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Rethinking Traditional Advertising Methods in Business and Industry in Gaming, Media, Web, IT and Computing
You see, for all the talk of monthly periodicals' demise, SEO'simpending reign, the downfall of FM stations and television'sinevitable implosion, we, err, sort of forgot to mention one thing:essentially that, despite posting up ratings far from the halcyon daysof the pre-TMZ.com era, mass media outlets such as ABC, CBS, CNN andNBC; Time, Newsweek and USA Today;and even regional Cineplex chains still generate the kind of audiencenumbers most interactive entertainment execs would give their last USBcable to connect with. Tactics may be changing, with custom tradeshows,advertorials, movie-type trailers and cover wraps replacing simple pageads and product giveaways. But as an industry, we're far from preparedto divorce ourselves completely from traditional advertisingplacements, or shift marketing dollars exclusively onto the Internet.

"Something most gamemarketers miss about the broadcast space is the need to keep messagingpointed and simple" - Steven Roberts, DIRECTV

To wit, column after news brief after investigative report may continueto bemoan the death of old-world media. However, as any marketingdirector can attest, its core vehicles still remain one of the bestways to rapidly generate mass awareness amongst PC- or console-owningaudiences. Hence, although blogs and video aggregators deliver greatbang for the buck and generate tremendous street-level buzz, theycontinue to be promotional outlets that most core publishers have yetto wholly embrace, let alone fully commit to. Thus the reign ofhigh-profile primetime spots for titles like Grand Theft Auto, Madden and Halo rolls on.
And so, just as I humble myself before my new daughter, who hasn't meta pair of slacks she hasn't enjoyed redecorating yet, I willinglyprostrate myself before the industry-at-large and beg forgiveness. Asthe following executives – representing the television, motion pictureand direct marketing industries, respectively – are quick to remind, weshould all think twice before acting so rashly and completely writingthese businesses off.
Suffice it to say that they may not generate the same kind of headlinesin 2008 as rich media providers, online networks or widget creators,but thanks to new technology, changing tastes and increasing audiencefragmentation, let's just say they're far from out of the game.
Steven Roberts
Vice President & General Manager, Games and StrategicInitiatives for DIRECTV, overseeing broadcast ventures like 24/7interactive games channel Game Lounge and the internationally televisedChampionship Gaming Series professional league.
"Broadcast TV is absolutely not dead – just changing. Popular as gamingis, you can't look at entertainment in a vacuum... you have to considerthe overall mass-market. There are 120 million television homes outthere, with millions of people who just want to be entertained in thesame way they have for the last 50 years. NFL football still puts uphuge ratings every Sunday, and millions still tune in to watch livemusic and sports – you don't see that on an Xbox 360 console.
"True, television has to evolve, and will become more interactive toengage subscribers... if that's what users want. But what we're reallylooking at here in the immediate is developers/publishers grapplingwith a question of increasing audience segmentation. Something mostgame marketers miss about the broadcast space is the need to keepmessaging pointed and simple. That doesn't mean downplaying keyelements or features that you want understood: Just presenting them ina straightforward, easily comprehensible way that speaks to a specificaudience. Implementing better virtual cameras into games would be awelcome start... For broadcasters, it's very difficult to showdifferent elements of a title in ways instantly conducive to helpingpeople understand what it's all about.
"It's also important to look beyond the 30-second spot. There's plentyof room for advertisers to tap into broadcast vehicles, whether throughtelevised competitions, interactive online program extensions orproduct integration. Placing games front and center by showing ahalf-hour of screens, video footage and people playing these titlesmakes sense. But what you really need for effective campaigns here isto build elements of user interaction into your advertising and pair itwith programming that's consistent with the demographics of the gameitself.
"It all comes back to basics. People won't skip an ad on a DVR or turnaway to get a glass of milk if it's compelling, the message is clearand it's telling you something that you want to hear. Creative doesn'tjust have to wow either: It also has to make sense for the audiencesegment. While marketing can be fun and have an edge to it, ultimately,for on-air placements, it's vital to make sure the message is verytargeted, specific and simple."
"For all the uproar surrounding the movie business lately, gamemarketers shouldn't underestimate in-cinema advertising's power. Mostmedia features a device (remote control, mouse click, radio dial, etc.)that lets audiences tune unwanted messaging out. But at the theater,you've paid to be there, are a captive audience and want to beentertained. This receptivity begets results if the creative is good:Recall scores average around 60%, with categories like gaming actuallysoaring into the 80-90% range.
"Definitely, the big screen's sexy. Via streaming media, you canliterally send ads for M-rated games to all R-rated movie screenings inany given city; appear alongside only specific types of films; ordeliver different messages to different geographic markets on-demand.But publishers need to look beyond the most obvious opportunities –lobbies can also be a marketing wonderland. Standees, banners,concession items... From 20-minute pre-shows packed with original,exclusive and entertaining content to game posters disguised to looklike cinematic counterparts, options for building brand equity areendless.
"Hollywood is far from dead. Are gamers going to see Shrek, The Matrix and Pirates of the Caribbean?Of course... it's common sense. Research also shows emotions aremagnified at the theater – and the same holds for audience reactions tocommercials as well as films. It's hard to argue with a dark room, agiant screen and a group of people who've willingly paid to be thereand want to see what's in store.
"Also note – 80% of tickets are sold on weekends, a time when peoplewant to go shopping, and theaters are generally located in shoppingdistricts. Stick a retail discount on a box office handout, and youdon't just achieve grassroots interaction, or present a clear call toaction. It's also conceivably the last message a consumer sees beforehaving to drive home past a Best Buy or Wal-Mart where your game'sconveniently stocked."

"People are more distracted than ever – advertisers need to cut throughthe clutter. You have to find ways to surprise and entertainaudiences... It's important to design options that let you really spendtime with consumers in a meaningful way.
"Consider core gamers. You can look at where they're hanging out – atfraternity houses, sports bars, military bases, wherever – thendiscover ways to be there. It's even possible to reach players atschool and weave gaming properties into an educational message. Theseinstitutions appreciate it when game companies can provide them withbranded book covers, locker calendars or workshops that incorporatethese titles to teach lessons, just to name a few possible choices.
"Basically, you have to create options that make sense for the contentand target demographic, then craft a vehicle that fits. This could be abranded video game tournament, for example, or involve catching fans ata sporting event and giving them things they can wear to the game.There are alternative ways to reach virtually any shopper.
"It's crucial for publishers to connect with fans on a one-on-onelevel, because as excited as TV/film imagery can make them, people wantto go hands-on and try your games. To do so, you have to interface withthem on the street. Demos at malls, movie theaters, health clubs, etc.are essential to building buzz: There's a direct link between samplersconverting into purchasers. Experience is everything, and consumers aregoing to be the strongest ambassadors for your brand – word-of-mouth isincredibly powerful in the enthusiast gaming community.
"A holistic strategy is important, though: Alternative marketing shouldjust be one part of a diversified tactical plan. If I can see an ad foryour game during Lost or American Idol, then it happens to be at a barwhere I can try it, it'll pique my interest... Suddenly, brand andbuyer are making a meaningful connection. Remember though, that theseplacements have to be unobtrusive. You can't invade someone's space –you have to make kiosks, stands, booths, etc. – something that adds to,not takes away from, the entertainment value of any activity or event."
Posted by Editorial Team Tue Jul 08, 2008 6:40 am
10 Best Hacking and Security Software Tools for Linux in Hardware, Internet, Networking, Comms and Security
Linuxis a hacker’s dream computer operating system. It supports tons oftools and utilities for cracking passwords, scanning networkvulnerabilities, and detecting possible intrusions. I have here acollection of 10 of the best hacking and security software tools forLinux. Please always keep in mind that these tools are not meant toharm, but to protect.

