The Game of Life: Visualizing China’s Social Credit System
In an attempt to imbue trust, China has announced a plan to implement a national ranking system for its citizens and companies. Currently in pilot mode, the new system will be rolled out in 2020, and go through numerous iterations before becoming official.
While the system may be a useful tool for China to manage its growing 1.4 billion population, it has triggered global concerns around the ethics of big data, and whether the system is a breach of fundamental human rights.
Today’s infographic looks at how China’s proposed social credit system could work, and what the implications might be.
The Government is Always Watching
Currently, the pilot system varies from place to place, whereas the new system is envisioned as a unified system. Although the pilot program may be more of an experiment than a precursor, it gives a good indication of what to expect.
In the pilot system, each citizen is assigned 1,000 points and is consistently monitored and rated on how they behave. Points are earned through good deeds, and lost for bad behavior. Users increase points by donating blood or money, praising the government on social media, and helping the poor. Rewards for such behavior can range from getting a promotion at work fast-tracked, to receiving priority status for children’s school admissions.
In contrast, not visiting one’s aging parents regularly, spreading rumors on the internet, and cheating in online games are considered antisocial behaviors. Punishments include public shaming, exclusion from booking flights or train tickets, and restricted access to public services.
Big Data Goes Right to the Source
The perpetual surveillance that comes with the new system is expected to draw on huge amounts of data from a variety of traditional and digital sources.
Police officers have used AI-powered smart glasses and drones to effectively monitor citizens. Footage from these devices showing antisocial behavior can be broadcast to the public to shame the offenders, and deter others from behaving similarly.
For more serious offenders, some cities in China force people to repay debts by switching the person’s ringtone without their permission. The ringtone begins with the sound of a police siren, followed by a message such as:
“The person you are calling has been listed as a discredited person by the local court. Please urge this person to fulfill his or her legal obligations.”
Two of the largest companies in China, Tencent and Alibaba, were enlisted by the People’s Bank of China to play an important role in the credit system, raising the issue of third-party data security. WeChat—China’s largest social media platform, owned by Tencent—tracked behavior and ranked users accordingly, while displaying their location in real-time.
Following data concerns, these tech companies—and six others—were not awarded any licenses by the government. However, social media giants are still involved in orchestrating the public shaming of citizens who misbehave.
The Digital Dang’an
The social credit system may not be an entirely new initiative in China. The dang’an (English: record) is a paper file containing an individual’s school reports, information on physical characteristics, employment records, and photographs.
These dossiers, which were first used in the Maoist years, helped the government in maintaining control of its citizens. This gathering of citizen’s data for China’s social credit system may in fact be seen as a revival of the principle of dang’an in the digital era, with the system providing a powerful tool to monitor citizens whose data is more difficult to capture.
Is the System Working?
In 2018, people with a low score were prohibited from buying plane tickets almost 18 million times, while high-speed train ticket transactions were blocked 5.5 million times. A further 128 people were prohibited from leaving China, due to unpaid taxes.
The system could have major implications for foreign business practices—as preference could be given to companies already ranked in the system. Companies with higher scores will be rewarded with incentives which include lower tax rates and better credit conditions, with their behavior being judged in areas such as:
- Paid taxes
- Customs regulation
- Environmental protection
Despite the complexities of gathering vast amounts of data, the system is certainly making an impact. While there are benefits to having a standardized scoring system, and encouraging positive behavior—will it be worth the social cost of gamifying human life?
Which Streaming Service Has the Most Subscriptions?
From Netflix and Disney+ to Spotify and Apple Music, we rank the streaming services with the most monthly paid subscriptions.
Which Streaming Service Has The Most Subscriptions?
Many companies have launched a streaming service over the past few years, trying to capitalize on the digital media shift and launching the so-called “streaming wars.”
After Netflix grew from a small DVD-rental company to a household name, every media company from Disney to Apple saw recurring revenues ripe for the taking. Likewise, the audio industry has long-since accepted Spotify’s rise to prominence, as streaming has become the de facto method of consumption for many.
But it was actually the unexpected COVID-19 pandemic that solidified the foothold of digital streaming, with subscription services seeing massive growth over the last year. Although it was expected that many new services would flounder along the way, media subscription services saw wide scale growth and adoption almost across the board.
We’ve taken the video, audio, and news subscription services with 5+ million subscribers to see who came out on top—and who has grown the most quickly—over the past year. Data comes from the FIPP media association as well as individual company reports.
Streaming Service Giants: Netflix and Amazon
The top of the streaming giant pantheon highlights two staples of business: the first-mover advantage and the power of conglomeration.
With 200+ million global subscribers, Netflix has capitalized on its position as the first and primary name in digital video streaming. Though its consumer base in the Americas has begun to plateau, the company’s growth in reach (190+ countries) and content (70+ original movies slated for 2021) has put it more than 50 million subscribers ahead of its closest competition.
The story is the same in the audio market, where Spotify’s 144 million subscriber base is more than double that of Apple Music, the next closest competitor with 68 million subscribers.
