As the market for games has grown and diversified, it’s become increasingly important to take any headline figures you might read with a grain of salt. Every time an analyst or a research firm announces that the games business has reached such and such a size, or that monthly revenues compare thusly with previous figures, or that a certain product or company has over- or under-performed projections, their august pronouncement isn’t so much an answer as a source of more questions. What exactly are you defining as the “games business”? Which sectors have you included? How did you measure digital revenues? What about IAP? Are your figures global, regional, merely covering the increasingly unrepresentative US market or “global” for a narrow definition of “global” which means “markets we could find data for with a quick Google search, and to hell with the rest of them”? And as for projections, whose projections, arrived at through which logic and with which agenda?
In short: with a very, very few notable exceptions, most of the sector analysis and research conducted on this industry is awful. It’s under-informed, narrow and rarely exposes its methodology well enough to understand and account for its flaws. It’s also the best thing we’ve got, unfortunately, which is why sites (including this one) continue to publish this research as it becomes available, although all of it should probably carry a large flashing warning to remind readers that an infant let loose with coloured crayons and some graph paper would probably have a similar margin of error to their data.
Yet this is only when we’re talking about data about what’s going on right now. Start to project forward, into crystal-ball-gazing questions like “where will the market be in five years”, and you’re into the realms where the real nonsense starts. Models and figures are pulled out of analyst’s backsides with wild abandon. Rationales and factual grounds are nowhere to be found, but incredibly slick charts and graphs abound; it’s a little like astrology, except that rather than blathering about Saturn being in Capricorn and whatnot, analysts seek to bamboozle everyone with charts and then deeply, fervently hope that when the time period they’re predicting actually arrives nobody will remember how wrong they were.
Even so, when all of the world’s analysts start to point in the same direction – the good, the bad and the bluffing – it’s worth taking note. That’s the context in which the headline figures from research firm Newzoo’s latest report are interesting; headline figures which, in a nutshell, suggest that 2015 will be the tipping point at which revenues from mobile game software surpass revenues from console game software.
“What’s happened to consoles as mobiles have taken over? Not much, as it happens”
Newzoo, like most research firms focusing on this industry, doesn’t provide sufficient detail to back up or verify its sweeping and grandiose claims, because apparently a really pretty graph with a swish background ought to suffice. They would argue, no doubt, that all the juicy detail which would explain their peculiarly high figures is what they charge clients lots of money for, an argument which is entirely true and still leaves them in the position of peddling figures while failing to show their workings. Nevertheless, Newzoo is not alone in its prediction. It’s not even a particularly novel prediction, actually; research firms have been pointing at this tipping point for several years, although when exactly the graph lines would intersect has been a subject of some debate. With mobile growth still strong and the next-gen consoles performing excellently but remaining largely constrained within the core market (rather than seeing another Wii-style breakout success story), the lines are converging a little more evenly and the soothsayers are in accord; next year is the year.
So what happens then? Do burning stones rain from an angry sky to smash all our PlayStation 4s? Will a horde of rampant mobile gamers, driven to murderous insanity by Candy Crush Saga, rip the 3DS’ from our hands and beat us to death with them? Shall E3 be swallowed by a lake of fire, and every presentation at GDC be replaced by an ominous looping video of Zynga founder Mark Pincus laughing savagely at the audience?
Perhaps rather than stockpiling tinned foods, filling the bath with potable water and tearfully locking away your beloved RPGs and FPS games in a lead-lined safe, it might be instructive to take a look at a market where this transition has already happened. There is, you see, a place where revenues from mobile games overtook revenues from console games several years ago – as early as 2011, according to some figures, although the safe money is on 2012/13 being the tipping point. Now, in this market, mobile games are the unquestioned market leader in revenue.
The market in question is Japan, where a well-developed market for mobile gaming on existing “feature phone” devices was supercharged by the arrival of the smartphone. Now mobile game revenues have soared well clear of console games. Unlike in the 1990s, Japan’s mobile phones aren’t vastly advanced compared to those overseas – they queue up here for iPhones just like everywhere else, with Apple’s devices being by far the dominant player in the smartphone market, so it’s not that games they’re playing are technologically advanced compared to those in the west. Rather, it’s that the market itself was further down the path than the west, with a wider swathe of consumers familiar and comfortable with mobile gaming, F2P models and in-game transactions.
