Brief

The British video games industry is worth more than US$7.0 billion

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Founders of the video games company, Riot Games, Brandon Beck (in front) and Mark Merrill

In The Tines London on September 7th, 2019, Simon Parkin analysed the British video games industry. He is the author of A Game of Birds and Wolves: The Secret Game that Won the War, which would be published in November 2019 by Sceptre. The analysis is published below.

When Brandon Beck and Marc Merrill, the founders of the video game company Riot Games, began planning its sprawling, multimillion-dollar campus in Los Angeles, they knew that it had to be luxurious. In the early days Beck, 36, and Merrill, 38, former room-mates at the University of California, were content to moonlight out of poky office rooms. However, when their first project, League of Legends, became one of the most widely played games in the world they had started to compete with Google, Facebook and the like to entice the brightest and best engineers in the world to work for them. At one point Beck offered to buy a Ferrari for a programmer whom he was desperate to recruit.

In 2015 the pair installed a vast cafeteria as the centrepiece of the new complex, with a battalion of chefs cooking cuisines from around the world for Riot’s 2,500-strong staff. An orange grove was planted near an outdoor chessboard with human-sized pieces. Rather than fell trees to deter pigeons from gathering around the campus, Riot hired a falconer to scare them off. No expense, in other words, was spared.

Such extravagance is possible in a business that, for the winners at least, can be unimaginably profitable. Recent figures show that the video-game market in the UK alone is worth £5.7 billion, more than the nation’s film and music industries combined. And while film production companies and record labels must regularly release new products, many games outfits, including Riot, concentrate on one, which they nurture and grow over many years – more like a social media company than a Hollywood studio.

Sustaining a game with millions of players requires a king’s ransom in funds, which often come from surprising sources. Riot, for instance – in which the Chinese conglomerate Tencent bought a majority stake for $231 million in 2011 – has made its fortune principally from the sale of “skins”. These are digital costumes that change the look of one’s character, much like paying a few pounds to dress your chess pieces in a different outfits. The outfits bestow no tactical advantage – they are purely cosmetic. And yet the sale of virtual fashions is, by all accounts, preposterously profitable. The digital fashion industry was pioneered by Riot Games, which made an estimated $1.6 billion in 2015, much of which came from the sale of virtual clothing.

Digital fashion is only one of the factors that make today’s games industry almost unrecognisable to anyone who grew up playing video games in the Eighties. Where games once came on temperamental cassettes or cartridges, most now are bought from digital retailers and stored on hard drives. Socialising was once done around wooden Pac-Man or Space Invaders cabinets in arcades that smelt of beer and truancy. Today players can go on month-long quests together, via the internet, without stepping foot in each other’s countries. While in the Eighties there were no international video-game tournaments, today young men and women join well-paid professional teams and live together in luxurious penthouse training dojos with dieticians and psychologists on hand to improve their chances of winning glittering prize pots.

Success came quickly to the video-game medium. In the early Seventies games spilt from the room-size university mainframe computers on which they were invented into bars and arcades, where they often made fast fortunes for their creators. However, the market crashed in 1983, a year after Atari paid $25 million for the rights to Steven Spielberg’s E.T.; the game was terrible and duly tanked – thousands of unsold copies were buried in the New Mexico desert.

The subsequent recovery of the business has been steady and stratospheric, propelled by advances such as 3D graphics, online play and virtual reality. One recent market report estimates that consumers will spend $138 billion on games in 2019. This success has been agitated by scores of video-game companies – and not just those based in North America. Analysts reckon that Grand Theft Auto V, which has been at the top of the charts since its release in September 2013, has earned more revenue than any book or film in history, with more than 95 million units sold, making $6 billion. GTA’s creators, Sam and Dan Houser, are the sons of Walter Houser, who co-owned Ronnie Scott’s jazz club, and the actress Geraldine Moffat. They grew up in London and their games are principally developed in Edinburgh.

The industry’s ever-expanding commercial clout has not, however, been matched by an upswing in cultural status. The stereotypical image of the lone teenage boy twiddling his thumbs in a darkened bedroom has persisted, while a readiness to blame violent crimes on the influence of games has focused attention on the baser aspects of a medium that is far richer in theme and substance than tabloid headlines suggest.

Yet this image may be shifting. Many who started playing games in their teenage years have continued to play into adulthood, and the rise of smartphone games has broadened the demographic of game-players; a 2017 report found that 32.4 million people in the UK play games on a regular basis, and that almost half of the players of mobile games are women. As game-players age, developers are increasingly investing in games that appeal to a more mature audience – not in terms of sex or violence, but via game experiences that explore more complex subject matter, such as grief and parenthood.

As the industry has evolved, a raft of hitherto unimagined and hugely lucrative positions have emerged. Tyler “Ninja” Blevins, who is 28 and has hair that is routinely dyed the colour of toxic waste, is in perhaps the most famous of these newly coined roles: video-game streamers broadcast their game-playing live to a global audience via live-streaming services such as Microsoft’s Mixer or the Amazon-owned Twitch.

The idea of watching someone else play video games seems counterintuitive, but in March last year, when Blevins played Fortnite with the musician Drake, the rapper Travis Scott and the Pittsburgh Steelers athlete JuJu Smith-Schuster, footage of the play session broke the record for the most-viewed live event yet staged on the internet. Close to 650,000 viewers concurrently logged on to watch the match.

Streaming is making stars of young men and women who, in a previous era, might have followed a career into traditional broadcasting. Alastair Aiken, the 25-year-old British streamer better known by his online alias Ali-A, is a hero to British teenagers, who know him principally not from his appearances as a presenter on CBBC, but for his YouTube videos playing Fortnite, which have been watched more than 959 million times, earning him up to a million dollars.

