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Console evolution after Xbox One, PS4 won’t be hardware based

Source: Polygon,  Emily Gera on Sep 26, 2013 at 8:00a @twitgera

PlayStation

With the release of Xbox One and PlayStation 4 later this year we will begin to see a change in philosophy around the development of both hardware and software — one that will affect how Gen 5 platforms will form in the years to come, EA’s chief creative director Rich Hilleman said during today’s DICE Europe conference.

The industry is catching up with large-scale shifts in the way people play games, said Hilleman who added that the console business has suffered from requiring too much time, skill and money from its players in the past.

Gen 4 consoles will respond to this fact, he said, referencing a concept called “gaming granularity” as being one of the most influential factors in how games will be designed. This refers to the amount of time a player will spend with a game in a single sitting. According to Hilleman, this differs between all platforms.

On tablets, he says, users will spend on average a maximum of 10 minutes on a game in a single sitting, PC gamers will spend on average between 90 minutes and two hours, while console gamers will play a title for a minimum of two hours on average per sitting. Mobile games, on the other hand, work on a 90 second cycle, as do coin-op machines.

As a result it is impractical to build the same game across every platform, and with this in mind there will be far more flexibility in terms of how software will become developed and at what price, said Hilleman.

But perhaps the most significant change will be the evolution of console hardware itself. According to Hilleman, Gen 4 technology will evolve seamlessly into Gen 5, with Gen 5 software becoming available on Gen 4 hardware as it becomes available.

“The platform of the future is now hardware,” he said, “it is the network side, not the hardware side.”

“This is a profound change. We’re not changing every four years, we’re in continuous change.”

INFOGRAPHIC: How Location Data Is Collected To Power The New Generation Of Mobile Marketing Campaigns

Source: Business Insider AUG. 12, 2013, 5:15 PM

With over 770 million GPS-enabled smartphones, location data has begun to permeate the entire mobile space. The possibilities for location-based services or LBS on mobile go beyond consumer-facing apps like FourSquare and Shopkick. They’re powering advertisements and new cutting-edge local-mobile marketing, as well as many other services — from weather to travel apps.

In a recent report from BI Intelligence on location-based data, we analyze the opportunities emerging from this new local-mobile paradigm. LBS have evolved far beyond smartphones and basic proximity marketing. Throughout this report, we’ll look at the new LBS frontiers such as profile targeting and audience-building.

We specifically examine how location-enabled mobile ads have generated excitement, recommend the top local-mobile strategies for mobile marketing, look at how location-based features have boosted app engagement, and finally: we demystify some of the underlying technologies and privacy issues.

slide1-8-1A pure GPS approach and the “lat-long” tags it generates is considered the gold standard for location data, but that’s not the only method in use. There are at least four other methods, sometimes used in combination, for pinpointing location:

  • Cell tower data: When GPS signals can’t reach the device’s GPS chip, which often happens indoors, the device will often report its location by communicating with the cell tower it’s connected to and estimating its distance. It’s less accurate than pure GPS data.
  • Wi-Fi connection: It’s an accurate method but requires an active Wi-Fi hotspot. Wi-Fi locations are matched with GPS coordinates. It can pinpoint a user to a specific storefront, which is why many retailers are rolling out free public Wi-Fi to enable in-store mobile ads.
  • IP address: Location can be gauged by the IP address associated with the data connection. The accuracy of this approach varies between carriers, and is far less reliable than the above methods.
  • User-reported: When users sign up for emails or register for mobile apps and services, they often enter their addresses and zip codes. This data can be translated into GPS coordinates to build a geolocation profile of a single user or user base.
The ability to collect user location data and track it has raised some concerns over privacy. However, Android and iOS give users the ability to opt out of location tracking altogether via their settings.

As we detail in our report, there are many opportunities emerging from this new local-mobile paradigm, including location-enabled mobile ads, search, and features that boost engagement for apps.

Read more: http://www.businessinsider.com/mobile-location-based-services-and-location-data-2013-8#ixzz2fdplwyDS

Mobile Gaming’s Whales Overwhelmingly Male, Spend Big On All Types Of Video Games

Source: Forbes

Call me Ishmael. And call mobile game developers and publishers Ahab. Turns out, monetizing apps is a lot like hunting Moby Dick.

