Archive for March, 2011

Verizon and Lucent showcase global 4G LTE mobile gaming

Monday, March 21st, 2011

Already underway in Barcelona, Spain, this years’ Mobile World Congress has a number of impressive technologies on display. Visitors to the Verizon Wireless and Alcatel-Lucent can get their hands and eyes on the next generation of mobile gaming, specifically the borderless capabilities of 4G LTE gaming. Verizon and Lucent have set up a demo that features multi-player gaming between the display booth in Barcelona, and a 4G LTE-enabled moving vehicle in the U.S.

All visitors to the demo can get their hands on mutli-player games, including Trendy’s “Dungeon Defenders,” and Gameloft’s “Asphalt 6,” and play in real time with an LTE-enabled vehicle, presumably doing the speed limit, on the New Jersey highways between New York and Philadelphia. In addition to the 4G gaming, Verizon and Lucent have set up a live video stream – but not as a separate application; the live video and audio is embedded into the application, further demonstrating the power of the 4G LTE.

“LTE is here, and we are delivering end-user experiences that are changing the way we live, play and work. Verizon Wireless is partnering with Alcatel-Lucent at MWC to showcase some of the types of applications that are uniquely enabled through the 4G LTE network,” said Brian Higgins, Executive Director, LTE Ecosystem Development at Verizon Wireless in a statement. “Multi-player gaming, voice chat, video calls and real-time video streaming are the sorts of applications we will see more and more of as our 4G LTE network continues to grow and expand.”

This demonstration at the Mobile World Congress is further evidence of the collaborative efforts between Verizon Wireless and Alcatel-Lucent. They’re actively working together to drive the LTE environment, and presumably place themselves at the top of this technology heap. Where they really want to shine is specifically in the gaming arena. The addition of the iPhone 4 to Verizon’s line-up can’t hurt either.

“Gaming is one of the best examples of a mobile application where missing a split second could impact performance. For the first time, mobile gamers can have a wireless broadband experience similar to what they have with a wired connection through the power of 4G LTE,” said Robert Vrij, President of Alcatel-Lucent’s Americas Region. “Now, mobile gamers can experience fast, reliable high-speed broadband even if they are a passenger in a moving car.”

As we all know, the easier, and faster, it is for gamers to become interesting and involved in a title, the far more likely they are to stick with the title. While Verizon and Lucent’s initial technology demonstrations indicate they they’re clearly committed to speed, the offshoot of this speed is deeper gamer involvement and participation. And when it comes to downloadable content and/or microtransactions purchases, the faster the better.

 

Gaming social network Raptr now up to 6M users, receives $15M in funding

Monday, March 21st, 2011

Gamer focused, and stats tracking social network Raptr has recently reported two significant milestones in the company’s development.  The Mountain View, Ca. based firm has recently surpassed the 6 million user mark, with a growth rate of some 750,000 new users per month.  Adding to the excitement at Raptr, the startup has also recently received a fresh influx of investment capital.  DAG Ventrues has lead a round of funding that will see an additional $15 million line the coffers of Raptr’s bank account.  DAG Ventures was joined by new investor Tenaya Capital, along with previous investor Accel Partners.

This newest addition of investment funding now brings Ratpr’s funding to a healthy $27 million.  Raptr says in a statement that they plan on using this new source of funding to further expand their current offerings, as well as add additional user-requested features.  Raptr has successfully managed to capture the hearts and minds of gamers around the world, and is currently the fastest growing gaming focused social network around.  A winner of PC Gamers’ pick for Top 10 PC Apps, as well as AlwaysOn’s OnHollywood 100 award in the Consumer Services, Raptr is used by millions to track their games and acheivements on PC, Xbox, and PS3.

In addition to just providing tracking (and boasting) of players’ games, Raptr has also struck strategic partnerships with GameSpot, GamePro, and 1UP, utilizing their massive streams of data to deliver up-to-the-minute, real-time trending games, all based on live, real user data.

“We’re excited to be backed by DAG Ventures, Tenaya Capital, and Accel Partners as we continue to grow Raptr into the preeminent gaming community worldwide,” said Dennis Fong, CEO of Raptr.  “Along with the user growth of our application, we’re also now reaching over five and half million unique visitors a month on our website, and have expanded our presence into the mobile arena.”

