Entertainment
BTCUSD - Can devs DO SOMETHING??Here's a cheeky fractal I'm keeping an eye on.
As you can see, there is messy head and shoulders-ish PA happening on this timeframe, and it is unclear whether the neckline is broken already or if the pattern is even valid. The right "shoulder" looks pretty sad to me.
I do expect volatility to compress horrendously, just like we saw through June and July of 2021. Perhaps it will end in a short squeeze just like before?
I'll look for a reversal on the break of that fractal, bitcorn loves to feast on trapped short sellers.
This post is for entertainment only, I am truly an awful trader.
Largest Layoff in iQIYI’s HistoryGong Yu, CEO of iQIYI, said, 'the focus now is to increase revenue and reduce expenditure, cut down inefficient businesses and projects, and increase and try new monetization opportunities.'
On December 1, iQIYI carried out a round of large-scale layoffs. According to many laid-off employees, almost all employees in some departments have been laid off, and even profit-making departments such as content and intelligent hardware.
According to the news, the details of iQIYI's layoffs are as follows:
1. The purpose of this layoff is said to accelerate the pace of profitability, focus on content, technology, cost management, and flat structure. Therefore, in this layoff, more middle-level (director level) were laid off.
2. Budget shrinks: Almost all employees without probation are among the layoffs. iQIYI Research Institute, iQIYI game center, and other departments have almost all been laid off. Short video products will be merged with other products, and only 40% of people can stay. Employees who are laid off will receive N+ 1 compensation and can leave after handing over their work.
3. iQIYI intelligence (including VR and other products) also has a layoff proportion, but it is relatively low compared with the spending department. The ratio of layoffs in the content department is about 30%. The principle is to retain only low-cost employees for positions with the same responsibilities.
4. Many senior employees call this layoff 'the largest layoff in iQIYI's history,' and this round of layoffs is not over. Many people will be laid off before and after the Spring Festival.
iQIYI's Q3 2021 financial report showed that the company achieved a revenue of CNY 7.6 billion during the reporting period, with a year-on-year growth rate of 6%; The net loss was CNY 1.7 billion, an increase of 42% year-on-year.
NetEase Releases Third Quarter 2021 Unaudited Financial Results"As an innovation-driven content creator, we will continue to deliver thoughtful premium content and products to our users across each of our carefully cultivated disciplines," said the CEO and director of NetEase, William Ding.
Third Quarter 2021 Financial Highlights
- Net revenues were CNY 22.20 billion (USD 3.4 billion), an increase of 18.9% compared with the third quarter of 2020.
- Online game services net revenues were CNY 15.9 billion (USD 2.5 billion), an increase of 14.7% compared with the third quarter of 2020.
- Youdao net revenues were CNY 1.4 billion (USD 215.3 million), an increase of 54.8% compared with the third quarter of 2020.
- Innovative businesses and other net revenues reached CNY 4.9 billion (USD 761.1 million), an increase of 25.7% compared with the third quarter of 2020.
- Gross profit was CNY 11.8 billion (USD 1.8 billion), an increase of 19.5% compared with the third quarter of 2020.
Total operating expenses were CNY 8 billion (USD 1.2 billion), an increase of 14.5% compared with the third quarter of 2020.
- Net income attributable to the Company's shareholders was CNY 3.2 billion (USD 493.8 million). Non-GAAP net income attributable to the Company's shareholders was CNY 3.9 billion (USD 598.7 million).
Basic net income per share was USD 0.15 (USD 0.74 per ADS). Non-GAAP basic net income per share was USD 0.18 (USD 0.90 per ADS).
Third Quarter 2021 and Recent Operational Highlights
- Expanded games portfolio with new games in more diverse genres, including:
Naraka: Bladepoint, which broke the sales record of buy-to-play games by Chinese developers and led the Steam top-sellers chart, remaining in the top 5 for weeks following its global launch in August.
Harry Potter: Magic Awakened, which led China's iOS top grossing chart and top download chart following its launch in September.
