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Nintendo Not Happy With Super Mario

November 1, 2017 by  
Filed under Gaming

Super Mario Run has now been downloaded 200 million times worldwide, and yet Nintendo still isn’t satisfied with how much money it has made.

Mario’s mobile debut launched in December last year, and it hit 150 million downloads at the end of April. However, despite adding a further 50 million downloads in the six months since then, Nintendo expressed disappointment in how profitable the game has been.

In an investor briefing, the company said that “we have not yet reached an acceptable profit point” with Super Mario Run, and emphasised the amount it has learned that can be used in its future mobile releases. Nintendo is still updating and promoting the game, including a new game mode, Remix10, which was added in September, and a “special price offer” to coincide with the update.

Nintendo saw better performance, relatively speaking, from a different mobile title: Fire Emblem Heroes, which launched in February and, notably, employed a free-to-play business model. In that case, an ongoing program of updates means it is, “on track to meet our overall business objectives, including our profit objectives.”

This difference is arguably evident in the strategy for Nintendo’s next major mobile release, Animal Crossing: Pocket Camp, which will also use a free-to-play revenue model based on a soft currency called “Leaf Tickets.” Nevertheless, Nintendo described Animal Crossing’s business model as “free-to-start” when presenting to its investors.

“There will be Leaf Tickets, which can be used in a variety of situations within the game, as consumable items. They will be available for free as the game advances but players can also purchase these. Our objective is to offer a service that allows even consumers who do not normally play games on a regular basis to have a little fun each and every day.”

Courtesy-GI.biz

Nintendo Stock Hits A High Road

October 13, 2017 by  
Filed under Gaming

Nintendo shares have hit a ten-year high following the announcement that Switch production is being increased to two million units per month.

As reported by Digitimes, the Switch is upping production from a previous undisclosed number, estimated to be between 800,000 and one million.

Nintendo shares are now trading at their highest value since March 2008 after rising 2.66% in Tokyo on Friday, gaining a total 77% since the beginning of 2017.

The Switch, which was already Nintendo’s fastest selling console, is expected to sell 20 million units by the end of the year, a source told Digitimes, far exceeding the 13 million predicted earlier this year.

The news comes amid speculation that the Switch could soon be released in China following the announcement that the smash-hit mobile game Honour of Kings was coming to western markets via the Switch.

Honour of Kings reportedly accounts for around 50% of publisher Tencent’s mobile revenue and has over 200 million users in the region. By managing to strike a deal with Tencent, Nintendo could be well positioned to release in China, and the portable format of the Switch plays into the handheld dominated market where the Xbox One and Playstation 4 enjoy little success initially.

Courtesy-GI.biz

Angry Birds Maker Rovio Looks At Acquiring Rivals

October 2, 2017 by  
Filed under Around The Net

Rovio, the owner of hit mobile game “Angry Birds,” will look to acquire other players in the gaming industry following its listing on Friday, its main owner Kaj Hed said.

The Finnish company’s shares got off to a flying start on their stock market debut, trading up as much as 7 percent from their initial public offering price (IPO) of 11.50 euros.

Hed, who cut his stake from 69 percent to 37 percent in the IPO, said Rovio now had more muscle to do deals in a gaming sector he believes is ripe for consolidation.

“We have a clear will to be a consolidator, and we are in a very good position to do that,” he told Reuters at Rovio’s headquarters by the Baltic Sea.

“Many good (gaming industry) players face the question of whether they should go public, or whether they should consolidate. Going public is expensive and requires hard work, so finding a partner could be easier.”

Analysts have long urged Rovio to do more to reduce its reliance on the “Angry Birds” franchise.

Hed, the uncle of Rovio’s co-founder Niklas Hed, said he remained strongly committed to the company.

“The reason that I sold shares was to give the company the liquidity, because that is very important. My intention is to remain as a long-term investor in the company.”

Rovio saw rapid growth after the 2009 launch of the original “Angry Birds” game, but it plunged to an operating loss and cut a third of its staff in 2015 due to a pick up in competition and a shift among consumers to freely available games.

