All hail Macbath! Australia’s Ramsay Centre introduces world to new Shakespeare play | Australia news- Tempemail – Blog – 10 minute

By any standards, it was a tweet with a few too many errors. By the standards of a multi-million dollar education centre devoted to western civilisation and which partners with universities to fund its own degrees, it was probably better off deleted.
On Thursday, Australia’s Ramsay Centre for Western Civilisation stunned its followers on Twitter by introducing them to the little-known Shakespeare play “Macbath”.
In an error-riddled, and now-deleted tweet, the centre devoted to the Western canon misspelled “tragedies” and “Macbeth” itself, and referred to the infamous “Scottish Play” as a “book”. “Instalment” was also written using the US spelling of the word: “installment”.
“We’re excited to present the fifth installment [sic] of our Great Books of the Western Canon Video Series,” it said. “In this most recent video of the series, the discussion focuses on Shakespeare’s Macbath [sic], one of Shakespeare’s great tradegies [sic].”
The Ramsay Centre is a philanthropic body set up to “to advance education by promoting studies and discussion associated with the establishment and development of western civilisation”.
Currently, it funds degrees in Western civilisation at both the University of Queensland and University of Wollongong, and has signed an agreement with the Australian Catholic University.
At the University of Wollongong, less than 40 students are studying the Bachelor of Arts in Western Civilisation, 30 of whom have been given a $30,000 scholarship from the Ramsay Centre.
The centre has given the university $50m to fund the course itself.
Its degrees were criticised by academics from the University of Sydney for teaching content already taught in existing arts and humanities degrees, but with “the institutionalisation of ideas…that strengthen racism and European supremacism intellectually and politically” and “the superiority of a monoculture”.
On Twitter, users poked fun at the unfortunate irony of a centre for Western civilisation misspelling “Macbeth”.

Don’t they know that it is terribly bad luck to call it “Macbath”? For safety, it should be referred to as “The Scottish Plug” https://t.co/h7rVErBsgb
— Angus M-a-c-i-n-n-i-s (@AequoEtBono) July 1, 2020

The official Ramsay Centre account soon apologised and thanked people for pointing out the errors. It blamed “autocorrect” for the error.
“The joys of smartphones, auto correct, and working from home,” it said. “Rest assured, tweets are not great books. If only Shakespeare was here with a twitter account”.
The account then deleted and reposted the original tweet. However, the second attempt still spelt “Macbeth” as “Macbath”.

The Ramsay Centre just deleted their tweet and reposted a “corrected” version. Which they’ve now also deleted. pic.twitter.com/fuXhJ7sFJ6
— Margaret Morgan ✒📚 🎬 (@Monocotyledon) July 2, 2020

All three tweets were then deleted.
As former BuzzFeed News and ABC journalist Cameron Wilson pointed out, “autocorrect absolutely doesn’t put typos into words”.
According to the Sydney Morning Herald, students at the University of Wollongong’s Ramsay Centre course are told in week two to “discuss the controversy surrounding their own course, and debate whether it is appropriate to study Western civilisation at all”.
Director of the program, Prof Daniel Hutto said the course would teach students critical learning through the Socratic method.
“You wind up in a puzzle,” he told the Herald in March. “You learn that you didn’t know as much about the topic as you thought you did in the beginning.”

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Do cybercriminals play cyber games during quarantine?- Tempemail – Blog – 10 minute

Thanks to the coronavirus pandemic, the role of the Internet in our lives has undergone changes, including irreversible ones. Some of these changes are definitely for the better, some are not very good, but almost all of them in some way affect digital security issues.
We decided to take a closer look at the changes around us through the prism of information security, starting with the video game industry.
Key findings:

The daily number of blocked attempts to visit malicious gaming-related websites, or browse to such sites from gaming-related websites (or forums), increased by 54% in Aprilcompared to January of this year. In May, we saw a downward trend in this indicator: -18% compared to April.
The number of blocked attempts to visit phishing sites that exploit online gaming topics has increased. In particular, the number of notifications from fake Steam gaming platform sites increased by 40% from February to April.
Attackers use Minecraft, Counter-Strike: Global Offensive and The Witcher 3: Wild Hunt most often.
The users most targeted by such attacks are from Vietnam (7.9%), Algeria (6.6%), Korea (6.2%), Hungary (6.2%) and Romania (6%)

