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February 13th, 2013, 00:28 Posted By: wraggster
Sony's self-proclaimed "crazy" person, Chris Mahoney, on how to bridge the gap between console and mobile games
[h=3]Sony Computer Entertainment America[/h]us.playstation.com
On the eve of Sony's big announcement on February 20, widely expected to be the unveiling of the next PlayStation, a recent presentation provided some insight into Sony's thinking about the future of gaming. Chris Mahoney, director of emerging platforms for Sony Computer Entertainment America, spoke to an audience at the Appsworld conference in San Francisco last week about taking console gaming to mobile platforms.
"I'm considered one of the crazy people at PlayStation," Mahoney said. "It's my job to go out there and figure out what new area of business do we want to be in, and understand what it is the consumers want from those areas of business. I create what I call 'rebel alliances' within Sony, with people who can see the future of these new businesses."
Sony has made an important step in the direction of mobile gaming with its PlayStation Mobile program. "PlayStation Mobile is a new initiative we launched last year to bring the world of PlayStation to all PlayStation-certified devices, which includes the PS Vita, and includes Android devices like Sony Xperia tablets and phones, Wikipad, Asus, Sharp, and a bunch of different devices," Mahoney said.
The vast library of old PlayStation games brings classic console gaming straight to Android devices, but Mahoney is looking at the broader future of mobile gaming. "How do you bridge the gap between console and mobile gaming?" asks Mahoney. Sony has been considering this question for some time, he said.
"If I told you a couple of years ago that I was going to give you a screen and you were going to swipe your finger across it and you'd consider that fun, you'd have thought I was nuts"
Chris Mahoney
Revenue from mobile games is growing rapidly, and Mahoney wants to know what's driving that. "There are some obvious factors that we all know about," he pointed out. "One is that it's driven by new devices and platforms. The cost of distribution comes down, and we're able to try new business models that are further enhancing how fast this new market is growing."
Mahoney noted that new game types are also a factor. "If I told you a couple of years ago that I was going to give you a screen and you were going to swipe your finger across it and you'd consider that fun, you'd have thought I was nuts. But then games like Angry Birds come out and show you this is a lot of fun."
Beyond all of those reasons, though, Mahoney said the appeal of mobile games is "We all have these little moments of downtime, like when you're at an airport or waiting at the DMV." It's gaming as a snack, a comparison that others have made as well. "When you look at mobile gaming today, it feels a lot like eating a Twinkie. A Twinkie is something where you have a craving, and you eat it, and it gives you a little sugar rush, and you feel great, but immediately afterwards you feel like that wasn't a meal," Mahoney said. "Consumers are starting to tell us some of that."
In a nationwide survey Sony conducted of all kinds of mobile gamers, 89 per cent said mobile games are fun to play; 78 per cent said they are relaxing, and 76 per cent said they are replayable. But consumers are dissatisfied with mobile games, too; 36 percent said they are low quality, 49 per cent said they are bad graphically or narratively, and 76 per cent said they are mostly a waste of time.
"Consumers are saying they want to invest their time, not waste it," Mahoney said. "And this is where I think console companies come in. We have a rich heritage of actually providing meaningful game experiences. We've built a legacy of great graphics; we have really solid narrative."
Mahoney feels there's room for a variety of games. "Lots of people tell you mobile's going to kill consoles, but I don't really see it that way," Mahoney said. "What we see is it's just a new iteration on consoles; we think consumers will demand content from both ends of the spectrum. There will be really important experiences in mobile, and there will continue to be really important experiences in consoles. It's like how independent film-making didn't kill the Hollywood blockbuster."
"Consumers are saying they want to invest their time, not waste it. And this is where I think console companies come in"
Chris Mahoney
That's not to say that console games can just move right over to mobile platforms. "There is a real problem with putting console games on mobile phones; it's the device," Mahoney said. "Tablets are a little bit better, but all mobile devices have three main drawbacks: The screen size, the battery life, and where you play them. It can be sunny, too rainy, windy or noisy; it's hard to get into a console type game in that type of environment."
Sony wanted to know how to bring the level of mobile gaming up, so they surveyed people. "We asked people if they wanted God of War on a mobile phone, and they said 'Not really.'" said Mahoney. "Why not? They said they were really terrified that an amazing experience like that would kill their battery. They were also concerned that it was going to be really immersive and take lots of time. We heard this from a ton of people nationwide; they were worried about missing calls. It makes sense, because when we delved into why, people said 'My phone is a communications device, first and foremost.' Gaming is a secondary use case, and it can't cannibalize the communication capability."
