game

Social Gaming Network OpenFeint Coming to Android

Source: http://gizmodo.com/5581997/social-gaming-network-openfeint-coming-to-android

Social Gaming Network OpenFeint Coming to AndroidGood news for Android users who are miserable due to the limited game selection on their devices: Social gaming network OpenFeint is coming to Android and it’ll hopefully encourage development of more games for the mobile operating system.

OpenFeint To Bring World’s Largest Mobile Gaming Developer Community To Google’s Android Platform

Mobile Social Games Network’s Expansion to Android will Accompany Titles from Glu Mobile, Digital Chocolate, And Hudson Entertainment.

Burlingame, CA – July 8, 2010 – OpenFeint, the leading mobile social gaming ecosystem for iOS devices, today announced that its 9,200 member game developer community with thousands of published games will soon have a complete solution to thrive in the Android apps economy. Launching later this summer, the company’s complete solution will include its de facto standard SDK, a game discovery store and mobile payment options. It will also include high quality content from leading publishers Astraware, Digital Chocolate, Glu Mobile, Hudson Soft and independent studios like Distinct Dev (Moron Test), ustwo (Dot Dot Dot), Pik Pok (Flick Kick Football) and RocketCat Games (Hook Champ).

With a strong set of partners at launch, OpenFeint’s ecosystem provides Android users the most compelling way to discover and buy high quality online games. In addition to incorporating Google Checkout and leading community features into its developer SDK, OpenFeint will extend its wildly successful Game Spotlight discovery app to Android. Interested parties can register at www.openfeint.com/developers/android for details as they emerge.

At the same time, OpenFeint continues to invest in and expand its efforts on Apple’s iOS devices and maintains the largest mobile social gaming ecosystem on that platform with over 28 million users and a presence in over 2,200 live games.

“Android is an evolving gaming platform that will greatly benefit from OpenFeint’s industry leading online gaming and community technologies,” said Niccolo de Masi, CEO of Glu Mobile. “OpenFeint is leading the charge for game developers on Android, helping simplify and improve the game discovery and purchase process for players on the platform.”

OpenFeint also announced that its expansion to Android is backed by a recent strategic investment by leading Chinese online gaming company, The9. This marks the path for a significant expansion for the company as it rolls out its cross platform strategy. As always, OpenFeint will remain open source and free for both developers and players.

“OpenFeint continues to demonstrate leadership and innovation in building community technologies which drive considerable discovery and monetization for publishers,” said Jason Loia, COO of Digital Chocolate, one of the industry’s most highly-rated publishers of mobile and social games. “We are excited about their entry into the Android ecosystem and we look forward to partnering with them to bring the best gaming experience to the Android platform.”

With over 160,000 Android powered devices shipping daily, Google’s mobile platform is growing rapidly and leading game developers recognize the tremendous opportunity to bring quality content to the platform.

“This is a big step for OpenFeint and an even bigger step for Android as it becomes a serious mobile gaming platform,” said Jonathan Goldberg, Analyst at Deutsche Bank Equity Research. “OpenFeint ushered in mobile online gaming for iOS devices and we think they’ll lead the revolution on Android.”

OpenFeint also re-affirmed its continued commitment to the Apple iOS device community where thousands of games are in development and several games are approved in the App Store daily with OpenFeint enablement.

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Friday, July 9th, 2010 news No Comments

An Evolutionary Step In iPad Gaming [Ipadapps]

Source: http://gizmodo.com/5582559/osmos-for-ipad-ambient-gaming-tailor+made-for-the-tablet

Osmos for iPad: An Evolutionary Step In iPad GamingWhen the iPad was unveiled and I started to imagine the types of games a 9″ touch screen might engender, I envisioned gorgeous, intuitive and, above all, immersive experiences. Osmos for iPad is one of the best I’ve found yet.

The game, which is adapted from a well-regarded PC version and costs $5 in the App Store, puts you in control of a tiny blue organism, a mote, which you direct around the screen, growing in size as you absorb the smaller blobs around you. Of course, all sorts of challenges, including bigger motes trying to absorb you, complicate that mission.

