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银行客户管理:客户体验final.pdf

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银行客户管理:客户体验final.pdf

1、VIDEO GAMES WITH THEIR CHILDREN 1. Its fun for all of us. 2. My child asks me to. 3. Its a good opportunity to socialize with my child. 4. I enjoy playing video games as much as my child. 5. It helps me monitor what they are playing. “A book or movie can show us what it is like to be in a characters

2、 shoes, but it is the video game that can put us into those shoes.” - Robert B. Marks, Ph.D., Whittier College FAMILIES AND VIDEO GAMES 8 FAMILIES AND VIDEO GAMES 9 72% LIMIT THEIR CHILDS TIME PLAYING VIDEO GAMES. 82% of parents of children who regularly play video games are familiar with the ESRB r

3、atings. 95% are confident that the ESRB ratings are accurate. 94% find the parental control settings on video game consoles useful. OF THESE PARENTS. OF THE 1,948 RATINGS ASSIGNED BY THE ESRB TO PHYSICAL AND DOWNLOADABLE CONSOLE GAMES IN 2017: 34% received an E (Everyone) rating received an E10+ (Ev

4、eryone 10+) rating received a T (Teen) rating received an M (Mature) rating 22%31%13% Content: $29.1B Hardware: $4.7B Accessories, including VR: $2.2B PURCHASING 10 20102011201220132014201520162017 The total consumer spend on the video game industry was $36 billion in 2017. ANNUAL US VIDEO GAME CONT

5、ENT SPEND, 2010 - 2017 (IN BILLIONS) $17.5 $17.6 $18.9 $20.2 $21.4 $23.2 $24.5 $29.1 Source: The NPD Group Source: The NPD Group PURCHASING 11 RECENT DIGITAL* AND PHYSICAL SALES INFORMATION *Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps, and soci

6、al network games. FACTORS INFLUENCING DECISIONS TO PURCHASE VIDEO GAMES 69% 31% 65% 35% 54% 46% 46% 54% 39% 61% 31% 69% 26%21% 74%79% 20102011201220132014201520162017 TOTAL Physical FormatTOTAL Digital Format Quality of the graphics Price Interesting story/premise Online gameplay capability Product

7、is a continuation of a favorite game series Product is familiar to me from past experiences (i.e., based on a classic toy, video arcade game, etc.) 47% 51% 50% Source: The NPD Group 61% 63% 66% PURCHASING 12 TOP 20 BEST SELLING VIDEO GAMES OF 2017 BY UNITS SOLD 1Call of Duty: WWII (M) 2NBA 2K18 (e)

8、3Grand Theft Auto V (M) 4Madden NFL 18 (e) 5Destiny 2 (t) 6 The Legend of Zelda: Breath of the Wild (E10+) 7 Tom Clancys Ghost recon: Wildlands (M) 8Star Wars: Battlefront II (t) 9Super Mario Odyssey (E10+) 10Minecraft (E10+) 11Tom Clancys Rainbow Six: Siege (M) 12Mario Kart 8 (e) 13Assassins Creed:

9、 Origins (M) 14Fifa 18 (e) 15Rocket LeaGUe (e) 16Horizon Zero Dawn (t) 17For Honor (M) 18Injustice 2 (t) 19NBA 2k17 (e) 20Overwatch (t) Source: The NPD Group/Retail Tracking Service/Digital Games Tracking Service Source: The NPD Group/Retail Tracking Service/Digital Games Tracking Service BEST SELLI

10、NG VIDEO GAME SUPER GENRES OF 2017 BY UNITS SOLD 25.9% Shooter 21.9% Action 11.3% Role Playing 11.6% Sports 9.1% Adventure 6.4% Racing 6.0% Fighting 3.6% All OTHEr 4.2% Strategy PURCHASING 13 12% DVDS 7% MUSIC 7% MOVIES 38% Video GAmes 36% Video/Music Streaming services 42% Purchase new video games

11、without having tried them OF THE MOST FREQUENT GAMERS: Purchase new video games after downloading a trial or demo Download games from online video game storefronts 30% 29% MOST GAMERS FEEL COMPUTER AND VIDEO GAMES PROVIDE MORE VALUE FOR THEIR MONEY The average age of the most frequent game purchaser

