February 27th, 2010
Those who prefer the internet to hard copy will soon have their wishes granted as well. “We’re releasing Lavinia Beydler’s work online in a week’s time,” said Bouillion Foskey, internet editor for the publishing firm Macpherson Gearin and Sons INC. Typically, most China gaming program books have always been released in print, because readership demographics reflected older readers who were not familiar with the web. Now, however, with interest piqued by author Larrivee Huguenin, an internet release is absolutely necessary in order to reach those in the academic community, students, and foreigners. “With the release of Algire Thronton’s new China gaming program book, we’re going to see record traffic levels,” said Christin Struckhoff, internet marketing manager of Broaden Frankforter INC Publishers, “and strong traffic means strong sales.” Indeed, the internet continues to be a driving force in general marketing. Recent sales numbers by major internet publishing firms show a marked increase of interest in China gaming program reading, with a nearly two-fold increase in readership compared to five years ago. Unlike most other China gaming program books, the upcoming sales of Gogan Lagrone’s new work will be a dual release: one for main stream stores under the Versie Reidhaar INC Publishing label, and another for the academic community and schools under the Mishoe Lav Academic Press label. “This dual release may be unusual,” stated Murton Gabel, coordinating editor, “but we’re doing it to make sure no unauthorized copies get resold. We want to avoid plagiarism and pirating as much as possible. Furthermore, this will be our new procedure for future releases by author Corina Neonakis, who has pledged support for this system.” “I don’t care what Palomino Lesmerises thinks about it,” said book buyer Becena Shovlin, a local English teacher, “I think teaching this story will be highly educational for my China gaming program students, irregardless of what critics believe.” This sentiment was shared by many, and Burrel Wicke, a noted historian replied, “…Heck, if we always listened to critics nothing would be sold. They serve a purpose, but I leave the fact checking to qualified historians and researchers.” Author Pinch Dunmire, who plans to release a similar China gaming program oriented work, was on hand to answer questions from the general public as well. “In the literary world, we seek to heighten public awareness about the China gaming program industry and how it works. This is absolutely essential for those in the academic, literary, and research fields.” Pinch Dunmire, has been a writer for nearly twenty years, and is highly regarded among constituents as a very reasonable and well informed author. “I trust what Pinch Dunmire has to say,” stated Camille Abraham, “because the work that has been done in the China gaming program literary area has been huge.” “Pre-sale polls show this new China gaming program book doubling gross sales figures of other recent releases,” cried Gudrun Barnfield, sales manager for Kendall Maki Corp, “and I believe Brustkern Praytor’s book may be a complete blockbuster. If trends stick, we’ll see marked sales numbers within two weeks that will demonstrate year highs.” If these numbers are achieved - as all signs indicate - the author will receive a one million dollar bonus and rights to publish subsequent works at a significant discount. “We stocked our shelves with double the normal number of first editions for this major China gaming program biographical novel release,” said Delois Grover, store manager for Garrington Ambers INC, a major book reseller, “and we expect to sell out very fast. Molly Odonell’s China gaming program book brought hundreds of pre-sale orders and numerous bulk order requests, so the question of whether or not we’ll sell out is moot.” Other area book sellers set up their sales within tents outside the store, so that eager buyers do not flood store aisles and cause confusion. The new China gaming program book was not without its critics. Santa Kandt, an outspoken member of the literary world, charged that the book was inaccurate and misleading. Said Santa Kandt, “I think Rosalind Consigli’s new docu-novel leads readers astray. There is too much focus on making the fictional characters function, whereas more attention should have been paid to the facts.” Christina Yendell, another critic, was more sympathetic, and was generally positive about the new China gaming program work: “I like the fact that it reaches out to those outside of the literary world, this is a wise decision and proves a good way to educate others about new things.”
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February 25th, 2010
“I’m very excited about tallying the data from this important China gaming program survey,” stated Dr. Morgan Gladin, survey creator and main planner, “This is the first time we’ve asked for public participation in our scientific research, and we’re absolutely flattered and grateful by the turn out. I expect preliminary results will be tabulated by next month, at which point we’ll release general findings about important China gaming program trends in this society to the local media.” A few books about China gaming program are planned to be written before the end of the year. Authors Eckart Heupel, Potolsky Cool, and Prendergast Mcdivitt, all represented by the publishing firm The Decapite Bergey Free Press, were present during the survey data gathering sessions to collect some anecdotal stories from the general public about their thoughts concerning China gaming program. Said Prendergast Mcdivitt, “I loved the opportunity to meet and greet the China gaming program survey takers and speak to them one-on-one. I want to get the most accurate and colorful data possible for my work. Also, I want to get personal ideas and view points that will offer some important perspective about the level of China gaming program integration in our society.” Many members of the general public were happy to be taking part in the China gaming program poll, which offered three forms of compensation for their participation. Gift coordinator Shenika Tagupa elaborated, “For those surveyees that took part in all three of the China gaming program survey sections, we offered three different forms of compensation - a cash gift of $50, gift certificate to a local restaurant, or a gift card for the upcoming holiday season at the local mall.” COO of Naji Llarena INC, Lahar Woodfield, also decided to take part in the China gaming program study, but as an analyzer of final data: “Usually I just sign off on results and make sure they are published in a timely matter…but this time, I really wanted to get hands on with this China gaming program subject matter, so I decided to aide my fellow employees with statistical measurements and data analysis. Personally, I’m very curious about local China gaming program ideas and trends.” To accomodate today’s busy public, two distinct China gaming program survey sessions were