Facebook Sports Stadium Hosts Live Game Stats, Commentary

Facebook launched a new section of its website devoted to live updates from big sports events. The Facebook Sports Stadium is a combination of live game data from Sportradar, play-by-play updates, and commentary from both verified experts and regular Facebook friends. This new sports hub is designed for sports fans to use while they are watching games on television. Currently, many of the social conversations surrounding live TV events are taking place on Twitter. Continue reading Facebook Sports Stadium Hosts Live Game Stats, Commentary

Spotify, Apple Focus on New Ways to Experience, Create Music

Spotify is acquiring Soundwave and Cord Project, two small startups founded in the last few years and known for their design abilities. Soundwave is a social tool for finding, sharing, and talking about music, and Cord Project is an audio-first messaging app for Android, iOS, and the Apple Watch, with a tap-and-talk voice messaging system. Although Cord might seem to be a puzzling fit for Spotify, its founders Thomas Gayno and Jeff Baxter have launched other companies that focus around providing “an audio experience.” Continue reading Spotify, Apple Focus on New Ways to Experience, Create Music

GM Debuts Maven, Program for Several Car-Sharing Initiatives

Electric cars, autonomous cars and ride-sharing are all disruptors in the automotive industry, but General Motors, for one, is focusing on taking advantage of opportunities in changing times. The company just launched Maven, a program that aggregates its various car-sharing efforts, with a team of 40 GM staff and others from Google, Zipcar and Sidecar, with the goal of developing additional car-sharing services. First up is a car-sharing trial in Ann Arbor, Michigan, focusing on the university community. Continue reading GM Debuts Maven, Program for Several Car-Sharing Initiatives

Uber is Bringing its New Meal Delivery Service to 10 U.S. Cities

Ride-hailing service Uber is expanding its new meal delivery service to 10 U.S. cities in the coming weeks. People in Los Angeles, Chicago, New York, Austin, Washington DC, San Francisco, Atlanta, Houston, Seattle and Dallas will be able to order food from dozens of local restaurants through a dedicated UberEats app and have an Uber driver deliver the meal. UberEats will have longer hours of operation than Uber’s existing lunchtime-only food delivery service in these cities. Continue reading Uber is Bringing its New Meal Delivery Service to 10 U.S. Cities

Amazon and Netflix Focus on Film May Jumpstart Indie Cinema

Now that Amazon and Netflix have made such a powerful impact on television, the two companies are turning their sights to motion pictures. The result could jumpstart a faltering independent film sector, say the experts. Both companies have made tremendous inroads into TV in a short period of time: Amazon has won multiple Golden Globes and Emmy Awards for “Transparent,” and Netflix earned 34 nominations at the 2015 Emmy Awards for shows including “House of Cards,” “Orange Is the New Black,” and “Unbreakable Kimmy Schmidt.” Continue reading Amazon and Netflix Focus on Film May Jumpstart Indie Cinema

Advertisers Pay for Users’ Mobile Data in Verizon’s Beta Test

Verizon Wireless does not offer an unlimited data plan, but it’s got another idea on how users can watch mobile content to their heart’s content without racking up data charges: get media firms and advertisers to pay to deliver video and other content. The telco has launched a 1,000-user beta test of its sponsored-data program, FreeBee Data, that lets content providers opt to pay per-click or per-gigabyte fees. Just how many media companies will agree to pay data fees isn’t clear, and Verizon did not announce pricing. Continue reading Advertisers Pay for Users’ Mobile Data in Verizon’s Beta Test

Intel Technology Debuts Multifactor Security for Business PCs

Intel unveiled Authenticate, a technology that introduces a new, heightened level of security and computing performance. Authenticate makes it easier for multifactor authentication by which users put in place up to four safeguards before they are able to log in to their computer. That could be any combination of a password, fingerprint, set of numbers on a touchscreen or presence of an authorized employee smartphone. Authenticate is already built into new versions of Intel’s Core chips, which are used in business PCs. Continue reading Intel Technology Debuts Multifactor Security for Business PCs

