儘管中國逐步地開放在岸市場,大多數全球投資者的投資比重仍然較低:中國經濟約佔全球 GDP 的 18%1,但 A 股市場僅佔全球 MSCI ACWI 指數的 1%2。路博邁認為,隨著中國金融市場的持續發展,中國在全球投資組合中的權重會隨著時間推移而逐漸擴大。孟寧說:「雖然 A 股已經下跌,但我們認為估值具有吸引力,並且隨著中國經濟增長的復甦,它們有望反彈。」鑑於中國在風能、太陽能組件和原材料方面的領先地位,尋求實現碳中和以及能源改革的努力有可能創造額外的投資機會。
關於氣候轉型
Charles Nguyen 說:「中國是可再生能源行業的全球領導者,並在支持氣候轉型和保護自然資本方面做出了明確的政策承諾。中國綠色債券市場的巨大增長潛力也令人鼓舞。」
細數GameFi模型的發展,儼然已經走過了幾度浮沉的週期。“NFTs+Play to Earn”GameFi1.0時代和”NFTs+X to Earn “GameFi2.0時代,這兩個階段都沒有從根本上解決打金套利用戶進場所帶來的巨大拋壓問題。不管是Play to Earn還是X to Earn,用戶的核心落腳點都在Earn上,所以進場用戶大多會在第一時間拋售獲取的代幣以迅速回本。而進場成本又會將大量的用戶擋在門外,因此基於Play to Earn和X to Earn的GameFi項目,大多生命週期極短,如果遊戲方不能在用戶大量進場的週期內實現收入,那麼便不太可能對遊戲進行長期建設,遊戲的迅速死亡也就順理成章了。
Big Time首次提出Free to Play的概念,通過在遊戲內設置可交易NFT和不可交易遊戲裝備的方式,既可以讓免費用戶順利的在遊戲內進行遊玩,又可以讓付費用戶通過購買可交易NFT(主要為可穿戴設備、裝飾品、坐騎等虛擬寶物,不影響遊戲平衡性)的方式來獲得更好的遊戲體驗,同時後續也有Play to Earn的相關規劃,希望通過Free to Play的方式獲得大量的基礎用戶池,通過將部分用戶引導成Web3用戶實現項目方的持續收入。但是Big Time目前更傾向於開放世界的玩法,這類開放世界遊戲面向的用戶數量相對有限,最終是否能實現這套模型還有待觀察。
與此同時,TCL電子領先佈局Mini LED技術,在該領域的先發優勢引領公司一路高歌,構築了公司在彩電行業的護城河。2022年前三季度,TCL Mini LED智屏銷量顯著上漲,同比提升12.4%,第三季度更同比提升20.1%。TCL Mini LED智屏除了受消費者歡迎,更受到行業的認可。今年8月,TCL Mini LED 4K智屏65C835以其高質量斬獲了歐洲影音協會(「EISA」)頒發的「PREMIUM MINI LED TV 2022-2023」大獎。TCL電子持續推陳出新,於9月又推出了98吋TCL Q10G Mini LED巨幕智屏,在背光、亮度、控光技術等方面均領先行業,為消費者帶來如身臨其境般的音畫質體驗。
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