After all, in the mobile gaming business, nothing is more important than the elusive “whales.”

“We classify mobile whales as the top 5% of mobile spenders,” Jesse Divnich, of video game research firm EEDAR, tells me. “They spend in excess of $10 or more a month on mobile gaming.”

The firm recently published their 2013 Deconstructing Mobile & Tablet Gaming report, which surveyed 3,000 self-identified gamers.

They’ve put together a handy infograph to summarize the findings:

As you can see, young men are more likely to be whales than women, by a 2:1 ratio, which is one reason we see games targeting male audiences more than females.

Of course, this becomes a cyclical problem and says just as much about potential untapped markets as it does about current spending data.

Whales aren’t merely a mobile phenomenon, however.

“The PC market has been making a comeback for years,” Divnich says, “but keep in mind for Non-Payers, their PC gaming distribution is primarily on social networking sites like Facebook. Among whale mobile gamers, their PC distribution is primarily in core categories such as MMOs and First-Person Shooters.”

Divnich adds that “core mobile gamers are often core console gamers as well” suggesting the two demographics are not always as disparate as we like to think.

This is why free-to-play is on the rise on PC and console systems, and why we’re only going to see more of this trend in the next generation.

When it comes to the Xbox One and PS4, Divnich points out that these “consoles are not just competing with each other, but all forms of interactive entertainment.”

EEDAR-Deconstructing-InfoGraphic

Twitter’s One-Two Punch Now Lets All US Advertisers Target People Who Just Saw Their TV Commercials

baristabarcommentarySay Nike runs a TV commercial campaign for its new Air Jordans across several shows and networks. Twitter tracks exactly when the ads are shown and on what programs. It then looks for people tweeting about those shows by naming or mentioning the show, or using the right hashtag — people that are likely to have seen the Nike commercial. Twitter TV Ad Targeting lets advertisers target these people with Twitter Promoted Tweets ads that show up in their stream. Those could include pure text tweets reinforcing the commercial, a link they can follow to learn more or make a purchase, or even a Vine to give viewers a second dose of video marketing.

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The Vine vs Instagram Battle Illustrates The Speed of Change in Social Media

Source: Social Fresh, Kevin Vine on Jun 29, 2013

I thought I’d share with you all some interesting observations I’ve made over the last couple of days in regards to Instagram Video & Vine.

Vine and the introduction of Instagram Video provide a fascinating case study which underscores how incredibly quickly things can shift in the realm of emerging platforms.

A mere three weeks ago, Marketing Land’s Matt McGee posted an article about how Vine passed Instagram in total Twitter shares.

vine wins

Yes, on June 4-5, there were more Vines posted on Twitter than Instagram IMAGES.

Fast forward less than three weeks to June 27 and we learn that after Instagram Video launches,Vine sharing tanks on Twitter.

instagram wins

And then yesterday on Mashable, we learn from Simply Measured data that twice as many Top 100 brands are using Instagram Video vs Vine.

brands on vine instagram

This, of course, is just one week in.

How can this be?

Is it possible that we’re seeing an artificial spike in the use of Instagram Video vs Vine among the Top 100 Brands due to the fact that these same brands tend to be early adopters and were quick to hop on the bandwagon of a new platform?

Or is this a glimpse of things to come?

In an interesting twist, just this morning, Marketing Land once again chime’s in with a chart created by Topsy that shows new data. It turns out the original chart that showed Vine beating Instagram in Twitter shares was mainly taking into account influencers. And that Instagram has been winning in Twitter shares all along.

vine instagram real picture

Where this all ends up of course has yet to be seen.

Clearly the fact that the introduction of Instagram Video didn’t require brands to have to recruit followers from the ground up (as was the case with Vine when it launched), gives it a quick early-on advantage.

Plus, without a doubt, the notion of having a full 15 seconds vs 6 to convey a message will certainly have a bearing in what types of content are used in each platform.

Nonetheless, I just found it fascinating how quickly things change in the world of social media and ever-emerging platforms and channels, and how it forces brands to constantly be on their toes.

