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March 16th, 2014, 20:54 Posted By: wraggster
Samsung's upcoming Windows 8.1 smartphone for Verizon, the ATIV SE, passed through the FCC last month, and now we're getting a look at the actual device. The leaked press photos above show a phone that strongly resembles the Windows Phone-powered ATIV S, with a physical home button. The alleged ATIV SE appears to share design elements with Samsung's Galaxy handsets as well, from the rounded edges to the textured finishes on the back and front. It's still unclear when the ATIV SE will launch on Verizon, but we know it'll arrive some time this year following the debut of the Windows Phone 8.1 operating system. Expect a 5-inch, 1080p display and LTE capability when the SE hits store shelves.
http://www.engadget.com/2014/03/16/l...msung-ativ-se/
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March 16th, 2014, 18:24 Posted By: wraggster
Wikipad 7, the Android gaming tablet with attachable controller, now costs $200 in the US, down from its $250 launch price. So far, Best Buy offers the updated price, and other retailers are expected to follow suit soon, along with stores in other regions around the world.
Wikipad 7 includes the Android Jelly Bean OS, 16GB memory with a slot to add 32GB more, and more than 250 games in the store (no, Wikipedia is not one of them). See a list of controller-supported games here.
Wikipad launched in the US in June 2013, after a delay from October 2012. In February 2013, the Wikipad team dropped plans for a $500, 10-inch tablet to make the cheaper, 7-inch model on the market now.
http://www.bestbuy.com/site/wikipad-...3#tab=overview
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March 16th, 2014, 18:18 Posted By: wraggster
The moddable, Android-based Ouya hasn't won over all developers with strong sales from its userbase, but the open-source console still gets the occasionalexclusive release. According to Ouya's announced plans for GDC, that trend is going to continue. Six titles planned to launch exclusively on the Ouya will be present at the show, with Whispering Willows and Neverending Nightmaresjoining the selection in console-exclusive releases. This pair of games will also reach PC, Mac and Linux.
Among Ouya's GDC lineup is Glitchnap's LAZA KNITEZ!!, the multiplayer jousting competition in space that's shown in the above trailer. Toto Temple Deluxe also pits up to four players against each other, demanding an answer to the question: "Who can hold this goat the longest?" Players propel themselves into each other to knock the goat loose before sprinting away with it to boost their own score.
Reagan Gorbachev might be the oddest of the bunch, though - in the game's universe, ninjas attack a summit between the US and Russia during the Cold War, instigating an unlikely partnership between President Reagan and Soviet Union President Mikhail Gorbachev. Reagan Gorbachev's recent trailerresembles the top-down action of Hotline Miami, albeit with a bit less neon and blood geysers.
If any of the involved games interest you but you're without an Ouya, keep in mind that you'll soon be able to find Ouya games elsewhere, starting with Mad Cat's MOJO microconsole in the spring.
http://www.joystiq.com/2014/03/15/ou...s-at-gdc-2014/
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March 15th, 2014, 00:36 Posted By: wraggster
Masatoshi Son, SoftBank CEO, remembers the early days when he tried to cut a deal with Steve Jobs in order to be the first to offer the not-even-named-iPhone-yet- 'new phone' from Apple, back in 2005. At the time, Son didn't even own a mobile carrier. He then purchased Vodafone, and was indeed the first to sell the iPhone in 2008 (then Au-Kddi in 2011, and DoCoMo in 2013). Today, 75% of smartphones sold in Japan are iPhones."
http://apple.slashdot.org/story/14/0...one-into-japan
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March 15th, 2014, 00:34 Posted By: wraggster
A revamped early random number generator in iOS 7 is weaker than its vulnerable predecessor and generates predictable outcomes. A researcher today at CanSecWest said an attacker could brute force the Early Random PRNG used by Apple in its mobile operating system to bypass a number of kernel exploit mitigations native to iOS. 'The Early Random PRNG in iOS 7 is surprisingly weak,' said Tarjei Mandt senior security researcher at Azimuth Security. 'The one in iOS 6 is better because this one is deterministic and trivial to brute force.' The Early Random PRNG is important to securing the mitigations used by the iOS kernel. 'All the mitigations deployed by the iOS kernel essentially depend on the robustness of the Early Random PRNG,' Mandt said. 'It must provide sufficient entropy and non-predictable output.'
