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Debra KaufmanAugust 9, 2016
Videogame app creators are turning out to be a boon to the music industry, for their willingness to pay real money for the rights to well-known songs. Startup music-licensing platform SongLily has inked deals with major record companies and publishers for licensing songs for videogames and mobile apps, for an annual flat fee of about $1,440 per song for up to 100,000 app downloads or individual registered players. For videogame developers — especially smaller ones — eager for recognizable music, that’s a bargain. Continue reading Videogame Developers Tap Music Industry for Song Licensing
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ETCentricAugust 8, 2016
App analytics platform Sensor Tower reports that Niantic’s location-based, augmented reality game “Pokémon Go” is continuing its rise in popularity, with more than $200 million in net revenue generated during its first month of availability. The meteoric rise “compares favorably to in-game revenue generated by other huge in-app purchase-driven games,” notes TechCrunch. “Pokémon Go” has nearly doubled “the first month revenue of ‘Clash Royale,’ the other big in-app star this year” and “made almost four times as much as ‘Candy Crush Soda Saga’ managed during its first 30 days of availability.” “Pokémon Go” experienced a significant spike when it launched in Japan. The game was just introduced to 15 additional Asian countries. Continue reading ‘Pokémon Go’ Rakes in Over $200 Million After its First Month
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Debra KaufmanJuly 26, 2016
Nvidia introduced Titan X, a new chip that is a successor to a current chip with the same name, targeted at the high-end gaming and artificial intelligence communities. Priced at $1,200 and available beginning August 2, the new Pascal-based Titan X chip offers 12 billion transistors, compared to seven billion on a high-end Intel chip. The new Titan X will be available as an add-on card for PCs. Nvidia’s closest competitor, Advanced Micro Devices (AMD) offers a similar chip for PCs and game consoles. Continue reading Nvidia Rolls Out Titan X Chip for Games, Artificial Intelligence
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Debra KaufmanJuly 20, 2016
For the first time, Internet video pioneer YouTube has had to take into account that its dominance is being challenged, most notably by Facebook, Snapchat and Amazon. Now, YouTube has more than a billion users, an app audience of 18-to-49-year-olds that dwarfs that of any U.S. cable network, and an average mobile viewing session more than 40 minutes long. To keep ahead of the competition, YouTube has diversified, with apps devoted to specific niche audiences: YouTube Music, YouTube Kids and YouTube Gaming. Continue reading YouTube Faces Rivals, Diversifies to Capture Niche Audiences
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Debra KaufmanJuly 20, 2016
On August 2, Microsoft’s Xbox One S will be available for $399. The new console is 40 percent smaller than the Xbox One, offers a tidy built-in power supply, and is capable of standing vertically, a throwback to older Xboxes. The Xbox One S is also more powerful, with a faster processor that, for the first time, provides 4K video for streaming Netflix and Amazon Video, and high dynamic range (HDR), as well as the ability to play Ultra HD Blu-ray discs. But only users with 4K TV sets will be able to see the difference. Continue reading Microsoft Debuts Xbox One S, Project Scorpio to Soon Follow
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Debra KaufmanJuly 13, 2016
The Walt Disney Company has invited nine new companies into its 2016 Accelerator program. Disney Accelerator, now in its third season, has gained a desirable profile as several alumni have inked partnership deals with Disney. Among them are Sphero, creator of the BB-8 droid “Star Wars” toy and sports data platform StatMuse, which now works with Disney’s ESPN. One of this year’s invited startups, says The Walt Disney Company’s senior vice president of innovation Michael Abrams, is an internal project team. Continue reading Disney Accelerator’s New Startups Address Robotics, AI, VR
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Debra KaufmanJuly 12, 2016
Nintendo added $7 billion in market value since debuting “Pokémon GO,” its location-based, augmented reality mobile game that it says has attracted more than 10 million players in its first month. The game takes users away from videogame screens and out into the real world where they search for virtual monsters in parks, historical monuments and even police stations. While gamers excitedly take to the streets, reports have recently pointed to distracted players falling into holes, walking into street signs, and even being robbed by criminals using the location tech to locate their prey. Continue reading Nintendo ‘Pokémon GO’ Creating an Augmented Reality Craze
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Debra KaufmanJune 24, 2016
