45873199
submission
silentbrad writes:
"It's a deal with the devil," one studio executive told TheWrap. "Cinedigm is being used as their pawn." Cinedigm announced this weekend that it would offer the first seven minutes of the Emily Blunt-Colin Firth indie "Arthur Newman" exclusively to BitTorrent users, which number up to 170 million people. ... Hollywood studios have spent years and many millions of dollars to protect their intellectual property and worry that by teaming up with BitTorrent, Cinedigm has embraced a company that imperils the financial underpinnings of the film business and should be kept at arm's length. "It's great for BitTorrent and disingenuous of Cinedigm," said the executive. "The fact of the matter is BitTorrent is in it for themselves, they're not in it for the health of the industry and Cinedigm is being used as their pawn," the executive added. Other executives including at Warner Brothers and Sony echoed those comments, fretting that Cinedigm had unwittingly opened a Pandora's box in a bid to get attention for its low-budget release. ... "Blaming BitTorrent for piracy is like blaming a freeway for drunk drivers, " Jill Calcaterra, Cinedigm's chief marketing officer said. "How people use it can be positive for the industry or it can hurt the industry. We want it help us make this indie film successful." ... "We'll be working with all of [the studios] one day," [Matt Mason, BitTorrent's vice president of marketing] said. "It's really up to them how quickly they come to the table and realize we're not the villain, we're the heroes." ... "I really missed them being at the forefront of the piracy issue," the studio executive said. "I don't remember them going, 'Naughty, naughty, don't use our technology for that.' They don’t give a shit."
43706979
submission
silentbrad writes:
Cliff Bleszinski, formerly of Epic Games, posted a blog entry titled "Nickels, dimes, and quarters" yesterday:
"The video game industry is just that.An industry. Which means that it exists in a capitalistic world. You know, a free market. A place where you’re welcome to spend your money on whatever you please or to refrain from spending that money. ... Adjusted for inflation, your average video game is actually cheaper than it ever has been. Never mind the ratio of the hours of joy you get from a game per dollar compared to film. To produce a high quality game it takes tens of millions of dollars, and when you add in marketing that can get up to 100+ million. In the AAA console market you need to spend a ton of cash on television ads alone, never mind other marketing stunts, launch events, swag, and the hip marketing agency that costs a boatload in your attempts to “go viral” with something. ... Another factor to consider is the fact that many game development studios are in places like the San Francisco bay area, where the cost of living is extraordinarily high. (Even Seattle is pretty pricey these days.) Those talented artists, programmers, designers, and producers that spent their time building the game you love? They need to eat and feed their families. ... I’ve seen a lot of comments online about microtransactions. They’re a dirty word lately, it seems. Gamers are upset that publishers/developers are “nickel and diming them.” They’re raging at “big and evil corporations who are clueless and trying to steal their money.” I’m going to come right out and say it. I’m tired of EA being seen as “the bad guy.” I think it’s bullshit that EA has the “scumbag EA” memes on Reddit and that Good Guy Valve can Do No Wrong. ... If you don’t like EA, don’t buy their games. If you don’t like their microtransactions, don’t spend money on them. It’s that simple. ... The market as I have previously stated is in such a sense of turmoil that the old business model is either evolving, growing, or dying. No one really knows. “Free to play” aka “Free to spend 4 grand on it” is here to stay, like it or not. ... People like to act like we should go back to “the good ol’ days” before microtransactions but they forget that arcades were the original change munchers. Those games were designed to make you lose so that you had to keep spending money on them. Ask any of the old Midway vets about their design techniques. The second to last boss in Mortal Kombat 2 was harder than the last boss, because when you see the last boss that’s sometimes enough for a gamer. ... If you don’t like the games, or the sales techniques, don’t spend your money on them. You vote with your dollars."
43533399
submission
silentbrad writes:
From a blog I came across: 'Remote working has existed for centuries. And now is the perfect time for it’s comeback. ... Prior to the Industrial Revolution, goods were manufactured by contracting individual craftsmen who worked out of their homes. The merchant would drum up sales, and would coordinate the production with at-home sub-contractors. ... This all changed with the Industrial Revolution: production was centralized in factories and cities. For merchant capitalists, this made sense: it was cheaper and more efficient to produce goods in one place, with machinery. ... We’ve been in the Information Age for at least 25 years. We’ve made huge leaps in technology. Many of us would describe ourselves as Knowledge Workers: we don’t work in factories, we work at desks in front of glowing screens. We don’t make goods with physical materials, but rather things made out of bits. The great thing about bits + the internet is that the materials and means needed for production aren’t dependent on location. But here’s the funny thing: the way work is organized hasn’t changed. Despite all these advances, most of us still work in central offices. Employees leave their computer-equipped homes, and drive long distances to work at computer-equipped offices. ... CEOs, like Yahoo’s Marissa Mayer and Apple’s Steve Jobs, think that a central office fosters more innovation and productivity. I think they’re wrong. We’re still early in the research, but recent studies seem to dispute their claim. ... Managers have developed centuries worth of habits based on the central workplace. The hallmarks of office work (meetings, cubicle workstations, colocation) need to be seen for what they are: traditions we’ve kept alive since the Industrial Revolution. We need to question these institutions: are they really more innovative and efficient?'