http://it.slashdot.org/story/14/03/1...it-mitigations
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March 15th, 2014, 00:34 Posted By: wraggster
"The laptop has undergone many changes over the past decade. At various times, netbooks, ultrabooks, and Chromebooks have been en vogue. Over the past several months, we've seen signs of the next step in the laptop's evolution: Android/Windows dual-boot laptops. Several companies have built these machines already, including Asus and its upcoming Transformer Book Duet TD300. However, neither Google nor Microsoft seem to want such an unholy marriage of operating systems, and they've both pressured Asus to kill off the dual-boot product lines. Asus has now complied. 'Google has little incentive to approve dual-OS models, since that could help Microsoft move into mobile devices where Android is dominant. ... Microsoft has its own reasons for not wanting to share space on computers with Google, particularly on business-oriented desktop and laptop PCs that could give the Internet giant an entry point into a Microsoft stronghold. Computer makers that make dual-OS machines risk jeopardizing a flow of marketing funds from Microsoft that are an important economic force in the low-margin PC business.'"
http://tech.slashdot.org/story/14/03...android-device
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March 15th, 2014, 00:29 Posted By: wraggster
Details and images of the Samsung S Band have been leaked.
Originally announced alongside the Samsung Galaxy S4, the health tracking band is similar in function to a FitBit or Jawbone Up device.
SamMobile revealed a series of supposedly leaked slides showing the wearable tech and highlighting some of its features.
Worn on a wrist like a watch, the S Band has no display and is available in a selection of colours. Like a FitBit, the electronic hub of the device can be detached and swapped into a different strap, or clipped onto a belt.
The slides describe some of the S Band’s features, including the ability to track steps taken, distance travelled, calories burned and sleep quality.
No prices or release date details were revealed.
http://www.pcr-online.biz/news/read/...-leaked/033536
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March 15th, 2014, 00:26 Posted By: wraggster
Samsung has unveiled a new case for its Galaxy Core Advance smartphone that aims to improve accessibility for people with sight difficulties.
The Ultrasonic Cover sends vibration or Text-to-Speech alerts whenever an object comes within two meters of the front of the case.
The idea is that visually impaired users can hold their phone in front of themselves and navigate around rooms.
As well as the cover, Samsung unveiled a stand that works with the galaxy Core Advance to allow for automatic reading of written material, along with an NFC-based Voice Label, which allows users to easily record notes.
Samsung said it developed the tools after conducting in-depth interviews with disabled and visually impaired people.
http://www.pcr-online.biz/news/read/...nd-them/033539
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March 15th, 2014, 00:21 Posted By: wraggster
The giant, stompy robots and diminutive, squishy pilots of Titanfall may find a new battlefield on Apple's OS X.
Vince Zampella, CEO and co-founder of Titanfall developer Respawn Entertainment, was asked point-blank if the hit shooter would appear on Macs. "We are talking to Aspyr," Zampella tweeted, adding, "they should do it." Aspyr is a company that specializes in porting PC games to the Mac. Its most recent efforts include BioShock Infinite and Borderlands 2.
Mac gamers should be pleased by this news, but shouldn't get their hopes up just yet. Zampella's tweet is far from a confirmation that the game is coming to Mac, and even if things pan out that way, it will take a while for Aspyr to bringTitanfall to Apple's hardware. Aspyr's Borderlands 2 port appeared four months after its PC incarnation, while BioShock Infinite lagged behind its counterpart by half a year.
http://www.joystiq.com/2014/03/13/re...anfall-on-mac/
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March 15th, 2014, 00:16 Posted By: wraggster
Sega announced Crazy Taxi: City Rush this morning, a new free-to-play entry that's being developed exclusively for mobiles. Kenji Kanno, the man who created the original 1999 arcade game, is back as an exec producer on the series' first new entry in seven years.
The dev behind the steering wheel is Hardlight Studios, the mobile specialist team that recently delivered Sonic Dash. Hardlight is going with one-touch controls like swiping to switch between lanes, but the aim of City Rush remains the same: grab some unsuspecting passenger and deliver them to their destination as quickly and recklessly as possible.
Looking at the nitty-gritty features, in City Rush you can cab Facebook friends around the city, and there's support for both portrait and landscape play. Most important of all, you select your own music to drive to; we've already got the four Offspring and Bad Religion songs we need lined up and ready to cycle endlessly.
