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tv   The Cost of Everything  RT  April 18, 2024 2:30am-3:00am EDT

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as well after months of the house of representatives, delaying and debating the nature of upcoming aid from the united states to ukraine . we now have a new set of bills that have been put forward in the lower house of the us congress . now they have divided funding for ukraine funding for israel and funding for the government on taiwan from each other into 3 separate bills. the bill for ukraine provides ukraine with attack them's missiles, as well as $61000000000.00. however, it's not simply a guess, it will be a loan which ukraine will be required to reimburse the united states for the president of the united states will be authorized under the bill to negotiate the terms of ukraine reimbursing the united states for the 61000000000 dollars the important to note the 61000000000 dollars, but not all just be directly given to you. crane a 3rd of it will be given to us weapons manufacturers. and the president will have
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the authority to wave or disavow or make clear and no longer have to be paid up to 50 percent up to half of the money. and the negotiation will be carried out by the president of the united states. now, there are many republicans who oppose it among the marjorie taylor green and outspoken mazda support, or mog or republican. here's what she said. you. speaker johnson voted against $300000000.00 for ukraine before we gave you the gabble along with the majority of republicans. no one understands why it is now, your top priority to give you current $60000000000.00 more dollars. you're seriously out of stuff for the republicans by continuing to pass bills, dependent on democrats, everyone sees through this now. many are looking at johnson, the current speaker of the house, who is a republican and smelling a bit of hip hop procedural. he's previously opposed giving a new crane, but he appears to be supporting the current still in the current proposal. so many
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are looking on with a bit of frustration, marjorie taylor green, and some of the major republicans are not with him on this or, and we have us present, joe biden, who seems to be getting a little desperate in his rhetoric, saying that this $61000000000.00 is necessary because without it, russia will be then storming into europe and invading european union countries. for us it's, i'm smith's. the boot is false. as we move closer than ever terminate to allies dismissed the boot and they say you need to ally, we will come to its aid as our and these are allies, these for us of the september 11th attacks, we should say supports the green now just up most of booting from encroaching no, no needs or allies, and show that he doesn't drill us to into a future war in europe. now the russian president has made abundantly clear he has no intention of invading nato members or european union countries, but that has not stopped by the un and nato leaders from making this claim over and
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over again. and trying to justify their pro long of the conflict and ukraine. now at this point, people are looking at the new mobilization law in ukraine and wondering if the fact that this will be a debt that ukraine has to pay, it'll be a loan. and the terms of the loans repayment will be negotiated. but president, people wonder if that is already being leverage to control ukraine and it's government policies. this new mobilization ukraine is certainly not popular and it's certainly unpleasant for many men in the country. so voting on this bill in the house of representatives is expected to take place on saturday is a certainly a new development in the congressional battles surrounding us involvement in the ukrainian conflict and the supplier of the american taxpayer money into the government and kia american political analyst christopher, how are they offered us?
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his view on the way the divisive bill is been used by power players in washington. of course, the timing is amazing at a given the fact that it, whether bite in wins or loses, you'll still be able to make the executive decision to wipe out the debt. and then either way, he'll point, uh, you know, if president jeff or president trump is re elected, you'll put a to bind on him to enforce the other 50 percent and ensure that the united states is paid back. you have to imagine that there are a lot of machinations going on behind the scenes to ensure that you have get this money and the kid doesn't have to pay. and so of course, that date is very, very humorous for us to recognize that given the fact that now binding is losing so badly in the bowls and that his approval rating is saying that they realize that even if he can't last until you know, uh, another time at least give him a november 15th or so the right of the dead. 50 percent of the debt for kids do stay with our
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t up next. the cost of everything as far as the remarkable rise of the sports from a nation interest to a $1000000000.00 industry. by the 10 years ago, few people believe that playing video games would be considered a competitive, professional sport that could become a $1000000000.00 industry. yet this is precisely what has happened within just one decade. the east sports industry has grown tremendously now with investors back in teams to compete in official tournaments around the world. i'm christy, and you're watching the cost of everything we're today. we're immersing ourselves in the expansive world of gaming the
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the gaming today isn't just the past time. it is an industry. it's not just about the hardware, the peripherals or the games themselves, but it's a full on ecosystem that caters to a diverse audience with varying spending habits. e sports has evolved from nation competitive to global phenomenon. the financial investments in east for teams, tournaments, and sponsorships have skyrocketed. the sports market worldwide is projected to reach revenues of $4300000000.20. and now east sports isn't your normal gaming. it is competitive video games, or professional players or teams compete in various multiplayer video games. these competitions are organized into leaks, tournaments, and events, attracting both online and offline audiences. east sports has now grown into an industry with players sponsors and spectators contributing to his popularity and economic significance. the sports market can be divided into 6 different parts. first we have the sponsorships and advertising,
