Microsoft will rollout mobile device management (MDM) capabilities to Office 365 in 2015, making it easier for firms to manage corporate data across a range of mobile devices, including those running iOS and Android as well as Windows.
Microsoft unveiled the updates coming to its Office 365 cloud-delivered productivity suite in 2015 at its TechEd Europe conference.
These will enable customers to apply security policies against devices that connect to Office 365 to ensure that email and documents can be accessed only by approved devices, plus the ability to remotely wipe Office 365 data if necessary.
Julia White, Microsoft general manager for Office 365, said that the updates will enable customers to offer “conditional access” to Office documents and email, such as ensuring that any device used by employees has not been jailbroken or rooted, which could potentially pose a security risk.
Administrators will be able to set policies directly from the Office 365 administration portal, and enforce the use of a Pin to secure access to the device. Any wipe of Office 365 content will not affect the user’s personal data, White added.
These MDM features coming to Office 365 are actually powered by Microsoft’s Intune cloud-based management service and are a subset of Intune’s capabilities, the firm disclosed.
Intune itself is also getting some upgrades that will enable customers to benefit from additional security features if they also subscribe to Intune.
These will include data leak prevention measures that enable policies to be applied against managed applications, preventing users from copying and pasting data from an Office 365 app to another, for example, or copying files from Office 365 to elsewhere on the device.
While these capabilities are built in to Office 365, Microsoft will also enable this to be extended to other applications using Intune app wrapper functionality, White said.
White also confirmed that Microsoft is working on an Android version of the Office for iPad suite of mobile productivity tools that the firm announced for Apple’s tablet platform earlier this year.
Microsoft’s Office announcement comes amid speculation that the firm will release Office for Android next month.
After releasing a string of AAA console titles to varying levels of commercial success, the UK-based studio is attempting to establish what it describes as a “third way” of making games – one that falls somewhere between what we have traditionally called AAA and Indie. Smaller scale, lower cost, with no sacrifices made in terms of creative risks and quality of execution.
“We’re taking our work on Hellblade as an opportunity to question the way the games industry has always done things,” said product development manager Dominic Matthews in a recent developer diary. “To see if there’s a better way, a more streamlined way. To create amazing quality on a smaller budget.”
As a result, Hellblade has a core team of 12 people, with a single person working in the majority of discipline areas. Ninja Theory is committed to finding affordable or homebrew alternatives to the high-end processes associated with its previous games – the performance capture used in Enslaved: Odyssey to the West, for example – but its sales target will remain eminently achievable: between 200,000 and 300,000 units.
“[Hellblade] is about what we feel passionate about, what we’re good at, and what we think our fans and supporters want from a game,” said Tameem Antoniades, Ninja Theory’s co-founder. “But it comes at a price. We have to self-fund this game, and we have to work within the restrictions that that means for us.”
Microsoft Corp introduced a device called “MicrosoftBand” that will allow users to monitor their fitness and exercise regime, marking the world’s largest software company’s foray into the wearable technology market.
The wrist-worn device has sensors that monitor pulse rate, measure calorie burn and track sleep quality, Microsoft said in a blog post. Microsoft said the device will be available in the United States in limited quantities from Thursday for $199.
Apple Inc unveiled a smart watch on Sept. 9 that will combine health and fitness tracking with communications and will go on sale in early 2015, while Samsung Electronics Co unveiled its Galaxy Gear smart watch in September 2013. The Apple Watch will be priced at $349.
Microsoft also launched a health app called “Microsoft Health” that includes a cloud service for users to store and combine health and fitness data.
The Microsoft Health app will collect data from the fitness band and will work on iPhones and Android smartphones, as well as its own Windows Phone.
ZDNet blogger Mary Jo Foley first reported on comments made by Julia White, general manager of marketing for Office and Office 365, at Microsoft’s Tech Ed Europe conference in Barcelona.
According to Foley, White said that the next version of Office on Windows would launch in the last half of next year, a broad timetable that was different from previous speculation, which had focused on the first half of 2015, perhaps as early as April.
During the end of a guest spot Tuesday on Channel 9, Microsoft’s online television channel, White did not specify the second half of the year, saying only “later in 2015.” But she did mention that the next version of Office would go through Microsoft’s typical testing process, including TAP (Technology Adoption Program) and a beta, with the latter presumably available to the general public.