12、 is 36. Of the most frequent game purchasers: 61% ARE MALE39% ARE FeMALE There are 2,711 video game company locations across 84 percent of the congressional districts in America. For a complete map of video game company locations visit www.areweinyourstate.org. ECONOMIC IMPACT 14 There are now 65,67

13、8 workers directly employed at game software publisher and developer locations in the US. Employees in the industry earned an average compensation of $97,000 per year. The US video game industrys value added to US GDP is more than $11.7 billion. “Prose is an art form, movies and acting in general ar

14、e art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games use elements of all of these to create something new. Why wouldnt video games be an art form?” - Sam Lake, Author $ ESA PARTNERS 15 ACADEMY OF INTERACT

15、IVE ARTS & SCIENCES | WWW.INTERACTIVE.ORG The Academy of Interactive Arts & Sciences (AIAS) was founded in 1996 as a nonprofit organization to recognize outstanding achievements in interactive entertainment. The AIAS conducts the annual D.I.C.E. Awards to promote and acknowledge exceptional accompli

16、shments in the field. In 2002, the Academy created the D.I.C.E. Summit dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. INTERNATIONAL GAME DEVELOPERS ASSOCIATION | WWW.IGDA.ORG The IGDA supports

17、and empowers game developers around the world in achieving fulfilling and sustainable careers through connecting worldwide game developers at all stages of their careers to peers with shared interests and goals, advocating on issues that are important to the professional and personal success of game

18、 developers, and providing educational resources for students, game developers, and game development studios that help solve game developments most difficult challenges. ENTERTAINMENT SOFTWARE RATING BOARD | WWW.ESRB.ORG The ESRB is a non-profit, self-regulatory body that assigns age and content rat

19、ings for video games and mobile apps so parents can make informed choices. It also enforces advertising guidelines adopted by the video game industry and helps companies implement responsible online and mobile privacy practices under its Privacy Certified program. ESA FOUNDATION | WWW.ESAFOUNDATION.

20、ORG Created by the American entertainment software industry, the ESA Foundation works to make a positive difference in the lives of Americas youth by providing scholarships to the next generation of industry innovators and supporting charitable organizations and schools that leverage entertainment s

21、oftware and technology. The ESA Foundation receives its primary funding proceeds from the signature annual fundraiser Nite to Unite and other charitable initiatives. THE NPD GROUP, INC. | WWW.NPD.com NPD is the leading global provider of market information and business solutions covering brick-and-m

22、ortar, e-commerce, and emerging channels in more than 20 industries. We combine our unique data assets with analytic solutions to help our clients measure performance, predict trends, and improve results, advising them to help drive successful growth. Practice areas include apparel, appliances, auto

23、motive, beauty, books, consumer electronics, e-commerce, entertainment, fashion accessories, food consumption, foodservice, footwear, home, juvenile products, mobile, office supplies, retail, sports, technology, toys, travel retail, games, and watches/jewelry. 505 Games Activision Blizzard, Inc. Ban

24、dai Namco Entertainment, Inc. Bethesda Softworks, LLC Capcom Co., Ltd. Deep Silver Disney Interactive Studios, Inc. Electronic Arts, Inc. Epic Games, Inc. Focus Home Interactive Gearbox Publishing, LLC GungHo Online Entertainment America, Inc. Kalypso Media Group Konami Digital Entertainment, Inc. L

25、egends of Learning Magic Leap, Inc. Microsoft Corporation NEXON America, Inc. NCSOFT Nintendo of America NVIDIA Corporation Outright games phosphor studios Six Foot Sony Interactive Entertainment, Inc. Square Enix, Ltd. Take-Two Interactive Software, Inc. Tencent Triseum Ubisoft, Inc. Vantiv Enterta

26、inment Solutions Warner Bros. Interactive Entertainment, Inc. XSEED Games as of April 2018 ESA MEMBERS 16 The Entertainment Software Association (ESA) conducts business and consumer research and provides analysis and advocacy on issues like global content protection, intellectual property, technolog

