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"I think I've lived long enough to see competitive Counter-Strike as we know it, kill itself." Summary of Richard Lewis' stream (Long)
I want to preface that the contents of this post is for informational purposes. I do not condone or approve of any harassments or witch-hunting or the attacking of anybody.
Richard Lewis recently did a stream talking about the terrible state of CS esports and I thought it was an important stream anyone who cares about the CS community should listen to. Vod Link here: https://www.twitch.tv/videos/830415547 I realize it is 3 hours long so I took it upon myself to create a list of interesting points from the stream so you don't have to listen to the whole thing, although I still encourage you to do so if you can. I know this post is still long but probably easier to digest, especially in parts. Here is a link to my raw notes if you for some reason want to read through this which includes some omitted stuff. It's in chronological order of things said in the stream and has some time stamps. https://pastebin.com/6QWTLr8T
Intro
"The last month has convinced me, that we are going to be heading into a dark place for Counter-Strike esports in 2021."
"I think I've seen the scene essentially kill itself."
"For the past 5 to 6 years, we've basically been in a holding pattern of people coming into our game wanting to run it, wanting to run all of the esports and wanting to profiteer and its been sort of a concerted effort to drive them off and push them away."
"We're spread way too thin."
"If Riot don't get involved and stop the scumbags that have moved over to Valorant from getting their feet under the table, Valorant is going to have real problems."
RL thinks too much has happened all at once for us to do anything except watch it play out, like:
Recent CSPPA strike against BLAST
ESIC failures and them not being supported enough
Teams cheating i.e. coaches/bugs
Widespread match fixing
The Pandemic
"People who try to hold bubble events are so incompetent and fuck up and people get the 'rona and its their fault."
"People who say Flashpoint is a bubble is full of shit and is a lie and people are now suffering for that lie."
"To save money they let people go home and break the bubble for a week."
"Not just Flashpoint peoples decision, they have a partner that handles the production." (hinting FACEIT)
"People are trapped in hotels essentially under house arrest because of COVID restrictions and has fucked peoples lives up."
"It's all too much, all of this incompetence, all of this greed, maybe we ride it out."
RL says he has talked to the Riot devs (the ones working on Valorant) and says, "They are so cognizant of all the fuck ups and all the problems we have in Counter-Strike."
He continues to say that this is factored into their business plan and that we never had a competitor, but just so happens to have one coincide, when we are at our worst.
CSPPA - Counter-Strike Professional Players' Association
"Who does this union really fucking serve?"
RL believes that the CSPPA is a mockery.
He points out the hypocrisy that they wouldn't strike for the pros who were kicked out of ESL Pro League, or for Jamppi or dream3r.
He also says ESL paid CSPPA and are racketeering and many other TOs have to pay them to get their "seal of approval"
He says they would strong-arm TOs saying "well if you don't give us the money, these guys are so we'll just have to commit to playing their event."
Also points out that they will strike against a competitor they are not in agreement with (Flashpoint)
RL: "It's what it says about every other time you haven't done it and it's about every time you don't do it now moving forward." "The issues they've chosen to ignore this year alone are embarrassing."
Then he points out that there was no strike for Valve qualifiers even if we have no major but Jamppi and dream3r can't play in them.
"and Valve have said 'Oh yeah we know actually their stories are accurate, Jamppi didn't cheat, now in a legally binding document. Yep dream3r did have his account hacked in a LAN café', but they still can't play. Where is the fucking solidarity? Gone. Doesn't exist. It's not important [because] it doesn't affect you." "That's what the union does right now, it looks after all the tier 1 people."
He says the CSPPA doesn't represent all players all the time and has driven a divide where you have the haves and have-nots
"We have a tier of players that operate with impunity and do not help their tier 2 or tier 3 players out at all." "If you are not a tier 1 player you do not matter, they don't event ask your opinion."
He tells chrisJ to admit and own the fact that the reason he didn't speak up during the ESL Pro League debacle is because it didn't affect him
"They are looking after some players at the expense of other players. How the fuck is that a union?"
He says the BLAST situation is a reasonable dispute and supports the players but is not the right time for a strike and have not even identified the correct enemy
He thinks players are lashing out now due to previous incidents and are upset that BLAST are working with ESIC
He stated that CSPPA shouldn't beefing with ESIC and they should be working in harmony
He says what they need to do is talk with the teams/organizations that have sold that right to BLAST
RL: "Your employers, the people who pay you that massive exorbitant salaries, when you don't stream and you don't do interviews and you offer no value beyond your ability to click heads and you get 25k dollars a month." "Why don't you talk to them about it? Oh right. You're happy to take away BLAST's paper, but you don't want to risk your own."
"I am seeing such unbelievable cowardice from the players here with the battles you choose."
"Where was the strike action when in the qualifiers for the world championship, there were teams and players engaged in huge conflicts of interest?" "Where was the strike action when your image rights were taken and sold to every league you've ever been in every union type organization you've ever been associated with like, WESA, to your org every time you sign a contract, to the leagues you play in."
"Your image rights are essentially worthless now, there's about 10 fucking separate parties that have them, and how many of them are giving you anything for it? Not much pretty much your org by the way."
"That's a big issue. Your image is you, your image is your brand. What are you doing about that? Nothing."
He is also angry at SirScoots who is "popping off" at people on Twitter who all want the same thing, which is 'A unified Counter-Strike scene for everybody, that works for everybody, that has a sustained ecosystem that nourishes everybody.' "We don't have that now."
He also says their rankings are a joke
"Just so happened, oh look TACO, that very important prominent member of the board, we pushed his team artificially up when they weren't even in the fucking top 20, not by a long shot."
He also says the ineptitude of the CSPPA cost Flashpoint a monitor sponsor
"Is it really a player association or is it like a fucking agency at this point"
ESIC - Esports Integrity Commission
"They have been put in an impossible position."
RL says that Ian Smith, the founder of ESIC and who was done work in mainstream sports, is a good and honorable man who has dedicated his life to integrity and sports. He takes on both sides, ensuring match fixers are punished, but also doing appeals and ensuring those punishments were fair.
"ESIC is a tiny organization" and are in need of money, "They didn't run a grift like the CSPPA did."
"Saying 'you want our support and you want the players to turn up you better pay us.' They don't do that."
"Had startup seed money from MTG and since then they've been pecking shit with the hens."
Ian Smith made sure that the money given by MTG (Modern Times Group, parent company of ESL, ESEA, DreamHack) was nothing more than startup money and wouldn't be in debt to them
Ian Smith sat down with other TO's not part of MTG and wanted to partner with them. They declined and called ESIC "ESL spies and we will never align ourselves with you"
"They only were just able to afford, hiring a PR guy on a full time salary to deal with the press and send out those releases you've seen, this year."
"They have a tiny group of staff investigating these things and they have taken on the biggest problems in our scene: the cheating, the match fixing."
ESIC have had "unprecedented levels of cheating to deal with, because there's something wrong with our scene ever since we went online. There's something wrong with it, everyone's lost their fucking pride and self-respect and they got no passion for it anymore, so they think fuck it, what's in it for me?"
He calls out coaches who are talking about players rights when they would rob and steal from them.
Also says more coaches being banned are coming
He also points out flaws in community's reaction to the punishments to coaches bans: "Half of the cunts still have jobs and some of the cunts got new jobs. We didn't even shun the cheating coaches."
ESIC have "found I think another 2 or 3 exploits like that one and they are investigating them all right now, it's going on right now."
"I know that there are going to be more names getting banned, again."
"So they're doing that on a skeleton crew while, investigating 3 continents worth of match fixing in MDL and semi-pro level CS." "They're doing this with half a dozen people." "They don't have any money or any help. People barely even fucking cooperate with them, they are treated like pariahs. It's ridiculous."
"Why are the CSPPA popping off at ESIC on my Twitter timeline, when you should be working together." "because its all about what's in it in for me." "2020, the online era of CS: 'What is in it for me?' How can I cheat, how can I get my paper, how can I bleed this scene one last time before I fuck off and play shooty shooty bang bang Riot Games babys first fps."
RL says that in the CIS region, teams have gone to tournaments and have been eliminated multiple times by the same team. We found out they were cheating and those players who lost, have been cut from their roster, careers ended because of cheaters.
Stream Sniping
"They're all at it in the online era, they're all at it, they're all cheating, they're all using exploits, probably that see through smoke bug got used a bunch of times"
RL talks about how there is no integrity from dead (the player), always denying when caught doing something
On the topic of 'BLAST never said we couldn't stream snipe': "Lies, BLAST never said you could do that, they had to sort of retcon it." "because what happened after that they fucking started snitching and squealing"
"Suddenly you had like, 10 of the top 15 teams in the world, staring into the abyss of being banned for 6-12 months in line with ESIC recommendations."
He says that ESIC was put in a tough situation and couldn't enforce the bans because it would have resulted in killing CS. What resulted was, BLAST, ESIC, and teams came together and gave them a warning and told them, in RL's words "don't do this again or you're gonna get got."
He then says the top teams brushed this off and didn't give a fuck
The new MiBR team playing Flashpoint, that wasn't involved in the previous incidents are doing it again (stream sniping). He gave credit to Flashpoint for the quick resolution and punishment and respect for cogu's response to the situation.
"ESIC came out and said, once more, 'Guys, zero tolerance from now on.'" RL then got upset at community's reaction calling ESIC "pussies" for their non enforcement and said if we want competitive CS we cant ban the top 10 teams.
He points out how players have no integrity and will do anything for an edge as long as they won't get detected or banned or it's within a grey area.
"All of this shit was mad avoidable, even in the pandemic era."
He talks about why aren't we filming them. Why aren't there representatives for leagues and tournaments making sure players aren't cheating?
Match Fixing
"How many years have we let our scene be fucking pillaged by these greedy cunts?" "We just let it happen."
RL says that gambling and skins betting which existed in moderation was "accelerated and blown up by the Call of Duty greedy fucks."
"Never forget TmarTn was on the board of EnVyUs." "His website, CSGOLotto, they had a bunch of off-the-books sponsorships." "NBK promoted them. People forget."
"Those people who had access to the skins, go to the players" "Even people like s1mple, best player in the world, even he scammed knives and skins off fucking fans."
Owners of skin casino sites would approach pros and lend them skins to use in tournaments and possibly keep them after reaching a deal
Players would tip off inside info about matches and teams in exchange for skins. Info such as: roster changes, how they played in scrims
They would use this info to bet and subvert the odds on their sites. "That happened religiously, I can't even tell you how many times it happened."
"I had access to the biggest database of information, from an inside betting circle in NA, and it would take information and screenshots from other pro players, who were feeding them info in exchange for money or skins."
"Some of these players are still playing." "Incredibly, there are players still in the CSPPA today, complaining about the BLAST recordings, that were embroiled in this murky shit back then."
RL also says that there were tournaments where teams contrived with each other, who should throw, who should win.
"There's a handful of people that are trying to fucking clean it up, and you think you get something over the line and you see something like the CSPPA and it's run by corrupt fucking chuckle heads, and now you've got another corrupt body you have to fight on a fucking daily basis, it's demoralizing."
"It's too far gone. Our entire semi-professional scene is compromised."