As a sidenote: In case you just recognized the name Dennis Fong, you might remember him from his former days as a celebrity pro gamer, where he was commonly referred to as “Thresh.”

 

IID reports and warns of DNS hijacking

Monday, March 21st, 2011

Tacoma, Washington based internet security firm IDD (Internet Identity) has recently released their Q4 eCrime Trends Report, indicating a rise in both sophistication and frequency of cyber-attacks. Specifically, the company points to a new tactic whereby criminals use domain name system (DNS) entries to hijack and steal consumers’ personal information, including, the coveted credit card number.

According to IDD, this past Christmas saw ChronoPay.com under such attack. ChronoPay.com is Russia’s largest payment processor, and one of the largest services of it’s type in Europe. For several hours between December 25th and 26th of 2010, online criminals redirected the ChronoPay domain to a false payment site, where they collected at least 800 individual credit card numbers. The false site was designed to look exactly like the authentic ChronoPay platform, with unsuspecting consumers happily entering the payment details.

“While we’ve been warning for years that DNS hijackings could result in financial disaster, we hadn’t seen such a well-planned and successful attack of this nature until this incident,” said IID President and CTO Rod Rasmussen in a statement. “With ChronoPay, our worst fears came true. Unlike the recent DNS hijackings of Twitter, Baidu and others, with ChronoPay we have confirmation that people’s vital information was stolen without them being aware of it.”

And while most payment providers, fatfoogoo included, have extremely strict standards when it comes to security, this new form of attack could leave payment providers implementing new solutions to avoid such an attack.

This type of attack also represents some rather high levels of technical sophistication, as DNS hijacking is attacking the massive amounts of information and details at it’s gateway. Meaning, DNS is the translator between domain names and IP addresses. Think of DNS as the Time/Gate keeper of the internet. It’s the source of conducting transactions, transmitting messages, and the sharing of consumer (and corporate) information. Once an eCriminal is able to spoof or redirect a DNS, they’re free to drive unsuspecting internet travelers to just about any destination they want – including word-for-word copies of a site these same consumers have come to trust over the course of time. In addition to redirection, a DNS hijack can intercept emails, financial transactions, and sensitive data and personal information…or just about anything else that passes through the internet.

IDD’s eCrime Trends Report also includes a number of other findings including,

• Phishing attacks impersonating gaming companies increased 489 percent from Q4 2009 to Q4 2010.
• Overall phishing attacks went up 14 percent from Q4 2009 to Q4 2010.
• Phishing attacks impersonating e-commerce companies jumped over the holiday season. In all, these attacks increased 13 percent from Q3 to Q4 2010.

internetidentity.com

 

Apple TV iOS 4.3 beta to get the gaming touch?

Monday, March 21st, 2011

For quite a long time now, the missing link in Apple’s consumer driven chain has been gaming. Sure, they’re one of the largest distributors of games, but only in a mobile setting. That’s not to say that Apple hasn’t been keenly watching what’s going on in today’s market, and although mobile OS’s might now outweigh stationary, the success of competitor Microsoft’s Xbox, Xbox Live in particular, is undeniable.

To this end, sources close to Engadget are indicating that a few lines of code in the upcoming iOS 4.3 release (scheduled for Valentine’s day) point towards a gaming initiative coming out of Cupertino. But Apple’s already into gaming (of sorts) with GameCenter right? Correct you would be, however, as noted above – mobile. These lines of “ATVGamesScheduleController” are specific to Apple TV. If you’ve been following Apple’s progression; iTunes Store, App Store, and now…, it would make perfect sense for this anonymous tipster to be spot on. Given the Apple TV’s base storage capacity, 8GB, Apple will clearly have to look to a streaming solution, not unlike that of OnLive or Gaikai, both of which have been gaining significant steam over the past year. The same tipster reports that the OpenGl is, “ mature and thoroughly implemented enough that streaming low bandwidth data and computing locally could happen, but that’s just theoretical with nothing in the code to back it up.”