TAP builds are pre-beta, and restricted to an invite-only group that’s usually composed of Microsoft’s larger corporate customers.
Microsoft confirmed that White’s comments were accurate as reported.
If Microsoft makes its target of the second half of next year, the upgrade would be on the same schedule as the last several editions, which have been released about two-and-a-half-years apart. Office 2013, for example, reached what Microsoft calls “general availability” in January 2013, while Office 2010 and Office 2007 made that milestone in June 2010 and January 2007, respectively.
The next office, code named Office 16, would carry the official label of Office 2016 if Microsoft follows convention.
The game might be inspired by a lot of games, but the basic idea is that you are the leader of a Stone Age tribe and you have guide your tribe through civilization and human history. The ability exists for you to form alliances, trade with friends, and raid your enemies.
Reynolds has not said what is next for the new Big Huge Games, but if DomiNations is successful, it could fund more complex projects for console or PC according to our sources.
Computer Emergency Response Team (US-CERT) has warned that industrial control systems (ICS) in the US have been compromised by the BlackEnergy malware for at least two years.
The BlackEnergy family of malware is believed to be the same used in the cyber attack against Georgia in 2008.
It uses a malicious decoy document to hide its activities, making it easier for the hackers to mount follow-up attacks.
US-CERT said the malware campaign is sophisticated and “ongoing”, and attackers taking advantage of it have compromised unnamed ICS operators, planting it on internet-facing human machine interfaces (HMI) including those from GE Cimplicity, Advantech/Broadwin WebAccess, and Siemens WinCC.
It is currently unknown whether other vendors’ products have also been targeted, according to US-CERT.
“At this time, Industrial Control Systems-CERT has not identified any attempts to damage, modify or otherwise disrupt the victim systems’ control processes,” said the team in an alert.
“ICS-CERT has not been able to verify if the intruders expanded access beyond the compromised HMI into the remainder of the underlying control system.
“However, typical malware deployments have included modules that search out any network-connected file shares and removable media for additional lateral movement within the affected environment.”
US-CERT describes the malware as “highly modular”, and said that not all functionality is deployed to all victims.
An analysis run by the team identified the probable initial infection vector for systems running GE’s Cimplicity HMI with a direct connection to the internet.
“Analysis of victim system artefacts has determined that the actors have been exploiting a vulnerability (CVE-2014-0751) in GE’s Cimplicity HMI product since at least January 2012,” the alert read.
On Monday, US-CERT also warned of attacks spreading the Dyre banking malware, which steals victims’ credentials.
The department said that, since mid-October, a phishing campaign had targeted “a wide variety of recipients”, but elements, such as the exploits, email themes, and claimed senders of the campaign, “vary from target to target”.
“A system infected with Dyre banking malware will attempt to harvest credentials for online services, including banking services,” the alert warned.
For the three months ending Sept. 30, Microsoft recorded $908 million in revenue for the Surface tablet line, an increase of 127% over the same quarter in 2013. The nearly one billion in revenue was a one-quarter record for the Surface, and beat the combined revenue of the previous two quarters.
Using information in Microsoft’s filing with the U.S. Securities and Exchange Commission (SEC), as well as data from earlier quarters, Computerworld calculated the quarter’s cost of that revenue at $786 million, leaving a gross margin of $122 million. Cost of revenue is the cost to make and sell a product, but excludes expenses such as advertising and R&D.
Microsoft said that the Surface line posted a positive gross margin — implying that outside estimates of prior losses were correct — but did not disclose a dollar figure.
According to Computerworld‘s estimate, the margin was small, about 13.4%. That’s more than the average for a Windows personal computer, but less than half or a third of the margins on tablets like Apple’s iPad.
It was even smaller by the figuring of Jan Dawson, principal analyst at Jackdaw Research, who has also used Microsoft’s SEC filings to estimate the Surface’s cost of revenue. He pegged the September quarter’s cost of revenue at $825 million, the gross margin at $83 million, and the margin rate at just 9.1%.
