Friday, June 12, 2015

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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!

• Be careful of the dangerous balloons which will result in penalties....

The government is helping fund a Minecraft-style game for teaching kids about the environment

Minecraft is a cultural phenomenon. The block-based exploration and crafting game was snapped up by Microsoft for $2.5 billion last year and has helped inspire competitors from giant toy companies like Lego.

Even the government is interested in building on Minecraft's success: The Department of Education is helping fund a project known as "Eco" that looks a lot like Minecraft, except with a few added twists: There's a looming ecological disaster and players must band together to make a community -- agreeing on laws and living in harmony with the environment.

If they fail, the world dies forever. Strange Loop Games, the company behind the game, describes it a "global survival game" and says failure results in "server-wide perma death."

Eco is designed to help teach middle school students about environmental science and was awarded a nearly $900,000 grant from the Department of Education last month. It has completed a test phase where 60 students in five classes tried it out, according to the grant contract. The prototype for that test run also received a DOE grant of around $150,000.


The latest grant will help build out new features, including a teacher dashboard, and let researchers figure out how effective the game is by collecting data on 150 students in 10 classrooms. Half of the classes will use the normal environmental teaching plan, while the other half will supplement the curriculum with Eco -- letting the developers see if the game actually helps boost students' understanding of ecology.

Minecraft itself is already used by some educators for things like building replicas of ancient Roman apartment buildings and teaching problem-solving.

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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....

COCHRANE: Pan Am Games vs. kids sports — do spending priorities make sense?

There were a couple of interesting Canadian-based stories making the rounds this week that make me wonder about our spending priorities in the field of sport and fitness.



A topic popular in national media was the recommendation that our kids need more outdoor play and freedom to help boost their physical activity level and make them healthier.

But that snippet of news was contained in a larger report that was more alarming on a wider scale, another in a growing list of warnings about how our Canadian kids specifically aren’t getting the daily physical activity they require.

The numbers, as they have been for several years, continue to be disheartening.

According to ParticipAction’s annual Report Card on Physical Activity for Children and Youth, only 14 per cent of kids aged 5-11 and five per cent of the 12-17 group received the recommended “60 minutes of moderate- to vigorous-intensity physical activity every day.” The experts say those levels are important in maintaining proper fitness and health standards.

That exercise could come from organized sport or any sporting or recreational activity where there’s a strong fitness component or equally robust play.

The bottom line is that our kids are continuing to fall far short of the recommended levels and that generally doesn’t bode well for their future physical fitness or health.

Of course, the obvious solution is to increase the physically active quota for kids, often directing them toward organized sport if they aren’t getting enough physical activity on their own.

But there’s a roadblock in this seemingly obvious solution.

The report also has interesting information on “barriers that prevent three- to 17-year-olds in Canada from participating in organized sports.” The very telling data comes from a 2014 CIBC-KidSport Report.

According to the figures, the cost of enrolment fees was a barrier for 61 per cent of families surveyed. And the cost of equipment ranked second, at a 52 per cent level.

There was also information that “Canadian families spend an average of $953 annually for one child to play in organized sport,” making it understandable why cost is the No. 1 barrier to having more kids participate.

Let’s balance this report and its findings with another prominent amateur sport topic of the week — the constant updates on the upcoming Pan American Games in Toronto.

The Pan Am Games, set for July 10-26, will bring together elite athletes from 41 countries in North America, South America and the Caribbean region. It’s really not a hugely followed event in Canada, drawing nowhere near Olympic attention, but it is a legitimate member of the B class of international sports events.

I appreciate that Canada needs to host international sporting events, partly as our obligation to the international sporting community, and also the desire of host cities to upgrade their sporting infrastructure with financial help from other levels of government.

But there’s a point where the priorities of being an international host and looking after the concerns at home appear to clash.

Are the Pan Am Games, with an unofficial price tag now estimated at more than $2.5 billion, really so important when compared with more local concerns?

On one hand, we’re spending billions of dollars for Toronto to host what’s basically a second-tier international sporting event.

On the other hand, we know that it’s a lack of household money that keeps so many of our kids from realizing the benefits of even playing organized sport. And that inability to play can harm their development and health, and possibly their future, in so many ways.

I’d prefer any of my tax dollars directed toward sport be spent closer to home where they can help more Canadian kids.


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New video games will make children kinder and better behaved

  

As a veteran school counsellor in the US, Gregg Graves has seen kids bully their peers for all kinds of reasons, from being too short to wearing the wrong brand of boots. Such targeted ridicule, studies show, can have lasting effects. Bullied children are more likely to get anxious or depressed and even drop out of school. So when clinical psychologist Melissa DeRosier asked if Graves would like to try Zoo U, a computer game she created to teach kids empathy and co-operation, he was intrigued.

He decided to test-drive the game with his 125 nine to 10-year-old students at North Forest Pines Elementary in Raleigh, North Carolina. They took to the cartoon scenes of hallway chats and playground four-square right away, he says. "When kids started taking the headsets off, they were saying, 'Can we do that again?'" For years, there has been a widespread perception that video games are inherently bad for children. Screen time is bad time, the thinking goes, leading kids to become poor students, unhealthy and antisocial.