Top-flight streamers such as Blevins and Aiken often stream for six hours or more at a time and command influence over millions of young fans (Blevins has 4.7 million Twitter followers). Blevins, whose six-day honeymoon last August was his first holiday in eight years, reportedly earned almost $10 million in 2018 through streaming. He has little time to enjoy his earnings, however – his manager and wife recently told ESPN that the couple can’t leave their million-dollar home inside a gated community about an hour outside Chicago without enduring a Beatles-esque mobbing. Moreover, Blevins feels a pressing need to always be streaming. A weekend off could cost him tens of thousands of subscribers and there is an army of streamers – 2.2 million on Twitch, in fact – desperate to usurp his position at the top.

As game worlds have increased in fidelity thanks to technological progress, so the costs – human and financial – of game creation have risen sharply. GTA V cost an estimated $137 million to make, with an additional $128 million spent on marketing. Some of the top-level members of staff at Rockstar, the game’s publisher, worked 100 hours a week during the final weeks of its latest game’s development.

These figures represent a significant risk to financiers. Then there is the issue of discoverability. With 300,000 games for sale on Apple’s App Store, convincing anyone to play your game is as significant a challenge as building it. A host of angel investors are constantly on the lookout for what might be the next big thing, but in an industry in which fashions are fickle it can be difficult for them to know where to place their bets. Last year Jay Chi, who spent 11 years at the management consulting company McKinsey & Co, leading its global video-games practice, co-launched the Makers Fund with an initial pot of $180 million to invest in projects with the potential to become the next League of Legends or Fortnite. (The team is yet to announce the fund’s performance.)

As more developers seek to make their games permanent fixtures in players’ lives, detractors fear that the wider ecosystem suffers, crowding out those whose aspirations lean towards the artistic or political, rather than the commercial. Games such as That Dragon, Cancer, an autobiographical game created by a mother and father that looks at what it is like to live with a child dying from terminal illness. Or Journey, an elegiac exploration of death and intimacy in which players drift into and out of one another’s stories, engaging in fleeting moments of care and tenderness.

These games explore emotional territory away from the sports-like texture of League of Legends and Fortnite. They too can prove enormously successful (the puzzle game Papers, Please sold 1.8 million copies) and are often more likely to be picked up by critics and awards panels on the lookout for games that demonstrate the artistic range of the medium, not just its money-making capability. And yet, while the significant profits are – this month, at least – to be made in the sale of digital costumes for virtual avatars, few of the big game publishers are focusing their investment and efforts on these kinds of personal expression.

This will, long term, have a restrictive effect on the industry. As Robert Yang, a professor at New York University’s Game Center, recently put it, the medium is in the process of reverse-engineering an art form from an entertainment business. For games to evolve into the art form that they have the potential to become, he said, “we have to convince funding bodies and governments that games are worth more than their sales numbers”. This has been a medium defined by restless change and technological momentum. There are more ways to make a fortune from games than ever, whether it is building, broadcasting or investing in them. Care must be taken to ensure that profit-chasing doesn’t hold this, the most complex, thrilling and arguably engaging medium yet invented, back from its full potential.

Brief

eSports mint 16-year old millionaires

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Fortnite is the most popular free-to-play game

My son, Mohd Harfiq, is a man of fast pace. He rides mountain bikes during weekends and play video games for most nights. During week days, he organizes many events, such as youth events and eSport tournaments. I ask how big is the eSport in Malaysia and globally. He said eSport is very big!!

My wife, Datin Azimah, is a keen free-to-play game of Candy Crush. She often “ignores” me for hours when she is playing against other players on the internet.

Recently, a 16-year old, Kyle Giersdorf, won US$3.0 million at the Fortnite World Cup tournament in New York. This week, a team of five teenagers shared US$15.6 million at the Dota 2 International tournament in Shanghai.

According to market research company, SuperData (superdataresearch.com) , the top ten free-to-play game revenue for 2018  were as follows:

No. Games DeveloperRevenue
US$ million
1 Fortnite Epic Games 2,400
2 Dungeon Fighter Nexon 1,500
3 League of Legends, Riot Games Tencent 1,400
4 Pokemon Go Niantic 1,300
5 Crossfire Noewiz
Games
1,300
6 Honour of Kings Tencent 1,300
7 Fate/Grand Order Aniplex 1,200
8 Candy Crush Saga, King Activision
Blizzard
1,100
9 Monster Strike Mixi 1,000
10 Clash Royale, Supercell  Tencent 900

The other segment of the digital game industry is the premium games market, which was about US$17,800 million in 2018, according to SuperData.

The premium games market by revenue for 2018 was as follows.

No. Games Developer Revenue
US$ mill.
1 PlayerUnknown’s Battlegrounds  Bluehole 1,028
2 FIFA 18 Electronic Art 790
3 Grand Theft Auto V Take-Two
Interactive
628
4 Call of Duty: Black Ops IIII Activision
Blizzard
612
5 Red Dead Redemption 2 Take-Two
Interactive
516
6 Call of Duty,WWII Activision
Blizzard
506
7 FIFA 19 Electronic
Art
482
8 Monster Hunter, World Capcom 467
9 Tom Clancy’s Rainbow Six
Siege
Ubisoft 440
10 Overwatch Activision
Blizzard
429

 The digital games industry is not only for casual gamers like my wife. There are a large number of professional gamers who participate in regional tournaments in the US, Asia and Europe. They can make huge monies by winning major tournaments like the Fortnite World Cup, its first world cup. The Fortnite World Cup is a 3-day tournament with a prize pool of money of US$30 million, shared among 200 final participants. To enter the Fortnite World Cup, about 40 million of Fortnite’s more than 250 million registered players competed in an online qualifying over 10 weeks for the opportunity to come to New York. The 200 finalists, with an average age of 16 years, came from 34 different countries. Fornite is technically a video game, and one with a simple premise. At the start, players are dropped onto an island and shoot at each other until one person is left standing. Each match lasts about 20 minutes and slowly, the numbers wittle down. A storm approaches, making the map smaller and smaller. If a player jumps the island, he/she dies.