“That’s a gross margin … which is not earth-shattering and in fact about half the gross margin of the phone business at Microsoft. But it’s progress,” Dawson wrote on his blog, where he published his analysis of Surface’s financial performance.
Since its October 2012 introduction, Surface has been a money pit for Microsoft, in the hole to the tune of $1.73 billion through its first seven quarters. With the September quarter in the black, those overall losses have been reduced to about $1.6 billion.
Over the last four quarters, Surface also remained in the red, with losses of $325 million on revenue of $2.7 billion. Put another way, for each dollar Microsoft earned on Surface sales, it lost about 12 cents.
In an interview that Xbox head Phil Spencer gave to IGN, he says that a new IP is in development at one of Microsoft’s development studios. It apparently isn’t a new racing or military space marine title.
Spencer says that the Xbox brand needs “new stories and new characters” which provide a “canvas to try new things.” He went on to add that “Sunset Overdrive is a great example of a game that isn’t like anything else in our portfolio, and he thinks that is great. I want to continue to invest in things which push the boundaries.”
Spencer believes that it has to be a commitment from the first-party publisher to try things that are new and unique. While he would not offer a clue as to which studio might be working on this new IP or what the new IP might be, he does seem to imply that there is at least more than one internal/external studio that is working on unannounced games for Microsoft studios.
In the interview he again says that he wants RARE to be more than the Kinect Sports developer and he is in fact heading out to see them soon to look at a new pitch from the studio.
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.
The company released Rooms on Thursday, its answer to the craze around posting and sharing anonymously. People can use any name they want and don’t need a Facebook account. The app contains rooms geared around various topics, all of which require an invite link to enter. Providing an email address is optional, for the purposes of having accessed rooms restored if the user deletes the app.
The app is only available on iOS. Plans for other platforms like Android or Windows Phone were not disclosed.
The app is not just about anonymity. With it, Facebook hopes to provide a discussion board-type platform where users can chat about shared interests outside of their usual social circles. It’s a concept that has been super popular since, oh, the web’s been around.
“One of the magical things about the early days of the web was connecting to people who you would never encounter otherwise in your daily life,” Facebook said in a statement Thursday.
“From unique obsessions and unconventional hobbies, to personal finance and health-related issues — you can celebrate the sides of yourself that you don’t always show to your friends,” the company said.
But the app’s ability to succeed likely depends on the number and diversity of rooms created by its users, and whether the app’s focus on visuals and photos appeals to them. There’s also no desktop version.
The app was developed as part of Facebook’s Creative Labs project, which has also released stand-alone apps like Slingshot and Paper.
Facebook stresses that Rooms will let users create a unique identity separate from their Facebook account. Your name can be “Wonder Woman” in the app, Facebook said.
I tried out the app, and was even able to use “Mark Zuckerberg” as my name. (A short “hello” post of mine then immediately generated several “high fives.”)
Facebook, however, may share information about Room users within the companies and services operated by Facebook, which would include Facebook itself and other apps like Instagram and WhatsApp, according to the Rooms terms of service.
Earlier today Unity Technologies caused quite a stir in the games industry with the announcement that former Electronic Arts chief exec John Riccitiello would be taking over the CEO job for David Helgason. While EA struggled to make shareholders happy, Unity has been seeing tremendous growth, becoming a favorite toolset for large and small publishers and especially indies. In fact, the company serves over 600,000 monthly developers. But what does Unity really have up its sleeve? Is the hiring of a notable leader like Riccitiello a sign that the company is indeed being groomed for a buyout or public offering?
“John Riccitiello’s corporate moves will rightfully inspire speculation about major changes in the companies involved and as Unity is the dominant independent development platform, what happens next could affect most developers and publishers outside of the top ten,” remarked independent analyst Billy Pidgeon. “An acquisition is very possible although Unity CTO Joachim Ante has denied this. Unity needs to be independent and available to all to retain and grow its value, so a sale to a major publisher or developer would sharply decrease the company’s revenue flow. But a buyer outside the industry could allow Unity to remain somewhat independent, although clients might be wary of doing business with Unity’s new owner.”
