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Oculus Buys Pepple

July 27, 2015 by  
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Facebook’s Oculus unit announcd that it has agreed to acquire Israeli gesture recognition technology developer Pebbles Interfaces for an undisclosed amount.

The announcement was made in a blog posted by Oculus.

Israel’s Calcalist financial news website said the deal was worth tens of millions of dollars.

While other companies pioneering the virtual reality field focus on full-body movement, Pebbles’ technology detects and tracks hand movement. It is aimed primarily at gamers but also has applications for TV, computers, or smartphone operation while driving.

Recently Pebbles integrated its technology with Oculus glasses, which translate finger gestures into virtual movement through a camera mounted on the glass frame, Calcalist said.

Investors in Pebbles include Chinese mobile phone maker Xiaomi, Israeli venture capital fund Giza and U.S. storage firm SanDisk, Calcalist said.

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Is A Shield Tablet Forthcoming?

May 29, 2014 by  
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We got some fresh information about Nvidia’s Tegra plans. The company is working on a new tablet based on the Tegra K1 processor. This is nothing new and could be easily predicted, but this time we have confirmation that the project is known as Shield tablet.

Alongside the Tegra K1, or TK1 as Nvidia refers to this chip internally, you can bet that there is 5GHz WiFi support in the latest tablet. Last time we heard talk of a Tegra Note 7 successor we were told that there would be an 8-inch version, but we cannot confirm whether or not the Shield tablet is an 8-incher.

Nvidia Mocha tablet getting Shield branding?

We already wrote about the Mocha 8-inch tablet powered by a 2.1GHz TK1 chip, 2GB of memory, 7.9-inch 2048×1536 resolution screen and 16GB of storage. We can only hope that this will be the specification of Shield tablet. In case you didn’t notice, the 7.9-inch 2048×1536 resolution is what you get from Apple in the iPad mini and it is no coincidence that Nvidia chose this form factor and this resolution. If it works for Apple it should work for Nvidia, too.

Since Nvidia managed to excite quite a few fans with the Shield gaming console, it was just a matter of time before it offered a Shield tablet. We know that Tegra Note 7 was lacking 5GHz WiFi, something that Nvidia requires for Gamestream technology and with the new Shield tablet this problem has been addressed.

A Shield tablet with Gamestream support will give Nvidia what it needs – clear differentiation from hundreds of Android tablets available today. This was not the case with the Tegra Note 7, although it ships with a neat stylus which is not common on affordable Android tablets.

Second screen for gamers

With a Shield tablet Nvidia can target a niche audience that would like the ability to play some PC games via Gamestream on their beloved tablet. People complained about the resolution of the Tegra Note 7 and with the larger version Nvidia will definitely increase the resolution to 1080p or more. However, a 1920×1080 or 2048×1535 tablet won’t cost $199, it will be a bit pricier than the Tegra Note 7. It will be based on a more elaborate SoC, it needs more RAM, more storage and of course a pricier screen.

The LG G Pad 8.3 Google Play Edition tablet is currently selling for $349 which can give you an idea of the price. Nvidia’s 8-inch gaming specced tablet will probably cost between $299 and $349. Apple charges $399 for the iPad Mini with Retina. We can only speculate, but this is just something that makes sense to us considering to approximate BOM and Nvidia’s traditional margin in this space.

We expect to see the new Shield tablet in the next few months, probably around Google I/O if not at Google I/O which takes place in the last week of June.

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Disney To Lay Off Workers

February 14, 2014 by  
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Walt Disney Co is making plans to lay off several hundred people in its interactive unit, the division that includes gaming products and the Disney.com website, The Wall Street Journal reported earlier this week.

The job eliminations are expected to begin after Disney releases its quarterly earnings today, the Journal said. Playdom, a social gaming business Disney acquired in 2010, is one division expected to see cutbacks, the newspaper said.

Disney is trying to turn around the interactive unit, which has about 3,000 employees. Its new Infinity video game enjoyed strong initial sales after its release last August, helping the division report a $16 million profit for the quarter that ended in September, an improvement from the $76 million loss a year earlier.

A Disney spokeswoman had no comment.

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King.com Has IPO In The Works

October 8, 2013 by  
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King.com Ltd, the British mobile gaming firm best known for its popular puzzle game ‘Candy Crush Saga’, has filed confidentially for an initial public offering (IPO) in the United States, a person familiar with the matter said on Sunday.

Online technology companies are rushing to the stock market on the backs of Twitter Inc’s announcement earlier this month that it plans to go public in the most eagerly anticipated IPO since last year’s flotation ofFacebook Inc.

Emerging growth companies such as King can use a secretive IPO registration process in the U.S. thanks to the Jumpstart Our BusinessStartups (JOBS) Act, which loosened a number of federal securities regulations in hopes of boosting capital raising and thereby increasing job growth.