But the 2016 release of 3D Hollywood movie “Angry Birds”, together with new games, have revived the brand and helped sales recover.

In the first half of this year, Rovio’s sales almost doubled from a year earlier to 153 million euros, while core profit increased to 42 million euros from 11 million.

Rovio’s market valuation of around 950 million euros ($1.12 billion), looks high based on Rovio’s historical profit, said Atte Riikola, an analyst at research firm Inderes.

Amazon’s Streaming Of NFL Game Logged Nearly 2M Viewers

October 2, 2017 by  
Filed under Around The Net

Nearly 2 million people logged onto Amazon.com  for the online retailer’s first livestream of Thursday Night Football, the U.S. National Football League said on Friday.

Some 1.9 million people tuned in to Amazon’s kickoff show and game between the Chicago Bears and Green Bay Packers, according to the NFL. That compares to 2.3 million for the first digitally streamed game last year on Twitter Inc,  which had the online rights at the time.

But viewers watched the broadcast for longer on average on Amazon. Its average worldwide audience for at least 30 seconds was 372,000 people, compared with 243,000 on Twitter for the first game last year, the NFL said.

Streaming live sports is a new, integral part of Amazon’s strategy to encourage more people to sign up to its Prime shopping club and spend more on retail goods.

FitBit May Have Been Used In Red Sox’s Signs Theft

September 20, 2017 by  
Filed under Consumer Electronics

An Apple Watch might not have been the device the Boston Red Sox used to allegedly steal signs from the New York Yankees after all.

The Yankees filed a complaint earlier this month with Major League Baseball saying the Red Sox were stealing pitch signs by using the smartwatch during a four-game series last month in Boston, according to The New York Times. The Yankees provided a video showing a Red Sox staffer looking at his wrist wearable and relaying a message to players, possibly tipping off what pitches were going to be thrown.

The report identified the device as an Apple Watch, but a Boston reporter says it was, in fact, a wearable by rival Fitbit.

“Turns out there was no Apple Watch involved in Red Sox sign stealing. It was a Fitbit product according to a major league source,” the Boston Globe’s Nick Cafardo said in a tweet Saturday. It wasn’t immediately clear which Fitbit product the Red Sox might have been using.

While there is no rule against stealing signs, MLB Commissioner Rob Manfred has said using electronic means to do so is a violation and the allegations are under investigation. The Red Sox have admitted to having trainers relay information from their replay staff to players using electronic devices, a strategy that was in place for weeks.

The Red Sox organization didn’t immediately respond to a request for comment.

Pokemon Go New Features Aims To Thwart Cheaters

June 23, 2017 by  
Filed under Gaming

Niantic, the developer behind the wildly popular Pokemon Go game, has announced new features to help curb cheating in the game.

“Pokemon caught using third-party services that circumvent normal gameplay will appear marked with a slash in the inventory and may not behave as expected,” the company explained on the Silph Road subreddit.

While Niantic was not specific in the post about which third-party services are being targeted, tools such as GPS fakers that artificially place you in “busy” Pokemon areas or bots to catch Pokemon for you have already been identified as “cheats” in the game.

The company also was not clear about how ‘slashed’ Pokemon caught by cheating will behave, although various theories have been put forward by players in the subreddit, including “your moves will permanently become splash/struggle” or “it eats the pokemon around it in your inventory”.

The announcement comes shortly after Niantic’s unveiling of the largest update to the game so far, which brings multiplayer “raid battles” to Pokemon’s Gyms.

Can Microsoft’s Live Streaming Service Mixer Compete With Twitch

June 6, 2017 by  
Filed under Around The Net

Microsoft has changed the name of its live-streaming platform from Beam to Mixer.

The firm says it has made the changes to push the live-streaming platform in territories where it cannot use the Beam name. Mixer, the firm says, reflects the fact the service brings people together.

Mixer’s big selling point is its faster-than-light low latency, which allows viewers to interact directly with the streamer and the game in real-time. TellTale is incorporating this into some of its games, such as The Walking Dead, Guardians of the Galaxy and Batman, where the audience can crowd-decide what choices are made.