Meanwhile, Amazon’s position as the second most popular video streaming service with 150 million subscribers might be surprising. However, Prime Video subscriptions are included with membership to Amazon Prime, which saw massive growth in usage during the pandemic.
|Service||Type||Subscribers (Q4 2020)|
|Amazon Prime Video||Video||150.0M|
|Amazon Prime Music||Audio||55.0M|
|Tencent Music (Group)||Audio||51.7M|
|New York Times||News||6.1M|
Another standout is the number of large streaming services based in Asia. China-based Tencent Video (also known as WeTV) and Baidu’s iQIYI streaming services both crossed 100 million paid subscribers, with Alibaba’s Youku not far behind with 90 million.
Disney Leads in Streaming Growth
But perhaps most notable of all is Disney’s rapid ascension to the upper echelons of streaming service giants.
Despite Disney+ launching in late 2019 with a somewhat lackluster content library (only one original series with one episode at launch), it has quickly rocketed both in terms of content and its subscriber base. With almost 95 million subscribers, it has amassed more subscribers in just over one year than Disney expected it could reach by 2024.
|Service||Type||Percentage Growth (2019)|
|Amazon Prime Video||Video||100.0%|
|Amazon Prime Music||Audio||71.9%|
|Tencent Music (Group)||Audio||66.8%|
|New York Times||News||60.5%|
The Disney+ wave also spurred growth in partner streaming services like Hotstar and ESPN+, while other services with smaller subscriber bases saw large growth rates thanks to the COVID-19 pandemic.
The lingering question is how the landscape will look when the pandemic starts to wind down, and when all the new players are accounted for. NBCUniversal’s Peacock, for example, has reached over 30 million subscribers as of January 2021, but the company hasn’t yet disclosed how many are paid subscribers.
Likewise, competitors are investing in content libraries to try and make up ground on Netflix and Disney. HBO Max is slated to start launching internationally in June 2021, and ViacomCBS rebranded and expanded CBS All Access into Paramount+.
And international growth is vital. Three of the top six video streaming services by subscribers are based in China, while Indian services Hotstar, ALTBalaji, and Eros Now all saw surges in subscriber bases, with more room left to grow.
How Do Esports Companies Compare with Sports Teams?
With some esports companies more valuable than traditional sports teams, we visualize esports vs sports in franchise value.
How Do Esports Companies Compare with Sports Teams?
Are esports on the same level as “real” sports? These comparisons range from tricky to subjective, but the monetary value of companies speak for themselves.
The world’s largest esports companies have definitely risen to the occasion. Valued at almost half-a-billion dollars, they’ve started to pass some sports franchises in value.
In the above graphic, we compare Forbes’ valuation of the top 10 esports companies in 2020 against median franchises in the “Big Four” major leagues (NFL, MLB, NBA, and NHL). Despite competitive gaming’s rapid growth, there’s still a long way left to go.
Esports Impress but NFL Teams Reign Supreme
The world’s top esports companies have grown quickly, and impressively.
As of 2018, there was only one esports company worth more than $300 million in valuation. By 2020, four of the top 10 were valued at more than $300 million.
|Esports Company||Games with Franchises||Value (2020)|
|TSM||League of Legends||$410M|
|Cloud9||League of Legends, Overwatch||$350M|
|Team Liquid||League of Legends||$310M|
|FaZe Clan||Call of Duty||$305M|
|100 Thieves||League of Legends, Call of Duty||$190M|
|Gen.G||League of Legends, Overwatch, NBA 2K||$185M|
|Enthusiast Gaming||Call of Duty, Overwatch||$180M|
|G2 Esports||League of Legends||$175M|
|NRG Esports||Call of Duty, Overwatch||$155M|
|T1||League of Legends||$150M|
When compared to traditional sports valuations, esports companies have already reached major league hockey status.
TSM, the world’s most valuable esports company in 2020, has a higher valuation than five NHL franchises. In fact, four esports companies were estimated to be more valuable than two NHL franchises, the Florida Panthers and Arizona Coyotes.
But other sports leagues are further away. While the median value of an NHL franchise in 2020 was $520 million, the MLB, NBA, and NFL all saw median values of over $1.6 billion.
|Esports vs. Sports Franchises||Lowest Valued Team||Highest Valued Team||Median|
|Esports (Top 10)||$150M||$410M||$188M|
Differences in Esports vs Sports Structures and Growth
Try as we might to make a clean apples-to-apples comparison between esports and traditional sports teams, there are significant differences in the business models to consider.
For starters, major esports companies own multiple franchises and non-franchise teams across many games. Cloud9 owns both the eponymous Cloud9 League of Legends franchise and the London Spitfire Overwatch franchise, for example, as well as non-franchise teams in Halo, Counter Strike: Global Offensive, Fortnite, and other games.
The revenue streams for esports companies are also extremely varied. Companies like TSM, 100 Thieves, FaZe Clan and Enthusiast Gaming made 50% or more of their revenue from outside of esports, having instead expanded into diverse companies with an equal focus on content creation and apps.
But it’s this greater ability to diversify, and the still-increasing size of esports fandom, that continues to grow esports valuations. In fact, TSM’s estimated 2020 revenue of $45 million is less than half of the Arizona Coyotes’ estimated revenue of $95 million, despite a $100+ million valuation difference in favor of TSM.
That’s why the continued maturation of esports is only going to make traditional sports comparisons easier, and closer. Instead of having to pit companies against franchises, direct league-to-league comparisons will be possible, and the differences will likely shrink from billions to millions.
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