Vine, Twitter’s New Video Tool, Hits 13 Million Users

Source: NYTimes, JENNA WORTHAM Bits, JUNE 3, 2013

03bits-android-vine-hpMedium-v4At the start of this year, Twitterintroduced the mobile video app Vine, which let people shoot and share bite-size, six-second looping video clips. The service captivated users, who began making and uploading quirky short filmscomedy bits and stop-motion animation,among other things.

On Monday, Twitter announced in a blog post that in four months, Vine had attracted 13 million people to sign up for the service. Twitter did not say how many of them were active users, but the third-party service Topsy has estimated that, on average, Vine users post 12 million videos on Twitter every day. Part of the appeal of Vine lies in its simplicity, particularly the interface of the tool, which lets people shoot and edit clips by tapping the screen and quickly uploading them to the app and to the Web. One of Vine’s creators, Dom Hofmann, said in a previous interview that the success of Vine was tied to its easy-to-use design. He said that although it took people longer to initially figure out how to use Vine, once they started shooting and sharing videos, their interest did not diminish.

“The time between the first and second post is much longer than the fifth and sixth. It get steady after that. It clicks,” he said. “People are getting creative, and the audience is growing.”

Vine seems to fit into the wave of simpler, more creative and expressive social media platforms that have been drawing attention as Facebook’s appeal fades somewhat. Services like Tumblr, Instagram, Snapchat are also part of that wave.

Still, Instagram, the popular photo-sharing service acquired by Facebook that lets people add filters to their camera phone photos and share them with friends, took nearly a year to reach 10 million users.

Twitter also said Monday that it was releasing a version of its video-editing tool for Android. Previously, it was only available for iOS devices.

 

Top 25 Companies by Game Revenues

http://www.newzoo.com/free/rankings/top-25-companies-by-game-revenues/

The data is based on analysis of annual and quarterly financial reports of the universe of relevant publicly listed companies. Revenues (GAAP) are restated to reflect Calendar Years, therefore do not necessarily match reported Fiscal Year results of individual companies.

Revenues exclude hardware sales and other non-game sales where possible. The analysis is subject to various other key assumptions, incl. forecasts and exchange rates. The financial analysis and corporate finance advisory services of Newzoo are headed by co-founder Thijs Hagoort, who has been active in investment banking industry for over 15 years, initially for UBS in London and Frankfurt and later with an independent advisory boutique.

Revenue growth includes the effect of acquisitions and currency movements, which sometimes have a material impact on growth rates. The data is based on proprietary analysis and provided for information purposes only. The data may be updated and/or revised without notice, based on new information becoming available or new insights gained from our ongoing market research activities. We explicitly do not make any representations as to the accuracy of the data or forecasts. The overviews show the performance for 2011, 2012 and will be updated quarterly in 2013.
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# (CY, $m) Q1 Q2 Q3 Q4 2012 YoY Growth
1 Activision Blizzard 1.172 1.075 841 1.768 4.856 2%
2 Sony 1.131 763 958 1.737 4.589 -20%
3 Microsoft 809 890 973 1.885 4.557 -1%
4 EA 1.368 955 711 922 3.956 2%
5 Tencent 851 890 927 958 3.627 44%
6 Nintendo 498 491 613 1.172 2.775 -27%
7 DeNA 312 476 506 547 1.841 7%
8 GREE 495 421 400 419 1.735 36%
9 Ubisoft 212 173 196 1.059 1.639 18%
10 Apple 366 350 390 472 1.578 34%
11 Konami 473 264 345 322 1.404 -20%
12 Zynga 321 332 317 311 1.281 12%
13 Nexon 351 264 281 357 1.254 10%
14 NetEase 289 316 325 317 1.248 22%
15 TakeTwo Interactive 148 226 273 416 1.063 24%
16 Namco Bandai 341 159 204 316 1.021 -5%
17 Disney 179 196 191 291 857 -6%
18 Facebook 186 192 176 256 810 45%
19 Square Enix 131 224 131 312 799 -9%
20 Capcom 205 159 245 170 780 12%
21 Shanda 221 188 170 172 751 -9%
22 Sega 201 136 180 224 742 -13%
23 NCSoft 133 138 171 266 708 35%
24 Neowiz 185 158 156 135 634 10%
25 THQ 184 134 107 200 625 -19%

Read more at http://www.newzoo.com/free/rankings/top-25-companies-by-game-revenues/#DqzyvLeiC4eVCtAM.99