The company said demand had outstripped supply of the new iPhone 6 and iPhone 6 Plus, which feature larger screens and longer battery life. Deliveries of pre-orders will begin on Friday and will continue through October.
Bumper first-day pre-orders point to first-weekend sales of up to 10 million units, analysts estimated.
“Assuming preorders are similar to the 40 percent of first weekend sales for the iPhone 5, this would imply iPhone 6/6Plus first weekend sales could be around 10 million,” Wells Fargo Securities analysts wrote in a note.
About 2 million pre-orders were received for the iPhone 5 in the first 24 hours after it went on sale in September 2012. Apple sold 5 million of these phones in the first weekend.
Apple sold 9 million iPhone 5Ss and 5Cs, which were launched last year, in the first three days in stores. The company did not reveal pre-order numbers for these phones.
Raymond James analysts said they expect sales of iPhone 6 and iPhone 6 Plus to top 9 million in the first weekend.
“Apple will be selling every iPhone it can make, at least through October. Because of this, the first weekend sales are typically more indicative of supply than demand,” they said.
The company routinely grapples with iPhone supply constraints, particularly in years that involve a smartphone re-design.
Apple’s website showed last week that the larger 5.5-inch “Plus” models displayed a wait time of up to a month. The 4.7-inch version was available for delivery on Sept. 19.
Janney Capital Markets analysts said the large number of pre-orders was due to “pent-up demand” for bigger iPhone screens.
The brokerage raised its sales estimate for the latest iPhones to 37.4 million units for the current quarter and 60 million for the quarter ended December.
EA is considering developing games for wearables. The company already has two teams on the job, looking for ways to make wearable games. Their efforts are focused on the Apple Watch for now.
EA told CNET that the company has quite a relationship with Apple and Frank Gibeau, head of EA’s mobile gaming arm, said he is impressed with the new Apple A8 SoC. Gibeau added that Apple’s decision to include 128GB storage in flagship models is more good news for gamers, as it raises the bar for developers and gives them more room to play around with.
Gibeau said EA’s mobile division is “intrigued” by the prospect of gaming on wearables. He said wearables are eventually going to offer more performance and capability, thus enabling new gaming experiences. However, he cautioned that “it’s very early days” for wearable gaming.
“In fact, we have two teams prototyping wearable experiences that are not only standalone, but also some ideas where you can actually use the fitness component in the watch that can unlock capabilities in the game that might be on your iPhone. Or you could do crafting or some other auction trading on your watch that goes back into your tablet game that you might check out later when you get home,” he told CNET.
Customers may have to wait three to four weeks to get their hands on Apple Inc’s iPhone 6 Plus, after a record number of orders for the company’s latest smartphones put a huge dent in the available supply.
The new iPhone 6 goes on sale on Sept. 19 in the United States but the company began taking online orders on Thursday. While the larger 5.5-inch “Plus” models now display a wait time of up to a month, the 4.7-inch version remains available for delivery on Sept. 19, Apple’s website showed.
Verizon Wireless, AT&T and Sprint Corp, also showed shipment delays of up to six weeks on their respective websites. Apple said the pace of orders has so far outstripped any of its previous iPhones.
“Response to iPhone 6 and iPhone 6 Plus has been incredible, with a record number of pre-orders overnight. Pre-orders are currently available online or through the Apple Store App,” spokeswoman Trudy Muller said.
Apple routinely grapples with iPhone supply constraints, particularly in years that involve a smartphone re-design. The latest iPhones come with larger screens and some analysts had anticipated that production issues may keep a lid on initial runs.
Its suppliers had scrambled to get enough screens ready because the need to redesign a key component had disrupted panel production, supply chain sources told Reuters last month.
It was unclear whether the hiccup could limit the number of phones available to consumers, the sources said at the time. Apple declined to comment on supply chain issues.
In addition, Chinese customers may also have to wait until the year-end before they can buy the iPhone 6. Apple is yet to set a release date for China, the world’s biggest smartphone market.
The company unveiled its latest iPhones along with a watch and a mobile payments service last Tuesday.