"It's rife guys, I'm not going to lie any more. It's not just China, it's not just Russia, it's here, it's NA, it's Europe, it's Australia, so much more than you think, so much more than we can prove."
"I get sent chat logs all the time […] and they're morons, these players, short-sighted, amateur, morons and they're doing it on WhatsApp." People would get cut from the bets because they want to make more money, then they leak the logs. He says, from the chat logs, they spread "little" bets across every site they can (400 to 1k dollars) to prevent shifting odds
He says the scumbags who've fucked off to Valorant will do the same there if Riot doesn't do something and says Valorant "is an esports scene heading for a very early fall based on the sheer volume of scumbags that are already there."
"That's tier 2 CS in a nutshell these days. They know they're never going to play in a major, so what's the punishment?"
"All of these tier 2 fucks that are fixing games now they are like the fucking mafia compared to iBuyPower" "These guys are working with organized criminals to fix entire seasons worth of games. That's what's going on in your tier 2 CS."
"I'm literally being told that there are players fixing games at all levels of Chinese esports and motherfuckers with guns are turning up to team houses and stuff."
North America
"Everyone in NA has left we've lost a continents worth of support during this pandemic and Valve haven't said a fucking word."
RL says the Call of Duty "goblins" that destroyed CS for years are the same people who are now trying to leave CS. "The nerve to treat a game where the fans, and the community, and the TO's were nothing but good to you." "To just kick the players out now and go and leave and say 'It just doesn't make financial sense.' Oh you'll slither back when we have a major though for them stickers won't you."
There's a cascading effect in NA where people don't bother with CS anymore and people like Chaos suffer.
He says NA team owners are incompetent for always wanting it easy and always wanting a guarantee on their investment without skill or nuance.
RL says he would be able to market a team correctly and would have a good ROI and also points out how TSM wouldn't even be bothered to tweet that their team, which was one of the best in the world, was playing at the Major.
He also says not all NA owners are like that, compliments and respects Jason Lake who nearly lost everything to keep Complexity going.
He then calls out the incompetence in Infinite Esports when they acquired OpTic Gaming and bought an Indian CS team.
He says HECZ is not to blame here and that they couldn't tell forsaken was cheating when it was so obvious.
They measured his reaction time to the likes of dev1ce and s1mple
When an enemy showed up on his screen he won that duel something like 44% of the time
"was like the number 1 player in the world statistically"
He brought a laptop to their bootcamp and refused to use the high end PCs that hey provided
He respects Andy Miller (NRG CEO) and HECZ but says that the attitude of not being able to easily monetize their teams is "piss weak" and there needs to be a risk.
He says Chaos EC shouldn't be cutting their roster and should be competent enough to be able to figure out how to make money off their team.
He says there are still opportunities in NA and people are panicking and pulling out, and says Valorant will be the same if not worse.
He also says "bums" who couldn't even get out of groups in NA competitions, are making crazy money in Valorant and says it will continue to inflate.
He also said that he heard rumors that EG (Evil Geniuses) are done.
He also thinks that the rumors of a Valve franchised league from before was sparked up from "these lazy fabled weak NA fucking team owners basically trying to see if Valve would bite at the hook if it was dangled and they didn't"
Slasher says NA team owners are really in favor of franchised leagues because they want to make more money. "Most of the powerful team owners right now are on board with ditching this third party organization structure, or they are trying to play this power politics with all the TOs, and that is contributing to a lot of the problems there"
RL says that Riot has proved they can run a franchised league (LCS) and will be profitable in 2021 which is what a lot of team owners care about and says the competition will only serve to snatch people away from CS.
RL continues to say, "I am so sick and tired of what we have done to this scene, I am just exhausted with it." "I think we have legitimately fucked it, I really think we have. I think we're staring into almost like a CGS (Championship Gaming Series) wasteland in NA." "Counter-Strike esports is a fucking joke."
Talent
"TO's have treated CS talent like absolute human garbage for years now."
RL says that people like Sean Gares and ddk switching over to Valorant isn't for financial reasons because they are making less over there.
He points out that TO's can't even give talent a 3 month in advance calendar.
Because of the pandemic TO's won't hire certain people and some people are working more hours for the same money.
He says we as a community don't respect journalists enough which is why we don't have good journalists.
He also says DeKay is leaving the scene soon and that Thorin is close to leaving also
He says he had to talk a caster down from quitting and was struggling to find reasons.
He says that DreamHack told Vince they would hire him but not if he wants to stick with dusT and says that this is the norm in esports. "Constant leveraging of people against each other." and says this is why we don't have a talent union.
New gen casters are getting put into shit situations and the community's reaction to them is adding fuel to the fire
He says the reason Moses left was because of the terrible conditions
He says that Anders had to constantly leave his family and kid because someone fucked up or broke promises and had to constantly tell his kid to their face that "daddy can't be home this weekend."
He says that esports has always been a lie to sell you this dream, "Meanwhile there's about 2% of the cunts getting all the checks."
Valve
"Anything that Riot does, is better than Valve's inaction"
Slasher says that the larger aspect of esports as a whole compared to other entertainment mediums and Valve's lack of inattention are the bigger problems. He continues saying that the fact that Valve let their game be ran as an esport, they need to take on the responsibilities of it.
Both Slasher and RL wants Valve to take control but not on the level of Riot Games, there needs to be a balance.
In case it was ever a question: Gabe Newell has been to 0 CSGO Majors.
RL calls Valve out saying they could have done something during the gambling era.
He says Valve used to come to the majors, but doesn't think they do anymore.
RL had met with Valve at the Cluj-Napoca Major and had tried to appeal iBP's indefinite punishment and had also gave Brax's life story:
A recent family member passed away, they had lost a lot of income, they had to live in trailer, iBuyPower did not pay any salaries, and was pressured by family to make money who didn't support his career.
RL said that Valve told him, "How dare you try and make us feel guilty." "We shouldn't feel bad about enforcing the only thing that matters that we need to make players afraid of: cheating and match fixing"
RL also tried to share other info about match fixing and nothing came of it
RL points out that Source 2 or a new engine is not something you will want based on the experience of transitioning from CS 1.6 to CS:S. "Valve's track record with brand new engines being launched, not fucking great from what I remember."
Slasher says "If there is anything the community should do, is pressure Valve to hire a community manager."
They say that we need a commissioner, a community manager (not the person who runs the Twitter who posts memes all day), then we need to have a circuit
RL reiterates that Valve doesn't care about CS esports and says they need to change the culture at Valve to make them care about CS esports
Slasher says a systemic problem is making it so working on CSGO would be a bad decision for you as an employee for Valve
He also hasn't talked to Valve in ages and have sent over bugs and cheats and doesn't get emails back anymore
Slasher says we should be directing attention at the developer leads, pointing out Ido Magal, if he even is still the project lead
RL thinks that Ido and Brian are the only people that "vaguely even give a fuck about CS" and were the only people that RL recalled that actually read Reddit and paid attention from time to time
"It is really fucking precarious. Somebody has got to step the fuck up and start giving a shit"
Slasher suggests org owners, with CSPPA, with ESIC, with TOs have a concerted effort against Valve
"Riot Games are doing better things than Valve in the esports space" which is something RL didn't think he'd say.
"People who used to be talent, working with unions, arguing with other talent, when the unions fucked them over, can't understand their perspective, TOs fucking over broadcast talent, broadcast talent wanting to leave and go and work for orgs, orgs having no money, Valve might take coaches away because all the coaches are cheating, ESIC has about 4 people in a fucking call doing the investigations, everyone thinks they're spies for ESL, ESL are just the evil fucking overlords wanting to rule the scene and will just somehow, like cockroaches outliving a nuclear bomb, and Valve are in a fucking holiday in Hawaii thinking about the next Dota character because they don't give a fuck about us."
Closing Statements
"We've peaked. If we want to sustain and exist, now is the time to figure it out. No esports lasts as long as this, we've already done 8 years. We've already broke the records. We have got to figure out a way to coexist and drive the negative forces out and we need to do it as a collective and we're not doing that."
RL compared the Counter-Strike scene to the people on the Titanic who ran around with guns robbing people while the boat was sinking.
"We have given up on being a respectable esports scene." "We are now a conduit to make money for those who want to just milk it, just have one last ride, one last roll of the dice. It's done." "What a fucking mess. What have we done to our fucking scene?"
"There's just too much self-interest driving all of this." "I don't see a way we stop the dominoes." "When it's that bad, when there's that many dishonest people that ESIC have to come out and say that if we punish them all there's no one left. What does that tell you?"
"How many opportunities have we had to clean house? How many times have we said, 'this must never happen again', and another scandal." "The entire skins betting operations was the biggest criminal conspiracy in esports ever executed and no one has been punished for it." "The people who could be driving that don't want to."
"Right now people are fans of those organizations because the scene has value. It is worth being a fan of Astralis because they are excellent at Counter-Strike. It is worth being a fan of s1mple because he is the best player in Counter-Strike, maybe the exception of ZywOo. If the scene is devalued, if the scene loses its meaning, those things lose its meaning too, and people will leave, people will stop tuning into the games. I have seen it happen in multiple esports, this is not my first time at the rodeo. I am getting big Brood War vibes right now and I don't like it."
"The role you play in all of this as fans, as viewers, as listeners, as consumers of esports content, it's absolutely imperative that you know who the good guys are. It's absolutely imperative that you use your voice. It's absolutely imperative that when things are bad, you know who, at least, is trying to make them good, and you have to apply your criticism to the right targets."
He continues saying it's no good in continuing to attack ESIC and saying how they are bad, ESIC have it hard
He says CSPPA are on the right side of the argument on BLAST but have been on the wrong side of many arguments many times.
"If you are not willing to stand along side the weakest member of the union, with the least amount of influence, and the least amount of power, then it is not a union at all and you shouldn't pose as one." "You wanna serve a bunch of special interest do it, everyone else in esports fucking does, but do not pose as something you are not." "We love the players. I've been fighting for players rights for as long as I've been able to, but the CSPPA is not what we needed."
"They are not applying the pressure to the right people, they are not fighting the right battles, they are not helping their weaker members."
He says what orgs have done by keeping or hiring coaches is bad. "When you give up on holding an appreciable standard, you've lost the scene" "Competition matters, rules matter, punishments matter, achievements matter, excellence matters" "If you start stripping that away, you have nothing" "You guys need to take that knowledge and apply it sensibly."
"Valve has sold you all down the river, they sold everyone in the esports scene down the river, tournament organizers are selling their talent down the river. Don't hate on them for sounding tired after a 16 hour day. Don't hate on them because the hype for a matchup they've seen for the 20th time in the past 3 months, they can't be as excited or it sounds contrived. Support your guys, they're there for you, these are your people."
"This community has got to start acting like one for the first fucking time. Just put the petty shit away, let's try and fix this fucking scene while we still have one to save."
"You can't rely on Valve, you can't rely on ESL, you can't rely on the CSPPA, you can't rely on anyone." "Once again, it's gonna be the likes of us, the amateurs, the people who give a fuck, rolling up our sleeves and grafting." "I'm old and tired and I don't want to have to do it again. People need to pick up the torch and do it."
"Like Michal did, like Dudenhoeffer did. You see something wrong, fix it. You see somebody doing something wrong, call it out. If you think something could be better, let people know."
