Samsung has recently described the first week of Galaxy S6 and Galaxy S6 Edge sales as “impressive” and predicted overall sales for both devices will break a record, passing 70 million globally for both.
That projection, offered by an unnamed Samsung executive in a recent Korea Times report from Seoul, would be welcome, indeed, after the company’s problems selling the Galaxy S5.
A Samsung spokeswoman could not immediately confirm the sales estimate. Both phones went on sale April 10 in the U.S. and other major markets.
The 70 million in sales for both phones would compare to reported sales of 70 million for each of the Galaxy S3 and Galaxy S4 phones. The Galaxy S5′s sales fell 40% below expectations, as measured last November, leading to an executive shakeup.
Samsung has been using the Edge device as a kind of promotion for both phones, which are reportedly sold to carriers in a ratio deal: When a carrier buys 10 Galaxy S6 phones to resell, the carrier gets the right to buy five Edge phones to resell.
The Edge is the first smartphone with two curved front display edges on either side, something Samsung expected would be a crowd pleaser. Some reports have said there were a record high 20 million pre-orders for both new phones and that some retailers sold out within a day of availability.
Samsung is apparently seeing good early sales despite user complaints of a problem with the auto-rotate feature on some Edge devices. Some images and apps remain stuck in the portrait mode (vertical) and won’t rotate as they should to landscape mode (horizontal), according to dozens of users in forums.
Samsung and U.S. carriers have offered no public explanation for the problem or its fix, nor have they said how many units are affected. Some customers have returned an Edge device only to have a second one fail. Sprint referred all queries on the matter to Samsung, while Verizon and AT&T have not commented.
Microsoft Corp has finally rolled out a long-awaited suite of touch-friendly Office apps that allow Windows phone users to work on Word, PowerPoint and Excel documents on their phones with touch commands and to transfer them easily between devices.
Test versions of what Microsoft is calling its Office Universal apps are available to download immediately and full versions will be available by the end of the month, Microsoft said.
Many Office users have waited months for Microsoft to introduce the apps, which adapt their look and commands to the device being used, whether Windows Phone or tablet.
Microsoft, in a departure from tradition, has already released similar touch-friendly Office apps for Apple Inc’s iPad and iPhone, and for tablets running Google Inc’s Android.
The company’s reasoning was that those popular devices, which have dominated mobile computing, represented a bigger and more lucrative market for its Office products than its own Windows mobile devices.
Basic functions are free for everyone, but for advanced editing features, users must pay for a subscription to Office 365, Microsoft’s cloud-based version of Office.
Microsoft is set to release a new version of Office for desktop PCs, and a new version of Windows, later this year.
The P8, which runs Google’s Android operating system, has a 5.2 inch display screen — slightly larger than the Samsung Galaxy S6, unveiled last month, and the iPhone 6 — and an eight-core 64-bit processor.
Made from a single piece of metal, the phone is thinner than its rivals, with a width of 6.4 millimeters, Huawei said at a packed global launch event in London.
Like Apple, the Chinese company also launched a super-size version, the P8 Max, which comes with a 6.8 inch screen.
Huawei, a major player in the telecoms network equipment market, ranked fourth in global smartphone sales last year, shipping 68 million units, giving it a 5.5 percent share, according to research group Gartner.
The market is dominated by Samsung and Apple, which Gartner said had combined sales of nearly 500 million units.
Industry analyst Ben Wood said the P8 ticked all the boxes on design and performance, but it had a mountain to climb to position Huawei as a premium brand.
Seeking to differentiate itself from rivals, Huawei showed it could innovate, with features such as “knuckle sense”, which can differentiate between a knuckle and a finger to select and share content.
It also optimized the devices’ cameras to take “selfies”, including an ability to adjust skin tones, a move consumer device marketing president Shao Yang said would particularly increase its appeal to fashion-conscious young women.
“Huawei didn’t do very well in the past in the female market; this is the big potential market for the P-Series,” he said in an interview after the launch.
Huawei, and fellow Chinese companies Lenovo and Xiaomi, are leading the challenge to the two big players, particularly in their home market.
Samsung is not happy with recenlty published stress test that showed the Galaxy Edge S6′s frame bending and screen cracking under applied pressure, saying a smartphone wouldn’t experience such force in normal use.