- Exciting new titles in China such as Ace Racer, Infinite Lagrange and Nightmare Breaker.
Launched The Lord of the Rings: Rise to War in Europe, the Americas, Oceania and Southeast Asia.
Extended solid popularity of franchise titles including the Fantasy Westward Journey and Westward Journey Online series.
- Enriched dynamic game development pipeline with exciting advancements to upcoming games including The Showbiz: Dream Chaser, the console version of Naraka: Bladepoint, Diablo® Immortal™, as well as Ghost World Chronicle, and Harry Potter: Magic Awakened in international markets.
- Progressed Youdao's capabilities as an education technology provider, with steady advancements in STEAM courses, adult learning and smart learning hardware devices.
- Expanded NetEase Cloud Music's content ecosystem and product innovation capabilities to strengthen its highly-engaged music-enteric community, delivering a solid financial performance.
iQIYI Releases Q3 2021 Financial ResultsMr.Yu Gong, founder, director, and CEO of iQIYI, commented the Q3 performance was a 'softer than expected top-line performance'.
According to iQIYI's financial announcement for the third quarter of 2021:
- The total revenues achieved CNY 7.6 billion (USD 1.2 billion), showing a 6% increase from the same period last year.
- The operating loss was CNY 1.4 billion (USD 212.3 million) and the operating loss margin was 18%.
- The net loss attributable to iQIYI was CNY 1.7 billion (USD 268.4 million), compared to CNY 1.2 billion in the same period last year.
- As of September 30, 2021, the total number of paid subscribers of iQIYI was 103.6 million, or 103.0 million excluding individuals with trial memberships.
- Membership service business continued to be the largest business pillar with the revenue increased by 8% and accounting for 57% of the total revenue.
- Online advertising revenue decreased 10% year-over-year to CNY 1.7 billion primarily due to less premium content launched during the quarter and the challenging macroeconomic environment in China.
- The content distribution revenue achieved a 68% growth on year over year basis to CNY 627.1 billion, which was primarily driven by more content distributed to other platforms during the quarter.
- For the fourth quarter of 2021, iQIYI expects total net revenues to be between CNY 7.08 billion and CNY 7.53 billion, representing a 5% decrease to 1% increase year-over-year.
the time of pump has arrived?in my last TA on GNUS, I considered it neutral in the triple combination triangle for one year. but this pitchfork says another thing.
ZEE Breakout and Medium Term InvestmentThe stock has broken out and retested, so it may undergo a rally. Trade is supported by brokerage calls and Supports Nearby.
Risk Reward Ratio - 3:1
SL is placed below support zone & the previously upper trendline. The target is placed based on fundamentals and near swing high.
iQIYI Achieves Steady but Slow Growth in Q2 2021China's online entertainment service company iQIYI released its unaudited Q2 2021 financial results on August 12. The revenue growth was rather unimpressive, while the company has been implementing strategies around expanding market presence, diversifying content, and securing a larger user base in light of future growth.
iQiyi (IQ:NASDAQ) is an online entertainment company in China, providing a variety of video streaming services and premium content to worldwide users. The company's deep-learning-based predictive algorithms utilize third-party content to build content libraries catering to the diverse tastes of its users.
A glance at the Q2 2021 financials
According to iQIYI's unaudited financial results, the company's revenues reached CNY 7.6 billion in the second quarter of 2021, a 3% YoY increase. In contrast, Tencent's total revenue achieved a year-over-year increase of 23% during the same quarter. Total subscribing members reflected a slow growth as well, increasing 106.2 million by June 30, 2021, up only 1.2% year-over-year.
However, the company's operating loss and diluted net loss showed a decline from the previous year. Specifically, during this quarter, iQIYI's operating loss was CNY 1.1 billion and its operating loss margin was 15%, compared to CNY 1.3 billion and 17% in 2020, respectively. The decreased net loss partially resulted from iQIYI's diversified content and latest movie series, including theatrical, S-rated network, and original movies under the Premium Video On Demand (PVOD) model. For PVOD movies distributed through a paid subscription, the company earned 42% of revenue share despite other content providers.