Fortnite is so popular that it becomes more than just a game. Today, it’s a social media platform in its own rights, driving pop culture among teenagers, from clothing to dance crazes. It is at the forefront of eSports, competitive online gaming that is attracting more sponsors to sell bigger sponsorships. It is estimated there are more than 250 million users across the globe.

The main attraction is that the winner in the recent Fortnite World Cup, Kyle Diersdorf, won more money than  Egan Bernal, the cyclist who won the Tour of France, a gruelling 21-day riding competition.

eSport have exploded in recent years, helped by the popularity in Asia, which is more than half of world’s 454 million fans. eSports generated more than US$500 million in revenue last year according to consultancy company, New200. Games companies like Epic Games generate most of their income from virtual outfits to kit out their characters. In addition, the team that have grown around the games are also having real-world merchandize. A popular team, 100 Thieves, has created a premium streetwear brand.

Employment of video games industry

According the US Entertainment Software Association (theesa.com), in 2018, the video games industry in the US generated US$43.4 billion. Playing video games has become a leading form of entertainment and an integral part of the American culture. The industry directly employs about 60,000 and indirectly more than 200,000 people. The video games industry employs significant number of people in Japan, South Korea, China and Europe. Tencent of China is the world’s leading games company with millions of players in China. It is also a major investor in Epic Games, the developer/publisher of Fortnite. The video games industry had always been very big in Japan, home of Nintendo and Capcom, initially developers of arcade games.   .    

Tracking the eSport index

An index has been developed to track the performance of global video gaming and eSport segment. Known as the MVIS Global Video Gaming and eSports index, it includes companies with at least 50 per cent (25% for current components of their revenues from video gaming and/or eSports). These companies may include those that develop video games and related software/hardware, streaming services and are involved in eSport events. The MVIS Global Video Gaming & eSports index covers at least 90 per cent of the investable universe. Currently, the MVIS Global Video Gaming & eSports have 25 components.

My conclusion

The video games and eSport industry is likely to go bigger as children, future gamers, are exposed to video games at early age. In our family gatherings, our young members are usually absorbed with their tablets to play simple video games. I am also quite happy that my wife has yet to purchase virtual outfits using my credit card. 

Lastly, this is the only industry that creates teenager millionaires on a regular basis. Hopefully, not every teenager wants to be professional gamers at the expense of doctors and engineers!                                                                                                                                                                                                                                                                                                                                                                                                       

Guest Contributor

Malaysia’s Traditional and Complementary Medicine goes mainstream

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Cupping is a popular detoxing of the body in Malaysia

What are Traditional Medicine, Complementary Medicine and Alternative Medicine?

Traditional Medicine (TM) has different definitions to different people. However the World Health Organisation defines TM as “the sum total of knowledge, skills and practices based on the theories, beliefs and experiences indigenous to different cultures that are used to maintain health, as well as to prevent, diagnose, improve or treat physical and mental illnesses”

TM is therefore a comprehensive term that refers to a diverse form of health practices, approaches, knowledge and beliefs incorporating plant, animal, and/or mineral based medicines, spiritual therapies, manual techniques and exercises applied singularly or in combination to maintain well-being, as well as to treat, diagnose or prevent illness that has long established in a country.  Some of the best-known TM systems include Traditional Indian Medicine (Ayurveda), Traditional Chinese Medicine (TCM), and Traditional Arabic Medicine (Unani). Traditional Malay Medicine (TMM) also falls under this category.

It is an accepted fact that countries in Africa, Asia and Latin America use TM to help meet some of their primary health care needs. In Africa, up to 80% of the population uses TM for primary health care.

Health care practices that are not part of the country’s conventional health care system or modern medicine are often referred to as Complementary and Alternative Medicine or CAM. Strictly speaking however Complementary Medicine (CM) is different from Alternative Medicine (AM) though sometimes, the terms CM or AM are used interchangeably with TM. CM is by definition non-conventional medicine practice used together with conventional medicine practice while AM is used in place of conventional medicine practice.

Complementary and Alternative Medicines (CAM) come in a wide variety of forms. The 5 main categories include the following:

Alternative medical systems

Homeopathy and Naturopathy are among the healing practices that evolved from AM. Others may include The Traditional Malay Medicine (TMM), The Indian Traditional Medicine (Ayurveda) and The Traditional Chinese Medicine (TCM). Within TCM are Acupuncture and Acupressure.

Acupunctureis a TCM technique that uses thin, sterile needles to stimulate specific points around the body. The goal is to help the body’s natural healing process kicks in. Acupuncture is believed to encourage the release of endorphins, natural painkillers that can also increase feelings of well-being. Studies have shown that acupuncture can be effective in treating a number of conditions, like neck and back pain, nausea, anxiety, depression, insomnia as well as infertility. Somewhat similar to Acupuncture, Acupressure is a therapy in which the same acupoints are stimulated by hand. The therapy may be effective in the same way, but to a lesser degree than Acupuncture.

Mind-body medicine therapy

Hypnosis is a popular type of mind-body therapy. Others may include Meditation, Yoga and Music Therapy.

Yoga is often practiced as a form of exercise and a means of reducing stress. However Yoga is also used in CAM. Indeed, some research indicates that Yoga may help manage conditions like anxiety, insomnia, migraines, and depression.

Biologically-based therapies

Biologically-based therapies in CAM use substances found in nature, such as herbs and vitamins. Others in this category may include Aromatherapy, and Nutritional Therapy.

Herbal Medicine, also called Botanical Medicine or Phytomedicine, refers to using a plant’s seeds, berries, roots, leaves, bark or flowers for medicinal purposes. It is used to treat allergies, asthma, eczema, premenstrual syndrome, rheumatoid arthritis, fibromyalgia, migraine, menopausal symptoms, chronic fatigue and irritable bowel syndrome. In The United State this category of CAM is the most popular and most widely used.

Manipulative and body-based methods

Manipulative and body-based methods in CAM are based on manipulation and/or movement of one or more parts of the body. Some examples include chiropractic or osteopathic manipulation, massage and cupping.