As part of the re-brand, Microsoft is also launching a series of new options for Mixer as it attempts to take on Twitch in the lucrative but competitive live-streaming market.

These include extending Mixer to mobile phones (it is currently available on Xbox One and PC), launching a co-streaming option where gamers can now stream next to one another in the same channel, and a dedicated in-house channel called Channel One, which will showcase a variety of content. The firm will also now promote Mixer via the Xbox One dashboard, and will be streaming Microsoft’s E3 press conference.

In addition, the firm has launched a dedicated ‘Mixer Studio’ in New York for streamers and partners to use.

Mixer enters closed Beta on iOS and open beta on Android today. The company is also eyeing other platforms as it tries to catch up with some of its more established competitors.

“We’re not announcing any new platforms today, but there’s no platform that we wouldn’t want to be on,” Chad Gibson, partner group program manager, tells GamesIndustry.biz.

“We don’t want to put any barriers behind people wanting to watch it or use it. We will be rolling out to more platforms over time, for sure.”

“The idea came from just observing what a lot of streamers do,” Gibson says. “A lot of streamers that we’ve seen will be playing games together and having their different channels. There are a couple of partners on our platform that will be playing Minecraft and building a world together and they will both have independent channels, and viewers will often switch back and forth between the channels. So the way it just naturally works is that their community is split between those two channels… Co-streaming is just a way to allow that to come together where the community isn’t separate.

“In the case of co-streaming, those two people would join their channels together, the chat gets merged, and their two viewing perspectives will be in the same channel page. So the community that’s watching those two guys or girls now has a single place to watch. That streaming will be referenced on both of their individual channels, so they’re not losing any opportunity for community growth, but we are now allowing within a single channel a chance to tell a bigger story.

“As we went down that path, there was just so many scenarios that this was great for. For example, take the popular game of the moment, Playunknown Battlegrounds, and its four-person squad play. As I have been testing the feature, I am playing with a four-person squad and we all stream together. We join a co-stream and it is the story of our squad in one channel, and that is a really, really powerful thing that we think is going to unlock new types of storytelling and community building.”

Co-streaming could work well at events such as E3, Gibson says, where multiple users can stream things from their phones.

The majority of content on Mixer is game-related, which is unsurprising considering its integration with Xbox. But Gibson observes that this is changing.

“The diversity of non-gaming content actually happened faster than I thought,” Gibson says. “It is not that I personally had a goal of percentage of game to non-game content, but… a good example of one of our partners is Remi. She reads books, tells stories and occasionally she will play League of Legends. There are a bunch of folks who create art, and we actually have a couple of musicians – BrilliantBuffoons is one, Duke is another. Duke plays the piano and BrilliantBuffoons plays drums, and they take song requests from the audience. Stuff like that is great, and I find that so incredibly engaging, and the low-latency applies so well, because you are having a direct conversation.”

“I think the market is large enough for everyone to be successful. But we’ll focus on the things that are unique about our platform”

The big challenge for Mixer is that it currently lags behind its competitors in terms of pure viewer numbers. The relationship with developers and the tab on the Xbox One dashboard (which will be used to show everything from a Gears of War eSports event to a new streamer) will certainly help, but until it gets a strong number of users, it can’t command the same monetisation opportunities for streamers as the likes of Twitch can. Gibson says Mixer is getting there.

“The growth has been more than we had anticipated since the Creator’s Update [the Windows 10 update that introduced Beam to PC],” Gibson insists. “It has provided us with a whole bunch of new challenges to overcome, but it’s been really great. We have surpassed all of our initial goals for that launch.”

He continues: “We will do everything we can to share this with the world. This is one of the reasons we’re doing this, to take it to a larger level. We think the whole market for game video and streaming in general is growing so fast, that I don’t think we need to necessarily look at ourselves relative to others to see our own growth success. I think the market is large enough for everyone to be successful. But we’ll focus on the things that are unique about our platform, which is great because it allows us to tell our own story and showcase what we are really excited about – which is low-latency, interactivity, co-streaming… all of those capabilities.”