"Vote with your wallets if you're not happy with the direction Valve goes in. If when we do get to the Major, they serve up another subpar, same old bullshit stickers and signatures package again, do not buy it."
"You're a powerful block and if you use it correctly we can fucking avert this disaster."
"I'm not doing another year in this broken, bust-up fucking scene, where everyone is miserable, everyone is broke, everyone is tired, and everyone is trying to fucking rob everyone else, blind, while the fucking people who are meant to be protecting you, are just fucking enhancing it and lining their own pockets."
"I'm not doing it anymore and you shouldn't want to do it either."
"I stand by every fucking thing I said. I mean it, because this game fucking matters to me, this scene fucking matters to me. I put my life into this, my adult life, and to see it in this state is fucking sad."
Not your parents PLAYBOY: How Playboy is reinventing themselves and why you should Invest $MCAC
I know what you're already thinking. Playboy is a dead porn brand that publishes a magazine and doesn't appeal to millennials or gen z right? Wrong. Leadership Let's start with Ben Kohn, the CEO. Kohn has worked in private equity for 25 years and started a firm called Rizvi Travers which invested in pre IPO tech companies. They were the largest investor when Twitter went public and invested in Facebook, Snapchat, Square, SpaceX, Instacart, and Uber. In 2011, Kohn partnered with Hugh Hefner and took Playboy private. Kohn became the CEO in 2017 with the goal of revitalizing one of the largest, most recognizable brands in the world. Since becoming CEO, Kohn has been shutting down most of the legacy business and most recently discontinued producing a domestic magazine. He's focused most of his attention so far on growing the high margin licensing business and direct to consumer business, transforming Playboy into a consumer lifestyle brand focusing on 4 categories:
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Style & Apparel: Over the last 3 years, Playboy has partnered with Pacsun, Misguided, Supreme, and others. The Pacsun and Misguided businesses have increased almost 15x over the last 3 years. Playboy also launched Playboy Labs and partnered with Steve Aoki to promote the brand. Playboy intends on transitioning this business from a pure licensing business to a direct to consumer business going forward. They have future collaborations with Yandy planned as well. Sexual Wellness: The sexual wellness category is a 240 billion dollar industry today and is projected to grow to 400 billion by 2024. Currently, the industry is fragmented and made up of small businesses with no ability to scale. Playboy is poised to become the leader in this category through strategic acquisitions of existing companies and by growing its product offerings. Yes, I'm talking about lingerie, condoms, sex toys etc. They recently acquired the sexual wellness retailer Lovers for 25 million and expect them to add 45 million in revenue over the next 12 months. They are planning on making more strategic acquisitions in this space moving forward to become the leading direct to consumer brand in this field. They also began offering online sexual wellness classes for women, which have seen large growth since inception. Gaming & Lifestyle: The growth opportunities in this category are huge. Playboy is diversifying into online gambling, mobile gaming, CBD/Marijuana, and virtual reality. They have a social club/poker room opening in Houston this year in addition to their casino in London. They currently have partnerships with Microgaming as well as Scientific Games for mobile gambling apps like slots and poker, with plans to build more. They are also planning on entering the sports gambling market through partnerships with well known sports betting operators. Moreover, they recently launched an exclusive furniture collection on Wayfair and plan on offering more in the future. They currently offer 3 CBD products and have plans to enter the legal marijuana market when it's legalized at the federal level, which might happen soon under the Biden administration. As of now they sell Playboy branded smoking materials like ash trays and grinders. They are planning on launching 4 more CBD products in 2021. Lastly, Ben Kohn said that experiencing Playboy through a virtual world format is something that is "extremely interesting to us". He gave an example of the Travis Scott and Unreal Platform collaboration. Beauty and Grooming: Currently, Playboy offers men's and women's fragrances and color cosmetics in Europe. They have plans to expand their product line and enter the North American market this year. In China, a place where Playboy has a large market presence, Men's grooming is one of the fastest growing categories and an area that Playboy is not in today. They are planning on entering this market in the near future with Playboy branded skincare and grooming products. SPAC Merger Playboy has a DA with Mountain Crest Acquisition Corp, $MCAC, with the shareholder vote taking place THIS TUESDAY 2/9/21. Once it's approved, the ticker will change to PLBY shortly after. One of the great things about this deal is that there are absolutely no warrants outstanding, meaning there will be very little dilution. They only have 1/10th of a right per share outstanding which automatically convert to common stock. Upon completion of the merger, PLBY will have only 37 million shares outstanding, which is a very low float. Any increase in volume and demand will send the stock price higher. After the merger, PLBY will have a market cap of approximately 413 million. For comparison to other global brands, Nike's market cap is 185 billion, Disney's is 329 billion, and Lululemon's is 45 billion. Now I'm not saying Playboy is near those companies today. However, if they continue growing and realize their potential, they're massively undervalued. Additionally, the management team all signed 12-month lock ups, preventing them from selling for at least one year. This is not a transaction sale, but a true capital raise to accelerate growth. They are in this for the long haul. Conclusion Playboy has big growth opportunities in multiple product categories to become a leading consumer lifestyle brand. They have a high margin profitable business model and a very healthy balance sheet. They have 100 million in free cash right now and only 40 million in net debt, or one times 2021 adjusted ebitda. They already have global brand awareness and the bunny logo alone has tremendous value. Ceo Ben Kohn knows what he's doing and has a proven track record of success. It might be flying under the radar right now because all the hype is surrounding GME and EV socks. I believe when the ticker changes to PLBY and people realize that Playboy is no longer what it used to be, this has huge long term upside. FYI: All of the statistics I mentioned are directly taken from the CEO Ben Kohn in his 1 hour webinar interview with SpacInsider. Disclosure: Long 500 commons $MCAC Disclaimer: Do your own due diligence too
An Industry Deep Dive on How Games Became a Service
Disclaimer: All facts stated in this essay are verifiable and have been researched beforehand. 2013 marked a big year in many aspects for the video game industry, it was a good year for new IPs and (some) sequels if you were a AAA developer. Sony fans may remember being introduced to The Last of Us for the first time as you embarked on a journey as Joel Miller through a post-apocalyptic United States, or if your name was Artyom continued a post-apocalypse Soviet Russian adventure in Metro: Last Light. Reboots were also in affair; Tomb Raider and Devil May Cry made their comebacks with flair and breathed new life into some of gaming's historic franchises. It was also a year that marked the end of certain beloved trilogies with titles such as Bioshock: Infinite and Crysis 3. These were times of big feels, new beginnings, and more importantly: new ideas to create the proverbial ten year cash cows. You see while all this time you were reminiscing about a heartbroken Joel crying to the tune of Gustavo Santaolalla’s emotional guitar riffs in the background, 2013 was also a year that changed gaming in subtle ways you may not have realized. GTA V made its meteoric rise to the top of the unquenchable stream of revenue in digital media history, meanwhile Valve was setting the stage when it released Dota 2 that was the first ever video game to introduce the concept of a Battle Pass: a name which will live in infamy. There is a lot to unpack here so we’ll try our best to go in a coherent order. GTA V answered a key question that has been lingering for a long time in the AAA video game business model: can you make games as a service? Picture yourself tearing down the freeway in the supercar of your dreams, the sun is shining and you are blasting your favourite tunes, to your right is the horizon of a crystal blue pacific ocean, you receive a call from one of your “business partners” about a proposition to earn some tax-free income so you can pay for a superyacht at some point in your career, why? Because crime pays and the fun never ends. Rockstar had perfected the model of what unfettered freedom looks like in a virtual world, and in a genius move, released GTA Online in just two weeks after initial release. Needless to say it was a success, in fact it was more than just that, it became the envy of video game business executives. The question is often raised and answered, and then forgotten about, and then asked again about why AAA companies don't make one-and-done IPs anymore. At least, very few of them seem to do it. If $595 million in 2019 from GTA Online alone doesn’t answer the question for you, I don’t know what else will. You see Rockstar didn’t intend for its online component to be as successful as it is. The addictive gameplay loop and highly-detailed compelling world that seduced a large portion of its players (and by extension: the market) was just the elevator pitch. Like any great formula, it needs constant improvement as our old Bethesda buddy Todd Howard always likes to parrot “Great games are played, not made” by that logic then how do you keep a game great then? You keep playing it? How do you keep playing a game? (Well according to Todd its by letting your community of modders finish the game for you) What Rockstar did was added weekly updates, paid close attention to the needs of its community, had a look at the graphs and noticed only 27% of its players had actually completed the single player campaign (keep in mind this statistic is over 7 years old and may have changed significantly). For the first time GTA broke its tradition by not making expansions for the single player, which is what it was always known for. The Beach Bum update was released for free the following month for GTA Online players and the rest is history. Just kidding GTA Online is releasing a new free game update this December which will expand the playable game world, oh and it's got military submarines and a new plot “a la James Bond”. Seeing the… evolution of what was a game about stealing cars has been an interesting journey so far. According to gamstat.com and Steam charts, a conservative number of 1.4 million players across PC, PS4, XB1 log-in daily to play GTA Online. The game - even 7 years later - stays consistently in the top 10 of most played games across both consoles. So this was the Rockstar Games model: forget about single-player because statistically, nobody really cares, let's just focus on our multiplayer because its getting more attention, free updates for everyone to keep them busy, we’ll gradually inflate the fuck out of everything seven years down the line because there’s just gonna be so much content that you’ll need 800 of your real dollars at some point in a recent update if you want to buy all the content, what was that you want to grind for it? Jokes on you, you'll be there forever. This game will be your second job after you come home from your first job, you’ll be too lazy to grind for hours