The acquisition of Movirtu helps BlackBerry ramp up its portfolio of services to cater to the needs of its core base of corporate and government clients. Terms of the transaction were not disclosed.
Movirtu’s virtual SIM technology allows an individual to have both a personal and business number on a single mobile device, with separate billing for voice, data and messaging usage on each number.
This allows employees to switch between work and personal profiles easily without carrying multiple devices or SIM cards.
“Clearly this fits nicely within the strategy we have so far articulated. We are building recurring revenue streams in value-added services and providing more value to enterprises,” the head of BlackBerry’s enterprise unit John Sims said in an interview.
Sims said Movirtu’s technology would allow IT administrators for example to restrict calls and emails to a work number after a particular time, without blocking personal calls or emails to the same device.
BlackBerry, which dominated the smartphone market in its infancy, has been reshaping itself over the course of the last year as its devices have lost ground to Apple’s iPhone and a slew of rival devices powered by Google’s Android operating system.
Under the leadership of its new chief executive John Chen, the company has moved rapidly to stabilize itself by selling certain assets, partnering to make its manufacturing and supply chain more efficient, and raising cash via the sale of its real estate holdings.
Chen, a well-regarded turnaround artist in the tech sector, intends to remain a competitor in the smartphone arena, but is focused on reshaping the company to build on its core strengths in areas like mobile data security and mobile device management.
The company has been making small acquisitions in the last few months, as it looks to build out its offerings for so-called enterprise clients made up primarily by large corporations and government agencies that are in many cases still major users of Blackberry devices.
Verizon Communications will give customers who trade in an old iPhone a free iPhone 6 in exchange for a two-year contract, the country’s largest wireless carrier announced hours after Apple Inc introduced the widely anticipated device.
The announcement came as critics speculated that Apple’s newest phone, starting at $199 with a two-year contract, would not be competitive as more carriers eliminate contracts and unbundle service charges from the cost of devices.
Analysts say that by making the cost of devices more transparent, equipment financing plans make expensive handsets like the iPhone less appealing. On the other hand, the plans allow customers to pay for devices in installments, making pricy devices like the iPhone more accessible.
Customers who trade in an iPhone 4, 4s, 5, 5c or 5s in working condition will receive a $200 gift card to pre-order the 16-gigabyte version of the newer model, Verizon said in a statement. The offer does not apply to Apple’s other new phone, the larger iPhone 6 Plus.
Verizon has been more reluctant than competitors to dive into equipment financing, and its promotion indicates its attachment to the older contract model, which binds subscribers to the carrier for a fixed term, said Jan Dawson, analyst at JackDaw Research.
“There is an inherent risk in the shift to installment billing that it creates more loyalty to the device than to the carrier,” said Dawson.
“Verizon sees the value of the two-year contract in that tying a device to a two-year plan can prevent churn,” said Dawson.
He pointed out that new device releases are major factors for subscribers in deciding whether to switch carriers.
As the market for new smartphone customers shrinks, carriers have been competing aggressively for subscribers, slashing prices and engaging in creative promotions to poach each others’ customers.
On Monday, T-Mobile announced it would beat any other major carriers’ trade-in rates and give customers a $50 credit as well.
Intel has released its Edison chip for wearables at its Intel developer conference (IDF) in California today. The tiny computer is a dual-core Quark system on chip (SoC) Pentium-class x86 processor made using the 22nm process.
The Edison device runs Linux and has built-in WiFi and Bluetooth modules. The chip can also connect to its own app store, and has 40 I/Os via a 70-pin connector that lets users do many things without going through a custom board. Intel CEO Brian Krzanich Intel said that the module, which has the footprint of an SD card, was to encourage developers to build the next generation of wearable and connected devices now that it is shipping.
All IDF attendees went home with a free Edison developer kit and it will be on sale for $50 retail cost. Like the Galileo board it will be open source so developers can develop it.
“I really hope to see an explosion of innovation around this part, it has everything a person needs and an extension capability to build just about anything you can think of,” he said.
Edison has been developed by Intel to be a simple low-power development platform for people to develop software easily, thus to usher in the next generation of Internet of Things (IoT) and wearable devices.