Today, though, it's becoming clear that's not the whole story. Even violent video games are starting to be recognised as potentially edifying in some respects. One recent study finds that they boost kids' cognitive and social skills. Imagine the impact if games with a positive bent could go one better. The non-profit Games for Change has been funding promising socially conscious games for years; this spring, the organisation began a high-profile event as part of New York City's Tribeca Film Festival, with a "Games for Learning" summit co-sponsored by the US Department of Education.

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MindLight, developed by the Netherlands' GainPlay Studio, has been praised for its immersive experience that helps kids overcome fears and anxieties. Zoo U was released last November by 3C Institute, a social-skills researcher based in Durham, North Carolina, and nearby spin-off company Personalized Learning Games handles distribution. And If, a game designed to build empathy and relationship skills from Electronic Arts founder Trip Hawkins, launched its first "chapter" in early 2014; other chapters came later in the year.

Proponents of gaming for change say practising positive behaviour in a game setting pays real-life dividends. New research backs them up: a 2014 Psychological Science study, for example, reported that when kids play video games that encourage co-operative behaviour, they show more caring and empathy in the real world. Another study at the UK's University of Sussex found kids who took part in a co-operation-centred game were more likely to help a person who'd dropped something and intervene if they saw someone being harassed. And earlier this year, children in Germany who played story-based video games in a Freiburg University study improved in understanding others' emotions – a skill that researchers believe could be useful to kids on the autism spectrum.

Using video games to teach social skills makes sense given how the brain works. Social and behavioural theories posit that outside reinforcement and repetition drive learning, and video games provide ample opportunities for both. "You do a behaviour, you either get rewarded or punished," says Iowa State University psychologist Douglas Gentile, a co-author of the Psychological Science study. "We're training ways of perceiving and thinking about the world."

Graves was impressed with how quickly the game supplied him with a wealth of information on all 125 students' social acumen. "I was able to sit down with [the teachers] and explain what it revealed about social skills that kids were struggling with."

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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
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Kids Learn How to Code Games Free at Microsoft Stores this Summer

Looking for something to help keep your tech-minded kids occupied this summer? Take a look at the Microsoft Store: This summer, the company’s retail locations are offering free YouthSpark Summer Camps that give kids aged 8 through 16 hands-on experience in coding, video game design and app creation.



One option for kids, Smart Game Design, teaches beginners aged 8 through 10 some basic game and app creation skills. Younger kids will learn the Kodu visual programming language for kids and the TouchDevelop app development suite. Kids aged 11 to 16, meanwhile, can take an intermediate verison of Smart Game Design that also teaches kids how to create websites via Microsoft WebMatrix and Project Spark.

Microsoft is also offering a class called Smart Game Coding. In the beginner version, kids aged 8 through 10 will learn Kodu, experiment with basic programming logic and hone problem-solving skills, all while creating their own video game. In the intermediate version of the course for kids aged 11 through 16, kids get an accelerated lesson in coding and game creation using Project Spark, Windows App Studio and Microsoft website software.

As we’ve discussed before here on Techlicious, learning how to code is an incredibly valuable skill for all kids, both boys and girls. It helps set them up for a career down the road, sure, but coding also teaches kids how the technology and games they enjoy everyday actually work. Working with video games is also a fun, creative exercise – I’m jealous these kind of classes weren’t available when I was a kid!

Each Microsoft YouthSpark Summer Camp runs for two hours per day over four consecutive days. They are free to join, but you'll need to sign up now online to reserve your spot. Don’t dawdle – Microsoft says they expect the classes to fill up fast. To learn more about the program and to see if and when it’s available at a Microsoft Store near you, visit the YouthSpark landing page on the Microsoft website.

The Balloon Boy

The Balloon Boy - Free fun Game !!

A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
See More
Pixotri Gaming Studio
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Minecraft Games Help Kids With Autism Develop Interaction, Concentration & Problem Solving Skills

Minecraft has been a favorite game by millions of children who are addicted to online gaming. The good news, this fun and challenging game is not restricted to children who are mentally challenged. 
According to the BBC, this block-building video game encourages children's ability to interact.


 This is supported by a speech and language expert from National Autistic Society, who reported that the said game improves a child's ability to focus and communicate. The expert also noted that it has positive influence to a child's problem-solving skills.

Dr. Randy Kulman posted in Learning Works for Kids that in his entire practice he had worked with teens and children who are very fond of Minecraft.
Dr. Kulman shared why children love the Minecraft, and the reasons are as follows:

1. The game is spontaneous

Children can play the game in the whatever way they want it be. Most games have rules, after finishing a particular stage one has to move on and play the next stage, which can be more challenging. "This is especially interesting, considering the fact that kids affected by Autism generally desire repetition, rules, and knowing what to expect," says Dr. Kulman.
A 14-year-old teen with autism even says he loves the game because he does not need to follow a particular flow of story to enjoy it.  

2. They can play it according to their whims

Kids can build walls, buildings, churches, rollercoasters in whichever manner they want too. They can kill zombies, creepers or endermen. The game is interesting because it fuels the interest of its gamers without limitation.

Aside from sparking creativity, it addresses the children with autism's interest. Dr. Kulman added that when spoke with a 12-year-old autism patient, the latter excitedly shared how fun the game was. The child even spoke about Minecraft facts so quickly, Kulman had a hard time following his words.  

3. Minecraft offers endless opportunities

Unlike other games, one can do anything in Minecraft without being wrong.  Players are not concerned when someone ruined or changed what was built. When one is killed, he can always come back.