to get a car so why not just buy a shark card? You’re gonna get paid at the end of the month anyways, it's not a big deal. Well lo and behold, it just works. (Shut up Todd, you’re partly to blame here!) It is a sound business model, and one that even overshadows Red Dead Redemption 2 which has witnessed a significant dwindling in its online engagement. In this second part we’ll look at Valves' introduction of the Battle Pass or “Compendium” system in Dota 2 and how 4 years later, it would be adapted and popularized by Epic Games’ Fortnite. Before we dive in, let’s take a little trip to 2004. You’re on the computer in the living room of your parents house and you’re playing South Korean based Wizet studio’s MapleStory. You don’t have a console and you’re not allowed to play violent video games because your mom is too strict and also because she’s listening to mainstream media rant on how Halo 2 is making children too violent. So you’re stuck with MapleStory, it’s nothing to speak of graphically because it's a 2D side scrolling RPG, but hey it’s free to play and it's Massively Multiplayer Online so at least it has other real people playing it. While you’re playing it, you’re having fun because you find out you can actually do a variety of things even though it's just an innocent 2D looking game. You can chat, trade things with real players, perhaps even band together in a party and go on quests in MapleWorld. One thing is making you envious though: you can’t stop going back to the Cash shop because of all the dope looking outfits you think would look good on your character, and also because other folks are flexing them in your party. In come the “Gachapon tickets” (now for historical accuracy we’ll pretend you’re an expat living in Japan because at the time it was just a japanese thing), a Gachapon is basically a machine that sells capsules containing little toys in them, what capsule you got after inserting your coin was completely random - remember the word Gachapon as we’ll get to it later - MapleStory in Japan allowed for users to pay just 100 measly yen ($1.00) for a Gachapon ticket so you could buy whatever you wanted at the Cash shop, you convince your mom because it’s cheap and because you somehow convinced her that it was not a scam? Hooray you can finally impress your party with the new gear you just got! You can continue playing the game to your heart's content. Little did you know that MapleStory would be the inspiration for a special surprise in your gaming experience which we’ll get to in a moment. Across Asia in the late noughties, it was the free to play titles that generated a considerable amount of income because of their popularity with internet cafe goers and people who weren’t wealthy enough to afford expensive tech. The games were free, accessible because of the growing mobile market in exchange it offered cheap but optional microtransactions to recoup for its development costs. ZT Online (2007) was a chinese developed game that took full advantage of the free to play model, offering optional microtransactions for its committed players and raked in a reported $15 million per month. The first ever mobile game to hit the $1 billion milestone was Puzzle & Dragons released in 2011. In North America and Europe during the social-network heyday saw Zynga develop free to play mobile games such as FarmVille, Zynga Poker, Words with Friends, etc. Now it’s been a good few years since you were playing shitty 2D side scrolling games, you want to be a part of the big leagues and play some shooters! The year is 2010 and you’re having the time of your life whooping ass in Team Fortress 2, a pioneer of the “hero shooter” genre. It’s September and you are eating a sandvich (nom) while watching your favorite YouTube gaming channel talk about crates containing random loot that can be accessed by purchasing keys, it’s exciting! You’re old enough and mature by your moms standards to be playing TF2 so you use your pocket money allowance to buy these keys so you can later brag to your school friends or online forums. You also learn that Valve is transitioning the game to free-to-play so that it can attract more users. (Are you noticing the pattern here?) Valve has always been ahead of the curve when it comes to monetization in video games and it’s remarkable how they achieve this, because if you were following the news at the time you’ll remember that when Valve made Team Fortress 2 free-to-play, it dominated the Steam charts f2p list for a reasonable time. 3 years after it became free-to-play, TF2 was reported making $139 million per year alongside Counter Strike which is also a beefy 9-figure earner for the company. This is notwithstanding the fact that Valve has the monopoly on the PC gaming market with Steam which takes a 30% cut of every video-game sale. You really cannot stop the Gaben. During the time that Valve were transitioning to the free-to-play model they hired Greek-Australian economist and former Greek finance minister, Yanis Varoufakis to research virtual economies. What occurred a few years later was a growing trend of MMOs and MOBAs transitioning to a free-to-play model, starting in 2011 with popular games such as Star Trek Online and Lord Of The Rings Online, adding microtransactions as a means to stay sustainable. The TF2 crates and keys were another way of interpreting the Gachapon philosophy, get a key to open your “capsule” but leave it to RNG to decide the fate of your purchase. Valve were the first of the AAA gaming industry to popularize this practice but also to have perfected the art of recurrent user spending, of course what we also saw was a decline in release of new games but we’ll get to that in a bit. Now other video game publishers took notice of Lord Gaben’s business savvy and decided to find their own ways to create additional revenue streams. Electronic Arts, the founders of “surprise mechanics” decided to monetize FIFA Ultimate Team in 2010 by offering players the opportunity to purchase virtual trading cards as a means to generate extra revenue on a reliable IP with a loyal fanbase. This worked predictably in EA’s favour as of recent 2020 financial reports they have generated $1.49 billion in revenue from FUT alone. EA being EA wanted to further inflate their sense of pride and accomplishment by using the Gachapon philosophy (a philosophy which worked with free-to-play titles for reasonable causes) by creating their first loot-boxes, now because they’re EA, didn’t bother to transition their games to the free-to-play model, that idea probably got laughed at during a board meeting. These motherfuckers literally decided to have their cake and eat it for all the public to see. 2 years later in 2012 at the release of Mass Effect 3, EA implemented loot boxes into the multiplayer component of the game, in fact they did so with all of their multiplayer IPs: Battlefront, Battlefield. The reason why loot-boxes is a perverted version of the Gachapon ticket (and sorry if I use this word a lot) is because it contains cut content that allow for in game advantages so the gamers ™ have no other option but to gamble their money for something that is not even guaranteed they’ll have because grinding for it will take some ridiculous hundreds of hours of your time. EA popularized the loot-box which I like to keep separate from Gachapon because the two are fundamentally different. Loot-boxes are gameplay/XP modifiers you have to pay for on top of the full retail price of the game you already bought. Gachapon tickets is a means to support a developer that made a base game free-to-play. What happened following the increase in quarterly earnings for Electronic Arts after their loot-box boom were a bunch of other companies copying the exact same thing ad nauseam but putting their own “creative” spin on it: Counter Strike: GO did it with weapon cases, Battlepacks for Battlefield 4, COD: AW with Supply Drops. Overwatch went as far as including loot-boxes to be part of its meta in 2016, other core AAA games following suit, COD, Halo 5, LoL, you name it it probably has it. Fast forward to 2017 and EA are in legal battles with governments about loot boxes and the industry is now getting cold feet. Fortnite becomes the latest trailblazing success. Which is where Valve were once again: ahead of the curve. You remember at the beginning of this case study where Valve were the first to come up with the concept of a Battle Pass? So in 2013, Dota 2 devised what they called “The Compendium” a business model based on the Season pass or Season ticket used in sports for NFL or Baseball. The models are basically identical: you pay a one time fee for access to an event that typically lasts 3 months. This model works far better than the loot box because it incentivizes players to grind for content they know are guaranteed to get. The player only pays a one-time fee (usually in the $10 price point) giving them a sense of getting their money's worth, I fall for this myself because it is marketed incredibly effectively. Furthermore the seasonal model “drip-feeds” content, so these may be gameplay modifiers, XP enhancements, unique limited edition content (weapons, shaders, armours) so the more you progress, the greater the benefits. Now Dota 2 uses the proceeds of Battle Pass sales towards the seasonal tournaments prize pool. For other companies like Bungie it is most likely towards development of new seasonal content or Eververse items. So during the whole loot-box orgy that lasted a good 5-6 years. Valve were profiting from the seasonal model, Epic Games took note and decided it would use the same thing for their new shooter. In Summer of 2017, Fortnite broke records as one of the highest-grossing free-to-play battle royale titles of the decade, having been downloaded a recorded 350 million times and generating $1.8 billion in revenue in its first year. It was clear at that point the free-to-play model with a season pass and microtransactions store guaranteed a stable platform. 3 years later, Fortnite is projected to make $5 billion at the end of this fiscal year, and has registered 3.2 billion hours of playtime. Now this is important because it took GTA V seven years to break through $6 billion and GTA V (for now) still remains the highest-grossing video game of all time. We can see Call of Duty Warzone made its Battle Royale mode free-to-play as a direct response to the trend. Bungie followed suit after their recent move to make Destiny 2 a free-to-play model with a seasonal pass built-in to last until 2022. It’s only a matter of time whether we see more companies and AAA titles decide to do the same for it to determine the “games a service model” will be the dominant market trend. We can safely assess Microsoft is emulating this with its Game Pass Ultimate program which acts as a “Netflix for video games” having recently merged with EA Access expanding its library of “free-to-play” games at the cost of a monthly installment. If you have made it this far, you are a mad lad. I thought I’d take some time to illuminate the direction in which the video game industry seems to be heading by highlighting the patterns. This is also in an attempt to answer the question of: why are video games the way they are in 2020? It wasn’t easy to write but I hope it was easy for you to read. Once again thank you for taking the time of your day, now what are you waiting for? Go play some video games!
Global Feminine Hygiene Products Market Report (2021-27) - Pheonix Research
