment comes from the Fatalis fight in Monster Hunter World: Iceborn. It's a hard fight and made my heart race the whole time. Every attempt ran down to the wire of the 30-minute time limit. The first time I beat Fatalis, the end timer was 29 minutes and 57 seconds. It was an emotional roller coaster, especially as Proof of a Hero started playing. Nothing this year compared to that last battle with Fatalis; it made me stand up and scream in victory, clap my hands, and be both thankful and sad after completion.

Most Anticipated Game Monster Hunter Rise
I'm a big fan of the Soulsborne games, despite only playing Bloodborne this year recently, so the game I'm anticipating the most is Elden Ring. However, with how little we know about it, at this point, I don't believe the game exists. The announcement was just a fever dream on a massive scale.
Therefore, Monster Hunter Rise is the game I'm currently anticipating most since I play Monster Hunter World to death this year. So far, I like everything that Capcom has shown for it, from the wire bug mechanics, setting, and the best of boys, the palamute. Also, I'm amazed by how good it looks on the Switch. March is right around the corner, and I'm ready for it. Hopefully, the rumor about it getting PC release in OctobeNovember is true because I'll gladly double dip even if there are no cross-saves.

Neo's Random Statistics

Most Time Spent on One Game: Monster Hunter World: Iceborn 520.7 hours
I find it fitting that I spent the most time with Monster Hunter World: Iceborn this year since it was my Game of the Year. I hunted every monster both solo and in a group, completed every possible mission throughout every rank, and even maxed out all the in-game research. I honestly play too much of the game. If I didn't focus on Monster Hunter as much as I did, I could have completed an additional six or so games. However, I used a lot of my time to acquire every achievement, specifically those revolving around getting small and large crowns for every monster. That was such a nightmare; RNJesus wasn't kind.

Least Time Spent on One Game: Helltaker1.5 hours
While I did spend the least amount of time with Helltaker, it was a great experience. For being such a short puzzle game, it had so much charm. The core mechanic was simple, the plot was ridiculous, and I love everything about it. However, the best part was the price, free.

Smallest Completion Window: 1 Day
Playing short games that I could beat in one sitting felt great. I completed eight titles in 1-day windows. That's each game only taking one day to complete, not one day to complete eight games. While possible, that would be wild. It would also require some planning, but it does sound fun. I may try to beat as many as I can a single day next year as a personal challenge. The single-day completions this year are:
  • Furi
  • Spyro The Dragon
  • Firewatch
  • Journey
  • Helltaker
  • Deep Space Waifu: Fantasy
  • Nekopara Vol 0
  • Halo ODST

Largest Completion Window: Halo Combat Evolved 23 days.
Halo Combat Evolved doesn't take a long time to beat and not 23 days, that's for sure. But, The Library mission on legendary sure felt like it. However, a friend and I co-oped it, so we had to coordinate when we both could and felt like playing. Plus, two idiots playing on legendary with multiple skulls activated did cause many retries. I still find it amazing how different the graphics between the original and remaster are.

Oldest Game: Super Metroid
Because I wanted to get more use out of my Nintendo Online account (I still did use it very much), I ended up playing Super Metroid for the first time this year. The original came out on March 19, 1994, and I see why people praised it so much. I beat it with a 74% completion rating, and for a game that old, it holds up surprisingly well.

Cost Statistics (This won't look good, sorry)
Because I was tracking data this year, I decided to look up the pricing data for every game I currently own from 2015 onwards. I choose 2015 because, towards the end of 2014, I had to get rid of about 90% of my physical games and wasn't onboard the digital train yet. I started to reacquire them in 2015, and digitally for the most part. Yes, it was a hassle to sort all this data, and no, it was not worth it. It hurts just looking at the data. I am both amazed and ashamed, just thinking about how much I've spent on games over the years.
Unfortunately, I have the habit of buying games on sale, whether I plan to play them or not. I've only come to realize that now that I was tracking data. Sure, I'll tell myself I'll play them in the future or that I'm supporting developers. But in reality, I buy them and forget that I even own them. They get lost in my ever-expanding library. It doesn't help that I've subscribed to the Humble Bundle Monthy for a few years. It's a great bang for your buck, but it also over-inflated my library with things I don't want to play. I only added everything from each bundle because I technically paid for them. Since I have unsubscribed, I will try my damnedest to avoid buy games because of a bundle or sale in the future. Should I buy a game, I WILL PLAY IT SOONTM AFTER THE PURCHASE.
This table is three parts: Games Played, Game Bought (including Humble Bundle), and Game Bought (excluding Humble Bundle). I separated the games bought because Humble Bundle has been a reassuring cost I never gave any mind to, similar to Spotify premium. Since I paid for them, I added the games to my library but never actively sought them out. I also gave codes away to family and friends if there were games they'd been wanting.

Total Games Played 2020 60
Cost at Full Price (Games Played): $ 1,486.52
Cost at Paid Price (Games Played): $ 923.94
Average Game Cost (Games Played): $ 18.38
Total Games Bought (Including HumbleBundles) 181
Games Played from (Bought + Humble) 18
Total at Full Price (Bought + Humble) $ 4,255.90
Total at Paid Price (Bought + Humble) $ 808.00
Average Game Cost (Bought + Humble) $ 4.46
Total Games Bought (Excluding HumbleBundles) 53
Games Played from (Bought - Humble) 18
Total at Full Price (Bought - Humble) $ 1,293.50
Total at Paid Price (Bought - Humble) $ 639.13
Average Game Cost (Bought - Humble) $ 12.06

Most Common Genre: Shooters (7)
I'm not surprised that shooters were my most common genre this year since I tend to lean towards those or platformers. This year I completed seven shooters and five 3D platformers. We'll see if it's similar next year or not.