42780765
submission
silentbrad writes:
The biggest danger facing the success of Steam Box or any other PC ecosystem hoping to find space in the living room is Apple, according to a lecture given by Valve co-founder Gabe Newell to a class at the University of Texas' LBJ School of Public Affairs. "The threat right now is that Apple has gained a huge amount of market share, and has a relatively obvious pathway towards entering the living room with their platform," Newell said. "I think that there's a scenario where we see sort of a dumbed down living room platform emerging — I think Apple rolls the console guys really easily. The question is can we make enough progress in the PC space to establish ourselves there, and also figure out better ways of addressing mobile before Apple takes over the living room? ... We're happy to do it if nobody else will do it, mainly because everybody else will pile on, and people will have a lot of choices, but they'll have those characteristics. They'll say, 'Well, I could buy a console, which assumes I'll re-buy all my content, have a completely different video system, and, oh, I have a completely different group of friends, apparently. Or I can just extend everything I love about the PC and the internet into the living room.' ... I think the biggest challenge is that Apple moves on the living room before the PC industry sort of gets its act together."
41766869
submission
silentbrad writes:
From IGN: "... the patent application was filed on 9 December 2012 by Sony Computer Entertainment Japan, and will work by linking individual game discs to a user's account without requiring a network connection meaning any future attempt to use this disc on another user's console won't work. The patent explains that games will come with contactless tags that will be read by your console in much the same way as modern bank cards. When a disc is first used, the disc ID and player ID will be stored on the tag. Every time the disc is used in future, the tag will check if the two ID’s match up and, if not, then the disc won’t work. The document goes on to explain that such a device is part of Sony's ongoing efforts to deter second-hand games sales, and is a far simpler solution than always-on DRM or passwords. It's worth noting that Sony has not confirmed the existence of the device, and the patent doesn't state what machine it will be used in, with later paragraphs also mentioning accessories and peripherals. ... There's also the issue of what happens should your console break and need replacing, or if you have more than one console. Will the games be linked to your PSN account, meaning they can still be used, or the console, meaning an entire new library of titles would need to be purchased?
38396607
submission
silentbrad writes:
From Forbes: "The dark days of SOPA and PIPA are behind the US, at least temporarily as copyright tycoons reground and restrategize, attempting to come up with measures that don’t cause the entire internet to shut down in protest. But one country has already moved ahead with similar legislation. The government of the Philippines has passed the Cybercrime Prevention Act, which on the surface, as usual, sounds perfectly well-intentioned. But when you read the actual contents of what’s been deemed “cybercrime,” SOPA’s proposed censorship sounds downright lax by comparison. Yes, there’s the usual hacking, cracking, identity theft and spamming, which most of us can agree should be illegal. But there’s also cybersex, pornography, file-sharing (SOPA’s main target) and the most controversial provision, online libel.
38045281
submission
silentbrad writes:
The CBC (among others) reports: "A Facebook spokesperson is denying reports that private messages sent by users on the social networking site have become public. The purported glitch began generating attention Monday after French newspaper Metro reported that private messages dating from 2007 to 2009 had become accessible to friends and acquaintances on their profile pages. Other newspapers across the country began reporting similar incidences, citing reports from the site's users. The issue may be related to Facebook moving to its Timeline layout worldwide. ... The company issued a statement in response, saying: "A small number of users raised concerns after what they believed to be private messages appeared on their timeline. Our engineers investigated these reports and found that the messages were older wall posts that had always been visible on the users' profile pages. Facebook is satisfied that there has been no breach of user privacy." TechCrunch.com wrote that there was no evidence the messages in question had been private, and posted an explanation from a company spokesperson. "Every report we’ve seen, we’ve gone back and checked. We haven’t seen one report that’s been confirmed [of a private message being exposed]. A lot of the confusion is because before 2009 there were no likes and no comments on wall posts. People went back and forth with wall posts instead of having a conversation [in the comments of single wall post.]“
36607763
submission
silentbrad writes:
From GamesIndustry International: "Ubisoft CEO Yves Guillemot has told GamesIndustry International that the percentage of paying players is the same for free to play as it is for PC boxed product: around five to seven per cent. ... 'On PC it's only around five to seven per cent of the players who pay for F2P, but normally on PC it's only about five to seven per cent who pay anyway, the rest is pirated. It's around a 93-95 per cent piracy rate, so it ends up at about the same percentage. The revenue we get from the people who play is more long term, so we can continue to bring content.' ... 'We must be careful because the consoles are coming. People are saying that the traditional market is declining and that F2P is everything — I'm not saying that. We're waiting for the new consoles — I think that the new consoles will give a huge boost to the industry, just like they do every time that they come. This time, they took too long so the market is waiting.'