Valve Upgrades to 100Gbps Internet Ports For Gaming Traffic

Valve’s popular Internet gaming platform Steam hosts some of today’s largest online games. “Dota 2” alone has more than 870,000 concurrent players in a single day. To keep up with the increasingly heavy traffic, Valve is working with Level 3 Communications to install a network infrastructure with 100Gbps Internet ports. Standard game downloads are generally about 10 to 40 gigabytes, but because the site averages more than 10 million concurrent players, massive bandwidth is necessary. Continue reading Valve Upgrades to 100Gbps Internet Ports For Gaming Traffic

Banks Make Changes to Adapt to Today’s Mobile Technologies

As a growing number of consumers, particularly millennials, access financial services on their smartphones, traditional banks are struggling to keep up with new competitors. Major tech companies, from Apple to Snapchat, have entered the consumer banking industry, along with a wide variety of financial tech startups. Banks like Citigroup have formed new partnerships and departments for developing more mobile-friendly banking services as Americans’ banking habits continue to evolve. Continue reading Banks Make Changes to Adapt to Today’s Mobile Technologies

Microsoft Developing a Classroom Edition of ‘Minecraft’ Game

The building-block game “Minecraft” may make its way into classrooms next fall. Microsoft is planning to launch a classroom version of the game, which will allow teachers to create custom challenges and track students’ progress on their building projects. This new version of “Minecraft” would be based on “MinecraftEdu,” a spinoff of the original game that was sold to Microsoft last year. Microsoft plans to charge $5 per student annually for the classroom version of the game. Continue reading Microsoft Developing a Classroom Edition of ‘Minecraft’ Game

EU Takes Aim at Geo-Blocking, Faces Off Against Hollywood

The European Union is taking on geo-blocking — the practice of restricting access to online content based on location — in a move that pits it against Hollywood studios 20th Century Fox, Disney, Warner Bros., NBCUniversal, Sony Pictures, Paramount Pictures, as well as pay TV’s Sky. EU competition commissioner Margrethe Vestager says she will detail the EU’s concerns by the end of March. Joining the EU in its case is BEUC, the European consumer organization. Both groups are also looking at restrictions related to video games. Continue reading EU Takes Aim at Geo-Blocking, Faces Off Against Hollywood

WhatsApp Nears One Billion Users, Explores New Applications

Now reaching nearly one billion users, WhatsApp, the mobile messaging startup Facebook purchased for about $19 billion in February 2014, is looking at ways to make money. Until now, it’s been free for a year, and $1 per year thereafter, making it very popular for users outside the United States. In the process it’s become a social network and a way for businesses to communicate with the world. Now, chief executive Jan Koum dropped that $1 fee and has begun to experiment with how to create revenue. Continue reading WhatsApp Nears One Billion Users, Explores New Applications

Investors Are Drawn to eSports as Popularity Doubles in U.S.

The eSports category, competitive gaming, is poised to skyrocket in popularity in the U.S., says a Frank N. Magid Associates report. Long popular in Asia, eSports has grown 100 percent in the last two years in the U.S. Of the 70 percent of Americans, aged 8 to 64 years old who play some kind of game, nine percent watched or attended an eSports event in 2013, a figure now grown to 18 percent. Games that fill arenas with fans include “League of Legends,” “Dota 2,” “Counter-Strike: Global Offensive” and “Hearthstone.” Continue reading Investors Are Drawn to eSports as Popularity Doubles in U.S.

Experiment Bypasses Google Play with Search App Shortcut

Google is testing an app downloading shortcut that bypasses its Google Play app as part of an experiment to make using Google’s search app more convenient. The company is currently testing the shortcut with a subset of Android users, a typical approach by Google when developing new products. The test is limited to the search app for now and does not include using Google.com via browsers. While a spokesperson explains the company is committed to “finding the content you need as easy as possible,” Google has not announced whether the shortcut would become a permanent feature. Continue reading Experiment Bypasses Google Play with Search App Shortcut

USC: Evolution of Entertainment Conference to Focus on VR

The student-run Business of Entertainment Association (BEA) at the USC Marshall School of Business is producing a day-long conference on virtual reality. The E2 Conference will focus on the business of VR entertainment, highlighting many of the tech innovations related to VR, while addressing the practical applications of VR in studio entertainment. This will be a great opportunity to network with business students exploring careers in media. Warner Bros. is a sponsor, and ETC@USC’s Phil Lelyveld is moderating a panel. Go to the E2 Conference site for more information and to register. E2 is scheduled for Friday, February 19. Continue reading USC: Evolution of Entertainment Conference to Focus on VR