Most Common Developer: Capcom (6)
In my head, Capcom is a fighting game developer, so I'm surprised that this was my most common developer despite not playing any fighting games. The next closest was 343 Industries (Bungie since I only played their games), with three games in the Master Cheif collection.

Most Common Platform: PC (54)
While it isn't surprising that my most common platform was PC, I'm astonished by the fact that it was most common by a landside. 54 of the 60 games I played this year were on PC. The no were close second was the Switch with five games, and third was the PS4 with a single game. Next year, I need to play more titles on the Switch and, without a doubt, the PS4. Considering I've had my PS4 for four years and have only completed a single game, which was Bloodborne this year.

Total 100% (all Achievements) Games: 24
While I don't try to %100 every game I play, I tend to go for as many as possible without replaying a game. However, there are also times that I decide to gain all achievements at random for games. But, 24 games is a little more than half of the games I beat this year. That is wild to me, and I could still go and complete a few before the year is over with a little effort. The two games I'm most impressed over 100%ing this year are Monster Hunter World (&Iceborn) and Digimon Story Cyber Sleuth: Complete Edition.

12in12 Challenges: 52 Points achieved of the 66 possible
I didn't go out of my way to complete any but ended up with 52 points in total. Hopefully, next year they come back with new challenges. The Ultimate Challenges were a neat addition to the 12 in 12 experience and added an extra layer to gaming.

2021's Want to Play

I was so focused on the year in review that I never added anything about next year. Thank you, u/Ferrumn, for mentioning it. These aren't definite picks, but self-suggestions should the desire to play them arise. I've been interested in most of these titles since their release, but there are a few titles I'm anticipating and planning on buying at launch whenever that maybe. Here's my 2021's list of want to play games:
  • Alien Isolation
  • Bayonetta
  • Breath of the Wild 2 (At release if it comes out)
  • Cave Story +
  • Celeste
  • Crash Bandicoot N. Sane Trilogy
  • Devil May Cry Series
  • Digimon Survive (At release if it comes out)
  • Doki Doki Literature Club
  • Elden Ring (At release if it comes out)
  • F.E.A.R Series
  • Final Fantasy 7 (original)
  • Gears 5
  • Gorogoa
  • Gravity Rush Series
  • Heaven Will Be Mine
  • Kingdom Hearts Series
  • Last of Us Remastered
  • Monster Hunter Rise (At release)
  • Ori and The Will Of The Wisps
  • Prey (2017)
  • Project Warlock
  • Psychonauts 2 (At release if it comes out)
  • Pyre
  • Resident Evil 3 Remake, 4, and 7
  • To The Moon
  • Yoku's Island Express
  • Yooka-Laylee

TL;DR

Completed 43 games
Year's best Monster Hunter World Iceborne (520.7 hours)
Year's worst Boardlands 3 (finished because of friends)
Play Umurangi Generation
I stuck with PC mostly
I want more Elden Ring info, but Monster Hunter Rise look great
I am terrible with money and games


Edit 1: Added 2021's Want to Play
submitted by ANeoNobody to 12in12 [link] [comments]