You can’t accuse eSports League CEO Ralf Reichert of always telling people what they want to hear. At last month’s FanExpo Canada in Toronto, Ontario, just a few blocks away from the Hockey Hall of Fame, Reichert told GamesIndustry.biz that he saw competitive gaming overtaking the local pastime.
“Our honest belief is it’s going to be a top 5 sport in the world,” Reichert said. “If you compare it to the NHL, to ice hockey, that’s not a first row sport, but a very good second-row sport. [eSports] should be ahead of that… It’s already huge, it’s already comparable to these traditional sports. Not the Super Bowl, but the NHL [Stanley Cup Finals].”
Each game of this year’s Stanley Cup Finals averaged 5 million viewers on NBC and the NBC Sports Network. The finals of the ESL Intel Extreme Masters’ eighth season, held in March in Katowice, Poland, drew 1 million peak concurrent viewers, and 10 million unique viewers over the course of the weekend. That’s comparing the US audience for hockey to a global audience for the IEM series, but Reichert said the events are getting larger all the time.
As for how eSports have grown in recent years, the executive characterized it as a mostly organic process, and one that sometimes happens in spite of the major players. One mistake he’s seen eSports promoters make time and again is trying to be too far ahead of the curve.
“There have been numerous attempts to do celebrity leagues as a way to grow eSports, to make it more accessible,” Reichert said. “And rather than focusing on the core of eSports, the Starcrafts and League of Legends of the world, people tried to use easy games, put celebrities on it, and make a classic TV format out of it.”
One such effort, DirecTV’s Championship Gaming Series, held an “inaugural draft” at the Playboy Mansion in Beverly Hills and featured traditional eSports staples like Counter-Strike: Source alongside arguably more accessible fare like Dead or Alive 4, FIFA 07, and Project Gotham Racing 3.
“They put in tens of millions of dollars in trying to build up a simplified eSports league, and it was just doomed because they tried to simplify it rather than embrace the beauty of the apparent complexity.”
Complexity is what gives established sports their longevity, Reichert said. And while he dismisses the idea that eSports are any more complex than American football or baseball, he also acknowledged there is a learning curve involved, and it’s steep enough that ESL isn’t worrying about bringing new people on board.
“It’s tough for generations who didn’t grow up with gaming to get what Starcraft is,” Reichert said. “They need to spend 2-10 hours with it, in terms of watching it, getting it explained, and getting educated around it, or else they still might have that opinion. Our focus is more to have the generations who grew up with it as true fans, rather than trying to educate people who are outside of this conglomerate… There have been numerous attempts to make European soccer easier to approach, or American football, or baseball, but they all kill the soul of the actual sport. Every attempt to do that is just doomed.”
Authenticity is what keeps the core of the audience engaged, Reichert said. And even though there will always be purists who fuss over every change–Reichert said changing competitive maps in Starcraft could spark a debate like instant replay in baseball–being true to the core of the original sport has been key for snowboarding, mixed martial arts, and every other successful upstart sport of the last 15 years.
“Like with every new sport, the biggest obstacle has been people not believing in it,” Reichert said. “And it goes across media, sponsorships, game developers, press, everyone. The acceptance of eSports was a hard fought battle over a long, long time, and there’s a tipping point where it goes beyond people looking at it like ‘what the hell is this?’ And to reach that point was the big battle for eSports… The thing is, once we started to fill these stadiums, everyone looking at the space instantly gets it. Games, stadiums, this is a sport. It’s such a simple messaging that no one denies it anymore who knows about the facts.”
That’s not to say everybody is convinced. ESPN president John Skipper recently dismissed eSports as “not a sport,” even though his network streamed coverage of Valve’s signature Dota 2 tournament earlier this year. Reichert admitted that mainstream institutions seem to be lagging behind when it comes to acceptance, particularly with sponsors. While companies within the game industry are sold on eSports, non-endemic advertisers are only beginning to get it.
“The very, let’s say progressive ones, like Red Bull, are already involved,” Reichert said. “But to get it into the T-Mobiles and other companies as a strategy piece, that will still take some time. The market in terms of the size and quality of events is still ahead of the sponsorship, but that’s very typical.”