Cupping is performed by applying cups made of glass or similar tools to selected skin points and creating a vacuum, either by heat or by suction. There are two methods of cupping – dry or wet. Dry cupping does not draw blood while wet cupping removes blood stasis, which is an accumulation of toxins in the body. Most commonly, cups are made out of glass. However, before the use of glass, cups made of bamboo, clay, or animal horns were used. Some uses of cupping are for the treatment of lower back pain, neck and shoulder pain, headache and migraine. Cupping is also reported to help stimulates blood circulation, aids in detoxification, and promotes healing

Energy therapies

Energy therapies involve the use of energy fields. Examples include Qi Gong, Reiki, Therapeutic Touch, Aura Metaphysic and Color Vibration Therapy.

Reiki is an energy medicine practice that originated in Japan. In Reiki, the practitioner places his hands on or near the person receiving treatment, with the intent to transmit ki, believed to be life-force energy.

Adoption of Traditional and Complementary Medicine (T&CM) – The Malaysian Perspective

In Malaysia the use of Traditional and Complementary Medicine (T&CM) is widespread and increasing. Malaysia’s rich tropical biodiversity is a reliable source for natural health products and the government is now aware of its full potential. The high demand for T&CM has led to tireless efforts by the Malaysian government to integrate it into the national healthcare system. Hence, efforts were and are ongoing to take TM and CM mainstream with the view of TM and CM complementing and not to replace the role of conventional medicine practices. Towards this end TM and CM are grouped together under the umbrella of Traditional and Complementary Medicine (T&CM). These health systems and practices used to be outside the conventional modern medical system.

Several initiatives and measures were taken to ensure safety and quality of T&CM practices in the country. These include the establishment of the Traditional and Complementary Medicine Division (T&CMD) by the Health Ministry in 2004 and the gazettement of Traditional and Complementary Medicine (T&CM) Act (Act 775) on 10 Mac 2016 and enforced on 1 August 2016. Under the act the recognised T&CM practices have been categorised into six main groups based on the main ethnic groups and concept of practice. The six practices are Traditional Malay Medicine (TMM), Traditional Chinese Medicine (TCM), Traditional Indian Medicine (TIM), Homeopathy Medicine and Islamic Medicine

Status and progress of T&CM in Malaysia.

The mainstream healthcare system in Malaysia is the modern or conventional medicine. However the Health Ministry Malaysia advocates T&CM as a complement to modern medicine and strives to not only make safe and quality T&CM services accessible to the public, but by integrating them into the national health care system with the aim of achieving holistic health care for all Malaysians. 

The Traditional and Complementary Medicine (T&CM) Act 2016 (Act 775) which governs T&CM practices and practitioners in Malaysia, was gazetted on 10 March 2016 and enforced on 1 August 2016.  Malaysia is one of the very few countries to regulate diverse practices and practitioners of T&CM. The enforcement of the Act will be conducted in phases.  

As of July 2017, 15 hospitals have successfully combined T&CM practices within the national healthcare system. Currently, there are seven (7) modalities of T&CM practices offered in T&CM units of government hospitals, namely:

  1. Traditional Massage for chronic pain and stroke
  2. Acupuncture for chronic pain and stroke
  3. Herbal Therapy as an Adjunct Treatment for Cancer
  4. Traditional Postnatal Care
  5. Shirodhara
  6. External Basti Therapy
  7. Varmam Therapy

While the following are the government hospitals where some T&CM services are available (The five main services currently offered are Malay Massage, Malay Postnatal Care, Acupuncture, Chinese Herbal Therapy, and Shirodhara):

  1. Hospital Kepala Batas, Pulau Pinang
  2. Hospital Sultanah Bahiyah, AlorSetar
  3. Hospital Putrajaya, Putrajaya
  4. Hospital Rehabilitasi Cheras, Kuala Lumpur
  5. National Cancer Institute, Putrajaya
  6. Hospital Port Dickson
  7. Hospital Sultan Ismail, Johor Bharu
  8. Hospital Sultanah Hajjah Kalsom, Cameron Highlands
  9. Hospital Sultanah Nur Zahirah, Kuala Terengganu
  10. Hospital Perempuan Raja Zainab II, Kota Bharu
  11. Hospital Jasin, Melaka
  12. Hospital Umum Sarawak, Sarawak
  13. Hospital Duchess of Kent, Sabah
  14. Hospital Sungai Buloh
  15. Sabah Women and Children Hospital 

Notes:  The Malaysian model of integrating conventional health practices and CAM may signal the move towards Integrative Health Care. Integrative Health Care is defined as a comprehensive, often interdisciplinary approach to treatment, prevention and health promotion that brings together complementary and conventional therapies.

Why Traditional and Complementary Medicine?

The National Health and Morbidity Survey conducted by the Ministry of Health Malaysia in 2015 on Traditional and Complementary Medicine had revealed some interesting findings. Among the reasons given for the use of T&CM practices was mainly to maintain wellness while the use as treatment was still low. For those who seek T&CM practices as a treatment, the percentage of use as primary treatment or complementary treatment were almost equivalent. The number of people who used T&CM as an alternative treatment without seeking treatment in conventional medicine is less than 20%.

Also, Malaysian population are most likely to use T&CM for health problems related to musculoskeletal system problems such as myalgia, join pain muscle ache and back pain. This is similar to the reported reason for T&CM use worldwide especially in USA.

About the guest contributor

Mr Ahamad Rozi Daud is a keen practitioner of traditional medicines in Kuala Terengganu, Malaysia. He is a stingless bee honey producer. This honey is considered to have special health properties.

Must-Read Reports

Fossil fuels will still contribute significantly to primary energy supply in 2040

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Renewable energy constitutes only a small proportion of total primary energy supply in the future

When I graduated with Chemical Engineering degree from the Birmingham University in the UK in the 1980, I chose to work with ESSO Malaysia. This was because ESSO Malaysia (now EXXON Mobil) was one of the two biggest companies in Malaysia. They paid high salaries for their engineers. The other company was SHELL Malaysia, also an oil company. Today, these two companies continue to pay good salaries but they are considered less attractive as employers under the current environment that oil companies contribute to global warming.

