Monday, June 26, 2023

Mobile Apps Are Used by 79% of Gamers According to This Report

Not too long ago, most gamers were of the opinion that playing mobile games could not technically be considered real gaming. In spite of the fact that this is the case, they have changed their tune over the past few years, with 79% of gamers saying that they now play on mobile games on a regular basis. 47% stated that they use a diverse array of platforms to meet their gaming needs with all things having been considered and taken into account.


This information is coming out of the latest iteration of the annual Global Gamers study which is conducted by Newzoo. It revealed that mobile gaming has actually turned into the most popular platform for gamers, with 35% saying that they play mobile games and nothing else whatsoever. With all of that having been said and now out of the way, it is important to note that just 9% of gamers are loyal to just consoles, with 8% saying that they exclusively play video games on their computers.

Targeting gamers can be profitable for developers because of the fact that this is the sort of thing that could potentially end up driving considerable in-app spending and purchasing. After all, 57% of gamers indicated that they regularly spend money on their games. However, mobile games are lagging behind in this respect, with just 45% of mobile gamers admitting to making numerous in-app purchases.

This is lower than the 55% of PC gamers who said the same, and the proportion was even higher for console gamers with 66%. This reveals that mobile gamers are somehow less likely to splurge on their games than might have been the case otherwise, and that is something that will need to be addressed if the industry truly wants to push forward.

Since 34% of gamers said that they only spent money on their games due to the presence of a sale, this might be a useful avenue for mobile game developers to explore. It will be interesting to see how these app developers contend with these challenges and eke more revenue out of their consumers.

Read next: The Internet of Things Will Be Worth Over $1 Trillion In Just 3 Years
by Zia Muhammad via Digital Information World

YouTube Tests New Innovative Product For Online Game Play

Popular video-sharing platform YouTube is working hard in terms of testing out another product that would enable users to play games online.

The rather innovative ordeal was announced on Friday after an email was sent out to workers at its parent firm Google. And this was part of a recently published report by the Wall Street Journal.

The firm called upon employees to start tests for the app’s new beginning in the world of online games and it’s being called out as Playables, the report confirmed.

This means all games would now be up for grabs for the sake of testing and some of the list featured titles for games such as Stack Bounce among others.

Such games may be played across the app’s website through various browsing or even through devices that run across iOS systems and Android.

Meanwhile, one spokesperson added how the platform was at the center of attention for a while now, after the company started to expand on this front by including some more features. But as of currently, there’s not a lot to announce.

Online games on such a platform as YouTube are definitely a smart decision, keeping in mind the fact that this might be the right place where users can benefit from online game streaming. It’s also a great platform to watch game footage getting live-streamed.

And that seems to be the strategy taken up by Neal Mohan, the CEO. He spoke about how he intends of pushing forward into several different growth areas during a slowdown period when it comes down to spending in the advertising sector.

It’s going to be interesting to see how this whole game's endeavor gets rolled out because Google didn’t get much success at all with its previous gaming feature called Stadia. But obviously, this is a whole new project altogether.


Read next: YouTube Implements Harsher Policies For New Fan Channels Impersonating Established Ones
by Dr. Hura Anwar via Digital Information World

Sunday, June 25, 2023

How Long Does It Take for Creators to Become Financially Independent?

Living the life of a creator has become a great deal easier in the modern age, and that is largely due to the high quantity of platforms that you can use to push content to consumers and potentially developing a following. In spite of the fact that this is the case, earning a living as a creator is not as easy as you might expect, with a recent survey by The Tilt shedding some light on this aspect of the creator economy.

With all of that having been said and now out of the way, it is important to note that most creators need to wait almost full five months, or 4.9 months to be precise, before they have even earned their very first dollar. As for true financial independence, this usually takes them around eighteen months to accomplish. More specifically, the average amount of time required for this goal is around 18.4 months.


Hence, if you want to become a creator, you need to be ready to spend eighteen months supporting yourself through other means before your creative pursuits can start paying all or at least some of your bills. Another way to look at this is by analyzing how long it takes for creators to become capable of hiring others to help them out in various processes. Most creators need approximately 18.8 months on average in order to be able to afford hiring staff.

Generally speaking, creators need around 12.3 months before they can start to turn a profit. This is when their revenues will finally start to surpass their expenses on a more or less regular basis. Around 12.7 months into your attempt at becoming a creator, it is very likely that you will have the opportunity to turn it into a full time job with all things having been considered and taken into account.

This survey also revealed some more details about how creative careers tend to work. It turns out that the average creator had about 4,000 followers throughout their various channels and platforms. This seems to suggest that the average creator actually has a surprisingly small audience, but they can still earn a living by driving engagement.

All in all, obtaining an engaged audience will prove to be far more profitable than simply striving for the largest audience base you can think of. Engaged audiences can earn you more than might have been the case otherwise, so this is a worthy aspiration to strive towards.