But what’s really special about Osmos is the experience of controlling that game play. Tapping behind your mote scoots him around the screen, predictably, but at any time you can pinch to zoom in or out, allowing you to navigate a tight passage or survey the level at a distance. Additionally, you can swipe with one finger to alter time—drag left and all the motes slow to a crawl, drag right and they shoot around like bouncy balls. Different speeds and levels of zoom have situations in which they’re uniquely useful, and these elegant controls are the perfect complement to the game’s polished visuals.

Osmos teaches you these gestures in early levels, but after that there’s little instruction. You’re given a basic goal and left to your own devices to go about achieving it. Depending on your style, the game play can be rambunctious or meditative, and often it’s both in the course of one level.

There’s not a huge variation in the game play, admittedly, and it’s so engrossing that I imagine most players will zip through the Odyssey track pretty quickly (there’s an arcade mode that lets you play levels one at a time, too). But in some ways this simplicity is the game’s biggest asset, because it allows for a remarkable cohesiveness between all of its elements, from game play and visual style down to the soundtrack and menus. It’s not only a “the whole is greater than the sum of its parts” type thing; here, the whole is so dazzlingly packaged that you don’t really think of the “parts” as parts at all.

For me, Osmos on the iPad is an experience first and a game second, and it uses the iPad to achieve game play that would be impossible—or, at least, not nearly as compelling—on any other platform. At its best, the iPad isn’t just an app machine or a gaming device but a portal into some other environment all together, and I hope that developers will follow Osmos’ lead and strive not just to adapt familiar gaming experiences to the tablet but to create new ones for it entirely. [iTunes]

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Friday, July 9th, 2010 news No Comments

Guy Wins $1,000,000 For Pitching A Perfect Game…In A Videogame

Source: http://gizmodo.com/5532088/guy-wins-1000000-for-pitching-a-perfect-gamein-a-videogame

Guy Wins src=The folks at 2K Sports offered $1 million to the first person to pitch a perfect game in Major League Baseball 2K10—a supposedly difficult task. 24 hours after the game was released, they had to write a check.

Using Braves pitcher Kenshin Kawakami as his avatar, 24-year-old Alabama resident Wade McGilberry was able to complete his million dollar game in less than 90 minutes after returning home from work.

Great news for Wade because he recorded his attempts according to 2K Sports’ rules, but not so great news for them because as “insurance companies couldn’t possibly come up with the odds of throwing a perfect game, 2K Sports didn’t take out insurance and now will pay McGilberry a lump sum of $1 million out of its own pocket.” Oops. [CNBC via Sporting NewsThanks, Ezra Tenenbaum!]

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Wednesday, May 5th, 2010 news No Comments

A Whole Lot of Games [Ipad]

Source: http://gizmodo.com/5511650/ipad-apps-by-the-numbers-a-whole-lot-of-games

iPad Apps, by the Numbers: A Whole Lot of GamesIt’s still very, very early in the world of iPad-specific apps, with less than 2,500 of them in the store compared to 150,000+ iPhone apps. But so far? It’s totally dominated by games.

App store analysts Distimo did a rundown of what you’ll find in the iPad app store, and a full third of them are games. The next closest category is “entertainment,” which clocks in at 11%, followed by “education” at 8.6%.

That seems like a whole lot of game playing and being entertained, but that proportion is even more heavy for iPhone apps, where a full 70% of apps fall into those two categories.

iPad Apps, by the Numbers: A Whole Lot of GamesBut with devs just getting the actual hardware into their hands a few days ago, we’re clearly just seeing the very beginning of the iPad apps craze. And depending on how people decide the want to use this thing, we could see even more games pop up or we could see the store balanced out with more content-based or productivity apps. But really, the smart money is on games, games, games. [Distimo via TechCrunch]

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Thursday, April 8th, 2010 news No Comments

Proof That Apple Is Invading the Game Market

Source: http://gizmodo.com/5499467/apple-invades-the-game-market

Apple Invades the Game MarketOne year and—barely—nine months. That’s what it has taken Apple to invade 19 percent of the total US portable game market, while the PSP sunk from 20% to 11%, and the Nintendo dropped 5%. And that’s only revenue.