Global Feminine Hygiene Products Market by Type (Sanitary Napkins/Pads, Tampons, Pantyliners, Menstrual Cup, Feminine Hygiene Wash, Period Panties,) and Distribution channel (Supermarket, Convenience Stores, Department Stores, Retail Pharmacies and Online Purchase), Geography (North America, South America, Europe, Asia-Pacific, Middle East, and Africa) - Industry Trends Analysis & Forecast till 2027 GLOBAL FEMININE HYGIENE PRODUCTS MARKET DEFINITION: Feminine hygiene products are personal care products used for women during menstrual discharge, flow, and alternative sex organ practices. Feminine hygiene products play a vital role in maintaining women's reproductive wellbeing and promoting safe intimate hygiene practices in the prevention of any form of infection. Usually, these products are made of polymeric fiber, pulp, fluffy wood, among others. They are particularly concerned with menstruation, vaginal cleanliness, contraception, and motherhood. Feminine merchandise comes in various sizes depending on different body shapes. As the size of the vagina differs across various age ranges, the different forms of the substance gain a large number of customers. Feminine demand for goods has risen in both developed and emerging countries, and the reason for this is a growth in menstrual product adoption around the world. Request Sample:https://www.pheonixresearch.com/report/global-feminine-hygiene-products-market.html GLOBAL FEMININE HYGIENE PRODUCTS MARKET OUTLOOK: Feminine Hygiene Products are now attracting popularity on a regular basis due to increased demand across the geographical area. Increased knowledge of women's personal hygiene, combined with a desire to use healthy and comfortable sanitary products, is a significant factor leading to the growth of the industry and is generating a huge market for women's hygiene products all over the world. A rising understanding of women's health and hygiene and the advent of low-cost women's hygiene products are factors that are expected to fuel demand for women's hygiene products during the forecast period. The use of chemical substances in the manufacturing of women's hygiene products can have harmful effects. In addition, the disposal of these products can contribute to the clogging of drains, which, in turn, hinders the selling of these products. In addition, developing the need for female hygiene products will create attractive market opportunities in the coming years. According to Pheonix Research, Market Size of The globalfeminine hygiene products marketregistering a CAGR of 5.7 % from 2020 to 2027. For geographically segmented the Asia Pacific dominated the market and the prime contributor in terms of revenue in the total global feminine hygiene products market GLOBAL FEMININE HYGIENE PRODUCTS MARKET DYNAMICS:Market Drivers • Rising Advancements in feminine hygiene products. • Growing awareness of environmental & personal hygiene. Market Restraints • Social stigma associated with menstruation and feminine hygiene products. • Adverse Effects of Chemical Disinfectants. GLOBAL FEMININE HYGIENE PRODUCTS MARKET SEGMENTATION:By Product Type • Sanitary Napkins/Pads • Tampons • Pantyliners • Menstrual Cup • Feminine Hygiene Wash • Period Panties By Distribution Channel • Supermarket • Convenience Stores • Department Stores • Retail Pharmacies • Online Purchase By Geography • North America o US o Canada o Mexico • South America o Brazil o Argentina o Rest of South America • Europe o Germany o France o United Kingdom o Italy o Spain o Russia o Turkey o Belgium o Netherlands o Rest of Europe • Asia-Pacific o Japan o China o South Korea o India o Australia o Singapore o Malaysia o Indonesia o Thailand o Philippines o Rest of Asia-Pacific • The Middle East and Africa o South Africa o Egypt o Saudi Arabia o United Arab Emirates o Israel o Rest of the Middle East and Africa COMPETITIVE ANALYSIS: GLOBAL FEMININE HYGIENE PRODUCTS MARKET: The global feminine hygiene products market is highly competitive, and major players have used various approaches to raise their footprints on this market such as new product advancements, acquisitions, contracts, joint ventures, alliances, acquisition, and others. The scope of the study includes feminine hygiene products market revenue for Global, Asia-Pacific, North America, Europe, South America, and the Middle East & Africa. KEY MARKET COMPETITORS: GLOBAL FEMININE HYGIENE PRODUCTS MARKET: Few of the major competitors currently working in the feminine hygiene products market are • Procter & Gamble Company • Johnson & Johnson Services, Inc. • Edgewell Personal Care • Unicharm Corporation • Kimberly-Clark Corporation • Kao Corporation • Torunskie Zaklady Materialów Opatrunkowych S A • Prestige Consumer Healthcare, Inc. • Thinx, Inc • Diva International Inc. • Premier • First Quality Enterprises Inc • Hengan International Group Co. Ltd • Essity AB • Ontex Group NV • Natracare LLC RESEARCH METHODOLOGY: GLOBAL FEMININE HYGIENE PRODUCTS MARKET Data collection modules with large sample sizes are used for data collection and base year analysis. Market share analysis and key trend analysis are the major factors for success in any market report. Market statistical and coherent models are used to analyze the market data. Please request an analyst call for more information on research methodology Phoenix research consultants use their proprietary research methodology to evaluate data that involves data mining, analysis of the impact of data variables on the market, and primary validation. Furthermore, other data models consist of market overview and guide, company matrix, key intensity vendor mapping, market forecasting analysis, company share analysis, top-down and bottom-up analysis, and others. DEMAND AND SUPPLY SIDE- PRIMARY RESEARCH RESPONDENTDemand Side: commercial Buyers, Group Purchasing Organizations, Associations, Healthcare Authorities, Academic and Universities, Technological Expertise, researcher, Promoters, and Investors among others. Supply Side: Product Managers, Marketing Managers, Senior and mid-level Executives, Distributors, Market Intelligence, and Regulatory Authority Managers among others. REPORT INSIGHTS: • To gain insights into the competitive milieu in the market • End-user assessment /Customer behaviors • Detailed Demand and Supply Assessment • Key market drivers and restraints Analysis • Competitive landscape of the key players involved • In-depth analysis of the market segmentation Read More:https://www.pheonixresearch.com/report/global-feminine-hygiene-products-market.html Contact Us Nikhil Jat Email: [[email protected]](mailto:[email protected]) Phone: US: +1 518 512 9180 India +91 881 762 1665 Skype: nikhil12318
Gambling Market Size, Business Share | Growth Rate 2020 Demand Status, Revenue by Global Regions Forecast to 2025 Report by Industry Research.co
https://preview.redd.it/xjhrt7bmej261.png?width=600&format=png&auto=webp&s=ba0c5d69a3b70e0d4d94fd6a5443214a215081fe "Final Report will add the analysis of the impact of COVID-19 on this industry." Global “Gambling Market” share report highlights various trends and dynamics, new and innovative technology, and mergers & acquisitions that are expected to make a positive impact on the overall industry. Gambling market has been studied in terms of applications, specifications, and quality, which makes a positive impact on the growth of the businesses. The pandemic of Coronavirus (COVID-19) has affected every aspect of life globally and this report covers the current COVID-19 impact on the Gambling market growth. Get a Sample Copy of the Report at -https://www.industryresearch.co/enquiry/request-sample/16170892 Global Gambling Market research report growth rates and the market value based on market dynamics, growth factors. The complete knowledge is based on the latest innovations in the industry, opportunities, and trends. In addition to SWOT analysis by key suppliers, the report contains a comprehensive market analysis and major player’s landscape. The report also includes detailed information about the market players that are operating in the market. Some of the major industry players that are listed in the report include:
Betsson Group
Casino di Campione
Galaxy Entertainment Group
Camelot Group
Paddy Power Betfair
Betclic
INTRALOT
Bet-at-home.com
The Casino at the Empire
Casino Estoril
MGM Resorts
888 Holdings
Casino de Monte Carlo
Resorts World Birmingham
New York State Lottery
To Understand How Covid-19 Impact Is Covered in This Report-https://www.industryresearch.co/enquiry/request-covid19/16170892 A detailed examination is done on each of the segments and is provided in the Gambling market report. Based on the performance of the Gambling market in various regions, a detailed study of the Gambling market is also analyzed and covered in the study. Gambling Market Segmentation by Types:
Lottery
Betting
Casino
Others
Gambling Market Segmentation by Applications:
Offline
Online
Questions Related to the Gambling Market Report:
Which regional market is covered in terms of market share and size?
Who are the most-established players in the global Gambling market landscape?
What are the different strategies used by players to market their products during the COVID-19 pandemic?
How are emerging market players expanding their presence in the Gambling market?
What is the result of the SWOT analysis included in the report?
Inquire or Share Your Questions If Any Before the Purchasing This Report -https://www.industryresearch.co/enquiry/pre-order-enquiry/16170892 Geographically, the detailed analysis of consumption, revenue, market share, and growth rate, historic and forecast (2015-2025) of the following regions are covered:
North America
Europe
Asia-Pacific
Middle East & Africa
South America
The Gambling Market Report Provides:
An overview of the market
Comprehensive analysis of the market
Analyses of recent developments in the market
Events in the market scenario in the past few years
Emerging market segments and regional markets
Segmentation of market by regional level with types and applications
Historical, current, and estimated market size in terms of value and volume
Competitive analysis, with company overview, products, revenue, and strategies.
An impartial assessment of the market
Strategic recommendations to help companies increase their market presence
Pore Strips for Teeth Market Size Analysis by SWOT Analysis, Competitive Landscape 2020 Top Key Players, Global Share, Revenue and Growth Analysis till 2026 | Industry Research.co
"Final Report will add the analysis of the impact of COVID-19 on this industry." This comprehensive study provides a forecast and analysis of the global “Pore Strips for Teeth Market”. The report unfolds rare and distinguished intelligence regarding the market dynamics including drivers, threats, restraints, and opportunities present in the Pore Strips for Teeth industry. The report sheds light on suppliers to end-users, along with several macro-economic indicators. The research propounds crucial insights regarding the growth trajectory of the Pore Strips for Teeth market. Get a Sample Copy of the Report at -https://www.industryresearch.co/enquiry/request-sample/16070847 About Pore Strips for Teeth Market:
Increasing incidences of teeth discoloration and growing aesthetic dentistry industry is driving the global pore strips teeth-whitening market. Nowadays, use of pore strips for teeth-whitening is increasing among customers for improving their appearance. Pore strips teeth-whitening, finds their extensive application in hospitals, dental clinics, and healthcare centers.
Market Analysis and Insights: Global and Japan Pore Strips for Teeth Market
This report focuses on global and Japan Pore Strips for Teeth Global and Japan market.
The global Pore Strips for Teeth market size is projected to reach USD million by 2026, from USD million in 2020, at a Significant CAGR during the forecast period.
Global Pore Strips for Teeth Market: Competitive Analysis This section of the report identifies various key manufacturers of the market. It helps the reader understand the strategies and collaborations that players are focusing on combat competition in the market. The comprehensive report provides a significant microscopic look at the market. The reader can identify the footprints of the manufacturers by knowing about the global revenue of manufacturers, the global price of manufacturers, and sales by manufacturers during the forecast period of 2015 to 2019. To Understand How Covid-19 Impact Is Covered in This Report-https://www.industryresearch.co/enquiry/request-covid19/16070847 Top Manufacturers Covered in The Pore Strips for Teeth Market Report:
Crest
Smilo Shine
Procter & Gamble
