Micro-Content: Cartoon Network Unveils Mobile App for Kids

Turner’s Cartoon Network launched an app last week that features 10- to 15-second clips of the cable channel’s animated shows. “Cartoon Network Anything” is targeting boys 6- to 11-years old, many of whom are shifting towards mobile media consumption. Cartoon Network designed the app to drive young viewers back to the TV with promotions for on-air properties in between the 15-second clips, games, polls, quizzes, trivia, and puzzles. The free app is available for iOS and Android. Continue reading Micro-Content: Cartoon Network Unveils Mobile App for Kids

Skillz Has Plans to Expand Play-for-Cash into Mobile Gaming

San Francisco-based startup Skillz has raised $6 million in equity funding and venture debt to bring cash stakes to mobile games. With this type of functionality, players usually put in an ante of 60 cents with the hopes of winning a $1 prize. Skillz currently shells out $10,000 per day in cash rewards across 175 games running on its platform. The game developers are also making more revenue with cash tournaments than they are through traditional advertising. Continue reading Skillz Has Plans to Expand Play-for-Cash into Mobile Gaming

Amazon Draws Distinction Between its Tablets and E-Readers

Amazon recently announced the expansion of its tablet line and e-reader offerings. As part of an effort to strengthen ties between its tablets and other new hardware, Amazon has dropped the name “Kindle” from its tablets. Formerly called Kindle Fire tablets, the simply named Fire HD and Fire HDX will be more closely aligned with the company’s Fire TV and Fire Phone. The rebranding highlights the distinction Amazon hopes to make between the Kindle e-readers and more advanced Fire tablets. Continue reading Amazon Draws Distinction Between its Tablets and E-Readers

Speech Recognition Tech: Kids Speak with Animated Characters

Pixar vets Oren Jacob and Martin Reddy launched San Francisco-based ToyTalk, a startup that develops mobile games that enable children to have extended conversations with animated characters. The concept was inspired by a Skype call when Jacob’s then 7-year-old daughter asked if she could speak with one of her dolls. While kids can hear characters speak through movies, games and toys, Jacob began thinking about how to help children better engage with the characters. Continue reading Speech Recognition Tech: Kids Speak with Animated Characters

Oculus Debuts Crescent Bay VR Prototype at LA Conference

Oculus unveiled its latest VR headset, currently named “Crescent Bay,” at a Hollywood event over the weekend. Some 800 developers attended Oculus Connect, the company’s first conference, to check out the new device. While not yet commercially available, the prototype promises a more comfortable, natural experience. Crescent Bay features 360-degree motion tracking, integrated headphones and improved ergonomics. It is not the consumer version, but is “sprinting toward” it, explained chief exec Brendan Iribe. Continue reading Oculus Debuts Crescent Bay VR Prototype at LA Conference

Yelp and TinyCo Face Fines After Violating Children’s Privacy

The Federal Trade Commission announced yesterday that game maker TinyCo agreed to pay $300,000 to settle charges that it violated children’s privacy rules by improperly collecting information. The company was accused of violating the Children’s Online Privacy Protection Act (COPPA). In a separate case, Yelp agreed to pay a $450,000 penalty for doing the same through its consumer review app. Both companies were charged with collecting personal info from children under 13 without parental consent. Continue reading Yelp and TinyCo Face Fines After Violating Children’s Privacy

Will Accessories and Apps Make Smartwatches Indispensable?

Some analysts are suggesting that we avoid underestimating smartwatches, which could eventually become indispensable as a wide array of useful apps come to market. Major players such as Samsung, Google and Apple will release wearables that can be used for health and fitness tracking, interacting with our phones and vehicles, and much more. The platform is expected to usher in a new frontier of accessories and apps, and the ability to develop them in a more sophisticated manner. Continue reading Will Accessories and Apps Make Smartwatches Indispensable?