The Galaxy 6S Edge bent and its screen shattered after being exposed to 110 pounds of force, according to a test conducted by SquareTrade, which sells warranties for smartphones, tablets and other electronics. Even with a shattered screen, the phone still worked. SquareTrade posted a video of the test last Thursday.
SquareTrade also tested the iPhone 6 Plus and the HTC One M9. The iPhone bent under 110 pounds of force, but the screen remained intact. The HTC device bent and became inoperable after it suffered 120 pounds of force.
On Monday, Samsung issued a statement that listed the company’s problems with SquareTrade’s test.
Samsung claimed that smartphones are rarely exposed to that much force, and that 66 pounds is the “normal force” generated when a person sits. It maintains that the Galaxy S6 Edge won’t bend at even 79 pounds of force.
Samsung also said that because SquareTrade only tested the front of the phone, the test failed to show the strength of the phone’s back. It wants SquareTrade to conduct the test again, this time subjecting both the front and back of the phone to applied force.
“We are confident that all our smartphones are not bendable under daily usage,” said Samsung, which also included a video of its Galaxy S6 phones undergoing stress tests.
Smartwatch shipments will swell by an impressive 500% this year, fueled by the interest in the coming Apple Watch and its impact on other smartwatches already in the market, according to market research firm IDC.
IDC also lowered its Apple Watch forecast to 15.9 million shipments in 2015, down from 22 million, a 28% reduction. That’s partly because more details have surfaced and the sales date of April 24 was later than IDC had previously expected, according to IDC analyst Ryan Reith in an email.
Even with that reduction, the Apple Watch will account for 62% of the smartwatch market in 2015, Reith said. IDC had expected the 22 million in Apple Watch shipments for this year in a forecast conducted last August, well before the shipment date and other details were announced at Apple’s Spring Forward event on March 9, Reith said.
A February forecast by CCS Insight put potential Apple Watch sales at 20 million in 2015. Apple Watch goes on sale April 24, starting at $349, but some gold-encased models will start at $10,000. Apple will begin taking pre-orders April 10.
IDC grouped the Apple Watch with Motorola’s Moto 360, several Samsung Gear watches and others under a category it calls smart wearables, or devices capable of running third-party apps. For all of 2015, IDC said 25.7 million smart wearables will ship, up 511% from the 4.2 million shipped in 2014.
The IDC smartwatch forecast is much lower than a recent prediction by Gartner, which says 40 million smartwatches will ship in 2015, up from about 5 million in 2014.
Apple Inc’s frequently mentioned TV service may soon become a reality as the iPhone maker is having discussions with programmers to offer a slimmed-down bundle of TV networks this fall, the Wall Street Journal reported, citing people familiar with the matter.
The service would have about 25 channels, anchored by broadcasters such as ABC, CBS and Fox, and be available across all devices powered by Apple’s iOS operating system, including iPhones, iPads and Apple TV set-top boxes, the newspaper said.
Apple has been talking to Walt Disney Co, CBS Corp, and Twenty-First Century Fox Inc and other media companies to offer a “skinny” bundle with well-known channels like CBS, ESPN and FX, leaving out the many smaller networks in the standard cable TV package, the Journal said.
Apple, which is aiming to price the new service at about $30 to $40 a month, plans to announce the service in June and launch it in September, the newspaper said.
Apple spokesman Tom Neumayr said the company does not comment on rumor and speculation. Fox and CBS declined to comment.
Several media companies are considering joining streaming-only services, or launching their own like HBO and CBS, to attract young people who do not subscribe to traditional pay TV packages. But programmers also fear the packages could become so popular that they undercut current, more profitable deals with cable companies.
In January, Dish Network Corp unveiled its long-anticipated video streaming service, named Sling TV, targeted at younger consumers who shun pricey cable and satellite subscriptions.
While app makers are passionate about developing for the Apple Watch, some are skeptical about the prospects of coming up with a big idea for the little computer on a wrist that hits stores on April 24, said Markiyan Matsekh, product manager at software engineering firm Eleks.
A killer app that grabs consumers’ attention will be key to the success of the Apple Watch and could spawn new companies, as the iPhone did. The photo-sharing app Instagram grew into a $1 billion business bought by Facebook Inc, and Snapchat has gone from a mobile messaging app to a company valued at $19 billion.
