/PRNewswire/ The "Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)" report has been added to ResearchAndMarkets.com s offering..
years that music is an investable asset class low volatility and very long term earnings potential that, in a lot of ways, behaves much like the commercial real estate industry in the asset life is very long, downside protection is excellent, and just like in a complex commercial building, a complex commercial building, a portfolio of music right can be licensed and re licensed and re licensed again. any number of times. and any number of ways. for example, to a record company, whenever a new recording of the record is made, whenever the song is synchronised into a film or a tv show or a commercial or, more recently, when a song is used in gaming platforms or short form video platforms like tiktok and fitness applications and even podcasting. so every
in fact, as i have been watching a spattering of games being played recently, i ve been horrified to learn just what a fertile ground for extremist culture they can turn out to be. mainstream games, as well as indie and custom made ones, have become places not only to play online, but spaces where like minded people meet, chat and posture. how about we try to win a battle royale across multiple games while chatting nationalism? this is mark collett, the founder of the white nationalist group, patriotic alternative, talking to players on call of duty. it is one of the many examples of what the team have come up with, representing just a taste of what is out there. online gaming basically forms a means for people to connect over a shared hobby online, and this includes extremists, which can be really, really important in terms of advancing and furthering the extremist movement globally. within these huge gaming platforms, small but dedicated
are millions of users in it. but then when you are in them, they can often actually be quite private, so these can be small groups, one chats, and not easy for researchers or investigators, often, to look into those kinds of places to see where radicalisation is at work. some of the companies we saw annual report, like minecraft, they are big, they have got money, why are they not able to help themselves? all technology companies are walking this kind of balancing act. 0n the one hand you have the balance of the platform is being misused and the other the cost and difficulty of enforcing it and they all arrive at some kind of weird point in the middle where they kind of have to balance the costs and on the one side and the public risks on the other and currently, right now, it isjust less visible that this kind of stuff is happening on gaming platforms, they have just had less embarrassment and less public exposure around it. do you get the sense that these extremists are somehow being