Google Debuts Game Sub Service Similar to Apple Arcade

This week, Google began rolling out a video game and app subscription service, Play Pass, with 350 games and apps, priced at $4.99 per month. The service first debuted on Android devices in the U.S. and will be unveiled in additional countries over the next few months. Google is also readying Stadia, a streaming video game service for big-budget titles. Play Pass arrives just a few days after Apple unveiled Apple Arcade, with over 100 games — most of them exclusives — at the same monthly price. Continue reading Google Debuts Game Sub Service Similar to Apple Arcade

Japan’s Virtual YouTube Celebrities Test the Waters in China

Japan’s most popular YouTube star is Kizuna AI, a virtual teenager with thigh-high socks and a pink hair ribbon, brought to life by an off-screen actress. Millions of fans follow Kizuna, the brainchild of Activ8, a Tokyo-based company. According to Activ8 founder Takeshi Osaka, what sets such so-called virtual YouTubers (or VTubers) apart is that “you can believe they actually exist.” To create Kizuna, Activ8 uses motion capture gear to create skits, music videos and game streams for its over four million subscribers. Continue reading Japan’s Virtual YouTube Celebrities Test the Waters in China

Apple Arcade Introduces New Model for Subscription Games

Apple’s video game subscription service Arcade, due to unveil September 19, is based on an established model for casual mobile games — with a twist. Ordinarily, the games are free to download and play, but the companies make money with ads and sales of in-game purchases. Apple is charging $5 per month for those free games, but shedding the ads and digital add-ons. The question is if Apple can change an industry’s typical business model. Microsoft and Google have tried the subscription model, but for higher end games. Continue reading Apple Arcade Introduces New Model for Subscription Games

Streaming Options Impact Bandwidth Consumption Rankings

With the dramatic increase in the amount of video streaming from Internet-based apps, Netflix has ceded its position as the No. 1 consumer of bandwidth. That’s according to Sandvine’s 2019 Global Internet Phenomena Report, which added that HTTP media streaming accounted for 12.8 percent of downstream Internet traffic globally in the first six months of 2019, whereas Netflix accounted for 12.6 percent. In the Americas, Netflix’s downstream traffic in the same period dropped to 12.9 percent from last year’s 19.1 percent. Continue reading Streaming Options Impact Bandwidth Consumption Rankings

Apple Showcases Upcoming Devices, Subscription Services

At the Steve Jobs Theater in Cupertino on Tuesday, Apple unveiled three new iPhones and announced the $4.99 monthly fee for its TV+ streaming video offering (to launch November 1) and Arcade video-game service (coming September 19). The iPhone 11 models — starting at prices ranging $699-$1,099 — tout updates such as new colors, improved battery life, more camera lenses, Night Mode for low-light photography, and the option to record video by simply holding down the camera button. The tech giant also unveiled an upgraded 10.2-inch iPad with A10 processor in addition to a new Series 5 Apple Watch featuring more power (starting at $399), while reducing the price of its Series 3 model about 30 percent to a low $199. Continue reading Apple Showcases Upcoming Devices, Subscription Services

Games Are Targets for Ransomware and Credential Stuffing

Cybersecurity firm Cyren recently discovered Syrk, a free tool that allows players to cheat at video game “Fortnite.” It also learned that Syrk can disable anti-malware software and encrypt batches of user files for ransom. Akamai has reported a significant rise in so-called credential-stuffing attacks, by which criminals use stolen identities in automated attacks to break into accounts. Akamai found 55 billion credential stuffing attacks from November 2017 to the end of March 2019. Gaming sites had 12 billion of these attacks. Continue reading Games Are Targets for Ransomware and Credential Stuffing

Snap Inc. to Ship Third-Gen Spectacles as a Limited Edition

After unveiling its first-generation of brightly-colored Spectacles in 2016, followed by a more conservative second edition following two years of reengineering, Snap Inc. is about to debut Spectacles 3 — with hopes the eyewear will be more financially successful than the first version, which left the company with $40 million in unsold revenue. The second version offered better hardware, better design, as well as a high-end all-black version. Now, Spectacles 3, priced at $380 and marketed as a “limited edition launch,” will be offered with steel frames, classic details and two HD cameras for capturing footage with depth. Continue reading Snap Inc. to Ship Third-Gen Spectacles as a Limited Edition