Netflix of Gaming

Satya Nadella has said explicitly that Microsoft wants to be the “Netflix of gaming”, though he has called that shorthand to soften the stance a bit. Phil Spencer has also pushed back on the term because Netflix does not directly sell any content, only subscriptions. Still, I think the term, short hand or not, is very accurate to what Microsoft is doing right now. It is going to translate into 50 to 75 million subscribers over the next ten years and billions in annual revenue for Game Pass as long as it can do the three things Netflix did to secure a vast user base.
Microsoft’s ambitions mirror Netflix in a lot of ways. Netflix wants to be available everywhere possible, and Game Pass has moved that direction too. You can now play on a console (any generation with online connectivity), computer, cell phone (except Apple for now), possibly a Fire Stick like product that has been rumored, and of course they recently said there would be a smart TV app in the next 12 months. Accessibility is key to getting the growth that Netflix has achieved.
Another key is content. Netflix got some sweetheart deals at the beginning of their foray into streaming before IP holders knew what streaming rights were worth. Netflix used that as a buffer to start creating its own content library. Microsoft is going to work the other direction. They already have a library of content that they will continue to add to, but they have been working hard to keep a continuous stream of third-party content coming to Game Pass. Most notably, the EA Play access that recently brought nearly 100 more games to the service. There have also been high profile games like Control just this month, or Doom Eternal and No Man’s Sky earlier in the year. Mix some big hitters in here and there with smaller titles, and every month is exciting on Game Pass.
The last ingredient is to make this accessible all the time, nearly everywhere through streaming. That is getting closer with the announcement that PC and iOS will have cloud gaming through Game Pass Ultimate by spring. The big pieces are nearly in place, though some hurdles still exist. This accessibility is new to gaming. In the past you have had to spend hundreds or even thousands of dollars to get a console or gaming PC to access all the games, but downloading an app to your TV or smart phone takes away that barrier to entry. Microsoft now needs to stay the course, keep offering the best service in gaming, and bring in as many new customers as possible. How many new customers could that possibly be?
Using this Business Insider article, and then grabbing reported totals through 2019 from Netflix reports, I have the growth rates starting the year after streaming began for Netflix users. The first few years include the DVD part of the Netflix business, which seems appropriate to me given that Microsoft is starting the streaming off of their currently running physical business just like Netflix before them. The growth rates look like this:
2008 25.5%
2009 30.7%
2010 63.1%
2011 17.6%
2012 41.4%
2013 33.3%
2014 29.4%
2015 30.3%
2016 25.5%
2017 25.4%
2018 18.2%
2019 20.2%
I am not including 2020 where they are estimated to cross over the 200 million user mark because the pandemic may make that data point a little weird. If you take this and try to figure out where on the growth curve Microsoft is, I would argue somewhere around 2010. Game Pass has been established and running for a few years, but this is the first year they have seen explosive growth like Netflix did in 2010. Earlier in 2020 Game Pass hit 10 million users, and recently said they hit 15 million, so growth is definitely north of 50% this year. If you take that 15 million and extrapolate along the growth curve from 2010 to 2019, then the total users 9 years from now would be 125.3 million, but I think that is too high for several reasons.
The main reason Game Pass will not match Netflix exactly is that Netflix has a larger potential audience. The Bureau of Labor Statistics shows that on any given day 80% of Americans watch some television. The NPD gamer segmentation report for 2018/19 showed that 67% of Americans play video games, so not too far below the 80%, but 34% of that 67% are mobile only. Game Pass can now reach mobile only players, but I would assume not all of them are going to be interested in Game Pass, as a large proportion might be very casual gamers. If 25% of them are persuadable (you still won’t get all 25%), then somewhere around 41% of the US population is made up of potential Game Pass customers. That is about half of the television number, so that 125.3 million user extrapolation shows that Microsoft can expect to get to a subscriber base of something like 62.6 million users over the next 9 years (or if you halve all the growth rates instead of the result 46.3 million). There is an international component that makes this more difficulty to assess, but based on all of this I think 50 to 75 million subscribers a decade from now is very attainable, though there are some barriers that could make that hard to pull off, as well as some things that could make it too conservative an estimate.
Barriers:
Like Netflix, the game streaming technology has to overcome two major technical problems. Making the experience good enough, and access to quality internet. Right now, input lag and inconsistent HD output while streaming games, among other things, means the experience on console or computer is still quite a bit better. Microsoft needs to make the streaming experience as close to its experience on an Xbox console as possible. Netflix used to have similar issues and overcame them, so I am going to give Microsoft the benefit of the doubt that they will get there. Internet quality is the biggest hurdle in my opinion since it is not in Microsoft’s control. Data caps and getting 25 to 50 MBPS consistently are going to be problematic. Anyone my age remembers the one kid in junior high who ran up a $2,000 phone bill when the internet was new, and those data caps are not going to handle game streaming any better. To really reach the masses, especially in poorer countries, both mobile and regular internet stability and pricing strategies are going to need to adapt to this game streaming world.
Opportunities:
Mobile may be a much larger opportunity than what I am giving it credit for. You could argue that having access to higher quality video games on mobile than there are currently means even more people will become gamers on that platform. Another possibility is that COVID lockdowns made more gamers or brought some old gamers back, meaning the potential group is larger than I am estimating. Sales of video games and hardware have been consistently high throughout this year, and that could be a big opportunity for the companies in the gaming industry broadly. That is before the synergistic advantages that they are likely to see.
"We see that people actually spend 20 percent more time playing games, try 30 percent more genres, and play 40 percent more total games, including outside the subscription. We have seen the highest levels of engagement ever on our own games and growth in the player base," Xbox gaming exec Sarah Bold told Wired.
Xbox is an $11 Billion business. It is possible Game Pass on its own could generate that much revenue a decade from now from subscriptions, additional game sales, and peripherals.
All in all, Microsoft is well poised to become the name synonymous with game streaming. They seem well ahead of the other entrants so far, Google and Amazon mostly. They have the ambition, they have the content, they have the infrastructure nearly in place, and now all they need is to execute the plan.
submitted by BtheEnder to kindafunny [link] [comments]

Mega eTextbooks release thread (part-35)! Find your textbooks here between $5-$25 :)