I play until the boss sees
Figures from various sources show that the pandemic has led to a sharp increase in player activity. In March, according to gamesindustry.biz, sales of games, both computer and console, increased significantly.
Growth in game sales in the week of March 16-22. Source: gamesindustry.biz (download)
In April, the number of downloads, as well as the number of simultaneous online players, of Steam reached record levels. The Steam user activity graph (both in-game and just installing the client) (Steam Database) shows the peak of activity on April 4. After that, activity started to reduce, but only slowly. Moreover, the activity graphs of the players are noticeably different from the usual ones – periods of inactivity are less pronounced than in ordinary pre-quarantine days, and the peaks last longer.

The number of Steam users per day. Source: steamdb.info
All these stats are totally understandable. First, people have more free time for games. Statistics collected by Nielsen Games as part of their regular survey of gamers confirms this thesis:
The increase in the amount of time spent playing video games by players in different countries. Source: Hollywood Reporter (download)
Second, apparently not all people who wanted to spend time playing video games had a computer at home that would let them do it. That’s what you can figure out checking out the hardware statistics displayed on the Steam site.
If you look closely at the graphics containing information on the video cards used by Steam users, you can see a clear change in graphics cards, which were completely flat before, occurring in March 2020. Until now, the proportions of Nvidia, Intel and AMD video cards have remained at the same level relative to each other. Since the beginning of quarantine, the share of Intel and AMD video cards has grown quite noticeably. This growth was within 2%, which might seem insignificant, until you remember that there are more than 20 million Steam users. That is, the additional number of devices with Intel and AMD graphics cards amounted to hundreds of thousands of computers. Given the specifics of video cards from different manufacturers, we can safely assume that these hundreds of thousands of devices are office laptops that arrived at home during quarantine and that people installed Steam while the boss wasn’t able to see it anyway.

Source: steampowered.com
This is also confirmed by the sudden  in the graphs showing the ratio of Intel and AMD processors (Intel also grew from the beginning of quarantine); and the processors used by players in terms of the number of cores (atypical growth in this proportion was shown by 4-core and 2-core processors) :

Source: steampowered.com
Let’s play with the bad guys?
The increase in the number of players and the time they spend in games, of course, did not go unnoticed by cybercriminals. Gamers have long been the target of attacks by bad guys, who are mainly interested in logins and passwords for game accounts. Now, with the connection of work computers to home networks, and, conversely, with the entry of home devices into work networks that are often poorly prepared for this, attacks on players are becoming not only a way to get to an individual user’s wallet, but also a way to access the corporate infrastructure.
In the first five months of 2020, the number of vulnerabilities discovered on Steam has already exceeded the number of vulnerabilities discovered in any of the previous years. This fact, among other things, indicates a growing interest in finding such vulnerabilities.
Source: cve.mitre.org (download)
We shouldn’t forget also that at the end of April 2020, Valve confirmed the leak of the source code of the popular network games CS: GO and Team Fortress 2. Attackers are most probably already trying to parse their code in search of vulnerabilities that can be used for their own purposes. It is important to understand that these are not offline games, but online games that need a constant connection to game servers and frequent updates. This makes their users even more vulnerable, because their devices are obviously always online, and players are always ready to install an “update” so as not to lose the ability to play.
But even without technically complex attacks using zero-day vulnerabilities, attackers have a large field for their activities. Realizing that the gaming industry is experiencing an unexpected increase in the number of players, they have “increased power” in the field of attacks that exploit the gaming theme in one way or another.
The logical step on the part of the attackers was to increase the number of phishing attacks. This is confirmed by Kaspersky AntiPhishing and the Kaspersky Security Network (KSN). By comparison with February, the number of hits on the thousand most popular phishing sites containing the word “Steam” in the name has significantly increased. Such triggering peaked in April.
An increase in the number of hits on phishing Steam-related topics relative to February 2020. Source: Kaspersky Security Network (download)
There is a clear increase in the statistics of web antivirus detections of sites with names exploiting the game theme as a whole, for example, containing the names of popular video games and gaming platforms.
The number of web attacks using game subjects during the period from January to May 2020. Source: KSN (download)
A wide variety of malicious programs are spread with such malicious links: from password stealing malware to ransomware and miners. As always, they fake free versions, updates or extensions for popular games, as well as cheat programs. A similar picture is observed among malicious files that use game-related names to stay unnoticed.
Local threats that use game-related themes as a cover 

