Knoema.com - Entertainment http://knoema.de 2019-08-13T12:17:10Z /favicon.png Knoema ist ihre persönliche Wissensdatenbank Top 100 Countries by Game Revenues //knoema.de/tqldbq/top-100-countries-by-game-revenues 2019-08-13T12:17:10Z Alex Kulikov knoema.de://knoema.de/user/1847910
Top 100 Countries by Game Revenues

According to the American Time Use Survey, Americans spend an average of 15 minutes daily playing games. That’s more time than Americans spend walking, grocery shopping, or managing their finances. The gaming industry is evolving rapidly. Every producer wants to involve as many users as possible and offers realistic graphics, new opportunities, and tasks to take advantage of the explosive growth in gaming interfaces made possible by the Internet and smartphones. Producers are also increasing revenue by switching from one-time, pay-to-play models to dynamic gaming experiences based on regular small payments by gamers for new features.  Today’s Viz looks at the bottom lines of game producers based on revenue figures published by Newzoo.com. In general, the size of the gaming market increased by 17 percent* from 2016 to 2017, led by Uzbekistan with 100 percent growth year on year. Only five countries in the top 100—Brazil, Cuba, the Dominican Republic, Nigeria, and (US territory of) Puerto Rico—experienced a decline in gaming revenue. In addition, according to Newzoo:The top 5 countries in total gaming revenue—China, Germany, Japan, the UK, and the US—combined account for 69.8 percent of total revenue of top 100 countries worldwide.In 2017, China had the highest total gaming revenue, at an estimated $32.54 billion, or about one-third of total game revenue worldwide. China’s appetite for gaming is even remarkable given that only about 58 percent of the population has Internet access.Japan not only recorded the largest game revenue per Internet user in 2017 - roughly $116 - but total revenue grew 13 percent from 2016. * Calculation based on top 100 countries by game revenues.

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Eurovision Song Contest in Figures //knoema.de/kpoyehd/eurovision-song-contest-in-figures 2017-06-16T16:17:25Z Alex Kulikov knoema.de://knoema.de/user/1847910
Eurovision Song Contest in Figures

The results of the Eurovision Song Contest 2017 may have looked different had Russia’s participant not been barred entry by the host: Ukraine. Member countries of the European Broadcasting Union may apply to send a single representative to participate in the event, each performing one song of no more than three minutes. The most popular song is determined by voting of the viewers and the jury, which is composed of representatives of the participating countries.Russia is the most successful country in the history of the contest based on its share of prize-winning appearances—i.e. the number of times a country finished first, second, or third as a share of appearances in the Grand Final—reaching the Grand Final in 8 of its 20 attempts. Russia participated in the Eurovision Grand Final every year since its first appearance in 1994 excluding 1996, 1998, and 1999.Only Ireland has managed a similar level of success in the Grand Final, claiming the highest share of wins. In the 2017 event, Ireland failed to qualify for the Grand Final and has in fact not appeared in the top 3 since 1997. While Russia and Ireland missed their chances for the top prize, other countries have never experienced the glory. Of the 51 countries that have participated in the Eurovision final during its 62-year history, half have never won the contest. Cyprus is the most unsuccessful participant, with 28 attempts and no wins; the country’s highest results were fifth place finishes in 1982, 1997, and 2004.Explore below to see how your favorite has performed throughout the event’s history and see which songs won over representatives of the European Broadcasting Union.

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Worldwide Box Office: Respect is Earned, Not Given //knoema.de/jtknpgb/worldwide-box-office-respect-is-earned-not-given 2017-05-25T03:03:11Z Alex Kulikov knoema.de://knoema.de/user/1847910
Worldwide Box Office: Respect is Earned, Not Given