Toronto was the second stop for ESL’s IEM Season 9 after launching in Shenzhen July 16. The league is placing an international emphasis on this year’s competition, with additional stops planned in the US, Europe, and Southeast Asia.
The Fire Phone, which originally sold for $649 minus a contract commitment and for $199 with a two-year deal with AT&T, was marked down to $449 without a contract and 99 cents with one.
Amazon spun the dramatic price cut in the best possible light. “Fire is another example of the value Amazon delivers to customers,” said Ian Freed, vice president of Amazon Devices, in a statement Monday.
In fact, by all accounts, the Fire has done poorly. According to data mining done a month ago by ad network Chitika, Fire Phone usage grew only “incrementally” in the device’s first two months. By Aug. 14, Amazon’s phone accounted for just 0.02% of all smartphone-based ad impressions.
Chitika’s number was not a measurement of the number of devices in use, but of the online activity of Fire Phone users: The calculation was best described as “usage share.”
StatCounter, another metrics vendor that also tracks usage share, did not even list Fire Phone in its operating system data for the month of August.
In June, when Amazon CEO Jeff Bezos introduced the Fire Phone, most analysts slammed the pricing, saying that the online retailer needed to do more than simply mimic the competition.
“If the $199 on 2yr contract is all there is to Fire Phone pricing it will be a tough sell,” Carolina Milanesi, chief of research and head of U.S. business for Kantar WorldPanel Comtech, said on Twitter that day.
“Does the 99-cent price matter? Sure it does. But in the scheme of things, does it help? No, because you still have to have a contract,” Milanesi said in an interview today.
She pointed out that Apple, for example, gives away the iPhone 4S to customers who sign up for a two-year contract with a mobile carrier. The Fire Phone’s “unlocked” price of $449 is also identical to that of an off-contract iPhone 4S.
Amazon missed its chance to make a splash months ago, Milanesi argued. “This price then would have sent a different message,” she said. “It would have made a difference because at the time [mid-June] there was not a lot going on. But to do this the day before Apple announces its new iPhones, and right after Samsung showed off its Galaxy Note 4 and Note Edge?”
Dubbed My Intelligent Communication Accessory, or MICA, has glamorous looks as well as 3G cellular connectivity. It doesn’t need to be tethered to a smartphone.
Designed by Humberto Leon and Carol Lim of fashion house Opening Ceremony, MICA is a cuff-style accessory covered with snakeskin as well as semiprecious stones such as obsidian and lapis, which were important stones in Ancient Egyptian tombs.
It will be available in two styles, one with white snakeskin and the other with black snakeskin, each with different stones.
The 1.6-inch sapphire-glass touchscreen can display SMS messages relayed through the bracelet’s Intel XMM6321 3G cellular radio. It can also display calendar alerts.
No world on price yet, but if you have to ask you can’t afford it. It will be sold through some Barneys and Opening Ceremony stores by the December holiday season.
The MICA bracelet also follows Intel’s acquisition of health-tracking wristband maker Basis Science in March.
You’re sitting at home, watching one of the major E3 presentations. A brand-new AAA video game has just been revealed and the teaser trailer actually makes it look pretty hot. You’re halfway through watching the trailer, interest piqued, and now you’re wondering, “When’s this coming out?” Now you see it; it’s slated for the holiday season… of the following year. You’re going to be waiting a solid 18 months, and that’s assuming the project doesn’t encounter delays.
Such is the way of the modern AAA console and PC business, but it wasn’t always like this. While the industry never really saw Apple-like announcements when you could practically buy the product immediately after, recent history shows that game announcements used to happen more regularly around six months prior to shipping.
“Back in the PS2 days…if it was shipping in the fall, you usually would see it for the first time at E3. That’s if everything went according to plan. The running joke was if you saw it for two E3s, development was a problem,” noted industry veteran and consultant Christian Svensson.
So what happened? With the success of the PS2 and the continued boom in the industry, retail became increasingly more important, and pre-orders started driving everything. And naturally, more time before release meant more time for marketing and more time to drive pre-sales.