With all this said, what’s important to keep in mind is the processing power of the Apple TV, basically on par with the iPhone 4 and current generation iPad. In other words, Apple’s not going to hold up against an Xbox, but that’s not exactly the point. Again, the Apple progression, iTunes->App Store, it’s easy to see that Apple is clearly banking on the low-processor, casual, pick-it-up-play-a-few, and move on gaming fan. Not to mention, the similarities between all the iOS devices would mean cross platform development would be relatively pain free. This accomplishes two goals; Developers would then have an even larger marketplace to sell to, and Apple…has an even larger audience to sell to. A win/win.

In addition to the (possible) gaming features in the new iOS, Engadget points out codenames Sedona and Flagstaff. These codenames are most probably related to video merchandising and streaming, Sedona calls director, episode, season, etc. data, while Flagstaff still remains a mystery. In addition to a host of other code land goodies, Engadget’s tipster reports a feature_remote_screensavers element that suggests remote screensaver calls from any other device (read Mac) on your network.

 

LiveJournal adds Social Games to the mix

Monday, March 21st, 2011

Blogging, or journaling as they title it, community based platform LiveJournal has recently announced the launch of a social games section.  With more than 21 million users worldwide, many based in Russia, LiveJournal has partnered with Ekaterinburg, Russia based i-Jet Media to offer users a gaming based way to interact with each other.

Founded in 2005, i-Jet works with 40+ top tier developers from around the world to add their own twist and uniqueness to social games, and publish to over 30 social networks.  They currently have 70 games active across these networks, and count 70 million players from around the world.

“We’re excited to be taking this giant step into the U.S. social media landscape,” said Alexey Kostarev, CEO and Co-founder of i-Jet Media. “We believe our unique take on social gaming will be very well received by LiveJournal users, who have a reputation for wanting differentiated social media experiences. Our mission is to bring compelling games that offer original twists on popular themes. We look forward to a long and mutually rewarding relationship.”

LiveJournal Games is currently in beta (as of February 3rd) and features “Farm Frenzy” (FarmVille?) as produced by Alawar Entertainment, “Crazy Cars” by BigFoot Games, “Hospital” by Red Spell, and “City Gangs” arriving from Taran Studio.  LiveJournal Games promises regular updates and titles arriving by the day.  Next on tap is “Trains” by Evolution, and “Airport” by HappyCoders.

“Many of our users are gamers, so we’re pleased that our users will now be able to enjoy their favorite social gaming activities without leaving LiveJournal,” said Anjelika Petrochenko, General Manager of LiveJournal, U.S. “This beta version of games is just a starting point for LiveJournal. We look forward to expanding upon this initial offering with a growing suite of social games to suit our users’ eclectic interests. Our users are smart, creative, and passionate, so our emphasis is on delivering unique and engaging games to ensure a delightful user experience.”

This is an interesting and unique move by a blogging platform.  Granted, LiveJournal has it’s own audience, and caters to a very wide audience.  WordPress, blogger, tumblr, etc.; none of them offer a similar service.  The question here is – will the uptake be great enough for LiveJournal to justify the cost involved in this project.  On the other hand, if the mechanism catches on, and is a hit with users, could be see similar social-networking-esque features from other blogging platforms?  And if so…is this nothing more than a low maintenance, additional revenue stream?

 

HTC snaps up Saffron Digital, buys big into OnLive

Monday, March 21st, 2011

HTC has made a bit of a name for themselves over the past few years. Most notably, HTC and Samsung seem to be duking it out in the hearts and minds of Android owners. And while Samsung has the been-around-the-block advantage, HTC’s relative newness on the scene, i.e. agility, might be working to it’s advantage. To this end, the Wall Street Journal is reporting that Taiwan based HTC has recently acquired Saffron Digital, a London-based mobile platform firm for $48 million.

Saffron specifically targets “Video. Anytime. Anywhere,” so it’s pretty clear to see where HTC is going with this one. The firm has provided services for Vodafone, T-Mobile, Samsung, and Nokia in the past. Great, HTC is interested in upping the video on their devices, but perhaps even more noteworthy is HTC’s investment in streaming game service OnLive.

Presumably in a bid to keep pace with Apple, HTC is sinking $40 million into OnLive’s technology. This deal could very well see HTC home to exclusive content and applications. An interesting position, as clearly the saturated smartphone market is now looking for it’s “head-and-shoulders” above the competition deferentiator. HTC spokesperson Maggie Cheng comments, that the deal will, “strengthen its gaming capabilities and help HTC tap into increasing demand for games on smartphones.”