4. Children are in control of the game

An 11-year old boy previously diagnosed with PDD has shared that he enjoyed the game because he can do anything he wants, build anything he wishes and even kick out anyone he does not want to play with.

While the game improves children's creativity and productivity, it has received mixed sentiments from parents. They admitted that their children's ability to interact with other children improved. However, their concern is that sometimes their children are so engrossed with the game, they are not willing to leave their computers anymore.


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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
See More
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Facebook highlights the rising power of Europe’s game industry


Since Facebook first opened its platform to developers in 2006, games have been one of the most critical and successful category of apps on the social network.


But a lot has changed in nine years, both for Facebook and the gaming industry. And two of the latest trends were at the core of the fourth annual CEO Gaming Summit in London last week.

Held at the Ugly Duck meetup space, the event gathered CEOs from more than 150 of the top gaming companies in the Europe, Middle East, and Africa (EMEA) region. And that number, while still smaller than a companion event that Facebook held in the U.S, represents one of those big themes: the growing might and influence of European gaming companies.

“In terms of revenue from Facebook games, EMEA is disproportionately part of that,” said Bob Slinn, Facebook’s head of games partnerships for EMEA, in an interview with VentureBeat.

Facebook is engaged in a fierce battle with rivals to win the hearts and minds of developers. But so far, the company has maintained a competitive edge by creating a range of tools for developers while also cultivating their loyalty at events such as the CEO Summit, where Facebook can offer advice and community.

To understand just how important gaming is to Facebook, consider just a few stats:

More than 445 million people play Facebook-connected games on desktop and mobile every month.
Facebook drives 441 million referrals to games every day.
Developers launched more than 130,000 new Facebook-connected games last year.
Within those numbers, Europe looms increasingly large. The invite list for the London event included King, Supercell, Ketchapp, InnoGames, Miniclip, Pretty Simple, NaturalMotion, Wargaming, Space Ape, and Goodgame Studios.

The first year Facebook held the event, 30 companies attended. Last year, 100 did. “Each year, the scope has only gotten bigger,” Slinn said.

At the event, Facebook held panels on how to raise money and how to build a brand. The latter is increasingly important as developers try to move from being one-hit wonders to creating long-term companies. In addition, developers are finding it tougher and tougher to stand out and be discovered by users. User acquisition was a big topic at the summit, Slinn said.

“That is arguably the big challenge,” he said.

The CEO Summit this year highlighted another big trend: the shift to mobile. Facebook initially had big success getting developers to build for the desktop using its Canvas tool, which let them embed games within Facebook.

These days, though, it’s all about mobile gaming. In some cases, Facebook is trying to help some of those Canvas users make the transition to mobile. But Facebook is also aggressively looking for new, mobile-first (or mobile-only in some cases) developers.

“In the past year or so, we’ve really focused on people who are only focused on mobile,” Slinn said.

A prime example of this new breed of mobile-focused, European gaming company is Scimob, based in Montpellier, France. Founded in 2008 to build apps for other companies, Scimob shifted in 2012 to being a studio that built its own mobile games, according to Gaël Bonnafous, Scimob’s founder.

The first game was called 94 Seconds and was No. 1 on Apple’s App Store in France for several weeks and even topped the U.S. charts for a week. Since then, Scimob has released four games that mix trivia, word play, and puzzles.

Scimob is small, with just nine employees, and entirely self-funded, pulling in $12 million in revenue so far. But it has big plans. It is hiring new teams to build for iOS and Android simultaneously. And perhaps next year, it may go in search of venture capital to expand even faster.

“We are scaling this year, because now we have the experience and we have the knowledge,” Bonnafous said.

While Scimob’s games are on iOS, Android, and Amazon, Bonnafous said the company still relies the most heavily on Facebook. He said Facebook’s mobile analytics tools are still superior to Google’s. And Scimob uses Facebook’s Parse mobile-development platform to build and host its games. The company gets the bulk of its players via Facebook app-install ads.

“When you have a player coming from Facebook, they are really engaged,” Bonnafous said. “They are going to really play your game.”

That’s just the kind of feedback Facebook wants. Maintaining that kind of goodwill will only become more essential for Facebook as Europe’s gaming industry rolls on.

“A lot of these companies in EMEA are global leaders,” Slinn said. “We think we have a lot of the global hotspots for gaming here in Europe now. And the diversity of games is incredible, and we only 

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• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
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expect that to increase.”

Playphone’s mobile game-centric app store is coming to Cyanogen OS

Playphone, which develops a third-party social game store for Android, has a new partner in Cyanogen. The company’s app will soon be included on Cyanogen OS phones in developing markets where mobile games may not have as high penetration as they do in Western countries.




Aside from distributing many of the same games you can already find in the Google Play store, Playphone also offers a “Social Gaming Network” through which gamers from any of multiple platforms including Android, iOS, Windows Phone, and more can compete against each other in games without having to be on the same platform. Playphone’s store may not be an app you’re familiar with, but it has been repackaged for some Verizon phones as Games Portal, and is also on some phones in Brazil.

The company spent a lot of time in its press release emphasizing its new focus on emerging markets:

“Playphone is excited to partner with Cyanogen, whose leading commercial OS in emerging markets offers a massive distribution opportunity for game developers,” said Ron Czerny, CEO and Founder of Playphone. “Game developers can easily realize significant added revenue from their existing Android game by adding it to the Playphone Game Store.”