What’s happened to consoles as mobiles have taken over? Not much, as it happens. The softness of PS4′s sales in Japan since the stellar launch last spring has been well noted, but it’s not a meaningful indicator of an overall problem with the console market; anecdotally, I get the impression that PS4 is extremely desired but still lacks the killer apps which will actually drive Japanese gamers to go out and buy one. Indeed, the line-up of software that appeals to the local market is still weak; a few big titles will shift the needle significantly, just as Mario Kart 8 did for the Wii U (which is now back in a slump awaiting the arrival of Smash Bros; software sells hardware, as ever).
Handhelds, meanwhile, are what you’d expect to suffer most from the triumph of mobile, yet the 3DS is going gangbusters in Japan and the PS Vita is stronger in this market than anywhere else in the world. The rise of mobile to take the crown of most lucrative and expansive market hasn’t even impacted the ability of Japanese publishers to launch genuinely massive new franchises on handheld consoles; Yokai Watch may not have made it to the west yet, but if it’s half as pervasive over there once it launches, it’ll be the biggest new gaming franchise in years.
So the consoles are still pretty healthy, especially the handheld devices. They play to their strengths, for the most part; it’s notable that the biggest handheld games around at the moment, games like Smash Bros and Monster Hunter, really wouldn’t work on a mobile phone as they rely on accurate, pinpoint controls that couldn’t be replicated on a touchscreen to any degree of satisfaction. Other games that work well are those designed for long sessions of play; mobile devices still suffer badly from rapidly draining batteries when playing games, and while a dead battery in your 3DS is a little annoying, a dead battery in your mobile phone is a disaster, meaning few people are willing to put in significant play sessions in GPU-intensive mobile titles.
“If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone”
What’s actually more interesting than what’s happened to console, though, is what’s happened to mobile itself. The mobile game market in Japan is nothing short of fascinating. Ever since its meteoric growth, it’s become a hugely expansive market that caters to an enormous range of tastes and demographics, as you’d expect – but the core demographic, the heart of the market for which every company seems to be competing… Well, that’s oddly familiar, as it happens.
Every time you see a commuter train festooned with ads for a new mobile title, or a lengthy TV commercial promoting the latest smartphone release, or even the huge screens at Shibuya’s scramble crossing taken over with a video of a mobile game, they always have something in common. Their visual language, their core mechanisms and their basic appeal is absolutely in tune with core gamers. Mobile’s new position on top of the heap has opened the door to games with higher production values and more depth, aimed at the market that has always played the most and paid the most; the core.
The results aren’t always appealing; mobile games launch fast and fail fast, and that’s fine. When things do work out, though, they create some pretty amazing hits. Puzzle & Dragons, as you probably know by now, was the biggest-grossing game on any platform in 2013 (probably; analyst figures, you know?), and it’s also incredibly deep, compelling and fun. Publisher GungHo advertises the game on trains and TV over here with videos showing advanced techniques for building chain combos in the game; just consider that for a moment, a game so successful that your advertising isn’t even “here’s why this game is great”, it’s “we know you already play, here’s a tip so you can play better”, displayed on evening TV across the nation. Puzzle & Dragons is far from being Japan’s only “mobile core” hit, though. RPGs have been rapidly rising in prominence on mobile platforms, and now appear to be even more popular than the collect ‘em up titles (mostly card battlers) which dominated up until this point; the latest big title is Mistwalker-developed RPG Terra Battle, a game which I’m resigned to installing on my phone this week because literally everyone around me doesn’t talk about anything else any more.
In short, the Japanese market may be peculiar by comparison with the rest of the world, but sometimes that’s simply because it’s still a couple of years ahead of the western market in a few regards. Not in every regard; Japan is a very retrograde nation in terms of certain tech advances (it’s worth noting that streaming video services like Netflix are an absolute disaster here, and let’s not even talk about online banking), but in gaming, the market if not the technology is a little in advance of most western countries. Japan crossed the line between console-as-number-one and mobile-as-number-one a couple of years ago, and the world did not end. Console and handheld are doing fine; mobile is doing better than fine, and most excitingly of all, the new titles coming to mobile are better than ever, driven by a strong desire to get the most lucrative market in gaming, the core gamers themselves, playing. If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone – core, casual, and everyone in between.
Google Inc is growing its artificial intelligence area, hiring more than half a dozen leading academics and experts in the field and announcing a partnership with Oxford University to “accelerate” its efforts.
Google will make a “substantial contribution” to establish a research partnership with Oxford’s computer science and engineering departments, the company said on Thursday regarding its work to develop the intelligence of machines and software, often to emulate human-like intelligence.
