Over the last few years, competitive gaming has made huge strides, building a massive fanbase, supporting the rise of entire genres of games and attracting vast prize pots for the discipline’s very best. Almost across the board, the phenomenon has also seen its revenues gaining, as new sponsors come on board, including some major household names. Sustaining the rapidity of the growth of eSports is going to be key to its long term success, maintaining momentum and pushing it ever further into the public consciousness.
In order to do that, according to Newzoo, eSports need to learn some lessons from their more traditional athletic counterparts. Right now, the research firm puts a pin in eSports revenues of $2.40 per enthusiast per year, a number which is expected to bring the total revenue for the industry to $275 million for 2015 – a 43 per cent increase on last year. By 2018, the firm expects that per user number to almost double, reaching $4.63.
That’s a decent number, representing very rapid growth, but it pales in comparison to Newzoo’s estimates on the average earning per fan for a sport like Basketball, which represents a $14 per fan revenue – rising to $19 where only the major league NBA is a factor. To catch up to numbers like this is going to take some time, but Newzoo’s research has listed five factors it considers vital to achieving that aim.
Right now, MOBAs are undeniably the king of the eSports scene, and one of the biggest genres in gaming. The king of MOBAs, League of Legends, is the highest earning game in the world, whilst others like Valve’s DOTA 2 are also represent huge audiences and revenues, including the prestigious annual International tournament. Shooters are also still big business here, with Activision Blizzard recently announcing the formation of a new Call of Duty League.
Nonetheless, MOBAs are still the mainstay and if you don’t like them, you’re not going to get too deeply into competitive gaming as a fan. Although their popularity with the athletes is going to make them a difficult genre to shift, Newzoo says that broadening the slate is a key factor to growth.
The major tournaments bring players, and audiences, from all over the world, but it’s often only the very top tier of players who can find themselves a foothold in regular competition. Major territories like the US, South Korea and Europe have some local structure, but again League of Legends stands almost alone in its provision of local infrastructure. By expanding a network of regular leagues and competitions to more countries, eSports stands a much better chance of building a grassroots movement and capturing more fans.
Already a problem very much on the radar of official bodies and players around the world, the introduction of regulation is always a tough transition for any industry. However, when you’re putting up millions of dollars in prize money, you can’t have any grey areas around doping, match fixing and player behaviour at events. These young players are frequently thrust into a very rapid acceleration of lifestyle, fame and responsibility – a heady mixture which can prove to be a damaging influence on many. Just like in other sports, stars need protecting and nurturing – and the competitions careful monitoring – in order for growth to occur without scandal and harm to its stars.
Dishing out the rights to broadcast, promote and profit from eSports is a complex issue. Whilst games like football are worldwide concerns, with media rights a hotly contested and constantly shifting field, nobody owns the games themselves. With eSports, every single aspect of the games being played is a trademark in itself, with its owners understandably keen to protect them. However, with fan promotion such a key part of the sport’s growth, and services like Twitch a massive factor in organic promotion, governing the rights of distribution is only going to become a murkier and more complex business as time goes on. With major TV networks, well used to exclusivity, now starting to show an interest, expect this to become a hot topic.
Conflict between new and old media
That clash of worlds, between the fresh and agile formats of digital user-sourced broadcasting and the old network model is also going to be source of many of its own problems. One or the other, or even both, is going to have to adapt fast for there to be a convivial agreement which betters the industry as a whole. There’s currently considerable pushback from established media against the idea of eSports becoming accepted as a mainstream activity, fuelled in no small part by their audiences themselves, so a lo of attitudes need to change. Add to that the links between these media giants and many of the world’s richest advertisers and you can start to see the problem.
The project has been code-named Titan and its leaders have been given permission to triple the 600-person team, the WSJ said, citing people familiar with the matter.
For Apple, a “ship date” doesn’t necessarily mean the date that customers receive a new product; it can also mean the date that engineers sign off on the product’s main features, the WSJ said.
Apple spent more than a year investigating the feasibility of an Apple-branded car, including meeting with two groups of government officials in California, according to the Journal.