The release doesn’t specify in which markets Playphone will be included on Cyanogen phones, but with the emphasis on emerging markets we can expect to see it in places like South America and certain parts of Asia.

Cyanogen diehards will be glad to know that this does not affect the main open source CyanogenMod version of the operating system.

For the uninitiated, Cyanogen is a mobile OS built on the Android Open Source Project (AOSP) meaning that it’s the Android you may be familiar with, but with Cyanogen’s own tweaks and improvements to the “vanilla” Android experience—and none of Google’s official apps. Cyanogen monetizes the development of its OS by creating a spin-off commercial version, called Cyanogen OS, where it partners with different companies for services like mapping applications, packages it all up, and then sells it to an increasing number of OEMs including OnePlus and Oppo who preinstall it on their devices as the main OS.

Cyanogen competes in places where Google isn’t very well established or is blocked, and places in general where people are perhaps getting online for the first time through a smartphone. Playphone is one more building block in creating a defensible, long-lasting business for the operating system developer.

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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
See More
Pixotri Gaming Studio
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Thursday, June 11, 2015

Revenue from Mobile Games are Lapping the 3DS and Playstation Vita

Revenue from Mobile Games are Lapping the 3DS and Playstation Vita

App Annie, the service that tracks downloads and rankings on the App Store, has released a new report showing how multiplayer games are important to mobile, but there's a really interesting little data point showing world wide spending in the first quarter of 2014 and 2015 among the App Store, Google Play, and handheld systems. Let's just say that the numbers don't look good for handhelds like the 3DS and Vita:




Oof. From the looks of it, iOS and Android separately have grown more year-over-year than what handheld system software sales are worth in their entirety. And that excludes the ad revenue being brought in to developers. Do you see how lucrative mobile is? There's more users, and far more money there. App Annie estimates 1.1 billion mobile devices being used for gaming, and while maybe users are spending less per user than dedicated systems, there's a lot of money to be made, potentially.

Another interesting takeaway from this report is that multiplayer games are rather lucrative; they are about 30% of all downloads, but about 60% of all spending, and both stats have grown year-over-year. However, this data includes pretty much anything with leaderboards, like Crossy Road [Free], which seems like a uselessly-expansive definition of 'multiplayer' so as to render it useless. Still, social features are useful for developers, it seems.


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A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
See More
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Apple Increases Test Device Limits For Developers, Hinting At Plans For Apple TV Apps

Following the consolidation of Apple’s developer programs under one roof, the company has also made a slight, but perhaps notable, change with regard to the number of devices developers can register under their accounts. Previously, developers were able to register 100 individual devices, but that number has now been increased to 500 with each platform now receiving 100 device slots apiece. Each platform, meaning iPhone, iPad, iPod touch, Apple Watch, and Apple TV. Wait, what’s that? Apple TV?



Yes, Apple has now allotted 100 slots for Apple TV alone – a software platform that doesn’t yet include its own App Store, though one has long been rumored to be in the works.

In fact, word has it that Apple has been working on an upgrade to Xcode which would include developer tools that help app makers build third-party applications for Apple TV. However, according to The New York Times, Apple’s plans to introduce a new version of Apple TV at this year’s WWDC were reportedly postponed because the product was not yet ready. The forthcoming Apple TV hardware is said to include under-the-hood improvements as well as an App Store of its own and an Internet-based TV service, the latter of which has all but been confirmed. (Apple TV has supported TV apps, but only from select partners, not a full App Store.)

Developers use the registration slots Apple provides to test their apps ahead of an App Store public launch, as well as to test new versions of Apple software, like iOS releases.

That Apple TV is listed as a supported device type for developers to register with Apple is not exactly new, however, or what’s important to note about this change. As several developers have already now pointed out, Apple TV was included as an option here in the past. That’s because developers could install beta builds of Apple TV software, and they would need to add Apple TV to a device list for the purposes of AirPlay beta testing.

One could argue that giving each platform an even 100 slots could have just been done for simplicity’s sake. But if it’s only meant for beta testing Apple TV software, 100 slots for Apple TV seems a little high. At least, that’s the theory.

Instead, what seems likely is that Apple has made the change in advance of its intention to open up the Apple TV platform to third-party applications and games. Presumably, once developers are able to build apps for Apple TV, they would need a larger number of testing slots – something that’s more on par with other devices, like iPhone and iPad, for example.

MacRumors, which reported on the increased limits after developers began tweeting about the changes to their account, noted also that some developers were bumped up to 200 devices a couple of years ago, but the increase to 500 devices is certainly new and more of a universal change.

The device limit increase is far from being definitive proof of Apple TV’s App Store plans, but it’s at least another hint of what’s to come.

The   Bubble  Boy

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Download this free game: 
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. If popped you will lose a life.
No Ads while playing.

The Balloon Boy

The Balloon Boy


The Balloon Boy - Free fun Game !!

 A boy goes soaring up into the sky after holding on to too many balloons.
• Help him to get back down by popping all the balloons before time runs out!
• Be careful of the dangerous balloons which will result in penalties....
See More

Pixotri Gaming Studio
Affordable Website Design and Development,E-commerce Websites,SEO services,Digital Marketing, 2D and 3D Animation and Game development company.Call +61491108823

PIXOTRIGAMES.COM|BY PIXOTRI GAMING STUDIO

Uber Creates A Mobile Game To Help Drivers Navigate San Francisco

Ever had an Uber driver that didn’t know where they were going? It’s a pretty frustrating experience, and there are plenty of Uber customers voicing their opinions about the problem on social media. So Uber has created a mobile game for iOS to help drivers figure out how to maneuver through city streets, starting with San Francisco.