  • Kindly note that the price range mentioned above is only for the books in the megathread list. Any requested books unavailable in the list can cost more, so please do not make any wrong assumptions.
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Please find the list below:
  1. US: A Narrative History Volume 1: To 1877, 8th Edition: James West Davidson
  2. Starting Out with Python, 5th Edition: Tony Gaddis
  3. Sanders' Paramedic Textbook Includes Navigate 2 Essentials Access, 5th Edition: Mick J. Sanders & AAOS & Kim McKenna
  4. Sanders' Paramedic Student Workbook, 5th Edition: Mick J. Sanders & American Academy of Orthopaedic Surgeons (AAOS)
  5. Philosophical, Ideological, and Theoretical Perspectives on Education, 2nd Edition: Gerald L. Gutek
  6. Metaphysics, Meaning, and Modality: Themes from Kit Fine: Mircea Dumitru
  7. Learning Theories: An Educational Perspective, 8th Edition: Dale Schunk
  8. Investments, 9th Canadian Edition: Zvi Bodie & Alex Kane & Alan Marcus & Lorne Switzer
  9. Intelligence Analysis: A Target-Centric Approach, 6th Edition: Robert M. Clark
  10. HR3 with CourseMate, 1 term, 3rd Edition: Angelo DeNisi & Ricky Griffin
  11. Horngren's Accounting, Volume 2, 11th Canadian Edition: Tracie Miller-Nobles & Brenda Mattison & Ella Mae Matsumura
  12. Fundamentals of Business Organizations for Paralegals, 6th Edition: Deborah E. Bouchoux
  13. Financial Accounting, 15th Edition: Carl S. Warren & James M. Reeve & Jonathan Duchac
  14. Contemporary Business, 18th Edition: Louis E. Boone & David L. Kurtz & Susan Berston
  15. Auditing: Assurance and Risk, 4th Edition: W. Robert Knechel & Steven E. Salterio
  16. Beginner's Guide to SOLIDWORKS 2020, Level II: Alejandro Reyes
  17. CCNA 200-301 Official Cert Guide, Volume 1, 1st Edition: Odom Wendell
  18. CCNA 200-301 Official Cert Guide, Volume 2, 1st Edition: Odom Wendell
  19. The New One Minute Manager, 1st Edition: Ken Blanchard & Spencer Johnson
  20. Mosby's Guide to Nursing Diagnosis, 6th Edition: Gail B. Ladwig & Betty J. Ackley & Mary Beth Makic
  21. Your Research Project: Designing, Planning, and Getting Started, 4th Edition: Nicholas Walliman
  22. Your Health Today: Choices in a Changing Society, 7th Edition: Michael Teague
  23. Writing Today, 4th Edition: Richard Johnson-Sheehan & Charles Paine
  24. Writing in the Technical Fields: A Practical Guide, 3rd Edition: Thorsten Ewald
  25. Writing and Reporting for the Media: Text and Workbook Package, 12th Edition: John R. Bender & Lucinda D. Davenport & Michael W. Drager & Fred Fedler
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  42. Abnormal Psychology: An Integrated Approach, 6th Edition: David H. Barlow & V. Mark Durand
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  68. Argumentation and Debate, 13th Edition: Austin J. Freeley & David L. Steinberg
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  99. Canadian Criminology, 4th Edition: John Winterdyk
  100. Canadian Family Practice Guidelines, 1st Edition: Jill C. Cash & Cheryl A. Glass
  101. Canadian Income Taxation, Planning and Decision making, 2020-2021 Edition: William Buckwold & Joan Kitunen & Matthew Roman
  102. Canadian PR for the Real World, 1st Edition: Maryse Cardin
  103. Federal Taxation: Comprehensive Topics (2021): Ephraim P. Smith & Philip J. Harmelink & James R. Hasselback
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  110. Child and Adolescent Development in Your Classroom, Topical Approach, 3rd Edition: Christi Crosby Bergin & David Allen Bergin
  111. Child Development: A Practitioner's Guide, 4th Edition: Douglas Davies & Michael F. Troy
  112. Child Development and Education, 7th Edition: Teresa McDevitt & Jeanne Ormrod
  113. Child Welfare for the Twenty-first Century: A Handbook of Practices, Policies, and Programs, 3rd Edition: Gerald Mallon & Peg McCartt Hess
  114. Children and Their Development, 7th Edition: Robert V. Kail
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  116. Coaching Psychology Manual, 2nd Edition: Margaret Moore
  117. Coming Into Being: Sabina Spielrein, Jung, Freud, and Psychoanalysis: Frank J. Marchese
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  119. Communicating for Results: A Canadian Student's Guide, 5th Edition: Carolyn Meyer
  120. Communication Pathways, 2nd Edition: Parcell Valenzano III & Broeckelman-Post
  121. Community and Public Health Education Methods: A Practical Guide, 4th Edition: Robert J. Bensley & Jodi Brookins-Fisher
  122. Community Based Strategic Policing in Canada, 5th Edition: Brian Whitelaw & Richard Parent
  123. Community Development in Canada, 2nd Edition: Jason D. Brown & David Hannis
  124. Community Health Nursing: A Canadian Perspective, 5th Edition: Lynnette Leeseberg Stamler & Lucia Yiu
  125. Community Organizing: A Holistic Approach: Joan Kuyek
  126. Comparative Economics in a Transforming World Economy, 3rd Edition: J. Barkley Rosser & Marina V. Rosser
  127. Complete Digital Photography: 9th Edition: Ben Long
  128. CompTIA Server+ Certification All-in-One Exam Guide (Exam SK0-004), 1st Edition: Daniel Lachance
  129. Computer Networking: A Top Down Approach, 8th Edition: James Kurose & Keith Ross
  130. Concise Introduction to Tonal Harmony, 1st Edition: L. Poundie Burstein & Joseph N. Straus
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  135. Contemporary Business Mathematics with Canadian Applications, 12th Edition: Ali R. Hassanlou & S. A. Hummelbrunner & Kelly Halliday
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  137. Contemporary Class Piano, 8th Edition: Elyse Mach
  138. Contemporary Management, 11th Edition: Gareth Jones & Jennifer George
  139. Contemporary Moral Arguments: Readings in Ethical Issues, 2nd Edition: Lewis Vaughn
  140. Corporate Computer Security, 5th Edition: Randall Boyle & Raymond Panko
  141. Corporate Finance: A Focused Approach, 5th Edition: Michael C. Ehrhardt & Eugene F. Brigham
  142. Crime Prevention: Approaches, Practices, and Evaluations, 10th Edition: Steven P. Lab
  143. Criminal Investigation, 9th Edition: Kären M. Hess & Christine Hess Orthmann
  144. Criminal Law, 1st Edition: Katheryn Russell-Brown & Angela J. Davis
  145. Criminal Procedure for the Criminal Justice Professional, 12th Edition: John N. Ferdico & Henry F. Fradella & Christopher D. Totten