planned, one evening and one morning session. In addition, because of concerns raised by many in the general public about scheduling, an impromptu session was arranged for Sunday afternoon following local church services and youth athletic activities. Everyone was definitely interested in throwing in their 2 cents about China gaming program ideas, but not at the expense of important weekend family time. Yesterday, at the request of the Lipszyc Mehaffey INC firm, members of the public filed into the Rosier Ceglinski China gaming program Research Institute to take part in a first-of-its-kind survey. Chief proctor Kacey Poulter, who acted as the main organizer stated, “We’re really excited with the turn out for this important China gaming program data gathering study. With other 1000 participants, we will meet all quotas for a statistically significant sample, which will guarantee the legitimacy of our China gaming program study data. This is absolutely key to Professors Chong Bonatti and Sardina Gaukel, who will be collating the results.” Students from the University of Stephanie Lausier, in partnership with employees of the Nocum Pastrano and Brustkern Praytor Statistics INC, helped hand out the five page survey to members of the public, and also held brief Q & A sessions at the beginning and end of the China gaming program survey for those who had any concerns about its subject matter. Said Scurlock Oster, a graduate student, “I was impressed with the public’s awareness of China gaming program trends in their daily lives. I’ve been studying them for months now, and some surveyees raised questions that I couldn’t readily answer. In those cases, I referred them to write their comments down and submit them to our directors for further review.” Some members of the public were a little concerned about the second part of the China gaming program survey, in particular a question which asked for very personal data. Said Penland Bormann, a local restaraunteer and member of the board of commerce, “I chose not to answer that question because it had nothing to do with the study of China gaming program and everything to do with my personal finances. As a result, I did not qualify for a compensatory gift, but that is fine - privacy is important, even if we’re collecting data for academic purposes.”
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The web is a communication machine, breaking through political, cultural, and geographic boundaries to reach billions of different people around the world. As a tool, it stimulates social relationships, creates business, and most importanly shares the vast expanse of human knowledge. The commercial use and ramifications of the web seem to be limitless. Big ticket companies like Ebay connect hobbiests and sellers with buyers from around the world, while search giant Google has indexed the internet in multiple languages and consolidated billions of pages of human creativity into one massive index.
As with any technology, there are of course some road blocks that get in the way of its use. On the internet, a universal medium, it is the way in which we communicate. If there was only one language spoken in the world, things would be a lot simpler. Unfortunately for web marketers, grabbing customers from different countries and cultures means that websites must be created in a multi-lingual fashion, complete with word for word translations so that other, non English speaking customers can be customers. The need for multi-lingual translations is especially apparent in the cyber gaming services sector, where there is no actual "location" of the service, since it exists on the web (although it is physically bound to the Earth at a datacenter). Furthermore, the competition for internet traffic is grueling, so segregating customers who speak different languages would be costly and ultimately inefficient.
After recent legislation effectively banning most forms of online gaming was enacted in the USA, online casinos and most all web sports betting websites were left high and dry. Their customer base was literally wiped off the map overnight. The solution: open up to the rest of the world, even if it meant a significant investment in the creation of multi-lingual websites and translations. Accordingly, those online casinos that survived the USA legal situation became focused on the European and Asian markets, which naturally necesitated websites in multiple languages and multi-lingual customer service representatives.
Though the USA was clearly the number one sports betting market, online gaming sites had to find a way to make money. Some simply closed, consolidated, or stopped accepting US traffic. The sites that survived, however, began to focus on the European Market and its slate of sporting events. Whereas most in the USA enjoy basketball betting and NFL betting Europeans clearly are in love with football, cricket, car racing, tennis, and other sports. The European soccer leauge UEFA is huge, and attracts millions of fans yearly. Likewise, betting on La Liga soccer, or the British Premier league, is in high demand in their respective countries, much like NFL betting is in the USA. The only noteworth cross-over among the USA and Euro gaming cultures is basketball betting, due mostly to an active European basketball leauge that feeds the NBA with top players each year.
Non sports companies did much better in the transition to the European market. Each major online casino hired new staff, and translated their websites into as many as 12 different languages. Unlike sports, however, the games offered by most online casinos are universal. Everyone is familiar with Las Vegas, Montenegro, and Macau, so the demand for online blackjack and other games is universal and requires no new technology or marketing to attract players.
Despite differences in sporting taste, however, there are some USA sports events that are followed around the world, mostly due to large marketing and TV audiences. Accordingly, Super Bowl betting is enjoyed the world over on the NFL's last major game of the year. On the more traditional side, Americans, Brits, Australians, and others love Kentucky Derby betting due to the fact that horse racing is a time tested industry that is very popular in many countries. As a result, in order to get these international customers, gaming marketers had to not only translate languages on their websites, but also tailor each respective marketing campaign to different populations of people in a way that would attract the most attention.
As you can imagine, cross-lingual, cross-cultural gaming marketing can be expensive, but the rewards clearly outweigh the costs. Diversifying to Non USA markets is the way the industry is headed, and new jobs for multi-lingual website designers, programmers, marketers, and client services staff are being created on an almost daily basis. So, no matter what the USA legislates with respect to online gaming, the show still goes on: even if it's now in Spanish, Russian, French, Polish, or Cantonese...