Called UberDRIVE, the game is meant to give players a sense of a typical day as an Uber driver. It works like this – You open up the game and see a bunch of characters you will work with throughout your day. Players pick up and drop off various passengers and identify markers around SF by tapping on an interactive map.

Players earn points throughout the game as they accept trip requests in dispatch zones and take more efficient routes. The more points a player earns, the more chances they have to unlock better cars and new areas of the city.

A character named Miss Emily encourages players as they move up in the game. (side note: I was told Miss Emily is based on a real character named Emily Weslosky who currently works as a driver operations manager at Uber).

Uber has also embedded some fun facts about certain city landmarks and included a trivia mode so players can test their knowledge of a few SF destinations.


The game started as a side project about a year ago. Senior product manager Mike Truong, who had worked in gaming before with Loud Crow and Electronic Arts building games like Need for Speed and Good Night Moon, came up with the idea for a game as a way to help struggling drivers who were new to the city.

Anecdotally, it seems like there are a lot of new drivers lately. At least in my experience I’ve noticed most of my drivers still fiddling with the navigation system or telling me they are new. While we don’t have current numbers from Uber, the company did release data on a blog post back in January that said about 12 percent – or 40,000 – of Uber’s drivers were new.

Uber doesn’t make this game mandatory for drivers to play, but perhaps it will help new drivers get the know the city a bit better and provide a better experience for riders.


But there’s another use for UberDRIVE – it can also be used as a recruiting tool for potential drivers. As players move up in the game a prompt comes up asking them if they would like to sign up to become a driver. The screening process begins directly in the game if the player pushes the button.

“UberDRIVE was designed as a fun and engaging resource for our driver partners to hone their navigation skills if they choose to. It’s also a great way for prospective drivers to experience firsthand what it’s like to drive with Uber,” an Uber blog post about the new mobile game reads.

Uber is known for trying a lot of different ways to market the product, but campaigns have mainly centered around delivery (food, kittens). Though Uber spokespeople said Uber is not getting into the gaming business, this is a very different experiment for the ride hailing service. Will drivers play? Will it bring in new, young, fresh-faced recruits? Who knows.



I have to add in here an odd experience I had on my way to Uber HQ to check out this new game that very much has to do with this story. My Uber driver Roger was a San Francisco native with four years of Uber driving experience navigating the over-abundance of one-way streets with no left turns of San Francisco. He knew the best, safest and most efficient route to take me, despite what Uber’s map told him to do. It was delightful. So delightful and so perfectly coincidental to this story that it made me wonder if Uber planted the guy. Uber spokespeople laughed and insisted he was not a plant.

Maybe it just happened. But it was strange. Whatever the reason, I hope this game will provide more drivers like that.

UberDRIVE is available for anyone in the U.S. to download for free in the App Store starting today.

The   Bubble  Boy

The Bubble Boy is an entertaining game for kids and all age groups.
Download this free game: 
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. If popped you will lose a life.
No Ads while playing.












Amazon embraces "long-form" mobile gaming

Amazon embraces "long-form" mobile gaming

Online retailer's Til Morning's Light looks to crack mobile market with a $7 price tag, finite narrative, lack of multiplayer

Last month, Amazon Game Studios launched Til Morning's Light, a mobile game for iOS and Amazon Fire devices that eschews much of the conventional wisdom shaping the market right now. First of all, it carries a premium price of $7, with no in-app purchases available. It's also single-player, skipping the usual mobile game's social integration and attendant virality.

Amazon Games Studio executive producer David Holmes told GamesIndustry.biz the company's strategy isn't to deliberately go against the grain so much as it is to give customers what they want.

"One of the things we noticed is that in the mobile space, there were a lot of really good experiences that were free-to-play or pretty bite-sized, but not a lot of experiences in games that were deep and immersive," Holmes said. "We like to use the phrase 'long form,' if you think of novels versus short stories or newspaper. All those forms of the written word are entertaining and interesting, but they also serve and meet different needs. So we were interested in creating long-form mobile experiences that were closer in spirit to what you would find on PC or a game console--maybe a DS or a Vita--than you would typically find on a phone or a tablet."

It makes sense then that Amazon Game Studios found a partner in Til Morning's Light developer WayForward Technologies. For well over a decade, WayForward has specialized in handheld platforms, both with its own original series (Shantae, Mighty Switch Force) and with highly regarded licensed fare (Contra 4, Aliens: Infestation). So even though Til Morning's Light marked the first time director and designer Adam Tierney has helmed a mobile project, he said it still felt like a familiar experience.

"It helps with a game like this because we didn't need to tear the concept down into something that wouldn't hold up to the original idea just to get it on mobile," Tierney said. "We were able to do a game that was substantially longer, had huge areas, a lot of depth, a lot of story content, voice over, and stuff like that. It was fantastic because we could have a very robust game that I don't think you see that much on mobile. But I do get the sense the pendulum is, to a degree, swinging in this direction. People are getting excited about seeing larger, deeper games on mobile."