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which is the revenue made from sponsorship deals and advertising for events and tournaments. then there's merchandise and ticketing for the revenues from tournament tickets and the merchandise and spy that comes with. additionally, you have streaming media rights and publishing fees, which all refer to the revenues that are associated with broadcasting, east sports events across various channels. and finally, you have a sports betting which includes bedding on the outcomes of these a sports events. this is the largest market segment in east sports with volumes of $2500000000.20. for now, the growth of the sports is largely driven by the increasing popularity of competitive gaming advancements and gaming technology. the expansion of online platforms for streaming and rising global viewership, which solidify e sports as a significant part of the entertainment sector. the arrival of popular new east sports franchises, such as valour ok, and mobile east sports expansion with regional legal b, like mobile legends and legal legends also helped to grow the market. in 2021,
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the legal legend world championship finals in iceland was watched by a record 73.8 con current viewers. gaming live stream audience reach almost 810000000. so for context, the 2021 super bowl group 96400000 used users. e sports teams are players generally competing for prize money. data to was one of the best paying gains with the largest overall price pool at over $34000000.00. although prize money can be substantial, many sport teams also rely on sponsors for more stable income. but gave me says as both a social glue and a potential isolating force while the foster is communities and friendships, excessive gaming can also post challenges to mental health and social dynamics. so understanding the balance for players is crucial. and now today we're joined by ivan kirchhoff, ceo of east 40 and dot com. so ivan, how has
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a cost of gave me evolved over the years and what fact is contribute to the financial investment gamers make in their hobby? so gaming is there's some people wholly, uh for some people. it's a tool, for example we, we guide students into us university programs so they can get scholarships because they, they're good in their e sports. i'm sick, i'm fine. is there studies? there is, um yeah there's, there's a make it, i can be are out of it. yeah. has this thing the gaming lifted globally. is it now even considered a staple in education? yes. and the teachers do play every important role as well. like for example, i can wait until vacation east for programs they say in the k 12 space are,
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this is an extra credit activity. instead of like students, you know, going to their homes. you know, i'm playing alone with not a supervisor personally because their 1st may not be their stuff like they're in a safe space in a school, you know, i aiming and useful progress. no, no, it's not all. what also are the 4 people that compete or trade like there's also like they, they basically engage still used in data for example, ones that are more skilled in social media, in, in, in management, in the production side, in, in graphic design. so it's, it's not only for, for students that i compete, it's for students that wanna have a more skills that then they can leverage when they go into higher education, for example, and have a notification when they, when they go for a job they already have like it has an experience in the program is for assessing
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explosive growth. so how do you explain the rise of e sports and what is a global appeal of at all? yes, it's experienced. uh, uh, explosive growth, uh, independent living in a bit after there has been, uh, a curve, you know, like, uh cuz it was like the boom, a lot of investment, but then uh, the teams platforms could not live up to the investments. okay, so like there's been a lot of companies also, you know, i could buy breakfast of and things and financial problems, but now would discourage, you know, uh more more teams and other organizations inside the sports are basically their name on how to monetize on defense. not just rely on the sponsorship money, and then what ways has the popularity of a sports influence, the broader gaming industry, and how do you foresee this trajectory in the future? east brooks is a nice of, of entertainment. it's a um,
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so there is the gaming industry is way bigger than the sports, not everyone. you know, it can be a competitive player, but there's, you know, there's, do watch these for players compete. so it's gonna keep increasing. but it's, uh, yeah it's, it's still of these and those gaming becomes more ingrained and to daily life. what's the side of impacts both positive and negative are associated with the prevalence of gaming. yes. so gaming before like, uh, was just views, you know, and it was just a bunch of people in a basement even fast wasn't yeah. but uh, yeah, it's like, uh, in the beginnings of sports, you know, like, uh, there was in training schedule like, athletes were not a hunches of like how their, how physical exercise, putting funds and how, how interesting could influence them. and it's evolving into $1.00 to $2.00 towards