"What people were saying is not that we have to fit these games into the device, but fit these games into how people use it," Mahoney explained. "People are using games during these little bursts of time. So we thought, what is a console game? A console game is ten 30-60-minute levels. Mobile games are like hundreds of levels that are three to six minutes, sometimes even less. What if we take the higher quality graphics, and the narratives that everyone is asking for, and we put it on a mobile phone and fit it into these little bursts of time. We took that back to consumers, and they said 'Yes, that's it exactly, that's what we want.'"
It wasn't that simple, though. "To deliver that level of game experience, to that many people, in a way where there's great quality but also enough quantity to keep them engaged, that's going to take a lot of work," Mahoney said. "We knew we couldn't do it ourselves. So we did what people would consider an atypical thing for a console company: We opened the platform. That was around the time we launched the PlayStation Mobile Developer program. You pay $99 a year, you have unlimited publishes on the platform, one global contract, and unified developer resources online. This is really revolutionary for console companies."
"A console game is ten 30-60-minute levels. Mobile games are like hundreds of levels that are three to six minutes, sometimes even less"
Chris Mahoney
The final piece of the puzzle was to give developers a good reason to put games on the platform. "There are plenty of open platforms, so we knew we needed something more," Mahoney said. "We have a big audience of gamers. We want to take the best games and elevate them. We want you to come in and feel that you're finding something that's relevant to you and high quality."
It's still early days for the PlayStation Mobile platform, and as mobile hardware power improves there will be more devices capable of providing higher-quality output. It's too soon to tell if this initiative will really have a big impact on mobile gaming. The interesting question is whether some of this can work in the opposite direction; can the flexible business models and ease of development make their way to consoles?
Sony does intend to bring some of that thinking back to the console business, from what Mahoney said. The technical aspects of Sony's soon-to-be-announced new console will be important, no doubt; exceptional graphics and other capabilities will intrigue developers and gamers alike. The competition for console games, though, isn't just about tech specs. Developers have been attracted to online and mobile platforms because of the ease of publishing, the fact that there's little or no bureaucracy to navigate for online or mobile games can be a deciding factor in platform development decisions. Innovations in the way Sony does business with developers may have as much of an impact on the success of a new console as any technical feature.
http://www.gamesindustry.biz/article...-gaming-mobile
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February 13th, 2013, 00:28 Posted By: wraggster
Julie Uhrman on the one big exception to company's hands-off approach to devs, says engagement will dictate curation
Ouya's pitch to developers centers on the console as an open platform, allowing them to release their games to a television-bound audience however they see fit, without restriction on the types of games they make or how they monetize their efforts. There is one notable exception to that, as Ouya mandates that all games on its eponymous platform support a free-to-try option.
Speaking with GamesIndustry International at the DICE Summit in Las Vegas last week, Ouya CEO Julie Uhrman explained the limitation. Uhrman said the idea was attractive to consumers, as it puts the onus on developers to make an engaging experience that convinces players to invest their time and money with the title. However, she also expects it to handle some of the curation duties that come with running an online storefront. "It cleans up the app store," Uhrman said. "It removes the confusion between a paid app store and a free app store. We also think it cuts down on the copycat games, where you have games that look like each other and one is paid but the other is free and you don't know what to do. So we thought the easiest way to remove that and create a great experience for gamers and developers that was rewarding in their own right was to adopt this free-to-try model."
Beyond that, Ouya will handle some basic gatekeeping, making sure people aren't infringing on others' IP or releasing games with malware and pornography. However, the company won't be screening games out for quality.
"That's really up to the gamers and how often they play the game," Uhrman said. "What's really important to us in games on Ouya is engagement, and that's what's going to dictate to us what a great game is and what's going to lead our curation and merchandising plan."
Another part of Ouya's plan calls for periodic refreshes of the hardware. Uhrman said the company hopes to release new versions of the console every year that will take advantage of better and cheaper hardware. She also said each iteration of the hardware will be backward compatible. However, Ouya's open approach to hardware and reliance on standard components means the company has fewer protections against a better funded competitor muscling into the market and trying to offer essentially the same experience to consumers.
