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tv   The Cost of Everything  RT  April 18, 2024 6:30am-7:00am EDT

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money, boasting and prevented jews. but as the means and the rest of us wanted to have a congress during which to discuss these conservation, good christians, universe of human rights, from the jordan river, to the me to put any mc german police prove to be young. reasonable got by bursting in any that up thing that live stream grabbing the microphone ending. that's magnificent congress. that flashes me does not need to win government in order to be in power. while it's easy to say the bays or isolated incidents, that's just not the case because binding all ideas or controlling the narrative is something that you has the history of doing the guy they find all to you from broad costing that. and even from within nations is concerned that brussels loves to use a bit of political blackmail to everyone singing from the same song sheet.
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it's clear that alternative voices on welcome. unless we will march to the same drum beats, you too could find yourself on the wrong side of the ministry of truth that says you've had a bit too much to think. the phenomena warning has been issued in indonesia. i met a volcanic eruption raising fears its collapse into the sea could trigger a wave of a scene in previous centuries. wrong is a 725 meter volcano, located on an island that's home to around 800 people. it has erupt at least 5 times since tuesday night, spewing fiery lava and ash plumes. thousands of cedars at the sky, putting the country on alerts. flashes of volcanic lightning were also visible.
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overnight. clouds are estimated to a spread over 2 kilometers. locals are being evacuated from the nearby area the over to a gun. the now are the 1st joint african russian international conference on comm, bedding, infectious diseases taking place. the head of russia's federal, consumer protection and welfare agency address the conference to speak about how cooperation between russia and uganda has developed. semantic moves the my days we have been called duration with the guns. a scene swinton 19. since the 1st bush africa summit between us health and soul cheap, and cynthia holds in a large conference in uganda. we a interaction on different platforms and sort of d, janelle positions in conductance and typically storage and the interests of both the russian and 1st of all the guns and people and number of events that are being held and have gone to include consultation. so and parents have in the development absurd and infectious complications and joined work on the creation of the new test
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systems for various infections, is very important to is our mobile laboratories, which is a, over a very efficiently in more than 20 countries around the world. including the russian penetration and the variety of emergency situations. the russian official said the world faces multiple global crises that contribute to the growth of biological threats. with more than half of the infections not yet fully understood . the ongoing conferences attended by over $150.00 representatives of the scientific community, pharmaceutical sector, and a political figures. again, his health ministry highlighted the importance of its partnership with russia, noting the major challenges epidemic. suppose the can you done to, for example, we have seen the 1st time the end of us fitting to the, to the disease that h i v aids my data input. i can take one upcoming tease and i'm sure, yeah, or that way, that's what we have going. so i want fact that people with that i sent
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a edition default setting. you did that, but not speak capacity further. when they donated the state of to mobile, it a lot better to do that, to the test, we updated it for that and put it for the russian government. and the t's experienced the method that the sample provides a unique opportunity for us to pull up. what is the expedited resources and experience to the photo put the innovative strategies for them? but i think it takes us to diseases by 1st typing it out, all done, chatting best practices it right, well that's gonna do it for me for now. but do say with us, my colleague, nicky aaron will be next in about 25 minutes or more of today's company stories 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,
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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 gaming today isn't just the past time. it is an industry. it's not of just about the hardware, the pr referrals or the games themselves, but it's a full on eco system 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 bore teams, tournaments, and sponsorships have skyrocketed. the sports market worldwide is projected to reach revenues of $4300000000.20. and now the sports isn't your normal
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gaming, it is competitive video gaming, or professional players or teams compete in various multiplayer video games. these competitions are organized into links tournaments and events, attracting both online and offline audiences. the 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, 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
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$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 valor on and mobile east sports expansion with regional legal b, like mobile legends and legal legends also helped to grow the market. in 2021. the legal ledgers, 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 users. east 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
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money can be substantial, many east 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 fosters communities and friendships accessing 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, c o, e, sporty, and dot com. so ivan has a cost of gave me evolved over the years and what factors 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. uh, for example, uh 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?