Fairywell
Zimba
Beaming White
DaVinci Teeth-whitening
Spotlight Oral Care Ltd.
Global Whitening
Dental Duty
On the basis of product, this report displays the production, revenue, price, market share, and growth rate of Pore Strips for Teeth Market types split into:
Professional Products
DIY Products
On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Pore Strips for Teeth Market applications, includes:
Confrontation: Coronavirus VS Gambling business For many years, the authorities of almost all countries of the world have been fighting a nervous battle with the gambling business. Underground casinos are opening everywhere and the authorities are again throwing all their forces into the fight against betting. https://preview.redd.it/2b4l9qv0bhr51.jpg?width=1600&format=pjpg&auto=webp&s=86b7cfdadbe8b04bd9c1de8397ef4aebc96db3c6 But then it appears: Super Coronovirus! This whole situation is like a fairy tale about a Golden egg, which everyone tried to break, but only the mouse did it. In a few months, the Coronavirus infection managed to do what the Supreme rulers of humanity took decades to do – it "killed" the gambling business! But is this really the case? Are there no more places in the world where you can drink a glass of whiskey and bet a couple of bucks on zero? https://preview.redd.it/79emqy92bhr51.jpg?width=1000&format=pjpg&auto=webp&s=7ac545a98144399601003c8f746ff04c0fcd46e0 The editorial of MetaCasino.pt has prepared an analytical material for you, about which branches of the gambling business were most affected by the Coronavirus. Land-based casinos The first and most powerful impact of the Coronavirus was on land-based stationary casinos. In the face of an epidemiological threat, people tried to leave their homes and stay in public places as little as possible. https://preview.redd.it/0h1c0f63bhr51.jpg?width=1382&format=pjpg&auto=webp&s=4140fb9b46e591860ab299c3d1a8b2c6dc88c93a ● USA The famous Las Vegas, which worked smoothly during the first and Second world war, turned into a Ghost town in a matter of months. Its casinos closed for the first time since 1963, the year President Kennedy was assassinated. According to the latest statistics, the total losses of Las Vegas casinos amounted to more than 5.5 billion dollars. ● Czech Republic Although the Czech Republic had the fewest cases of Coronavirus infection, King's Casino, which is a venue for major international poker events, had to cancel all tournaments and close for a period of quarantine. According to official data, the casino's losses amounted to about 5.5 million dollars. ● Austria The famous Concord Card Casino, which was supposed to be 25 years old this year, was closed due to the inability to pay taxes to the state. The main specialty of this casino was poker, but in early March, the institution declared bankruptcy. The main reason is the lack of clients due to the Coronavirus epidemic. https://preview.redd.it/0l9fisb4bhr51.jpg?width=2000&format=pjpg&auto=webp&s=fa81f63019dcee723f6cabdac628b7859f925187 Owners of land-based casinos are recommended to start developing the online component of their gambling houses as soon as possible so that the Coronovirus does not completely sink their business. Online casino against Coronavirus But the online casino, on the contrary, is experiencing its best times. In a situation when almost the entire world was in prison, many of the boredom began to "spend" honestly earned coins in the casino. In this regard, our editorial staff has prepared for you the TOP 3 online casinos that not only earned money during the epidemic, but also managed to bring their brand to the world level. ●Rox Casino A casino that everyone already knew about, but they learned even better during the Coronavirus period. According to unofficial data (after all, who will tell us the truth) on the excitement of their customers, Rox managed to earn about 4 million dollars. And this is almost 13% more than the casino's income before the Coronavirus epidemic. https://preview.redd.it/7fj1oyg5bhr51.jpg?width=2000&format=pjpg&auto=webp&s=9567d544c0b60efeef1d120e4bada83dee2bd507 ●All British Casino The most famous British online casino, with which, according to rumors, Prince Harry liked to spend his free time during the pandemic, managed to increase its revenue by up to 24%. And this is despite the fact that gambling is illegal and the UK government has introduced strict regulatory measures regarding online gambling and betting. The high attendance of this platform has brought All British Casino to a new level and attracted customers from all over the world. ●BoVegas And while real Las Vegas endures its worst times, virtual Vegas is on top of the glory. In the face of fierce competition and in order to attract the maximum number of new customers and keep the old ones, a welcome bonus of 5000$ was introduced. Either a gift from the company, or boredom, but the number of players for the period from January to may increased by 40%. And where new players - there is profit! Sports reference: offline or online? The sphere of sports betting has suffered the most. The fact is that the absence of Grand sporting events such as the world Cup, the UEFA Champions League, the League of Europe, the Wimbledon tennis tournament and many other competitions were either canceled or postponed indefinitely. According to the analytical company Standard & Poor's, the betting market fell by almost 37%. This has never happened before! https://preview.redd.it/pqe35ocbbhr51.jpg?width=1192&format=pjpg&auto=webp&s=3f484570f0b8f23aa7a89b693d998c5fd202a021 For example, in the UK, the demand among both beginners and professional bettors for betting shops that specialize in sports has decreased by 41%, and this is despite the fact that the demand for online casinos is growing on the contrary. In addition, during the quarantine period, offices are prohibited from using topics such as Coronavirus and self-isolation for advertising purposes. "And if there is no sport, then there is no point in betting" - you might think. But it wasn't there! Global companies such as 1xBet began offering their clients an alternative-Belarusian football. As you know, there is no Coronavirus in the Republic of Belarus – so the President of the country said. This means that there are no reasons for changes in the gambling services market. In this regard, many ratting corporations offer their clients to bet on the Top League and the football championship in Belarus. This is certainly not the European Cup, but in the context of a pandemic, you do not have to choose very much. The second birth of e-Sports E-Sport has become an excellent alternative to standard sports betting. According to the latest analytical data, e-Sports betting activity looks something like this: ● 73% - FIFA cyber football ● 21% - Counter-Strike ● 5% - Dota2; ● 1% - Other games; And as for the world e-Sports Championships, no one canceled them. This means that e-Sport is one of the few industries where avid players carry their money in the hope of getting an adrenaline rush and earning a couple of hundred dollars. For example, the FIFA cyber football world Cup and the NBA 2K20 cyberbasketball tournament are waiting for us. Thus, e-sports, whose popularity has grown rapidly in recent years, as well as betting on e-sports have received an additional impetus to even greater development. Alternative betting However, bookmakers are well aware that you can not deprive their customers of the pleasure of gambling and offer alternative ways of betting. https://preview.redd.it/huelwhicbhr51.png?width=1200&format=png&auto=webp&s=32c1f822161d24f42ea2c34ab7c4a59c2096117e So, for example, you can bet not only on local social events in your country, such as when the football season resumes, or the League of Europe. However, the most popular bet was on Coronovirus. Betters around the world are betting on when the pandemic will end, whether the borders of States will open, and whether there will be a second wave of the epidemic. Conclusion Thus, it is safe to say that no sphere of life, no economic or social sector could resist the Coronovirus. But as far as gambling business is concerned, everything is ambiguous. Actually, everything is like in betting: someone wins, such as online casinos, and someone suffers losses, such as sport ratting. But we believe that sport betting will return as the Phoenix bird as soon as all sporting events resume.
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Human Anatomy & Physiology Laboratory Manual: Making Connections, 2nd Edition: Catharine C. Whiting
Quality and Safety in Nursing: A Competency Approach to Improving Outcomes, 2nd Edition: Gwen Sherwood & Jane Barnsteiner
Public / Community Health and Nursing Practice: Caring for Populations, 2nd Edition: Christine L. Savage
The Ethical Life: Fundamental Readings in Ethics and Contemporary Moral Problems, 4th Edition: Russ Shafer-Landau
Bailey & Love's Short Practice of Surgery, 27th Edition: Norman S. Williams & P. Ronan O'Connell & Andrew McCaskie
Sabiston Textbook of Surgery: The Biological Basis of Modern Surgical Practice, 20th Edition: Courtney M. Townsend & R. Daniel Beauchamp & B. Mark Evers & Kenneth L. Mattox & Courtney M. Townsend & R. Daniel Beauchamp & B. Mark Evers
Shackelford's Surgery of the Alimentary Tract, 7th Edition: Charles J. Yeo & David W McFadden & John H. Pemberton & Jeffrey H. Peters & Jeffrey B. Matthews
West's Respiratory Physiology: The Essentials, 10th Edition: John B. West & Andrew M. Luks
A Manager's Guide to Financial Analysis: Powerful Tools for Analyzing the Numbers and Making the Best Decisions for Your Business: Eliot H. Sherman
The Wiley International Handbook of History Teaching and Learning, 1st Edition: Scott Alan Metzger & Lauren McArthur Harris
Differential Diagnoses in Surgical Pathology: Genitourinary System, 1st Edition: Jonathan I. Epstein & George J. Netto
Lab Manual and Workbook in Microbiology: Applications to Patient Care, 12th Edition: Josephine Morello & Paul Granato & Verna Morton
Neuroscience: Exploring the Brain, Enhanced Edition, 4th Edition: Mark Bear & Barry Connors & Michael A. Paradiso
Above the Fold: Understanding the Principles of Successful Web Site Design, Revised Edition, Brian D Miller
Essentials of Clinical Radiation Oncology, 1st Edition: Matthew C. Ward & Rahul D. Tendulkar & Gregory M. M. Videtic
Introductory Chemistry, 5th Edition: Nivaldo J. Tro
Principles of Microeconomics, 12th Edition, Global Edition: Karl E. Case & Ray C. Fair & Sharon E. Oster
Mosby's Diagnostic and Laboratory Test Reference, 14th Edition: Kathleen Deska Pagana & Timothy J. Pagana & Theresa N Pagana
Guyton and Hall Textbook of Medical Physiology, 13th Edition: John E. Hall
The Bacteria Book: The Big World of Really Tiny Microbes: Steve Mould
Stroke: Practical Management, 4th Edition: Charles P. Warlow & Jan van Gijn & Martin S. Dennis & Joanna M. Wardlaw & John M. Bamford
Pulmonary Embolism, 3rd Edition: Paul D. Stein
Making the Team: A Guide for Managers, 6th Edition: Leigh Thompson
Chemistry & Chemical Reactivity, 10th Edition: John C. Kotz & Paul M. Treichel & John Townsend & David Treichel
Diagnostic Imaging: Brain, 3rd Edition: Anne G. Osborn & Karen L. Salzman & Miral D. Jhaveri & A. James Barkovich
C++ Programming: Program Design Including Data Structures, 8th Edition: D. S. Malik
Chemistry & Chemical Reactivity, 9th Edition: John C. Kotz & Paul M. Treichel & John Townsend & David Treichel
Racial Formation in the United States, 3rd Edition: Michael Omi
Ethics and Politics in School Leadership: Finding Common Ground: Jeffrey Brierton & Brenda Graham & Daniel R. Tomal & Robert K. Wilhite
Clinical Pharmacokinetics and Pharmacodynamics: Concepts and Applications, 4th Edition: Malcolm Rowland & Thomas N. Tozer
Political Contexts of Educational Leadership: ISLLC Standard Six, 1st Edition: Jane Lindle
Psychology in Action, 12th Edition: Karen Huffman & Katherine Dowdell & Catherine A. Sanderson
Fluid Mechanics: Fundamentals and Applications, 4th Edition: Yunus Cengel & John Cimbala
BRS Physiology, 7th Edition: Linda S. Costanzo