Apple has blocked some features, such as the gyroscope and accelerometer, on the development kit, and the watch simulator cannot test all functions, developers said. Apple declined to comment on why developers cannot access certain features.
“The limitations are discouraging,” said Matsekh, who helped develop a Watch app to control a Tesla Model S without involvement from the electric carmaker.
App designer Mark Rabo believes Apple is spurring creativity though restraint.
The challenge he believes is “not trying to take a phone app and cram it into a Watch.”
Rabo is developing an app called “Revere,” that ties notes to calendars. The Watch will recognize the wearer is walking into a meeting and pull up previously dictated notes about the attendees, for instance.
Apple listed about 40 apps on its website as it unveiled its smartwatch on Monday with “thousands” more in the works, it said.
Apple sold 74.83 million smartphones to end users worldwide, ahead of the 73.03 million phones sold by Samsung, according to Gartner’s report.
The success of big-screen iPhone 6 and 6 Plus drove Apple’s sales in its first quarter ended Dec. 27. The company reported a profit of $18 billion for the period, the biggest ever reported by a public company, according to S&P analyst Howard Silverblatt.
Apple’s smartphones sales jumped about 49 percent in the fourth quarter, according to Gartner. In contrast, Samsung, the market dominator since 2011, recorded a nearly 12 percent fall.
In January, the company posted its fifth consecutive quarter of earnings decline in the mobile division.
“Samsung continues to struggle to control its falling smartphone share, which was at its highest in the third quarter of 2013,” said Anshul Gupta, principal research analyst at Gartner.
Besides losing market share to the costlier iPhones, the Korean company has been battling low-cost Chinese vendors such as Xiaomi and Huawei .
Samsung unveiled its new range of slim-bodied Galaxy S smartphones just recently, made from aircraft-grade metal.
BlackBerry Ltd announced on Monday it has to plans to roll out a cloud-based version of its device management platform BES12, a move that will make the service more accessible to small- and medium-sized businesses that need to secure devices on their own networks.
Waterloo, Ontario-based BlackBerry has built a reputation around its device management and security capabilities, catering mainly to the needs of large government agencies and corporations. With data security needs becoming more critical, and a number of new entrants in the field nipping at its heels, BlackBerry said it is now broadening its offerings.
BlackBerry’s new BES12 platform manages and secures not only BlackBerry devices, but also those powered by operating systems such as Google Inc’s Android, Apple’s iOS and Microsoft Corp’s Windows platform. It can also manage and secure medical diagnostic equipment, industrial machinery and even cars.
By offering a less costly cloud-based version of the system, BlackBerry hopes to attract a wider range of small- and medium-sized businesses that need these capabilities, but do not have the capacity to install and manage expensive servers of their own.
“We are trying to broaden the enterprise mobility management space,” said BlackBerry Chief Operation Officer Marty Beard on a conference call with media. “And a cloud version really enables us to broaden our footprint.”
The new cloud-based offering, unveiled at the Mobile World Congress in Barcelona on Monday, will be offered to customers later this month.
India’s Essar Group, a conglomerate with more than 60,000 employees spread across over two dozen countries, has signed up for a trial of the cloud-based version.
Beard said BlackBerry is seeing growing demand from smaller companies for cloud-based device management offerings, but is also getting demand from larger companies that have certain divisions or groups that need cloud-based capabilities.
Law enforcement officials, who have been at the forefront of demands to include a “kill switch” in all smartphones, hailed the news as proof that the technology is working as a deterrent.
In San Francisco, overall robberies and thefts dropped 22 percent from 2013 to 2014, but those involving smartphones were down 27 percent. Thefts and robberies of iPhones fell 40 percent. In New York, smartphone theft dropped 16 percent overall with iPhone figures down 25 percent. And London saw smartphone thefts from persons drop 40 percent in a year.
“The huge drops in smartphone theft that have occurred since the kill switch has been on the market are evidence that our strategy is making people safer in our cities, and across the world,” said New York State Attorney General Eric Schneiderman in a statement.
The kill switch is a software lock that can be remotely activated when a phone is lost or stolen. It can wipe personal data from a phone and “brick it” so it can’t be reused or reprogrammed.
Law enforcement officials campaigned to make the technology standard in reaction to a growing numbers of thefts of robberies of smartphones on city streets across the U.S. and beyond. The assumption was that phones would be much less desirable targets if they could quickly be made useless.