A new report by energy consultancy, Wood Mackenzie, forecasts that coal, oil and gas will still contribute about 85 per cent of primary energy supply by 2040, compared with 90 per cent today. The report noted that 1 terawatt of installed solar and wind capacity makes up about around 8 per cent of total power generation as of 2019.

This equates to just a fraction of total energy consumption. “The world risks relying on fossil fuels for decades to come,” the report said. It also forecasts carbon emissions will continue to rise, with growth only slowing in the 2030s. This will put the world far off course in meeting the Paris climate goals, to limit global warming to well below 2C, despite growing political momentum to prevent climate change. Energy demand, led by growing populations in emerging economies of Africa and Asia, will increase by at least 25 per cent by 2040. Yet carbon emissions would need to halve over the same period to comply with the Paris Accord, posing a huge challenge for energy systems. “This is a wake-up call for governments and the energy industry,“ said David Brown, one of the authors of the report.

While there is much focus on creating renewable electricity, Mr Brown said greater attention needs to be paid to clean up sectors like aviation and shipping. Governments also need to take the lead in developing low-carbon technologies, rather than the private sector, given the scale of what needs to be achieved.

“If the world  wants to de-carbonize, they need to take a leap, and come out with targeted policies,” he said.

The costs of renewable power is falling rapidly and it is the fastest growing source of energy  supply globally But reaching a fuel mix whereby 50 per cent or more of energy demand is derived from solar and wind would require huge changes in infrastructure—from power storage systems to modernized grids.

The issue is not generation of electricity. The move towards zero carbon in the utility industry is advancing well and will continue so long as solar and wind plus storage are significantly cheaper than making electricity by burning coal, oil or gas. It is other industries like heating and cooling buildings, shipping, air travels, cement production, and transportation that are not moving fast enough to embrace low or zero carbon technology.

One factor that could accelerate the de-carbonization of these sectors is moving some of the money currently targeted for direct fossil fuel subsidies—almost US$400 billion globally— to subsidies for renewable energies and other low carbon technologies.

Other effective strategy would be making those who emit carbon dioxide to the atmosphere pay a fee for the harm they cause. Why should industries be allowed to escape paying for proper disposal of their waste products? Is it because of all the employment opportunities they offer?

That makes sense on the surface of things but is totally false when subjected to deeper analysis. First, industries won’t cease to exist if they are required to pay for the harm they do. Second, clean technologies promise more jobs than will be lost if a carbon fee became widespread. Third, there would be no industries if most human and the other species on the Earth are wiped out by rising temperatures.

So let’s stop feeling bad about polluters.

It’s time to change our thinking and stop apologizing for wanting to keep the global temperatures from skyrocketing. We have a right to demand a clean environment, one that allows humans and all species to thrive.

What could be objectionable about that?

And, finally, don’t let little Greta Thunberg, the 16-year Swedish schoolgirl, fights climate change alone!                 

World Unique Innovation

Better quality of life for kidney patients

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A dialysis machine

People with kidney failure could soon be spared regular trips to hospital thanks to a new dialysis machine the size of a microwave.

My late father used to visit a government dialysis centre twice a week, for almost 10 years. Fortunately, we had a friend who ferried him to the dialysis centre, which was about 10 km from our house. Some kidney patients are less fortunate who had to travel a distance to receive a dialysis treatment.  

A British company, Quanta, had announced that it had has raised £38m from investors to launch a much smaller than traditional dialysis machines, called SC+. Currently only 5 per cent of UK kidney patients, some 1,500 people, are treated at home. Quanta, based in Warwickshire, United Kingdom, said patients could be taught how to use the SC+ either at home or at a self-service clinic.

Quanta’s compact dialysis machine

John Milad, head of Quanta, said the device would allow dialysis patients to take “greater control of their lives”. In the future, dialysis could be as easy as visiting a “cash machine”.

“We believe there should be tens of thousands of them,” he added.

Approximately 3.5m people around the world require dialysis treatment.

Quanta was spun out of British engineering giant IMI in 2008, and was created after the technology used to mix soft drinks in bars was applied to blood dialysis. It now plans to ask for permission to launch the new compact dialysis machine in the US this year.

The cash injection came from several investors, including a private Swiss family office, Wellington Partners and Seroba Life Sciences.

Lifestyle choices, modern diet and increased life expectancy are all negatively impacting renal health across the globe and End Stage Renal Disease (ESRD) affects millions of patients worldwide. Haemodialysis is a lifesaving treatment delivered to an estimated 3 million people globally, with this figure expected to double in the next decade.

At present, haemodialysis is primarily provided by specialist clinics and centres. The rigid clinic scheduling means that the patient is not in control of when they can dialyse. It is clinically proven that more regular dialysis improves outcomes and quality of life for the patient, and a number of studies have shown that 30-40% of patients would be capable of performing self-care dialysis.

Issues of patient benefit, cost and clinic capacity are driving the growth of home and self-care modalities of haemodialysis. A major factor limiting the growth of self-care and home haemodialysis is the lack of convenient, compact and easy-to-use dialysis systems.  Quanta addresses these issues and puts the focus on the patient, allowing them to take greater control of their treatment.

Visit website of Quanta: http://www.quantadt.com/

Economic Matters for Innovators

Why patience is a workplace virtue

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Tortoise is slow and patient

We read an interesting article by Jonathan Black in Financial Times on June 24th, 2019.

