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Business December 20, 2022

Microsoft Activision Bid Shakes Gaming

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Microsoft Activision Bid Shakes Gaming

When Microsoft boldly announced its $69bn takeover bid, the biggest deal in the history of the business, for games publisher Activision Blizzard last week, the world of gaming was shaken to the core.

Also read: Restaurants Engaging Customers in the Metaverse

“It’s the biggest tech merger and acquisition in history,” GlobalData principal analyst Rupantar Guha says. The deal would bring the company founded by Bill Gates as a software engineering business closer to the metaverse.

Big metaverse push

But what really is Microsoft’s play at Activision Blizzard?

“I think every large tech company is looking to dominate gaming and 3D experiences and by extension the Metaverse, and this acquisition bid by Microsoft very much represents a play in that direction,” Gordon Midwood, the CEO of Anything World says.

Even Microsoft CEO Satya Nadella reckons the planned acquisition would bring the tech giant, which is already invested in the gaming industry, a step towards the metaverse, a buzz word for an immersive virtual world that is being created by various actors.

He is not the only big tech executive making a push for the metaverse in recent years. Facebook founder and CEO Mark Zuckerberg went as far as renaming the company he founded 18 years ago to Meta Platforms to represent the change of focus to the metaverse.

To date, Zuckerberg has spent no less than $20 billion on the metaverse project. But his expinditire has not necessarily translated into big wins in the battle for the metaverse judging by the numbers he has at his Horizon Worlds.Unlike Zuckerberg, Nadella realises deep pockets alone will not guarantee dominance in the virtual world.

A gateway to the metaverse

If anything, he realises that video games are the natural gateway into the metaverse.
“Acquisitions of gaming companies) It’s a pretty shrewd tactic I believe. It’s also very interesting that large technology companies have great trouble creating compelling games themselves,” Midwood tells Meta News.

Where Zuckerberg has been building his own metaverse, Nadella intends to buy.
His choice is very logical. “It’s a shift in mindset and expertise that they in general cannot seem to master, so in this regard acquiring existing gaming companies makes a lot of sense,” Midwood says.

It’s a view shared by other gaming industry experts who see video games as the natural gateway into the metaverse for tech companies.

Jason Yim, founder and CEO of Trigger XR, says video games will play a critical role in the metaverse, saying it runs “through the heart of video games.”

“Fortnite and Roblox are excellent examples of how a game, a digital experience, can converge media, entertainment, technology, and business. The metaverse can be developed because of innovations in video game technology, methodology, and its proven revenue-driving community,” Yim tells Meta News.

It’s a point Midwood concurs with. He says video games are “100%” the gateway into the metaverse.“I would argue strongly that the only viable Metaverse platforms right now are gaming platforms, most notably Fortnite of course but also League of Legends, World of Warcraft and others. Roblox, although a slightly different animal, also belongs on this list,” he says.

Powerful incentive

This is because tech behemoths have what Michael Wolf, a media consultant, describes as “powerful incentives” to take the next step and develop full gaming operations.

“Every one of these [tech] companies knows gaming is going to be a growth area, and it ties into their metaverse ambitions more broadly,” Wolf says.

“With the virtual worlds of games expanding to become venues where players can do things like make purchases or watch movies, “everything you do in the real world you will be able to do inside games.”

Microsoft Activision Bid Shakes Gaming

Gaming now key battleground for metaverse dominance

As such, gaming is now a critical key battlefield for the big tech tech companies seeking to dominate the metaverse and digital economy involving billions of users.

But Midwood says its important to understand that they are two different “metaverses” to consider.

The first one, according to Midwood, is the real-world metaverse, that allows for the placement of digital content over the real world.
In it, consumers will first “try this as their gateway to the metaverse via social AR experiences” such as face lenses/FX available across Snap, Facebook, and Instagram.

“The Second is the immersive metaverse, which is entirely digital and experienced through desktop or VR devices,” he added. In the latter, gaming would be the first natural step into the metaverse because games are the current form of immersive 3D content that can aggregate a critical mass of users.”

Once the critical mass is achieved, Midwood reckons other experiences, experiments, and innovations will naturally follow.