The content distribution revenue did not have positive financials compared to the other two revenue streams, this part dragged down 20% from the same period in 2020 due to fewer barter transactions and increased cash transactions that caused offsets. Barter transactions determine the value of content revenue estimated by the company's internal management.
iQIYI's expenses also played a critical role in balancing the second quarter's financials. Specifically, the costs were flat compared with the same period in 2020. Unlike the first quarter of 2021, when the company's content costs had an 8% increase from the same period in 2020 due to the decline of licensed content cost, the second quarter returned to the flat level. The R&D and general expenses also had a slight year-over-year increase of approximately one-to-two percent in this quarter. The total other expenses were also driven higher by the increased interest expenses in various financing activities. Equipped with core competitiveness in the online entertainment industry, iQIYI is also empowered by proprietary technologies to curate captivating content for users and stimulate a large-scale paid content subscription business in China. In January 2021, iQIYI's VR division announced the completion of a Series B funding round led by Yitang Changhou Fund and Fresh Capital, setting the record for the largest single round of funding in China's VC sector since 2020.
iQIYI's disciplined strategies
Yu Gong, the Chief Executive Officer of iQIYI, explained that the second-quarter results were largely in line with the company's expectations. Although the growth was not significant, he stated that the increased number of subscribed members was driven by the hit original dramas launched during this second quarter, providing some positive operating metrics.
Meanwhile, iQIYI launched its Lite app targeting lower-tier cities in China and overseas markets, including Southeast Asia. Overviewing China's Internet demographics, the emergence of live streaming and short-to-medium video platforms, like Douyin and Kuaishou, have cut a big share of the long video market. To encounter this challenge, the long-video streaming service, iQIYI, decided to increase the penetration rate of suburban users to develop new markets. In this way, the company aims to improve user retention by securing users with low-cost phones. Since launching this app in 2019, the company has seen rapid user growth. By the second quarter of 2021, this app's peak DAU exceeded 1.3 million, with over 1 million average weekly daily active users.
The company's strategies have placed membership, online advertising, and content distribution services as three primary revenue streams. In that regard, member services revenue was CNY 4 billion, flat compared with the last year. Online advertising, on the other hand, had shown a 15% increase from the same period last year, driven by the sustained rebound of brand-advertising budgets amid the macroeconomic recovery after the coronavirus pandemic in China. With the increasing penetration rate of digital technology among Gen X and Gen Z populations in the country, the company is expected to see new consumers using its subscription services.
In a nutshell
iQIYI's 2021 Q2 financial results showed the company's ability to carry on growth momentum in attracting more users based on an expanded content portfolio and enlarging user base. The company's revenue growth and reduced year-over-year net loss have displayed a trend of slowly improving business performance.
Tencent Responds as CCTV Exposes the Account Renting ProblemSo far, the gaming giant has sued or sent letters to more than 20 account trading platforms and several e-commerce platforms, demanding them to stop all relevant services.
The rates for account renting services for Honor of Kings – which usually cost CNY 33 per two hours – have been emerging on the Internet and, in response, Tencent Game, the gaming sector under the tech giant Tencent – developer of the MOBA game Honor of Kings – claimed that account leasing and selling seriously damaged the game's real name system and protection mechanism for minors. By far, having sued or sent out letters to more than 20 platforms, it demanded a full stop of all relevant services.
On August 30, 2021, the National Press and Publication Administration issued a 'notice' to prevent minors from falling addicted to online games. The 'notice' states that all online gaming enterprises can provide minors, on Friday, Saturday, Sunday and legal holidays only, with one-hour services max (specifically from 20:00 to 21:00) and offering online gaming services to minors in any form at any other time is prohibited.