Taking into consideration that games in the App Store are cheaper than in the PSP and Nintendo, and that 30,000 titles have been released since its July 2008 launch, I wonder if the actual unit sales figures are quite larger.

Apple Invades the Game MarketIn the general gaming category, Apple has taken over 5% of the market, while the rest of the portables have increased to 24% from 20% and the home console market has dropped to 71% from 79%. Knowing about these sharp increases—and knowing that iPhone games are still in their infancy—it’s not surprise that game developer are choosing the iPhone en masse.

Another reason for Sony, Nintendo, and Microsoft to worry about the iPad. [Flurry]

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Monday, March 22nd, 2010 Uncategorized, news No Comments

Would the iPad Take Over Casual Home Gaming?

Source: http://gizmodo.com/5497379/would-the-ipad-take-over-casual-home-gaming

Would the iPad Take Over Casual Home Gaming?Get ready, because this one may get big: 44% of all iPad applications being tested on the actual device are games. Hey Nintendo, Sony, and Microsoft, the iPhone/iPod titan is getting its tentacles all over the living room.

The iPhone/iPod monster has positioned itself as the preferred mobile gaming platform for developers and is quickly becoming one of the largest game platforms in the planet, with 75 million iPhone OS devices sold in just 2.5 years. The current king of all game platforms sold 125 million units of the much cheaper Nintendo DS in five years and two months.

Now Apple is moving the action into the living room. Would gaming be one of main purposes of the iPad? Would the iPad become the next casual home gaming juggernaut, like the Wii? The market will tell in time, but apparently developers think that the possibility is there. Their reasoning seems solid: The iPhone/iPod demonstrated that you don’t need buttons and a d-pad to offer a good gaming experience to most people (not only hardcore gamers). It’s the same road first taken by the Nintendo DS and then the Wii. Both have a big amount of incredibly successful games that don’t use buttons at all and require little involvement and time. In fact, it seems like consumers—not hardcore gamers—favor that kind of interaction, along with games that can be easily shared and enjoyed by a few people at the same time.

The iPad Sharing Factor

Like the iPhone/iPod Touch, the iPad is a continuation of this road. Unlike its handheld brothers, however, the bigger screen of the iPad is good to share the game experience with other people. I can easily picture two or three people sitting together on a sofa, playing with one iPad, passing it around in turns. I can also imagine multiple iPads in the same household, and people playing networked games in separate screens. Or people around a table, playing a board game touching the iPad and using their iPhones. Except this board game would have spectacular graphics and be fully animated. And perhaps have remote players connected too.

Given the general direction of the market and the possibilities of the platform, it’s not surprising that game developers are pushing so hard for the iPad. It’s yet to be seen if the Apple device would be a success or not, but having such a developer support is going to play a big role. The fact is that developers are betting that it will be a success in the gaming department. 44% is a huge figure, especially considering that the next category—entertainment—only grabs 14%. And especially considering that this is a completely unknown device. They don’t have too much to lose, since the games can target both the iPad and the iPhone/iPod Touch.