Also, Sega is marking today's announcement by making the original Crazy Taxifree on iOS and Android for a limited time. Meanwhile, City Rush is due to screech onto our sidewalks later this year.
http://www.joystiq.com/2014/03/14/cr...ree-to-hey-he/
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March 15th, 2014, 00:10 Posted By: wraggster
Card Hunter, the RPG and collectible card game hybrid that launched last year, was one of the first "real" games we've seen for browsers, but even at the time it was obvious it would be best as a mobile experience. We weren't alone in that thinking: Newly-founded DropForge Games will be handling mobile porting duties.
"The number one request from the Card Hunter community has been 'when will this be on my tablet?'" said developer Blue Manchu CEO Jon Chey. "The game's design screams out for a tablet experience."
The mobile version announcement this morning didn't put its cards on the table about platforms or a release window. We followed up with DropForge VP Joe McDonagh who told us, "No release date confirmed. We're working on the plan right now but at a minimum we're going to release some new adventures for it. We're also going change the UI to optimize for tablet."
http://www.joystiq.com/2014/03/14/ca...ing-to-mobile/
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March 15th, 2014, 00:09 Posted By: wraggster
Though it's not likely that we'll see a Hideo Kojima game on mobile devices in the near future, it is a possibility that the Metal Gear Solid creator has put some thought into.
In a interview broadcast via Twitch, Kojima sat down with Geoff Keighley to field questions from the public. When asked if he'd ever develop a game for the mobile platform, Kojima stated that he has no desire to create the short, replayable diversions that constitute most mobile games. Instead, he cites indie hit Papers, Please as a personal favorite and claims that he would eventually like to develop "a practical, easy to play adventure game that is quite deep."
"[I have] no idea when I'll be able to do this, but I'll ask," Kojima added via translator. "[H]opefully someday in the future I will be able to develop one of those, but unfortunately, right now, my full time is devoted to The Phantom Pain."
A later question centered on the future of Snatcher, Kojima's cult classic adventure game that, while highly regarded, has been overshadowed by Metal Gear Solid. While Kojima would like to see Snatcher return, he has no time to develop a sequel himself, but wouldn't be opposed to someone else reviving the sci fi epic. "If someone wants to adapt those games ... I would definitely support that person, I would help out that person, but I don't think there are too many people like that."
http://www.joystiq.com/2014/03/14/me...-mobile-adven/
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March 15th, 2014, 00:09 Posted By: wraggster
Over thirty-five games and soundtracks are on offer in a very special Humble Bundle sale, established to help support IGF chairman Brandon Boyer's cancer treatment relief campaign.
The massive collection of independent gems is priced at $25, with all proceeds going to Boyer's treatment relief fund. The package includes a slew of games and soundtracks ranging from big hits like Capy's Sword & Sworcery EP to quirky bites like Double Fine's Stacking. The majority of available titles are available for PC, Mac and Linux; a few recent additions, including Whitaker Trebella's Pivvot, are only available for Android devices. The Developer Digital Humble Bundle is also available, offering the option to help fund Boyer's treatment.
The Humble Bundle of Love will be available until Friday, March 21 at 11:59 PM Pacific/8:59 PM Eastern. A complete list of the games and soundtracks included in the bundle can be found after the break.