I understand. You found paradise in films, you had a good trade, you made a good living. The police protected you and there were courts of law. You didn't need a friend like me. But, now you come to me, and you say: 'Don Corleone, give me a good film.' But you don't ask with respect. You don't offer friendship. You don't even think to call me Godfather. Instead, you come into my house on the day my daughter is to be married, and you ask me what is the most ranked movie. - The Godfather   One way to discover great movies and brush up on your movie trivia is through browsing the Internet Movie Database - better known as IMDb - which is one of the most popular sources for film, TV, and celebrity-biography content. More than 250 million people visit the site each month. The IMDb database includes more than 185 million data points related to the more than 3 million film and television productions included in its database. Movie information IADb includes: box-office data, showtimes, and cast, credits, and other descriptive statistics. Full filmography is available for cast and crew.Thanks to registered users of IMDB, ratings based on a 10-star scale are available for the each movie and television show.IMDb also provides adjusted gross earnings estimated on movies based on 2017 ticket price ($8.84). So, if 'Gone with the Wind' (1939) box office earnings were less than $200 million, adjusted for ticket price inflation, today's earnings would be $1.8 billion. Movies today tend to better meet viewers' expectations than in decades past. While box office earnings may provide better insight into how desirable a movie was before viewing, an IMDb ranking is a useful indicator of the impression a movie makes on actual viewers, helping us to understand if movies live up to their hype.A comparison of gross worldwide box office earnings and IMDb ratings for the highest grossing films in each year from 1989 to 2017 consistently shows modern films out shining those released prior to 2010.The worst rated among the highest grossing movies of the 1990s (Mission: Impossible II) has an IMDb rating of 6.1; the highest grossing of the 2000s (Pirates of the Caribbean: At World's End) rates 7.1 stars; and in the current decade, Frozen earns 7.5 stars.There is another plausible explanation for this correlation between box office earnings and IMDb ratings: maybe the user base and/or attitudes toward the movies being rated has shifted through time, resulting in more recent releases earning more stars. Dig into the data below to decide for yourself.   Note: IMDb ratings change daily data. Data below were collected on April 20, 2017.

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Comic-Con International: San Diego 2017 //knoema.de/gnvcggb/comic-con-international-san-diego-2017 2017-04-20T09:56:29Z Alex Kulikov knoema.de://knoema.de/user/1847910
Comic-Con International: San Diego 2017

With more than 2 million SDCC tickets/badges sold over the years, what started as “San Diego’s Golden State Comic-Minicon”, a one-day convention in the basement of the U.S. Grant Hotel on March 21, 1970, has since grown to an important showcase for comic art, film, and science fiction. Comic-Con International: San Diego returns to the San Diego Convention Center in 2017, beginning with Preview Night on Wednesday, July 19, and running Thursday, July 20 through Sunday, July 23. 2017 marks the 48th year for the show, making it the country’s longest continuously-run comics and popular arts convention. Here are some facts we’ve put together for you on Comic-Con.

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e-Sports: Mainstream Growth Means Big Money //knoema.de/fnlrjpc/e-sports-mainstream-growth-means-big-money 2017-04-06T05:54:10Z Alex Kulikov knoema.de://knoema.de/user/1847910
e-Sports: Mainstream Growth Means Big Money

Video games have grown in popularity to become one of the most popular forms of free time activities. Four out of five US households own a device used to play video games, according to research published in 2015 by the Entertainment Software Association (ESA). And, it’s not only students or stereotypical school-age guys participating in video games: the average game player in the US is 35 years old. For some players, video games are not only a pastime but also a way to earn money by participating in e-sport competitions. Today’s e-sport participants include a diverse array of professionals who prefer to earn money outside their day-jobs riding a tank or competing in archery events as an elf in a computer game. As the participant pool has expanded, e-Sport has become more mainstream and lucrative.Several educational institutions—including Chung-Ang University—have cybersport departments.Televisions broadcast stations around the world now cover e-Sport events. For instance, Twitch.tv has over 10 million viewers per day for its video game programming. e-Sport associations recognize cybersport as an official Olympic sport alongside other less traditional 'sports,' such as chess and automobile racing. Moreover, the US along with some countries of Europe and Asia recognize e-Sport as a sport for some official purposes. The United States will issue "professional athlete visas" to visa applicants traveling to the US for e-sport tournaments. And, in 2015, the Korean Olympic Committee accredited eSports as a 2nd-level Olympic sport.Total all-time e-sport earnings globally reached roughly $270 million earlier this year, nearly equal to the GDP of Micronesia, according to the latest GDP data from the World Bank.  The most successful games and e-sport teams stand to win significant prize money, especially as global audiences widen and grow. e-Sports are performed through organized tournaments between professional players from all over the world, each of whom is recruited for specific skills, such as reaction time, thinking outside the box, and other intellectual skills. Endurance plays a significant role given the intellectually taxing nature of honing the required skills for a given e-sport. Players from Asian countries lead in cybersports: China and South Korea rank among the top five spotsbased on total e-sport earnings.Earnings in cybersports tournaments have grown to values equal to or greater than traditional mainstream sports.  The 2014 FIFA World Cup prize pool was $358 million; the winning team receiving $35 million, or around $1.5 million per player. In comparison, a 5-member team took home $1.8 million each for winning International 2016-Dota 2, the largest cybersport event ever.Like traditional sports, the prize money is not the only money in the game; advertising, broadcasting, and sponsorship thrive in the e-sport world as well and will only grow as e-sport challenges classic sports to expand its audience base.  ___________________________ Whether this is your introduction to the cybersport concept or your an avid fan of or participant in e-sports, today’s viz of the day offers easy to use visualizations to orient you to the latest statistics about this growing modern sports genre. We feature the most popular video games played on e-sports competitions, with details on total prize money by country and the highest-earning national players, according to data from e-Sports Earnings, a community-driven competitive gaming resource. The e-Sports Earnings data covers players, countries, games, and tournaments on the basis of freely available public information, including historical data on video game competitions spanning the last two decades. The company manually updates tournament data daily.The data represents the sum over the entire period of tournaments.