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there's already in teams, there's nutritionist, other traders, sports psychologist, all. also there be more efficient in the training. you know, you don't have to play a well trained 8 hours a day. you know, in order to reach peek level, you know, there's, there's many factors, you know, i can play a few hours. okay. 004 hours and then do things outside the training. you know, if i can benefit you as a player and with time, you know, there's, there's the maurice a now in schools also uh, it's an extra curricular activity. it's increases as the invitation and engagement schools are, are adopting the sports or more gaming, you know, uh the, to the cation. so yeah, it's, it's about time and it occasions banes making more investment and it's just
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educating. okay. on the kids on how to properly you know, a game or is it like also like if you play software every day for 8 hours you your get it just talk to it's about, you know, like probably 8, indicating the, the younger generation on, on how much of hold on to the game and how to, how to interact with those commit is, was, are there any cultural nuances that shape how gave me is perceived an integrated into societies around the world north, america's way more integrated, uh, in the decatur space, as the pro level, but it goes but like i know some parents are more understandable. not everyone, but most barriers do a i know about the opportunities that, that, that gaming can give you in, in education. okay. uh, in europe,
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a few schools i few countries are like more than all the countries are very developed and offer you sports as especially with sports for extracurricular activities. and some countries still need to develop schools that still uh, some of that, the private ones are more open but you know, for it to go to a public scale. it's a bit more broke arctic and and yeah, them inside the is know that the, the developed and yeah. sides south korea's prove a china as well by the hands hot as are restrictions development. but south korea is way more developed. uh uh the north, i'm do cation wise. i do prefer i just think the high schools in universities have, you know, other approach to give me any sports. uh, but yeah,
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on the professional side. so it's more a month. thank you so much, ivan, but please stick around. jamie expert ivan kirchhoff would stay with us right here after the break. and when we come back, what factors contribute to make countries a gaming power house? stay tuned for all the details, the take a fresh look around his life. kaleidoscopic isn't just a shifted reality distortion by tell us to do vision with no real opinions. fixtures designed to simplify all confused who really wants a better wills and is it just because it shows if you fractured images, presented as fast? can you see through their illusion going underground can
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the, the us, china and south korea are power houses in the gaming world, each with his unique gaming culture. factors such as technological infrastructure, social acceptance and historical context plays terminal roles. and it countries gaming prominence in asia, east boards are talking more interest and traditional sports. and china is leader with the largest east sports market in the world, accounting for 34 percent of the global industry revenue in that category. asia combined takes 53 percent. the government has been boosting the development of east squares by subsidizing companies building competition venue, and even green lighting, east sports majors and higher education. several cities including shanghai and
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since then, are buying to become the capital it east sports. south east asia is another up and coming market, and many big gaming companies are entering aggressively. this is the fastest growing region for gave me in the world with approximately 310000000 gamers across indonesia, malaysia, thailand, vietnam, singapore, and the philippines. this rapid growth is attributed to the market appetite for mobile gave me and the extensive deployment of 5 g networks. in europe, germany has become widely regarded as a hub for europe in east sports. the rise of east sports in germany was driven by the country's advanced gaining market and the fact that 88 percent of the population have internet access. the cities now compete to host a sports competition. for the same reason they compete for the superbowl or with the world cup matches, these competitions can stimulate growth and employment. atlanta is actually a great example of the city capitalizing on east ports. it was reported after
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opening green hack in 2019 the east sports industry employed $12000.00 georgians and had an economic impact of $500000000.00. the sports career isn't just for pro players, but also for testers. commentators content creators twitch streamers, and the list goes on east sports has also been a major influence on the tech industry. many universities offer east for scholarships that can help students pursue their passion in the technology field. so for this and more, let's bring it again. ivan kirk hawk, ceo of a sporty and dot com. and now i'm in different countries exhibit varying levels of gaming prominence. what cultural factors contribute to the dominance a certain country in the global gaming landscape? yes, it's basically uh the government, you know, and the people inside the government, do they believe your, or do we have been there knowledge on how to, you know, put
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a gaming schools also private, the, the private sector. you know, uh how, like, other open, like for example, like the season in europe are not, as you know, as open as risk taking, you know, as a v c in or the megabyte assembly it in the us or investment sometimes, you know, uh, also with the you know, with the sports now nobody has no attractive as it wasn't defined. they make, you know, like, uh, there's not that much investment as there used to be. so like, i think it depends on the on think also mentality of all of the people that bought it and see that the easiest edited trust a to any industry that is new. and, and the pro is that always, you know, the countryside and how the individual strike a balance between gaming and other activities in their lives and what challenges might arise when this balance is disrupted?