On the one hand, Amazon's long-form philosophy suggests that there's still a market for the type of games WayForward has specialized in for years. On the other, Wayforward's expansion into mobile speaks to the struggles the dedicated handheld space has faced in recent years.

"I'm not sure if it's really dying as much as maybe developers are choosing to focus on iOS," Tierney said of the portable market. "At the end of the day, you're probably always going to have a Nintendo handheld. You're probably always going to have a Sony handheld. As long as these things are being created by these massive gaming companies, they're going to want content for it. So I don't think it will ever go away entirely, and as long as that stuff is around, WayForward is probably going to continue to be interested in it because it's so nostalgic for us and we just love that experience. But at the same time, we're obviously dipping our toe much more into mobile gaming now."

Holmes likewise acknowledged that the handheld market he identified as the closest analog for these long-form experiences has been soft. However, he sees that less as a challenge for games like Til Morning's Light, and more as an opportunity, reflective simply of changing play habits among the core gamer crowd.

"I actually think of it as an opportunity because I think that audience is still interested in playing deep, immersive, long-form games when they're not tethered," Holmes said. "And I think that the place they're gaming in general when they're not tethered is getting more and more to be on their touch devices rather than on dedicated gaming devices."

Though WayForward has worked with plenty of other partners in the past, Tierney said the experience 

"I wouldn't say anything negative about any other publishers we've worked with, but I would say by comparison, everything Amazon Game Studios did, every decision they made--and I don't even remember any mandates but if there were any--everything that came along was very thought out and very much under the understanding of what would make the best game," Tierney said. "There were really never any curve balls. There was never a moment where we had to throw this in there now, or we had to support this thing which made no sense for the game."

Tierney was particularly impressed with the Amazon team's familiarity with the project. Regardless of who he dealt with at Amazon and what discipline they focused on, Tierney said it seemed like everyone at Amazon had read and understood every document the development team sent over. That understanding also helped keep the development process on track, since they weren't being sidetracked with requests to stuff in new features for the sake of new features.

"It's easy sometimes to be working on a game and get caught up with requests," Tierney said. "Maybe the brand wants something or the publisher wants something and you're always kind of racing against the clock. I think what happens on some games is you get caught up with the bureaucracy of stuff, or maybe the management of production that you lose some of your momentum. And momentum is the greatest thing we had on this game. Amazon was really careful to make sure they were never putting up walls, that they were only popping in to discuss things when they warranted a discussion and things could be tweaked to help them realize their potential. We just had such momentum on this game that we were able to get so much done."

Even though Holmes said he liked WayForward's vision for the game and it fit with what Amazon Game Studios had wanted to do, that wasn't necessarily the primary reason for the partnership.

"The order of importance in a published project is partner first, and project second, in the sense that picking a great partner who's passionate about an idea is in some ways more important than trying to slot a particular project into a particular need," Holmes said. "At the end of the day, a great game is going to stand out and be successful; trying to over-engineer it from the beginning to be a very specific thing is really challenging... It was pretty obvious that it was something they'd been thinking about and trying to get done for a while. The amount of pre-investment they'd made into the project because it was kind of a passion project for them made it appealing as well."


Now the question is how to get the word out about the game. Amazon doesn't reveal sales information as a matter of policy, but Til Morning's Light's premium price and lack of social features already eliminate some of the more obvious routes of discovery for mobile games.

"We believe that if we make great games, games that are appealing to both our audience but also the media that speaks to that audience or that partners like Apple can get excited about as well, there's a whole lot of outreach that happens just based on that," Holmes said.

Holmes has been pleasantly surprised at the support Til Morning's Light has gotten not just from Apple (arguably a competing platform holder to Amazon), but from the traditional gaming media as well. Oddly enough, he was particularly encouraged by one unforgiving review on a gaming site, because it meant the game was being held to the same standards as traditional games.

"Having these places, these sites, these partners measure us against what we're trying to achieve is exactly what we're looking for," Holmes said. "And being able to leverage all the places these core gaming audiences pay attention to, listen to, and use as decision-making vehicles has been great for us so far."

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Mobile Gaming Spending Outpaces Handheld Consoles

With our phones these days being more than capable of playing games on them, we wouldn’t be surprised if more gamers started to turn to their phones instead of their handheld consoles for games. In fact according to a recent report by the IDC and App Annie (via Cult of Mac), it has been revealed that spending on mobile gaming has increased.



Not only has it increased but it seems that it is way more than what gamers have been spending on traditional handheld consoles. As you can see in the graph above, it shows that spending on mobile games has increased from the previous year for both iOS and Android. However when it comes to handheld games, the levels have remained almost the same.

In fact the graph shows that even back in 2014, mobile gaming outpaced that of handheld consoles and that in 2015, that gap just got wider. The report also found that spending on multiplayer gaming was higher than that of single player games. “Among the Top 50 mobile games, multiplayer games accounted for ~60% of consumer spending despite only contributing ~30% of downloads in 1Q15.”
Granted there are titles on handheld consoles that aren’t available for mobile, but that’s starting to change. Nintendo announced earlier this year that they will be partnering with Japanese company DeNA to start creating more mobile games.

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Wednesday, June 10, 2015

Microsoft Corporation, Intel Corporation See Great Market Potential For PC-on-a-Stick In India

Microsoft Corporation (NASDAQ:MSFT) and Intel Corporation (NASDAQ:INTC) see a bright spot in the Indian market with a new approach PC-on-a-stick, as many households in India even lack a regular personal computer (PC) and cannot afford it; a relatively cheap PC-on-a-stick could be the choice of many consumers.