Google did not provide any financial details about the partnership, saying only in a post on its blog that it will include a program of student internships and a series of joint lectures and workshops “to share knowledge and expertise.”
Google, which is based in Mountain View, California, is building up its artificial intelligence capabilities as it strives to maintain its dominance in the Internet search market and to develop new products such as robotics and self-driving cars. In January Google acquired artificial intelligence company Deep Mind for $400 million according to media reports.
The new hires will be joining Google’s Deep Mind team, including three artificial intelligence experts whose work has focused on improving computer visual recognition systems. Among that team is Oxford Professor Andrew Zisserman, a three-time winner of the Marr Prize for computer vision.
The four founders of Dark Blue Labs will also be joining Google where they will be will be leading efforts to help machines “better understand what users are saying to them.”
Google said that three of the professors will hold joint appointments at Oxford, continuing to work part time at the university.
Pandora Media Inc, owners of the leading Internet radio service, reported a lower-than-expected increase in listeners in the third quarter, sending the company’s shares down 6 percent in extended trading on Thursday.
Pandora said it had 76.5 million active listeners as of Sept. 30, an increase of 5.2 percent from a year earlier.
Analysts, on average, had expected 76.7 million, according to market research firm StreetAccount.
Total listener hours rose to 4.99 billion from 3.99 billion, but again fell short of the average estimate of 5.02 billion.
Pandora’s profit and revenue both beat market expectations, however, as more people listened to streamed music on their mobile phones.
Mobile revenue increased 52 percent to $188 million, while local advertising revenue rose 118 percent to $41.8 million.
Despite its huge user base, Pandora faces stiff competition from Spotify, Apple Inc’s Beats online streaming service, Google Inc, and Amazon.com Inc in the fast-growing music streaming business.
Twitter Inc will allow users to play podcasts, music and other audio clips direct from their timelines, or message feeds, by using a new feature designed in partnership with Berlin-based audio-streaming service SoundCloud.
The online messaging service introduced what it dubbed “Audio Card,” through which users can listen to a variety of content whilst browsing their timelines.
For starters, Twitter has promised audio from SoundCloud’s partners, which include such diverse sources as NASA, the Washington Post, CNN, David Guetta, Coldplay and Warner Music.
But it’s trying to snag more content partners in future, Twitter said in a recent blog posting.
Twitter didn’t say how Audio Card might evolve, except to stress that it offers musicians a chance to post exclusive clips.
“Many more musical artists and creators will be able to share exclusive, in-the-moment audio to millions of listeners on Twitter,” the company added.
Twitter’s new feature comes after rivals from Apple Inc to Google Inc have jumped into the business of music-streaming, considered the fastest-growing segment of a music market dominated by iTunes.
Twitter had reportedly been in discussions to acquire audio-sharing website SoundCloud, which has been called the Youtube of music, as far back as June.
Brian Krebs wrote on his blog that he found companies and organizations that failed to password protect WebEx meetings, which allowed “anyone to join daily meetings about apparently internal discussions and planning sessions.”
Meeting schedules for organizations were available through WebEx’s “Event Center,” he wrote.
Cisco has a variety of options for WebEx that are intended to accommodate sensitive meetings and ones intended for the public.
For example, Cisco requires a password to be set by default for a meeting, but that option can be turned off, wrote Aaron Lewis, who works in global social media marketing, on a company blog.
“The most secure meetings will always be protected by a complex password,” Lewis wrote.
Companies may publicly list a meeting for webinars that anyone can join, but “if your WebEx site administrator or IT department allows listed meetings, then we recommend listing your meeting only if there is a true business reason,” Lewis wrote.
Another tip is to disable the option “join before host,” which will then give the host visibility on who has joined. Also, setting the “host as presenter” prevents someone else form joining the meeting and sharing content, Lewis wrote.
Krebs wrote he found meetings not protected by a password from a host of companies and organizations, including Charles Schwab, CSC, CBS, CVS, The U.S. Department of Energy, Fannie Mae, Jones Day, Orbitz, Paychex Services and Union Pacific.
The feature, part of the Google+ Helpouts online collaboration video service that launched a year ago, allows healthcare workers to share expertise through live video and provide real-time advice from their computers or mobile devices.
“When you’re searching for basic health information — from conditions like insomnia or food poisoning — our goal is provide you with the most helpful information available. We’re trying this new feature to see if it’s useful to people,” a Google spokesperson said in an email response to Computerworld.