Google’s Upcoming Pixel 4 to Feature Gesture Technology

Google plans to introduce its next smartphone, the Pixel 4, with new gesture technology. The company, betting that gestures will be the “next big thing” after touchscreens, dubbed the controls “Motion Sense,” and unveiled a video showing controls such as blinking and hand waving. When Pixel 4 is debuted in October, its Motion Sense will turn off alarms, skip songs, and silence phone calls. Gesture technology is expected to be a dramatic change in how we interface not just with phones, but many other electronic devices. Continue reading Google’s Upcoming Pixel 4 to Feature Gesture Technology

Vive Cosmos: HTC Offers Details of Next-Gen VR Headset

HTC is set to debut the Vive Cosmos next-generation VR headset that aims to simplify VR for gamers. The PC-compatible Cosmos is portable, featuring a single cable from the left side of the headset. It relies on four cameras located on the headset, one on each side and two on the front, plus two others that can be added via a removable faceplate with cameras on the top and bottom. Removable speakers are integrated on either side of the headset. By being self-contained, the Vive Cosmos can be used in more play environments. Continue reading Vive Cosmos: HTC Offers Details of Next-Gen VR Headset

Microsoft Experiences Robust Growth with Intelligent Cloud

Much of the focus has been on Amazon, Facebook and Google in recent weeks, obscuring the fact that Microsoft is in fact the largest tech company and the largest publicly traded company, with a market capitalization if $1+ trillion. Its quiet success continued with the company’s latest quarterly report indicating sales grew 12 percent to $33.7 billion. The company also enjoyed $13.2 billion in profits in the same quarter, in part due to $2.6 billion in one-time tax benefits and inked its “largest commercial deal ever” with AT&T. Continue reading Microsoft Experiences Robust Growth with Intelligent Cloud

CTA: Tech Sales to Reach New High of $401 Billion in 2019

The Consumer Technology Association forecast that U.S. consumer technology sales will grow 2.2 percent to $401 billion in 2019, due to AI-enabled devices, streaming services, and in-vehicle and other technologies. CTA chief executive Gary Shapiro noted that 5G will provide the faster connectivity that will help boost sales of new technologies, but warned, however, that “unnecessary tariffs — taxes paid by American consumers and businesses — threaten to slow down our nation’s economic momentum.” Continue reading CTA: Tech Sales to Reach New High of $401 Billion in 2019

Report: Mobile Apps and Games Have Impressive Quarter

According to App Annie, consumers downloaded 11.2 billion mobile games for iOS and Android in Q2 2019. Games served as 35 percent of global downloads, but were responsible for almost 75 percent of consumer spending on iOS and Google Play. Overall, mobile apps had a record quarter: 30.3 billion apps were downloaded, while iOS and Google Play saw $22.6 billion in consumer spending. Arcade, action and casual games collectively represented the third-largest category for Google Play Q2 growth year-over-year. Games served as the top contributor to download growth for iOS, led by arcade, action, and puzzle games. Continue reading Report: Mobile Apps and Games Have Impressive Quarter

Nintendo Reveals $199 Switch Lite with Built-In Controllers

Nintendo just unveiled the Switch Lite, designed as a handheld version, priced at $199 and due out September 20. The new unit, which will cost $100 less than the original, won’t be able to connect to the TV and its Joy-Con controllers are built-in. According to Nintendo of America president Doug Bowser, the two systems “complement each other and co-exist in the marketplace.” The new unit is also much lighter and, with built-in controllers, feels more robust. A d-pad replaces the original directional buttons. Continue reading Nintendo Reveals $199 Switch Lite with Built-In Controllers

Vegas Casinos Launch Free-Roam VR Games, Experiences

On the Las Vegas strip, The LINQ Hotel & Casino just opened up six virtual reality bays operated by VR startup Survios. Surrounded by glass walls, the bays are set up with comfortable couches, big screen TVs, Xbox Ones and Oculus Go VR headsets. They offer visitors access to VR games including “Creed,” “Raw Data,” and, soon, “The Walking Dead: Onslaught.” Guests can visit a bar with a wrap-around touchscreen to play casual social games, an AR version of “Rock Paper Scissors” and watch the goings-on inside the VR bays. Continue reading Vegas Casinos Launch Free-Roam VR Games, Experiences

Epic Opens Digital Store with Favorable Split for Publishers

For 10+ years, video game developers have given up 30 percent of their revenue from digital stores run by Apple, Google, Microsoft, Sony and Valve, which also take a percentage of in-game purchases via a revenue-sharing model that has become the industry standard. Now, Epic Games founder/chief executive Tim Sweeney, whose company put out the immensely popular “Fortnite,” opened a digital store that collects only 12 percent of sales. Sensor Tower reports that an average of $114.5 million was spent between the combined top game publishers in Android and Apple stores last quarter. Continue reading Epic Opens Digital Store with Favorable Split for Publishers