1. John the Ripper




John the Ripperis a free password cracking software tool initially developed for theUNIX operating system. It is one of the most popular passwordtesting/breaking programs as it combines a number of password crackersinto one package, autodetects password hash types, and includes acustomizable cracker. It can be run against various encrypted passwordformats including several crypt password hash types most commonly foundon various Unix flavors (based on DES, MD5, or Blowfish), Kerberos AFS,and Windows NT/2000/XP/2003 LM hash. Additional modules have extendedits ability to include MD4-based password hashes and passwords storedin LDAP, MySQL and others.


2. Nmap

Nmapis my favorite network security scanner. It is used to discovercomputers and services on a computer network, thus creating a "map" ofthe network. Just like many simple port scanners, Nmap is capable ofdiscovering passive services on a network despite the fact that suchservices aren't advertising themselves with a service discoveryprotocol. In addition Nmap may be able to determine various detailsabout the remote computers. These include operating system, devicetype, uptime, software product used to run a service, exact versionnumber of that product, presence of some firewall techniques and, on alocal area network, even vendor of the remote network card.

Nmapruns on Linux, Microsoft Windows, Solaris, and BSD (including Mac OSX), and also on AmigaOS. Linux is the most popular nmap platform andWindows the second most popular.


3. Nessus

Nessusis a comprehensive vulnerability scanning software. Its goal is todetect potential vulnerabilities on the tested systems such as:

-Vulnerabilities that allow a remote cracker to control or access sensitive data on a system.
-Misconfiguration (e.g. open mail relay, missing patches, etc).
-Defaultpasswords, a few common passwords, and blank/absent passwords on somesystem accounts. Nessus can also call Hydra (an external tool) tolaunch a dictionary attack.
-Denials of service against the TCP/IP stack by using mangled packets

Nessusis the world's most popular vulnerability scanner, estimated to be usedby over 75,000 organizations worldwide. It took first place in the2000, 2003, and 2006 security tools survey from SecTools.Org.


4. chkrootkit

chkrootkit(Check Rootkit) is a common Unix-based program intended to help systemadministrators check their system for known rootkits. It is a shellscript using common UNIX/Linux tools like the strings and grep commandsto search core system programs for signatures and for comparing atraversal of the /proc filesystem with the output of the ps (processstatus) command to look for discrepancies.

It can be used from a"rescue disc" (typically a Live CD) or it can optionally use analternative directory from which to run all of its own commands. Thesetechniques allow chkrootkit to trust the commands upon which it dependa bit more.

There are inherent limitations to the reliability ofany program that attempts to detect compromises (such as rootkits andcomputer viruses). Newer rootkits may specifically attempt to detectand compromise copies of the chkrootkit programs or take other measuresto evade detection by them.


5. Wireshark

Wiresharkis a free packet sniffer computer application used for networktroubleshooting, analysis, software and communications protocoldevelopment, and education. In June 2006, the project was renamed fromEthereal due to trademark issues.

The functionality Wiresharkprovides is very similar to tcpdump, but it has a GUI front-end, andmany more information sorting and filtering options. It allows the userto see all traffic being passed over the network (usually an Ethernetnetwork but support is being added for others) by putting the networkinterface into promiscuous mode.

Wireshark uses thecross-platform GTK+ widget toolkit, and is cross-platform, running onvarious computer operating systems including Linux, Mac OS X, andMicrosoft Windows. Released under the terms of the GNU General PublicLicense, Wireshark is free software.


6. netcat

netcat is a computer networking utility for reading from and writing to network connections on either TCP or UDP.

Netcatwas voted the second most useful network security tool in a 2000 pollconducted by insecure.org on the nmap users mailing list. In 2003, itgained fourth place, a position it also held in the 2006 poll.

The original version of netcat is a UNIX program. Its author is known as *Hobbit*. He released version 1.1 in March of 1996.

Netcat is fully POSIX compatible and there exist several implementations, including a rewrite from scratch known as GNU netcat.


7. Kismet

Kismetis a network detector, packet sniffer, and intrusion detection systemfor 802.11 wireless LANs. Kismet will work with any wireless card whichsupports raw monitoring mode, and can sniff 802.11a, 802.11b and802.11g traffic.

Kismet is unlike most other wireless networkdetectors in that it works passively. This means that without sendingany loggable packets, it is able to detect the presence of bothwireless access points and wireless clients, and associate them witheach other.

Kismet also includes basic wireless IDS featuressuch as detecting active wireless sniffing programs includingNetStumbler, as well as a number of wireless network attacks.


8. hping

hpingis a free packet generator and analyzer for the TCP/IP protocol. Hpingis one of the de facto tools for security auditing and testing offirewalls and networks, and was used to exploit the idle scan scanningtechnique (also invented by the hping author), and now implemented inthe Nmap Security Scanner. The new version of hping, hping3, isscriptable using the Tcl language and implements an engine for stringbased, human readable description of TCP/IP packets, so that theprogrammer can write scripts related to low level TCP/IP packetmanipulation and analysis in very short time.

Like most tools used in computer security, hping is useful to both system administrators and crackers (or script kiddies).


9. Snort

Snortis a free and open source Network Intrusion prevention system (NIPS)and network intrusion detection (NIDS) capable of performing packetlogging and real-time traffic analysis on IP networks.

Snortperforms protocol analysis, content searching/matching, and is commonlyused to actively block or passively detect a variety of attacks andprobes, such as buffer overflows, stealth port scans, web applicationattacks, SMB probes, and OS fingerprinting attempts, amongst otherfeatures. The software is mostly used for intrusion preventionpurposes, by dropping attacks as they are taking place. Snort can becombined with other software such as SnortSnarf, sguil, OSSIM, and theBasic Analysis and Security Engine (BASE) to provide a visualrepresentation of intrusion data. With patches for the Snort sourcefrom Bleeding Edge Threats, support for packet stream antivirusscanning with ClamAV and network abnormality with SPADE in networklayers 3 and 4 is possible with historical observation.


10. tcpdump

tcpdumpis a common computer network debugging tool that runs under the commandline. It allows the user to intercept and display TCP/IP and otherpackets being transmitted or received over a network to which thecomputer is attached.

In some Unix-like operating systems, auser must have superuser privileges to use tcpdump because the packetcapturing mechanisms on those systems require elevated privileges.However, the -Z option may be used to drop privileges to a specificunprivileged user after capturing has been set up. In other Unix-likeoperating systems, the packet capturing mechanism can be configured toallow non-privileged users to use it; if that is done, superuserprivileges are not required.

The user may optionally apply aBPF-based filter to limit the number of packets seen by tcpdump; thisrenders the output more usable on networks with a high volume oftraffic.


Do you have a favorite security software tool for Linux? Feel free to comment and tell us about it.
Posted by Editorial Team Fri Jul 04, 2008 5:06 am
ASA warns envelopes with marketing must be transparent in Business and Industry in Gaming, Media, Web, IT and Computing
An envelope used in a Virgin Media mailshot broke advertisingrules because it failed to make its marketing nature obvious. Theenvelope should have stated clearly that it contained marketingmaterial, the UK's advertising regulator has ruled.

