miércoles, 30 de noviembre de 2011

EA and Glu Report Mobile Game Sales Results

Two of the biggest mobile game developers in the world, Electronic Arts (NASDAQ: ERTS) and Glu Mobile (NASDAQ: GLUU) announced quarterly results this week.

While EA's overall business continues to struggle, mobile was a bright spot with the company reporting that their mobile revenues were up 24% year-over-year to $189 million. For the fiscal fourth quarter, EA Mobile recorded $48 million in revenues, up 14% year-over-year.

Glu reported revenues of $20.8 million, compared to $20.6 million in the first quarter of 2008 which represents less than a 1% increase year over year.

If I was a Glu shareholder I'd be pretty disappointed with Glu's results. Although EA is a bigger company , the mobile games business is growing fairly rapidly (see post coming soon) and Glu should be growing at a similar pace to EA.

If you read Glu's full release and if you've been following the company over the last year, a lot of their lack of growth is due to the fact that Glu was very late to the iPhone party. They've started to ramp up lately with a number of high quality releases on that platform including the very fun Glyder title, but it's clear that they've still got a lot of work to do to get their business to take off further.

EA, on the other hand, was early to the iPhone an their games have done very well. Just in the past couple weeks, EA announced five new iPhone titles and executives said they expect to introduce 30 games for the iPhone this year.



martes, 29 de noviembre de 2011

5000 Android Apps

Google's Android Market now offers more than 4,900 applications for smartphones powered by the Android mobile operating system, according to the web services giant's vice president of engineering Vic Gundotra.

Speaking Wednesday at Google's annual I/O developer event in San Francisco, Gundotra said Android users have downloaded an average of more than 40 applications per user, adding that Android smartphones are now second in the U.S. in mobile web browsing, behind Apple's iPhone.

5000 apps is a pretty good number. We (Movaya) are about to launch our first premium app in the Android Market next week so we'll see how that goes.

Remote-Controlled Pigeons

Chinese scientists have reportedly been able to control a pigeon's flight remotely through electrodes that stimulated different parts of the bird's brain. Scientists at the Robot Engineering Technology Research Center at Shandong University were able to send the pigeon commands to fly left, right, up and down. It is reportedly the first such successful experiment in the world, and could have important implications for neurology and even remote mind control.

Source: MSNBC

lunes, 28 de noviembre de 2011

Billing Revolution Says Mobile Shopping About to Explode

Americans are gradually warming up to the idea of buying things via their mobile phones, particularly young adults and men, found a new study conducted by Harris Interactive for the mobile credit card security firm Billing Revolution.

Harris surveyed 2,029 adults from April 29 to May 1; 1,883 of those surveyed were cell phone owners (93%). Close to half (45%) said they think that shopping via cell phones is "somewhat safe," though just over a quarter (26%) feel that mobile shopping is completely safe.

Regardless, fewer than half of those surveyed (46%) said they would be willing to shop using their cell phones even if safety was not an issue. But attitudes vary based on age and sex, according to Harris. As with many emerging technology-driven habits, younger adults appear more willing to embrace change; 59% of the 18-34 crowd feels that mobile shopping is somewhat safe, versus just 34% of adults over 55. Also, half of men find the concept of cell phone shopping somewhat safe versus 39% of women.

The relative youth, as well as the male-skewing nature of the potential mobile shopping audience seems to influence the sort of purchases respondents indicated they would be willing to make. Harris found that entertainment is likely to emerge as a key mobile commerce category, as willing mobile shoppers said they would be most interested in purchases such as movie tickets, music, mobile video and games.

Officials at Billing Revolution said the survey results indicated that mobile shopping is poised for growth in the near term, as more and more Americans purchase sophisticated smart phones like Apple's iPhone and spend more time accessing the Internet via these devices. "There's clearly a large U.S. population of consumers open to the idea of making purchases via their cell phones," said Andy Kleitsch, CEO Billing Revolution. "With consumers getting more comfortable navigating the Web from mobile phones, mobile commerce is poised for explosive growth, and consumers are very much leading the charge in this direction."

domingo, 27 de noviembre de 2011

The End of 'Cheap Food'?