In addition to being an interesting move for HTC, this may also signal a shift in directions at OnLive. Focused primarily on streaming AAA games to your TV via a special box interface, this is the first time I’ve heard OnLive and smartphone content in the same sentence. While OnLive and Gaikai battle over who’s got the better package, and let’s not forget about Playcast, could this deal with HTC be the tipping point that pushes one out in front of the others?

 

Riot Games acquired by Tencent for $400 million

Monday, March 21st, 2011

Announced late last week, League of Legends developers Riot Games has been acquired by Chinese firm Tencent Holdings. Slated to close in 30 days, pending regulatory approval, Riot Games will officially be owned by Tencent Holdings, however the company maintains that they will remain an independent organization within Tencent’s portfolio of products. To be clear, Tencent Holdings has not fully acquired Riot Games fully, but rather, has purchased a majority stake in the company.

You’ll remember, this is not the first time that we’ve seen Riot Games and Tencent’s names popping up together. In late 2009, Tencent invested in Riot Games to the tune of $8 million, along with Benchmark Capital and FirstMark Capital.

“The team at Riot has built an incredible company in just a few years,” stated Mitch Lasky, partner at Benchmark Capital, and Riot Games board member. “Tencent’s additional investment validates the disruptive position Riot has created in the online video game market, and provides the company with the resources to press their advantage for years to come.”

Shenzhen based Tencent is China’s leading and largest internet portal, establishing their dominance primarily due to it’s popular QQ messaging service.

“This is exciting news for ‘League of Legends’ players and the existing Riot Games team,” said Brandon Beck, CEO, Riot Games in a statement. “Tencent’s investment will provide our talented team of designers, developers and community staff with additional resources to focus on innovating around ‘League of Legends’ and launching new projects that push the boundaries in the gaming space.”

Following this statement, Riot Games is reporting that they will remain in their Los Angeles headquarters, with the existing management team still at the reigns. They’ve also got an aggressive recruitment strategy in the works, looking to expand across all of their offices over the course of 2011. The incoming $400 million from Tencent will be put towards enhancing the company’s flagship title “League of Legends,” and expanding into new markets. Likewise, the company has said that they will use this new influx of capital to work on and produce new titles.

“Tencent is committed to delivering premium quality online games to global gamers and Riot has proven its capability in the development of its flagship title,” said David Wallerstein, Senior Executive Vice President of Tencent. “Tencent will provide the Riot team with the support and autonomy to continue to deliver high quality experiences that impress both fans and critics in the global gaming market.”

 

Verizon reports record iPhone 4 sales

Wednesday, March 16th, 2011

Sure there’s been a lot of talk about Android over the past year, and there’s no denying it’s market penetration; however, if there was a question on the table about iPhone’s ability to sell like hotcakes, it seems as though Verizon just put this question to the test, and came up with a major win.

Available to the general public this coming February 10th, Verizon started taking pre-orders of the iPhone 4. It seems as though Verizon was expecting consumer demand, but not quite in the volumes that they received. In fact, the telcom provider has had to shut off it’s pre-order system to to overwhelming customer demand. As of 8:10 PM EST February 3rd, Verizon ceased online ordering, and pointed to their most successful first day sales of any phone in the company’s history. Again, for the record, that’s an iOS device, not Symbian, Windows Phone 7, or Android, but iOS that pulled down the company record.

Dan Mead, President and CEO for Verizon Wireless comments in a statement, “This was an exciting day. In just our first two hours, we had already sold more phones than any first day launch in our history. And, when you consider these initial orders were placed between the hours of 3 a.m. and 5 a.m., it is an incredible success story. It is gratifying to know that our customers responded so enthusiastically to this exclusive offer — designed to reward them for their loyalty.

Yes, that’s right – between 3 and 5 am. Even on PST, that’s mighty late to be casually ordering a new phone.

“Yesterday’s launch set the pace for next week when we open up sales to everyone across America,” Mead added.

This kind of event brings two topics to the forefront:

Even though Android’s proliferation is larger, consumers are still very clearly interested in pocketing an Apple phone, and not an HTC, Samsung, etc.

