Self-service combined with artificial intelligence, Tinyfine micro-line to create a one-stop sea travel platform in India

At present, the current status of the domestic mobile game market is well known: 1) The mobile dividend is exhausted and the user approaches the upper limit; 2) The competition is solidified, the duopoly has a monopoly, and the head has obvious advantages; 3) The high input and low IP success rate leads to a small CP. The team is having a hard time.

Self-service combined with artificial intelligence, Tinyfine micro-line to build a one-stop travel platform for mobile games in India The foreign consulting firm SuperData released a report, in 2016 the global interactive entertainment market revenues totaled US$91 billion, of which the mobile game market was US$40.5 billion, and the PC market was 358 One hundred million U.S. dollars. According to the report of iResearch, China’s game market in 2016 has grown steadily to RMB 176.8 billion, a year-on-year increase of 23.2%, and mobile games accounted for more than PC games for the first time, reaching 56.3%, close to 100 billion. Tinyfine started its involvement in the Indian market in 2015. The founder Chang Sheng told 36, that the domestic mobile game market is already a Red Sea. This phenomenon will become more apparent in the future, while overseas emerging markets have great potential, such as India, Brazil, and Arabia ( MENA) and other regions. Taking the Indian market as an example, Tinyfine learned that India’s mass media are well-developed during the process of self-issuance. However, the game industry is lagging behind China by 5 to 10 years, and has not grown up to special game media such as 17173 and multi-play. As a result, the company can only use the integrated marketing method of buying brush lists, and it is difficult to realize the accumulation of users. In addition, because India skipped the PC era, it also lacked 4399 such small game platforms. Based on the above pain points and blank points, Tinyfine wants to build a one-stop self-service platform for mobile games. The platform is divided into two ends: The domestic end is a “hummingbird platform”, which facilitates mobile game companies to submit product self-service on-line submissions. The system is audited, classified, uploaded to the back office, and accessed through the SDK. After the online application, the relevant fees and bills are automatically generated for easy viewing. Settlement and auditing; in the future, we hope to implement the direct operation of the CP. For example, the CP directly puts in the purchase amount and the platform side adds the code to the investment operation. The foreign side uses 1357.in professional game media and small game platforms to realize user's precipitation on the platform and mutual guidance between the games through the content, and to realize the page travel platform on the mobile phone. At present, the overseas media sites and game platforms have been initially established, and the domestic end is still dominated by manual operations. He said that in the future, 1357.in will adopt the artificial intelligence method to complete editing and editing, obtain information sources through the whole web crawler, and filter and filter content through artificial intelligence algorithms. The layout content is mainly filled by AI itself, supplemented by advanced editing and monitoring. Tuning, and artificial intelligence will continue to make fine-tuning and push according to the user's habits. With respect to competition and competing products, Zhixingtong and Supercell also entered the Indian market with a single game. They had good results, but they did not cut into the direction of platform-based mobile games. Unlike the Cool Copter's competitive ranking algorithm, Tinyfine uses algorithms for media acquisition and CP automatic uploading, data classification, and analysis. He also believes that domestic game media won't enter this field because it is still relatively difficult to realize cash. . India does not have a firewall, so in the face of the competition between Applestore and Google play, Changsheng compares them to the sea. Their own Tinyfine is a diversion channel to introduce users to the platform, and it is more of an upstream and downstream relationship. At present, in his observations, the Indian mobile games market has a large share of weakly connected leisure games such as badminton and gambling, and Indian users are more accepting IGA's built-in advertising model. The payment rate is low, and the user’s payment habits are not yet fully formed. . Tinyfine has already signed 11 domestic mobile games and issued 6 of them locally: “Hindu Pet Saga”, “Corn Rider” and “Slot Oasis”. Among them, 3 games have entered the top 50 of Google Play's new tour list. Among them, “Hindu Pet Saga” has accumulated more than 800,000 users through one year of distribution, and the current cost of customers is around US$0.5. In addition, it has promoted communication and cooperation with local companies such as Macronel to achieve localization and customization of games. Changsheng told the 36th that the Indian market has the following characteristics: 1) India's population is close to China, and it will exceed China in the next five years, and its population structure will be younger. About two-thirds of the population in India is under 35 years of age. The average age of Chinese users is about 20 years old; 2) Consumerism is gradually increasing, GDP and per capita income are about 1/4 in China, but the growth rate is faster than that in China, and the growth rate of GDP in the last two years has been maintained at more than 7%; 3) Potential games The scale of users is huge. At present, there are more than 200 million smart phone users. In the next five years, an estimated 100 million new users will be added each year. The mobile gaming population is about 150 million, and the market size in 2017 is expected to reach 300 million U.S. dollars; 4) Infrastructure With the advantages of latecomers, 4G communications and WIFI services are developing rapidly. Because of the existence of urban slums, the process and mode of urbanization are quite different from those of China. 5) The development of bank payment systems is not perfect, leaving considerable development for third-party payment. Space, abolished the old currency, launched the national payment wallet (BHIM). This is also proven by the strategy and sales volume of domestic mobile phone brands. According to a report released by Counterpoint Research, a third-party data research agency, in the fourth quarter of 2016, smartphone shipments from India, Xiaomi, Lenovo, OPPO and vivo occupied second to fifth places. The founder, Chang Sheng, is an experienced player in the game field. He once served as deputy editor of "Volkswagen Software" and chief editor of "New Age of Computers" magazine. He was an early core employee of Game Snail and served as senior director. Hangzhou LeGang company VP, Early China page Tour overseas expanders. The main team members all have experience in game development, game distribution and operation promotion. They have held senior positions in several well-known domestic game companies, including Shanda, Game Snail and Legang. They have been deeply involved overseas for more than 10 years. Level game experience. Currently there are overseas business representatives in India. Tinyfine is launching angel round financing, which is mainly used for the perfection of the double-end platform, the development of the national product in India, and the development of the market, with a financing scale of 5 to 6 million.

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