"From a hardware perspective, there's nothing defendable," Uhrman said. "We didn't build a custom chip, we took off the shelf components and just combined them in a different way. What's unique about Ouya is the business model, the fact that every single game is free to try, that it's open for every single creator, the fact that we're bringing games back to the television. But most importantly, we will win if we're able to develop a great relationship with developers and gamers where the best, newest, and most creative games are on Ouya."
At the DICE Summit, Uhrman announced two games she hoped would serve as examples of that. During her talk, she confirmed that Ouya will be the first television-based platform to play host to Double Fine Productions' Kickstarted adventure game REDS, and that Words With Friends co-creator Paul Bettner is bringing his upstart studio's first game to the console as well.
http://www.gamesindustry.biz/article...ctate-curation
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February 13th, 2013, 00:19 Posted By: wraggster
After disasters (or to minimize expensive data use generally, and take advantage of available Wi-Fi), bypassing the cell network is useful. But it's not something that handset makers bake into their phones. colinneagle writes with information on a project that tries to sidestep a dependence on the cellular carriers, if there is Wi-Fi near enough for at least some users:"The Smart Phone Ad-Hoc Networks (SPAN) project reconfigures the onboard Wi-Fi chip of a smartphone to act as a Wi-Fi router with other nearby similarly configured smartphones, creating an ad-hoc mesh network. These smartphones can then communicate with one another without an operational carrier network. SPAN intercepts all communications at the Global Handset Proxy so applications such as VoIP, Twitter, email etc., work normally."
http://tech.slashdot.org/story/13/02...rrier-networks
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February 13th, 2013, 00:12 Posted By: wraggster
New report indicates that mobile traffic could grow 20 per cent if BlackBerry users switched to Apple or Android.
A new report from Actix into the effects of people, places and devices on mobile networks across the globe has found that BlackBerry users get consume 50 per cent more data than Android users and 30 per cent less than those on Android.
Aimed at emphasising the importance of accurate customer handset and location data for targeting network investments and improving customer experience, the report showed that the average smartphone user’s device is around 18 months old, with newer phones generating more data.
Apple subscribers were found to harbour the most ravenous appetite for data, getting through more data – and more data per session – than Android, while BlackBerry devices consumed less data than both of its rivals.
Neil Coleman, director of marketing at Actix. said: “If existing Blackberry customers switched to Apple or Android, mobile traffic would increase by 20 per cent. As early adopters move to the latest devices they put extra strain on the network and with more people switching from BlackBerry this will only continue."
Elsewhere, the report revealed that just one in five of locations are responsible for 80 per cent of network traffic, and a mere five per cent are responsible for over 50 per cent of traffic, with such high traffic areas typically less than 30-100m2 in size. Furthermore, 15 per cent of locations are responsible for 85 per cent of all customer experience problems.
Across an entire network, outdoor usage remains high, yet indoor usage of both voice and data is on the rise and, in many congested areas, dominates.
"Data rates drop off by as much as 50 per cent when users go indoors," said Coleman. "The area also affects the demand placed on the network, for example social media usage is highest in tourist areas, where data connections are busiest between 20:00 and 21:00. Many locations are busy a lot of the time, but areas with the highest levels of demand peak only for two short periods each day, such as transport hubs and central business districts. There's no blanket solution to this for operators."
http://www.mobile-ent.biz/news/read/...-owners/020567
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February 13th, 2013, 00:11 Posted By: wraggster
Internet search giant Google is set to pay Apple up to $1billion dollars in order to remain the default search engine in iOS devices, says Morgan Stanley.
Scott Devit, analyst at Morgan Stanley said in a new reportthe payment will ensure Google remains the default search provider on Apple's iOS devices, including the iPhone and iPad, throughout 2014.
It wouldn't be the first time Google paid a firm in order to be its default search provider, having notably made a similar agreement with Mozilla and its web browser Firefox.
Within the report, Devitt calculates that Apple will receive 31 per cent of Google's traffic acquisition costs in 2014, as the firm spends a total of $3.5bn to make its search engine the default in third party software.
Mozilla's payment of $400m pales in comparison to the $1 billion received by Apple, but the sheer popularity of Apple devices warrants a high price tag.
With the payment, Google not only limits the opportunities for rival firms within the default search provider race, but is also able to obtain valuable data from users when they access Google's search engine.
http://www.pcr-online.biz/news/read/...-search/030242
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February 12th, 2013, 13:23 Posted By: wraggster
Over the air update coming to Galaxy Nexus, Nexus 7 and Nexus 10.