American consumers are clearly not happy with AT&T’s service. The telcom provider has had a rough road when it comes to iPhone service availability, and it seems as though some are jumping ship to the other game in town. Now, if that other game can live up to consumers’ expectations remains to be seen.

Keep in mind, the above news concerns online pre-ordering only – and the numbers are off the charts. Verizon officially starts handing out physical devices on February 10th, with more than 2000 Verizon Wireless Stores opening at 7am on the day of the event. Likewise, Verizon serviced iPhone 4’s will be available via Apple Store locations, Best Buy, and select Wal-Mart locations.

Anyone want to place a wager on just how high Apple’s App store revenues are going to shoot between February 10th and, let’s say, the 15th?

 

THQ launches Facebook first: UFC backed social fighter

Wednesday, March 16th, 2011

In conjunction with Zuffa LLC, THQ has recently announced a social addition to their UFC Undisputed game franchise. UFC, or Ultimate Fighting Championship is based on the world’s leading mixed martial arts (MMA) organization of the same name.

“We are really excited to offer the UFC Undisputed Fight Nation game on Facebook,” UFC President Dana White said. “We understand the power of Facebook and this is a great way for fans to connect to the UFC.”

Developed by Embassy Interactive , the new social addition to the UFC family is platformed on Facebook, and allows users to engage their careers by training moves, and fighting other would-be-title-holders. In addition to competing and bragging amongst their friends, players of the UFC Undisputed Fight Nation have the opportunity to work their way up the ladder to eventually fight some of the UFC’s most well known combatants.

“We are excited about the tremendous opportunities available in the social networking space to deliver key franchises to our core audiences in unique and compelling ways,” said Danny Bilson, Executive Vice President, Core Games, THQ. “UFC Undisputed Fight Nation delivers a great combination of gameplay, competitive spirit and replay value, making it the perfect fit for millions around the world to enjoy on Facebook.”

UFC Undisputed Fight Nation is now available on Facebook at apps.facebook.com/ufcnation.

 

Latino focused social network Quepasa acquires XtFt Games

Tuesday, March 15th, 2011

Along with myYearbook, a number of smaller, lesser known social networks are starting to take a page from Facebook’s playbook, and are making moves of their own. One non-Facebook social network is Quepasa, specifically targeted at the Latino market. To this gaming end, Quepasa has recently announced the successful acquisition of Curitiba, Brazil based XtFt Games. XtFt Games, in turn owns a substantial amount of assets from TechFront, a social games development studio.

TechFront joined the scene in 2006, initially developing games from multiplatform console titles, to web and mobile games. In 2010 they began developing games for the geographically popular Orkut (Google) social network. This shift in focus was tied to a number of partnerships with various international publishers; including U.S. based eGames.

Terms of the deal dictate that XtFt complete it’s previous agreement with eGames; to publish and promote eGames’ titles on Quepasa.com and other third part social media platforms (read:Facebook).

“As both a publisher of social games and social network, Quepasa will command a greater proportion of the revenues associated with social games on its own platform, while also participating in additional revenues generated on alternative social networks,” comments Quepasa CEO John C. Abbott.

Quepasa is currently enjoying a string of 2010 successes, as the company is reporting a 225 percent growth over the course of the year, now up to 27.2 million registered users. The acquisition of the 41 person XtFt team, will now allow the studio to focus solely on developing social gaming IP for the Quepasa platform, as well as other social networking platforms throughout the Latin America region. The combination of triple digit user growth, along with a dedicated development team focusing on one of the largest revenue generators on any social networking platform, puts Quepasa in a commanding position.

“The addition of TechFront’s talented team provides Quepasa with the means to offer and monetize culturally relevant social games to our Quepasa.com member base and other audience networks, like Orkut and Facebook, and eventually to mobile users across Latin America,” says Abbott.

XtFt partner and TechFront Founder and President adds, “Joining forces with Quepasa will afford us immediate access to one of the largest and fastest growing audiences in Latin America in addition to innovative social marketing tools, such as Quepasa’s DSM (Distributed Social Media), to help promote our titles. We expect to gain valuable insights into Quepasa users’ receptivity to our game features and functionality ahead of publishing our titles onto other well-trafficked sites across the region.”