“Around the time that Xbox 360 and PS3 came to market, the investments and risks were so high you had to do everything you can to build awareness earlier,” Svensson said. “You had to build in more beats for your PR earlier, you had more shows to attend to drive hands-on and media exposure, and all of that was ultimately in the name of driving up your pre-order numbers… everyone was trying to lock down the day one consumer. That drove all of that mania where you had to announce 18 months to two years out.”
While pre-orders were a primary factor in the ever-lengthening lead time to a launch, there were other factors as well. Svensson pointed out that companies have always worried about early leaks twisting their messaging. “If we announced it first, at least we controlled the message. Announcing it early lets you prep all of your partners earlier without fear that there are leaks out there,” he said.
Beyond that, development cycles on big budget titles just grew longer and longer. Announcing earlier enabled teams to adequately judge and react to feedback.
Warren Spector (Deus Ex, Epic Mickey), Director of the Denius-Sams Gaming Academy at the University of Texas at Austin, remarked, “Talking about a game early is a double-edged sword, no doubt about it. On the one hand, it can lead to unrealistic expectations about ‘promised’ features that ultimately fail to make the shipping game (as inevitably happens). And there’s no doubt, public clamor can amp up the pressure on a team On the flip side, seeing public excitement about what you’re doing can get a team ’psyched and cranking’ as we used to say. It’s nice when people express enthusiasm for what you’re doing. Also, early reveals can help you gauge public opinion, which can be useful in weeding out undesirable features as well as ones you might want to focus on more. Early reveals cut both ways.”
Dominic Matthews, product development manager for Ninja Theory, added, “The risk with announcing too early is that you make a first impression that is very, very hard to change. You can say as many times as you like that the game is very early in development, or this isn’t finished or is work in progress, but players understandably don’t hear it. They just see what you’re showing and take it as representative of the finished game. Personally, I would have kept all of the games I worked on under wraps for longer.”
That said, Matthews acknowledges that most developers are very excited to be able to discuss their projects usually. “It’s actually a really positive thing for a developer to be able to share their work outside of the studio. The announcement of the game allows everyone in the team to be able to share what they are doing with friends, family and industry peers. It can be frustrating having to say ‘I’m working on something really cool, but I just can’t talk about it yet’,” he said.
There’s also the very tangible benefit that by announcing earlier, teams should have an easier time adding talent to make a project go more smoothly.
Gearbox Software boss Randy Pitchford commented, “It’s not merely about attracting future customers, but communicating about the effort to the industry itself. When your in-development project is known, some activities including recruiting or attracting business partners or other activities becomes much easier than when you’re silent under the radar.”
Svensson agreed: “[If] you’ve created some assets, you think you know what you’re going to build, but you still need some very key roles to be filled and/or just body count to do the work, when it’s known that a particular studio is working on that franchise then recruitment becomes an easier task than, ‘hey we’d like to call you in but we can’t tell you what we’re working on’.”
Of course, there’s another benefit to announcing early that some developers would be very keen on: once a project is revealed there’s a better chance it won’t be canceled. “One of the things people forget is that not every game put in development always ships. A reason a lot of teams would want to announce earlier is that it’s harder to kill a product that’s been announced because it’s very public and for it to not come out after it’s been announced is a difficult thing for a company to suffer. It raises questions about if the company knows what it’s doing,” pointed out Svensson.
Once the announcement gets out there, the pressure definitely ramps up on a development team. But that’s not necessarily a terrible thing. After all, it takes an intense amount of pressure to create a diamond.
“Sometimes pressure is a good thing on the development process,” said Pitchford. “The best amongst us game makers exist to try to entertain people and whenever we have a deadline we work crazy hard to do the best job we can as we know that once the deadline is up, there’s no more time to do any better.”
“In my experience a lot of that magic that just sort of works out is the result of trying to adapt to some kind pressure on the situation. It often turns out that the pressure forces some of these things to happen that ultimately make games not only better, but shippable. The point is that while pressure always feels stressful, there are often a lot of positive aspects to pressure from a development point of view.”