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yes, so the students should check it binds, you know, as long as they say students go to class, do the homework, perform it in exams, you know, and maybe have an extra play soccer. i'll play basketball if they love gaming. uh if they like they e. c, o or n and b 2 k. okay, as a with, with friends, you know, i shouldn't be a problem is just another hobby, you know? so the problem, because when you're doing too much of something and the other areas you know, are, are struggling or they, but that happens like that can be in gaming, that can be in other activities. you know, if it is too much of one thing, you know, even if you go to the extreme, it's gonna affect your personal life. so it's, no, it's just, no, it's getting like as long as you've got an sit out. okay, uh it should be like
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a great way to connect, you know, and so now people around the world or it, in your savings, see a country, you know, to know that people, but i was always about it. and so, you know, i and they should be taught in schools. that's why it's very important for gaming and it's worse to, to, to get into schools. so, higher education professionals, you know, can at these, to the students from a young age. now technological advancement has significantly impacted the game industry. how has innovation and technology influence the costs, accessibility, and the overall experience of gaming? well, um with the i, there's a lot of publishers, so like the companies that make the video games that are integrated and it's making like, you know, the user experience, you know, uh, more of the times that i'm super cool, you know, is that's in the really i also now the, now there's a new web 3. okay. so like now uh, it's the,
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those small developers that it usually had to, um, uh, spend a lot of marketing money and i want money to develop a game. and one that i think really even long shape because of the costs, you know, now with web 3. okay. and everyone can be the owner of that game. so like if they believe it in the developer, they can invest like in tokens. okay. to that, to, to the developer. and also it's the community can to invest, you know, in the video game. so it's actually like it, anybody that has a good product. okay. 10 launch. okay. so like in the near future, are they, there is going to be way more video games where more competition and yeah, it's gonna be uh, more complicated to stand out. but of course you, it is for everyone, you know, with a raise cuz now you know, like, it's not easy. it's not cheap. it's just not easy. you know,
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to have i large investment in, you know, it's a good, a good, pretty use the video game out. i'm with web 3, it will happen and i, it will be more accessible. and there are emerging technologies that you believe will further shape the future of gaming. yes, uh web. yeah, web 3 for me. uh, is gonna make video games come out at a fraction of a cost. okay. as um, the community. okay, we'll be able to support you. okay, if you don't have the funds, so like not having the money, this is no longer, you know, will no longer be the issue in the near future to get out more video games. and also for these 14 degrees, you can coordinate tokens to at least 14, if they're having a financial struggle, you know, and it can also be another revenue stream for the sports teams. cuz yeah,
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that's usually the support teams are struggling on revenue. eastern sale is sponsorship, or they oh, what i making the brand like a lifestyle and setting coast but, but that's it. you know, so with web 3 is hoping it can be another way to, you know, to monetize with funds that let's say gaming has become a communal activity. so how do online gaming communities contribute to the overall game experience? and are there economic or social benefits associated with these communities? this, um we interact with a full communicate, we just from various feeder games to like make our service, you know, make gamers aware of our service communities. now are way more, you know, we have like very clear guidelines and, and rules of how you can interact,
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how you shouldn't behave and it, you know, like no swearing or no, you know, like before, it was like all free everything. and there were a lot of issues, but now it's, it's very straight then specially like in the vacation space, communities, but outside of the integration space to, uh, and it's just gonna hit improving, you know, and, and very heading for that. but like, for example, uh, going back to uh, in the bumpers. also community is a very important because life is the best way to receive feedback on a video game. if the, if the game is not it, okay, it is good to go if not yes to make did so to make modifications and everything. uh, how many of these are, are the best feedback? and are there ethical considerations that the gaming industry should prioritize? it expands particularly in terms of user experience, inclusivity and responsible gaming practices. yes. so that's the goal
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considerations. uh. yeah, of course there should be, uh, you know, like, uh, especially in schools, you know, like, uh, the teachers should receive like, training. okay. on how to, you know, on how to approach this, this vegas for the students. that that is something that, you know, like some, some higher or some to some higher ed, you know, sometimes have a, a teacher, but he's not a very well way parabolic for me and gaming. or maybe there's a teacher that is a, i gave me, but it is not, you know, that it, what involved in education. so like came developers have to, you know, have the responsibility deal. so, you know, if they launch a game, they have to teach differently. you know, on how understand there it's, you know, and as it goes good the situations with time, okay. uh, the, the,
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the communities i, i are going to dictate, difficult considerations like right now, you know, um, this is a new we time. it's a more if i, if it's such a huge space, you know, the fact that honestly the most honest answer as far as opinion is like with time, like it's gonna be shaping. thank you so much, ivan, for all your time today. the government around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. this raises the question of whether the proposed measures would be effective or not. since the early 2 thousands, the chinese government has been inactive regulations to directly restrict gaming in 2019 and limited players under 18 to 1.5 hours of daily play time and 3 hours on public holidays. however, there's no evidence that this has any real effect on play time, as players found loopholes around it. and my name is, will disagree with these concerns. citing that screens don't make
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a significant enough difference and people sleep social life or aggression. we never talk about what time food, time, and yet the idea has grown that there is an analog way to measure screen time. the screen time limits could be detrimental for an aspiring pro player. professional players only have a short window of time to play competitively. and oftentimes they have to retire in their early twenties as reaction time starting drop after $21.00. so by that logic, they should be play as much as possible while they're young. i'm christy, i thanks for watching and we'll see you right back here. next time on the cost of everything, the on the
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as western stage seek to project their power across se asia into pacific states remain committed to peace and stability in the region that sends aging foreign minister of business to card as part of a multi state tour as indians it take to the polls, western media try to overshadow the process by casting doubt on the countries democracy. please. uh, actually lines me some of the years ago when china was advised, there was a lot of back plays about john, i'm the list to in speaking from all the rest of the waters. i'm abroad when i go through the folders just bunch really portal.

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