Samsung’s Gear 360 virtual-reality camera will roll out at digital video confab VidCon — but only to top YouTube and other digital video content creators. After that event, Samsung will also make the $350 VR camera available for purchase for chosen creators at “select events and activations,” with a rollout to consumers planned for later in the year. With its strategy of releasing the camera to an exclusive few, Samsung hopes to jumpstart the creation of VR content and increase buzz for the upcoming consumer release. Continue reading Samsung Rolls Out Gear 360 Camera at VidCon to Select Few
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Debra KaufmanJune 23, 2016
Market research firm Greenlight VR reveals that consumers’ main interest in virtual reality is not games, but rather travel, entertainment, events, home design and education. The company’s recent 2016 Virtual Reality Consumer Report also notes that the top VR device consumers now want is the Samsung Gear VR, followed by the PlayStation VR, and that they are less enthused about paying a premium for VR than they were in October. The report surveyed more than 1,200 people aged 18 to 60, including both users and non-users of VR. Continue reading Study Finds People Prefer VR Travel, Adventure to VR Games
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Phil LelyveldJune 22, 2016
Sony dominates U.S. patent filings related to virtual reality, followed by IBM, Samsung, Microsoft and Canon. Magic Leap and Reveo are the leading startups when it comes to published patents related to VR. Microsoft, Sony and Qualcomm have the most published patents related to augmented reality, although they do not necessarily lead in the number of AR inventions. Osterout Group and Magic Leap are the clear leaders in published AR patents. All the companies on these lists have far fewer inventions than patents because multiple patents may be included in a single invention. Continue reading Patents, Investments Point to Significant Future for VR and AR
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Debra KaufmanJune 13, 2016
At its annual shareholders meeting, Alphabet chairman Eric Schmidt reiterated the company’s plan to wirelessly connect homes to high-speed Internet. The technology, viable now due to improvements in computer chips and more accurate wireless signal targeting, can deliver a 1 gigabit per second connection, equivalent to Google Fiber’s capabilities. Schmidt also delved into the company’s plans to advance search features, explore 3D printing for building construction, meatless meat, autonomous cars and other sectors. Continue reading Alphabet Update on Wireless Internet, Search, Education, Cars
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Debra KaufmanJune 10, 2016
At E3 2016 next week, Sony will come to the show having sold over 40 million PlayStation 4 consoles, outselling Microsoft’s Xbox One, by two-to-one. The company plans to debut a more powerful console, a virtual reality headset, and numerous first-party games. Microsoft, meanwhile, plans to launch a wide range of new Xbox hardware this year, beginning with, rumors have it, a slimmer, smaller version of the current Xbox One. In addition to new consoles, Microsoft will show off HoloLens and debut new games. Continue reading E3 Predictions for Sony, Microsoft: More Hardware, Games, VR
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Debra KaufmanJune 10, 2016
When the Electronic Entertainment Expo (E3) opens its doors in Los Angeles next week, some familiar game publishers will be missing for the first time. Electronic Arts has opted to hold its own mini-expo, Activision did not take a booth this year, and Disney is exiting the video game publishing business. That’s big news for E3, the industry’s premiere trade show that draws 50,000 video game industry members and historically has been the site of major title unveilings and celebrity appearances. Some ask whether E3 might be losing its luster. Continue reading E3 Loses Exhibitors as Publishers and Gamers Connect Online
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Debra KaufmanMay 30, 2016
At least some game console manufacturers have decided not to wait for long release cycles to upgrade their hardware, but instead will begin to release new capabilities in between generations. Microsoft has said as much with regard to its next Xbox One, code-named Scorpio, and Sony has reportedly made noises that its upcoming releases will have forward and backward compatibility. They are both following the model of devices like PCs and smartphones that operate on a continuous evolution cycle. Continue reading Top Game Console Companies Test Tweaking Release Cycles
Speculation that Microsoft is planning a more powerful, VR-capable Xbox One for next year has been fueled by news that at least one developer plans to show a virtual reality game for the console at E3 in June. According to Ars Technica, “a well-known European studio is planning ‘a new VR game’ set in the universe of an established, long-running franchise.” To further fan the flames, the E3 site added an Xbox One VR category featuring four developers so far. While Sony announced that it plans to launch a $399 PlayStation VR in October, Microsoft has yet to officially announce plans for a VR console. Continue reading Xbox One VR Rumors Fueled by Game Developer and E3 Site