Yet, on the evening of September 6, CCTV, the state-controlled outlet, outlined in its news broadcast how a grey industrial chain has emerged on the Internet that rents and sells game accounts, which enables the minors to play online games without restrictions. On the account renting platforms, users can trade accounts of a variety of popular games including Honor of Kings and PUBG.
So far, the owner of Honor of Kings has called on relevant departments to issue corresponding laws and regulations to strictly control the account leasing and selling problem.
Despite the issuing of the 'notice', according to surveys, the policy did not have a material impact on the revenue of gaming companies. Previously, Tencent disclosed in the 2021 interim report that players under 16 accounted for only 2.6% of the total game revenue, of which only 0.3% came from players under 12.
Analysts from Jefferies Group predicted that about 5% of Tencent's game revenue came from minors under the age of 18. In other words, if the game business accounts for about 60% of the gaming tycoon's total revenue, the new regulation's impact would be barely 3%.
Bilibili: Q2 2021 Results Surpass ExpectationsThe popular video platform has released its quarterly financial and operating results – which show a stellar performance.
Bilibili maintained a high growth rate in Q2 and gained over USD 1 billion in the first half of 2021, which exceeded its expectations.
The company has attracted a large number of active creators and increased its user numbers through diversified content and business model optimization.
The company might set its orientation in innovative advertising and self-developed games for the next quarter, while the uncertainty of its new business and the problem of banned events will pose the main risks.
On August 19, 2021, Bilibili held the Q2 2021 earnings call that revealed positive financial results beyond its best predictions. However, with negative impacts from the recent changes in the United States and China's listing-related policies, such outstanding financials have not boosted the stock price.
Beating expectations
Bilibili's second-quarter results topped the expectations of the market. During that period, the company achieved a revenue of CNY 4.50 billion, up 72% year over year. It is the first time the company has achieved over USD 1 billion in revenue (about CNY 6.5 billion) in half a year. However, its quarterly loss from the operation has expanded to CNY 1.52 billion, up 47.5% quarter over quarter and 149.3% year over year mainly due to the increasing sales and marketing expenses (from CNY 1 billion to CNY 1.40 billion). Though Bilibili received a higher investment income this quarter, its net loss increased to CNY 1.12 billion, up 23.9% quarter on quarter.
Following 2020, the company's mobile game revenue has tended to be stable, with weak growth. However, its e-commerce, advertising and 'value-added services' (VAS) businesses have started to pick up and helped the company maintain momentum. This is good news for Bilibili as it has stabilized its profit model and improved its anti-risk abilities in light of fierce competition. Nevertheless, we think the company is still in a critical period of increasing accessible users. We believe that the company will maintain a relatively aggressive marketing strategy to improve brand awareness based on the increasing marketing expenses. At the same time, Bilibili has been further enriching content categories and broadening differential-age groups to achieve its user growth goals.
The company has a sticky and loyal user base that allows it to maintain a high growth rate during this quarter. By the end of June 30, 2021, the average monthly active users (MAUs) of Bilibili reached 237.1 million, up 38% year on year, while its average daily active users (DAUs) reached 62.7 million, up 24% year on year. The average user time spent on its website and app rose to 81 minutes per user per day, setting a historical record. For the paid subscribers, this group grew to 20.9 million users, surging 62% compared with the level of June 30, 2020, which indicates users' increasing engagement.
Diversifying businesses
Over the past decade, Bilibili has continuously expanded its content coverage and improved its user experience. This platform has become one of the most popular online communities in China and attracted a large number of stable and active UGC creators and users with high stickiness. These features equip the company with high competitiveness in the video entertainment domain.
By the end of the second quarter, the company had attracted 121 million official members, up 35% year over year, and its 12-month retention rates remained around 80%. In the second quarter, Bilibili incubated 2.4 million content creators, up 25% year over year. Video submission grew to 8.4 million in the period, up 41% year over year. Also, the number of content creators with more than 10,000 followers increased by 47% year-over-year.