  146. Criminological Theory: Past to Present: Essential Readings, 6th Edition: Francis T. Cullen & Robert Agnew & Pamela Wilcox
  147. Criminology: A Canadian Perspective, 9th Edition: Rick Linden
  148. Cross-Domain Deterrence: Strategy in an Era of Complexity: Erik Gartzke & Jon R. Lindsay
  149. CTS Certified Technology Specialist Exam Guide, 3rd Edition: Andy Ciddor
  150. Cultural Anthropology: A Perspective on the Human Condition, 4th Canadian Edition: Emily Schultz & Robert Lavenda & Roberta Robin Dods
  151. Cultural Diversity: A Primer for the Human Services, 6th Edition: Jerry V. Diller
  152. Culture and Identity: Life Stories for Counselors and Therapists, 3rd Edition: Anita Jones Thomas & Sara E. Schwarzbaum
  153. CURRENT Medical Diagnosis and Treatment 2021, 60th Edition: Maxine A. Papadakis & Stephen J. McPhee & Michael W. Rabow
  154. Dance and Cultural Diversity, 2nd Edition: Darlene O'Cadiz
  155. Data Analysis: A Model Comparison Approach To Regression, ANOVA, and Beyond, 3rd Edition: Charles M. Judd & Gary H. McClelland & Carey S. Ryan
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  157. Death & Dying, Life & Living, 8th Edition: Charles A. Corr & Donna M. Corr & Kenneth J. Doka
  158. Death Scene Investigation: Procedural Guide, 2nd Edition: Michael S. Maloney
  159. Designing Your Life: How to Build a Well-Lived, Joyful Life, 1st Edition: Bill Burnett & Dave Evans
  160. Developing Managment Skills, 10th Edition: David A. Whetten & Kim S. Cameron
  161. Development Economics: Theory and practice, 1st Edition: Alain de Janvry & Elisabeth Sadoulet
  162. Developmental Biology, 12th Edition: Michael J.F. Barresi & Scott F. Gilbert
  163. Developmental Psychology: Infancy and Childhood: 5th Canadian Edition: David Shaffer & Katherine Kipp & Eileen Wood & Teena Willoughby
  164. Discover Biology, Core 6th Edition: Anu Singh-Cundy & Gary Shin
  165. Diversity and Society: Race, Ethnicity, and Gender, 6th Edition: Joseph F. Healey & Andi Stepnick
  166. Do Humankind's Best Days Lie Ahead?: Steven Pinker & Matt Ridley & Alain de Botton
  167. Document-Based Cases for Technical Communication, 2nd Edition: Roger Munger
  168. Doing Grammar, 5th Edition: Max Morenberg
  169. Doing Right: A Practical Guide to Ethics for Medical Trainees and Physicians, 4th Edition: Philip C. Hebert & Wayne Rosen
  170. Doing the Best I Can: Fatherhood in the Inner City, 1st Edition: Kathryn Edin & Timothy J. Nelson
  171. Drone Photography & Video Masterclass: Fergus Kennedy
  172. Drugs, Behaviour, and Society, 3rd Canadian Edition: Carl L Hart & Charles J. Ksir & Andrea Hebb & Robert Gilbert
  173. Early Education Curriculum: A Child’s Connection to the World, 7th Edition: Nancy Beaver & Susan Wyatt & Hilda Jackman
  174. Ecology, 5th Edition: William D. Bowman & Sally D. Hacker
  175. Economics for Competition Lawyers, 2nd Edition: Gunnar Niels & Helen Jenkins & James Kavanagh
  176. The Economics of Money, Banking and Financial Markets, 5th Edition: Frederic Mishkin
  177. Educational Psychology, 14th Edition: Anita Woolfolk
  178. Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research, 6th Edition: John W. Creswell
  179. Egan's Fundamentals of Respiratory Care, 12th Edition: Robert M. Kacmarek & James K. Stoller & Al Heuer
  180. Electrical Power System Essentials, 2nd Edition: Pieter Schavemaker & Lou van der Sluis
  181. Electrical Wiring Industrial, 16th Edition: Stephen L. Herman
  182. Elemental Geosystems, 9th Edition: Robert Christopherson & Ginger Birkeland
  183. Elementary Linear Algebra: Applications Version, 12th Edition: Howard Anton & Chris Rorres & Anton Kaul
  184. Elements of Sociology: A Critical Canadian Introduction, 5th Edition: John Steckley
  185. Employment Law for Business and Human Resources Professionals, Revised 4th Edition: Kathryn J. Filsinger
  186. Energy Efficiency and Management for Engineers, 1st Edition: Mehmet Kanoglu & Yunus Cengel
  187. Entrepreneurship: Theory, Process, and Practice, 10th Edition: Donald F. Kuratko
  188. Entrepreneurship: Successfully Launching New Ventures, 6th Edition: Bruce Barringer & R Ireland
  189. Environment: The Science Behind the Stories, 7th Edition: Withgott & Laposata
  190. Environmental Science: A Global Concern, 15th Edition: William Cunningham & Mary Cunningham
  191. Environmental Science: Systems and Solutions, 6th Edition: Michael L. McKinney & Robert M. Schoch & Logan Yonavjak & Grant Mincy
  192. Epidemiology for Public Health Practice, 6th Edition: Robert H. Friis & Thomas Sellers
  193. Essential Clinical Procedures, 4th Edition: Richard W. Dehn & David P. Asprey
  194. Essential Examination: Step-by-step guides to clinical examination scenarios with practical tips and key facts for OSCEs, 3rd Edition: Alasdair K.B. Ruthven
  195. Essentials of Biology, 6th Edition: Sylvia Mader & Michael Windelspecht
  196. Cultural Anthropology: A Toolkit for a Global Age, 3rd Edition: Kenneth J. Guest
  197. Essentials of Educational Psychology: Big Ideas To Guide Effective Teaching, 5th Edition: Jeanne Ellis Ormrod
  198. Essentials of Human Resources Administration in Education, 1st Edition: Ronald Rebore
  199. Essentials of Marketing Research, 7th Edition: Barry J. Babin
  200. Essentials of Negotiation, 7th Edition: Roy Lewicki & Bruce Barry & David Saunders
  201. Essentials of Sociology, 7th Edition: Anthony Giddens & Mitchell Duneier & Richard P. Appelbaum & Deborah Carr
  202. Ethics for Engineers: Martin Peterson
  203. European Union Law in a Nutshell, 9th Edition: Ralph Folsom
  204. Evaluating Educational Interventions: Single-Case Design for Measuring Response to Intervention, 2nd Edition: T. Chris Riley-Tillman & Matthew K. Burns & Stephen P. Kilgus
  205. Everyone's an Author with Readings, 3rd Edition: Andrea Lunsford & Michal Brody & Lisa Ede & Beverly Moss & Carole Clark Papper & Keith Walters
  206. Examples & Explanations for Agency, Partnerships, and LLCs, 5th Edition: Daniel S. Kleinberger
  207. Examples & Explanations for Criminal Procedure: The Constitution and the Police, 9th Edition: Robert M. Bloom & Mark S. Brodin
  208. Examples & Explanations for Evidence, 12th Edition: Arthur Best
  209. Examples & Explanations for Family Law, 6th Edition: Robert E. Oliphant & Nancy Ver Steegh
  210. Examples & Explanations for Federal Courts, 4th Edition: Laura E. Little
  211. Examples & Explanations for Legal Writing, 3rd Edition: Terrill Pollman & Judith M. Stinson