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A Song of Ice and Fire in Figures //knoema.de/otjivpe/a-song-of-ice-and-fire-in-figures 2016-05-17T10:27:12Z Alex Kulikov knoema.de://knoema.de/user/1847910
A Song of Ice and Fire in Figures

Millions of people worldwide are looking forward to the next episode of A Game of Thrones, a television series adaptation of the epic fantasy novel series, A Song of Ice and Fire, by American author George R. R. Martin. Fans are likewise eagerly awaiting the expected release of the sixth book in the series, The Winds of Winter, later this year. Since its first publication in 1996, A Song of Ice and Fire has gained extreme popularity while also accumulating a wealth of criticism. The series' numerous admirers along with researchers and writers have sought to puzzle out the numerous enigmas, mysteries and questions of the novels, a phenomenon which contributes to the unique connection some have developed to the series.  One such analytic fascination has been the inhabitants of the world of Ice and Fire and the dialogue among them. Numbering well over 1,000, their relationships have received intense scrutiny in terms of the total volume of words spoken, total words spoken by character, and the relative quality of the books in the series based on total lines spoken in each.In the 4,273 pages of the 5-volume series, the characters speak a total 749,406 words.The most talkative character in the series is Tyrion Lannister even though he was not included in the fourth book, A Feast for Crows. He has spoken 46,997 words total in the series, which is 17,000 words more than Jon Snow, the second most talkative character.The House of Lannister as a whole spoke more words than the House of Stark (including Jon): 125,837 words as compared to 86,282.Most often conversations occurred between Dany Targarien and Jorah Mormont who are the fourth and the tenth most talkative characters, respectively.Not all characters in the Song of Ice and Fire are as talkative as Dany and Jorah. More than half of all the characters (617) spoke less than 100 words in the series. Even Hodor, who due to his mental deficiency can pronounce only one word - his name - has spoken 234 words.If you assess the quality of the books by the number of lines spoken by the characters in each, then books four and five rate slighlty worse than the first three. However, the number of speaking characters themselves (440) in book 5, A Dance with Dragons, exceeds the other books in the series and is more than twice the numer of speaking charactres in book 1, A Game of Thrones.  

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Star Wars' Commercial Success //knoema.de/rdcmeue/star-wars-commercial-success 2015-12-20T22:28:33Z Alex Kulikov knoema.de://knoema.de/user/1847910
Star Wars' Commercial Success

Star Wars is an American epic space opera franchise centered on a film series created by George Lucas. It chronicles the rise and fall of Anakin Skywalker "a long time ago, in a galaxy far, far away." The Force Awakens remains on course to beat box office records worldwide after posting $14.1 million on Wednesday when it opened in Europe, coupled with an estimated record $50 million on Thursday in showings in select US cities.  Source: Box Office Mojo

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