Apple added a kill switch, called Activation Lock, to its iPhone in September 2013. Samsung followed in April 2014 with its Galaxy S5 and Google made it a standard feature of Android with the release of Lollipop.
Soon most smartphones sold will include a kill switch thanks to a new California law that mandates them in smartphones manufactured after July 1 this year and sold in the state. While the law only covers California, it’s leading to their introduction in phones sold worldwide.
Over the last few years, the industry has seen budget polarization on an enormous scale. The cost of AAA development has ballooned, and continues to do so, pricing out all but the biggest warchests, while the indie and mobile explosions are rapidly approaching the point of inevitable over-saturation and consequential contraction. Stories about the plight of mid-tier studios are ten-a-penny, with the gravestones of some notable players lining the way.
For a company like Ninja Theory, in many ways the archetypal mid-tier developer, survival has been a paramount concern. Pumping out great games (Ninja Theory has a collective Metacritic average of 75) isn’t always enough. Revitalizing a popular IP like DMC isn’t always enough. Working on lucrative and successful external IP like Disney Infinity isn’t always enough. When the fence between indie and blockbuster gets thinner and thinner, it becomes ever harder to balance upon.
Last year, Ninja Theory took one more shot at the upper echelons. For months the studio had worked on a big budget concept which would sit comfortably alongside the top-level, cross-platform releases of the age: a massive, multiplayer sci-fi title that would take thousands of combined, collaborative hours to exhaust. Procedurally generated missions and an extensive DLC structure would ensure longevity and engagement. Concept art and pre-vis trailers in place, the team went looking for funding. Razor was on its way.
Except the game never quite made it. Funding failed to materialize, and no publisher would take the project on. It didn’t help that the search for a publishing deal arrived almost simultaneously with the public announcement of Destiny. Facing an impossible task, the team abandoned the project and moved on with other ideas. Razor joined a surprisingly large pile of games that never make it past the concept stage.
Sadly, it’s not a new story. In fact, at the time, it wasn’t even a news story. But this time Ninja Theory’s reaction was different. This was a learning experience, and learning experiences should be shared. Team lead and co-founder Tameem Antoniades turned the disappointment not just into a lesson, but a new company ethos: involve your audience at an early stage, retain control, fund yourself, aim high, and don’t compromise. The concept of the Independent AAA Proposition, enshrined in a GDC presentation give by Antoniades, was born.
Now the team has a new flagship prospect, cemented in this fresh foundation. In keeping with the theme of open development and transparency, Hellblade is being created with the doors to its development held wide open, with community and industry alike invited to bear witness to the minutiae of the process. Hellblade will be a cross-platform game with all of the ambition for which Ninja Theory is known, and yet it is coming from an entirely independent standpoint. Self-published and self-governed, Hellblade is the blueprint for Ninja Theory’s future.
“We found ourselves as being one of those studios that’s in the ‘squeezed middle’,” project lead Dominic Matthews says. “We’re about 100 people, so we kind of fall into that space where we could try to really diversify and work on loads of smaller projects, but indie studios really have an advantage over us, because they can do things with far lower overheads. We have been faced with this choice of, do we go really, really big with our games and become the studio that is 300 people or even higher than that, and try to tick all of these boxes that the blockbuster AAA games need now.
“We don’t really want to do that. We tried to do that. When we pitched Razor, which we pitched to big studios, that ultimately didn’t go anywhere. That was going to be a huge game; a huge game with a service that would go on for years and would be a huge, multiplayer experience. Although I’m sure it would have been really cool to make that, it kind of showed to us that we’re not right to try to make those kinds of games. Games like Enslaved – trying to get a game like that signed now would be impossible. The way that it was signed, there would be too much pressure for it to be…to have the whole feature set that justifies a $60 price-tag.
“That $60 price-tag means games have to add multiplayer, and 40 hours of gameplay minimum, and a set of characters that appeal to as many people as they possibly can. There’s nothing wrong with games that do that. There’s some fantastic games that do, AAA games. Though we do think that there’s another space that sits in-between. I think a lot of indie games are super, super creative, but they can be heavily stylised. They work within the context of the resources that people have.
“We want to create a game that’s like Enslaved, or like DMC, or like Heavenly Sword. That kind of third-person, really high quality action game, but make it work in an independent model.”