  212. Examples & Explanations for Secured Transactions, 7th Edition: James Brook
  213. Examples & Explanations for The Law of Torts, 6th Edition: Joseph W. Glannon
  214. Examples & Explanations for Wills, Trusts, and Estates, 7th Edition: Gerry W. Beyer
  215. Experience Research Social Change: Critical Methods, 3rd Edition: Colleen Reid & Lorraine Greaves & Sandra Kirby
  216. Experiencing Mis, 8th Edition, Global Edition: Randall J. Boyle & David M. Kroenke
  217. Experimental Statistics for Agriculture and Horticulture, 1st Edition: Clive Ireland
  218. Exploring Mathematics: Investigations for Elementary School Teachers, 1st Edition: Rajee Amarasinghe & Lance Burger & Maria Nogin
  219. Fairy Tale: The New Critical Idiom, 1st Edition: Andrew Teverson
  220. Faitheist: How an Atheist Found Common Ground with the Religious: Chris Stedman
  221. Families, Professionals, and Exceptionality: Positive Outcomes Through Partnerships and Trust, 7th Edition: Ann Turnbull & H. Turnbull & Elizabeth Erwin & Leslie Soodak & Karrie Shogren
  222. Family Business, 5th Edition: Ernesto J. Poza & Mary S. Daugherty
  223. Family Life Education: Principles and Practices for Effective Outreach, 3rd Edition: Stephen F. Duncan & H. Wallace Goddard
  224. Financial & Managerial Accounting, 19th Edition: Jan Williams & Mark Bettner & Joseph Carcello
  225. Financial Accounting, 11th Edition: Jerry J. Weygandt & Paul D. Kimmel & Donald E. Kieso
  226. Financial Accounting Cases, 3rd Canadian Edition: Camillo Lento & Jo-Anne Ryan
  227. Financial Management for Nurse Managers and Executives, 5th Edition: Cheryl Jones & Steven A. Finkler & Christine T. Kovner & Jason Mose
  228. Fire and Emergency Services Safety & Survival, 2nd Edition: Travis M Ford & Natl Fallen Firefighters
  229. Forensic Science: An Introduction to Scientific and Investigative Techniques, 4th Edition: Stuart H. James & Jon J. Nordby & Suzanne Bell
  230. Foundations of Bilingual Education and Bilingualism, 5th Revised Edition: Colin Baker
  231. Foundations of Criminal and Civil Law in Canada, 4th Canadian Edition: Nora Rock
  232. Foundations of Infection Control and Prevention: Christine Mcguire-Wolfe
  233. Foundations of Operations Management, 4th Canadian Edition: Larry Ritzman
  234. Foundations of Psychological Testing: A Practical Approach, 6th Edition: Leslie A. Miller & Robert L. Lovler
  235. From Marx to Mises: Post Capitalist Society and the Challenge of Ecomic Calculation: David Ramsay Steele
  236. Fundamentals of Applied Electromagnetics, 7th Edition: Fawwaz Ulaby & Umberto Ravaioli
  237. Fundamentals of Fire and Emergency Services, 2nd Edition: Jason Loyd & James Richardson
  238. Fundamentals of General, Organic, and Biological Chemistry, 7th Edition: John E. McMurry & David S. Ballantine & Carl A. Hoeger & Virginia E. Peterson
  239. Fundamentals of Hydraulic Engineering Systems, 5th Edition: Robert Houghtalen & A. Osman Akan & Ned Hwang
  240. Fundamentals: Perspectives on the Art and Science of Canadian Nursing, 2nd Edition: david Gregory & Tracey Stephens & Christy Raymond-Seniuk & Linda Patrick
  241. Game Anim: Video Game Animation Explained, 1st Edition: Jonathan Cooper
  242. Getting to Yes: Negotiating an agreement without giving in: Roger Fisher & William Ury
  243. Giving Reasons: An Extremely Short Introduction to Critical Thinking: David R. Morrow
  244. Global Imbalances and Financial Capitalism: Stock-Flow-Consistent Modelling, 1st Edition: Jacques Mazier
  245. Global Internet Law, 3rd Edition: Michael Rustad
  246. Globalization: A Reader for Writers, 1st Edition: Maria Jerskey
  247. Graph Theory and Its Applications, 3rd Edition: Jonathan L. Gross & Jay Yellen & Mark Anderson
  248. Graphic Design: The New Basics, 2nd Edition: Revised and Expanded: Ellen Lupton & Jennifer Cole Phillips
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  250. Group Dynamics for Teams, 4th Edition: Daniel J. Levi
  251. Guidance for Every Child: Teaching Young Children to Manage Conflict: Daniel Gartrell
  252. Habits of the Creative Mind: A Guide to Reading, Writing, and Thinking, 2nd Edition: Richard E. Miller & Ann Jurecic
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  254. HÀNH TRANG NGÔN NG?: LANGUAGE LUGGAGE FOR VIETNAM: A First-Year Language Course, Bilingual Edition: Tri C. Tran & Minh-Tam Tran
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  256. Canadian Nursing Health Assessment: A Best Practice Approach, 2nd Edition: Tracey C. Stephen & D. Lynn Skillen
  257. Health Care Finance and the Mechanics of Insurance and Reimbursement, 2nd Edition: Michael K. Harrington
  258. Health Promotion in Canada: New Perspectives on Theory, Practice, Policy, and Research, 4th Edition: Irving Rootman & Ann Pederson & Katherine Frohlich & Sophie Dupéré
  259. Genetics: A Conceptual Approach, 7th Edition: Benjamin A. Pierce
  260. The Heritage of World Civilizations, Volume 2, 10th Edition: Albert M. Craig & William A. Graham & Donald M. Kagan & Steven Ozment & Frank M. Turner
  261. Home-School Connections in a Multicultural Society: Learning From and With Culturally and Linguistically Diverse Families, 1st Edition: Maria Luiza Dantas & Patrick C. Manyak
  262. How Children Develop, 6th Canadian Edition: Robert S. Siegler & Jenny Saffran & Nancy Eisenberg
  263. How English Works: A Linguistic Introduction, 3rd Edition: Anne Curzan & Michael Adams
  264. How English Works: Pearson New International Edition: A Linguistic Introduction: Anne Curzan & Michael Adams
  265. How Innovation Works: And Why It Flourishes in Freedom: Matt Ridley
  266. How to Avoid Falling in Love with a Jerk: The Foolproof Way to Follow Your Heart Without Losing Your Mind, 1st Edition: John Van Epp
  267. Human Growth and Development Across the Lifespan: Applications for Counselors, 1st Edition: David Capuzzi & Mark D. Stauffer
  268. Human Knowledge: Classical and Contemporary Approaches, 3rd Edition: Paul K. Moser & Arnold vander Nat
  269. Human Resource Management, 2nd Edition: Ronan Carbery & Christine Cross
  270. Human Resource Management, 16th Edition: Sean R. Valentine & Patricia Meglich & Robert L. Mathis & John H. Jackson
  271. Human Rights: Politics and Practice, 3rd Edition: Michael Goodhart
  272. Human Sexuality: A Contemporary Introduction, 3rd Edition: Caroline F. Pukall