EEDAR’s Patrick Walker, head of insights and analytics, largely agreed with Pidgeon, commenting, “While the stature of Riccitiello as a hire and his interest in helming the Unity ship suggest that there are big plans in the works for the company, it is unlikely that these plans are focused on the short term, such as preparation for a near-term buyout. A buyout has been rumored for a while, and the Unity executive team, including founder David Helgason and CTO Joachim Ante, has been consistent in their messaging statement focusing on the company mission rather than pursuit of a buyout. More likely, Riccitiello is being brought on board to spur growth for a longer-term play, such as an eventual IPO or larger-scale buyout.”
Regardless of whether a longer-term buyout is in the cards, Riccitiello has the experience to help accelerate Unity’s growth in the next few years, most believe.
“Unity is a well-positioned company with several paths to increase growth. While game publishing is one route to spur growth, there is also an opportunity for the company to leverage the strengths, such as cross-platform flexibility, that have given it such broad penetration in the indie market to increase penetration in other development verticals,” Walker continued. “Riccitiello has an ideal background, having led major companies both inside and outside the games industry and having served on the Unity board for the past year, to drive partnerships that will help grow Unity as a major development platform across the full spectrum of publishers and developers.”
Wedbush Securities’ Michael Pachter added, “He is certainly capable of leading them, and also well equipped to sell the company. [But] I don’t know the reason for the change.”
Perhaps one major reason for the change is to offload some of the business responsibility from Helgason who may wish to focus more on product development.
“Unity has been growing quickly for several years. The company now has over 300 employees and its technology is being used by hundreds of thousands of developers on practically every platform out there. I suspect that Dave recognized some time ago that the company had to get an experienced business manager at the helm or risk flying off the rails at some point, and that’s exactly what JR is,” observed Lewis Ward, IDC’s gaming research director.
“Some people just aren’t cut out to be CEOs of big businesses – just look at Notch. I suspect that Dave is going to be happier staying focused on the core product strategy and building relationships with studios and indie developers. From JR’s perspective, it’s a great opportunity to ride the beast that has been Unity growth over the past 3+ years. It’s a remarkable story, and I think John is probably going to enjoy the role and stepping back into an important spotlight in the industry.”
The update, designated as Build 9860, followed the Oct. 1 release of the preview, which Microsoft has offered businesses and technology enthusiasts to give potential customers a look at the work in progress and collect feedback during development.
The Oct. 1 version of Windows 10 was labeled Build 9841.
“Sometimes [updates] will be more frequent and sometimes there will be longer gaps, but they will always be chock full of changes and improvements, as well as some bugs and things that are not quite done,” wrote Gabe Aul, of Microsoft’s Operating Systems Group on a company blog.
Aul said that Build 9860 had been handed to his group only a week ago, and repeated earlier warnings by other Microsoft managers that the preview remains incomplete and unpolished.
Although rapid iterations are nothing new to preview or beta software, Microsoft plans to accelerate the delivery of updates — ones that will include not only security patches and performance fixes, but also new features — once Windows 10 officially ships in mid-2015.
Updates will ship as often as monthly for consumers, while businesses will be able to choose between that and two additional tempos that Gartner has tagged as “near-consumer speed” and “long-term servicing.” The former will roll up the “consumer-speed” updates every four to six months to versions that fast-acting enterprises will test and deploy, while the latter will remain feature- and UI-static for as long as two to three years, receiving only security updates.
Other analysts have contended that Microsoft is pushing frequent updates to Windows 10 Technical Preview as much to test the process — both the back-end Windows Update service and the Windows 10 clients’ ability to absorb the changes and smoothly install the updates — as for the company’s stated reasons of gathering feedback and offering users an early look.
“Changes in Windows Update were put in place to make this possible,” Wes Miller, an analyst with Directions on Microsoft, said in an interview earlier this month. “The biggest question for Microsoft is how the updating process works with the Technical Preview.”
In the preview, customers have an update frequently choice of only “Fast” or “Slow.”
Build 9860 will be delivered automatically to most PCs running Windows 10 within days, but users can manually initiate the process by going to “PC Settings,” choosing “Update and recovery” and then “Preview builds,” and finally clicking the “Check Now” button.
Aul said that the download would weigh in at between 2GB and 2.7GB, and that the reboot, the reconstruction of the OS’s search index, and the syncing of OneDrive would take “longer than normal” and “some time.”