Verdict
% of all attacks

1
UDS: DangerousObject.Multi.Generic
8.5%

2
Worm.Win32.Fujack.cw
5.4%

3
PDM: Trojan.Win32.Generic
3.8%

4
HEUR: Trojan.Multi.StartPage. b
3.5%

5
PDM: Trojan.Win32.Bazon.a
3.5%

6
Trojan.WinLNK.Agent.ra
3.4%

7
HEUR: Trojan.Win32.Generic
3.2%

8
Tempemail-Worm.Win32. Brontok.q
3.2%

9
HEUR: Trojan.WinLNK.Agent.gen
2.7%

10
Trojan.WinLNK.Agent.rx
2.3%

The statistics do not take into account the Hacktool category of threats – tools that are usually installed by the users themselves but can be used for malicious purposes. We include remote access clients, traffic analyzers, etc. in this category. This category is of interest here because modern cheat programs often use the same techniques as malware, such as memory injection and exploiting vulnerabilities to bypass protection. If we add this kind of detection to the statistics, it will take first place with a share of 10%.
Judging by the statistics obtained from our web antivirus, the attackers focus the most on Minecraft usage. The Witcher 3: Wild Hunt also hits the TOP 3 of the most exploited games, the popularity of which has grown sharply thanks to the series based on the novels by Andrzej Sapkowski.
The number of attacks using the theme of an online game, January-May 2020. Source: KSN (download)
 Following the dynamics of the responses to the links containing the names of the games, we came to the conclusion that from April to early May, the attackers conducted a campaign in which they used several games at once. In particular, Overwatch and Players Unknown Battlegrounds came into the view of our radar. If you look closely at the graph, you can see many parallel peaks. Before and after the indicated period, this trend does not persist.
Web attacks using the themes of Overwatch and PUBG, January-May 2020. Source: KSN (download)
Users in Vietnam are most susceptible to attacks using game-related topics: almost 8% of all web antivirus detections in this country occurred on sites whose names used the theme of games.
TOP 20 countries by the proportion of blocked attempts to enter malicious sites using the theme of online games, January-May 2020. Source: KSN

Country
Percentage of attacked users

Vietnam
7.90%

Algeria
6.67%

South Korea
6.23%

Hungary
6.20%

Romania
5.98%

Poland
5.96%

Egypt
5.20%

Portugal
4.84%

Malaysia
4.75%

Greece
4.56%

Philippines
4.51%

Uzbekistan
4.48%

Tunisia
4.41%

Morocco
4.06%

Iraq
3.82%

Brazil
3.61%

Italy
3.59%

Indonesia
3.54%

Myanmar
3.52%

France
3.52%

Following Vietnam, the TOP 5 countries for this parameter include Algeria, Korea, Hungary and Romania. In general, the TOP 20 includes many countries in North Africa, Asia and Europe, especially Southern and Eastern Europe.
Conclusion
Tens of millions of people who find themselves isolated at home (combined with plenty of free time) have given a serious boost to the gaming industry. Of course, the attackers could not help but take advantage of this situation and we have seen an impressive increase in attempts to switch to phishing sites that exploit gaming topics.
However, we should keep in mind that this was facilitated not only by the efforts of attackers, but also by the careless actions of the users themselves, who fell for fake emails apparently sent on behalf of game services, or who were looking for hacked versions of some popular games and cheat programs for others.
Unfortunately, in most cases, cybercriminals do not need technologically sophisticated schemes to carry out successful attacks. It is enough to use relevant topics, one of which in the spring of 2020 was video games.