35934651
submission
silentbrad writes:
From IGN: "GameStop’s bosses are obviously tired of hearing about how used games are killing gaming, about how unfair they are on the producers of the games who get nothing from their resale. One astonishing stat is repeated by three different managers during presentations. 70 percent of income consumers make from trading games goes straight back into buying brand new games. GameStop argues that used games are an essential currency in supporting the games business. The normal behavior is for guys to come into stores with their plastic bags full of old games, and trade them so that they can buy the new Call of Duty, Madden, Gears of War. GameStop says 17 percent of its sales are paid in trade credits. The implication is clear — if the games industry lost 17 percent of its sales tomorrow, that would be a bad day for the publishers and developers."
35683597
submission
silentbrad writes:
From the Financial Post: "Fast-evolving biometric technologies are promising to deliver the most convenient, secure connection possible between you and your bank account — using your body itself in place of all of those wallets and purses stuffed with cash, change and plastic cards. Biometrics is the science of humans’ physiological or behaviourial characteristics and it’s being used to develop technology that recognizes and matches unique patterns in human fingerprints, faces and eyes and even sweat glands and buttock pressure. Its applications in the financial realm are a potentially huge time and effort saver, but that’s just a beginning for the technology’s usefulness. ... [BIOPTid Inc.]’s One Touch cube, set to be on the market within a year, is an external device that users can hook up to their computers and mobile electronics to replace passwords for Internet logins and banking. The cube reads a personal sweat gland barcode to verify identity from the moisture on a user’s fingertip. ... “Biometrics is something that’s used by governments, it’s used by ‘Big Brother’ to keep an eye on us and we want to change that,” says Mr. McNulty. “We think biometrics is something that can be actually used by the people and it becomes their technology that they use to protect themselves.”
35174621
submission
silentbrad writes:
From the Globe and Mail: Canada’s big banks are preparing to launch “virtual wallets” as early as this fall that will allow consumers to digitally consolidate their credit and debit cards from any financial institution, and use them to make purchases online and through their cellphones at cash registers. It is being called the biggest change to the way consumers pay for goods in Canada in decades, and for the banks moving quickly into this space, the strategy is about keeping ownership of the vast and potentially lucrative stores of data that are involved in transactions. Royal Bank of Canada is expected to be first into the market in October, when it launches a digital wallet for mobile phones that will use RBC cards at first, but will eventually expand to welcome all brands of debit and credit cards. A few months later, the bank will launch a digital wallet for online purchases in partnership with Visa that holds all varieties of cards, regardless of brand. The majority of the banking sector is expected to follow suit in the next year or so, with each financial institution relying on the concept of “aliases,” where a password lets consumers access their payment cards, but protects personal information from being passed to the merchant. The alias method is similar to how online services such as PayPal work. ... Retailers can use the information contained in transactions, stripped of details that violate privacy laws, to tailor offerings or promotions to consumers. And the banks figure they can build a new business from that new world. Location data on phones can help neighbourhood stores connect with customers in the area, while transaction data online can give insight into consumer habits and tastes. Consumers will be able to turn this feature on and off, Mr. McKay said, but will have access to offers, promotions and sales that would make it attractive. It is a potentially lucrative new business for the banks – making money off the data collected from each payment made via credit or debit cards, and the access the bank has to the consumer.