Getting started as a creator will cost around $10,700 on average, and 66% of creators said that they saved this amount up themselves. 35% of the people that responded to this survey were Millennials, with Gen Z comprising an additional 40%. This indicates that the vast majority of creators, three out of four, belong to the younger demographics.

76% of creators also said that they are now using AI to boost their businesses. This will be an interesting development in the creator space as the industry continues to push forward, since it might end up transforming many career paths and making them easier to tackle. The future of the industry will be enormously impacted by the presence of AI.

Read next: 67% of Marketing Firms Increase Funding for Influencers
by Zia Muhammad via Digital Information World

Here Are the Most Popular Sports and Leisure Activities in America

With 96% of Americans saying that they engaged in at least some form of leisure and sporting activity in 2021, it has become clear that this is a highly popular way to pass the time. However, which of these activities are actually the most popular ones of all? One thing that bears mentioning is that there is a noticeable gender divide with all things having been considered and taken into account.

For men, the most popular activity turned out to be basketball, with 36% of the men that responded to a Statista saying that they participate in it at least occasionally. Coming in second was American football with 33%, followed by hiking with 31%.

It seems like men have a strong preference for staying outdoors because of the fact that this is the sort of thing that could potentially end up giving them the ability to enjoy the aforementioned options. Hunting and fishing was high up the list as well, reaching 4th place with a 29% share of the vote.

With all of that having been said and now out of the way, it is important to note that women tend to lean towards activities that can be performed indoors. Fitness, aerobics and cardio topped the list with 41% of women saying they take part in these activities on an occasional basis. While hiking came in second with 39%, it was closely followed by dancing in third place with 35%.

Swimming and diving was next with a 32% share, and yoga and pilates was in fifth place with 27%. You might think that hunting and fishing would be nowhere on the list of favorite activities for women, but in spite of the fact that this is the case, it still got a hefty 24% share of the vote.

21.8% of Americans have memberships for gyms and fitness clubs. This seems to suggest that most Americans get their exercise from other avenues, and the gender divide might not separate various activities in the way that you might expect. The overlap between activities is larger than previously predicted for the most part.


Read next: Exploring Global Disparities: The Varied Financial Implications of Purchasing an iPhone Across Nations
by Zia Muhammad via Digital Information World

Meta Accused Of Discrimination For Its Former Ad-Targeting Options

It looks like Meta might be facing the consequences of its actions that were linked to its old advertising policies.

The company is being called out by a federal court that recently brought back a new lawsuit where the tech giant was accused of discrimination. This was right after violating a number of rules.

This ruling came on Friday and comprised a panel featuring three judges from the 9th Circuit Court of Appeals. It was bold enough to reject the argument coming out of Meta’s side where it stated how it had been protected by a liability through Section 230. The latter is what provides protection from content developed via third parties.

Now, it’s being outlined how the allegations in such a case, if and when true, may delineate how Facebook was co-developing ads and the blame was not only on the host.

Facebook was outlined in the court filings made by the plaintiff that it was not only an information publisher but was providing data and assisting in the whole co-development process as well.

The decision was taken by the majority of judges who alleged that the firm’s entire advertising platform went against civil rights laws by enabling advertisers who were blocking housing advertisements from so many users, all based on confounders like age and gender, among others.

This happens to be just one of many cases issued against Facebook regarding discriminatory advertisements. And when that case did appear out in the open, the app agreed to fix up options for targeting ads that stop advertisers from dealing in products and services like credit cards, housing, and more.

The judge at the US district court had initially dismissed any such allegations that arose two years ago. He stated that the users of the platform’s complaints were not easy to prove and they failed to display how it was getting affected by the company’s ex-options for ad targeting.

These complaints were called out as general grievances that aren’t going to give anyone the right to sue. And that’s because there were no such results in place that met the criteria.

Meanwhile, it was interesting also to see the judge rule during that period how the company was also guarded against such claims via Section 230. This was linked to illegal advertisements that were put up right outside parties but they noted how the firm’s ex-advertising tools were functioning neutrally.

But an appeal regarding the decision was made in the 9th Circuit that popped up across Friday.


Read next: YouTube Publishes Its Creative Trends Report For 2023 With The Latest Shifts In Audience Interests
by Dr. Hura Anwar via Digital Information World

Google Exec Warns Against Using AI to Solve SEO Problems

AI and Large Language Models have become powerful tools because of the fact that this is the sort of thing that could potentially end up making it so that more work can be done in shorter spans of time. However, it bears mentioning that AI can’t be used to solve every singe problem out there. For example, Gary Ilyes from Google recently told SEO experts that they should never even consider using AI to diagnose issues related to SEO.

With all of that having been said and now out of the way, it is important to note that LLMs have a tendency to give out false information. While much of the information they will provide will be accurate, there is also a chance that you would get information that is less reliable than might have been the case otherwise. Using this in your SEO could create a bit of a domino effect, and your search engine rankings might continue to diminish without an end in sight.