The letter describing the cable company's broadband offer wassealed in a plain white envelope with no markings to identify thepromoter.
The envelope featured a small hole that went right through theenvelope and some of its contents and was designed to look like abullet hole surrounded by burn marks. Ten people complained to theAdvertising Standards Authority (ASA), saying that the bullet holewould cause offence and distress. The ASA rejected thosecomplaints. It said the hole "was likely to be recognised as astylised design gimmick" and that "recipients would appreciate thatit was unlikely that an envelope would arrive with a bullethole."
The ASA had its own concern, though, about Virgin's failure toidentify the envelope as a promotion.
Small text on the reverse of the envelope provided a PO Boxreturn address but Virgin Media's identity was only revealed torecipients if they opened the letter. In some cases the letter wasaddressed to the recipient; other times it was addressed to "TheOccupier".
The ASA ruled against Virgin Media in an adjudication publishedtoday.
"We concluded that the envelope should have stated clearly thatit contained marketing material to avoid ambiguity or confusionabout the status of the envelope," said the ASA. "On this point,the ad breached CAP Code clause 22.1."
That provision states:
"Marketers, publishers andowners of other media should ensure that marketing communicationsare designed and presented in such a way that it is clear that theyare marketing communications. Unsolicited e-mail marketingcommunications should be clearly identifiable as marketingcommunications without the need to open them."
Virgin was told to ensure that in future mailings envelopesshould state clearly that they contained marketing material.

See:
Posted by Editorial Team Mon Jun 30, 2008 5:47 am
Games Industry Movers: Trion, 38 Studios, Kongregate & M in Business and Industry in Gaming, Media, Web, IT and Computing
his past week, 38 Studios (the developer founded by Red Sox pitcherCurt Schilling) announced that Thom Ang was appointed Director of Art.He will oversee the direction and management of 38 Studios' artisticdevelopment, including the MMOG codenamed Copernicus, whileworking closely with Todd McFarlane and R. A. Salvatore. Ang willreport to Vice President of Creative Development, Scott Cuthbertson.
"38 Studios' creative teams have been meticulously crafting thesignature look and feel for our upcoming MMOG over the past 18 months,"said Brett Close, CEO and president. "Thom's extraordinary talent andexperience will be key in driving the vision and quality of our OnlineEntertainment Experience."
Ang has been working as a director for notable franchises and brandsfor over 15 years. He's worked as a senior artist at DisneyInteractive, working on titles like Toy Story II and Tarzan. Ang also created illustrations for TV shows, including The X-Files and was a storyboard artist for Sony/Columbia/Tri-Star TV Animation programs, which include Roughnecks: Starship Troopers Chronicles and Max Steel.He then moved on to be art director at EA LA, where he headed up artproduction, team management and visual concept development for the Medal of Honor franchise. In his last position, Ang was art director at THQ, managing more than 25 titles.
"38 Studios is absolutely committed to the next evolution of MMOGs, andevery team member has great pride in the value of what they do,"remarked Ang. "I am excited to contribute to this vision and become apart of an extraordinary team."
Lisa Jablonsky - Kongregate
Kongregate announced this past Friday that Lisa Jablonsky will open thecompany's New York ad sales office. She will work with Kongregate'sChief Revenue Officer Lee Uniacke to secure high-profile advertisingpartnerships based on the site's reach and appeal to young men, ages 13- 34.
"With high user engagement and a growth rate of over 25 percent monthover month, Kongregate provides the ideal medium for advertisers tryingto reach this hard-to-pin-down demographic," stated Uniacke. "As webuild our sales force to address these opportunities, Lisa's proventrack record in developing successful partnerships across a range ofyouth-driven digital consumer brands will add tremendously to theexpertise of our team."
Jablonsky has worked in the New York advertising scene for 21 years andshe was as an early proponent of the digital advertising arena. Amongher projects, she has conceptualized and implemented ground-breakingfilm contests for Intel and Kohl's, and created one of the first mobilecontests for Alltel. Jablonsky helped create games for McAfee Softwareand the National Guard, as well as construct an editorial integrationprogram for Coke's NBA March Madness Flash game. She was most recentlyan account executive with MTV Networks, where she successfully droveadvertising and integrated sponsorships for Comedy Central,AddictingGames.com, Shockwave.com, and AtomFilms.
"Kongregate is an advertiser's dream as it attracts young men betterthan virtually any other site on the Web and puts them in a cool, edgyenvironment where our audience can really interact with their brand,"commented Jablonsky. "At over 3 million unique users today, a highgrowth rate, and just being named one of Time Magazine's Top 50 sitesfor 2008, we're on track to give advertisers the big reach that theyneed to effectively target the young male demographic this fall."
Trion World Network - Glen Van Datta
Trion World Network announced recently that Glen Van Datta has beenhired as Vice President of Engineering and General Manager of TrionWorld Network Austin. He will oversee day to day operations at Trion'sAustin studio and supervise all customer service, quality assurance,operations and other support activities with relation to the Trionplatform.
"Glen is a tremendous hire for Trion and an excellent addition to ourworld class technical organization", said Nicholas Beliaeff, VicePresident of Product Development & Head of Trion World Network SanDiego. "Glen's vision, leadership, and deep history maturing andproductizing compelling online game technology will help Trion take ourserver based game technology to the highest levels while helping us andour partners get to market more quickly."
Notably, Van Datta has worked for over 22 years in softwaredevelopment, including the past dozen in game development. He wasco-founder and Vice President of Engineering at RTIME, where he oversawthe development, design and testing of the RTIME SDK online, in-gameand player matching platform. Van Datta most recently worked at SCEA asDirector of Online Technology, where he oversaw a team of more than 80employees that developed SCE-RT SDK to enable online games for PS2, PS3and PSP games, including Singstar, Warhawk, Resistance, Home and GT5 Prologue.
"For more than 12 years I've believed that online games, online socialnetworks and online media distribution were the future ofentertainment," said Van Datta. "Trion's innovative, dynamic platformand content are the next generation in the online entertainment space."
IGN Entertainment – Jamie Berger
IGN Entertainment announced recently that senior vice president ofconsumer products and technology Jamie Berger will start overseeingbusiness development for the company. He will continue managing IGN'ssubscriptions, digital distribution, and e-commerce portfolio includingIGN's Direct2Drive and GameSpy Technologies.
Berger has over 16 years of professional brand management and marketingexperience from within the online gaming industry. He began hisprofessional career as an Account Manager with the NCR Corporation.Berger spent six years in the consumer products division of The WaltDisney Company before joining IGN Entertainment. He currently helpsextend the IGN brand by creating and leading partnerships thatdistribute content and drive revenue.
AMD - Emilio Ghilardi
AMD, which runs the ATI graphics card business, announced this pastweek that Emilio Ghilardi has been appointed senior vice president andgeneral manager of Europe, Middle East and Africa (EMEA). He will beresponsible for all sales and marketing operations within EMEA,starting in mid-August 2008. Ghilardi will report to AMD chief salesofficer Gustavo Arenas.
"Emilio adds tremendous global sales and marketing leadership to AMD inEMEA which we expect to help strengthen and grow relationships with ourend-user customers, OEMs and distribution partners," said Arenas.
Ghilardi comes to AMD from HP, where he started as vice president ofConsumer PC Clients in EMEA. He then moved on to be vice president andgeneral manager of Commercial Hardware within the Imaging and PrintingGroup. Ghilardi was most recently vice president and general manager ofHP's EMEA Consumer Business Unit, managing the business for consumerPCs and Imaging and Printing products.
AMD added that Alberto Macchi, corporate vice president of Sales andMarketing for EMEA, is departing the company "to pursue newopportunities."
Warner Bros. Digital Distribution - Jacqueline Jourdain Hayes
Warner Bros. Digital Distribution (WBDD) recently announced thatJacqueline Jourdain Hayes has been named Senior Vice President Businessand Legal Affairs. She will manage legal issues around new digitalbusiness models (such as distribution of Warner properties on Xbox Liveand elsewhere) globally, oversee the negotiation of Warner Bros.video-on-demand and electronic sell-through licenses across multipledigital platforms, and provide legal counsel to the Company's seniormanagement on the acquisition, distribution and protection of contentfor digital platforms and other digital initiatives.
"Jackie has been working on our digital business for quite some time,her expertise in this area is unparalleled," said Clarissa Weirick,General Counsel, WBDD. "The digital business is still one of thoseareas where you are often making the rules as you go along, whichrequires someone like Jackie who is confident and creative innegotiating this new terrain. We are extremely fortunate to have hercontinued expertise as our digital business moves ahead."
Hayes has worked as an Associate in the Corporate Departments of TroopMeisinger Steuber & Pasich in Los Angeles, of Goulston and Storrs,P.C. in Boston, and of Moses & Singer in New York City. She joinedWarner Home Video in 1998 as Counsel, and was promoted to VicePresident Business and Legal Affairs of WHV in 2000. Hayes joined theWarner Bros. Digital Distribution division in July 2006.
TC Digital Games – Andi Smithers
Recently, TC Digital Games announced that it appointed Andi Smithers tothe new position of Director of Technical Development. He will overseedevelopment of the company's digital services, including mediatechnology and format strategy as well as interoperability of digitalservices and devices.
"Andi joins our team at a pivotal moment in the evolution of Chaoticand TC Digital," said Bryan C. Gannon, President and CEO of TC DigitalGames. "He will become an integral part of our efforts to enhance theChaotic online experience and further develop our digital services.Andi's expertise in developing technology, his extensive background increating computer game software and his vision for emerging technologymake him a perfect fit to lead this innovative game play convergence."
Smithers has held several executive roles and technical positionsthroughout his 20-year career, having worked for Microsoft, Activision,Psygnosis, LucasArts, and Midway. He was most recently with Sony OnlineEntertainment where he served as Senior Engineer in the Research andDevelopment group. Smithers pushed advanced physics and graphicstechnologies forward to ensure their quality and was responsible foroverseeing the strategy and development for a cloth simulator.
Microsoft – Michael Delman
As we previously reported, Microsoft this past week appointed MichaelDelman to the position of corporate vice president of global marketingfor the Interactive Entertainment Business (IEB) in the Entertainmentand Devices Division. He takes over the role for Jeff Bell who left thecompany earlier this month. Read more about the move here.
Posted by Editorial Team Mon Jun 30, 2008 5:42 am
LATEST FORCAST: Global games industry set for massive growth in Business and Industry in Gaming, Media, Web, IT and Computing
The latest forecast for the growthof the global games industry shows that the next four years are boomyears, with a growth of $41.9 billion in global sales last year to apredicted $68.3 billion in 2012.
The PricewaterhouseCoopers data is drawn from the forthcoming Global Entertainment and Media Outlook: 2008-2012 report.
Console games up
Consolegames are predicted to grow by 6.9 percent annually, going from salesof $24.9 billion last year to $34.7 billion in 2012.
Online andwireless games are predicted to have the fastest rate of growth overthe next four years (16.9 per cent and 19 per cent, respectively), withthe in-game advertising industry also predicted to reap massive rewardsin the coming years, going from the $1 billion level in 2007 to $2.3billion in 2012.
"That's phenomenal growth," PwC partner StefanieKane told Reuters, "especially considering that in-game advertisingonly works with certain kinds of games, sports being a primary example."
PC games down
OfflinePC gaming is the only gaming sector predicted to fall in terms ofrevenue growth from $3.8 billion last year to $3.6 billion in 2012.
PricewaterhouseCoopers report lists the following factors that feed into the rapid growth of the games industry over the next four years:
* mobile phones capable of downloading games with sophisticated graphics and displaying them on relatively large screens;
* an online market driven by the increased penetration of broadband households;
*the increasing popularity of massively multi-player online games thatearn revenue through subscription fees and micro-transactions.
Posted by Editorial Team Thu Jun 19, 2008 3:06 pm
Evaluating your graphics card needs - Full iVirtua Guide in Hardware, Internet, Networking, Comms and Security
If you happen to have a friend or a family member who’s an expert oncomputer graphics cards, you’re in luck. Bring that person along withyou while you shop, and you’ll benefit from their experience.