The compute stick would turn any LCD or LED monitor into a full-fledged PC as well as a smart TV that can carry out the necessary functions. For this, all the monitor requires is a High-Definition Multimedia Interface (HDMI) port to turn the display device into a PC. When connected, it supports mouse and keyboard devices as well, even users can stream media content directly from the Internet onto their TV. Although the compute stick is a bit short on processing power at this stage in time, it is able to match performance of some tablet computers.


According to Microsoft India's director for Windows Business, Vineet Durani, a mere 10% households throughout the country have computer access which is a worry. "We can position this stick PC as a cheap alternative to PC. In those areas, chances are that people might not have PC but they certainly have a TV in their house," Mr. Durani said. Out of 11 million TVs shipped annually, nine million LEDs are equipped with an HDMI port.

Microsoft is already in talks with TV manufacturers in India and looking to make a deal to see TVs bundled with a stick computer. It is also encouraging distributors to offer this product among other traditional IT products such as mobile phones. It would certainly increase the number of households that would have computer access. Mr. Durani claimed: "TV manufacturers are eager to experiment with this product."

Intel's Compute Stick is also a product ready for launch in India. It is so small that it fits in the palm of one's hand. It features Microsoft Windows 8.1 (as it is pretty sure it won’t get the free Windows 10 upgrade), a quad-core processor, 2 GB memory, and a 32 GB storage capacity. Although it does not sound that great, the compute stick features the necessary connectivity like Wi-Fi, Bluetooth and USB ports as well, thus creates an option for those without a PC to get work done.

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Microsoft Corporation Stock: Wunderlich Initiates Coverage With Hold Rating

Microsoft Corporation Stock: Wunderlich Initiates Coverage With Hold Rating

According to a research note published on Tuesday, Wunderlich has initiated coverage on Microsoft Corporation (NASDAQ:MSFT) stock with a Hold rating and a target price of $52. The sell-side firm noted that Microsoft’s CEO, Satya Nadella was promoted to the designation in February last year, and eagerly set about to take Microsoft from a monopolistic PC and hardware company to a new-age mobile business.

Wunderlich believes that the strategic transition should make Microsoft stronger over the long-term with improving revenue growth and margin expansion. Microsoft’s cloud platform Azure and cloud applications such as Office 365 are under-appreciated and will likely be the key pillars to Microsoft’s growth in the future.




The firm noted that the company addresses both enterprise and consumer software across many different segments, categories, and device types including PCs, phones, tablets, and enterprise servers. Third-party industry forecasters expect IT spending to approach $1.25 trillion for data center, device, and enterprise software, with an approximate 3.1% growth rate on a constant currency basis.

Wunderlich analyst, Rob Breza stated, “Microsoft is addressing many secular movements within IT such as mobile and cloud computing; however, its historical Windows franchise will face pressure as the evolution continues, creating volatility and, more important, opportunity.”

The firm also said that the company’s large installed enterprise base gives it an inherent opportunity to consistently up-sell new products. The firm believes that the shift to cloud and Microsoft’s cloud offerings should allow the company to offer more sophisticated products to more users, specifically in the SMB market, which typically could not afford to maintain an on-premise solution that is designed for large enterprise.

Mr. Breza estimates 2015 non-GAAP earnings per share (EPS) of $2.67 on total revenue of $93.54 billion. He expects the company to report 2016 non-GAAP EPS of $2.86, generating total revenue of $96.61 billion during the year.

According to Bloomberg, 23 analysts rate Microsoft stock a Hold, 14 consider it a Hold, and seven advocate a Sell. The consensus 12-month price target on the stock is $49.9, showing upside potential of 9.1% on Monday's closing price.

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Tuesday, June 9, 2015

Microsoft beefs up Xbox ahead of major E3 event


Microsoft unveiled an Xbox One console with double the memory space that will hit the market as the Electronic Entertainment Expo (E3) video game extravaganza gets under way next week. The new Xbox One model boasts a terabyte of space that will likely appeal to players who are increasingly installing games as digital downloads instead of opting for disks.

Microsoft's move came amid rumors that rival Sony plans to show off a new one-terabyte PlayStation 4 at a media event slated to take place yesterday before the E3 show floor opens the following morning. "Since Xbox One launched, one of the most frequent requests from fans is to add more storage to their consoles," said Microsoft's Larry Hryb, who blogs for the Xbox team using the gamer name "Major Nelson.

" He announced that Xbox One 1TB will be priced at 9 when it begins shipping on June 16 to retailers in the United States and select markets. Current model Xbox One consoles with 500 gigabytes of storage will remain USD 349, which was a USD 50 price cut that had been billed as temporary. The new Xbox One will come with an improved controller, according to Hryb. Microsoft also said that later this year it will begin selling a USD 25 adapter that will allow controllers to be used for Xbox-style play on personal computers powered by the coming Windows 10 operating system. Hryb promised that Microsoft would show off a stellar line-up of Xbox games at E3 next week.

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Apple and Google set their sights on their next battleground: your home

Visions of the smart home - a house that can set its own thermostat, schedule its own lights and preheat its own ovens - are fast-becoming a reality. The technology is becoming smaller, faster and cheaper, opening new opportunities for transforming everyday objects.