I don’t know about you, but I can’t wait for a fully-networked Tron light cycle game for the iPad, with each device being a bike cockpit. [Business Week]

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Sunday, March 21st, 2010 Uncategorized, news No Comments

Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps

Source: http://www.engadget.com/2010/03/17/google-issues-statement-on-nexus-one-sales-touts-android-market/

nexusoneday74salescomparison Google issues statement on Nexus One sales, touts Android Markets 30,000 apps

Numbers released by Flurry Analytics yesterday suggested that Google’s Nexus One had sold around 135,000 units in 74 days (the same amount of time it took the iPhone to hit a million) — not a staggering number by any measure. Now, we don’t really have any way to assess the accuracy of Flurry’s data, but we spoke with Google’s team about a few things, and here’s what they had to say. For starters, Google wanted to assert the idea that selling lots of a single handset isn’t the company’s primary goal, an idea which makes sense considering how many handsets are currently available with Android. In our conversation, Google actually called out the sales figures for the Droid and seemed eager to make the point that their game is more of a war of attrition fought on a variety of fronts. Read their statement — and lots more — after the break…

Continue reading Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps

Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps originally appeared on Engadget on Wed, 17 Mar 2010 13:39:00 EST. Please see our terms for use of feeds.

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Wednesday, March 17th, 2010 Uncategorized, news No Comments

"We Are Not Prepared"

Source: http://www.popsci.com/technology/article/2010-02/washington-war-games-simulate-crippling-cyber-attack-us

situation room 2009 "We Are Not Prepared"
Washington insiders recently sweated out a real-time war game where a cyberattack crippled cell phone service, Internet and even electrical grids across the U.S. The unscripted, dynamic simulation allowed former White House officials and the Bipartisan Policy Center to study the problems that might arise during a real cyberattack emergency, according to Aviation Week’s Ares Defense Blog.

The Policy Center’s vice-president reports “”The general consensus of the panel today was that we are not prepared to deal with these kinds of attacks.”

The nightmarish scenario that unfolded represented a worst-case example. As former secretary of Homeland Security Michael Chertoff noted, many cyberattacks can be stopped if individual cell phone or Internet users simply follow the best practices and use the right tools. Similarly, another participant pointed out that private Internet companies would not sit idly by as a virus ran amok.

A collapse of power across the U.S. also only took place when the simulation brought in factors such as high demand during the summer, a hurricane that had damaged power supply lines, and coordinated bombings that accompanied the cyberattack and subsequent failure of the Internet.

Still, the war game highlighted crucial issues about the government’s own reliance upon communications that might go down during a real-life scenario. One of the biggest problems was how the President ought to respond to a situation that caused damage like warfare but lacked an immediately identifiable foreign adversary. Smaller-scale cyberattacks have already complicated real-world diplomacy, such as the alleged Chinese cyberattacks on Google and other U.S. companies.

Ares Defense Blog questioned a curious missing element from the simulation, in that there was no mention of what happened to phone or Internet service in the rest of the world. Surely a nation that decided to launch cyberattacks against the U.S. would take safeguards to protect its own crucial communication services, which would possibly help U.S. officials narrow down the list of suspects.

Another question seemed more mundane but equally important — how would the government activate the National Guard with cell phone service down?

The Pentagon’s DARPA science lab recently pushed for a “Cyber Genome Program” that could trace digital fingerprints to cyberattack culprits. But identifying whether a cyber attack came from individual civilians, shadowy hacker associations or government cyber-warriors has proven tricky in the meantime.

[via Ares Defense Blog]

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Friday, February 19th, 2010 Uncategorized No Comments

iFail

Source: http://scobleizer.com/2010/01/28/a-16-year-olds-view-of-apples-ipad-ifail/

 iFail

Tonight when I picked up my son in Petaluma we started talking about the Apple iPad and he told me he thought it was a “fail.” This reaction was interesting coming from Patrick (he was first in line in Palo Alto for the iPhone and has been an Apple fan for as long as I remember.)

Anyway, I asked him if I could record our conversation, he said yes, and this is the result. It’s in two parts, because when we uploaded the first part we got a lot of reaction on Twitter so followed it up with a second part. Here’s the two audio recordings, sorry for the poor quality, we recorded that while driving.

Part I.
Part II.