Microsoft will ship a second consumer-oriented preview in early 2015, but it’s virtually certain that the firm will provide more-or-less-monthly updates to the Technical Preview between now and then.
After several years of accelerated growth, the U.S. market is feeling the effects of market saturation and smartphone ownership that’s lasting longer than once expected, Ramon Llamas, an analyst IDC, said in an updated forecast.
IDC’s five-year forecast issued for October significantly undercuts its April forecast, dropping expectations for U.S. smartphone and feature phone shipments by manufacturers to retailers. IDC now expects 1.7 million fewer phones shipped in 2104 than it had expected in April; it predicts 174 million phones will ship this year, with that figure declining gradually to 169 million in 2018.
Smartphone shipments alone will grow just slightly through 2018 in the U.S., but about 5% less than earlier expected, rising from 150 million in 2014 to 160.5 million in 2018. Feature phones shipments have dropped off faster than earlier expected.
Llamas said the signs of decline started in late 2011, prompting carriers in the past year to try to get customers to replace phones more often with easy trade-in plans and relaxed contracts.
It’s too soon to say what effect the early trade-in plans will have on the market, Llamas said. The life of an average smartphone still lasts about two years, but that could be changing.
Paying on installment plans “could really change the market,” Llamas said in an interview. “But if people pay off their devices and then realize they don’t have to pay the carrier as much [at the end of the payoff period] and only pay for wireless service, they might just hold onto their phones. I think people will hold onto their phones as long as they can after they are paid off. If this plays out and they hold on and don’t update, we’ll see flattening of sales volumes year after year, or even declines, all in the name of saving money.”
Realizing what’s happening in the U.S. and among other major economies, both Apple and Samsung have concentrated heavily on selling their new smartphones in China and other areas where smartphone sales are still strong.
November Xbox One update, explaining that it will throw a bucketful of new features into the console.
The firm polishes the console experience on a monthly basis and this month sees it swathe the device in tweaks and social networking positives.
Whether you use the console to browse the internet, talk to people, do social networking, watch television, or even play games, you will see some sort of improvement, according to spokeschap Major Nelson.
“We’re bringing you new and exciting ways to watch TV and interact with the Xbox Live gaming community in this month’s Xbox One system update preview. Today, we will begin rolling out a ton of new features to members of the Xbox One preview programme,” said Nelson in a blog that also introduces an excited video walkthrough.
Cosmetic features include the ability to change the background on your Xbox One, and even use achievements from games in your wallpaper.
Braggish players will be able to add their best clips to their profile page and generally swagger around the place, while people who like to crow on a range of platforms will be able to tweet clips from games.
Users can also share their location in their biography pages, and through the Smartglass app can see when anyone has checked out their profile.
Smartglass users can also check out their friends’ activities on the Xbox One, and can line up downloads of content, for example the free titles provided to Gold level subscribers.
The Xbox One store has been improved and Microsoft said that this would make it “easier to find and download apps for your Xbox One”.
The November update is out will be out, unsurprisingly, next month.
The company is expected to make more job cuts this month, including from other locations in the U.S., further lowering the ranks of its 33,000-person work force. Since January, the company has cut its ranks by about 5,000, from 38,000.
The latest headquarters cuts were in IT and portfolio management and Sprint’s network, technology and product areas, according to a statement by spokesperson Roni Singleton. Some employees will work their last day on Nov. 7 and others will finish Nov. 14.
“Sprint is focused on competing aggressively in the marketplace,” Singleton said. “We want our customers to pay less for a better value on a new networks. As part of this plan, we have to more closely align our cost structure with that of our competitors.”
CEO Marcelo Claure signaled there would be job cuts in August shortly after taking on his new role. Claure also inaugurated a round of pricing reductions.
Even so, analysts expect the company to lose more subscribers and fall into fourth place among the nation’s top carriers, behind T-Mobile.
An earnings call is expected in late October, although the date hasn’t been scheduled, Singleton said.
Sprint’s more than 5,000 job cuts in 2014 put it behind Cisco, with 6,000 job cuts (8%) announced for the year and Microsoft, with 18,000 job cuts (14%) planned for the year.