http://www.joystiq.com/2014/03/14/hu...-games-for-25/
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March 13th, 2014, 23:13 Posted By: wraggster
Much has changed in the two years since we called Apple “the hottest property in handheld gaming” and said that the company had “changed the videogame industry irrevocably”. Between E236 and today, Apple co-founder Steve Jobs has passed away, iPhone 5 has launched and bifurcated, Game Center’s poker-table felt has been torn off in favour of a spartan interface, and a wave of licensed iOS controllers has reached the market, drawing iPhones and iPads closer to the traditional world of videogame hardware. In other respects, though, nothing is different – Apple seems no closer to infiltrating the home console business through its set-top box, for example.But crucially – at least for the people who have seen iOS platforms become integral parts of their gaming lives – it feels like the potential we saw in Apple’s devices to become a disruptive force has dissipated. Where we once saw a promising new marketplace of fresh ideas, unrestricted creativity, and daring new ways to play, the App Store of 2014 is swamped with cash-guzzling junk, shameless knockoffs and predictable sequels. Games worth discovering still exist, but they mostly dwell on the fringes and in the shadows, while endless horror stories suggest that paid-for games are simply no longer profitable and are dying out. What happened to the iOS gaming revolution?The App Store is still turning over an extraordinary amount of money – the marketplace attracted spending in the region of $1bn in December 2013 alone – but the lion’s share of the profits is going to an elite cabal of developers making free-to-play games. The App Store’s Top Grossing chart, which remains the most prominent method of getting games in front of players, has effectively frozen. “All of the top-ten-grossing apps in 2013 were over a year old,” says free-to-play design consultant Nicholas Lovell. “There is no other entertainment industry where month on month it’s the same things at the top of the charts – not for books, not for DVDs, not for movies.”This chart has become a self-sustaining cycle, acting as a billboard for games such as King’s Candy Crush Saga the whole year round, which in turn keeps them at the top. And while the most egregious ways to game the rankings have been stamped out by Apple, “people are definitely buying their way to chart positions”, according to Lovell. “There’s no doubt about that.”The App Store’s Top Grossing chart remains largely static, acting as a year-round banner advertisement for hugely successful games like Candy Crush Saga.
“I think the Top Grossing charts should be removed from the stores,” says Barry Meade of The Room developer Fireproof Games. “It’s entirely unreflective of what is actually for sale and teaches users nothing about the exciting new stuff that’s out there on their devices.”But no matter how much the stagnant chart positions have played a role in free-to-play’s uprising, it’s not surprising that the model would become dominant on iOS and Android. These platforms have always been skewed towards those looking to fill snatched moments here and there, and they’re markets where straightforward, inexpensive games such as Angry Birds have long ruled the roost. But dropping up-front pricetags has smashed even the perceived barrier to entry, massively broadening the player pool.In itself, free-to-play isn’t an evil phrase or business model. Even self-identifying ‘hardcore’ gamers have flocked to free PC games such as Dota 2 and PlanetSide 2, after all. And there are certainly cases on iOS where the model supports, rather than undermines, an enjoyable game design, most notably in GungHo’s Puzzle & Dragons. But there’s still a problem. “With seemingly everybody in mobile development hearing the call of the cash, free-to-play mechanics are skewing investment into an ever-narrowing field of game types,” Meade warns.Successful free-to-play games tend to be endless runners, match-three puzzlers, lightweight city builders and strategy games, with few exceptions. Attempts to adopt the model beyond this narrow band have not been positively received: hyped FPS The Drowning was critically panned, while even a big-name, well-promoted title such as PopCap’s Plants Vs Zombies 2 dropped out of the top 100 in many countries’ Top Grossing charts in a matter of months.
http://www.edge-online.com/features/...ng-revolution/
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March 13th, 2014, 23:11 Posted By: wraggster
In January 2012, we suggested 50 iOS games that deserved your time. These 20 represent the progress of the past two years, and span from cult curios to the big names that spawn clones. You can read our latest in-depth report on the state of iOS gaming here. [h=1]Rayman Jungle Run
PastaGames, Ubisoft[/h]Of iOS’s copious auto-runners, PastaGames’ reduction of all that’s good about Rayman sits at the top. With none of the microtransaction contrivances that forced Fiesta Run’s spoilsport level design, Jungle Run feels like a complete platform game even without a D-pad. [h=1]Rymdkapsel
Grapefrukt[/h]Swedish one-man studio Grapefrukt’s game distils the tower defence and strategy genres to their essence, tasking players with constructing a space base from a random selection of tetrominoes. Build, gather and defend to stave off your inevitable death for as long as possible. [h=1]Year Walk
Simogo[/h]In this disquieting small-screen experience, Swedish studio Simogo combines local folklore with