27、y, e-commerce, and the First Amendment in support of interactive software publishers. ESA owns and operates E3 and represents video game industry interests on federal and state levels. To learn more, visit theESA.com and follow us oBILLIONAIRE CENSUS 2018 APPLIED WEALTH INTELLIGENCE WEALTH-X 2018 TH

28、IS PUBLICATION IS FOR YOUR INFORMATION ONLY AND IS NOT INTENDED AS AN OFFER, OR A SOLICITATION OF AN OFFER, TO BUY OR SELL ANY PRODUCT OR OTHER SPECIFIC SERVICE. ALL INFORMATION AND OPINIONS INDICATED ARE SUBJECT TO CHANGE WITHOUT NOTICE. NEW YORK 142 W. 36TH STREET, 12TH FLOOR NEW YORK, NY 10018 UN

29、ITED STATES +1 877 887 8454 LONDON 3RD FLOOR, NUFFIELD HOUSE, 41-46 PICCADILLY LONDON W1J 0DS UNITED KINGDOM +44 (0)20 3745 3000 DUBAI 5TH FLOOR, SHEIKH RASHID TOWER DUBAI WORLD TRADE CENTRE PO BOX 487177 UNITED ARAB EMIRATES +971 4 889 5042 BILLIONAIRE CENSUS 2018 WEALTH-X BILLIONAIRE CENSUS 2018 T

30、ABLE OF CONTENTS EXECUTIVE SUMMARY _1 INTRODUCTION _2 GLOBAL BILLIONAIRE MAP _3 BILLIONAIRE PERFORMANCE IN 2017 _5 THE VOLATILITY EFFECT _7 BILLIONAIRE WEALTH TIERS _11 TOP 10 BILLIONAIRE COUNTRIES _15 TOP 10 BILLIONAIRE CITIES _17 TODAYS BILLIONAIRES - ASSET HOLDINGS, INDUSTRY, GENDER AND WEALTH SO

31、URCE _19 BILLIONAIRE INTERESTS, PASSIONS, AND HOBBIES _25 BILLIONAIRE ALMA MATERS _29 BILLIONAIRE PHILANTHROPY _31 METHODOLOGY _35 ABOUT WEALTH-X _35 1 WEALTH-X BILLIONAIRE CENSUS 2018 EXECUTIVE SUMMARY THE BILLIONAIRE POPULATION AND ITS WEALTH SOARED TO RECORD LEVELS IN 2017. Buoyed by a synchroniz

32、ed upturn in the world economy and climbing equity markets, billionaire wealth surged by 24% to a record level of $9.2trn and the billionaire population rebounded by 15% to 2,754 individuals, surpassing the previous peak of 2,473 in 2015. ALL REGIONS EXPERIENCED SIGNIFICANT GROWTH IN THEIR BILLIONAI

33、RE POPULATIONS. The billionaire population expanded at a healthy pace across all regions, with Asia-Pacific (+29%) the front-runner, ahead of the Americas (+11%) and EMEA (+9%). The total billionaire population in Asia now stands at 784 individuals, overtaking North America (727) for the first time.

34、 BILLIONAIRE WEALTH GREW AT A MUCH FASTER PACE THAN POPULATION SIZE IN ALL REGIONS. The wealth of Asia-Pacifics billionaires increased by almost 50%, a huge turnaround following modest falls in 2016. Asia-Pacific wealth outperformed that of the Americas (+22%) and EMEA (+12%). The significant growth

35、 in billionaire wealth globally was driven by strong equity market performance and relatively stable exchange rates against the US dollar. BILLIONAIRE PERFORMANCE DIFFERED SIGNIFICANTLY ON A COUNTRY LEVEL, WITH CHINA AND INDIA ACHIEVING THE FASTEST GROWTH RATES IN 2017. While the US remained the dom

36、inant force, six of the top ten countries recorded faster growth than the US in their respective billionaire populations, while four enjoyed a stronger pace of expansion in their collective billionaire wealth. The UK was the only country in the top 10 to experience both a decline in billionaire numb