The new Helpouts feature offers a link to a video service that a physician or other healthcare worker has established for advising patients who’ve used a particular search query, such as “congestive heart failure” or “shoulder injury.”
Video chat services and other forms of remote communications with healthcare workers have increased 400% from 2012 levels.
This year in the U.S. and Canada, 75 million out of 600 million appointments with general practitioners will involve electronic visits, or eVisits, according to new research from Deloitte.
With an aging Baby Boomer population and broadband bandwidth improved a hundredfold from a decade ago, telemedicine is exploding as a convenient and less costly alternative to the traditional visit to the doctors’ office.
The terms of the settlement were not being disclosed, a spokeswoman for Bose said in an email, adding only that the dispute had been “resolved.”
Bose, which makes high-end sound systems and headphones, filed the case last July in federal court in Delaware, alleging Beats had willfully infringed upon five of its patents in its Studio and Studio Wireless line of headphones.
Privately held Bose said it had lost profits and sales as a result and was seeking unspecified damages from Beats, which Apple Inc acquired this year for $3 billion.
A document filed with the court on Friday said both sides would dismiss the case and bear their own costs and legal fees.
The two companies also asked the International Trade Commission to suspend its investigation into the matter. Bose had asked the commission to block the import of Beats’ noise-cancellation products from China, where they are manufactured.
Beats headphones have become popular with music fans since the company was founded by rap mogul Dr. Dre and music producer Jimmy Iovine in 2006. Besides headphones, Beats has also entered online music streaming, competing with the likes of Pandora and Spotify.
A representative from Beats was not immediately available for comment.
Redbox Instant, a streaming video service partnership between Verizon Communications Inc and Outerwall Inc’s Redbox, will cease to exist this week because the venture has not been as successful as hoped, the two companies jointly announced.
The service, which combined the Redbox DVD rental kiosk business with a streaming video offering from Verizon, was launched in 2013 to compete against online video company Netflix Inc but never caught on with consumers.
Redbox Instant will shut down on Oct. 7th, the companies said in a joint statement.
“The joint venture partners made this decision after careful consideration,” the statement said. “The service had not been as successful as either partner hoped it would be.”
Subscribers will receive an email notifying them of the termination of the service. A separate email will be sent on Oct. 10 with details on refunds, the statement said.
The alliance marked Verizon’s first foray into video streaming outside its network operating region, but it never gained a foothold against online rivals such as Netflix, Amazon.com Inc and Hulu Plus.
The telephone company had only offered Web video services to subscribers using its FiOS TV service, which competes with cable providers such as Comcast Corp and Time Warner Cable.
The carrier had announced in July it would extend a practice it calls network optimization to unlimited LTE subscribers starting in October. Network optimization targets the top 5 percent of data users on the network when a cell site is under the heaviest demand, and slows down those users’ network performance. Verizon had already applied the practice to the top users of its 3G network.
“We’ve greatly valued the ongoing dialogue over the past several months concerning network optimization and we’ve decided not to move forward with the planned implementation of network optimization for 4G LTE customers on unlimited plans,” the carrier said in a statement on Wednesday. “Exceptional network service will always be our priority and we remain committed to working closely with industry stakeholders to manage broadband issues so that American consumers get the world-class mobile service they expect and value.”
U.S. Federal Communications Commission Chairman Tom Wheeler attacked the plan in a letter to Verizon, suggesting it was a ploy to get customers to switch from their unlimited plans to ones with a cap on monthly data usage. Verizon no longer sells new unlimited plans but allows subscribers with those plans to keep them.
“I know of no past Commission statement that would treat as ‘reasonable network management’ a decision to slow traffic to a user who has paid, after all, for ‘unlimited’ service,” Wheeler wrote in the late July letter to Verizon Wireless President and CEO Dan Mead.
Digital rights group Public Knowledge also attacked so-called data throttling, as well as practices by AT&T, Sprint and T-Mobile USA.
The showdown demonstrated the tension over increasing demand for mobile data, which carriers say puts a strain on their networks. Among other things, that demand has led operators to seek ever more spectrum and apply network management techniques they say are necessary to keep serving all subscribers well. Though LTE makes much more efficient use of the airwaves than 3G does, LTE networks are serving a rapidly growing number of subscribers.
The second quarter of this year saw a number of firsts, Akamai noted in its 2014 State of the Internet Report.
For starters, the average global Internet connection speed rose above the arbitrary but noteworthy milestone of 4Mbps for the first time. The worldwide connection speed jumped 21% from the first to second quarter of the year, hitting 4.6Mbps, Akamai reported.