Recently, there has been a major uptick in various AI tools that claim to be able to make your site a lot better than it currently happens to be. In spite of the fact that this is the case, these tools are very likely going to do more harm than good, so it is best to avoid using them with all things having been considered and taken into account.

llyes stated that anyone that wants to use AI to help them with SEO should do so at their own risk. If you are about to use an AI or LLM based tool to improve your website and make it optimized in every single way, you will have to do your own research in order to ensure that what you have been told by the AI is truly factual.

It will be interesting to see what the fallout from these tools look like. Many SEO experts are using them without realizing what the consequences might be, and that will lead to a serious decline in website quality which may not abate until another paradigm shift occurs.


Read next: How to Carry Out an SEO Audit: A Comprehensive Guide
by Zia Muhammad via Digital Information World

Saturday, June 24, 2023

Revealing the Influence of Artificial Intelligence Data on Human Contributions: Insights from Research

As the twenty-first century unfolded, Jeff Bezos revolutionized the landscape with his ingenious concept of "artificial intelligence." By enlisting a vast grid of remote employees, he tapped into the rich tapestry of the human intellect, seamlessly complementing the limitations of computers. Witness the birth of a groundbreaking era, where the fusion of humanoid and digital intelligence propels innovation to unimaginable heights.

The Mechanical Turk of Amazon, and the Gig Economy, with a staggering one-fourth million hirelings, this industry stands as a testament to the vastness of the gig economy. Explore the intricate web of platforms empowering individuals and redefining traditional employment paradigms.

In a groundbreaking revelation, the technological institution that is most globalized in Europe, investigators have uncovered a fascinating yet concerning sensation among Turkish individuals. Having played a pivotal position in shaping artificial intelligence, these very minds now find themselves dependent on artificial content, leading to the birth of the "latest AI", while the term may elicit smiles, its implications are grave, stressing the need for cautious exploration of this uncharted domain. These findings offer a thought-provoking glimpse into a future where humanoid-AI interchanges injunction careful consideration.

In a thought-provoking study published on the arXiv, the researcher sheds light on the potential ramifications of hirelings turning to AI to accomplish their duties. The report tells us about artificial intelligence, group employee's massive models of languages are often utilized on textual output works, uncovers a disconcerting trend that threatens to undermine the value of crowdsourced info. By relying on AI-generated content, workers risk diminishing the very essence of human input, raising crucial concerns for the future of cooperative work.

In the realm of data processing, large language models shine, but there are realms where human expertise prevails. Tasks like info labeling, picture description, and captcha meshes thrive under the efficiency of human input, surpassing the capabilities of computers. Recognizing this unique synergy, leveraging the strengths of both humanoid and artificial intelligence is vital for optimizing task performance and achieving remarkable outcomes.

Intriguingly, Veselovsky poses a thought-provoking question: Can we truly rely on crowdsourcing, as a means to validate large language prototype outputs or establish humanoid info? The experimenter highlights the possibility that crowd hirelings themselves, driven by the pursuit of increased efficiency and payment, might turn to a large language prototype. This revelation unveils a complex dynamic that challenges our assumptions and prompts a deeper examination of the evolving landscape of humanoid and artificial intelligence collaboration.

Within this fascinating context, the notion of Turkish emerges, tracing its origins to an intriguing eighteen century known as a robot. This enigmatic automaton triumphed over formidable opponents, who remained oblivious to the humanoid chess professional concealed within its mechanical guise. This historical tale serves as a captivating reminder that appearances can deceive, leaving us to ponder the extent of artificial collaboration and the inherent challenges of discerning true intelligence.

The million and millions of bucks pull together initiative stands marred by the shadow of unjustly lower earnings, with Turkish earning a mere two to five dollars per sixty minutes. However, a disruptive force looms as large language prototypes, like ChatGPT, showcase remarkable performance in category projects, surpassing public employees at a fraction of the expense.

As the demand for productivity intensifies, workers find themselves under mounting pressure to deliver quicker, potentially leading to a greater reliance on artificial help. Some investigators, drawing from an inflexible study on workers at Amazon, estimated that a significant portion, ranging from thirty to forty percent, of employee tasks were conducted with the assistance of LLM. These findings unveil the shifting landscape of labor dynamics and the growing symbiosis between humanoids and artificial intelligence in the pursuit of enhanced efficiency.

As LLMs gain increasing popularity, an investigator highlights the emergence of different prototype standards, incorporating text, photograph, and videotape mechanisms. These findings serve as a critical harbinger sounding a warning for media, experimenters, and public hirelings to explore innovative approaches in safeguarding the human essence of data amidst the expanding influence of AI.


Read next: What’s the Best AI Chatbot? This Study Might Hold the Answer
by Arooj Ahmed via Digital Information World