a series of touchscreen-tuned puzzles. It’s a haunting, and macabre, adventure. A cleverly integrated companion app and a breathless endgame complete one of the App Store’s most intriguing prospects. [h=1]Ridiculous Fishing
Vlambeer[/h]Tilt to avoid schools of fish as your line sinks, grab as many as you can
as it rises, then shoot them to bits as they arc into the sky. Ridiculous Fishing’s simple conceit masks an upgrade system of surprising depth, and proves that few understand rhythm and feel quite like Vlambeer. [h=1]Angry Birds Star Wars
Rovio[/h]The most complete – and humorous – of Rovio’s series, Angry Birds Star Wars blends classic bombardment, Space’s gravity-based levels and a brand that’s almost as well known as its own. Who isn’t tempted by the thought of pelting AT-ATs with birds? [h=1]Beat Sneak Bandit
Simogo[/h]Even without the catchiest tunes this side of the Mushroom Kingdom, Simogo’s twist on stealth would be unmissable. Your thief can only move with taps on the beat, which infuses the game’s jiving puzzle-box rooms with finger-tapping rhythm to match. Add in a colourful sense of style and the result is a brain-teaser with soul. [h=1]Clash Of Clans
Supercell[/h]Clans’ immovable place at the top of the iOS charts has made it the figurehead for all that’s wrong with the App Store, but its evil is overstated. It’s hard to begrudge Supercell a few microtransactions when the core base-building and tower-defence mechanics are executed so well. [h=1]The Room
Fireproof[/h]Fireproof makes the strongest case for touchscreen controls with its beautiful and intricate locked boxes and puzzle tables built to be explored by observation and touch. Apple’s iPad was born for those knobs, buttons, switches and sliders, and mouse control would be a poor substitute for hands-on interaction. [h=1]868-Hack
Michael Brough[/h]In a world saturated by roguelikes, 868-Hack manages to stand apart thanks to its striking retro computer aesthetic and unflinching difficulty. Risk and reward have rarely been so closely pitched as they are here, with every pickup adding to your hacking abilities but generating yet more unrelenting enemies. [h=1]Puzzle & Dragons
GungHo[/h]‘Bejeweled meets Pokémon’ is a fine enough pitch, but it’s too simplistic a description for this staggeringly deep game. There’s always something to do – feeding your team to power them up, hunting specific materials to evolve them further, or ranking up to increase your stats. What starts as a bus stop distraction quickly becomes an obsession that eats entire evenings. [h=1]Super Hexagon
Terry Cavanagh[/h]This is a test of reactions in which you guide a triangle through the gaps in various shapes as they collapse towards the centre of the screen. It starts off hard and tops out near inhuman, but every failure is simply a chance to have another go.
Spaceteam
Henry SmithFew games let you ride the catastrophe curve like Spaceteam. Your crew of local co-op friends is trapped on a stricken craft, and you need to call out failing systems for others to fix on their instrument panel while everyone else does the same. It’s a frantic, raucous recreation
of sci-fi’s tensest moments. [h=1]Device 6
Simogo[/h]Simogo puts a new spin – literally – on the concept of the text adventure, with players rotating their iOS display to keep up with text that shifts orientation as its amnesiac protagonist explores the environment. It’s remarkable – no wonder it’s a strong contender for IGF domination.New Star Soccer
New Star GamesAn intoxicating blend of Flick Kick Football’s controls and Football Manager’s stat management, New Star Soccer’s iOS release transformed Simon Read’s decade-long hobbyist PC project into a global success. It’s even been championed by the very pro sportsmen whose lives, both on and off the pitch, it seeks to recreate. [h=1]Pandemic: The Board Game
F2Z Digital Media[/h]Casting you and up to three friends as CDC agents, Pandemic is an intense co-operative game of global infection control. This iPad conversion is beautifully presented, and some of the most social fun you can have with a single Apple device. [h=1]Skulls Of The Shogun
17-Bit[/h]Analogue strategy could have been messy on a touchscreen, but 17-Bit has summoned a superb control scheme for this port. Wickedly irreverent and tactically rich, Skulls’ turn-based journey suits snatched moments, and crossplatform play keeps this a vital install long after you’ve finished the 24 story levels.Tilt To Live
One Man Left StudiosGeometry Wars for the iOS generation, this accelerometer-controlled survival game simply asks you to avoid the red dots while collecting automatically deployed weapons such as black holes and homing missiles. With no sticks, let alone virtual controls, this is one of the purest shooters out there.Frozen Synapse
Mode 7The immediacy of mobile devices has turned sitting down at a PC for anything less than work or a lengthy gaming session into an inconvenience, so Mode 7 responded with a port of its phase-based strategy game. Now a two-minute turn is never more than a reach into the pocket away. [h=1]Zombies, Run
Six To Start[/h]Those who find repetitive electronic beats aren’t quite incentive enough to keep up a fitness routine will find much to like in Six To Start’s mission-based audio adventure. Start running and within minutes you’ll hear the shuffling undead hordes at your back; keep going to gather supplies to improve your home base.XCOM
2KXCOM has become the face of premium gaming on iOS, with its premium presentation and premium pricetag, but it’s an experiment that worked for 2K. It also prepared the ground for the brilliant Panzer Corps at £14/$20 and a new generation of ‘high’-price, high-quality PC ports.