His major points are:

1. That it isn’t compelling enough for a high school student who already has a Macintosh notebook and an iPhone.
2. That it is missing features that a high school student would like, like handwriting recognition to take notes, a camera to take pictures of the board in class (and girls), and the ability to print out documents for class.
3. That he hasn’t seen his textbooks on it yet, so the usecase of replacing heavy textbooks hasn’t shown up yet.
4. The gaming features, he says, aren’t compelling enough for him to give up either the Xbox or the iPhone. The iPhone wins, he says, because it fits in his pocket. The Xbox wins because of Xbox live so he can play against his friends (not to mention engaging HD quality and wide variety of titles).
5. He doesn’t like the file limitations. His friends send him videos that he can’t play in iTunes and the iPad doesn’t support Flash.
6. It isn’t game changing like the iPhone was.

Anyway, revealing conversation with a teenager who got extremely excited about the iPhone (and saved up to buy his own) the day he saw that.

What do you think?

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Tuesday, February 2nd, 2010 Uncategorized No Comments

This is what happens when 99% of the inefficiencies are cut out of a system (advertising industry)

Update: Including Q3 09 numbers

Source: http://adage.com/agencynews/article?article_id=140125

While no holding company’s results are pretty these days, Interpublic Group of Cos. last week posted particularly poor numbers, swinging to a net loss of over $35 million for the first nine months of 2009 from almost $60 million in profit during the same period in 2008. IPG’s third-quarter revenue fell 18% compared to declines of 14.4% at rival Omnicom Group, 8.7% at WPP (factoring out the effect of acquisitions and currency shifts) and 5.3% at Publicis Groupe. WPP’s reported revenue, including revenue from its big Taylor Nelson Sofres acquisition, rose 16.7%. In the same quarter, net income attributable to IPG tumbled 47.3%, more than double the drop of Omnicom (down 22.5%).

wasted ad dollars This is what happens when 99% of the inefficiencies are cut out of a system (advertising industry)

Google changed the game by changing the business model from paying for impressions to paying only when the advertiser gets the click.  This helped to cut out the 99% of waste and inefficiency which existed in the industry.


sorrell060407 This is what happens when 99% of the inefficiencies are cut out of a system (advertising industry)
WPP Profit Dropped 47% in Second Quarter More Than Half of Company’s Revenue Came From Nontraditional Advertising

NEW YORK (AdAge.com) — Using words such as “severe” and “surprise” to describe the recession’s impact on its business, WPP, the world’s largest advertising conglomerate, today said its profit was down 47% for the second quarter. And WPP Chief Executive Martin Sorrell said it will be a while before marketing executives begin to spend and take chances the way they did just a few years back.

arrow This is what happens when 99% of the inefficiencies are cut out of a system (advertising industry) FULL ARTICLE – Source: http://adage.com/article?article_id=138673

______________________________________________________________________

In a first half earnings statement released this morning, WPP Group announced that digital and direct marketing-related services now comprise 25% of its body.

WPP Group owns labels like 24/7 Real Media, Mediaedge:cia, MediaCom, Mindshare, GroupM and Outrider.

Digital and direct garnered $1.7 billion in revenues in the first half of ‘09, with a projected annual run rate of nearly $3.5 billion total. But it is digital media and advertising that appear to be dominating the segment.

Overall, first half revenues fell 2.9% to $6.4 billion in the first half on a reported basis, MediaPost reports. Like-for-like, however, total revenues slid 8.3% against the first half of 2008.

According to WPP, traditional advertising and “media investment management” have been the hardest-hit amidst the economic downturn.

“On a constant currency basis, advertising and media investment management revenues fell by 7.5%, with like-for-like revenues down 7.8%,” it stated.

Branding and identity, healthcare and specialist communications — which includes direct, internet and interactive — were least affected.

The media conglomerate committed to prioritizing the growth of digital communications, customer insights and strong geographic markets.

Related topics: Online Advertisers, Data Updates,

Sourcehttp://www.marketingcharts.com/updates/digitaldirect-marketing-now-25-of-wpp-group-10211/?utm_campaign=rssfeed&utm_source=mc&utm_medium=textlink

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Thursday, August 27th, 2009 Uncategorized 1 Comment