Introduction to Statistics and Data Analysis, 5th Edition: Roxy Peck & Chris Olsen & Jay L. Devore
Principles of Microeconomics: An Integrative Approach, 1st Edition: Martin Kolmar
Feigin and Cherry's Textbook of Pediatric Infectious Diseases: Volume 1, 8th Edition: James Cherry & Gail J. Demmler-Harrison & Sheldon L. Kaplan & William J. Steinbach & Peter J Hotez
Social Problems in a Diverse Society, 6th Edition: Diana Kendall
Statistics: The Art and Science of Learning from Data, 4th Edition, Global Edition: Alan Agresti & Christine A. Franklin & Bernhard Klingenberg
BSAVA Manual of Canine and Feline Fracture Repair and Management, 2nd Edition: Toby Gemmill & Dylan Clements
The McGraw-Hill Guide: Writing for College, Writing for Life, 4th Edition: Duane Roen & Gregory Glau & Barry Maid
Texas Politics Today 2017-2018 Edition, 18th Edition: Jones & William Earl Maxwell & Ernest Crain & Morhea Lynn Davis & Christopher Wlezein
Ethics: Theory and Contemporary Issues, 9th Edition: Barbara MacKinnon & Andrew Fiala
Fisiologia Humana: Uma Abordagem Integrada, 7th Edition: Dee Unglaub Silverthorn
C++ Programming: From Problem Analysis to Program Design, 8th Edition: D. S. Malik
Development Across the Life Span, Global Edition, 8th Edition: Robert S Feldman
Introduction to Comparative Politics: Political Challenges and Changing Agendas, 8th Edition: Mark Kesselman & Joel Krieger & William A. Joseph
Introductory Chemistry: An Active Learning Approach, 6th Edition: Mark S. Cracolice & Edward I. Peters
The Oxford Handbook of Disability History: Michael Rembis & Catherine J. Kudlick & Kim Nielsen
Joint Action: Essays in honour of John Shotter, 1st Edition: Tim Corcoran & John Cromby
Calculus, 8th Edition: James Stewart
Computer Networking: A Top-Down Approach, Global Edition, 7th Edition: Keith Ross & James Kurose
Exploring Microeconomics, 4th Canadian Edition: Robert Sexton & Peter Fortura & Colin Kovacs
Business Law Today, Comprehensive: Text and Cases: Diverse, Ethical, Online, and Global Environment, 10th Edition: Roger LeRoy Miller
Organic Chemistry, 9th Edition: John E. McMurry
Framework for Marketing Management, 6th Edition: Philip Kotler & Kevin Lane Keller
Statistics and Data Analysis for Nursing Research, 2nd Edition, New International Edition: Denise F. Polit
Abnormal Psychology: Perspectives, 6th Edition: David J.A. Dozois
Business Law: Text and Cases, 14th Edition: Kenneth W. Clarkson & Roger LeRoy Miller & Frank B. Cross
Biology: A Global Approach, Global Edition, 11th Edition: Neil A. Campbell & Lisa A. Urry & Michael L. Cain & Steven A. Wasserman & Peter V. Minorsky
Biology, 11th Edition: Eldra Solomon & Charles Martin & Diana W. Martin & Linda R. Berg
Macroeconomics, 6th Edition: Stephen D. Williamson
Macroeconomics, 5th Edition: Stephen D. Williamson
Signs of Life in the USA: Readings on Popular Culture for Writers, 8th Edition: Sonia Maasik & Jack Solomon
Introduction to Nursing Informatics, 4th Edition: Kathryn J. Hannah & Pamela Hussey & Margaret A. Kennedy & Marion J. Ball
An Introduction to Genetic Analysis, 11th Edition: Anthony J. F. Griffiths & Susan R. Wessler & Sean B. Carroll & John Doebley
Advanced Nutrition and Human Metabolism, 7th Edition: Sareen S. Gropper & Jack L. Smith & Timothy P. Carr
Kuby Immunology, 8th Edition: Jenni Punt & Sharon Stranford & Patricia Jones & Judy Owen
Human Development: A Cultural Approach, 2nd Edition: Jeffrey Jensen Arnett
Handbook of Multicultural Counseling, 4th Edition: J. Manuel Casas & Lisa A. Suzuki & Charlene M. Alexander & Margo A Jackson
Functional Assessment and Program Development for Problem Behavior: A Practical Handbook, 3rd Edition: Robert E. O'Neill & Richard W. Albin & Keith Storey & Robert H. Horner & Jeffrey R. Sprague
College Algebra, 10th Edition: Michael Sullivan
Good Reasons: Researching and Writing Effective Arguments, 7th Edition: Lester Faigley & Jack Selzer
Essentials of Pediatric Nursing, 2nd Edition: Theresa Kyle
Experiencing MIS, 7th Edition, Global Edition: David M. Kroenke & Randall J. Boyle
Money, Banking, and the Financial System, 3rd Edition: R. Glenn Hubbard & Anthony Patrick O'Brien
Classics of Public Administration, 8th Edition: Jay M. Shafritz & Albert C. Hyde
Harrison's Hematology and Oncology, 3rd Edition: Dan Longo
Statistics for the Behavioral Sciences, 2nd Edition: Gregory J. Privitera
Mechanics of Materials, 7th Edition in SI Units: Ferdinand P. Beer & E. Russell Johnston & John T. DeWolf & David F. Mazurek
Statics and Mechanics of Materials, 2nd Edition: Ferdinand Beer & E. Johnston & John DeWolf & David Mazurek
Principle Highway Engineer, 5th Edition: John Wiley & Sons
Java in Two Semesters: Featuring JavaFX, 4th Edition: Quentin Charatan & Aaron Kans
Complete Business Statistics, 7th Edition: Amir D. Aczel
Statistics: Learning from Data, 2nd Edition: Roxy Peck & Tom Short
College Mathematics for Business, Economics, Life Sciences, and Social Sciences, 13th Edition, Global Edition: Raymond A. Barnett & Michael R. Ziegler & Karl E. Byleen
Merenstein & Gardner's Handbook of Neonatal Intensive Care, 8th Edition: Sandra Lee Gardner & Brian S. Carter & Mary I Enzman-Hines & Jacinto A. Hernandez
Excellence in Business Communication, 10th Edition: John V. Thill & Courtland L. Bovee
The Oxford Handbook of Witchcraft in Early Modern Europe and Colonial America, 1st Edition: Brian P. Levack
Business Statistics, 3rd Edition, Global Edition: Norean R. Sharpe & Richard D. De Veaux & Paul F. Velleman
Discrete Mathematics and Its Applications, 8th Edition: Kenneth Rosen
Excel 2016 for Business Statistics: A Guide to Solving Practical Problems, 1st Edition: Thomas J. Quirk
Practical Business Statistics, 7th Edition: Andrew Siegel
The Science of Nutrition, 4th Edition: Janice J. Thompson & Melinda Manore & Linda Vaughan
A Concise Guide to Market Research: The Process, Data, and Methods Using IBM SPSS Statistics, 2nd Edition: Marko Sarstedt & Erik Mooi
Forensic Plant Science, 1st Edition: Jane H Bock & David O. Norris
Intro Stats, 5th Edition: Richard D. De Veaux & Paul F. Velleman & David E. Bock
Operating System Concepts, 10th Edition: Abraham Silberschatz & Greg Gagne & Peter B. Galvin
Linux with Operating System Concepts, 1st Edition: Richard Fox
Marketing Strategy and Competitive Positioning, 6th Edition: Graham Hooley & Nigel Piercy & Brigitte Nicoulaud & John Rudd
Abnormal Psychology, 8th Edition, Global Edition: Thomas F. Oltmanns & Robert E. Emery
Krugman's Economics for AP®, 2nd Edition: David A. Anderson
Using IBM® SPSS® Statistics for Research Methods and Social Science Statistics, 7th Edition: William E. Wagner
Sleisenger and Fordtran's Gastrointestinal and Liver Disease Review and Assessment, 10th Edition: Emad Qayed & Nikrad Shahnavaz
Maternal Child Nursing Care, 5th Edition, Study Guide: Shannon E. Perry & Marilyn J. Hockenberry & Deitra Leonard Lowdermilk & David Wilson
Beginning Theory: An Introduction to Literary and Cultural Theory, 3rd Edition: Peter Barry
Crime Scene Investigation and Reconstruction, 4th Edition: Robert R. Ogle & Sharon Plotkin
Snapshots of Hemodynamics: An Aid for Clinical Research and Graduate Education, 3rd Edition: Nicolaas Westerhof & Nikolaos Stergiopulos & Mark I.M. Noble & Berend E. Westerhof
Understanding Machine Learning: From Theory to Algorithms, 1st Edition: Shai Shalev-Shwartz & Shai Ben-David
Movement Disorders (What Do I Do Now? ), 1st Edition: Richard A. Walsh & Robertus M.A. De Bie & Susan H. Fox
Internet Infrastructure: Networking, Web Services, and Cloud Computing, 1st Edition: Richard Fox & Wei Hao
Information Technology: An Introduction for Today’s Digital World, 1st Edition: Richard Fox
Abnormal Psychology, 8th Edition: Thomas F. Oltmanns & Robert E. Emery
Evidence-based Gastroenterology and Hepatology, 4th Edition: John W. D. McDonald & Brian G. Feagan & Rajiv Jalan & Peter J. Kahrilas
Diagnostic and Therapeutic Procedures in Gastroenterology: An Illustrated Guide, 2nd Edition: Subbaramiah Sridhar & George Y. Wu
Walker's Pediatric Gastrointestinal Disease: Pathology, Diagnosis, Management, 6th Edition: Ronald E. Kleinman & Olivier-Jean Goulet & Giorgina Mieli-Vergani & Ian R. Sanderson & Philip M. Sherman
Pediatric Neurogastroenterology: Gastrointestinal Motility and Functional Disorders in Children, 2nd Edition: Christophe Faure & Nikhil Thapar & Carlo Di Lorenzo
Wong's Essentials of Pediatric Nursing, 10th Edition: David Wilson & Cheryl C Rodgers & Marilyn J. Hockenberry
Criminalistics: An Introduction to Forensic Science, 11th Edition: Richard Saferstein
Criminalistics: An Introduction to Forensic Science, 11th Edition, Global Edition: Richard Saferstein
Maternal Child Nursing Care, 5th Edition: Shannon E. Perry & Marilyn J. Hockenberry & Deitra Leonard Lowdermilk & David Wilson
Research Methods in Psychology: Evaluating a World of Information, 3rd Edition: Beth Morling
Research Methods and Statistics in Psychology, 6th Edition: Hugh Coolican
Introduction to Qualitative Research Methods in Psychology, 3rd Edition: Dennis Howitt
Research Methods in Psychology, 5th Edition: Dennis Howitt & Duncan Cramer
Advanced Research Methods for Applied Psychology: Design, Analysis and Reporting, 1st Edition: Paula Brough
Research Methods in Clinical Psychology: An Introduction for Students and Practitioners, 3rd Edition: Chris Barker & Nancy Pistrang & Robert Elliott
Biology: The Dynamic Science, 4th Edition: Peter J. Russell & Paul E. Hertz & Beverly McMillan
Statistics for the Behavioral Sciences, 10th Edition: Frederick J Gravetter & Larry B. Wallnau
The American Cancer Society's Oncology in Practice: Clinical Management, 1st Edition: The American Cancer Society
iGenetics: A Molecular Approach, 3rd Edition: Peter J. Russell
Uterine Cancer: Screening, Diagnosis, and Treatment, 2nd Edition: Franco Muggia & Alessandro D. Santin & Esther Oliva
DeVita, Hellman, and Rosenberg's Cancer: Principles and Practice of Oncology, 4th Edition: Ramaswamy Govindan & Daniel Morgensztern & Ramaswamy Govindan
Principles of General Chemistry, 3rd Edition: Martin Silberberg
Psycho-Oncology: A Quick Reference on the Psychosocial Dimensions of Cancer Symptom Management, 2nd Edition: Jimmie C. Holland & Mitch Golant & Donna B. Greenberg & Mary K. Hughes & Jon A. Levenson
Laboratory Manual for Principles of General Chemistry, 10th Edition: Jo Allan Beran
Artificial Intelligence: A Modern Approach, 3rd Edition: Stuart Russell & Peter Norvig
Human Biology, 11th Edition: Cecie Starr & Beverly McMillan
Biology: Concepts and Applications without Physiology, 8th Edition: Cecie Starr & Christine Evers & Lisa Starr
Nanostructured Materials for Type III Photovoltaics, 1st Edition: Peter Skabara & Mohammad Azad Malik
Managing COPD, 3rd Edition: Richard EK Russell & Paul A Ford & Peter J. Barnes & Sarah Russell
Mechanical and Electrical Systems in Architecture, Engineering and Construction, 5th Edition: Frank R. Dagostino & Joseph B. Wujek
Cancer in Adolescents and Young Adults, 2nd Edition: Archie Bleyer & Ronald Barr & Lynn Ries & Jeremy Whelan & Andrea Ferrari
Biology Today and Tomorrow with Physiology, 4th Edition: Cecie Starr & Christine Evers
College Physics: A Strategic Approach, 3rd Edition: Randall D. Knight & Brian Jones & Stuart Field
Ferri's Clinical Advisor 2019: 1st Edition: Fred F. Ferri
Introduction to Materials Science for Engineers, 8th Edition: James F. Shackelford
PsychNotes, Clinical Pocket Guide, 5th edition: Darlene D. Pedersen
Essentials of Epidemiology in Public Health, 4th Edition: Ann Aschengrau & George R. Seage
Organic Chemistry with Biological Applications, 3rd Edition: John E. McMurry
Introduction to Java Programming and Data Structures, Comprehensive Version, 12th Edition: Y. Daniel Liang
Introduction to Java Programming and Data Structures, Comprehensive Version, 11th Edition, Global Edition: Y. Daniel Liang
Intermediate Accounting, 9th Edition: David Spiceland & Mark Nelson & Wayne Thomas
Precalculus, 6th Edition: Robert F. Blitzer
System Engineering Analysis, Design, and Development: Concepts, Principles, and Practices, 2nd Edition: Charles S. Wasson