The involvement of TellTale is certainly a positive move for Mixer as the service looks to integrate into more video games. Mojang is also looking at utilising it in Minecraft – and there are already community-made Minecraft mods that make use of Mixer.

TellTale is using Mixer with Guardians of the Galaxy where the audience decides

Gibson says that the development community is excited by what Mixer can do, but acknowledges the firm needs to make it easier for them to utilise. And it’s something the team is committed to, he says.

“It has excited and challenged people in terms of how to create a game and make it so the viewing audience can participate,” He says. “For some games that is challenging. For a game that has shipped, it’s a case of trying to see if there’s a content update they can do to add that interactivity, and for some games that is harder. Most of the creative directors we talk to think that the really mind-blowing experiences will only exist when the game is built with this in mind. There are a lot of games where there are very natural ways for us to expand with interactivity. Minecraft is probably my favourite example where there is a bunch of ways, even for modders, to bring interactivity into that game.

“Most of the creative directors we talk to think that the really mind-blowing experiences will only exist when the game is built with this in mind”

“But honestly, in terms of feedback, what we’re hearing is: “We really think this can make our game more engaging, but we need to be able to trial a lot of things.” I am summarising a bunch of feedback, but developers ultimately want us to make it easier for them to try a bunch of things. That made us, with [our last update] Interactivity 2, change our priorities on some things. We prioritised having Unreal and Unity add-ons, because that makes it easier for creative directors and tech directors to prototype.

“The excitement has been pretty universal. It has challenged people to figure out how they can apply this to a game that’s on the market right now, and motivated people who have games coming in the summer, fall or next year. So throughout all of this, the tactical thing for us is to help make it easier and quicker for them to iterate, prototype and explore what they can do.”

In terms of technology and potential, Beam – now Mixer – always seemed interesting. The popularity of ‘Twitch Plays’ showcases a desire for communities to get involved with the things that they’re viewing. But Mixer enters into a market that’s dominated by Twitch, with growing competitors such as Facebook Live and YouTube – plus other independent outlets like DingIt and Smashcast.

So what is Beam’s ultimate aim? Is it to augment Microsoft’s existing services and offer something that’s unique to the Xbox platform, or is it to become a true competitor to Twitch?

“A big thing that we obsess about in Xbox Live is how do we make it easier for friends to invite others to play games,” Gibson concludes. “We want to make it easy to share things. To us, this service allows us to expand that to the act of watching. Now my friends can watch me play with zero latency and it is just like they are in party chat with me.

In the future, when Sea of Thieves, or a new Minecraft or Forza comes out, my viewing audience can actually participate in my game adventure. Be that by giving me challenges, cheering me on, helping me overcome an obstacle… to us it is a great way of extending the game to more people in a conceptually similar way when we moved Xbox Live onto Windows. With that we wanted to expand the Xbox world to more people, and this allows us to expand that even further and offer a whole bunch of great new experiences.”

Courtesy-GI.biz

Nvidia Debuts Project Holodeck VR

May 31, 2017 by  
Filed under Consumer Electronics

Taking a short pause from GPU spec talk, Nvidia on Tuesday unveiled a live demo of its new Project Holodeck VR tech at Computex in Taiwan, Taipei.

It’s a virtual world, created through HTC’s Vive headset, that allows users to experience the perks of the physical world — manipulate physical objects! obey the laws of physics! — but in a completely digital space.

During the demo, Nvidia set up three of its engineers backstage (kitted out with Vive headsets), speaking to them in real time. Onstage, Nvidia CEO Jensen Huang brought up local Taiwanese e-scooter company Gogoro to talk through a 3D fly-through of one of its vehicles.

But the future of VR doesn’t stop at shiny scooters and floating torsos. Nvidia wants to use the Holodeck to create virtual worlds to train artificial intelligence — spaces where digital robots can repeat tasks endlessly and develop machine learning.

According to Huang, the Holodeck could be used to not only render designs for things like scooters, it could also fill out the whole production cycle.

“[The Holodeck can be used to] design the product, design the factory that’s going to make the product and design the robots that are going to create the factory that are going to make the products,” said Huang.