If,on the other hand, you don’t have a game techno-wizard to call on—or,if you’d like to understand what you’re buying before you spend yourhard-earned cash—you’ve come to the right place. In this section, Ihelp you determine which graphics card features you need, includingimportant considerations such as video memory, the bus type, andexternal connectors.

Built-in versus add-on
Today’s PCs use two different types of graphics cards, and each has advantages and disadvantages:

Built-in cards.A graphics card in this category isn’t really a graphics adapter cardat all, because it’s actually integrated into the motherboard. Abuilt-in card doesn’t require an AGP slot or a PCI slot, so amotherboard with a built-in card can fit into a smaller case anddoesn’t take up a valuable slot. (This explains why graphics cards areoften built-in on computers that use thin workstation cases, which arecommonly called pizza box cases.) If you’re building a new PC, rememberthat a built-in graphics card is usually easier to configure than aseparate adapter—and integrated graphics cards tend to be lessexpensive than their removable counterparts. On the down side, anintegrated video card may not let you install additional video memory.

Separate adapter cards.
A graphics adapter occupies either an AGP or a PCI slot in yourcomputer. Naturally, a separate card is the choice of gamers who willbe upgrading their graphics hardware to keep up with the cutting-edge3D chipsets and visual effects in the latest video games. If yourgraphics adapter suddenly stops working and you need to replace it, aseparate graphics adapter card will ensure that you don’t have to sendback your entire motherboard for service or replacement, too.


Ifyou’re considering a graphics upgrade for your current motherboard andit has a built-in graphics card, you’re facing a brick wall (unless youcan add a daughter card, or disable the integrated card so that you canadd a PCI graphics card).

Understanding resolution and refresh rate

Askany computer power user—especially a gamer—what specifications are mostimportant in selecting a graphics card, and two figures are almostcertain to be included in the group: maximum resolution and maximumrefresh rate. In this section, I discuss both of these importantcriteria.

Resolution makes the graphics card
Resolutionbegins with the smallest unit displayed by your graphics card—a singledot, called a pixel. Pixels are the building blocks of every imagedisplayed on your monitor; they’re arranged in lines across yourscreen, and your graphics card controls each pixel individually forbrightness and color. For this reason, everyone expresses resolution asthe number of pixels displayed horizontally by the number of linesdisplayed vertically. For example, a resolution of 800 x 600 means thatthe monitor displays 800 pixels horizontally across the screen and 600pixels vertically.

Windows 98 still supports a minimumresolution of 640 x 480, and some games still use thisresolution—typically for big, bright graphics that don’t need a lot ofdetail, as in a casino game. However, almost all games that need finedetail—from role-playing games and strategy games to 3D first-persongames and simulations—now use resolutions of 800 x 600 or 1,024 x 768.Your desktop also benefits from a higher resolution, as you can displaymore of a larger document, Web page, image, or spreadsheet (or justmore program icons) on the screen at one time.

As you’veprobably already guessed, I would recommend that you keep your desktopset to a resolution of at least 800 x 600 (or, if your eyes don’t mind,1,024 x 768 is even better). If you can switch resolutions inside agame, you’ll probably find the resolution control in the Options orSetup screen; many games automatically set the resolution based on thespeed of your processor and the amount of video memory on your card.

The importance of the refresh rate
Whatis the refresh rate of a monitor, and why is it such a big deal forgamers? That’s a good question. But before I answer it, I need todescribe how your computer actually draws a video image on yourmonitor. (Don’t worry: I’ll try to keep this from getting boring.)

Agraphics card creates an image on your computer monitor by “painting”it with electrons—in fact, the image is emitted from a phosphorescentcoating that glows on the inside of the monitor tube. The coating glowswhen it’s hit with a stream of electrons from the electron emitter(commonly called an electron gun) at the back of the monitor; theseelectrons move across the inside surface of your monitor, one line at atime, from top to bottom.