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there is, um, yeah there's, there's a make it, i can be or out of it has this thing the gaming lift it 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 indicates well space are, this is an extra credit activity. um, 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 there. sounds like they're in a safe space in the school. you know, i aiming and useful progress. no, no, it's not all. what awesome already for people that competes on trade, like there's also like they, they basically engage and he's doing that, for example, wants to know more skilled in social media in it,
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never 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 out when they go into higher education, for example, on how to occasion when they, when they go for a job, they already have like, uh they had to experience in the program is for assessing 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 investment. okay, so like there's been a lot of companies also, you know, a credit background, the stuff and things i'm financial problems, but now would discourage, you know,
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uh more more teams and other organizations inside the sports are basically learning on how to monetize on defense. not just rely on the sponsorship money, and in what ways has a popularity a sports influence, a broader gaming industry, and how do you foresee this trajectory in the future? east threats is an issue of, of entertainment. it's a 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 there's gonna keeping creasing. but it's, uh, yeah it's, it's still a nice and as gaming becomes more ingrained and to daily life, what societal impacts both positive and negative are associated with the prevalence
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of gaming. yes. so gaming before like, uh, was just viewed, 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 could in friends and how, how many children could influence them. and it's evolving into $1.00 to $2.00 towards 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 stringed 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,
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you know there's, there's the more reason a now in school is also, uh, it's an extra curricular activity. it's increases as the invitation and engagement schools are, are um, 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. i and the is just 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's the game of how to interact with those committee as well? are there any cultural nuances that shape how gaming is perceived and integrated
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into society is around the world? north america's way more integrated uh, in the education space on the pro level but indicators, but like, i know some parents are more under some all not everyone but most varies. do. uh, i know about the opportunities that, that, that gave me to give you in, in education. okay. uh, in europe, a few schools like 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 the, 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, the mentors know that the,
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the developed and yeah. sides south korea's prove a china as well by the hot. it's hot as there are restrictions. government, 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 and universities have, you know, other approach to give me any sports. uh, but yeah, on the professional side is more a month. thank you so much, ivan, but please stick around. a 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
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the, the, [000:00:00;00] the there is no end in sight over how you're going to continue to destroy the earth. is the case for the madness of the people. i tried to go to the gym,
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but i'm certainly not ready to fight russia. this is also a pursuit. this is the 3rd world lunacy re washing as for so the funder line likes to say, we have the tools while we just start with stability and business deal. so let me, let me on my have very quick propaganda. you know, price here in new york. i think we don't know the aftermath any time that you're not allowed to ask questions, you should ask all of the question. some more questions ask the better. the answer is will be the, the us, china and south korea, our power houses and the gaming world. each with his unique gaming culture, factors such as technological infrastructure, social acceptance, and historical context plays terminal roles in a country is gaming prominence. in asia, east sports are attracting more interest than traditional sports. and china is leader with the largest east sports market in the world. accounting for 34 percent
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of the global industry revenue in that category. asia combined takes 53 percent. the government has been boosting the development of east boards by subsidizing companies building competition venue, and even green lighting, east sports majors and higher education. several cities including shanghai and since then are buying to become the capital is 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 gaming in the world for the 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, 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 gaming market and the fact that 88 percent of the population have internet access. cities now compete to host east sports competition for the
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same reason. they compete for the superbowl or with world cup matches. these competitions can stimulate growth and employment. atlanta is actually a great example of a city capitalizing on east sports. it was reported after 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 which 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 or less bringing again, ivan kirk hawk, ceo of a sporty and dot com. now i'm in different countries exhibit varying levels of gaming prominence. what cultural factors contribute to the dominance of certain country and the global gaming landscape?
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yes, it's basically uh, uh, the government, you know, and the people inside the government, do they believe your, or do we have the, in their knowledge on how to, you know, put the 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 the megabyte assembly it in the us or investment sometimes, you know, uh, also with um, you know with the sports now. no, because not 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
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it and see that the ease was able to trust the, to any industry that is new. and, and that pro is that always, you know, the countryside and how to individual strike a balance between gaming and other activities in their lives. and what challenges might arise when this balance is disrupted? yes, so the students should strike it binds, you know, as long as they that say students and 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, if they like they e, c o or n, it'd be to 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,
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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 not, it's just knowing the day, like as long as you've got an sit out. okay. uh, it should be like a great way to connect, you know, i to know people around the world or it, in your savings, see a country, you know, to know that people, but as always about it. and so, you know, i and they should be taught in schools. that's why it's very important for gaming resource to, to, to get into schools. so a 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 in technology influence the cost accessibility and the overall experience of gaming? well, um with the i, there's a lot of publishers,
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so like the companies that make the video games that are integrated and it's making like, you know, the user experience, you know, a more advanced and silver go, 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 a, those small developers that it usually had to. so 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. so 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 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,
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there is going to be way more video games where more competition and yeah, it's going to be uh multiple to get it to stand out. but of course you, it is for everyone, you know, with a raise because now you know, like, it's not a use. it's not cheap. it's not easy. you know, to have i large and doesn't in, you know, it's a get a good per used the video game out. i'm with web 3, it will happen and it will be more accessible. and are there 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,
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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, that's usually the support teams are struggling on revenue, eastern sale, this sponsor shirts a day. oh, what i making the brand like a lifestyle and setting codes but, but, but that's it. you know, so with web 3 is hogans, it can be another way to, you know, to monetize with funds that, let's say, gave me, 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 up to communicate or we just from various speedo games to like
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make our service, you know, made him was 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, how you should 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 strict and especially like in the vacation space. communities. but outside of the education space too, and it's just gonna hit improving, you know, and, and very heading for that. but like, for example, uh, going back to the level of course, also community is a very important because life is the best way to receive feedback on a video game. if the game is not it, okay, it is good to go. if not yes to make did so to make modifications and everything.
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uh, how many of these are, are the best feedback? and are there ethical considerations that the gaming industry should prioritize as it expands, particularly in terms of user experience, inclusivity and responsible gaming practices? yes, so that's the goal 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 very well way parallel forming gaming. or maybe there's a teacher that is a, gave me, but it is not, you know, that it wasn't involved in education. so like to take came, developers have to,
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you know, have the responsibility to also, you know, if they launch a game, they have to teach differently, you know, on how under standards, you know, and as you go, there's good to see of asians with time. okay. uh, the, the, the communities i, i are going to dictate the ethical considerations like right now. you know, um is if there's 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 insurance by an opinion is like with time, like it's going to 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
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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 many people disagree with these concerns, citing that screens don't make a significant enough difference and people sleep social life or aggression. we never talk about book time food time, and yet the idea has grown that there is an analog way to measure screen time. these 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 twenty's as reaction time starting drop after $21.00. so by that logic, they should be played as much as possible while their young i'm christy, i thanks for watching and we'll see you right back here next time on the cost of everything
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the the western state seek to projects that power across southeast asia, pacific states were made committed to peace of stability in the region passes, aging perimeters, the visits to come to as possible low to state. as indians take to the polls west and media, try to have a shadow the process by costing down all the countries democracy. feelings for jean from the rest of the waters on a broad shoulders us, but really photo own independent kind of read the decision making that we have

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