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Sino-Indian tensions spill over into Google Play App Store – Security- Tempemail – Blog – 10 minute

Tensions between the world’s most populous countries, India and China, have boiled over into Google’s Play Store with developers from India writing apps that asked users to remove Chinese-made apps.
The Indian apps that targeted Android software originating in China have been taken down by Google.
Google India issued a statement on the issue over the weekend, saying the programs violated its deceptive behaviour policy.
“We … recently suspended a number of apps for violating the policy that we don’t allow an app that “encourages or incentivises users into removing or disabling third-party apps or modifying device settings or features unless it is part of a verifiable security service.” Google’s India office said.
Allowing apps to target other apps could lead to “behaviour that we believe is not in the best interest of our community of developers and consumers,” Google added.
Google did not elaborate on which apps were removed, and who the developers in question are.
Media reports in the United States suggested that video conferencing app Zoom and video sharing app TikTok were both targeted.
OneTouch Applabs, whose “Remove China” app was taken down from the Play Store by Google, said the software was developed after Indian Prime Minister Narendra Modi called for “Atm Nirbhar Bhahrat” or a self-reliant India.
However, Remove China only detected the apps’ country of origin and did not remove them, OneTouch Applab claimed.
Remove China was supposedly available for two weeks on the Play store and had over a million downloads in just ten days, its developer claimed.
India and China have been scrapping over contested border areas in the Himalayas recently, with the two countries seeking to de-escalate tensions that saw troops from both sides allegedly enter into slanging matches and fistfights with each other.

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Google Meet crosses 50 million downloads on Play Store- Tempemail – Blog – 10 minute

Read Article
Sending a warning call to Zoom, Google Meet has crossed 50 million downloads on Play Store, a massive 900 per cent increase in user base in a span of few weeks as people work from home in the Covid-19 pandemic.
According to data provided by AppBrain, Google’s video conferencing tool garnered over five million downloads on Play Store in first week of March alone.
Till May 17, it was downloaded by over 50 million times.
According to Javier Soltero, Vice President & GM, G Suite, the tech giant has seen daily usage of Meet app grow by 30 times, with hosting 3 billion minutes of video meetings daily.
“Last month (April), we were adding roughly 3 million new users every day. That’s why we’re expanding the offering to more people around the world,” Soltero said this month.
Meet arrived within Gmail accounts globally including in India last week. Users can now start or join video conferencing right from their Gmail accounts and they do not need to download the app separately.
Google Meet is completely free and anyone with an email address can sign up and get started. Users can see Google Meet on the left menu, with two options: Start a meeting and join a meeting.

If you have an interesting article / experience / case study to share, please get in touch with us at [email protected]

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Remote relations: two can play that game- Tempemail – Blog – 10 minute

As we open our laptops each morning preparing ourselves for another screen intensive working week and (most likely) weekend, video conferencing is becoming the new norm for keeping in touch with work colleagues – and the default for social occasions with friends and family too.
The majority of us are adapting to this new digital lifestyle (and non-stop memes) with ease, and with the rest of the world facing the same common threat to society, some may even argue that we’re more connected globally now than ever before.
But it’s worth noting that while digital connections can span vast volumes of water, time zones and government lockdowns, it compliments the inevitable physical interactions which are essential in making us all feel more ‘human’.
Businesses have had to adapt to this new digitally versed society incredibly quickly. Forced to pivot pre-planned marketing campaigns, activations, PR stunts, conferences and festivals to either a non-committal ‘postponed until further notice’ status, bold and regretful cancellations (aka Glastonbury), or digitising their campaigns for this new virtual climate.
To some extent the show must go on, the relative unknown means that not all planned business activity can go on hold until ‘normal’ returns – we all still need to learn, engage, connect and share. For example, swapping out a physical conference for a series of thought leadership live streams is ideal to keep educating your audience and to reach even more eyes, but the swap from physical to digital shouldn’t be seen as like-for-like or an instant fix. Instead, this current tweak in direction within the events industry should draw on positives from both styles of delivery; resulting in a longer term combined campaign comprising both digital and physical elements.
Here are three ways you can use digital tactics, such as live streaming or virtual conferencing, to enhance your event strategy:
Give us a sneak peek
Use live streaming or virtual conferences to create warm-up content, leading up to a larger physical event. For example, live stream smaller panel talks, roundtable discussions, or keynotes that all feed into the topics headlining your flagship conference or festival. This digital aspect will help you reach a much wider audience who otherwise may not be able to travel to or foot the bill for your final event, but in the future may now be more likely to do so. You could even live stream parts of your final event, or ask for content input ahead of the festival, to help your new digital audience feel more involved and connected.
Take us behind the scenes
For one off annual events which have no viable option but cancellation, such as large scale music festivals, use the event date as an occasion to celebrate the festival and reflect on highlights while creating new content. Share ‘behind the scenes’ style video content from previous festivals in an online campaign, giving fans an insight into the blood, sweat and tears and backstage stories. Get planned contributors to the cancelled festival involved too, by sharing original content from their social channels around the event date, giving fans a reason to reminisce and come together in the same way they will do when the festival returns.
Digital matchmaking
While networking in-person is usually at the bottom of the list of activities event attendees are looking forward to, visual cues and physically standing in front of a person does have advantages over a LinkedIn message. If you’re planning on taking your conference virtual, don’t lose this valuable aspect for your attendees hoping to make connections.
During the event registration process ask registrants for a little bit more information, such as their job function, that could help you group registrants during roundtables or specific keynotes – encouraging connections in the same way you would do at your event and for your future in-person events.
Rachel Butler, head of marketing and brand communications, Marble LDN