The Internet is teeming with reports this morning (February 12th) that an over the air Android 4.2.2 Jelly Bean update is now available to Samsung Galaxy Nexus, Nexus 7 and Nexus 10 devices.
While Google has yet to officially announce any such update, several users have taken to social media platforms such as Twitter and Reddit to spread the word of the new build.
The over the air update is thought to be aimed at fixing a bug related to Bluetooth audio streaming and provide optimised stability. However, with Android 5.0 Key Lime Pie expected to arrive in May, the new update is thought to offer very little in the way of new features.
Last week it was announced that Sony would be rolling out Google’s Android 4.1 Jelly Bean update for its Xperia range of smartphones. Sony stated: "As soon as the Jelly Bean software is available for your device, you'll receive a notification in your phone," Sony states. "In most cases you'll have the option to download and update over-the-air, but in some instances the software package may only be accessible via PC Companion or Bridge for Mac."
http://www.mobile-ent.biz/news/read/...devices/020558
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February 12th, 2013, 13:19 Posted By: wraggster
Less than two weeks after being announced as BlackBerry’s global creative director, pop star Alicia Keys apparently tweeted from an iPhone, d’oh.
It’s ok though, because the ‘Girl On Fire’ singer has fallen back on that good ol’ excuse of being hacked.
Fortunately for her, the ‘hackers’ were incredibly uninventive. The original tweet read ‘Started from the bottom now were here!’. Supposedly this was a reference to a new album by Drake. It was quickly deleted and followed by ‘What the h*ll?!!!! Looks like I've been hacked... I like @Drake but that wasn't my tweet :-(‘.
Now if I could hack into Alicia Keys' twitter account, I’d probably just post a stupid meme…
http://www.pcr-online.biz/news/read/...hackers/030237
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February 11th, 2013, 23:19 Posted By: wraggster
via http://www.aep-emu.de/
Marat Fayzullin has updated his (commercial) NES emulator iNES-Android
I have optimized the File Selector to better handle large directories with many files. Those who experienced long load times and crashes on such directories will be happy now. Also further relaxed the license check, totally excluding the possibility of checking the license on each run.
Optimized File Selector to show large directories faster and without crashing.
Now showing more file information when there is no screenshot.
Fixed alphabetical index in the File Selector.
Fixed licensing check problem where app tried checking license on every run.
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February 11th, 2013, 22:28 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo GameBoy Advance emulator for Android has been updated. Changes:
- DBZ: Legacy of Goku now runs.
- DBZ: Legacy of Goku I/II combo runs.
- DBZ: Buu's Fury / DB Transformation combo runs.
- Fixed accidentally broken Wai Wai Racing.
- Fixed Legend of Zelda: The Minish Cap crashes.
- Fixed half-word and word reads from unaligned addresses.
- Made BIOS decompression routines verify src/dst addresses. DemiKids Light works again.
- Enabled BIOS code display in the debugger.
- Added Megaman and Bass to the Cheatopedia.
News source: https://play.google.com
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February 11th, 2013, 22:19 Posted By: wraggster
Seleuco has released a new version of the Arcade Emulator for IOS
Added iPhone 5 support. Universal armv7+armv7s binary. Code refactoring for iOS 6. Added game filtering (manufacturer, driver source, year, category, keyword, clones). Added favorites. Added option to delete games in rom manager. Added iTunes file sharing to upload roms. Added auto selection for 1-6 buttons & 2-8 ways stick. Added iMpulse controller support (+ TwiMpulse). Added low latency audio option. Improved rom manager. A lot of bug fixes.
Download here --> http://code.google.com/p/imame4all/d...-1.deb&can=2&q=
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February 11th, 2013, 21:45 Posted By: wraggster
Well, iOS 6.1 is still pretty young, but 6.1.1 is already hitting the airwaves. At least for some iPhone 4S owners that is. We've been able to confirm availability of the upgrade on multiple 4S handsets, but have not seen it yet on an iPod touch or any other iPhone model. The notification screen does specifically call out the update as fixing issues relating to "cellular performance and reliability" on the iPhone 4S, so it's quite likely the update will be for that device only. While better signal reliability would be a welcome upgrade, the bug we've heard the most complaints about is the seriously diminished battery life under 6.1. Unfortunately the pseudo-changelog that appears alongside the update make no mention of improved longevity. Other tweaks rumored to be landing with this version, including better Maps support in Japan, appear to have been pushed back to a later release like 6.2.
http://www.engadget.com/2013/02/11/i...ting-4s-first/
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February 11th, 2013, 21:42 Posted By: wraggster
Instead of booking an MC for your next karaoke party, take a look at [Paulo]‘s build that turns any iPhone into a karaoke machine.