Brock Biology of Microorganisms, 15th Edition, Global Edition: Michael T. Madigan & Kelly S. Bender & Daniel H. Buckley & W. Matthew Sattley & David A. Stahl
Advanced Computer Science: For the IB Diploma Program: Kostas Dimitriou & Markos Hatzitaskos
Principles of Cancer Biology, 1st Edition, Pearson New International Edition: Lewis J. Kleinsmith
Model-Based System Architecture, 1st Edition: Tim Weilkiens & Jesko G. Lamm & Stephan Roth & Markus Walker
Engineering Economy, 8th Edition: Leland Blank & Anthony Tarquin
Understanding Pathophysiology, 6th Edition: Sue E. Huether & Kathryn L. McCance
Modeling Enterprise Architecture with TOGAF: A Practical Guide Using UML and BPMN, 1st Edition: Philippe Desfray & Gilbert Raymond
Matter and Interactions, 4th Edition: Ruth W. Chabay & Bruce A. Sherwood
Thinking Geometrically: A Survey of Geometries: Thomas Q. Sibley
How the Immune System Works, 6th Edition: Lauren M. Sompayrac
International Business, 1st Edition: Michael Geringer & Jeanne McNett & Michael Minor & Donald Ball
K-pop - The International Rise of the Korean Music Industry, 1st Edition: JungBong Choi & Roald Maliangkay
K-Pop Idols: Popular Culture and the Emergence of the Korean Music Industry: Hark Joon Lee & Dal Yong Jin
The Practice of Research in Criminology and Criminal Justice, 6th Edition: Ronet D. Bachman & Russell K. Schutt
Family Solutions for Substance Abuse: Clinical and Counseling Approaches, 1st Edition: Eric E. Mccollum & Terry S. Trepper
Restaurant Concepts, Management and Operations, 8th Edition: John R. Walker
School Psychology: Professional Issues and Practices, 1st Edition: Sally L. Grapin & John H. Kranzler
A Guide to Six Sigma and Process Improvement for Practitioners and Students: Foundations, DMAIC, Tools, Cases, and Certification: Howard S. Gitlow & Richard J. Melnyck & David M. Levine
Mechanics of Machines, 2nd Edition: William Cleghorn & Nikolai Dechev
Gendered Voices, Feminist Visions: Classic and Contemporary Readings, 7th Edition: Susan M. Shaw & Janet Lee
Fundamentals Of Corporate Finance, 10th Canadian Edition: Stephen A. Ross & Randolph W. Westerfield & Robert R. Dockson & Bradford D. Jordan & Gordon Roberts
Canadian Families Today: New Perspectives, 4th Edition: Patrizia Albanese
Introduction to Politics: 2nd Canadian Edition: Robert Garner & Stephanie Lawson & Peter Ferdinand & David Bruce MacDonald
Social Statistics for a Diverse Society, 9th Edition: Chava Frankfort-Nachmias & Anna Y. Leon-Guerrero & Georgiann Davis
The Business Writer's Handbook, 12th Edition: Gerald J. Alred & Walter E. Oliu & Charles T. Brusaw
The World of Mineral Deposits: A Beginner's Guide to Economic Geology, 1st Edition: Florian Neukirchen & Gunnar Ries
Abnormal Psychology and Life: A Dimensional Approach, 3rd Edition: Chris Kearney & Timothy J. Trull
Unification and Supersymmetry: The Frontiers of Quark-Lepton Physics, 3rd Edition: Rabindra N. Mohapatra
Szycher’s Practical Handbook of Entrepreneurship and Innovation, 1st Edition: Michael Szycher
Innovation in Food Ecosystems: Entrepreneurship for a Sustainable Future: 1st Edition: Paola De Bernardi & Danny Azucar
A Realistic Theory of Social Entrepreneurship: A Life Cycle Analysis of Micro-Finance, 1st Edition: Arvind Ashta & Muhammad Yunus
Sport Entrepreneurship and Public Policy: Building a New Approach to Policy-making for Sport, 1st Edition: Vanessa Ratten
Structural Dynamics, 1st Edition: Martin Williams
Structural Dynamics: Theory and Computation, 6th Edition: Mario Paz & Young Hoon Kim
Special Topics in Structural Dynamics & Experimental Techniques, Volume 5: Proceedings of the 37th IMAC, 1st Edition: Nikolaos Dervilis
Structural Dynamics with Applications in Earthquake and Wind Engineering, 2nd Edition: Konstantin Meskouris & Christoph Butenweg & Klaus-G. Hinzen & Rüdiger Höffer
Structural Dynamics: Concepts and Applications, 1st Edition: Henry R. Busby & George H. Staab
The Mind's Machine: Foundations of Brain and Behavior, 2nd Edition: Neil V. Watson & S. Marc Breedlove
Foundation Design: Principles and Practices, 3rd Edition: Donald P. Coduto & William A. Kitch & Man-chu Ronald Yeung
Psychology, Australian and New Zealand Hybrid, 5th Edition: Lorelle J. Burton & Drew Westen & Robin M. Kowalski
Empowerment Series: Direct Social Work Practice: Theory and Skills, 10th Edition: Dean H. Hepworth & Ronald H. Rooney & Glenda Dewberry Rooney & Kim Strom-Gottfried
Abnormal Psychology in a Changing World, 10th Edition: Jeffrey S. Nevid & Spencer A. Rathus & Beverly Greene
Essential Pharmaceutics, 1st Edition: Ashlee D. Brunaugh & Hugh D. C. Smyth & Robert O. Williams III
Ethical Issues in Social Work Practice, 1st Edition: Antonio Sandu & Ana Frunza
Advances in Psychology and Law: Volume 4, 1st Edition: Brian H. Bornstein & Monica K. Miller
Campbell Essential Biology, 6th Edition, Global Edition: Eric J. Simon & Jean L. Dickey & Jane B. Reece & Kelly A. Hogan
A Companion to Ancient Near Eastern Art, 1st Edition: Ann C. Gunter
A Companion to the Ancient Near East, 2nd Edition: Daniel C. Snell
Cardiovascular Physiology, 9th Edition: David E. Mohrman & Lois Jane Heller
Cotton and Williams' Practical Gastrointestinal Endoscopy: The Fundamentals, 7th Edition: Adam Haycock & Jonathan Cohen & Brian P. Saunders & Peter B. Cotton & Christopher B. Williams
Strategic Human Resource Planning for Academic Libraries: Information, Technology and Organization, 1st Edition: Michael A. Crumpton
Test Success Test-Taking Techniques for Beginning Nursing Students, 8th Edition: Patricia M Nugent & Barbara A Vitale
Zoology: The Secret World of Animals: DK Smithsonian Institution
Evidence-Based Practice in Clinical Social Work, 2012th Edition: James W. Drisko & Melissa D Grady
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Beauty and Personal Care Products Market Size 2020 With Top Countries Data, Industry Analysis by Regions, Share, Revenue, Prominent Players, Development Strategy, Business Prospect and Forecast to 2025
📷 Global “Beauty and Personal Care Products Market” is a comprehensive research that provides information regarding Beauty and Personal Care Products market size, trends, growth, cost structure, capacity, revenue and forecast 2025. This report also includes the overall study of the Beauty and Personal Care Products Market share with all its aspects influencing the growth of the market. This report is exhaustive quantitative analyses of the Beauty and Personal Care Products industry and provides data for making strategies to increase Beauty and Personal Care Products market growth and effectiveness. Get a sample copy of the report at - https://www.industryresearch.biz/enquiry/request-sample/15711090 The Global Beauty and Personal Care Products market 2020 research provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The Global Beauty and Personal Care Products market report is provided for the international markets as well as development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and cost structures are also analysed. This report additionally states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins. "Final Report will add the analysis of the impact of COVID-19 on this industry."
In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Beauty and Personal Care Products industry.
Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.
In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.
To Understand How Covid-19 Impact Is Covered in This Report - https://www.industryresearch.biz/enquiry/request-covid19/15711090 The objective of this report: Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform. Global Beauty and Personal Care Products market competition by TOP MANUFACTURERS, with production, price, revenue (value) and each manufacturer including:
Unilever
Procter & Gamble Co
Beiersdorf AG
Avon Products, Inc.
Avon Products Inc.
Revlon, Inc.
L'Oreal S.A.
Estee Lauder Companies Inc.
Global Beauty and Personal Care Products Market providing information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials and instrumentation and downstream demand analysis is additionally dispensed. The Global Beauty and Personal Care Products market development trends and marketing channels are analyzed. Finally, the feasibility of latest investment projects is assessed and overall analysis conclusions offered. Enquire before purchasing this report - https://www.industryresearch.biz/enquiry/pre-order-enquiry/15711090 On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into:
Hair Care Products
Facial Care Products
Shower Gels
Oral Care
Men's Grooming Products
Deodrants and Antiperspirants
Cosmetics/Make-up Products
On the basis of the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate for each application, including:
Specialist Retail Stores
Supermarkets/Hypermarkets
Convenience Stores
Pharmacies/Drug Stores
Online Retail Channels
Others
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:
North America (Covered in Chapter 7 and 14)
Europe (Covered in Chapter 8 and 14)
Asia-Pacific (Covered in Chapter 9 and 14)
Middle East and Africa (Covered in Chapter 10 and 14)
South America (Covered in Chapter 11 and 14)
Some of the key questions answered in this report:
What will the market growth rate, growth momentum or acceleration market carries during the forecast period?
Which are the key factors driving the Beauty and Personal Care Products market?
What was the size of the emerging Beauty and Personal Care Products market by value in 2019?
What will be the size of the emerging Beauty and Personal Care Products market in 2025?
Which region is expected to hold the highest market share in the Beauty and Personal Care Products market?
What trends, challenges and barriers will impact the development and sizing of the Global Beauty and Personal Care Products market?
What are sales volume, revenue, and price analysis of top manufacturers of Beauty and Personal Care Products market?
What are the Beauty and Personal Care Products market opportunities and threats faced by the vendors in the global Beauty and Personal Care Products Industry?
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Beauty and Personal Care Products Market Forecast Period: 2020-2025
The global online gambling market was estimated to worth more than €50.85 billion in 2018. Given the huge advances in web technologies and smartphone applications, there has been substantial growth. This includes the gambling industry as a whole in terms of the number of players and hours spent. Trends in the global online gaming market With the closure of casinos in some countries and the When it comes to online gambling and demographic statistics, a UK study concludes that 17% of the population gamble online, resulting in £5.3 billion revenue for the online market alone. In the US... Europe Holds Over Half of the Global Online Gambling Market Taking the largest share of the global online gambling market, Europe will continue its growth as a global market contributor. Legislation and legalization have played a role in this process, opening up more legal marketplaces for online gambling. Published by Statista Research Department, Sep 12, 2016 The statistic displays the online share of the total gambling market in Europe from 2003 to 2015 and forecasted to 2020. It was predicted... The GGR accounts for roughly 0.5 percent of the gross domestic product (GDP) on average. The overall online GGR in Europe is estimated to reach approximately 24.7 billion euros by 2020 and is... The online gambling market size surpassed USD 55 billion in 2019 and is anticipated to grow at 16.5% CAGR between 2020 and 2026 owing to advent of several new technologies, such as AI, VR, cyborg, and machine learning. The data, covering EU-27 and UK markets, forecasts Europe’s online gambling revenue to increase by 7% this year – from €24.5bn GGR in 2019 to €26.3bn in 2020 – despite a significant drop in online revenue during Q2 as a result of the cancellation of major European sports. Europe dominated the market of online gambling & betting accounting for a 52% share of the online gambling & betting consumption globally in 2019. Europe is expected to project a huge revenue in...
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