Sources told Reuters in August that Apple was developing a car and studying self-driving technology, but it was unclear if the iPhone maker was designing a vehicle that could drive itself.
Apple was not immediately available for comment.
The Cupertino, California-based company doesn’t currently plan to make its first electric vehicle fully autonomous, WSJ said on Monday.
Apple has been consistently hiring car experts as part of its effort to build a team in automated driving.
Apple has hired this year Megan McClain, a former Volkswagen AG engineer with expertise in automated driving, and Vinay Palakkode, a graduate researcher at Carnegie Mellon University, a hub of automated driving research.
Apple also hired a senior engineer from electric car maker Tesla Motors Inc, according to a LinkedIn posting.
The PlayStation business has had another phenomenal quarter in the first four months of 2015, selling three million PS4 units and turning in an operating income of $160 million from revenues of $2.365 billion. There are now 25.3 million PlayStation 4 units in the hands of players worldwide – a number achieved in less than two full years.
The console continues to be the company’s fastest seller – outpacing the PS2, which took two years and eight months to reach the 20 million mark. Furthermore, thanks to dropping production costs for PS4 hardware, a 12 per cent increase in sales from the same quarter last year translated to a massive 350 per cent rise in operating income.
A strengthening dollar again hurt Sony’s bottom line, having an estimated impact of 15.6 billion Yen on the revenue total of 288.6 billion Yen, but this was massively outweighed by the increase in sales and the efficiency gains of Sony’s operation. On the strength of the results, Sony has added another 20 billion Yen in operating income to the sector’s full year forecast.
The sales rate of PS4 shows a healthily steady growth in player base, returning to a gradual upswing after a huge blip in Q3, 2014. Sony has upgraded it full year forecast from 16 million units to 16.5 as a result – a figure which would show a substantial increase on 2014′s 14.8 million total. By Sony’s own reckoning, the end of Q1 2016 will see nigh on 40 million of the consoles in homes. Vita sales once again went unmentioned in the report, whilst the gradual decline of PS3 continued.
Hardware wasn’t the only success story. Network, (“Network includes network services relating to game, video, and music content provided by Sony Network Entertainment Inc.”) mad almost as much in revenues, netting around 105.8 billion Yen compared to Hardware’s 129.5 billion. The Other category (Other includes packaged software and peripheral devices) brought in 30.6 billion.
Overall, the corporation turned a healthy profit, banking $676 million in net from sales of nearly $15 billion. Whilst the PlayStation business is very healthy indeed, it’s far from Sony’s only, or even biggest, success story: Devices, Imaging, Financial Services and Music all continue to return a higher operating income.
It seems that Google has not given up on its Google Glasses project after all.
The dark satanic rumor mill has manufactured a hell on earth yarn claiming that Google is testing the next version of the Google Glass called GG1.
Apparently the geek gizmo is being looked at by the US Federal Communications Commission (FCC) which is testing them to see they are safe for human use. They are not the fashion police, so they are more likely to pass the test.
The next Glass details revealed in GG1′s documentation which said the new product is going to appear on a particularly Glass-like rectangular display.
The rumors suggest that the device is available on a submenu that requires users to “scroll left and right” — the scrolling directions used on the last version of Glass.
Google pulled the gadget from testing, despite a fair bit of interest last year.
Last week it was reported how Geeknet Inc. was in the process of being bought out by retailer Hot Topic for $16 a share or $37 million in cash.
However we have just discovered that deal was squashed because Thinkgeek got a better deal from Gamestop.
GameStop offered $20 per share and Hot Topic wanted away. GameStop’s $20 per share deal also includes $37 million in cash and comes out to a total valuation of $140 million.
Geeknet must pay Hot Topic a three percent “break-up fee,” which GameStop has agreed to reimburse.
What this will mean is that ThinkGeek customers can pick up ThinkGeek merchandise in GameStop stores.
The press release also mentions the potential of offering GameStop PowerUp Rewards members “exclusive, unique and cutting edge merchandise related to their favorite entertainment.”