He wrote that most people do not seem to think that deploying patience is a viable course of action at work. The word, which originates from the Latin word for “suffer”, nowadays tends to suggest passivity, forbearance, tolerance and even resignation. None of which are prized in the working world. Yet it has a distinguished history, with the first known use of the phrase “patience is a virtue” in the late 14th century poem “Piers Plowman”, by William Langland. And patience was listed as one of the seven heavenly virtues by the Roman Christian poet Prudentius 1,000 years earlier in his book, Psychomachia (Battle of the Soul). Patience may be unfashionable, but it is making a modest comeback.

He had interviewed a number of people working across a variety of sectors — the law, banking, the civil service and scientific research — all of whom thought patience could be active and effective. Most of them saw it as an important workplace skill, along with teamwork, leadership and communication.

An interviewee thinks patience can be an asset in the civil service: “If you can crack patience as a tool, then you stand a good chance of being seen as professional and reliable.” Yet he had sometimes seen patient people being marginalised by more dynamic and impatient colleagues. And he notes that “patience should not, however, be seen as an excuse for indecision.” While those who are naturally impatient can use it as a tool, they too have to learn how to manage their impatience and use it wisely. He considers that patience is learned, often through mistakes, rather than taught and concludes that patience can be used as one of many, interconnected skills.

Another interviewee, who recently retired after a career as a senior corporate tax adviser, agrees that “patience is a hard learned and useful art form”. She reflects that passing her professional exams required stamina, resilience and an element of impatience, in order to qualify as quickly as possible. In contrast, she says, “clients had to be managed with saintly patience, as did senior staff with unrealistic expectations of workload management”. More broadly, she found that “patience is useful when you are faced with a lack of understanding, political motivation to block, or just misogyny and racism. That said, too much patience allows these factors to hold you back.”

A third interviewee, who is a senior postdoctoral researcher, reported that her career in life sciences academic research has depended on patience. Success is based, she thinks, on “resilience and perseverance and is mostly incremental wins, while plagued by failures and disappointments in experiments, paper and funding application rejections”. She also cites the need to exercise patience with managers who are measuring success in tangible outcomes, while waiting for her detailed experiments that can take months to reveal significant results. She thinks that patience gives her the courage and confidence to stand her ground against the “avalanche of information and alluring possibilities, the fear of missing out, and the infliction of instant gratification”. In these instances, patience at work is not to be confused with complacency, but is rather a learned stillness that allows us to evaluate before advancing strategically with intention and enthusiasm.

Mr. Black noted that technology has been the big enabler of impatience and speed: having letters typed and proofread involved a built-in reflection period that allowed time to reconsider and ideas to develop.

New graduates enter the workplace having been trained by social media that they can, and therefore are expected to, respond instantly. The 24-hour news cycle creates a febrile atmosphere in which patient deliberation can be seen as a personal weakness. No one wants to be seen as inactive in case it looks like inability to act or complacency. And it is easy to confuse activity with progress — whereas allowing time for consideration and just letting things play out can be a more effective approach. An interviewee observes that “even if one is impatient to act, you still have to time when to strike; that can require patience itself.” Patience at work is not to be confused with complacency, but is rather a learned stillness that allows us to evaluate before advancing strategically.

Mr. Black noted that when we are impatient for change — is also a useful tool for managing one’s entire career. An interviewee thinks that “impatience for change is critical for a successful career”. This was echoed more formally by another interviewee, who every three years asks himself: “Do I like what I’m doing and should I stay?”

In some fields, patience and impatience are built into the career development structure. An interviewee, who left the British Royal Navy as a commodore in 2002, says that after becoming a lieutenant commander, promotion relies on being selected from the pool, or “zone”. Officers do not enter the zone for promotion to the next rank for a period of years, in order to consolidate skills and experience — an approach which he describes as, “guided patience”.

An interviewee views her career as a “purposeful continuum, which requires assessing my current position and strategizing the next; if done mindfully, this requires time and patience”. The urge to act quickly — responding immediately to an email or chasing a promotion — may have underlying behavioural reasons.

Economists call this tendency hyperbolic discounting, or “present bias”, in which humans place a higher value on the more imminent reward when considering two future events. Taking action immediately can give a psychological pay-off and show how engaged you are — even though ultimately it may be less effective at making progress. With decision-making timeframes under increasing pressure, the virtues of both patience and deliberate impatience risk being forgotten at work and when we think about our long-term career plans.

According to Mr. Black, while we do learn from our mistakes, teaching the importance of patience may result in fewer mistakes in the first place — which is surely the better outcome.

Advice from Mr. Black on to use patience as a tool at work

If you are going to be patient, or impatient, do it deliberately. Include “wait and see”, or “do nothing yet”, as an option for all decision making.

Do not respond to all requests instantly; even the urgent or important may need time for consideration.

Do let people know what you are doing. If naturally impatient, use the phrase, “I need to think about this before I can respond”.

If you are too patient, especially on your career, do not wait for others to look after you. Set yourself deadlines, tell other people your plans, and act on them.

Biodata

Mr. Jonathan Black is Director of Career Service, Oxford University, UK.

Brief

You can now taste caviar from Madagascar

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Lake Mantasoa in Madagascar where sturgeons are farmed

My Iranian MBA students proudly said that Iran produces the best caviar from sturgeons caught in rivers near the Caspian Sea. These sturgeons are now bred in commercial farms as wild sturgeons are declining in number. With the caviar selling at expensive prices in fancy restaurants, and travelers in first and business classes of airlines such as Singapore Airlines and Emirates are served caviar, many entrepreneurs in several countries are entering the aquaculture of sturgeons to harvest their eggs. An example was a commercial sturgeon farm in Malaysia, using South Korean expertise, which was started several years ago but failed.

Recently, it was reported by Jane Flanagan in The Times on July 6th, 2019,    that now there are successful sturgeon entrepreneurs in Madagascar.  

A lake in the highlands of Madagascar has become an unlikely source of caviar in the race to meet demand for the delicacy amid a worldwide shortage.

Entrepreneurs in Madagascar have produced a tonne of caviar after a painstaking process that began six years ago using the fertilised eggs of rare sturgeon imported from Russia.