Pitchford also noted that some of that pressure should be alleviated by a good publisher: “I think the only really negative consequence is about expectation management and that’s where the best publishers are really worth their value. The best publishers have a knack for managing customer expectations positively while projects unfold during the development and marketing phases of a project and that’s where you get the best feelings and results from a project.”
So if you’re planning a big budget game right now, when’s the right time to announce? How much lead time do you really need?
“I think it varies from product to product as far as what’s appropriate. An enormous AAA game that is new IP aimed at a monster retail release, a longer lead time, certainly north of a year, is still warranted,” advised Svensson. “When you start to get into north of 18 months, you get diminishing returns, even on something like that… When people have short attention spans, it’s hard to stay on people’s radar at a high level. I think the industry went too far for a period of time on that front and I think the economics of it are changing.”
Pitchford agrees that if you’re looking to sell something new, having that extra lead time is beneficial. “I’ve worked on games that have gone a long time in silence before being announced and I’ve worked on games that have had public announcements that were way too early. I think both approaches can be made to work, but both also bring their own set of challenges. My preference on which way to go depends on the game. The more inventive the game is and the more education required to communicate what is being promised, the more time is useful to master that communication before going wide,” he said.
It’s a fluid process, however, and the marketing teams have to be ready to adapt. Pitchford continued, “Part of the value of the early marketing campaign is to actually learn how to market the title to a wider audience. You’ll notice if you look at campaigns from start to finish that everything from logo designs to key messaging points to front-of-box and key art content evolves and iterates over the course of a project. This is a very tangible manifestation of the marketing team actually learning how to sell the thing they are selling through a careful process of testing and iterating.”
While early reveals can certainly be beneficial for both the marketing side and development side, it’s clear that the digital revolution is having an impact, noted Ninja Theory’s Matthews.
“I think the transition into digital gaming will shorten the window between announcement and release. There won’t be such pressure to drive pre-orders as there is in the retail space,” he said.
Another wrinkle in the digital space is the rise of self-publishing. Under that scenario, announcing earlier remains quite valuable.
“Ordinarily I would say that you should wait to announce as long as you can to make sure you have the best possible assets to make a first impression with: An amazing trailer or a rock-solid gameplay demo. Having said that, we’ve just announced our new game Hellblade at the very beginning of development – in other words incredibly early. We’ve done this because we’re self-publishing and actually want to build a community behind the game by sharing the development process,” Matthews continued. “By announcing now, we can share development right from the start. If we waited, we’d be retrospectively looking back at development which would feel less real, less here and now. This type of approach, or funding a game through crowdfunding, or Steam Greenlight might result in more games actually being announced even earlier.”
“The digital share of sales is climbing up and the need for that pre-order drive is slipping a little bit in the sense that you don’t have to have this crescendo to launch to necessarily find success with the right product, especially when you have live teams creating content post-launch; it’s not the put everything in the box and ship it mentality anymore,” he explained. “It is the, ‘hey we’re going to create a minimum viable product (MVP) and we’re going to bring it to market and support it’ … In some cases you might not even really ramp the marketing until you feel you’ve got a good product to promote.
“To some degree, I think the pressure to announce early across the industry as a whole is being reduced because of the proliferation of digital, the adoption of games as service, and quite frankly, the other part of it is it’s really fucking expensive to have an 18-month or two-year marketing cycle for a game. It’s really hard to do, and not every game has the right kind of content to support that longevity. You can’t go dark, otherwise you lose people’s attention, you have to have a consistent set of beats all the way through from announcement to launch, otherwise why announce early? You’ve lost that benefit. It’s hard on production teams because they have to create assets to support these beats, it’s hard on marketing teams because it’s a long, hard slog.”
And with the rise of indies and smaller games published on platforms like Xbox Live and PlayStation Network, huge lead times make even less sense. For smaller digital projects, three months might be more than enough time to spread the word.
“One of the things we’ve learned doing digital products, announcing more than three months out to build awareness just really doesn’t make a lot of sense. A lot of those titles are smaller, they don’t necessarily have a lot of features to drive a six-month or nine-month campaign… They’re focused. The level of touch is very high in a short period, and I’d love to see the business get back to a lot more of that,” Svensson said.