In a report on Tuesday, International Data Corporation projected that the "Internet of Things," the industry term for this web of connected products, will generate $1.7 trillion in spending by 2020 - an astonishing number considering it was almost non-existent five years ago.

Jumping on that wave is a no-brainer for companies, which are trying to convince consumers that everything could be better with a chip.

There's a buffet of options out there. Right now, for around $200 you could pick up a smart thermostat that lets you control your home's temperature from anywhere. You can pick up packs of sensors to make any outlet "smart" for about $60. Or you could pay a company such as AT&T, Comcast or ADT to do a lot of the work for you, for as little as $20 or $30 per month.

That's where, for consumers, it gets a little more complicated. Because while you may think you're buying one gadget - a thermostat, a security system, a smart lock - but what you're really buying is the cornerstone of a whole system of smart devices that need to work together. By extension, the first smart home device you buy may determine the brand of your next refrigerator, security system or even your car.

"Consumers are asking: If you buy a Nest, are you stuck with Google for the rest of your life?" said Jefferson Wang, of IBB Consulting. "If you buy an Apple TV, are you stuck with Apple?"



The stakes to produce the first "I need it" home gadget are high. And tech giants, who are watching sales of smartphones hit a plateau in high-spending markets, are racing to find it.

Google and Apple have both laid out ambitious plans for the smart home. The area was a main focal point for Google at its developers conference last week and is expected to be a showcase at Apple's big developer confab. Apple has already released guidelines for developers that state that the Apple TV, the company's set-top box, will be the hub for compatible smart devices.

Analysts say they expect this battle to play out as an extension of the war between Apple, Google and a few other speciality players for early dominance. The first to really crack the idea can capitalise on the gadget "halo effect" - the consumer tendency to buy gadgets that are compatible with ones they already have, which locks them into one of those companies' worlds.

Apple and Google certainly appear to hope so and are applying the same strategies they used in the smartphone era to the connected home.

Apple's reputation for quality and the loyalty of its fans give it a certain edge, said Jefferson Wang of IBB Consulting. "Apple's iOS is strong, and tends to have faster adoption," he said. But, he added, "in Google's favour, Android has a huge developer community, a huge number of customers and existing products like the Nest," a successful smart thermostat made by the company of the same name. Google bought Nest in 2014, for $3.2 billion.

Nest's appliances, as well with its Dropcam security systems - the result of another acquisition - have already given Google early home gadget success. And last week, the firm announced it would expand its ambitions even further with a smarthome platform, Brillo, to developers looking to make smart devices for the home that work with other Google-based doodads such as the successful Nest thermostat.

That comes a year after Apple first announced its plans for "HomeKit," a platform centred around its own software. On Tuesday, the first official HomeKit devices hit the market, all of which can be controlled through an iPhone app. The launch partners included electronics firm iHome, major smart light bulb maker Lutron, and Elgato, which makes sensors that monitor air quality, humidity, water consumption and energy use. The products work with Apple's Siri as well, meaning that the voice assistant can now turn on your lights, check your monitors and act as a general remote control for your home.

It's far too early to predict who will win, said Mark Hung, an analyst for Gartner.

"Unlike in the PC or smartphone markets, neither have come out with a whiz-bang story of why [the average person] needs this. It's still in the exploration stage," he said.

And Apple and Google aren't the only dogs in the fight either. There are scads of competitors out there with their own technologies, services and products that are trying to capitalise on what they think consumers want from a smart home.

Game console makers Microsoft and Sony are building out their content offerings to try and control the living room through their forays into entertainment and gaming. AT&T and Comcast, meanwhile, are adding on to their positions as Internet providers to include smart security systems. More traditional home appliance makers such as Honeywell and GE are also joining forces to make their own standards.

And then there's Amazon, which hasn't competed much with Apple or Google on the hardware front in the past, but has taken some small steps into the home, analysts said. Last year, the company introduced the Echo, a standalone cylinder that has a voice assistant of its own. Through the Echo, users can add items to their shopping lists, ask the device for answers to basic questions and listen to music. (Amazon chief executive Jeff Bezos owns The Washington Post.) Over time, Amazon has added support for Belkin's WeMo line or smart switches and even for Google Calendar, so users can use the Echo to turn off the lights or get a summary of their daily schedule.

Amazon's offering is the first representation of how we may interact with our smart homes in the future - by speaking to them in the style of the "Star Trek" computer. But the product is pretty limited at the moment, Wang said. "Amazon's always going to be looking for areas to push the core business - which is ultimately shopping," Wang said. "Echo is a fun product, and an interesting one. But I don't think they're on the same level at all as a Google or an Apple."

Still, keeping some variety in the market could help consumers avoid getting locked in to an either all-Google or all-Apple environment. The smart home market could follow in the footsteps of the smartphone world, but Wang also said that the market could be large enough to support all players.

He pointed to the way we've seen car makers such as General Motors, for example, refuse to take a side in the connected car battle, opting instead to support both Apple's CarPlay and Google's Android Auto.

"The question is how does that affect their strategy - when companies choose both - and then how [Apple and Google] use that to create the next layer of interaction, between the watch, the phone, the tablet and the home."

For consumers, the best way to navigate this complex, high-stakes world may be to just sit out for now, Hung said.

"The products aren't there yet. If you can wait to change your thermostat - and it's unlikely that you can't - wait," he said. "None of these camps or factions have come out with a killer app or a killer product."

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