The deal should be concluded by the end of GameStop’s second financial quarter of 2015, which will happen in August.
At Sony’s 2015 Investor Relations Day today, Sony Computer Entertainment president and global CEO Andrew House detailed the company’s strategy for the coming year, including how it will address some shortcomings.
House began his presentation on a positive note, talking up PlayStation 4 as “the fastest selling hardware platform in our history,” showing better-than expected growth and pushing PlayStation Plus subscriptions to twice what they were in fiscal year 2013. He said the company has a competitive advantage for the moment, and laid out three ways it hopes to maintain that. In addition to next year’s launch of the Project Morpheus virtual reality headset and continued cost reduction efforts, House said the company needs quality software.
“We are working very hard to continue very strong support from third-party pubs and devs,” House said. “Our first-party lineup is a little sparse this year, so I think this places even greater emphasis on getting good third-party support.”
That doesn’t necessarily mean exclusive third-party support. To date, House said Sony has been primarily trying to get multiplatform developers to simply take advantage of features the PS4 has over the competition, like SharePlay, or maybe include extra content in the PS4 version or give players early access to add-on content. Third-party exclusives are still an option, just not a frequently used one.
“I will admit that these are, in the current publishing landscape, few and far between, but we were able to announce a full exclusive around a franchise like Street Fighter so that Street Fighter 5 is a complete exclusive for PlayStation 4,” House said, adding, “Although given publishing dynamics and development costs, those are increasingly difficult to secure.”
House also talked about the decline in Sony’s other platforms. As much as the PS4′s growth has exceeded expectations, so too has the PlayStation 3′s decline. House said the system’s price simply isn’t as competitive in the market as the PlayStation 2 and PSone were after their successors launched, and added that the shift toward more connected console experiences has also made less capable offerings less attractive.
House also cast a dim view of the company’s handheld business. While he noted that the Vita platform remains “strong and vibrant” in Asia and Japan, his outlook for the current fiscal year included declines in the US and Europe. Additionally, he referred to the PlayStation Vita and its microconsole counterpart the PlayStation TV as “legacy platforms” when discussing a write-off of hardware components for the two.
“I would characterize 2015 as the beginning of a harvest period for the PlayStation 4 platform,” House said. “The beginning of a harvest period. That being said, we are also undertaking to invest in the future, and 2015 will also be a year of investment.”
That investment will be focused on a few areas. There’s the Morpheus, of course, as well as continued spend on original PlayStation entertainment content like the TV show Powers (which was recently greenlit for a second season). On top of that, House said Sony would be investing in the expansion of its PlayStation Vue television streaming platform and a continued re-architecture of its PlayStation Network with an eye toward increasing stability and reducing maintenance downtime.
The OS will be in the spotlight at Google’s massive I/O conference in San Francisco later this week. As well as pushing into home appliances, it could also be extended to play a deeper role in virtual reality, allowing Android developers to build apps for smartphones or VR headsets.
Google hasn’t confirmed any of those plans yet, but as usual, the rumor mill has been in motion. Extending Android to even more devices could help Google draw more people to its online services, and by putting the software in home appliances, Google could gather further valuable insights into people’s behavior.
Google already has its Works with Nest program, which lets appliances talk to its thermostat and smoke alarm for certain energy-related tasks. But according to a report last week in The Information, Google is developing new technology called Brillo that will run on low-powered devices independent of Nest with as little as 64MB or 32MB of memory.
That means just about any appliance around the home — the lights, the air conditioner, a Crock-Pot — could be running Brillo and hooked up to the Web, so you could control them remotely from a smartphone or a PC. It’s a well-worn path that Microsoft and many other vendors also are treading, as they try to provide software and connectivity for tomorrow’s Internet of Things.
At I/O, Google may also push Android deeper into virtual reality. In March, the Wall Street Journal reported that Google was developing a VR version of Android.