From the end of World War II until now, most nations have enjoyed plentiful and relatively inexpensive food supplies. But now, according to the well-known futurist think tank Global Business Network, that era may be ending.

GBN cites the near doubling of corn prices on the world market in the past year as evidence that this trend has already begun. Factors that are driving up prices include increased demand by the growing world population, as well as the growth of Asian economies. The latter is significant because, as economies prosper, meat consumption increases... and with it, the need for livestock feed. Increasing consumption of bio-fuels will stress grain supplies even further. Throw global warming into the mix (crop yields can fall by up to 5% for every 0.9 degree F rise in temperature) , and the stage is set for possibly much higher food prices worldwide, shortages, and ultimately, mass starvation in the poorest countries.

Writes GBN's Gwynne Dyer, PhD, 'In the early stages of this process, higher food prices will help millions of farmers who have been scraping along on very poor returns for their effort because political power lies in the cities, but later it gets uglier. The price of food relative to average income is heading for levels that have not been seen since the early 19th century, and it will not come down again in our lifetimes.' [Emphasis added]

Source: Arlington Institute

The Future of TV News

If news websites can allow users to subscribe to certain news categories, will TV news be able to do the same thing someday? Dave Winer of Scripting News muses on the possibilities, including the ability to block out categories in which the user has no interest. He even provides a mockup of an interface.

sábado, 26 de noviembre de 2011

IBM's 'Five in Five'

IBM has released a report outlining 'five innovations that will change our lives over the next five years.' The 'big five' concepts -- though not completely new -- are:


  • We will be able to access healthcare remotely, from just about anywhere in the world
  • Real-time speech translation-once a vision only in science fiction-will become the norm
  • There will be a 3-D Internet
  • Technologies the size of a few atoms will address areas of environmental importance
  • Our mobile phones will come close to reading our minds

miércoles, 23 de noviembre de 2011

MIT Demonstrates 'Wireless Electricity'

The ability to direct and transmit electrical power through the air, without wires, took a further step from the theoretical to the practical in June when a group of MIT researchers demonstrated their 'WiTricity' concept.

The technology works by transmitting electricity as a magnetic field oscillating at a specific frequency. Through 'magnetically coupled resonance,' the 'receiver' can capture the electricity, making for an efficient and safe method of over-the-air transfer.

Wireless transmission of electricity has been understood in theory since the work of Nikolai Tesla in the 19th Century. Safe, efficient and cost-effective wireless electricity could hold countless beenfits, from eliminating the need to install costly copper wiring to lowered reliance on batteries for small devices. However, despite the success of WiTricity, the technology has a long way to go before it is deployed commercially... not to mention the need to better understand side effects such as interference and possible effects on health and the environment.

Source: Self Service World

martes, 22 de noviembre de 2011

Sutures from Bacteria

Sounds icky, but it's true -- the FDA has approved a polymer suture made from modified bacteria using recombinant DNA technology.

The material in Tepha Medical Devices' TephaFLEX Absorbable Suture breaks down in the body as a deep wound or surgical incision heals, improving the healing process and preventing infection. Recombinant DNA allows the manufacture of materials from organisms that would be difficult if not impossible to produce otherwise.

domingo, 20 de noviembre de 2011

Interesting iPhone Data from Nielsen


Consumer research firm, The Nielsen Company, released some interesting data on the iPhone this week. The study found:

- As of April 2009, there are 6.4 million active iPhone users in the U.S., up from 2.1 million a year prior.

- 37% watch video on their phone (6x as likely as the typical subscriber).

- There are roughly as many iPhone users 55 and older as there are 13-24. (see chart)

- 98% of iPhone users use the data features of their phone, services that should improve with the enhanced speed promised by the iPhone 3G S.

- 88% use the Internet (4x as likely as the typical subscriber).

- 75% download apps (5x as likely as the typical subscriber).

- 72% use location based services (7x as likely as the typical subscriber).