Cutting out the middle-man is a key part of the strategy. But if dealing with the multinational machinery of ‘big pubs’ is what drove Ninja Theory to make such widespread changes, there must surly have been some particularly heinous deals that pushed it over the edge?
“I think it’s just a reality of the way that those publisher/developer deals work,” Matthews says. “In order for a publisher to take a gamble on your game and on your idea, you have to give up a lot. That includes the IP rights. It’s just the realities of how things work in that space. For us, I think any developer would say the same thing, being able to retain your IP is a really important thing. So far, we haven’t been out to do that.
“With Hellblade, it’s really nice that we can be comfortable in the fact that we’re not trying to appeal to everyone. We’re not trying to hit unrealistic forecasts. Ultimately, I think a lot of games have unrealistic forecasts. Everyone knows that they’re unrealistic, but they have to have these unrealistic forecasts to justify the investment that’s going into development.
“Ultimately, a lot of games, on paper, fail because they don’t hit those forecasts. Then the studios and the people that made those games, they don’t get the chance to make any more. It’s an incredibly tough market. Yes, we’ve enjoyed working with our publishers, but that’s not to say that the agreements that developed are all ideal, because they’re not. The catalyst to us now being able to do this is really difficult distribution. We can break away from that retail $60 model, where every single game has to be priced that way, regardless of what it is.
Driven into funding only games that will comfortably shift five or six million units, Matthews believes that publishers have no choice but to stick to the safe bets, a path that eventually winnows down diversity to the point of stagnation, where only a few successful genres ever end up getting made: FPS, sports, RPG, maybe racing. Those genres become less and less distinct, while simultaneously shoe-horning in mechanics that prove popular elsewhere and shunning true innovation.
While perhaps briefly sustainable, Matthews sees that as a creative cul-de-sac. Customers, he feels, are too smart to put up with it.
“Consumers are going to get a bit wary of games that have hundreds of millions of dollars spent on them”
“I think consumers are going to get a bit wary. Get a bit wary of games that have hundreds of millions of dollars spent on them. I think gamers are going to start saying, ‘For what?’
“The pressures are for games to appeal to more and more people. It used to be if you sold a million units, then that was OK. Then it was three million units. Now it’s five million units. Five million units is crazy. We’ve never sold five million units.”
It’s not just consumers who are getting wise, though. Matthews acknowledges that the publishers also see the dead-end approaching.
“I think something has to be said for the platform holders now. Along with digital distribution, the fact that the platform holders are really opening their doors and encouraging self-publishing and helping independent developers to take on some of those publishing responsibilities, has changed things for us. I think it will change things for a lot of other developers. “Hellblade was announced at the GamesCom Playstation 4 press conference. My perception of that press conference was that the real big hitters in that were all independent titles. It’s great that the platform holders have recognised that. There’s a real appetite from their players for innovative, creative games.
“It’s a great opportunity for us to try to do things differently. Like on Hellblade, we’re questioning everything that we do. Not just on development, but also how we do things from a business perspective as well. Normally you would say, ‘Well, you involve these types of agencies, get these people involved in this, and a website will take this long to create.’ The next thing that we’re doing is, we’re saying, ‘Well, is that true? Can we try and do these things a different way,’ because you can.
“There’s definitely pressure for us to fill all those gaps left by a publisher, but it’s a great challenge for us to step up to. Ultimately, we have to transition into a publisher. That’s going to happen at some point, if we want to publish our own games.”
The patent, which cites specific weaknesses in GoPro’s cameras, includes details about a camera system that can be mounted on bike helmets or scuba masks, Apple said in an application filed with the U.S. Patents and Trademark Office.
Shares of GoPro, whose cameras can be mounted on helmets, surf boards, bikes and dog harnesses, fell as much as 15 percent.
Apple’s newly patented camera system can also be used under water to take pictures and record sounds, according to the application.
A potential entry by the iPhone maker into the action camera market could also put pressure on privately held Polaroid Corp, which makes the small and colorful Cube cameras.
JMP Securities analyst Alex Gauna, however, said it was premature to assume that Apple would soon launch a wearable camera.
“It does not seem to me that launching an action camera accessory is the most logical product extension for Apple to pursue right now,” Gauna said.
Apple declined to comment, while GoPro was not immediately available for comment.