“What I do think we’re going to see is a lot of normalization again for the average product probably around six to nine months again, kind of where we were in ’99 and 2000. And I don’t think that’s bad.”
Invitations to the media and analysts went out a week ago for the long-expected event. Apple was even coyer than usual, declining to provide any hints, as it often does, of the event’s purpose.
“Wish we could say more,” the invitation simply read.
Analysts expect that it will be used to unveil new iPhones, as the same-timed presentations did in 2013 and 2012.
The date, as Computerworld pointed out a month ago, synchronizes with Apple’s iPhone 5S and 5C unveiling of last year. Then, Apple touted the new smartphones on Tuesday, Sept. 10. The year before, Apple used Sept. 12, a Wednesday — the usual day of the week, Tuesday, had been an anniversary of the terrorist attacks against New York City and Washington, D.C. — for its iPhone 5 debut.
The event will take place at the Flint Center for the Performing Arts, which is on the campus of De Anza College in Cupertino. The Flint Center seats 2,400, significantly more than either the theater on Apple’s campus which was used last year for the iPhone 5S and 5C or the Yerba Buena Center for the Arts in San Francisco, where Apple hosted its 2012 iPhone 5 presentation.
o-founder and former CEO Steve Jobs unveiled the original Mac on January 24, 1984, at the Flint Center. (Jobs’ portion of the shareholders’ meeting where he introduced the Mac begins at the 40:56 mark in this YouTube video.)
The choice of the venue, its size and even the impenetrable tagline made one analyst wonder what Apple has up its sleeves other than the anticipated iPhone 6.
“[The tagline] hints at something unexpected,” said Ezra Gottheil of Technology Business Research. “We know there will be an iPhone in two [screen] sizes, we think we know there will be an ‘iWatch,’ or whatever Apple calls its wearable. But there have been a lot of leaks of a larger-sized tablet. I betcha that’s the unexpected.”
Gottheil was referring to a recent upswing in speculation that Apple is working on a larger-screen iPad, perhaps with a display in the 13-in. range.
“Apple can fill as large a hall as they want,” said Gottheil about the larger space for the Sept. 9 event. “I think the gist is that they want a broader audience, and may be making one big major announcement this year rather than separate events for the iPhone and iPad.”
Apple will kick off the Sept. 9 event at 10 a.m. PT (1 p.m. ET). Apple’s history of live webcasting events is spotty: It always broadcasts the keynotes of its Worldwide Developers Conferences (WWDC), and for the last two years also publicly webcast its annual iPad events. But it has not broadcast iPhone introductions.
Samsung Electronics and LG announced their upcoming smartwatches, the Gear S and G Watch R, last week in advance of the show.
Samsung’s Gear S is a 3G smartwatch that doesn’t need a smartphone to function. It’s powered by an unspecified dual-core 1GHz processor and has a curved 2-inch Super AMOLED screen with a 480 by 360 pixel resolution.
After using Android Wear on the Gear Live, Samsung is back to using the Tizen operating system on its latest model. Getting developers to customize apps for smartwatches will be a challenge for any company, particularly Samsung since Tizen doesn’t have the fan base that Android and iOS have.
To help make up for the lack of apps, Samsung has teamed up with Nike on a running app and Nokia for maps.
The Gear S also has 4GB of integrated storage, 512MB of RAM and a 300mAh lithium-ion battery that lasts two days with typical use, according to Samsung. Pricing hasn’t been announced, but the Gear S will start shipping worldwide in October.
Samsung has now announced five smartwatches in 12 months — the first model, the Galaxy Gear, was launched at IFA last year. The company’s aim is clearly to consolidate its leading market position in smartwatches, particularly given relentless rumors about Apple’s possible entry into the wearables market, research company CCS Insight wrote in its IFA preview.
The tactic is similar to what Samsung has done in the past — try out a number of different ideas and see what sticks. Given this approach, it’s somewhat surprising the company hasn’t put out a smartwatch with a round face, which LG and Motorola Mobility are expected to do soon.