33527239
submission
silentbrad writes:
The CBC reports that the Copyright Board of Canada will begin charging for music played at live venues: 'Money can't buy love — but if you want some great tunes playing at your wedding, it's going to cost you. The Copyright Board of Canada has certified new tariffs that apply to recorded music used at live events including conventions, karaoke bars, ice shows, fairs and, yes, weddings. The fees will be collected by a not-for-profit called Re:Sound. While the Society of Composers, Authors and Music Publishers of Canada (otherwise known as SOCAN) already collects money from many of these events for the songwriters, Re:Sound will represent the record labels and performers who contributed to the music. ... For weddings, receptions, conventions, assemblies and fashion shows, the fee is $9.25 per day if fewer than 100 people are present and goes up to $39.33 for crowds of more than 500 people. If there's dancing, the fees double. Karaoke bars will pay between $86.06 and $124 annually depending on how many days per week they permit the amateur crooning. And parades, meanwhile, will be charged $4.39 for each float with recorded music participating in the parade, subject to a minimum fee of $32.55 per day.'
Also reported by Sun News, Metro News, and others.
33330907
submission
silentbrad writes:
IGN published an article, today, discussing an editorial from CNN: Pornography and videogames are pretty much the same thing, according to a sensational and terrifying editorial published on CNN today called ‘The Demise of Guys: How Videogames and Porn are Ruining a Generation’. Games and porn are not only equal, they are equally damaging to young men, destroying their ability to connect with women, and therefore threatening the future of our entire species. ... The article, by psychologist Philip G. Zimbardo and Nikita Duncan argues that young men are “hooked on arousal, sacrificing their schoolwork and relationships in the pursuit of getting a tech-based buzz”. ... Zimbardo, has danced this jig before. At the Long Beach TED conference last year he told a delighted audience that “guys are wiping out socially with girls and sexually with women.” He added that young men have been so zombiefied by games and porn that they are unable to function in basic human interactions. “It’s a social awkwardness like a stranger in a foreign land”, he said. “They don’t know what to say. They don’t know what to do.”
31756789
submission
silentbrad writes:
From the GLobe and Mail: A number of Canadian media companies have joined forces to try to shut down a free music website recently launched by the Canadian Broadcasting Corp., claiming it threatens to ruin the music business for all of them. The group, which includes Quebecor Inc., Stingray Digital, Cogeco Cable Inc., the Jim Pattison Group and Golden West Radio, believes that CBCmusic.ca will siphon away listeners from their own services, including private radio stations and competing websites that sell streaming music for a fee. The coalition is expected to expand soon to include Rogers Communications Inc. and Corus Entertainment Inc., two of the largest owners of radio stations in Canada. It intends to file a formal complaint with the CRTC, arguing that the broadcaster has no right under its mandate to compete with the private broadcasters in the online music space. ... 'The only music that you can hear for free is when the birds sing,' said Stingray CEO Eric Boyko, whose company runs the Galaxie music app that charges users $4.99 a month for unlimited listening. 'There is a cost to everything, yet CBC does not seem to think that is true.' ... The companies argue they must charge customers to offset royalty costs which are triggered every time a song is played, while the CBC gets around the pay-per-click problem because it is considered a non-profit corporation. ... Media executives aren’t the only ones who have expressed concern. When the CBC service was launched in February, the Society of Composers, Authors and Music Publishers said that when it set a flat fees for the more than 100,000 music publishers it represents, it never envisioned a constant stream of free music flooding the Internet.
31335871
submission
silentbrad writes:
From the Financial Post: "BCE Inc., Rogers Communications Inc., and Shaw Communications Inc. which together control two-thirds of the $8.3-billion broadcast distribution market, are lobbying against the so-called 'a la carte' model that would allow customers to pick and pay for individual networks, arguing the change would have disastrous consequences for programmers, such as Bell Media and Shaw Media. 'A regulation requiring that all programming services must be made available to consumers on a stand-alone basis would have far-reaching ramifications,' BCE, whose Bell owns 30 specialty networks, said in a submission to the Canadian Radio-television and Telecommunications Commission. 'Undoubtedly, a market shake-out, causing many specialty services to exit, would ensue.' The three big players, led by BCE, have told the CRTC they support the status quo of 'tied selling,' or the practice of grouping weaker-performing networks in with a popular channels, versus a new approach to sell channels individually. ... In the race for subscription dollars, rates for TV services across providers have risen sharply over the last decade as the number of specialty channels, each commanding its own fee, has soared. Net costs to subscribers climbed another 2.6% in 2011, while average bills now hover around $60 a month. ... Nonetheless, with the old TV model likely at its peak, analysts are near unanimous that change must be met with innovation. 'We believe those distributors that offer the greatest value and choice will be best positioned to defend their subscribers and [revenue],' Credit Suisse analyst Colin Moore said in a note last month."