There will likely be a version of Android that runs virtual reality applications. Such a system could make it easier for developers to use the sensors and other capabilities in smartphones to create VR apps, or else support multiple displays for an immersive experience. The Google I/O schedule lists some sessions focused on designing and developing VR apps.
Hackers from Brazil have managed to discover a new exploit for the PS4 which enables them to bypass the DRM on any software and games.
A couple of weeks ago, a number of electronic stores in Brazil had been advertising the means to copy and run a series of ripped retail games on the console.
At the time little was known about the hack back then, but information gradually began to trickle out from customers and make its way around the web. Please see below for commentary from Lancope.
Gavin Reid, VP of threat intelligence, Lancope said that Sony was playing an arms race against groups that benefit from the abilities to copy and share games.
The hack originates from a Russian website and has been pushed into the public by Brasilian retailers. The hack isn’t necessarily a jailbreak for the PS4, nor is it really a homebrew technique.
What they did was use a retail PS4, with several games installed on it, with it’s entire game database and operating system (including NAN/BIOS). This was then dumped onto a hacked PS4 via Raspberry Pi.
The entire process costs about $100 to $150 to install 10 games and $15 per additional game.
“Open source groups like Homebrew with more altruistic motivations of extending the functionality of the console alongside groups selling modified consoles specifically to play copied games and of course the resell of the games themselves at fraction of the actuals costs. This has happened historically with all of the major consoles. It would be highly unlikely not to continue with the PS4,” he said.
The disclosure is a further indication that Google Glass, which is still being sold to business, will be revived at some point as a product for consumers.
Luxottica is working with Google on a second version of Glass, and the online giant is also rethinking how a future model might look, Massimo Vian, one of Luxottica’s two CEOs, told shareholders in Milan.
“In Google, there are some second thoughts on how to interpret version 3 [of the eyewear]. What you saw was version 1. We’re now working on version 2, which is in preparation,” Vian said, according to the Wall Street Journal.
He didn’t give details about the product or say when it might be introduced.
Launched in 2013, Glass became popular among technology enthusiasts, but its $1,500 price tag held back wider adoption. Many also felt awkward about wearing a computer on their face in public, and the device’s ability to record video surreptitiously sparked privacy questions.
Google, though, believes the headset has potential for consumers but that it needs to be reworked. In the meantime, it’s still selling the device to businesses, which have found uses for it in the workplace.
In 2014, Google enlisted Luxottica to help make Glass more stylish.
Vian traveled to California recently to meet with the new Glass team, the Journal said. The group working on Glass was revamped after Google ended consumer sales of the device in January. The personnel changes included giving Tony Fadell, head of Google’s Nest connected home division, oversight of Glass’ development. His role would be to get Glass “ready for users,” Google Chairman Eric Schmidt said in March.
Luxottica, which is one of the world’s largest eyewear manufacturers, is also working with Intel on a device that will come out next February or March, the Journal said.
Neither company would confirm the new product, said to be announced this week, according to the Wall Street Journal. The report said AmEx payments won’t be possible with the coming Jawbone UP3, but will appear on a future product.
Apple Watch, which last Friday went on pre-order, will also support NFC payments. Apple recently said it has more than 700,000 U.S. stores supporting its technology. In addition to American Express, Apple Watch supports MasterCard and Visa.
The use of NFC in wrist-wearable devices for use with in-store payments is expected to grow. In January, a Fitbit representative at the International CES trade show said the company plans to remain open to including mobile payment capabilities in its fitness bands.
However, adding NFC could drive up costs for wearable devices while creating a sense of application bloat. One smartwatch maker, Guess Watch, a subsidiary of Timex, has not included NFC in its Guess Connect smartwatch, which is coming in the fall for about $350. “We don’t think [payment capability] is what a fashion-focused consumer wants,” said Rob Pomponio, senior vice president for creative services at Guess Watches in an interview at CES in January.
What will matter to consumers about mobile payments on a smartwatch or fitness band will be whether the device can be widely used in stores. While Apple Watch can presumably work in payment terminals at 700,000 stores, that is just a fraction of the 12 million payment terminals in the U.S.