There are thousands of YouTube videos out there of songs with lyrics – a much more advanced version of the mainstay of any karaoke get together, suitcase full of CDs and a video monitor. The only problem in turning these YouTube videos into a karaoke party is putting a drunken slob into the mix. [Paulo] recently solved this problem with a karaoke mixer that adds a microphone input to any analog audio feed.
But this is only halfway to a karaoke machine. To finish the build, [Paulo] created an amplifier (with a fabulous Manhattan-style PCB) for an iPhone’s audio output. The video output can be sent directly to a monitor, allowing for the full karaoke experience.
Since [Paulo]‘s karaoke mixer uses an XLR jack for the mic, it’s still possible to make karaoke worse by adding vocal and other miscellaneous effects.
http://hackaday.com/2013/02/11/turni...raoke-machine/
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February 11th, 2013, 21:00 Posted By: wraggster
The WSJ reports that Apple is "experimenting with designs for a watch-like device that would perform some functions of a smartphone, according to people briefed on the effort." An excerpt:The company has discussed such a device with its major manufacturing partner Hon Hai Precision Industry Co., one of these people said, as part of explorations of potentially large product categories beyond the smartphone and tablet. Apple's efforts come as companies have introduced various kinds of wearable gadgets, mainly designed to measure physical activity. More sophisticated devices face big technical challenges, but also are attracting investments from large technology companies. Foxconn, as Hon Hai is also known, has been working on a spate of technologies that could be used in wearable devices, one of these people said. In particular, the Taiwan-based company has been working to address the challenges of making displays more power-efficient and working with chip manufacturers to strip down their products."
http://apple.slashdot.org/story/13/0...ch-like-device
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February 11th, 2013, 20:55 Posted By: wraggster
Per-user monetisation rates set to grow rapidly on Android, says Gree's Anil Dharni
The top mobile games are earning four times more revenue than they were generating just a year ago, claims Gree’s SVP of studio operations.
Speaking to TechCrunch, Anil Dharni said that iPad had been a major factor in the rise in revenues, and also suggested that Android would continue to grow more rapidly and would see an improvement in per-user monetisation rates more similar to iOS.
“It’s four times and beyond in terms of revenue [compared to a year ago],” said Dharni.
Developers such as Clash of Clans and Hay Day developer Supercell are now raking in up to $1 million a day, while Mojang's Minecraft: Pocket Edition has been downloaded more than seven million times on iOS and Android.
Other companies such as King.com and Wooga have also seen their revenues rise since breaking onto the mobile scene.
http://www.develop-online.net/news/4...han-a-year-ago
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February 11th, 2013, 20:55 Posted By: wraggster
Manufacturer to focus prepay sales on BlackBerry 7 and 7.1 handsets.
BlackBerry managing director for Europe Stephen Bates has revealed that the manufacturer will not be bringing any BlackBerry 10 prepay devices to market until 2014, Mobile Today has reported.
Speaking to Mobile, Bates said that BlackBerry would be focussing prepay sales on its BlackBerry 7 and 7.1 devices. “With BB10 we are trying to establish a new platform. We are intending to expand the portfolio towards the mid-tier in 2013 and entry-level phones will come next year.”
BlackBerry’s decision to release its touch-screen Z10 smartphone first was deemed a risky move by some, with many retailers and operators showing a preference for the Q10, which features the manufacturer’s trademark physical keyboard.
However, despite initial orders reflecting an air of caution, Jefferies analyst Peter Jefferies commented following launch: “We believe Carphone Warehouse is seeing widespread sell-outs, while O2, Vodafone, Orange and EE are seeing robust demand.”
Bates explained that the decision to release the Z10 first was in order to emphasise the innovative nature of the new operating system. He commented: “With the touch-screen handset, it was a case that that device was the best way to articulate the cinematic experience across the screen, the power of the applications, the power of browsing and showing off the innovation.”
http://www.mobile-ent.biz/news/read/...il-2014/020544
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