However, while the electrons arefocused on another portion of the screen, the phosphorescent coating onthe area that’s already been painted starts to dim, and then thecoating stops glowing entirely. So the monitor must redraw the imageconstantly to keep it bright, as shown in

Asyou probably expected, the refresh rate (also called the vertical scanrate) of a graphics card-and-monitor combination refers to the numberof times per second that your computer redraws the image on themonitor. As a general rule, the higher the refresh rate, the better;although you can’t see it with your eyes, the majority of computersredraw each pixel on the monitor at least 65 times per second (giving arefresh rate of 65Hz). Resolution is also tied to refresh rate: Asresolution goes up (which uses more video memory), refresh rates willdrop accordingly.

Here’s the bad news: 65Hz isn’t enough for anyPC owner, especially gamers. A dedicated computer gamer needs a higherrefresh rate for several reasons:

A gamer can spendhours in front of a monitor, and a higher refresh rate reduceseyestrain for most people. Even though you may not be able to noticethe screen being redrawn, your eye can discern the difference between arefresh rate of 60Hz and 75Hz. The more times the screen is redrawnevery second, the more stable the image appears, and the less itbothers your eye.

Many games require higher resolutions in therange of 800 x 600 to 1,024 x 768, and higher resolutions generallylook better with a higher refresh rate.

Because an image is morestable at a higher frame rate, small details onscreen are easier todistinguish with a higher refresh rate.

A higher refresh rate reduces flicker in all of your games.


Therefore, keep these recommendations in mind when you’re shopping for a graphics card or monitor to use for gaming:

Ifyou’re shopping for a monitor, always try to find one in a local storeso that you can evaluate it with your own eyes: Specifications don’ttell the whole story. As a demonstration, run your favorite game on themonitor before you decide.

Always look for a graphics card andmonitor with a refresh rate of at least 75Hz. For most people, thehigher the refresh rate, the better the image; in fact, some expensivehigh-end graphics card-and-monitor combinations (commonly used forcomputer-aided drafting) can handle refresh rates of over 100Hz.However, I’ve met gamers and other computer owners who swear that theyprefer a lower refresh rate. Only your eye can make the decision, sotry out a monitor at 75Hz or 80Hz before you buy it.

Both yourmonitor and your graphics card must support the same refresh rate inorder for you to use it. Setting your monitor for a higher refresh ratethan recommended by the manufacturer can permanently damage it!(Windows 95 and 98 may alert you of this problem as well if you try toset your refresh rate too high.)

If your monitor and graphicscard have Windows 95 or 98 drivers, your computer can automatically setthe optimal refresh rate for your particular hardware combination. (Ofcourse, that’s “optimal” according to the manufacturer, so it may notsuit you perfectly. But at least it’s a good start.)


Unfortunately,there’s one problem with shopping for a card with a high refresh rate:This particular figure often isn’t mentioned! Most manufacturers don’tinclude a card’s refresh rate in their advertising, so it’s up to youto visit the company’s Web site and dig a little deeper. You’ll alsofind these benchmark figures mentioned in articles covering graphicshardware in gaming and computer magazines. Sometimes a little sleuthingcan make the difference between a good graphics-card choice and a greatchoice, so avoid the temptation to buy quickly. And turn a critical eyetoward those flashy graphics-card magazine advertisements.
Posted by Editorial Team Tue Jun 17, 2008 4:32 am
82% react positively to contextual in-game ads in Gaming
A new research study conducted by Nielsen BASES andNielsen Games on behalf of IGA Worldwide finds that in-game ads providebrands a measured lift in overall consumer awareness and opinion.
Nielsentested multiple variables with multiple brands across multiple games -as opposed to just a single brand in a single game. The companysurveyed over 1,300 PC gaming participants in their homes by linkingIGA's proprietary measurement software with research trackers embeddedwithin sample game discs.
Participating brand advertisersincluded Taco Bell, Jeep and Wrigley, and game titles were provided byElectronic Arts and Activision.
                   
The study found that 82per cent of consumers felt that games were just as enjoyable with adsas without. In addition, there was an average 61 per cent increase inconsumers' favorable opinions of products advertised in-game post-play.
Thestudy also found that there is an average 44 per cent increase inpost-game aided recall from pre-awareness and that the games increasedpositive brand attribute association 33 per cent across all brands.
Over70 per cent of consumers who were most opinionated about in-game adsfelt the ads made them feel better about the brand, feel more favorabletoward the brand, make them more interested in the brand, and believethe ads are for innovative/cutting edge brands.
Over 60 per centof that group felt the ads caught their attention, made games morerealistic, did not interrupt the game experience and were promotingrelevant products.
"With young adults now spending on average 6hours a week gaming, advertisers should be excited at how well theirmessages were embraced and the brands positively perceived," saidJustin Townsend, CEO of IGA Worldwide.
"The consumer insightswe've gleaned from this data will help drive the industry' firstresearch-based in-game advertising measurement standards as well asstrengthen IGA's position as an effective in-game ad network brands cantrust to efficiently deliver their message to target audiences."
Quote:


In-gamead exposures with a duration over 2 seconds, as they are measured inIGA's in-game ad methodology, generate on average an almost 30 per centincrease in key ad metrics, including ad noticeability +100 per cent,recall +42 per cent, and fit +27 per cent versus ad exposures with aduration of less than 1 second.
"This study offers proof thatdynamic in-game advertising is an influential digital ad medium," saidDave Anderson, a senior director of business development for Activision.
"Justas important to us is how users react to the ads. From the research itis clear that the overwhelming majority of consumers enjoyed the gamingexperience just as much, if not more, with dynamic ads present.
"As game publishers, it is reassuring to know advertisers and consumers both stand to benefit from dynamic ads."

Posted by Editorial Team Tue Jun 17, 2008 4:18 am
Wii Fit PR conspiracy: Sexy girl in knickers 'viral' video in Gaming
A YouTube video of a girl gyrating her waist playing Wii Fit got caught up in aNintendo PR conspiracy after the video creator was found to work inadvertising.

Giovanny Gutierrez secretly filmed his girlfriendwiggling her behind to the hula hoop game in Wii Fit wearing only at-shirt and knickers. He then uploaded it to YouTube with the title'Why every guy should buy their girlfriend Wii Fit'.

It provedpopular with eagle-eye internet pervs but after two million looks itwas discovered that Gutierrez worked in advertising and now there'swide-spread suspicion that Nintendo had something to do with it.


Noticing the video's exceptionalpopularity, Nintendo, however, has come out to deny it. "This isabsolutely, 100 percent nothing to do with Nintendo," it said in astatement to Metro. "Nintendo did not create it and were not aware ofit until it was brought to our attention."

Anyway, you should definitely watch the video for yourself.
Posted by Editorial Team Fri Jun 13, 2008 4:02 pm
PlayStation 3 introduces 'in game' advertising in Business and Industry in Gaming, Media, Web, IT and Computing
Owners of PlayStation 3 consoles will soon see adverts inside video gamesafter Sony struck a deal with IGA Worldwide, a company that specialises in'in-game' advertising.
The adverts, which can take the form of anything from a bottle of soft drink avirtual character consumes to a large billboard inside a sports stadium, areupdated by the PS3's internet connection.
The deal will bring give rise to the first in-game adverts seen by owners ofPS3s, and should provide a filip to the fledgling video game advertisingindustry, which experts say could grow to be worth $1 billion by 2011.
Electronic Arts (EA), one of the largest video games publishers, will be thefirst company to incorporate adverts into its PS3 titles under the deal,financial details of which haven't been disclosed. Among the first games todisplay advertising will be Madden NFL football, NBA Livebasketball, and the racing franchises Need for Speed and Burnout.