“Think live events/concerts and brand/retail experiences. Over time, we will see utility added to these worlds, the first being across commerce,” he adds.

Winners and winners

 

Are the big tech players going to win the metaverse race to dominate the metaverse? For Midwood, this can easily go either way. He believes the metaverse will be an entire ecosystem charecterised by “winners”and what he described as “foundational” companies who will “continue to succeed and help define the space.”

“However, once core technology is set in place, disruptors can come on board and suddenly change the zeitgeist,” Midwood says.

“Pokemon Go, for instance, could only have happened once mapping was in place. Or the economics for certain things won’t work until Apple comes along and grows the VR market from millions of users to billions.”

Harbinger of the battles to come

But other industry watchers feel the Microsoft deal is but a tip of the iceberg given the intensification of the competitive battle between Microsoft’s Xbox and Sony’s PlayStation. To many, it’s a harbinger of a the bigger battle ahead. Pelham Smithers, a longtime games industry analyst, believes this may serve to help reboot “the console wars, rather than a switch away from console wars to a more general war on multiple platforms.”

Why is gaming hot right now

The gaming industry made a total $180bn in annual revenue in 2021, a figure double that of the movie industry.

Activision’s games such as Call of Duty, World of Warcraft and Candy Crush, attract hundreds of millions of players between them. Its most popular games are being distributed via consoles, PCs or smartphones.

Additionally, the makers of these games have found a way of monetising their expanding audiences beyond traditional means and now make money from advertising, in-game purchases and subscriptions. It’s estimated that a total of 2.7bn people are active gamers in the world.

Call of Duty is now available also on the mobile market, a key revenue driver.

Several biggest tech firms already own significant equity stakes in the gaming industry world. Apple and Google app stores are the shop fronts for the single largest segment of the gaming market.

Regulatory hurdles ahead

Amazon’s Switch and Google’s YouTube boast of mass audience for viewing video games while Oculus headsets, (Facebook’s) VR headsets, control the virtual reality market.

However, Microsoft faces strong opposition from rivals in the gaming industry such as Tencent, the Chinese company that leads the industry by gaming revenue. In 2020, it had revenues of $30.6bn from gaming, Sony, also has significant market share in the industry but does not have the balance sheet to support an acquisition on the scale of Activision.

But its not the only hurdle the company faces. The deal still has to get the regulatory nod to be consummated.

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Image credits: Shutterstock, CC images, Midjourney, Unsplash.

Business

Twitter Now Worth Only a Third of Musk’s $44B Purchase Price

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Twitter Worth Only a Third of Musk’s $44B Purchase Price

It’s been almost seven months since Elon Musk acquired Twitter for $44 billion but the tech entrepreneur has failed to invigorate the company’s fortunes. Financial services corporation Fidelity now estimate the value of the app to stand at just 33% of Musk’s purchase price.

Musk completed his famous takeover of the microblogging site in October, fulfilling his long-term desire to be the boss of Twitter.

The tech billionaire was criticized for overspending on Twitter during the acquisition. Musk paid $44 billion for Twitter, with $33.5 billion in equity. However, Musk has also acknowledged he overpaid and said it was only worth half of what he paid.

“Myself and the other investors are obviously overpaying for Twitter right now. The long term potential for Twitter in my view is an order of magnitude greater than its current value,” said Musk.

Twitter was valued at $20 billion in March by Musk himself in an email that was sent to the company’s employees.

Twitter struggles under Musk

Following Musk’s takeover, many corporations and companies cut ties with the platform. Musk’s erratic decision-making and management style is blamed on driving a host of advertisers away.

Ford, General Motors, Volkswagen, General Mills, Mondelez, Pfizer, and United Airlines are among the major corporations that paused or pulled their advertisements from Twitter due to concerns regarding hate speech and conspiracy theories.

International ad and consulting firm Interpublic, which represents American Express, Coca-Cola, Fitbit, Spotify, and dozens of other major corporations, has also stopped advertising on the platform. That cut caused Twitter to lose $24 billion. Given the recent advertiser exodus it is unsurprising that Fidelity downgraded Twitter’s value – but it remains unclear exactly how they arrived at a final valuation.