Can NBCUniversal Compete In The Mobile Games Space

May 25, 2017 by  
Filed under Gaming

As the mobile market continues to boom and the nascent virtual reality space becomes a larger sector within mobile thanks to devices like Samsung Gear and Google Daydream, NBCUniversal is aiming to leverage its bevy of popular IP such as Fast & Furious, Minions, Despicable Me, Jurassic World and more. According to GamesBeat, the company has hired former Disney mobile games leader Chris Heatherly to oversee a new mobile game and virtual reality publishing group.

The goal is to leverage properties from DreamWorks Animation, Illumination Entertainment, and Universal Pictures by directly getting involved in the creation, development, marketing and distribution of games as opposed to licensing out brands, which has been done previously. For example, Despicable Me had been licensed to Gameloft, and the publisher’s Minion Rush game went on to be downloaded more than 800 million times. While self-publishing is now a focus, the company said it will still complement its business by licensing some brands as well.

“Universal has decided to take a strategic position in games,” Heatherly said. “We are pushing heavily in the digital space. And they see there is no bigger digital space than games. It’s part of a larger plan to build evergreen franchises that support multiple products across multiple businesses.”

Heatherly will serve as executive vice president of games and digital platforms within Universal Brand Development, and he will be joined by James Molinets, senior vice president of production; Timothy FitzRandolph, vice president of creative; and Fabian Schonholz, senior vice president of technology and operations. The former two executives were key members of the Disney mobile team and also oversaw the kids-focused virtual world, Club Penguin.

While NBCUniversal said it’s going to be 80% focused on creating mobile games, interest in VR as an “emerging area” is building as well. “We are leveraging the best talent that is already out there… On the VR front, we are doing quite a few things. One of them we can announce soon,” he teased.

Courtesy-GI.biz

Angry Birds Movie To Get A Sequel, Says Rovio Entertainment

May 23, 2017 by  
Filed under Around The Net

Finnish mobile games and animation studio Rovio Entertainment approved plans to proceed with a sequel to its Angry Birds movie, it said on Monday, aiming for release in September 2019.

The Angry Birds Movie 2 will be produced with Columbia Pictures and distributed by Sony Pictures, Rovio said.

The first Angry Birds movie, released last year, earned about $350 million at the box office and gave a boost to Rovio’s game sales, helping the company to swing to an annual profit after years of falling earnings, job cuts and divestments.

Rovio said the new movie will be directed by Thurop Van Orman, the creator of animated TV series “The Marvelous Misadventures of Flapjack”.

The original Angry Birds game — in which smartphone players use a slingshot to attack pigs who steal the birds’ eggs — became a phenomenon in 2009, but the franchise faltered in the following years amid tough competition.

Alongside the movie plan, Rovio is looking to reduce its dependence on Angry Birds — earlier this month it launched “Battle Bay”, the firm’s first multiplayer game which does not carry the Angry Birds name.

Will Facebook’s TV Venture Succeed

May 17, 2017 by  
Filed under Around The Net

The world’s largest social networking company is set to unveil its own catalog of original TV shows and short films for debut in mid-June, according to a report from Business Insider.

Mark Zuckerberg’s 13-year old social networking startup – turned highly-profitable corporation – plans to premiere a slate of 24 originals in the middle of next month, with several more approved for production later this year. According to people familiar with the discussions, Facebook has been looking to separate the shows into two separate tiers – a “marquee tier” for longer, big-budget shows that would be suitable for TV viewing, and a “lower tier” for short, cheaper shows, averaging five to 10 minutes in length that will refresh every 24 hours.

A mix of low-tier and high-tier shows

In other words, the high-tier content will let Facebook compete with media streaming giants Netflix, Amazon, Hulu and YouTube, all of which produce their own highly popular original shows. In December, the company hired Ricky Van Veen, co-founder of College Humor, to build its experience in “kickstarting an ecosystem of partner content” purposefully built for the site’s new “Video” tab. This feature began cropping up at the bottom menu within Facebook’s mobile app in April 2016, allowing people to view popular live videos from around the globe and view content from their own friends.