And that's the real problem. FSC may be able to promote itsGraphicBooster to buyers of the one laptop it's going to produce, fornow, with an XGP connector, but unless it and other vendors adopt thetechnology en masse, it's hard to see XGP becoming anything more than an accessory for a handful of notebooks.
It'll be like all those docking connectors: not proprietary, true, but so rarely used it might as well be.
Much will depend on the extent to which AMD pushes XGP as part ofits 'Puma' notebook platform, and engages with bodies like the PCI SIGto turn XGP into a true standard. At that point, we might see all thoseIntel-based laptops taking on the technology

Advertisers have long sought ways to target the young, mostly male audiencewhich spends an increasing amount of time playing video games - often at theexpense of traditional media such as TV. Publishers, meanwhile, have beenexploring new, web-based business models.
In January, for instance, EA announced that it would distribute a slimmed downversion of Battlefield, the popular combat game, free via theinternet, and aim to make money through in-game ads, as well as the sales ofweapons and other virtual items that can be used in the game.
IGA Worldwide says it serves "hundreds of millions of ad impressions"each week to more than ten million people who play online games.
One problem faced by in-game advertising, analysts say, is that adverts cannotalways be configured to run across different consoles, even if they aredesigned for the same game, making it difficult for brand owners to plancampaigns.
Posted by Editorial Team Mon Jun 09, 2008 8:35 am
DEBATE The last generation of consoles? in The Great Debates!
Wild Tangent founder, chairman and CEO Alex St Johntold the Wedbush Morgan Securities annual Management Access Conferencethat game consoles will soon cease to exist as we currently know them.
"I think you're looking at the last generation of game consoles, and I think it's easy to defend that position," he said.
"Thething that's interesting is, a console is not a game enabling device -it's a game blocking device, unless you've paid for it. So, theprinciple value of a console is as DRM technology to solve the piracyproblem."
                   
St John said that graphics are now a commodity.We no longer need a game console to have pretty graphics on the screen- everything has pretty graphics, and they are cheap, so consoles willno longer be able to differentiate themselves on that basis.
Gamesin the near future are primarily going to be differentiated bycommunity, St John said, recognising World of Warcraft and Pogo - whathe called "the World of Warcraft for old people" - as examples.
"Community-basedgaming is going to dominate the market and the economics. Andcommunity-based games don't need DRM, because communities can't bestolen, and therefore nobody needs to share any revenue with theconsole manufacturer.
"World of Warcraft is the most profitablegame in history. Pogo is, I imagine, wildly profitable, and not aconsole game. World of Warcraft will generate 1.2 billion dollars thisyear in online subscriptions, and nobody can pirate it."
St Johnsees the invention of community-based games as a major revolution whichhas displaced graphics as a defining feature. In a world wherecommunity defines gameplay, there is no need to share money withconsole manufacturers and no need for retailers to carry a box in thestore.
"I think the business model in ten years - and probablygoing to happen very quickly - there are going to be two left ingaming. It's going to be microtransaction based...And, again, becauseI'm a mathematician and an engineer, microcurrency-based economies arejust the most efficient way to maximize revenue. They work really well.
"Andsecond is advertising, because advertising is a great alternativepayment type for kids who don't have access to online currency and arehuge game players. So, if you don't have any way to take money fromkids, then the only way to get kids to play is by advertisers marketingto them.
"So I think those will be the two dominant economies. I think that you won't see a lot of consoles."
StJohn also said the other reason he thinks that the PC will becomedominant in the home in gaming is due to the large number of laptopsbeing sold to kids going back to school.
"...And kids who musthave a laptop in the next ten years to go to school do not pick theirlaptop because it is great at doing their math homework. That's not whythey're going to choose that laptop. His PSP's going to be confiscatedat school; no one's going to take his laptop away from him because theyneed that for their homework."
St John called laptops "fabulousgaming devices with Wii-like graphics, instantly tied to community, 100per cent online and a vast volume of free play for kids who don't havecredit cards."
"So, I think ten years from now, there is aconsolidation of platforms, mobile devices, predominantly PC, probablynothing like consoles as you know them any more, and advertising andmicrocurrency-based economies," he concluded.
"Alex, I think that was brilliant and I agree 100 per cent," fellow panelist Nolan Bushnell remarked.
"He's right," St John replied, to laughter from the crowd. "I agree with Nolan."
Posted by Editorial Team Sat May 24, 2008 6:24 pm
Games industry becoming a broadcast model like TV in 40s in Business and Industry in Gaming, Media, Web, IT and Computing
The games industry is becoming a broadcast mediasimilar to the way that the movie industry transitioned to televisionin the 1940s, says Wild Tangent founder, chairman and CEO Alex St John.
"Theinternet is allowing the games business - which is a remarkablysuccessful business considering how bad the business model is - into abroadcast model where you see enormous scale of efficiency and verymass market appeal of gaming," he told investors at Wedbush MorganSecurities' Management Access Conference.
St John said the sizeof the games business was very interesting "considering that the basicvalue proposition for most games is to tell the consumer 'Buy this boxfor USD 60, sight unseen...or go to hell, I don't want your money.'"
                   
Television,in contrast to movies, allowed for an impulse consumption of contentwith a mixture of subscription, pay per view, and advertisingsupporting it - turning it to become a mass market media.
Moviesdidn't die off, but the growth just occurred in broadcast media. Thesame thing is happening with the games industry, according to St John.
WildTangent - the fourth largest game network in the US, fifth largest inthe world. and the largest privately-held game network according tocomScore - makes about half its revenue from people who buy games orvirtual currency.
The other half of its revenue comes from the 98-99 per cent of the audience who plays for free, sponsored by advertisers.
"Iexpect that, within a few years, any gaming business model that isn'tmaking at least 50 per cent of its revenue from advertising is probablyleaving half the money on the table," St John said.
"Because whatwe've learned is that the advertising market is exceeding eager tosupport gaming. The problem has been getting games into a businessmodel that's possible for them to do that.
The thing we've donevery successfully is sell games not on a "Hey, you own this for $60"basis, but buy selling people tokens that allow them to spend thetokens across all the games on our service on a per play basis."
StJohn pointed to the USD 60 price of Halo 3 as an example, estimatingthat the person who buys the game at that price might play it a hundredtimes. Had that person been charged USD 0.60 per session, the publisherwould have made the same amount of money - but the publisher would havealso picked up those people who walk away from a USD 60 price tag, butwho are happy to pay USD 0.60 to try the game.
"So the content appeals to a broader audience, it has more customers and you make the same money from it."
"Andat USD 0.60 a play, an advertiser can sponsor it - just as Pepsisponsors iTune songs. Because at USD 0.99 a song, Pepsi can buy youyour music. At USD 15 an album, they couldn't. And so it dramaticallychanges the economics of the games industry."
Posted by Editorial Team Sat May 24, 2008 5:58 pm
Valve: 'PC Gaming Market Is Not Dying' - DEBATE in The Great Debates!
The PC is no longer a viable platform. The PC is all about casual gaming. The PC market is dying.