37、ers and combined net worth. THE SHARE OF FEMALE BILLIONAIRES INCREASED. The number of female billionaires rose by 18% in 2017, outpacing the growth of 14.5% in the male billionaire population and increasing the female share of the global billionaire population to 11.7%. In addition, among the female

38、 billionaire population there has been a steady rise in the share whose net worth can be attributed both to inheritance and to self-made wealth creation, implying a greater degree of risk-taking entrepreneurialism. EDUCATION REMAINS THE TOP CHARITABLE CAUSE. Almost two-thirds of the billionaire popu

39、lation focused at least part of their philanthropic activity on education and more than a third of the billionaire population directed some of its giving towards health, public and social causes and to art and culture. THERE IS A GROWING TREND AMONG BILLIONAIRES TO GIVE MORE. The number of individua

40、ls (billionaires, or those who would be if not for their giving) who have signed the Giving Pledge has risen from 40 signatories based in the US in 2010 to 175 signatories in 22 different countries in April 2018. Wealth-X forecasts that the potential pledged value could be as high as $600bn by 2022.

41、 To Table of Contents 2 WEALTH-X BILLIONAIRE CENSUS 2018 INTRODUCTION The new edition of the Wealth-X Billionaire Census reveals there was a dramatic improvement in billionaire performance in 2017. There are now more billionaires than ever before, powered by a dynamic growth in the number of billion

42、aires in Asia (which, for the first time, overtook North America) and a vibrant technology sector. In a rapidly shifting geopolitical environment, the influence on the world economy of this most exclusive group of individuals is continuing to rise. In this report we explore the drivers behind this g

43、rowth, the power of financial markets and the impact of key political developments on billionaire net worth. We examine regional trends, from the rapid expansion of ultra wealth in Asia-Pacific to the more subdued growth in Europe, and highlight the substantial gains in net worth achieved by the wor

44、lds billionaires. We analyze the main asset holdings, industry concentration and sources of wealth in the billionaire population and again draw on our extensive knowledge base to rank the leading billionaire countries and cities of the world. The report also delves into the interests and passions of

45、 the worlds billionaire population, surveying the expansion of billionaire investment across the sporting landscape and a growing interest in art collection. We consider the powerful network effect among the worlds leading educational institutions for producing billionaires, and explore how growing

46、social pressures on the super affluent to contribute to society are driving changes in philanthropic behavior. We also look ahead to consider some of the implications for wealth creation in 2018 of a potential return to volatility in financial markets. Wealth-Xs comprehensive database of billionaire

47、s (as defined by net worth) provides an unrivaled insight into the status of the worlds wealthiest individuals, the constantly changing structure of the billionaire population and the emerging trends for future wealth creation. To Table of Contents GLOBAL BILLIONAIRE MAP % Change in wealth from 2016

48、 24.4% % Change in population from 2016 14.9% 2017 Billionaire population and total wealth 2,754 Number of billionaires $9,205 Total wealth ($bn) 29.8% 26.4% of the worlds billionaires% AFRICA $93bn 0.1% 447.3% EUROPE $2,441bn 14.9% 8218.5% MIDDLE EAST $474bn 18911.8% 2.1% ASIA $2,365bn 49.4% 78429.

49、2% NORTH AMERICA $3,272bn 22.8% 72711.2% LATIN AMERICA AND THE CARIBBEAN $486bn 18.7% 1579.0% PACIFIC $75bn 18.9% 3228.0% 28.5% 6.9% 5.7% 1.6% 1.2% Source: Wealth-X 4 WEALTH-X BILLIONAIRE CENSUS 2018 3 WEALTH-X BILLIONAIRE CENSUS 2018 To Table of Contents 5 WEALTH-X BILLIONAIRE CENSUS 2018 LOW VOLATILITY AND HIGH RETURNS In 2017 the global billionaire population rebounded strongly, rising by almost 15% to an all-time high of 2,754 individuals, surpassing the previous peak of 2,473 in 2015. This was a faster pace of expansion than for the UHNW population (ultra high net worth individual


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