In November, Fidelity initially decreased the value of its Twitter stake to 44% of the purchase price. This was followed by subsequent markdowns in December and February.

“In 2021, Twitter generated more than 4.5 billion U.S. dollars in advertising service revenues, up from 3.2 billion U.S. dollars in the previous year,” according to Statista.

Also Read: Six Months of Twitter Under the Rule of Elon Musk

Additionally, the micro-blogging platform produced around $571 million in data licensing revenue, up from $508 million 2020.

Insider Intelligence projected “that Twitter’s 2023 ad revenues would reach $4.74 billion worldwide.” However, since Musk took charge, the market research company has cut its projection by “nearly $2 billion, to just $2.98 billion, as the app grapples with brand safety issues, confusing policies, and broken technology.”

Twitter Blue: a flop card

Twitter Blue, a subscription-based verification checkmark with various features, remains one of the most popular changes in Musk’s brief tenure.

In November, the Tesla chief introduced a feature called “Blue for $8/month,” which brought a drastic change to Twitter’s policy by providing a verification checkmark known as a Blue tick.

This feature also offers additional benefits such as the ability to edit tweets, half-ads, longer tweets, text formatting, bookmark folders, NFT profile pictures, etc.

Interestingly, though, the change has been copied by Facebook and Instagram owner Meta, whose subscription service Meta Verified lets users add a blue checkmark to their accounts.

Musk faced accusations of charging its users to cover his $44 billion, which he invested to become the boss. Despite the criticism for removing legacy checkmarks from popular accounts, Twitter Blue generated $11 million on mobile in its first three months as a new product.

The amount it has generated is slightly lower than expected, as Twitter has 368 million monthly active users worldwide.

However, Twitter is adding more features to the paid verification badge as Musk tries to develop it as a flagship product under the Twitter umbrella.

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AI

Baidu Is Rolling Out a $145M Venture Capital AI Fund

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Baidu is Rolling Out a $145M Venture Capital AI Fund

Chinese tech giant Baidu is setting up a venture capital fund of $145 million or 1 billion yuan to back AI-focused startups. Baidu co-founder and CEO Robin Li announced the launch of the fund at a JP Morgan summit in China this week.

The move could signal China’s push towards self-reliance in the cut-throat generative AI sector. The fund will support the development and innovation of AI-based content creation, such as chatbots, video and audio synthesis, and natural language processing.

The fund is targeting early-stage AI applications, an area which Chinese generative AI startups have so far struggled to reach widespread adoption.

Also read: AI Code of Conduct Coming ‘Within Weeks’ Says US and Europe

Tailing the US’s OpenAI

OpenAI recently created an investment fund valued at more than $175 million, according to a Securities and Exchange Commission filing. the company has been investing in startups, with its OpenAI Startup Fund to back companies “pushing the boundaries of how powerful AI can positively impact the world.”

Baidu is also planning to launch competition for developers to build applications using its Ernie large language model (LLM) or integrate the model into their existing products, in a similar fashion other tech firms are using OpenAI’s ChatGPT technology.

Ernie bot is Baidu’s own AI-powered LLM that can generate natural and coherent texts based on user inputs.

“American developers are building new applications based on ChatGPT or other language models. In China, there will be an increasing number of developers building AI applications using Ernie as their foundation,” said Li.

Baidu unveiled the chatbot in March this year and claimed that it outperformed other LLMs in several benchmarks.

Battle for AI supremacy

The success of ChatGPT has put Chinese tech companies under pressure to fast-track the release of their own LLMs and bring them to market.

According to Reuters there are over 75 Chinese companies that have already released their own LLMs since 2020. Baidu and e-commerce giant Alibaba are among these companies.

A report by a state-run research firm says over 79 LLMs have been launched in the past 3 years.

And the Baidu boss predicts that in the generative AI age, Chinese companies will catch up, and even lead the way in discovering commercial applications for AI.

“I am very bullish on China AI development. Over the past few decades, China has warmly embraced new technologies,” said Li.

