TAGS Opportunities for Telecoms Operators Post-COVID-19 Reveals Long-Lasting Changes to Customer Behaviour – ResearchAndMarkets.com Facebook Facebook Twitter By Digital AIM Web Support – February 8, 2021 Local NewsBusiness Twitter WhatsApp Pinterest Pinterest DUBLIN–(BUSINESS WIRE)–Feb 8, 2021– The “The Post-Pandemic Landscape: the Impact of COVID-19 and Opportunities for Telecoms Operators” report has been added to ResearchAndMarkets.com’s offering. The COVID-19 pandemic has had a significant impact on some aspects of the telecoms sector and operators may need to rethink important parts of their strategies as a result. The telecoms industry has suffered limited damage as a result of the COVID-19 pandemic; revenue figures for most operators have fallen slightly, but few have encountered anything that is particularly severe or long-lasting. However, there are some aspects of the telecoms sector that have been more significantly affected by the pandemic, and there is potential for long-lasting changes to customer behaviour and requirements in these areas. In this paper, the analyst looks at the effect of COVID-19 on the telecoms sector and focuses on the areas of more significant impact. The analyst explores each issue and discusses the implications for telecoms operators and how they could respond. For more information about this report visit https://www.researchandmarkets.com/r/73tebo View source version on businesswire.com:https://www.businesswire.com/news/home/20210208005307/en/ CONTACT: ResearchAndMarkets.com Laura Wood, Senior Press Manager [email protected] For E.S.T Office Hours Call 1-917-300-0470 For U.S./CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900 KEYWORD: INDUSTRY KEYWORD: TECHNOLOGY TELECOMMUNICATIONS SOURCE: Research and Markets Copyright Business Wire 2021. PUB: 02/08/2021 04:33 AM/DISC: 02/08/2021 04:33 AM http://www.businesswire.com/news/home/20210208005307/en WhatsApp Previous articleICON Launches FIRECREST Safety Letters and Site Question Management Supporting Regulatory Compliance and Increasing Site SupportNext articleUnited States Wound Care Management Market Growth Trends and Forecasts to 2025, Featuring Key Players 3M Company, Braun Melsungen AG, Cardinal Health, Inc., Coloplast A/S, Johnson and Johnson and More – ResearchAndMarkets.com Digital AIM Web Support
Sea ice is a reflection of, and a feedback on the Earth’s climate. We explore here, using a global atmospheric chemistry-transport model, the use of sea salt in Antarctic ice cores to obtain continuous long-term, regionally-integrated records of past sea ice extent, synchronous with ice core records of climate. The model includes the production, transport and deposition of sea salt aerosol from the open ocean and ‘blowing snow’ on sea ice. Under current climate conditions, we find that meteorology, not sea ice extent, is the dominant control on the atmospheric concentration of sea salt reaching coastal- and continental Antarctic sites on inter-annual timescales. However, through a series of idealised sensitivity experiments, we demonstrate that sea salt has potential as a proxy for larger changes in sea ice extent (e.g. glacial-interglacial). Treating much of the sea ice under glacial conditions as a source of salty blowing snow, we demonstrate that the increase in sea ice extent alone (without changing the meteorology) could drive, for instance, a 68% increase in atmospheric sea salt concentration at the site of the Dome C ice core, which exhibits an approximate two-fold glacial increase in sea salt flux. We also show how the sensitivity of this potential proxy decreases towards glacial sea ice extent—the basis of an explanation previously proposed for the lag observed between changes in sea salt flux and δD (an ice core proxy for air temperature) at glacial terminations. The data thereby permit simultaneous changes in sea ice extent and climate.
The first GAME store opened in 1990, and since then the brand has had a rollercoaster of a journey. An initial era of solid expansion in an exciting new industry promised a bright future in the new millennium. In 2006, The GAME Group became the largest video game retailer in Europe, and the following year saw their portfolio expand to over a thousand properties worldwide, with an annual turnover cresting £1 billion.But by 2012, the bubble had burst. Reckless expansion, coupled with the fallout from a brutal financial crisis, led to the company’s collapse into administration. An acquisition by OpCapita was followed by Game Digital’s incorporation in May 2014. The next month saw the company float on the London Stock Exchange; there, the brand was likely kept alive by the promise of digital growth in the market.Then, in 2015, GAME acquired Multiplay, the biggest gaming services company in the UK, as they sought to consolidate their position in the new digital market landscape. Multiplay, famous for providing some of the most prominent games events in the UK – including Insomnia, the country’s largest gaming festival – was also renowned for its specialism in online game server hosting. The brand continues to work with some illustrious industry titles, such as DayZ, Rocket League, and Titanfall 2.On the fiscal year ending on the 29th of July, 2017, Game Digital recorded a pre-tax loss of £10 million. Then, on Tuesday of this week, a mere two years after purchasing the company, GAME and Multiplay parted ways. With Unity’s acquisition of Multiplay comes an apparent U-turn in GAME’s direction – so what reason is there to believe that their backtracking is not just another sign of the retailer’s inevitable demise?Multiplay Insomnia61 at NEC – Katy Eyre/iEventMediaAs it happens, there is still cause for optimism. GAME’s 2015 purchase of Multiplay came in at £20 million, and their sale at £19 million – but that number does not simply reflect a seven-figure mistake. GAME quietly came out of the deal retaining ownership of Multiplay’s events business and associated IP – including Insomnia, the UK’s ‘Glastonbury of Gaming’.As traditional, high street games retail continues to decline, led by flops in the video game market such as Call of Duty: Infinite Warfare and Star Wars Battlefront 2, GAME is looking to another market: esports.“The next two to three years will be telling. If GAME is to double down on its esports focus, expect BELONG arenas to form a mainstay in the UK”When they opened the first ‘BELONG’ arena inside the Manchester Trafford Centre store last year, GAME spied a piece of driftwood to keep them afloat in uncertain waters. And with plans to have 35 venues operational by the end of 2018, it is no coincidence that they maintained a grip on Insomnia, one of the biggest platforms for esports in the country.“Though our markets remained volatile last year, we made solid strategic progress as we continued to focus on those elements within our control; delivering on each of the four pillars of our strategy and creating a new cost base for our UK retail business,” said Martyn Gibbs, CEO of Game Digital, in a statement earlier this month.“We have reviewed our operations and are now accelerating development plans as we seek to fully capitalise on the strong growth potential in the growing esports market”.Retention of Insomnia, investment in local arenas, and a perennial hold on the UK game retail market positions GAME with a connection to every aspect of the UK esports industry, from grassroots to professional. And with game sales and local internet cafes creating an interest in competitive gaming that will bring people to events, and with their events in turn driving an interest in game sales, GAME might have finally cracked the code for a successful business model in the digital era.“If GAME succeeds, the UK esports industry in its entirety will be better off for it”The next two to three years will be telling. If GAME is to double down on its esports focus, expect BELONG arenas to form a mainstay in the UK gaming community, with tournaments and events providing incentive to get newcomers involved. With Insomnia seemingly going from strength to strength, now is the time to truly commit. If GAME succeeds, the UK esports industry in its entirety will be better off for it. If they fail, and suffer the same fate that befell video store Blockbuster in a new age that they failed to adapt to, it could be game over. With the sale of its Multiplay division for £19 million earlier this week, Game Digital plc – the parent company behind the high street retail brand GAME – reached a crossroads. Following the loss of the UK’s largest gaming services provider, the time has come for GAME to commit to a new direction in 2018.