Mike Capps, president of Epic Games, imagines the iPhone 8 will be faster than an Xbox 360 and will probably plug into our TVs or connect wirelessly, perhaps making next-gen consoles less significant.
“I think that’s the real challenge for us now,” explained Capps to IndustryGamers, “rather than worrying about the difference between a couple consoles and some order of magnitude, whether 3X or 4X. It’s about how do we deal with iPhone 8.”
“Your iPhone 8 will probably plug into your TV, or better yet, wirelessly connect to your television set to give you that big screen gaming experience with good sound,” added Capps. “So really, what’s the point of those next-gen consoles? It’s a very interesting situation to be looking at. That’s what we’re starting to think about more…not how do we scale from some Nintendo platform to some other future console.”
Capps’ observations are similar to remarks made recently by EA CEO John Riccitiello, who described the iPad as the company’s fastest growing platform.
“We have a new hardware platform and we’re putting out software every 90 days,” Riccitiello told IndustryGamers. “Our fastest growing platform is the iPad right now and that didn’t exist 18 months ago… Consoles used to be 80 percent of the industry as recently as 2000. Consoles today are 40 percent of the game industry.”
Online gaming firm Endemol Games UK is getting ready to launch one of the first motion control sensor games not developed around the Xbox Kinect controller.
Based on the TV show “Total Wipeout,” the game uses motion control technology developed by OmniMotion Technology.
The game is based around a virtual obstacle course similar to what is featured on the TV show. Players use their bodies to control the action through their webcam.
“Total Wipeout: Big Ball Run” will be available in the UK later this month through Facebook, or as a downloadable application from totalwipeout.co.uk.
Endemol also has plans to roll out the game internationally.
Philips announced it will be including streaming set-top and gaming functions in some of its new HDTV sets.
The Philips 4000 and 5000 series, which use the CloudTV platform of ActiveVideo Networks, can access cloud-based games streamed as MPEG files.
Both lines will include Philips MediaConnect, that enables wirelessly connecting the TV and PC.
Other features include NetTV (offering services such as Netflix, VUDU, Facebook, Film Fresh, Pandora and Twitter), V-tuner Internet radio and built-in Wi-Fi support.
The 4000 series features six screen sizes, ranging from 19 to 55 inches, while the 5000 series adds another 10 screens, from 40 to 55 inches.
Smartphone screens may continue to get larger. Hitachi announced it has developed a high resolution 4.5-inch, 720p display that the company hopes will be used for portable TVs, phones or handheld game devices.
The 1280×710 resolution may enable 720p HD movies to be viewed in native resolution on phones — and the backlit LCD would be an IPS-based display, allowing for a wide viewing angle like that on the iPhone.
Additionally, this new 3D-capable display uses a lenticular lens (rather than a barrier approach) that would enable glasses-free 3D.
ETCentric contributor Phil Lelyveld points out: “3D is driving the display industry towards higher and higher resolution phone screens, since 3D effectively halves the resolution. Resolution has become a marketing point in this highly competitive market.”
Sony Computer Entertainment may launch a 3D headset for virtual reality-type games in the future.
The head-mounted display was first introduced during the company’s CES press event in January, but now Sony is reportedly working on developing it for more than just viewing passive entertainment.
The device features twin 720p OLED displays (one for each eye) and 5.1 surround sound.
Mick Hocking, group studio manager for Sony Europe, said the 3D headset can provide an immersive experience for games (and it is worth mentioning that a number of Sony Computer Entertainment studios fall under his command).
“The head-mounted display has twin-OLED screens; very high quality. At the moment it’s just a head-mounted display; the head isn’t being tracked — but that’s something we’re doing R&D on,” Hocking explained. “We’re working with a couple of games at Sony that are experimenting with virtual-reality-type experiences.”
A new contract was recently ratified by members of the American Federation of Television and Radio Artists (AFTRA) that will provide performers who work on video games a onetime payment when games are streamed over the Internet.
The so-called “cloud gaming fee” is the first of its kind, and resolves a longstanding dispute over compensation for the remote delivery of video games.
The union represents some 70,000 actors, recording artists and broadcasters.
AFTRA’s sister union SAG has yet to negotiate a new video game contract.
ETCentric recently reported on the backlash to new Netflix subscription rates (see “Nine Video Streaming and Rental Alternatives to Netflix”).
Most of the nine rental alternatives referenced in the earlier post are currently offering special introductory offers.
According to this related article however, Blockbuster is now offering a free 30-day trial specifically to disgruntled Netflix customers unhappy with the recent price hike.
If customers decide to switch, they’ll pay a comparable monthly subscription fee (Blockbuster points out that they offer video games and newer releases than Netflix).
Blockbuster’s special Netflix promotion runs until September 15.
Most media and entertainment company senior execs believe they are not fully leveraging customer data that would make it possible to deliver customized content, suggests a new study by consulting firm Accenture.