None of this data is overly surprising but it is good news for all of us in the mobile data market as more and more consumers will be buying iPhones (and other smartphones) so overall usage of applications, mobile web, mcommerce, etc. is about to explode.

sábado, 19 de noviembre de 2011

Capcom Mobile Launches KENKEN for iPhone


Capcom Mobile, a leading developer and publisher of mobile games, and NEXTOY today announced the launch of the hit puzzle game KENKEN on the Apple App Store for the iPhone and iPod touch. KENKEN: Train Your Brain!, features stunning graphics, intuitive controls and 250 new puzzles to challenge puzzle masters and casual gamers alike.

KENKEN has become a certified phenomenon with more that 1.5 million puzzle books sold and regular puzzles appearing in The New York Times, Boston Globe, Detroit Free Press, Readers Digest and on NYTimes.com.

The brainchild of Japanese Math teacher Tetsuya Miyamoto and made famous by puzzle master Will Shortz, KENKEN requires simple arithmetic calculations and logic to decipher the ingenious puzzles. Translated as 'wisdom squared' in Japanese, KENKEN involves addition, subtraction, multiplication and division.

With difficulty levels from beginner to advanced, KENKEN puzzles improve logical thinking, concentration and perseverance.

If you've never played KENKEN it is in the same category as Sudoku but with a different twist. You can try it out online here and see what you think, or you can watch a how to play video here.

KENKEN: Train Your Brain is available from iTunes for $4.99.

viernes, 18 de noviembre de 2011

Mossberg Reviews the Palm Pre


Walt Mossberg does a great review of the Palm Pre today. If you're considering the device or just curious, you should read it here.

Couple highlights:

'But on June 6, Apple will get a powerful competitor in this category. It's a beautiful, innovative and versatile hand-held computer that's fully in the iPhone's class. It's called the Pre, and it comes from Palm, the company that pioneered the hand-held computer in the 1990s. I've been testing the Pre for a couple of weeks, and I like it a lot, despite some important drawbacks that will have to be remedied.'

'All in all, I believe the Pre is a smart, sophisticated product that will have particular appeal for those who want a physical keyboard. It is thoughtfully designed, works well and could give the iPhone and BlackBerry strong competition -- but only if it fixes its app store and can attract third-party developers.'

jueves, 17 de noviembre de 2011

Cell Phone Gaming Taking Off

According to a new consumer study conducted by research firm Information Solutions Group on behalf of casual games publisher PopCap Games, 57% of AT&T wireless subscribers play mobile games.

The advent of the iPhone and its App Store have made the download and usage of mobile games easier than ever, and the mobile gaming industry is expected to grow more than 10% per year to hit $6.3 billion in user spending by 2011, according to a report from Gartner.

52% of gamers cited 'distraction from daily life issues' as the top benefit derived from mobile gaming, followed by 'relaxation and stress relief' (40%) and 'improved mood' (12%)--in addition, 52% of gamers said they play mobile titles during work hours, and 14% selected 'during my work day, when I need a short break' as the time when they most often play games on their phone.

60% of all mobile gamers cited 'while waiting for an appointment' as a time when they play mobile games, with 'during the day on weekdays' selected by 34% of respondents and 'when traveling on vacation' and 'on the weekend' tying for third at 25% each.

The Information Solutions Group study reports that 59% of AT&T gamers play games on their phone at least once a month, and 40% said they play weekly or more often--41% said they played less than once per month. 91% of mobile gaming sessions last fewer than 30 minutes, and 62% extend fewer than 15 minutes. In all, 71% of mobile gamers play games on their phone for less than an hour per week, although 52% of those who play daily said they play for three or more hours per week.

Asked to name 'games you enjoy playing on your cell phone,' 20% of AT&T gamers cited Tetris, followed by Bejeweled at 18% and Solitaire at 17%. Puzzle games topped popular genres at 66%, followed by card/casino titles at 51%--board games earned 15% of the vote, with action/adventure trailing at 11%.

86% of mobile gamers also play video games on one or more other devices, with 76% of gamers playing on computers, 41% on consoles and 24% on handheld game devices.

17% of mobile gamers consider their mobile handset their primary gaming device.