Make Purchases from Your Twitter Feed with New Buy Button

Twitter has announced its trial run of a “Buy” button on tweets, which enables users to make purchases directly from their Twitter feeds. So far, Twitter has announced that it will test this new feature with a variety of retailers, nonprofits, and musicians, but movie purchases may not be far behind. Fandango, for example, has already launched a “Twitter Card” feature, which redirects users to the Fandango site so they can buy movie tickets. The “Buy” button is currently being tested by a select number of Twitter users. Continue reading Make Purchases from Your Twitter Feed with New Buy Button

Nintendo Upgrades New 3DS for Hardcore Game Experiences

Nintendo has announced the New Nintendo 3DS, with upgrades including better graphics and faster Internet speeds. The new device, which will make its debut October 11 in Japan, features a second analog joystick, two added shoulder buttons, more battery life and Micro SD card support. Everything about the design, particularly the addition of buttons, signals a shift in Nintendo’s focus to hardcore gamers. The New Nintendo 3DS will come in two models priced at about $160 to $180. Continue reading Nintendo Upgrades New 3DS for Hardcore Game Experiences

New First: Majority of Digital Media Accessed on Mobile Apps

According to a new study by comScore, U.S. consumers are now spending 52 percent of their time with digital media via mobile apps. Marking a significant shift, we are now spending more time on mobile apps than we are on desktop PCs and mobile Web surfing. The report indicates that mobile usage as a whole now accounts for 60 percent of our time with digital media, while desktop-based consumption accounts for 40 percent. Additionally, one-third of U.S. users download at least one app per month. Continue reading New First: Majority of Digital Media Accessed on Mobile Apps

Facebook Hires WaveGroup Sound as In-House Design Team

Facebook has hired the team behind WaveGroup Sound, a California-based company that specializes in audio production for games. The company has produced tracks for “Guitar Hero,” “Rock Band” and “Dance Dance Revolution,” and has also produced sound for a variety of startups, hardware devices and mobile apps. The WaveGroup team will serve as the full-time in-house sound design team for Facebook. The group is expected to focus on sound for Facebook’s external apps. Continue reading Facebook Hires WaveGroup Sound as In-House Design Team

SIGGRAPH 2014: Panel Discusses VR Content, Tech Hurdles

During a Sunday session at the SIGGRAPH computer graphics conference, panelists discussed virtual reality, its technical hurdles, and the need for compelling content. Palmer Luckey, co-founder of Oculus VR, described the adoption of augmented and virtual reality as inevitable, but suggested we’re not quite there yet. While innovation will likely be led by hardware from multiple manufacturers, he also believes that content and software will drive the industry in the long term. Continue reading SIGGRAPH 2014: Panel Discusses VR Content, Tech Hurdles

Amazon 3D Printing Store Offers iPhone Cases, Bobble Heads

Amazon launched its 3D Printing Store yesterday, which allows users to customize pre-made designs and order 3D printed products. Printing labs such as 3DLT, Mixee and Sculpteo have partnered with Amazon to include their popular designs. Amazon’s store presently features more than 200 designs for games, home decor, jewelry, tech accessories, toys and more that can be altered by color, size and thickness. Users can also add text, their name and other small touches. Continue reading Amazon 3D Printing Store Offers iPhone Cases, Bobble Heads

Google to Purchase Live Game Streamer Twitch for $1 Billion

Google has signed a $1 billion deal to acquire popular streaming platform Twitch.tv, according to sources familiar with the matter. Google’s YouTube division is in charge of the deal, which reflects the popularity of live Internet streaming and, in particular, the rapidly evolving interest in competitive gaming as a spectator sport. San Francisco-based Twitch currently touts more than 50 million monthly users. In addition, more than 1.1 million of its members broadcast videos each month. Continue reading Google to Purchase Live Game Streamer Twitch for $1 Billion

Twitter and Facebook Are Expanding Into Online Purchasing

Twitter and Facebook users will soon be able to do their online shopping directly from the social networks. The two companies are investing in e-commerce in an effort to keep users on their apps and sites. Twitter acquired CardSpring, a mobile payments infrastructure company, which will allow users to load coupons and discounts to a credit card. Facebook is also testing a new buy button that will open a dialog box to make purchases from Facebook posts. Continue reading Twitter and Facebook Are Expanding Into Online Purchasing