King has hired Bank of America Merrill Lynch Corp, Credit Suisse Group AG and JPMorgan Chase & Co to lead the offering, said the person, confirming an earlier report by the Daily Telegraph and asking not to be identified because the information is confidential.

Representatives for King and the banks either declined to comment or did not respond to requests for comment.

King offers 150 games in 14 languages through mobile phones, Facebook and its website. It boasts more than 1 billion gameplays per day from its users.

The company’s games appeal to a growing trend for players to play puzzles with their friends in short bursts, especially as games are increasingly played on the move on phones or tablets to kill spare minutes.

Rival Zynga Inc went public two years ago in a high-profile IPO that raised $1 billion. Since then, Zynga has suffered from sagging morale during several quarters of worsening performance and repeated waves of layoffs.

Founded in 2003, King has been profitable since 2005 and has not had a funding round since September of that year, when it raised 34 million euros ($46.04 million) from investment firms Apax Partners and Index Ventures.

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Yahoo Still Playing Pac-Man

July 16, 2013 by  
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Yahoo announced on Wednesday that it bought Qwiki for an undisclosed sum, as the firm’s spending spree continues.

Qwiki started out as a video focused search engine in 2011, before making its way into the iTunes Store as an app that turns images and videos into digital story boards.

Yahoo announced its acquisition of Qwiki on Wednesday, although it kept quiet about what it plans to do with the company and how much it spent. However, according to Allthingsd, Yahoo spent approximately $50m to further expand its digital offerings.

What’s more, while it’s unclear what Yahoo’s plans are at present, it’s likely that the firm is looking to challenge Vine and Instagram in the social video market.

Yahoo announced the news, naturally, on Tumblr. It said, “We’re excited to announce that Yahoo acquired Qwiki – a company that uses awesome technology to bring together pictures, music and video to capture the art of storytelling.

“We will continue to support the Qwiki app, and the team will join Yahoo in our New York city office to reimagine Yahoo’s storytelling experience. Stay tuned … there’s much more to come!”

Qwiki also had something to say, posting on its website, “Thank you for being a part of our story – one which is far from over. The Qwiki app will live on as a standalone entity inside Yahoo, where we will grow our thriving community and where our team will continue to work to help you share life’s best experiences.

“We are proud of the work we’ve done, and humbled by unwavering support from the NY tech community. New York is such a big part of who we are, and what we will become.”

Yahoo’s buyout of Qwiki is the latest in a series of acquisitions by the firm. Recently the firm announced that it bought Tumblr for a cool $1.1bn, with Yahoo CEO Marissa Mayer promising “not to screw it up”.

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Will Zynga Survive?

May 6, 2013 by  
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Nobody expected Zynga’s results for this quarter to be great, so nobody was exactly surprised when the company announced a decline in almost every number that matters. It turned a small profit, but that’s a bright spot in an otherwise deeply unimpressive set of results. The really important figures – the number of people playing and, crucially, the number of people paying – are all down. Zynga’s business may not be hemorrhaging money, but it’s losing audience, and in a business so heavily focused on scale, that’s a really bad thing.

The company likes to present itself as being on the cusp of a turnaround, or perhaps already embarked upon a slow but steady turn. If so, it’s the oddest turnaround imaginable. The firm’s MAUs – Monthly Active Users – dropped from 292 million to 253 million year on year, so nearly 40 million people have simply stopped logging in to a Zynga game even once a month. Worse still, though, is the disproportionate fall in the number of Monthly Unique Payers – those who make at least one transaction during a month-long period. This number fell from 3.5 million to 2.5 million, a precipitous year-on-year drop of almost 30%.

It bears emphasising just how bad that actually is. For a social gaming business, MUPs are the real customers. There is huge value to having a large audience (MAUs), of course, and companies need to be very careful about not trying to force players into becoming paying customers before they’re good and ready – but ultimately, non-paying users are like footfall in a store. They’re not customers, in a strict business sense. Zynga’s not-quite-so-bad loss of 13% of its players (MAUs) is a side-show compared to the fact that it’s lost 30% of its paying customers (MUPs). Imagine, by comparison, a shop loudly announcing that the number of people walking past its window had fallen 13%, distracting from the fact that the number who came in and bought something had fallen 30%.

Of course, the two figures are related, and the disproportionately large drop in MUPs figures into that relationship to some degree. The process of encouraging players of a social game to spend money is focused around a number of principles, but the key temptation lies in buying items or currency that will give you the ability to match or overtake your friends’ progress, or to create a fantastic character, farm, castle or whatever which will “impress” the many friends who are also playing the same game.

For that psychology to work, of course, you actually need to have lots of friends playing the game. Most social games, as the name suggests, don’t work terribly well if you don’t have friends active in the game. “Active” is a key aspect here too – if you see that your friends are losing interest, logging in less often or spending less time tending to their farm, castle, town or whatever, then you also tend to lose interest rapidly. Hence, a game that gives the impression of being “in decline” – with players losing interest in some visible manner – will likely experience a precipitous decline in revenue, because even though lots of people are still playing, the sense of decline removes the key psychological drive to spend money on the game. (It doesn’t help, of course, that social game operators have established a pattern of shutting down unsuccessful games rapidly, which creates a feedback loop in which players are unwilling to spend money on a game they think might be in commercial trouble.)