Despite seeing only a 4% quarterly increase, South Korea held onto its top spot in two key areas. It has the highest average bandwidth at 24.6Mbps, and it also has the highest percentage of its population on a broadband connection — 95%, which ties South Korea with Bulgaria.
Akamai also noted that an 18% quarterly growth for Hong Kong brought that country to an average connection speed of 15.7Mbps, pushing it ahead of Japan, which now matches Switzerland with an average connection speed of 14.9 Mbps.
The U.S. did not make the world’s top five or even the top 10 when it comes to Internet connection speed. Instead, the U.S. ranked #14 globally — behind East Asia and mixed among the Nordic countries — with an average connection speed of 11.4Mbps, an 8.9% increase over the first quarter of 2014.
Zeus Kerravala, an analyst with ZK Research, said he’s not surprised that global Internet connection speeds are up, saying it “just makes sense.
“There’s been an increase in fibre to the home and 4G mobile broadband. Technology has gotten better too, particularly with wireless speeds, and the carriers have had to increase bandwidth to meet the demand of the customers.”
Kerravala also is not surprised that the U.S. is not at the top of the pack when it comes to Internet connection speeds.
“The U.S. has been slow, primarily because it has a few carriers that dominate the market and that creates a lack of competitiveness,” he added. “I think the U.S. should be embarrassed about where they sit.”
Akamai also found that in the second quarter of this year online attacks originated from IP addresses in 161 different countries or regions. That’s 33 fewer than was found in the first quarter of this year.
By far the largest number of attacks (43%) came from China, according to the report, with Indonesia coming in second with 15%. The U.S. marked third place with 13% of all attacks, up slightly from 11% in the first quarter.
The price for a standalone PlayStation TV (PS TV) is $99.99, the company wrote in a blog. For $139.99, customers can get a wireless controller, an 8 GB memory card and “The Lego Movie” videogame along with the PS TV.
Around 700 games will be available to PS TV users, including “Metal Gear Solid” and the franchise “Killzone: Mercenary”.
PS TV was released in Japan and other Asian countries under the name “PlayStation Vita TV” last fall. Sony is trying to expand its entertainment network services to compete against players like Amazon.com Inc.
Sony did not say when it will launch its online TV service.
The company signed a deal earlier this month to carry 22 Viacom Inc channels, including Comedy Central and MTV, on its planned online TV.
PlayStation boss Shaun Layden told tech blog Re/code in June the company was “on track” to unveil its product some time this year.
Sony’s web TV service will join the ranks of an already crowded market with devices from Apple Inc, Amazon.com Inc and Roku.
Everyone is not too happy with Intel’s Next Unit of Computing (NUC) brand that the company came up with for its small form factor desktop replacements at IDF 2012. Intel started shipping these small desktops in early 2013.
NUC started off with Sandy Bridge-based parts codenamed Ski Lake (DCP847SK) and with the Celeron 847 it got quite a lot of attention thanks to more affordable pricing. A year after Intel launched multiple Core i3 based SKUs with Ivy Bridge and this year it introduced models based on Wilson Canyon platform and Haswell CPUs. Affordable Bay Trail models appeared as well.
The latest Intel NUC Kit D54250WYK measures tiny 116.6mm x 112mm x 34.5mm and sells for about 370 USD in states and 300 Euro in Germany or £278 in the UK. Back at IDF 2014, Intel’s biggest developer conference some people close to NUC projects told us that since the launch the project has been success.
It started with 250,000 shipped units in the first generation and grew to half a million units with second generation products. There is a chance that this year Intel might sell as many as one million units as an ultimate goal but shipments in the 750,000 to 1 million range might be more realistic. Even if Intel sells around 750,000 units, it will mean that they managed to triple the market within rather short time.
There will be Braswell and Broadwell fourth generation NUCs coming in 2015, but Intel needs to launch 15W TDP part Broadwell and this happens in Q2 2015 as far as we know. We don’t know if the Braswell NUC comes as soon as Broadwell-U or a bit later, but it is in the works.
This Braswell NUC should be really affordable and should replace the Bay-Trail M based DN2820FYKH powered by the Celeron N2820. Have in mind that this entry level Celeron costs a mere $144 at press time and only needs some RAM and an HDD to work. At its lowest spec 2GB SODIMM sell for as low as $10 and Toshiba has MSATA 62GB drive for as low as $24.95.
This means a small, power efficient machine that can run Windows goes as low as $179. No wonder that they are so popular.