“Even though we didn’t invent Android, iOS or Windows, we developed a host of very innovative applications like WeChat, Douyin and Didi. Many of them are popular and useful. The same trend is playing out in the AI age. Technology ushers in a myriad of possibilities and we are good at capturing them to build applications,” explained Li.

LLMs, a vital tech

Since they can produce realistic and varied material across a range of subjects and forms, LLMs are seen as a vital technology for expanding AI applications and services. They do, however, also present ethical and legal difficulties, such as possible abuse, plagiarism, and bias. China released draft regulations on the use of generative AI in April in response to the spike in LLMs, requiring developers to acquire approval and explicitly label such products.

The growth and adoption of AI-based content production in China and elsewhere are anticipated to be accelerated by Baidu’s venture capital fund and competition.

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Business

Metaverse Gaming Market Expected to Reach $119.2 Billion by 2028

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Metaverse Gaming Market Expected to Reach $119.2 Billion by 2028

The metaverse gaming market is estimated to encompass $22.7 billion in 2023 and projected to reach $119.2 billion by 2028, according to a recent report from ReportLinker.

The metaverse has been a hot cake in the tech industry in recent years and was boosted by Mark Zuckerberg’s decision to change Facebook’s name to Meta. However, the market has been limping towards AI, which stole the spotlight from virtual reality.

“The global metaverse in gaming market size is estimated at USD 22.7 billion in 2023 and is projected to reach USD 119.2 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 39.3%,” stated the report.

The growth of the metaverse in the gaming market is expected to be fuelled by several significant factors, including the dynamic and evolving landscape of adjacent technology markets “such as extended reality (XR),” which encompasses “virtual reality (VR),” augmented reality (AR), and mixed reality (MR).

Expectation of rapid growth

In 2021, the gaming industry experienced rapid growth, with billions of people playing video games globally and generating over $193 billion in revenue.

Gaming companies quickly became early adopters in exploring the potential of the metaverse. Looking ahead to 2023, it was projected that the metaverse will continue to reshape the gaming landscape.

A survey from last year shows that about 52% of U.S. gamers believe the metaverse will change the game industry.

“According to the survey, just over half (52%) of gamers believe the metaverse will change the video game industry and a plurality (41%) think that the metaverse will have a positive impact on the industry (vs. 25% who disagree),” reads the survey report of Globant and polling firm YouGov.

Moreover, 40% say the buzz around “metaverse gaming is warranted,” though nearly “one-third (30%) were undecided” on that subject.

Who are the big players?

The metaverse is not just a single platform, virtual experience, or game; it is an entire world recreated to provide an immersive experience. Gaming is one of the many experiences in the metaverse that is powered by AI, VR, and AR.

Whenever it comes to gaming, some of the giant games like Fornite, Unreal, and Roblox come to mind.

Read Also: Meta Seeks to Boost Its Metaverse Gaming Credentials

And those are expected to be significant players in the metaverse due to their existing influence and capabilities in the gaming industry, as a report from 2022 states.

“As gaming platforms like Fortnight gain functionality and evolve into technologically advanced social meeting places, it becomes more likely that a functioning Metaverse, with an independent economy, systems, and processes is in our future,” reads the report.

Fortnite has transformed into a social meeting place, offering interactive events and branded experiences.

Unreal’s powerful engine enables immersive media experiences, while Roblox’s user-generated content and virtual currency have attracted millions of users. These factors position them to thrive in the evolving metaverse landscape.

Europe expecting significant growth

Europe is expected to witness significant growth in the gaming metaverse market, with the second-highest CAGR during the calculation period.

The UK, Germany, and France lead the way in technology investment, while Russia and Spain are also adopting new display technologies.

“The substantial growth of the virtual world immersive interactive gaming industry in Europe is a crucial driver for the gaming metaverse market in this region,” stated the report.

The immersive interactive gaming industry in Europe, along with the demand for AR, VR, and MR technologies in the entertainment sector, serves as a driving force, indicated ReportLinker.

Initiatives such as the European Association for Virtual Reality and Augmented Reality (EuroVR) and projects like Augmented Heritage and International Augmented Med (I AM) contribute to market growth.

With increasing startups in extended reality, particularly in Sweden, Europe is poised for increased growth in the gaming metaverse markets.

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