The psychology of what Zynga is experiencing is clear enough, then, but the figures on the bottom line are still pretty dreadful. Whatever the reasons or the mechanism, the company is losing paying customers, and that kind of damage is extremely hard to recover from.

A stark contrast to Zynga’s woes can be found on the other side of the Pacific, where mobile developer GungHo this week topped a $9 billion valuation on the Osaka Stock Exchange, making it into a larger mobile gaming company than even fellow Japanese giants GREE and DeNA. GungHo’s valuation is ridiculous, a bubble that will inevitably pop in relatively short order, but there’s a genuine success driving the excitement – a single game, Puzzle and Dragons, which is the most successful mobile game in Japan (and is launching in other territories as well). Puzzle and Dragons reportedly makes about $2 million a day; it certainly makes enough to justify prime-time adverts in evening slots on Japanese TV.

GungHo is an extreme example of a phenomenon which is completely unavoidable in the social and casual game sphere. Mobile utterly dominates this sphere. Facebook, it turns out, was a flash in the pan in gaming terms. Smartphones, and to some extent tablets (though they’re arguably more “midcore”), are the social gaming platforms of today. Zynga, for all its cash (the company still has plenty of liquid assets), its clout and its former dominance, still hasn’t made a successful transition to being a mobile-first company. Clinging to the wreckage of the Facebook social gaming model which it so successful exploited (in doing so, perhaps hastening the downfall), Zynga is being overtaken time and again by smaller companies who have mobile gaming in their DNA from the outset. With this week’s results came a fresh claim that the company will be focusing more heavily on mobile, but a good, nimble firm would have accomplished that focus shift 12 months ago, at least. Zynga right now feels like it’s plodding along in everyone else’s wake.

The other great white hope for the company, of course, is gambling. It has cautiously launched gambling services – what it calls “real money gaming” – in the UK, and wants to expand into other territories. Plenty of pundits like to tap their noses sagely and suggest that Zynga will become a gambling giant down the line – although in doing so, they’re just following in the well-worn footsteps of a large number of video games industry pundits, executives and even developers who have regarded the gambling industry with something like the avaricious wonder of wannabe prospectors hearing about a new gold rush.

I don’t see any gold rush for Zynga in “real money gaming”. Investors and executives consistently overstate the allure and possibilities of this kind of gaming, because by dint of being investors and executives, they tend to be exactly the sort of person who is very attracted to gambling risks (you wouldn’t have an investment, or a career, anywhere within spitting distance of tech stocks otherwise). Moreover, by moving into the online gambling arena, Zynga is entering a market that’s already incredibly crowded with companies who are deeply, deeply expert in this field – not just in the customer-facing psychology of the casino, but also in the legal and regulatory minefield of operating a gambling enterprise online. Many major markets simply aren’t open to this kind of business; most others require you to jump through all manner of hoops simply in order to set up shop. The notion of Zynga having an open goal in “real money gaming” is born either from complete naivety or utter desperation – it could make money in the gambling business, but it has its work cut out for it.

It’s worth highlighting, all the same, that Zynga did make a small profit this quarter – it may only be one bright spot, but it’s bright all the same. The company’s scale still also arguably works in its favour, allowing it to buy talent and IP that smaller firms could never afford. Yet after several grim quarters, it’s also worth highlighting that talk of a “turnaround” is optimistic at best. Something about Zynga – its culture, its leadership or a combination of both – is blocking this company from moving in the agile, intelligent way a firm in its position desperately needs. Inventing fairy stories about the magical potential of gambling games or constantly reassuring the world that a pivot to mobile is definitely happening any day now won’t cover up the cracks for much longer. If Zynga wants the world to buy the “turnaround” story, it needs to start showing evidence; if not, it needs to start making big changes, starting right at the top.

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Facebook Goes DRAM

March 19, 2013 by  
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Facebook has come up with a data cache which runs on flash memory instead of DRAM. Dubbed McDipper it saves money while still delivering higher performance than disk.

The system is a Facebook-built implementation of the popular memcached key-value store the only difference is that runs on flash memory rather than pricier DRAM. Memcached is the open-source key-value store that caches frequently accessed data in memory so applications can access and serve it faster than if it were stored on hard disks.

Facebook runs thousands of memcached servers to power its various applications. The only downside is that it is expensive. McDipper can handle working sets that had very large footprints but moderate to low request rates. It provides up to 20 times the capacity per server and still supports tens of thousands of operations per second.

According to Gigaom, Facebook has deployed McDipper for a handful of these workloads. This has reduced the total number of deployed servers in some pools by as much as 90 per cent while still delivering more than 90 per cent of get responses with sub-millisecond latencies.

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