“I think that it will have about the same impact on GoPro as the iPhone has had on camera makers and that impact is that there are fewer cameras sold but the number isn’t zero,” Wedbush Securities analyst Michael Pachter said.
Videos shot with GoPro’s cameras have created a buzz on the Internet, attracting millions of views on YouTube.
Olympic gold medal winning snow boarder Shaun White and 11-time world champion surfer Kelly Slater are among well-known athletes who have endorsed the cameras.
Intellectual property blog Patently Apple reported earlier in the day that Apple’s patent, which was filed by the company in 2012, incorporates some intellectual property from Eastman Kodak Co that the company acquired in November 2013.
While the Sony PlayStation 4 has been selling very well, it seems that Christmas was not really its season.
Sony said that the PlayStation 4 has sold more than 18.5 million units since the new generation of consoles launched. While that is good and makes the PS4 the fastest selling PlayStation to date, there was no peaking at Christmas.
You would think that the PS4 would sell well at Christmas as parents were forced to do grevious bodily harm to their credit cards to shut their spoilt spawn up during the school holidays. But apparently not.
Apparently, the weapon of choice against precious snowflakes being bored was an Xbox One which saw a Christmas spike in sales.
Sony said that its new numbers are pretty much on target, it sold the expected 2 million sales per month rate.
Redmond will be happy with that result even if it still has a long way to go before it matches the PlayStation 4 on sales.
Huawei Technology Co Ltd’s smartphone sales increased by almost a third to $11.8 billion in 2014, according to an internal memo, detailing the Chinese telecoms firm’s continued ascent in the global handset wars.
The division shipped about 75 million smartphones in 2014, according to the year-end memo to employees sent by Richard Yu, the head of Huawei’s consumer business. Although that represented a more than 40 percent year-on-year increase, the figure lagged behind Huawei’s previously stated sales target of 80 million units.
Huawei spokeswoman Maggie Qi said the company does not comment on internal memos.
The results, which are due to be publicly announced in the coming weeks, reaffirm Huawei’s place among a small coterie of rising smartphone makers, including Xiaomi Inc and LG Electronics, whose growth rates are eclipsing those of industry leaders.
Pressured by low-cost vendors, top ranked Samsung Electronics Co is likely to see its shipments nearly unchanged this year, while second-ranked Apple Inc may have posted around 20 percent growth after launching the iPhone 6, analysts estimate.
Those growth rates, however, pale in comparison to the expansion of Xiaomi, which sold 26 million handsets during the first half of 2014.
If it reaches its sales target of 60 million for the year, Xiaomi will have more than tripled its 2013 sales of 18.7 million. Private investors believe it will continue to soar: the Beijing-based company announced this week a new round of equity financing at $45 billion valuation, making Xiaomi the most highly valued private technology company in the world.
Meanwhile, close rival LG Electronics Inc may have seen its smartphone shipments rise around 26 percent this year, according to analysts.
Trendforce analyst Alan Chen said in a research note this month that Huawei, Xiaomi and Lenovo Group Ltd, which recently purchased Motorola from Google in a $2.91 billion deal, will battle to be the top Chinese smartphone vendor in 2015.
It appears that Apple waited too long and relied too much on the press to keep interest in its iWatch vaporware product going. New research has showing that interest in the device has been falling faster than a free fall team of parachuting elephants who have forgotten to pack the key ingredient of their act.
The Tame Apple press is beside itself with worry as Apple does not like failure and it might not invite them to one of its press launches again unless people get enthusiastic about the watch again.
One tech press reporter seriously wrote “One would assume that ever since Apple announced the introduction of the Apple Watch, anticipation for the product would be steadily growing.”
Why would that be Sherlock? The longer Apple leaves it the more it will be out of date?
Investment firm Piper Jaffray asked 968 iPhone owners whether they were interested in purchasing an Apple Watch, and only seven percent said they planned to buy it. That figure is down from eight percent in September, when Apple first unveiled the product at its annual iPhone event. By the time the product is actually launched next year (maybe) that figure could drop even further.
Some analysts who have been drinking Apple’s Kool Aid, like Trip Chowdhry of Global Equities Research, have claimed that every iPhone user will also be an Apple Watch user. If Piper Jaffray’s figures prove right, GER should sack Chowdhry as a warning to other analysts who promote Apple at the expense of their company’s credibility.