  273. Human Trafficking: Applying Research, Theory, and Case Studies, 1st Edition: Noel B. Busch-Armendariz & Maura B. Nsonwu & Laurie C. Heffron
  274. Humanities through the Arts, 10th Edition: Lee Jacobus & F. David Martin
  275. I Never Knew I Had a Choice: Explorations in Personal Growth, 11th Edition: Gerald Corey & Marianne Schneider Corey & Michelle Muratori
  276. Illustrated Microsoft Office 365 & Access 2016: Introductory, 1st Edition: Lisa Friedrichsen
  277. Imagining Sociology: An Introduction with Readings, 2nd Edition: Catherine Corrigall-Brown
  278. Innovative Teaching Strategies in Nursing and Related Health Professions, 7th Edition: Martha J. Bradshaw & Beth L. Hultquist
  279. Interactive Psychology: People in Perspective: James J. Gross & Toni Schmader & Bridgette Martin Hard & Adam K. Anderson
  280. Intermediate Accounting, Volume 1, 12th Canadian Edition: Donald E. Kieso & Jerry J. Weygandt & Terry D. Warfield & Irene M. Wiecek & Bruce J. McConomy
  281. Intermediate Accounting, Volume 2, 12th Canadian Edition: Donald E. Kieso & Jerry J. Weygandt & Terry D. Warfield & Irene M. Wiecek & Bruce J. McConomy
  282. Intermediate Financial Management, 12th Edition: Eugene F. Brigham & Phillip R. Daves
  283. International Business: A Managerial Perspective, 9th Edition: Ricky Griffin & Michael Pustay
  284. International Business, 2nd Edition: Shad Morris & James Oldroyd
  285. International Business: Competing in the Global Marketplace, 13th Edition: Charles Hill
  286. International Economics, 7th Edition: James Gerber
  287. International Economics, 17th Edition: Robert Carbaugh
  288. International Human Resource Management, 4th Edition: Anne-Wil Harzing & Ashly Pinnington
  289. International Management: Culture, Strategy, and Behavior, 11th Edition: Fred Luthans & Jonathan Doh
  290. International Organizations: Politics, Law, Practice, 4th Edition: Ian Hurd
  291. International Relations, 3rd Edition: Eric Shiraev & Vladislav Zubok
  292. International Relations, 12th Edition: Jon C. W. Pevehouse & Joshua S. Goldstein
  293. International Trade: Theory and Policy, 11th Edition: Paul R. Krugman & Maurice Obstfeld & Marc Melitz
  294. Internet Marketing, 4th Edition: Debra Zahay & Mary Lou Roberts
  295. Interpersonal Communication: Everyday Encounters, 9th Edition: Julia T. Wood
  296. Interpreting Engineering Drawings, 7th Edition: Cecil H. Jensen
  297. Interviewing and Investigation, 3rd Edition: Kerry Watkins
  298. Intro to Python for Computer Science and Data Science: Learning to Program with AI, Big Data and The Cloud, 1st Edition: Paul Deitel & Harvey Deitel
  299. Introducing English Grammar, 3rd Edition: Kersti Börjars & Kate Burridge
  300. Introducing Morphology, 2nd Edition: Rochelle Lieber
  301. Introduction to 80x86 Assembly Language and Computer Architecture, 3rd Edition: Richard C. Detmer
  302. Introduction to Basic Cardiac Dysrhythmias, 5th Edition: Sandra Atwood & Cheryl Stanton & Jenny Storey-Davenport
  303. Introduction to Communication Disorders: A Lifespan Evidence-Based Perspective, 6th Edition: Robert Owens & Kimberly Farinella & Dale Metz
  304. Introduction to Corrections, 3rd Edition: Robert D. Hanser
  305. Introduction to Criminal Justice: Practice and Process, 4th Edition: Kenneth J. Peak & Tamara D. Madensen-Herold
  306. Introduction to Econometrics, 5th Edition: Christopher Dougherty
  307. Introduction to Global Politics, 6th Edition: Steven L. Lamy & John S. Masker & John Baylis & Steve Smith & Patricia Owens
  308. Introduction to Health Care Management, 4th Edition: Sharon B. Buchbinder & Nancy H. Shanks & Bobbie J Kite
  309. Introduction to Law in Canada, 2nd Edition: Richard A. Yates & Ruth Whidden Yates & Penny Bain
  310. Introduction to Philosophy: Classical and Contemporary Readings, 8th Edition: John Perry & Michael Bratman & John Martin Fischer
  311. Introduction to Robotics: Mechanics and Control, 4th Edition: John Craig
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  314. Investment Banking Explained: An Insider's Guide to the Industry, 2nd Edition: Michel Fleuriet
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  316. Issues in Social Justice: Citizenship and Transnational Struggles: Tanya Basok & Suzan Ilcan
  317. Janson's Basic History of Western Art, 9th Edition: Penelope J.E. Davies & Frima Fox Hofrichter & Joseph F. Jacobs & Ann S. Roberts & David L. Simon
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  319. The American Past: A Survey of American History, 9th Edition: Joseph R. Conlin
  320. Krause's Food & the Nutrition Care Process, 14th Edition: L. Kathleen Mahan & Janice L Raymond
  321. Laboratory Assessment of Nutritional Status: Bridging Theory & Practice: MARY LITCHFORD
  322. Laboratory Manual in Physical Geology, 12th Edition: Vincent Cronin & Dennis G. Tasa
  323. Landmarks in Humanities, 5th Edition: Gloria Fiero
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  333. Linne & Ringsrud's Clinical Laboratory Science: Concepts, Procedures, and Clinical Applications, 8th Edition: Mary Louise Turgeon
  334. Looking at Movies, 6th Edition: Dave Monahan
  335. Looking Out, Looking In, 14th Edition: Ronald B. Adler & Russell F. Proctor II
  336. Preparing Literature Reviews, 5th Edition: M Pan
  337. Macroeconomics, 6th Canadian Edition: Dean Croushore & S. Ben Bernanke & B. Andrew Abel
  338. Macroeconomics: Canadian Edition, 6th Edition: N. Gregory Mankiw & William M. Scarth
  339. Macroeconomics, 16th Canadian Edition: Christopher Ragan
  340. Macroeconomics: Canadian Edition, 3rd Edition: Paul Krugman & Robin Wells & Iris Au & Jack Parkinson
  341. Making Content Comprehensible for Secondary English Learners: The SIOP Model, 3rd Edition: Jana Echevarria & MaryEllen Vogt & Deborah Short
  342. Management, 15th Edition: Stephen Robbins & Mary Coulter
  343. Management and Welfare of Farm Animals: The UFAW Farm Handbook, 5th Edition: John Webster
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  345. Managing for Quality and Performance Excellence, 11th Edition: James R. Evans & William M. Lindsay
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  348. Martin Luther King Jr., Malcolm X, and the Civil Rights Struggle of the 1950s and 1960s: A Brief History with Documents, 1st Edition: David Howard-Pitney
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online gaming industry statistics 2016 video