Motorola’s round Moto 360 has been a long time coming. It was announced along with Android Wear in March and will finally be introduced this week. Motorola has promised the smartwatch would ship in the summer and since it’s already September the company has to deliver in the next few weeks to fulfill that pledge.
The Moto 360 is also a good looking device and is expected to have a 1.5-inch screen, be water and dust resistant, and have an integrated heart-rate monitor.
It will compete with LG’s Android Wear-based G Watch R, which has a 1.3-inch screen and is powered by a 1.2GHz Snapdragon 400 processor. It has 4GB of integrated storage, 512MB of RAM and a 410mAh battery. It too has a heart-rate monitor and is water and dust resistant.
Sony is also expected to launch a new smartwatch at IFA. The company is a veteran in the field, so far using its own version of Android. But given Android Wear’s strong momentum, it’s likely that Sony will use the Google platform on the new device, according to CCS Insight.
The smartwatch sector is still in its infancy, with products that have a lot of room for improvement. Wearable sales are still dominated by armbands from vendors such as Fitbit and Jawbone, which have more than a two-thirds market share.
First there was the iPad at around 10 inches and then there was the iPad Mini that is closer to 8 inches. Now Apple Inc is gearing up to roll out a larger, 12.9-inch version of its once dominant iPad for 2015, with production set to begin in the first quarter of next year, Bloomberg cited people with knowledge of the matter as saying on Tuesday.
The report comes as Apple struggles with declining sales of its tablets, which are faltering as people replace iPads less frequently than expected and larger smartphones made by Samsung Electronics Co Ltd and other rivals have taken a bite out of its sales.
Apple has been working with its suppliers for over a year on larger touch-screen devices, Bloomberg cited the sources as saying.
It is expected to introduce larger versions of its 4-inch iPhone next month, although the company has not publicized plans for its most important device.
Apple was not immediately available for comment.
Apple has agreed to replace some iPhone 5 batteries free of charge, claiming that “a very small percentage” of the smartphones needed to be charged more often and that those charges were quickly exhausted.
The program, which was announced last week, only in a support document published on Apple’s website, offered free battery replacements for iPhone 5 devices that “suddenly experience shorter battery life or need to be charged more frequently.”
According to Apple, the affected phones were sold between September 2012 and January 2013, and “fall within a limited serial number range.” The Cupertino, Calif. company also said that only “a very small percentage” of iPhone 5 devices were impacted.
Computerworld‘s experience was different. Out of an admittedly small sample — three iPhone 5 phones bought during the stretch in question, each several weeks apart — two were eligible for the battery replacement. Neither of the two that qualified, however, had required more charging than was normal for a nearly-two-year-old iPhone, nor did their batteries drain any faster than the third, ineligible, device.
Apple started selling the iPhone 5 on Sept. 21, 2012. It retired the model last year when it was replaced by the iPhone 5S and 5C.
This was not the first time that Apple has dealt with iPhone battery issues. In October 2013, the company confirmed that it was contacting a “very limited” number of iPhone 5S owners and offering them a replacement phone.
In both 2009 and 2011, iPhone users also reported battery-draining problems with their iPhone 3GS and iPhone 4S devices, respectively.
Customers can check their iPhone 5 for battery replacement eligibility onApple’s website by entering their device’s serial number. That can be found under Settings/General/About.
Until Friday, Aug. 29, the replacement deal will be available only in the U.S. and China; on that date, other countries will come online.
At present, that applies to the Unity Test Tools and the engine’s new graphical user interface system, which was demonstrated in the opening keynote of Unite 2014. The features will be available under the MIT/X11 license, giving users the freedom to “control, customise and extend” their functionality.
The source code for the components will be hosted on BitBucket, and Unity has prepared a guide for any interested open source contributors. The source for the Unity Test Tools is already available, with the GUI to follow.
“Beyond that, we don’t have a concrete plan, but we have a lot of things in the pipeline,” the company said in a statement. “These components will all be isolated from Unity in such a way that you can modify them and use your own modified version with the official public Unity release.
“Although Unity Technologies has been active in the open-source community for quite some time, this is the first time we’ll be opening the source to components of Unity itself.
“We’re excited to see what you do with it.”