By
Rob ScottAugust 22, 2014
Disney is making a major push with its “Star Wars”-themed properties. Disney Interactive announced “Star Wars: Commander” yesterday, a new free-to-play game designed for mobile devices. And while construction plans are underway for “Star Wars”-themed “lands” at Disney theme parks, the Disney Channel announced this week it would debut animated movie “Star Wars Rebels: Spark of Rebellion” on October 3, and the Disney XD channel plans to premiere its “Star Wars Rebels” series ten days later. Continue reading Disney Bringing ‘Star Wars’ to Games, Cable, and Theme Parks
By
Rob ScottAugust 21, 2014
Select movie theaters in Chinese cities have begun experimenting with “bullet screens” (or “danmu”) — a new model in which audience members can comment on the film via text messages and have their impressions projected directly onto the screen. The experience is targeting young viewers who often have difficulty being away from their tablets and mobile phones. The experiment currently involves theaters in major cities including Beijing and Shanghai, in addition to smaller cities such as Hangzhou. Continue reading Onscreen Text Messages Appear in Chinese Movie Theaters
By
Marlena HallerAugust 14, 2014
At the Gamescom conference in Germany on Tuesday, Microsoft introduced several Xbox One console updates. First, a media player app is expected to allow users to load over 30 different file formats to the Xbox One via a device connected by USB. The company is also working with certain countries to provide facilitated and cheaper mainstream broadcast television content access. In addition, Microsoft plans to launch the Xbox One Digital TV Tuner in October. Continue reading Xbox One Updates Include Support for Multiple File Formats
By
Rob ScottAugust 12, 2014
During a Sunday session at the SIGGRAPH computer graphics conference, panelists discussed virtual reality, its technical hurdles, and the need for compelling content. Palmer Luckey, co-founder of Oculus VR, described the adoption of augmented and virtual reality as inevitable, but suggested we’re not quite there yet. While innovation will likely be led by hardware from multiple manufacturers, he also believes that content and software will drive the industry in the long term. Continue reading SIGGRAPH 2014: Panel Discusses VR Content, Tech Hurdles
By
Rob ScottAugust 12, 2014
According to mobile analytics firm Flurry, female consumers are leading the charge in mobile gaming in terms of time, money and loyalty. Based on analysis of 1.1 million worldwide devices, Flurry concludes that mobile gaming currently represents 32 percent of the time people spend on their phones. Meanwhile, the report specifies that females spend 35 percent more time in gaming apps than males, make 31 percent more in-app purchases, and have 42 percent higher 7-day retention on average. Continue reading Women Lead Men in Time and Money Spent on Mobile Games
By
Meghan CoyleAugust 6, 2014
“Star Citizen,” a PC-only game still in development by Cloud Imperium Games, is part space exploration simulator and part first-person action game in a huge universe of planets, space stations, cities and ships. Since the game’s announcement in 2012, the makers of “Star Citizen” have raised almost $50 million through crowdfunding, with 10,000 to 15,000 new people donating every month. In June 2013, it became the first crowdfunded project to raise $10 million. Continue reading PC-Only Game with Galactic-Size Ambitions Raises $50 Million
By
Meghan CoyleAugust 1, 2014
Researchers at Nvidia have found a trick that solves the problem of users being able to see the pixels in their VR headsets. By using a “cascaded display” involving two LCD panels, the researchers found that they could quadruple the pixel density of the headset, making pixels invisible to the eye even at close range. The cascaded displays also have a faster frame rate, making images appear smoother, and a reduced brightness, which is not a concern for the displays in VR headsets. Continue reading Nvidia Designs New Pixel-Dense LCD Panels for VR Headsets
By
Marlena HallerJuly 29, 2014
Amazon Instant Video offers more than 150,000 titles for purchase or rental, 40,000 movies and TV episodes for streaming, and now YouTube-like Video Shorts. The new category includes music videos, movie and game trailers, live performances, beauty tutorials, how-to videos and more. The short-form video category also adds YouTube to Amazon’s list of competitors, which already includes Netflix and iTunes. Currently, the service includes hundreds of thousands of videos.
Continue reading Amazon Instant Video Offers Video Shorts to Rival YouTube
By
Rob ScottJuly 25, 2014
Google has signed a $1 billion deal to acquire popular streaming platform Twitch.tv, according to sources familiar with the matter. Google’s YouTube division is in charge of the deal, which reflects the popularity of live Internet streaming and, in particular, the rapidly evolving interest in competitive gaming as a spectator sport. San Francisco-based Twitch currently touts more than 50 million monthly users. In addition, more than 1.1 million of its members broadcast videos each month. Continue reading Google to Purchase Live Game Streamer Twitch for $1 Billion
By
Meghan CoyleJuly 24, 2014
Nvidia’s new Shield is a tablet PC, but also a gaming console for Android game apps, streamed PC games, and games streamed from the Nvidia Grid cloud gaming service. The Wi-Fi tablet can be used as a handheld gaming device or a console that can be plugged into a TV via an HDMI cable. For $299, gamers will get 16 gigabytes of storage and perhaps some of the best image-rendering technology on the market. The Shield tablet will start shipping at the end of July. Continue reading Shield: Nvidia Launches its First Tablet, Designed for Gamers
By
Rob ScottJuly 23, 2014
According to new data from Nielsen, the amount of time consumers are spending on apps has reached an all-time high. The report indicates that Android and iPhone users in the U.S. age 18+ spend 65 percent more time (in excess of 30 hours each month) using apps than they did two years ago. However, the average number of apps used per month only increased from 23.2 in Q4 2011 to 26.8 in Q4 2013. Not surprisingly, 18-24 year-olds spend the most time on apps each month (37 hours, 6 minutes). Continue reading Consumers Spending 31 Percent More Time with Mobile Apps
By
Rob ScottJuly 18, 2014
LeapFrog Enterprises plans to launch its $150 kid-friendly LeapTV game console this fall. The twist? LeapTV will debut with 100 games and videos approved by professional educators, those who ideally know what is best for children. The console will include personalization features and motion-sensing controls similar to those introduced with Nintendo’s Wii. Games will target children ages 3 to 8. At launch there will be nine cartridge titles offered, with additional titles available digitally. Continue reading LeapFrog to Launch Educator-Approved Game Console for Kids
By
Meghan CoyleJuly 16, 2014
Last week, the FTC sued Amazon for allowing kids to make unauthorized in-app purchases from their parents’ smartphones. Like other tech giants, Amazon has settings to prevent kids’ accidental charges. When confirming the first in-app purchase, users can select a setting to require a password for future purchases from the Amazon App store. Apple has a similar policy, while Google offers an option to let users enter a password once to make purchases for the next 30 minutes. Continue reading The Purchasing Policies That Regulate Kids’ In-App Purchases
By
Meghan CoyleJuly 16, 2014
“Ingress,” a multiplayer game that uses the entire globe as its game board, made its debut on iOS this week. Now, iPhone users can join in the fun of working with other online gamers to find real life portals in their community and progress through the “Risk”-like game. “Ingress” already has about four million downloads on Android devices in about 200 countries. Google has also taken advantage of advertising opportunities, allowing businesses to pay to become a portal. Continue reading Google’s Ingress Game Combines Virtual and Real World Play
By
Marlena HallerJuly 8, 2014
Federal regulators are beginning to look into video games that follow the freemium model to determine whether or not they mislead consumers about costs. The idea behind this model is that users can download the game for free, but they need to pay in order to get further within the game. By claiming that the game is free, vulnerable players, such as children, can get sucked in before paying more and more money without realizing the true cost. Continue reading Federal Regulators Analyze the True Cost of Freemium Games