We've heard it all before, and so has Valve's Doug Lombardi. Irecently caught up with the marketing VP during an Electronic Artspress event. At the end of the night, the house music dying down, wehad a long chat on a number of topics--many of which pertained to hiscompany's primary platform.
What does Valve think of the PC Gaming Alliance? Are they as tired ofthe PC gaming "problem" as we are? What is at the root of the issue,anyway?
Shack:
Do you guys ever get tired of the same old "PC Gaming Is Dying" stories?
Doug Lombardi:
I mean, I think,we sort of laugh at it. Because we've been wildly successful--we'revery fortunate, you know. Our games have all done really, really well,Steam has taken off and become this whole other business for us, Valvehas never been in better shape--and yet everybody is talking about howin the PC world, the sky is falling. And we're like, we've been doingthis for 10 years now--actually 12 years since the company started, 10years since the first game came out--and we've never been in bettershape, financially or otherwise. The company is over 160 people now--itwas 20 people when we shipped Half-Life. We've got multiple projectsgoing--we were always a one-project-at-a-time group.
We don't understand why that story gets traction over time. I thinkpeople have finally started to clue in to the fact--there was a storylast week where people finally looked at the online subscriptionrevenues for WoW and all the things that look like WoW, and realized,wow, there was a butt-load of cash being made here that wasn't beingcounted at the register, at retail, in North America, which is whereall these stories come out of.


NPD, god love 'em, they release a US retail sales report, and peopletake that and say that's the world picture. And it's just not true.It's not like NPD is trying to be evil. Their job is to report NorthAmerican sales data. They're doing their jobs. But people are takingthat and discounting.. in Germany for example, retail sales of PCproducts crush all other games, with the possible exception of the DS.It certainly kills all of the next-generation consoles. So if peoplewere looking at that and factoring it in, if people were looking atWoW's subscriptions alone and factoring it in, looking at Steam salesand factoring it in.. Just look at what Popcap's doing--Bejeweled andPeggle and all this stuff--they're not in that NPD data.
If you go around and you look at all these different things that arehappening on the PC, and you add them together, my hunch is that [thesales numbers] would actually be much larger than all of the consolesput together. Again, minus the DS, because the DS is this crazy thingby itself. But talking purely in terms of the Wii, the PS3, and the360, if you added those together and looked at the whole picture, I'dbet you PC would be even, if not bigger than those three systems interms of the money that's changing hands and the opportunity for doingbusiness.
So we always look at those things, and we always kind of laugh. We'redoing just fine, Popcap's doing just fine, Blizzard'scertainly--they're printing money down there. We always sort of shakeour heads, and go, okay, sooner or later someone's going to write thebigger picture story and perceptions will change.
Shack:
Interesting that you use the word "perception." Is this a perception problem?
Doug Lombardi:
It is absolutelya perception problem. I mean one of the things that happensis--Microsoft has an army of PR people that work for Microsoft. Theyhave at least two agencies that are additional armies. Nintendo I'm notas familiar with their PR outline, but I'm sure it's similar. Sony issimilar. The PC has nobody. They've got people like us, in our sparetime, talking to guys like you. I mean if there were hundreds of PRpeople stationed around the world, whose whole job was to call youevery day and tell you why the PC was a great platform, your perceptionwould probably be different.
Shack:
As far as improving perception, what do you think about something like the PC Gaming Alliance? I noticed you guys aren't partners. Any particular reason behind that? Do you see a real benefit coming out of the PCGA?
Doug Lombardi:
We'll see. Imean, I think it's great that a group of major players are gettingtogether and trying to address the problem. For us, we're really busydoing Steam, building our games. We're not really members of any of theboards, whether it's the IDG, or the PC Gaming Alliance, or whatever.If those guys want our opinion, we'll give it to them, but being onthose boards is kind of a job. We try to remain a small independentstudio, and if our help is needed in some way other than just joiningthe group for the sake of being another developer sitting a table atthe meetings, then we'll talk to those guys. I mean we're totally opento it, we want them to succeed, but until we see an actionable reasonfor us to be involved in it, you know, how we can help in a tangibleway, we're going to kind of sit in the bleachers with everybody elseand wish them luck.



Wedefinitely wish them luck. Like I say, part of the reason why the PChas the perception issue is that they don't have a group of peoplechampioning it. And if the PC Gaming Alliance says, "We need to attackthis from an advertising and PR standpoint," we'll be there to givethem quotes. [laughs] So however we can help. Just because we're not onthe board doesn't mean we're not rooting for them.


Shack:
Do you see a PC gaming resurgence on the horizon, at least in terms of how people think about the platform?
Doug Lombardi:
I think you cansee it in this room. I don't know what the final total is here, but Ithink there are eight PC games and three console games here?
Shack:
Yeah, about that.
Doug Lombardi:
And this is EA's"getting ready to start clubbing you guys over the head for E3"campaign that's beginning. So I think it's starting to happen. I thinkwe saw some of that last Christmas too. A lot of the big titles wereOrange Box on the PC, Crysis, World of Warcraft: The Burning Crusadedid really well. I think this year you're going to see a lot of thesame thing with Left 4 Dead, Spore, Battlefield Heroes. There's a lotof people making great PC product. id is getting ready to rev up abunch of really great PC product, and those guys are always great.They've been legends on the PC since, what, '93? So I think it alwayssort of comes and goes.



There's this kind of roller-coaster ride: the consoles launch, their PRagencies go out and do everything they can to try and say the PC isdying, they'll prop up the sales of the console, the console starts toget old in the tooth, the PC starts leapfrogging in terms of graphicsand bigger releases. So we're almost what, mid-way through the consolelifecycle now? So yeah, over the next two years the story's going tocome back that the PC is bigger, things like Left 4 Dead and Spore, theid titles are going to come out and everybody's going to be like, "Wow,those console titles are looking kind of crappy."

Shack:
Do you think PC system requirements are an important part of this perception problem?
Doug Lombardi:
Oh, I think it'sa big problem. I think it's a big problem. You know, we try to bereally responsible. Going back to Half-Life 1, we tried to be reallyresponsible in saying the average PC gamer should be able to play thisgame start to finish and have an enjoyable experience. Now, they're notgoing to have the best graphics, they're not gonna have every shaderturned on and what have you. But they're gonna have a decent framerate,all the monsters and creatures are going be there, and all the dialogueis going to be there. From a basic content and experience level,they're going to be able to go through that.
We take that Steam hardware surveytwice a year, and we publish those results of usually a million or moregamer systems. We publish those very consciously to try to help otherpeople realize like--here's a million people on Steam and what theirsystem requirements look like. No, you can't drop support for DirectX 9yet. There's still 70% of the people playing on Steam today are runningon DX 9 cards. So you've gotta be cognizant of that, and RAM and CPUspeeds, same way.
In the old days we had sort of this weird, "Okay, here's some of whatthe card guys and CPU guys are telling us they're gonna be selling, andhere's this voodoo crystal ball thing we're going to do and try toguess." Now that Steam survey gives us an exact data point to workfrom. You've got a million people, we do it every six months, and wecan go back and say 18 months ago it was here, and here's the adoptionrate, and we can see the trajectory. It's pretty black and white.
I think hopefully one of the things we did really well with Orange Box,and we've heard this from a lot of people: "I fired up Portal on mythree year old machine and it ran great." And that helps us sell moreunits, and helps the perception of the PC industry. People buy a newgame and their system is 18 months old and it doesn't run, or it'sunplayable, that hurts the PC industry. That person who just spentmoney on a PC game is going to have a question mark next time he walksinto the store. And he's gonna say, "Geez, I don't know, if I buy it ona console I know it's going to work."
So I mean, I think people just need to do a better job of looking atwhere gamers are at, being more honest about the system requirementsthey put on the box, and just sort of taking a step back and saying,"Gameplay is king, performance is second, and graphics are somewhereafter that." People have said to us, you know, Portal is cool, but itwasn't the prettiest game. Well, okay, it sold a whole lot, it wasnamed game of the year by over 30 outlets, and many of the people whoplayed it told me they finished it and had a great time. I would muchrather have that than have people tell me it was the prettiest gamethat came out last year.
Shack:
Does theresponsibility lie somewhat with the hardware manufacturers to markettheir products in a reasonable way, or is it up to the developers toset sane requirements?
Doug Lombardi:
Oh I think it'stotally the fault of the developers. Totally the fault of thedevelopers. I mean the graphics guys, their job to keep pushing theenvelope, and as they push the envelope, move the lower-end cards downto a nice price point, so that there's always this evolution that'shappening. If you're a hot rod type of guy, and you want to spend $400on the latest thing, you want to have a smoking machine, and when Left4 Dead comes out you want to run it at its highest resolution withkiller framerates, and call your buddies over for a beer and make themall drool over your system, awesome. But if you're just a guy who wantsa decent PC for less than a thousand bucks, and wants to be able to rungames on it, there should be a card out there that runs games at adecent famerate and decent fluidity. Then it's on us to write for bothof those guys.