Please see the Industr y Statistics excel file for more details 6 Gambling industry GGY (£m) 0 2,000 4,000 6,000 8,000 10,000 12,000 14,000 16,000 0 1,000 2,000 3,000 4,000 5,000 T ot a l i n d u s t r y G G Y (£ m) G a m b l i n g t y p e t r e n d (£ m) Apr 2014 - Mar 2015 Apr 2015 - Mar 2016 Apr 2016 - Mar 2017 Apr 2017 - Mar 2018R Apr We’ve compiled the latest online gaming statistics for 2019 including up to date data on gaming industry growth, popular gaming platforms, gaming by geographical region and much more. Find industry analysis, statistics, trends, data and forecasts on Global Casinos & Online Gambling from IBISWorld. Get up to speed on any industry with comprehensive intelligence that is easy to read. Banks, consultants, sales & marketing teams, accountants and students all find value in IBISWorld. Industry Outlook Neu Online-Gaming-Plattformen nach der Anzahl der Unique User in Deutschland 2017. Prognose zum Umsatz mit PC-Gaming-Hardware weltweit bis 2020 . Umfrage in Deutschland zur Häufigkeit des Spielens von Online-PC-Games bis 2019. Umfrage zu Wünschen in Bezug auf das Thema mobiles Gaming in Deutschland 2016. Verteilung der Nutzer von Gaming-Apps nach Altersgruppen in den USA The Mobile Gaming Industry Revenue & Growth Statistics The mobile gaming industry has proven it’s on track to increase market share, with the global industry projected to reach $106 billion by 2021. In 2012, the mobile gaming raked in $12.7 billion globally, meaning the industry will increase revenue by more than 730% over the course of nine years. Mobile gaming is also projected to dominate The latter two segments combined generated revenue of roughly 19.9 billion U.S. dollars in 2016 and, judging by the data volume of global online gaming traffic alone, which is forecast to grow The online gambling industry is also witnessing an increasing risk of app-based hacking. In addition, compulsive gambling can affect an individual’s health and personal relationships, leading to issues such as depression or debts. COVID19 Impact Insights. The outbreak of COVID-19 is projected to favorably impact the market. To prevent the spread of the virus, countries across the globe have Video gaming is multi-billion-dollar industry enjoyed by consumers around the world. Find more about the market in our analysis on the video gaming industry! Today we’ll find out more about this industry, thanks to some of the most fantastic video game statistics on the Web. The gaming industry is the wealthiest of all entertainment industries. It could also have a massive impact on our lives. If you’ve ever reloaded your weapon at 4 a.m. while rubbing your red eyes, hoping your enemy is out of bullets – you’ll know what I mean. But before In the US the numbers are quite different, in 2016 only 3% out of the 4.2 billion who said they gamble regularly said they played online. This number must have gone up in the following years...

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