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Our industry can actively play a meaningful role in shaping recovery- Tempemail – Blog – 10 minute

The advertising industry should not wait for the economy’s recovery – it should actively work to aid it, argues McCann Worldgroup’s Harjot Singh.
What if we were able to move from being a witness to an enabler? Instead of waiting for our economy and society to emerge from the ravages of the pandemic, what if the advertising industry actually helped to engineer the recovery?
I’m inviting you to join me in thinking about this. Because I believe that in addition to doing our best work by helping to place our clients in a position of strength – one in which they’re ready to respond and re-assimilate – we could also have a dramatic impact on the way the society of the near future looks
Our research tells us that 77% of people globally believe brands have a greater ability to positively impact the urgent needs of the world than governments do. From stamping out prejudice to encouraging healthy lifestyles, people believe brands have the power to accelerate positive change.
This means that when our industry fully leverages its scale to benefit society, the results can be extraordinary. Alongside our clients, we can, and indeed we should, play a meaningful role in getting the world back on its feet.
In order to do that, we’ll have to draw on our strengths and avoid our worst tendencies. I think most of us, consciously or not, are aware of a paradox at the heart of our industry, which is that we are exceptional and notorious at the same thing.
We are exceptional at solving problems in ways that offer breaks from conventional thinking and set the foundation for growth. We are exceptional at changing, and even transforming, the way people think and act.
We’re brilliant at changing minds – but we’re forever changing our own.
We start trends and then leave them behind. Sometimes, to our detriment, we do this too quickly.
Take ‘purpose’, for example. McCann Worldgroup defines that as a brand’s meaningful role. Our industry has pioneered, proven and applauded the importance of brands’ identifying and embracing their core reason for being in order to impact society in positive and meaningful ways.
More recently, however, I’ve noted a reversal of that position – or at least some scepticism towards it.
Only last week, another industry professional informed me that “purpose is out of date”. That we needed to focus on sales. That we shouldn’t give our clients the impression we’ve lost our focus on the bottom line.
It was that conversation that compelled me to share my thoughts with you. Because I believe that now, more than ever, agencies and their clients need to over-communicate, over-deliver and over-demonstrate their core reason for being.
Having a clearly defined meaningful role is not only the most compelling starting point for any interaction with people, it also supercharges a company’s ability to remain meaningful to them when markets change as radically and rapidly as they are now.
A brand’s meaningful role is its immune system.
That’s why it’s incumbent on us to help drive the recovery. The big question, of course, is how we’re going to do that.
First, we need to acknowledge that our clients are in a position not just to adapt to this global upheaval, but also to help the world pull out of it. Then we need to weaponize our creativity to develop measures that will help them envision and create the kind of commercial, cultural and social impact that demonstrates and proves why earning and playing a meaningful role in peoples’ lives should now be at the core of their business, rather than in a CSR silo.
We could imagine a set of guiding principles that will serve as a roadmap. By observing those who are doing it right, we can shine a light on the early thinking of progressive brands, in order to establish best practices.
I believe two key words that will emerge out of this situation are ‘generosity’ and ‘collaboration’.
The world’s most influential business leaders now know that generosity has the power to catalyse shareholder value. According to last year’s Fortune 500 survey, only 7% of Fortune 500 CEOs believe their companies should mainly focus on making profits and not be “distracted” by social goals.
They are aware that they have a role to play beyond selling product. Why else would LVMH’s chief executive decide to produce and deliver free hand sanitizer to French hospitals? Many others have followed LVMH since.
Which brings me to collaboration. Business has always tended to be about competition, about beating the other guy. That time has passed. Our creativity must now be brought to bear on helping brands with overlapping resources work together to devise unprecedented solutions, like the one that that enabled staff from shuttered McDonald’s restaurants in Germany to work temporarily at Aldi supermarkets, answering a massive demand for meals at home.
We have the creativity and the intellectual resources to generate ideas like these. Do you not think that this is the moment for us to step up and demonstrate our own meaningful role as an industry? To connect it to the heart of the work, the strategies and the impact we pursue?
I suspect society will hold us accountable if we do not.
Harjot Singh is chief strategy officer, Europe and UK at McCann Worldgroup