The research indicates that 91 percent of these executives are not taking full advantage of the data, and as a result, are not adequately prepared to identify revenue opportunities related to current and future digital technologies. Additionally, 95 percent do not have strong digital customer relationship management capabilities.
If fewer than 10 percent of the companies have a fully integrated view of their digital consumers, a new operating model may be necessary for sustainable digital growth (Accenture recommends a shift from legacy vertical, channel-oriented structures toward a horizontally-layered operating model).
Only 55 percent said their companies had a clearly defined social networking strategy in place, while 80 percent believe the industry is still in a state of flux. And 42 percent anticipate that advertising will serve as their main source of revenue in the next two years.
Accenture’s “Global Media & Entertainment High Performance Study” canvassed 130 executives across Europe, North America, South America and Asia Pacific from industries including television, gaming, film, music, publishing, portals and advertising.
Videogame maker Electronic Arts announced this week it would acquire PopCap Games, maker of games like “Bejeweled,” “Zuma” and “Plants vs. Zombies.”
According to the deal, Electronic Arts is expected to pay $650 million in cash and $100 million in new shares.
EA has long been a dominant player in the console gaming market; this acquisition plans to strengthen its presence in mobile and causal gaming.
Mobile games, like those played on Android and iOS devices, are the fastest-growing segment of the gaming market.
“EA’s global studio and publishing network will help PopCap rapidly expand their business to more digital devices, more countries and more channels,” explained Electronic Arts chief exec John Riccitiello.
Electronista reports that Microsoft is considering a subscription video service to be branded under the Zune name.
The rumored service is expected to be separate from the live Xbox TV service recently announced at June’s E3 Expo.
The Zune service may be modeled much like the current pay-per-title store and compete with the likes of Netflix.
It would “most likely” offer videos to stream on Windows Phone 7 smartphones and Windows PCs.
“Whether or not it would follow the traditional month-to-month plan, integrate with the Zune Pass, or bolt on to an Xbox Live Gold subscription wasn’t as evident.”
According to a recent Nielsen study, the average iPhone user commits twice the average amount of time to playing mobile games as compared to other mobile gamers, suggesting that iOS may have the most engaged gaming audience.
The study also indicates that 93 percent of app customers have paid for games in the last 30 days.
The average iPhone owner spent 14.7 hours playing games during the month, while the average Android owner spent 9.3 hours (the overall average for smartphone gamers is 7.8 hours/month).
The report explains that consumers are typically more willing to spend money on games than other types of apps.
Nielsen breaks down the leading categories of most popular apps for Q2 2011 in the following order: Games, Weather, Social Networking, Maps/Navigation/Search, Music, News, Entertainment, Banking/Finance, Video/Movies, Shopping/Retail, Dining/Restaurant, Sports.
Rovio, creator of the game app “Angry Birds,” is planning the next step for its popular IP: a feature-length motion picture.
The expanding franchise has already proven successful with plush toys, iPhone cases, a Mattel board game, a cookbook, and an interesting tie-in with 20th Century Fox’s feature film, “RIO” (Rovio launched mobile game “Angry Birds Rio” to coincide with the film’s release).
In order to facilitate its next steps, Rovio has acquired Finnish animation studio Kombo and has attached former Marvel Studios chairman David Maisel as special advisor.
Based on the global popularity of the app and the “emotional connection” that gamers experience during play, Maisel sees continued success for “Angry Birds” as an entertainment brand.
Videogaming events today attract hundreds of thousands of simultaneous streaming video viewers.
A recent “League of Legends” competition drew more than 200,000 simultaneous viewers, according to game provider own3D.tv (the Austria-based company has more than four million unique viewers per month).
95 percent of the viewers watch in HD.
Early numbers suggest this is a global trend (only 15-18 percent are U.S. viewers).
Others are getting on board; live streaming provider Justin.tv created TwitchTV to offer e-sports as a live sporting event.
The Zynga Game Network, maker of online video games, is expected to file for its initial public stock offering this week.
The company’s games, including “Cityville” and “Farmville” are immensely popular on Facebook, with 270 million active users.
The stock sale is expected to value the company between $15 and $20 billion, making it one of the largest technology offerings since Google’s IPO in 2004.
Facebook “Credits” began as a means of purchasing virtual goods for social games, and then were used as a tool for other digital goods such as movies.
Companies are now leveraging Credits in a new way — to attract consumers to their brands via the social network.
The ifeelgoods platform helps retailers provide consumers with Facebook Credits, which can then be used for tasks including: “liking the retailer on Facebook, signing up for an email distribution list, making a purchase, checking into a location or answering a survey.”
The company suggests that Credits may be more effective than offering a coupon or discount code, “because consumers like to believe they are receiving something, especially if they know they don’t have to make a purchase.”
Facebook users can then post related information to their wall (ifeelgoods claims consumers are willing to share this information 60 to 70 percent of the time).