“We took the time to prove that this is serious,” Delphyn Dabezies, the head of Rova Caviar, said, admitting that the enterprise was rather a gamble.

Producers in the Caspian Sea still boast the most prized caviar from Beluga sturgeon but steadily constricting quotas in response to dwindling stocks of fish have led to farms springing up outside Russia. Lower supply and higher demand has only increased caviar’s currency as a symbol of wealth and prestige.

The French entrepreneur, who has lived on the island for years, sold her first harvest within weeks — at £90 per 100g — half the price or less compared with caviar farmed in Europe. Her customers are luxury shops and restaurants in Madagascar and its neighbours Mauritius, the Seychelles and Réunion.

The world’s most expensive caviar, from albino sturgeon caught off the coast of Iran, regularly fetches up to £2,000 for 100g.

Lake Mantasoa, which is perched at a cool altitude of 1,400 metres and east of the capital Antananarivo, was identified as an ideal place to develop a nursery to hatch the imported eggs. Three hundred staff have been trained to manage the exacting process of raising the sturgeon until they weigh 1.5kg, when only the females are kept until their eggs are ready to be harvested.

The quality and taste of the caviar tests the skill of Gaston Sovani’i Thomas, 23, who, knife in hand, has no margin for error as he extracts the precious black eggs from each fish. “At first I was afraid to destroy or contaminate the eggs, but now everything comes automatically,” he said.

We hope the venture would be hugely successful. Visitors would now be able to enjoy spoons of caviar after spending time at Madagascar’s parks to watch lemurs, which are the island’s famous tourist products.

Jobs and Automation

Robots and the Japanese mind

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In Japan, robots are perceived positively

My youth was filled with Japanese robots such as Ultra Man while my children were occupied with Transformers. We note an interesting article by Gillian Tett in Financial Times on June 12th, 2019. The article touched on the positive acceptance of robots in Japan as compared to other countries, mainly the UK and US.

She wrote that a survey by Pew last year suggested 83 per cent of Japanese people think that automation raises inequality. But they are less concerned that using automation will make it hard for them to find a job, and an unusually high proportion think that a robot-filled economy would be far more efficient.

Meanwhile, the Japanese tend to view robots as a source of pride, not terror, since they highlight the country’s ability to innovate, with 300-plus robots per 10,000 employees, Japan has the highest take-ups of robots in the world.

One reason for that phenomenon is that robotics is an industry where Japanese business is ahead of international competitors, creating a sense of national optimism. Another subtle factor is that popular culture has tended to present robots as being friendly. Think of Astro Boy series, a manga and anime creation  that most adult Japanese watched on TV in their youth: its robotic protagonist presents  an appealing and helpful face that is easy to embrace.

In Britain, however, today’s adults grew up watching TV series such as Doctor Who, which offered a more ambivalent take on robots, with mechanized adversaries such as Daleks and Cybermen that truly terrifying for young viewers. So too in the US, where Hollywood’s robots were at least as likely to harm as to help –to be a relentless Terminator, say, as to be a cute R2 D2.

Then there is a third more tangible-issue that affects Japanese attitudes towards robots: demography. Japan’s birth rate is so low (1.43 births per woman) that its working-age population is shrinking at an alarming rate. Companies in Japan have responded by recruiting more women. Indeed, one little-noticed detail about modern Japan is that the population of women between 15 and 64 years old who now work is about 68.5 per cent, higher than in the US. The country has also started to hire a few more workers from countries such as China, Vietnam and India to fill positions ranging from elderly care to the development of AI.

Miss Tett says that these cannot entirely plug the labour shortage and there is a considerable hostility towards immigration. That makes automation seem less terrifying by default.

Then, there is a fourth issue: the social safety net. Last year’s Pew r survey revealed that 63 per cent of people in Japan think that it is up to the government—not  the individual— to help the population to adopt to automation. Perhaps that is not so surprising: Japan publicly-funded social safety net remains pretty robust, and there is still a high sense of social cohesion, common purpose and sacrifice.

In the US, however, only about 30 per cent of the public expect the government to help with automation, while more than double that number expect the burden to fall on the individual. That may sound more empowering, but Miss Tett suspected it is also a recipe for anxiety.

Miss Tett noted that our views on robots will change in the coming years. It would be interesting to see what happens, for example, in places such as Italy, where birth rate is also falling sharply. It would be more interesting to see whether political protest eventually forces the US government to take measures to strengthen the social safety net in the face of automation.

The key point is this: when it comes to robots, Japan may yet have an edge over other nations, not just in term of its technology but in its attitude too, or, at least, its recognition that robots may yet  enable the county to keep growing even its population shrinks. Call this the unexpected upside of Astro Boy –or maybe a sign that it is time for Hollywood to embrace robots more whole-heatedly.

The Situation in Malaysia

As a nation, Malaysia has a population of about 30 million The Malaysian government has been encouraging its citizens to have more children so as to reach a targeted population of 60 million for sustaining economic growth.

We noted a number of observations in our previous job as Adviser, Tabung Warisan Anak Selangor (TAWAS), a foundation that monitors and records the birth of new-borns in the state of Selangor. First, the number of children among a typical Chinese parent is two. Second, the number of children in a typical Malay family is five. It is projected that the percentage of Chinese in the Malaysian population will significantly decline due to this small number of children in the long run.

The increasing population will mean that the country must find jobs for its young adults. Recently it was revealed that a significant number of graduates are unemployed. This was worrying to the nation’s planners. Robots and automation may not be perceived to be friendly to Malaysians as robots would lead to less job opportunities.    

Brief

Snails offer path to the perfect glue

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Garden snails moving; note the mucus behind

At our small fruit garden at the back of our house in Seremban, Negeri Sembilan, Malaysia, snails are a menace, eating young papaya leaves through the night. These slow-moving snails can be found in the morning before they manage to hide under the stones and small logs or run across my neighbour’s fence. We will crush them with our feet, producing a crushing sound when their protective shells are broken. But some scientists are interested to study these menacing garden snails.    