The social network expects high-quality, scripted video to become an important feature in retaining users that have increasingly flocked to rival services including Snapchat and Twitter. More importantly, the ability to control and broadcast its own original content will allow it to maintain some content parity with shows from Netflix, YouTube’s growing list of originals, and Hulu’s recent originals.

Monetization will happen through “mid-roll” ads

The profit strategy for Facebook’s approach appears similar to YouTube’s hated method of throwing ads into the middle of its original shows, also known as “mid-roll ads”. Sources close to Facebook hint that it has been testing these ads for months in live and recorded videos, giving video publishers the chance to insert ads into clips after they have been watched for more than 20 seconds. The social network plans to sell the ads and share 55 percent of sales with publishers, or the same revenue split currently offered by YouTube. In addition, Zuckerberg has personally spoken against the use of “pre-roll” ads, which play before a clip starts. This will be another key differentiator between Facebook and most other providers in the ad business.

More info may arrive at Cannes Lions festival in June

According to one source, the social network may use the Cannes Lions advertising festival in June to officially introduce its video initiative. However, somebody else said this date could be pushed back later in the summer. There is not much information on what genres Facebook originally intends to release, though one of them is said to come from Conde Nast Entertainment involving people going on first dates in VR before meeting in person.  Here at Fudzilla, we fear the worst, confidently.

Courtesy-Fud

Nintendo Betting Record Profit On Switch Console

April 28, 2017 by  
Filed under Gaming

Nintendo Co Ltd is predicting its new Switch console will more than double annual operating profit and end the eight-year sales decline that plagued its previous offering just as players were turning to smartphone gaming.

The Japanese firm entered the mobile gaming market last year to the relief of shareholders fretting about diving console sales. Now the early success of the Switch has fueled hope of a long-term earnings recovery and sent the firm’s share price about 20 percent higher since the console’s March debut.

“We are hoping to change the tide of our business with the Switch,” Nintendo President Tatsumi Kimishima said at a news briefing on Thursday.

Nintendo estimated profit to grow 2.2-fold to 65 billion yen ($584 million) in the year through March 2018, with sales jumping 53.3 percent. That was still far below the 104 billion yen average of 23 analyst estimates surveyed by Thomson Reuters I/B/E/S.

Asked if the outlook was too low, Kimishima said the firm was stepping up marketing costs for the Switch.

Nintendo aims to sell 10 million of the hybrid home console and handheld device this financial year, on top of a higher-than-expected 2.7 million sold in its debut month.

“If the 10 million target is achieved … that means the sales momentum would be close to the Wii,” Nintendo’s most successful console, Kimishima said.

The Wii, launched in November 2006, sold about 20 million units in its first year and exceeded 100 million over its life. The last time Nintendo’s sales grew was in the year ended March 2009, when Wii demand drove profit to a record 555 billion yen.

Profit from a new console typically peaks a couple of years after launch when there is a wide choice of game titles.

Kimishima also said Nintendo’s first own-brand smartphone game, Super Mario Run, has neared 150 million free downloads, but the number of users paying the one-off fee to unlock most of its content is below the target 10 percent.

One reason behind the Switch’s strong start is that unlike its predecessor Wii U, the console has a long list of game titles from independent studios because Nintendo made the Switch compatible with publicly available game development platforms from the start, said Hirokazu Hamamura, a director at Kadokawa Dwango Corp, which publishes games magazines.

Facebook’s Oculus Rift Virtual Reality Unit Named In Patent Lawsuit

April 10, 2017 by  
Filed under Consumer Electronics

Facebook Inc’s virtual reality unit Oculus VR has been hit with a lawsuit alleging it incorporated without authorization a smaller competitor’s patented technology into its Rift headset.

Techno View IP Inc, a Newport Beach, California-based technology licensing firm, filed suit against Facebook and Oculus for infringing a 3D imaging patent owned by the VR headset maker ImmersiON-VRelia.

According to the complaint filed in federal court in Delaware, ImmersiON-VRelia, which has offices in Spain and California, agreed to let Techno View litigate the patent on its behalf.

