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I respect your opinion but I disagree on a few points. That...

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    I respect your opinion but I disagree on a few points.

    That gamers are poor and don't spend money on games and peripherals doesn't make much sense.
    The industry isn't exactly doing it tough. Esports certainly isn't, with the industry reporting massive growth year on year with very positive projections.
    https://newzoo.com/insights/articles/esports-revenues-will-reach-696-million-in-2017/

    Fortnite generates 318 million USD in May. This is a free to play game with microtransations.
    https://www.recode.net/2018/6/26/17502072/fortnite-revenue-game-growth-318-million

    Rewind to this report from December '17 that has League of Legends [MA ready], another free game, pulling in 2.1b in annual revenue.
    http://comicbook.com/gaming/2018/01/30/league-of-legends-top-free-to-play-revenue-charts-in-2017/
    [Check-out Dota 2 and Hearthstone pulling in the hundreds of millions. Two more MA ready games]

    I need some sort of factual evidence that proves that gamers haven't got the dough to support their habits unless they're bankrolled by their parents. The average age of the Australian gamer might shock you. You can give it a peep in the report I linked from Bond and IGEA below.

    That Australia has very few gamers. I disagree there as well.
    I've been gaming for a long time across many different competitive games, also. But why trust me?
    Here's a report from 2016 published by Bond University and Interactive Games and Entertainment Association:
    http://www.igea.net/wp-content/uploads/2015/07/Digital-Australia-2016-DA16-Final.pdf
    Some pretty healthy numbers in there about the industry in Australia.

    But here's the thing. Why does Mogul Arena live or die based on whether they get Australians on there? With Singtel and Razer's influence on Southeast Asia, there's plenty of revenue to be made there.
    Even if barely any Australians play games (they do), the platform doesn't require Australian community backing to operate.

    Look at the Tencent games in the article with LoL revenue. The next two games, both over a billion in annual rev - I've never heard of those, have you? The market is much bigger than people think.
    Last edited by RoosterRX: 15/07/18
 
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