It's a business decision, really. Too often I think the developmentside of things runs the house. People say, "Oh, we've got to targetthose high-end core gamers. We have the best graphics, sweetestscreenshots, and we'll get more press, and we'll win." Okay, well,you'll win in the pre-launch phase. Then when the game comes out, and60-70% of the people who don't have that sweet machine--maybe evenhigher numbers, maybe 80% don't have that sweet machine--well you justcut off your ability to sell to all of those guys.
You know, it's hard to be able to have games that scale, and to writeperformance on the high end, and write performance on the bottom end,but you know, winning in any industry means some hard work, and there'sa certain level of hard work that developers have to takeresponsibility for. And when you see games that do that, where theyhave solid gameplay, and they scale well across machines, usually thosegames do well.
Posted by Editorial Team Sat May 24, 2008 5:22 pm
Nokia Maps 2.0 out of beta in Entertainment, Film and Music, Mobile devices and media
After the modest success of Nokia Maps (it was basically just mapsand you needed an additional GPS device initially, but hey, it wasfree!) and the advent of GPS phones, the handset manufacturer hasunleashed a wave of features to make your mobile more like a TomTomthan ever before.
The software, which can be downloaded from Nokia’s website, featuresimproved car and walking navigation, as well as city guides with audioand video streams.
For instance, when using your phone’s GPS in your car, it now hasfaster re-routing on the go, and for the walkers out there it also givepublic transport information such as station entrances (though then youwouldn’t be walking).
Tell me something new
The list of partial features (why only partial we don’t know…no newson what’s being kept secret) includes the ability to identify where youare by giving information on buildings and nearby attractions.
Apparently 240,000 have downloaded the Nokia Maps application sofar, but after personal experience there are some who must havedownloaded it over 1,000 times individually after it wouldn’t installand kept asking for a new file.
The upshot of the new software is it helps make balance the GPS /privacy argument. Yes, people might be able to know where you are atany given moment, and the targeted advertising could get annoying.
But if the reward is little bits of information on the surroundingsyou might not usually find, especially abroad, then that certainlymight help soften the blow.
Posted by Editorial Team Sat May 24, 2008 5:20 pm
GTA IV main character voice actor: low pay - wants respect in Business and Industry in Gaming, Media, Web, IT and Computing
Michael Hollick, the voice actor who portrayed NikoBellic in Grand Theft Auto IV, blames his union for not protecting thetalent.
According to a New York Timesarticle, Hollick was paid roughly USD 100,000 over 15 months for hisvoice acting and motion-capture work on GTA IV. He takes issue with thefact that he will not receive royalties or residuals as he would forwork on television programs, films, radio shows or albums.
"Thefirst GTA IV trailer generated something like 40 million hits online,and that's my voice all over it, and I get nothing," Hollick said. "Ifthat were a radio spot, I would have. Same thing for the TV ads."
                   
Contractsbetween the actors' union and the entertainment industry make little orno provision for electronic media like videogames and the Internet.
"ObviouslyI'm incredibly thankful to Rockstar for the opportunity to be in thisgame when I was just a nobody, an unknown quantity," said Hollick.
"Butit's tough, when you see Grand Theft Auto IV out there as the biggestthing going right now, when they're making hundreds of millions ofdollars, and we don't see any of it.
"I don't blame Rockstar. Iblame our union for not having the agreements in place to protect thecreative people who drive the sales of these games."
Hollick saidthat it is the human performances within the games that people reallyconnect to, and he hopes actors will get more respect for the work theydo within those technologies.
"What drives videogames is notTracy and Hepburn; what drives it is the conception of the creativedirector," said Ezra J. Doner - a former Hollywood executive who is nowan entertainment lawyer.
"The actor whose appearance or voice isused is more analogous to a session musician for a band. The sessionmusicians don't get residuals on the sales of the CD. They get paid asession fee," he told the New York Times.
"It's not like the star quality of Tom Cruise that's getting people to buy that videogame."
RyanJohnston, the voice actor who portrayed Irish hood Patrick McReary inGrand Theft Auto IV - at a pay rate of USD 1,050 a day, about 50 percent higher than the general guild-negotiated rate - said he believedit was just a matter of time before actors' financial participation ingames caught up with their popularity.
The discrepancy betweenpayment for traditional entertainment media and electronic media isexpected to dominate negotiations between Hollywood and the actors'guild this summer, with many predicting an actors’ strike to parallelthe writers’ strike last year. That strike revolved around similarissues.
.

Hollick,who was an unknown quantity before the game's blockbuster success, hasmixed opinions on whether or not he was given a reasonable amount forhis role in the biggest entertainment product of all time.

"Obviously I'm incredibly thankful to Rockstar for the opportunity tobe in this game when I was just a nobody, an unknown quantity," he saidlast week according to the New York Times.



Quote:
But it's tough, when you see Grand Theft Auto IV out there as thebiggest thing going right now, when they're making hundreds of millionsof dollars, and we don't see any of it.



Quote:

"I don't blameRockstar," he was quick to add. "I blame our union for not having theagreements in place to protect the creative people who drive the salesof these games. Yes, the technology is important, but it's the humanperformances within them that people really connect to, and I hopeactors will get more respect for the work they do within thosetechnologies."



In most other mediums, Hollick would have beenpaid royalties for his voice appearing in the product. He said that he"asked about residuals when we negotiated, but I was told that was nota possibility."

The issue is further clouded by the inclusionof his voice in other media outlets advertising the game, includingtelevision, film, radio and the internet.

Unsurprisingly, othervoice-actors in the game earned significantly less than Hollick. RyanJohnston, who played Patrick McReary, said that he was paid $1,050 aday.
Posted by Editorial Team Sat May 24, 2008 5:10 pm
MICROSOFT / YAHOO: Microsoft will consider fresh Yahoo bid in Business and Industry in Gaming, Media, Web, IT and Computing
Microsoft has confirmed it is stilllooking to acquire Yahoo, following the battle against Carl Icahn’splan to replace the entire board.



Microsoft’s decision to walk away from a bid for Yahoo prompted huge controversy and Icahn’s decision to try to oust the board– and it appears that, in what appears to be a study of big-businessbrinkmanship, both companies are now ready to return to the table.
Developments
Microsoft’s statement, released "in light of developments"read:"[Microsoft] is not proposing to make a new bid to acquire all ofYahoo at this time, but reserves the right to reconsider thatalternative".
Although this is ostensibly a tentative statement, the intent isclear, and it appears Yahoo’s opposition to the takeover has beenslapped down by the financial necessities that it faces.  
Overtures
Overtures to other companies – believed to include both Google and Rupert Murdoch’sNews Corp. - have not come to fruition and Microsoft may not get themerger that it believes will make it more competitive on the internet.
Currently Google dominates both search and online advertising, butMicrosoft hopes that a huge merger with one of its other rivals inYahoo will change the game in its favour.
Posted by Editorial Team Wed May 21, 2008 8:59 am
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