Starting in 2020, the company's mobile game revenue began to turn stable, but this segment's growth has been weak in the past years. However, its e-commerce, advertising and value-added services (VAS) business growth has started to pick up and help the company maintain steady growth. This may be a good thing for Bilibili, that is, it has changed from a single profit model to a more balanced one, improving its business agility and thus hedging against risks. Nevertheless, we think it is still in a critical period of expanding the range of accessible users. We believe that the company will maintain relatively aggressive marketing methods to improve brand awareness, the increasing marketing expenses can testify to this point. At the same time, further enriching content categories and broadening differential-age groups may help Bilibili achieve its user growth goals.
For the business segments, we think Bilibili has two obvious developing directions: innovative advertising and self-developed games.
On the one hand, according to the call, Bilibili said it will continue to explore new advertisement formats in areas like video advertising and embedded advertising. These new streams will contribute to the boom of its advertising revenue.
As for the mobile game segment, the company announced in the earnings call's Q&A session that Bilibili will focus more on self-developed games in the second half of 2021. It has over 1,000 team members and multiple self-developed projects have been progressing. Considering the unbalanced nature of the demand and supply chains, we think Bilibili's mobile game business is approaching a turning point. However, it is hard to develop games that resonate with the company's unique community culture and user characteristics – other than ACG-related ones. Hence, we have some reservations about its effect on the near-future performance of the company.
Valuation and bottom line
Since Bilibili is yet to make a profit, we used the EV/revenue ratio and chose IQ, HUYA and DOYU as its competitors. From the chart, it is obvious that the ratio jumped compared with its competitors since Q4 2019, owing to its continuous high growth. Based on its current financial performance, momentum and competitive landscape, we think 17x is an appropriate valuation for Bilibili in 12 months, which corresponds to a target price of USD 98.90 apiece.
Risks
1. The largest risk in the next quarter comes from the company's gaming business. Factors such as the slow development and the wayward demand for new games may lead to the slow growth of the mobile game segment in the next quarter.
2. Another risk comes from the ban of uploaders publishing inappropriate content. In 2021, two of the most popular uploaders in Bilibili, LexBurner and Dangmei (link in Chinese), were banned for such a reason, having repercussions for the whole community. Events of this kind normally hurt the platform's reputation in China, with users migrating to its alternatives.
For the full article with the charts, please visit the original link.
Kuaishou Announces Q2 2021 Financial ResultsIn Q2 2021, the company generated CNY 19.1 billion in revenue, with a year-on-year increase of 48.8%.
According to Kuaishou's Q2 2021 financial announcement:
- Revenue rose by 48.8%, reaching CNY 19.1 billion.
- Gross profit hit CNY 8.4 billion, representing an 89% growth.
- The company's operating loss recorded CNY 7.2 billion, compared with CNY 2.5 billion in the same period of 2020.
- Net loss was CNY 4.8 billion, showing an increase of 146.2%.
- In Q2 2021, the average daily active user reached 293 million, with 506 million monthly active users.
- The cumulative number of interrelated users of the app recorded 12.6 billion, representing an increase of 60%.
- Among its major businesses, its online marketing revenue recorded CNY 10.0 billion (up 156.2%), accounting for 52.1% of total revenue; the revenue for its live streaming business was CNY 7.2 billion (down 13.7%), taking up 37.6% of total revenue; and its other businesses generated CNY 2.0 billion, making up 10.3 of total revenue.
- Moreover, its e-commerce business reached a total of CNY 145.4 billion in transactions, twice as much as in the same period last year.
- In terms of overseas business, Kuaishou announced that the company focused on developing markets in South America, Southeast Asia and the Middle East, with active investment in user acquisition and user activity. During the reporting period, the firm had over 180 million active users in overseas markets.
$BLK: The Undisputed Heavy WeightAs we look forward into the future we may continue to see Blackrock's influence grow from an asset management company into something far greater. With deep pockets and potentially blue skies for the market along with a rising rate environment, we'll see if $BLK can get it done in the weeks / months / years to come.
iQIYI Earns CNY 7.6 Bn in Q2 2021Owing to the success of original TV dramas, the large Internet content company still maintains remarkable revenue in the off-season.