Working with Fujitsu and NEC, the Japanese telecommunications giant verified the digital coherent optical transmission technology for distances of several thousand kilometers to 10,000 km. With it, a single wavelength of light can carry 400 Gbps, four times the capacity of previous systems. Each fiber can carry multiple wavelengths, and many fibers can be bundled into one cable.
The approach could more than double existing capacity to meet ever-increasing bandwidth demand, especially by heavy data users.
The technology could be used in the next generation of backbone links, which aggregate calls and data streams and send them over the high-capacity links that go across oceans and continents. The fiber in the network would stay the same, and only the equipment at either end would need to change.
While the current capacity on such links is up to 8Tbps (terabits per second) per fiber, the new technology would make a capacity of 24Tbps per fiber possible, according to NTT.
“As an example of the data size, 24 Tbps corresponds to sending information contained in 600 DVDs (4.7 GB per DVD) within a second,” an NTT spokesman wrote in an email. “The verification was done using algorithms which are ready to be implemented in CMOS circuits to show that these technologies are practically feasible.”
To compensate for distortions along the optical fiber, researchers from the consortium developed digital backward propagation signal processing with an optimized algorithm. The result of this and other research is that the amount of equipment required for transmissions over long distances can be reduced, meaning the network could consume less electricity.
“We are extremely excited to show this groundbreaking performance surpassing 100 Gbps coherent optical transmission systems,” Masahito Tomizawa, executive manager of consortium leader NTT Network Innovation Labs, wrote in an email. “This new technology maintains the stability and reliability of our current 100 Gbps solutions while at the same time dramatically improving performance.”
The consortium said it is taking steps toward commercialization of the technology on a global scale but would not say when that might happen.
The Iconia Tab 8 W runs Windows on an Intel Atom Z3735G quad-core processor. It offers 8 hours of battery life, weighs 370 grams and is 9.75 millimeters thick. The 8-inch screen has a resolution of 1280 by 800 pixels.
For the $149 price tag, Acer includes a one-year subscription to the Personal version of Office 365, which includes access to Word, Excel, PowerPoint, OneNote and Outlook.
Android fans will prefer the Iconia One 8, running Android 4.4. It has the same Intel processor and screen dimensions as its Windows cousin, but is slightly lighter at 340 grams and only 8.5 millimeters thick.
Buyers can choose between 10 colors, including red, green, blue, purple and pink.
Acer also took the covers off the Iconia 10, an Android-based 10-inch tablet. The device has a quad-core processor from MediaTek. The screen is protected using Gorilla glass and has Full HD resolution. Using Dolby Digital Plus, surround sound is simulated from two-channel stereo audio headphones.
Available in black or white and with a price of $199, the Iconia Tab 10 includes a micro HDMI port and Wireless Display support for showing photos and videos on a bigger TV.
The first of the new tablets to start shipping will be the Iconia 10, available this month in the Americas and Europe, Middle East and Africa (EMEA).
The Iconia Tab 8 W will go on sale in October in EMEA and in November in the Americas.
The tablet, which runs on Google’s Android 4.4 OS, has Intel’s quad-core Atom chip, code-named Bay Trail. The chip is capable of running PC-class applications and rendering high-definition video.
The 8-inch S8 offers 1920 x 1200-pixel resolution, which is also on Google’s 7-inch Nexus 7. The S8 is priced lower than the Nexus 7, which sells for $229.
The Tab S8 is 7.87 millimeters thick, weighs 294 grams, and runs for seven hours on a single battery charge. It has a 1.6-megapixel front camera and 8-megapixel back camera. Other features include 16GB of storage, Wi-Fi and Bluetooth. LTE is optional.
The Tab S8 will ship in multiple countries. Most of Lenovo’s tablets worldwide with screen sizes under 10 inches run on Android.
Lenovo also announced its largest gaming laptop. The Y70 Touch has a 17.3-inch touchscreen, and can be configured with Intel’s Core i7 processors and Nvidia’s GTX-860M graphics card. It is 25.9 millimeters thick and is priced starting at $1,299. It will begin shipping next month.
The company also announced Erazer X315 gaming desktop with Advanced Micro Devices processors code-named Kaveri. It can be configured with up to 32GB of DDR3 DRAM and 4TB of hard drive storage or 2TB of hybrid solid-state/hard drive storage. It will ship in November in the U.S. with prices starting at $599.
The products were announced ahead of the IFA trade show in Berlin. Lenovo is holding a press conference at IFA where it is expected to announce more products.