The lawsuit comes as Facebook weighs its options following a $500 million verdict in an unrelated lawsuit brought over its VR technology by video game developer ZeniMax Media Inc. A Dallas federal jury in February found Oculus used copyrighted computer code developed by video game designer John Carmack while employed at ZeniMax.

Lawyers for Oculus and Facebook have said they will seek to have the verdict set aside.

ImmersiON-VRelia makes VR headsets similar to the Oculus Rift, as well as a VR device for use with smartphones. Techno View said in its lawsuit ImmersiON-VRelia’s chief executive, Manuel Gutierrez Novelo, attained several patents between 2003 and 2006 on various aspects of VR technology.

Techno View said Oculus and Facebook specifically infringed a patent held by ImmersiON-VRelia on a method of generating left and right perspectives in a 3D video game. Techno View said it may add claims relating to other patents owned ImmersiON-VRelia at a later date.

Facebook acquired Oculus for an estimated $3 billion in 2014. Facebook chief executive Mark Zuckerberg has predicted that virtual reality “will be part of people’s daily lives,” revolutionizing industries like media, education and medicine.

Facebook and Oculus did not immediately respond to requests for comment on Techno View’s lawsuit.

The case is Techno View IP Inc v. Oculus VR LLC and Facebook Inc, 17cv00386, in the U.S. District Court for the District of Delaware.

Amazon To Refund Parents Over Kid’s In-app Purchases

April 6, 2017 by  
Filed under Consumer Electronics

Parents with children who racked up bills, sometimes huge, through in-app purchases will receive some or all of that money back. Amazon could have to refund more than $70 million to affected consumers, according to the U.S. Federal Trade Commission.

The FTC and Amazon have agreed to end their legal battle over whether the U.S. company unlawfully charged its customers for the purchases.

A year ago, a court found that Amazon had.

The company’s app store can be downloaded to Android devices and it runs on certain Kindle tablets. However, parents had complained that Amazon’s system had made it all too easy for their children to buy virtual items in the apps, without their consent.

Both the FTC and Amazon had filed appeals related to the case, but on Tuesday, they dropped them. That opens the way for the refund process to begin shortly, according to the FTC.

More than $70 million in in-app charges made from 2011 to 2016 may be eligible for refunds, the U.S. regulator said.

Amazon didn’t immediately respond to a request for comment, so it’s unclear how the company will reimburse its customers. Amazon had taken a 30 percent cut from the in-app purchases, according to the FTC.

In 2014, Apple and Google settled similar cases over in-app purchases with the FTC, which resulted in a combined $51 million in refunds to customers.

In Apple’s case, the company emailed and sent postcards to every customer who might have been affected. Apple eventually received 37,000 claims, and made refunds to them all.

Facebook Pursuing Deal To Live Stream MLB Baseball Games

February 23, 2017 by  
Filed under Around The Net

Facebook Inc is currently negotiating with Major League Baseball to live stream one game per week during the upcoming season, which could be a key win as the social media platform works to offer more live sports, according to two people familiar with the situation.

Facebook has pushed to sign deals with owners of sports rights to live stream their games, going after an audience that competitor Twitter Inc is also trying to capture, according to sports media consultants.

For social media platforms like Facebook and Twitter, live streaming sports is key to attracting people since sports is one of the few types of content that people still watch live.

“Facebook is aggressively going after sports content and they are now one of a number of competitors to traditional media outlets that are going after sports programming,” said sports media consultant Lee Berke. “It makes perfect sense that they would be going after name brand properties like the MLB.”

The companies were in advanced talks, according to one source. It was unclear which games MLB would live stream on Facebook. A representative for Facebook and MLB declined to comment.

By partnering with Facebook, MLB would get access to a young audience at a massive scale, consultants said.

The size of Facebook’s reach was a big reason Univision Communications Inc decided to use Facebook Live to live stream Mexican soccer matches in English, said Tonia O’Connor, chief commercial officer and president of content distribution at Univision.

Under that deal, Facebook will live stream 46 matches by Mexican soccer league Liga MX in 2017. Terms were not disclosed.

Over the past few months, Facebook has live streamed global basketball and soccer matches and table tennis.

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