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Faithtech play Pushpay hits collect on surge in virtual congregations – Finance – Software- Tempemail – Blog – 10 minute

There used to be a sign behind the counter of many small shops that said “In God we trust, all others pay cash” – but the way people of faith pay and give to their preferred church is changing, and it’s changing fast.
With church doors bolted shut and congregations banned from physically gathering around the globe, the opportunity to pass around the plate has rapidly migrated to glass – and may yet stay there, with one Australian company poised to rake-in the good will.
If ever there was an enterprise fortuitously positioned in the right place at the right time, dual Australian and New Zealand listed Pushpay (PPH), a software company that specialises in digitising church donations and congregation management may well be it.
On Wednesday, Pushpay bowled up its annual numbers, posting a 32 percent jolt in revenue from US$98.4 million to US$129.8 million, complemented by the buyout of US software play Church Community Builder, saying there’s more upside to come.
It might sound like small coin, but in the US where so-called megachurches can attract flocks the size of shopping malls, there is serious money and transaction volumes in getting religious eCommerce right for those wanting to give.
It’s also propelled Pushpay’s ASX market cap to $1.2 billion, hardly an accident as investors hunt for opportunity in disruption.  
“While Pushpay delivered strong organic growth over the year, we also strengthened our value proposition through the strategic acquisition of the leading church management system (ChMS), Church Community Builder, based in Colorado Springs, Colorado, US,” Pushpay’s chief executive Bruce Gordon said.
(A quite different Bruce Gordon to the Australian television and media owner it should be noted.)
“Over the year, we made significant progress toward our strategic goal of becoming the preferred provider of mission-critical software to the US faith sector.”
You read that right.
In the land that spawned IBM, Oracle and Salesforce, an antipodean upstart is fast scoping out and could well become the best-of-breed transactional provider and essentially a religious ERP for the world’s most cashed-up (and now locked-down) population of believers and givers.
“We expect to see continued revenue growth as the business executes on its strategy, achieves increased efficiencies and gains further market share in the US faith sector,” Pushpay’s results said.
The business model isn’t hard to understand: clipping the ticket on transactions and an industry specific SaaS play that integrates neatly.
According to Pushpay’s numbers, it churned over US$5.0 billion in FY20, up a rapturous 39 percent over the previous year’s US$3.6 billion. And that’s before COVID-19 shut Church doors and sent the flock to Zoom.
Pushpay’s timeline in its results tells investors it started a ‘pivot’ to digital services in March this year, having put a spring product launch on the runway a year ago that included some distinctly CRM-like features.
“New solutions, including Donor Development, build on our existing industry-leading platform and add value by making it easier for Customers to view, report on and track generosity so they can engage with donors in more meaningful ways,” Pushpay said.
“Pushpay also expanded its solutions with features and enhancements to drive engagement and generosity, including Donor Pledge Entry enhancements to the App Audio Player and an integration with a missions payment platform.”
According to Pushpay’s numbers it serves around 7900 churches across the wide variety of Christian congregations but notably including Baptists and Catholics. The platform lives in AWS and sources processing from First Data International.
“Asking your members to give can be awkward. It doesn’t have to be. Our seamless experience makes it easier, faster, and more convenient to share generosity,” Pushpay tells prospective customers, before cutting to the ‘how to’.
“Whether it’s an easy-to-use first time giving experience or suggesting a recurring gift amount based off of someone’s previous giving experience, Pushpay has the tools to help you move people from their first interaction with your church to their next level of participation,” Pushpay’s website marketing says.
“And thanks to donor engagement tools, you can keep track of where on that journey everyone is—and even get suggestions for how to move them along to the next stage.”
With churches still empty and large gatherings off limits for some time yet, there’s a financially existential element to the product too.
“Recurring giving is the backbone of a healthy, predictable church budget. That’s why Pushpay is designed to help move people forward in their giving journey with your church—in fact, most churches see a 76 percent growth in recurring givers in their first 6 months.”
For those leading flock, Pushpay’s rising fortunes on the back of the COVID pandemic may yet be good news.