On August 12, 2021, iQIYI published the unaudited financial report for the second quarter of 2021. In the second quarter of 2021, its total revenue reached CNY 7.6 billion, up 3% year over year. Among them, the revenue from member services reached CNY 4 billion, accounting for 52% of the total revenue, while the revenue of online advertising services reached CNY 1.8 billion, accounting for 23%. Meanwhile, in the second quarter, iQiyi's revenue cost reached CNY 6.9 billion, of which the content cost was CNY 5.1 billion, basically the same as the same period in 2020. It is worth mentioning that the company's net loss was reduced to CNY 1.4 billion, which has narrowed year-on-year for five consecutive quarters. The company also announced that, as of June 30, 2021, the company had 106.2 million subscribers.
Yu Gong, CEO of iQIYI, said that although the second quarter was an off-season, driven by the company's continuous launch of original TV dramas, its subscription members increased significantly and continued to lead the market in a number of operational indicators. At the same time, iQIYI Extreme App for users in sub-tier cities in China and the company's overseas business have shown a strong development momentum.
AMC Fib lines lining upAMC fib retraceement right now lining up with some key areas, first the 50 fib has been somewhat of a pivot over the last few sessions of consolidation. Meanwhile, this 50DMA switched to a possible resistance level late last week. Heading into the new week these will be key areas to pay attention to for longs and short alike. In addition, volume will also be important to note. Lighter volume Thursday and Friday compared to earlier in the week was the lowest since 7/12.
Last week's news Adam Aaron assumed the Chairman role was seen as somewhat of a non event as it really didn't translate substantially in the market.
The full AMC Entertainment Holdings, Inc. Board of Directors now includes:
Adam M. Aron – Chairman of the Board and CEO; former CEO of each of Starwood Hotels and Resorts Worldwide Inc., the NBA’s Philadelphia 76ers, Vail Resorts and Norwegian Cruise Line, as well as having been the chief marketing officer of both United Airlines and Hyatt Hotels & Resorts
Howard W. 'Hawk' Koch, Jr. – Movie producer, principal at The Koch Company, former president of the Academy of Motion Picture Arts and Sciences
Philip Lader - Senior Advisor to Morgan Stanley Institutional Securities; formerly served as the U.S. Ambassador to the Court of St. James’s, Administrator of the U.S. Small Business Administration, White House Deputy Chief of Staff, Assistant to the President and Deputy Director of the U.S. Office of Management & Budget. Also former Chairman of WPP plc
Gary F. Locke – Trade consultant and owner of Locke Global Strategies; formerly served as Governor of Washington, U.S. Secretary of Commerce, and the U.S. Ambassador to the People’s Republic of China
Kathleen M. Pawlus – Retired partner of Ernst and Young, LLP having served as the Chief Financial Officer and Chief Operating Officer of its Global Assurance practice
Anthony J. Saich – Director of the Ash Center for Democratic Governance and Innovation as well as Daewoo Professor of International Affairs at Harvard University’s Kennedy School of Government
Adam J. Sussman – President of Epic Games; former Chief Digital Officer of Nike, Inc.
Lee E. Wittlinger – Managing Director of Silver Lake; formerly an investment banker at Goldman Sachs in its Technology, Media and Telecommunications Group
Bet On The House LVS has emerged from the trenches of its COVID-induced bottoms as it had at one point over doubled from its trough. Yet, recently it has seen another bear market as it has sold off roughly 25%. However, the company is in a way better position to capitalize on both the reopening of the world economy and cheaper financing from lower rates. The finances support this backdrop as its current asset has risen to $5.63B as its liabilities have remained subdued to $2.46B as of Q1 2021. This gives it a current ratio (assets/liabilities) of 2.3, the healthies the company has seen in several years.