We noted an interesting article on snails, which was written by Tom Whipple in The Times on June 19, 2019.  

According to him, scientists have long envied snails. When a snail wants to travel up a wall, it secretes a sticky mucus that holds it securely but still allows it to move. When it stops, the mucus hardens and fastens it even to rough surfaces with ten times that force. When it thinks it is time to move again, it releases more mucus and heads on up the wall.

Scientists struggle to do that: the glues they make are either strong and irreversible, such as superglue, or weak and reusable. A rare exception is Velcro, which can be extremely strong and can also be reused, but it requires a strip on each of the objects being joined.

Now, inspired by the remarkable mucus of snails, a team of researchers think they have cracked a glue that is both strong and able to be reversed: a Velcro in gel form. When wet the glue is wobbly like a snail’s slime. When dry it holds tight, then when rehydrated it returns to its mucus-like state.

The glue, described in the journal Proceedings of the National Academy of Sciences, was made from a “hydrogel”, a network of chemical chains that absorbs and swells in water. In experiments its creators showed that it was strong enough to hold up the weight of a human, who dangled off a support held by two square centimetres of the dried adhesive. He did not stay long enough for it to rain: when you add water the strength decreases tenfold.

The key, said Anand Jagota, from Lehigh University in Pennsylvania, US, was to make a gel that became strong only after it had shrunk. “Most of the time, in the process of drying, something shrinks,” he said. “When a gel shrinks, if it also stiffens it develops stresses that break the bonds.” This means that even if it stuck down before, the shrunken version releases the bond.

Professor Jagota, who worked with Shu Yang from the University of Pennsylvania, US, said that their gel did not do this. “The secret is to shrink when you’re soft then stiffen when you’re not shrinking. That’s the trick, otherwise any old gel would work. That’s what we think the snail does.”

Then when you add water, “it has a memory, the material remembers its original state. Everything becomes soft and it comes off easily. To a great extent it goes back to its original shape.”

He said they thought that the glue could be used in a range of applications. “You can imagine many cases where you want a bond you can release. Bandages, for instance. You could well want something strong that you could unglue easily by pouring water on it.”

Our Comments

Given the scientific secrets of the common garden snails, now, we feel we should not crush them but release them to a place that they can enjoy eating other leaves rather than our young papaya leaves.

Brief

US-China Trade War Affects Materials for New Energy Technologies

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Tin metal-Malaysia used to be the largest producer of tin in the world

New energy technologies require mineral resources such as copper, cobalt and lithium. A shift in the global energy system from fossil fuels- driven by cost reductions that are making new technologies  are increasingly competitive and by government policies to fight global warming and local pollution-is expected to result in steep increases in demand for some metals and other materials.

Demand for copper, for example, could rise by 275 to 350 per cent by 2050, according to research by Yale University in the US. The World Bank estimated in 2017 that action to limit the rise in global temperature to 2OC from pre-industrial levels could a seven-fold increase in demand for cobalt and an eleven-fold increase in demand for lithium by 2050.

 Chinese companies have been investing to secure supplies of these minerals, buying up mines in countries from Australia to South America.

Simon Moores of Benchmark Mineral Intelligence, a research firm, said the importance of technologies such as electric vehicles and battery storage meant “whoever controls these supply chains controls industrial power in the 21st century”.

Concern about mineral supplies has been growing in the US administration and Congress and has been heightened by China’s warnings of plans to curb export of rare earths. China accounts for mote than 80 per cent of world rare earths production.

The US commerce department has published a report in 2018 looking at 35 critical minerals, which found that imports accounted for more than 50 per cent of US domestic demand for 29 of them, and 100 per cent for 14 of them.

The list of the 35 critical minerals include the following:

  1. Aluminum (bauxite), used in almost all sectors of the economy.
  2. Antimony, used in batteries and flame retardants.
  3. Arsenic, used in lumber preservatives, pesticides and semiconductors.
  4. Barite, used in cement and petroleum industries.
  5. Beryllium, used as alloying agent in aerospace and defense industries.
  6. Bismuth, used in medical and atomic research.
  7. Cesium, used in R&D.
  8. Chromium, used primarily in stainless steel and other alloys.
  9. Cobalt, used in rechargeable batteries and superalloys.
  10. Fluorspar, used in the manufacture of aluminum, gasoline and uranium fuel.
  11. Gallium, used in integrated circuits and optical devices like LEDs.
  12. Germanium, used fir fiber optics and night vision applications.
  13. Graphite (natural), used for lubricants, batteries and fuel cells.
  14. Hafnium, used for nuclear control rods, alloys, and high-temperature ceramics.
  15. Helium, used fir MRIs, lifting agent, and research.
  16. Indium, used mostly in LCD screens.
  17. Lithium, used primarily for batteries.
  18. Magnesium, used in furnace linings for manufacturing steel and ceramics.
  19. Manganese, used in steelmaking.
  20. Niobium, used mainly in steel alloys.
  21. Platinum group metals, used for catalytic agents.
  22. Potash, mainly used as fertilizers.
  23. Rare earth elements group, primarily used in batteries and electronics.
  24. Rhenium, used for lead-free gasoline and superalloys.
  25. Rubidium, used for R&D in electronics.
  26. Scandium, used for alloys and fuel cells.
  27. Strontium, used for pyrotechnics and ceramic magnets.
  28. Tantalum, used in electronic components, mostly capacitors.
  29. Tellurium, used in steelmaking and solar cells.
  30. Tin, used as protective coatings and alloys for steel.
  31. Titanium, used as a white pigment or metal alloys.
  32. Tungsten, used to make wear-resistant metals.
  33. Uranium, mostly used for nuclear fuel.
  34. Vanadium, mostly used for titanium alloys.
  35. Zirconium, used in high-temperature ceramic industries.

Source: www.usgs.gov.

Reference for article: Ed Crook Financial Times, June 12th, 2019.