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FSS and Fair Play Partner to Bring Online Payment Acquiring Services to the Czech Republic- Tempemail – Blog – 10 minute

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FSS Technologies, a global payments products and solutions provider and payment processor, announced a collaboration with Fairplay Pay s.r.o. one of the Czech Republic’s newest payments innovators specializing in fair, fast and secure SEPA and domestic transactions for its full-stack online Acquiring suite. Under the umbrella of the partnership, Fair Play will deploy the FSS Payment Gateway and Merchant Hub for secure, online payment processing and transaction settlement. 
FSS will host the Payment Gateway and Merchant on FSSNeT, its global payment processing center, enabling Fair Play to benefit from an easily deployable, scalable, and secure payments infrastructure. FSS will assume a single mantle of accountability for authorization, processing, clearing and settlement of e-Commerce transactions. 
FSS full-stack Online Acquiring suite provides the foundation to improve business performance via the crafting of differentiated merchant-centric propositions. The FSS Payment Gateway offers a platform for ubiquitous payment acceptance via support for a range of alternate non-card payment methods to ensure an optimized payment set-up that accounts for local transacting habits for higher sales conversion. This is augmented by merchant lifecycle management capabilities and added value services including sophisticated 3DS 2.0 authentication capabilities, real-time fraud prevention and advanced analytics for improved business decision making. 
Commenting on the collaboration, Haresh Hemrajani, Head of FSS Europe, UK and America’s, said: “Online commerce is a fast-growing digital payments segment in Europe. We are excited to be working alongside Fair Play to support its expansion plans in the online acquiring space. Our unique SaaS model enables Fair Play to improve speed to market, deliver innovative online payment services to merchants and rapidly penetrate new segments.”
Commenting on the partnership, Dajnis Vasiljevs, Head of the Board, Fair Play, said: “As a new entrant it is critical that we earn the trust of our merchants. The collaboration with FSS enables us to leverage its globally trusted Payment Gateway and work with a partner who understands our business. As the pace of growth accelerates in the coming months, FSS will help us to innovate and scale at speed in order to fully capitalize on market opportunities.”    
FSS Payment Gateway supports core payment processing and makes it easy for merchants to update their payment platforms by providing out-of-the-box integration capabilities. In addition, FSS is bringing a range of payment acceptance options for small and medium merchants including Link-based payments Invoice-based Payments and Pay Buttons. Built-in risk monitoring and fraud detection capabilities including support for 3DS 2.0 authentication reduces chargebacks and lowers fraud rates. 
FSS Merchant, simplifies operations by consolidating critical merchant functions onto a single platform. This includes merchant onboarding, risk management, accounting and settlement across POS, Internet, and mobile channels. The solution offers acquiring acquirers the flexibility to adopt a progressive approach and integrate with a single channel and seamlessly add-on channels to meet evolving business demands. 
With FSS unique SaaS model, Fair Play benefits from high scalability, security and compliance, seamless upgrades, and round-the-clock monitoring and maintenance to deliver an assured quality of service to merchants. 

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Crooks play Microsoft numbers game in fresh 1800 scam – Security- Tempemail – Blog – 10 minute