Additionally, the company owns some of the best gambling assets in the world including the Venetian in Las Vegas, Marina Bay Sands in Singapore, and the Parisian in Macau. These assets may flourish as travel pick up around the world. Individuals and businesses will begin to spend more money on leisure and conventions which will ultimately drive the bottom line for these assets. Las Vegas Sands's global exposure also allows for diversification and global exposure to entertainment opportunities. The company has also flirted with the potential for a sports gambling and esports division which could drive growth in the future.
Finally, the company releases on July, 21 which will give a portal into the outlook of its revenue and income. This will be the ultimate driver of the price action of the stock in the short term.
Bet on the house.
CIDM Showing Signs Of LifeI drew the fib retracement starting from March 2020 lows and sure enough, it pinpointed a few key levels, the 786 fib line being one of them and CIDM is testing that as we speak. Depending on the volume and if this news event has some legs, CIDM could be one of the penny stocks to watch this week. A lot will likely come down to how it will close the day on 7/15/2021.
"Only a few days ago, it announced that it was forgiven for a $2.2 million Paycheck Protection Program (PPP) loan. East-West Bank paid off not only the loan in full but the principal and interest of the PPP loan as well. This is a big deal and should reflect positively on the companies balance sheet moving forward."
Quote Source: 7 Top Penny Stocks to Watch That You Probably Haven’t Heard Of
Then today, the company reported preliminary fiscal Q4 results.It said consolidated revenue came in at $8.3 million, with streaming channel sales up 197% versus the prior-year quarter and 39% sequentially over last quarter, according to a regulatory filing. Streaming/digital revenue grew to 75% of group sales in the quarter versus 48% in the prior-year quarter. Also, CIDM announced a payoff of the remainder of its Prospect Digital Cinema loan in the amount of approximately $3.5 Million, effective July 9, 2021. Revenue from the sale of certain digital cinema equipment enabled the debt reduction and balance sheet improvement.
Trading Idea - ROKUSHORT. We need to finish the correction, before we go up again!
Entry: 301.00 USD
Target: 224.00 USD (+25% profit)
Stop: 400.00 USD
Roku, Inc. provides a television streaming platform.
At this moment it is not too clear, but I expect a continuation of the correction to the 61.8% Fibonacci Retracement level.
Who needs Casinos when I can do this?Seriously.
A friend and I were discussing how this stock is stupidly overpriced.
Their debt to equity ratio is over 5, meaning they are LOADED with debt, and the fed just acknowledged that interest rates will rise if they need to.
Ummm...why would I drive to a casino when I can just buy calls/puts on robinhood or trade crypto on coinbase?...
I save money on gas, I don't have to deal with crowds or wait, I don't have to deal with dirty crappy machines or bad dealers.
Sure Robinhood and coinbase have their own downfalls but it's a simple fact that we will literally have virtual casinos on decentraland that all of us can just log on with our VR and go play poker with our friends.
I think we should SHORT IT.
(Not financial advice)
Sector early indicator? Media sector, only occasionally.The Media sector, a Consumer Discretionary sub-sector - here represented by Disney (DIS, in purple) and Comcast (CMACSA, in blue), - only occasionally act as an early indicator against the broader market (here represented by the DJIA in gray, and the NASDAQ in black)... falling from peaks: prior to the end of May 2007, prolonged 5 months of weak underperforming prices in 2017, a month and a half of weak underperforming prices around Nov 2019.
Back at the Gap for LLNWLLNW back at historic support/resistance and right below a historic gap level from 2019. Right now this level is acting as resistance and has done so for weeks. No news isn't always good news but hopefully, the company starts getting more vocal:
"Not much has been announced since its last round of earnings. However, the company mentioned “formalizing broader plans to evolve” its offerings beyond video to “take advantage” of its network during low peak times. “We plan to hold a strategy update session in early summer. An announcement of the date and participation details will be shared approximately one month in advance of the event,” said CEO Bob Lyons earlier this year. So as summer begins, LLNW stock could be in focus."
Quote Source: 4 Hot Penny Stocks To Watch Today Ahead Of Esports Industry Growth