http://www.edge-online.com/features/...to-play-today/
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March 13th, 2014, 22:37 Posted By: wraggster
For years, Microsoft remained adamant about its licensing fees for Windows Phone: if a smartphone manufacturer wanted to include the software on its devices, it would need to pay Microsoft a certain amount per unit. That was a logical strategy for Microsoft, which became a very big company thanks to licensing fees for Windows and other platforms. Unlike some of those other products, however, Windows Phone has struggled for adoption in its marketplace, which is dominated by Apple and Google. In response, suggests the Times of India, Microsoft may have dumped licensing fees for two Indian smartphone makers, Karbonn and Lava (Xolo). Microsoft's biggest rival, Google, gives its Android mobile operating system away for free, a maneuver that helped it gain spectacular market-share in a relatively short amount of time. If Microsoft pursues a similar strategy in different markets, it could encourage more smartphone manufacturers to produce Windows Phone devices, which could increase the platform's market-share—but there are no guarantees that scenario will actually play out. The smartphone market is increasingly saturated, and Microsoft's opponents have no intention of allowing Windows Phone to gain any ground.
http://tech.slashdot.org/story/14/03...-windows-phone
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March 13th, 2014, 22:34 Posted By: wraggster
A picture of the controller for Asus’ as-yet announced Android gaming console, the Game Box, has surfaced.
According to previous reports, the Asus Game Box will feature an Nvidia Tegra 4 chipset, 2GB of RAM, 8GB of onboard storage capacity, and will run on Android 4.3 ‘Jelly Bean’.
The controller for the box was leaked via the Bluetooth Special Interest Group, which certifies devices with Bluetooth connectivity.
The form of the peripheral resembles that of a PlayStation controller, but has face buttons more like of an Xbox controller, labelled A, B, X and Y.
Further details of both the Game Box and controller are yet to surface, but the Bluetooth SIG post describes the Box as an “Android system for gaming markets that also added [sic] mouse mold [sic] for controlling on smart TV. 10 meters wireless bluetooth control, 430mAH for up to 12 hours playing time.”
http://www.pcr-online.biz/news/read/...-leaked/033519
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March 13th, 2014, 22:29 Posted By: wraggster
According to a new report by Omnico Group, 50 per cent of 55-59 year olds use their smartphones to compare prices in store.
This is compared to on 37 per cent of 18-24 year olds.
The younger generation are also much keener on loyalty programmes such as vouchers or mobile loyalty schemes, with 29 per cent of 18-24 years old claiming that such schemes make them more likely to give their custom to a retailer.
“Some people may be surprised to see Generation Y – the smartphone generation – as less savvy than their parents and grandparents when it comes to shopping for offers whilst on the go,” commented Steve Thomas CTO of Omnico Group.
“Instead, we’re seeing younger people being drawn in by mobile loyalty schemes, rather than offers. This gives brands a golden opportunity to target Generation Y with mobile marketing and intuitive mobile apps and offers, in order to secure brand ambassadors and sustainable customer loyalty in the future.”
http://www.pcr-online.biz/news/read/...roomers/033527
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March 13th, 2014, 22:28 Posted By: wraggster
Flappy Birds developer Dong Nguyen reveals why he took one of the most talked about apps of all time offline.
Speaking to Rolling Stone, Nguyen said that he was bombarded with messages from parents, teachers and players complaining that his game was damaging their lives.
One message was from a woman saying Nguyen was "distracting the children of the world”, another complained that "13 kids at my school broke their phones because of your game, and they still play it cause it's addicting like crack."
Other messages were from workers saying they had lost their jobs because of playing the game.
Nguyen told the publication that he realised that people were hurting themselves playing the game. That coupled with the constant attention from the media led to the developer deciding to take the game offline.
Flappy Birds was released on the iOS App Store on May 24th and went viral eight months later, where it was downloaded more than 50 million times, earning Nguyen an estimated $50,000 a day.
http://www.pcr-online.biz/news/read/...e-world/033529
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