It’s not a particularly new scam, but it is clever, and apparently brutally effective.
Devious crooks have gazumped a look-a-like 1800 telephone support number for Microsoft in Australia, registered the line for themselves and have been feasting on inbound victims thinking they checked the number is legitimate.
The scam appears to be so successful it has made the cut for the Australian Cyber Security Centre’s (ACSC) new catalogue of COVID-19 themed cons and tricks directed at exploiting the rash of alerts, warnings and deluge of customer messaging.
The threat update was released this week as the public-facing cyber security agency and its more secretive parent agency, the Australian Signals Directorate, go into overdrive to control cyber pests and spies, even meting out an offensive operations thumping to miscreants overseas.
Forgeries and fakes from banks and government topped the ACSC’s dedicated list of sham customer contacts, not a huge surprise give the pallets of cash now being shovelled into an otherwise catatonic economy.
But with almost the whole nation now working from home, often with people trying to use their personal machines amid a hardware shortage, demand for legitimate Microsoft was always going to go through the roof – even with the software being more cloudy and reliable.
According to the ACSC, the scam works by exploiting phone numbers that are cunningly similar – in fact numerically identical – to Microsoft’s real ones. The criminal artistry is in the country codes.
“Scammers are exploiting a legitimate United States Microsoft support number – (1) (800) 642 7676. However when dialling a 1800 number in Australia, only the next six numbers after 1800 will be accepted,” the ACSC advisory explains.
“When Australians dial the legitimate United States support number, they dial 1800 642 767 which has been registered by cybercriminals.”
And, who would have guessed, it connects you to a helpful callback service ready to assist callers with handing over their identity credentials, downloading a trojan, all the fun stuff.
“On calling the number registered by cybercriminals, victims are asked to provide their name and date of birth for verification and are informed someone will call back shortly. The cybercriminal calls back and directs people to download a remote access program that gives the criminals access to their computer,” the ACSC continues.
“Once access has been gained, the cybercriminal convinces the victim that their computer is compromised and that they need to pay a large sum of money for it to be fixed.
“The scammers are insistent that due to the COVID-19 conditions in Australia they are required to pay in untraceable crypto-currency. The scammers will also try to extract banking details while they have remote access and drain people’s bank accounts and access any other sensitive information.”
Microsoft has been contacted for comment.

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Fortnite owner gives up battle against Google Play store | Google – Blog – 10 minute

Fortnite for Android is available through the Google Play store for the first time, almost 18 months after owners Epic Games tried to use the game’s popularity to break the app store duopoly.
The release is an embarrassing climbdown for Epic, which has sunk significant resources into building its own independent games service, and is sure to reignite accusations of anti-competitive behaviour on the parts of both Apple and Google.
“After 18 months of operating Fortnite on Android outside of the Google Play store, we’ve come to a basic realisation,” Epic said in a statement on Tuesday evening.
“Google puts software downloadable outside of Google Play at a disadvantage, through technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings, Google public relations characterising third-party software sources as malware, and new efforts such as Google Play Protect to outright block software obtained outside the Google Play store.”
Epic had taken advantage of a feature in Google’s Android operating system which allows users to install apps from sources other than the official app store, to build its own mobile software marketplace. The hope was that it could use that independence firstly to bypass requirements to pay Google a 30% cut of its earnings, and secondly to expand further, offering independent games for sale to users who had already installed Fortnite.
But, the company learned, the technical ability to install software from unauthorised sources is not the same as the ability to attain an easy or pleasant user experience, and, while Fortnite remains one of the most popular mobile games, the constraints imposed by Google have limited take-up of the Android version.
“We hope that Google will revise its policies and business dealings in the near future, so that all developers are free to reach and engage in commerce with customers on Android and in the Play Store through open services, including payment services, that can compete on a level playing field,” Epic’s statement continued.
Fortnite has been distributed through the iOS App Store since its launch on that platform, in part due to the significantly greater practical difficulty of running apps any other way on it, and partly, Epic argues, due to the smaller market share of iOS devices.
On Android, Epic even tried to force through an exception to the 30% cut it would otherwise have to pay Google, arguing that the significant market share of Android meant that the requirement to use Google’s payment tools was an illegal abuse of monopoly.
“We have asked that Google not enforce its publicly stated expectation that products distributed through Google Play use Google’s payment service for in-app purchase. We believe this form of tying of a mandatory payment service with a 30% fee is illegal in the case of a distribution platform with over 50% market share,” Epic said in December. Google denied the request.
Epic has increased its mobile success in other ways. In June 2019, the company bought video chat app Houseparty, at the time a popular service among college students in America. In the past few weeks, the app has become a global phenomenon, rivalling Zoom for the most popular app of lockdown, and shooting to the top of download charts worldwide.
Without the pressure from Epic, the question of whether app store monopolies are legal looks likely to be settled only if and when regulators turn their attention to it. In 2018, the EU fined Google €4.3bn for requiring manufacturers to include Chrome on their phones if they wanted to feature the app store.

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