Activist investor Jana Partners is urging Qualcomm Inc to consider spinning off its chip unit from its patent-licensing business to boost the chipmaker’s sagging stock price, the Wall Street Journal reported, citing a quarterly letter that will be sent to Jana investors on Monday.
Jana, one of Qualcomm’s largest shareholders, is also calling on the company to cut costs, accelerate stock buybacks and make changes to its executive pay structure, financial reporting and board of directors, the newspaper said.
Qualcomm said last month it would buy back up to $15 billion of shares and raise its quarterly dividend. The company also said it would continue to return at least 75 percent of its free cash flow to shareholders annually.
In the letter, Jana said the buyback is a positive step but Qualcomm needs to do more to capitalize on its strong position in the chip market. It said Qualcomm’s chip business is essentially worthless at the company’s present market value, the Journal reported.
While the majority of Qualcomm’s revenue comes from selling so-called baseband chips that enable phones to communicate with carrier networks, most of its profit comes from licensing patents for its widespread CDMA cellphone technology.
Earlier this year, Qualcomm’s longtime customer Samsung Electronics Co opted to use an internally developed processor for its new Galaxy S6 smartphone rather than Qualcomm’s latest Snapdragon mobile chip.
Jana executives and Qualcomm’s management have held private discussions since late last year, the Journal said, citing a person familiar with the conversations. In the letter, Jana described the talks as constructive.
Europe’s competition regulator is setting the stage to bring charges against Google Inc in the antitrust investigation over the next few weeks, according to the Wall Street Journal, citing a person familiar with the matter.
The European Commission is asking companies that filed complaints against Google for permission to publish some of the information they submitted confidentially, the Journal said, citing several people familiar with the requests.
Antitrust experts said the requests were a strong indication that formal antitrust charges were being prepared in the case, the Journal said.
Google was not immediately available to comment.
The U.S. search giant has been engaged in a five-year-old antitrust investigation with the European Union that has stalled multiple times and caused a political uproar.
While European Union lawmakers overwhelmingly backed a motion in November urging anti-trust regulators to break up Google, the U.S. Mission to the European Union had suggested that politicians should not influence the inquiry.
A panel of experts appointed by Google to advise it on how to implement EU’s “right to be forgotten” ruling, had suggested in February that the links be removed only from websites in Europe.
European privacy regulators, however, want Internet search engines such as Google and Microsoft’s Bing to scrub results globally, not just in Europe.
AT&T, the No. 2 U.S wireless provider, has been exploring options to pay down its debt and raise funds for investments in recent months. The company declined to comment.
The three sources requested anonymity because the matter is not public.
AT&T and its rival Verizon have been selling non-core assets in recent months. Verizon is close to announcing divestitures of wireless towers and wireline markets worth $10 billion, the Wall Street Journal reported on Monday.
AT&T hired a financial adviser to assist in the sale.
Following spectrum investments and pending acquisitions, AT&T’s debt ratio may rise in the near term, the company said last week after spending close to half of the total bids in the record-setting $44.9 billion spectrum sale that concluded last week.
AT&T emerged the top bidder in the AWS-3 spectrum auction by bagging 251 licenses worth $18.2 billion.
The company has also been investing to expand its footprint in Mexico to grow its business, as the U.S. wireless market reaches saturation. It said last month it would buy bankrupt NII Holdings Inc’s wireless business in Mexico for $1.875 billion.
AT&T also sold its wireline operations in Connecticut to regional telephone operator Frontier Communications for $2 billion in late 2013 to raise cash for network upgrades.
Amazon has considered using the RadioShack stores as showcases for the Seattle-based company’s hardware as well as potential pickup and drop-off centers for online customers, Bloomberg said.
Sprint and RadioShack have had talks about co-branding some of the stores, Bloomberg reported, citing two anonymous sources. The rest of the stores would close down, Bloomberg reported on Monday.
The New York Stock Exchange (NYSE), meanwhile, said its regulatory arm was acting to delist RadioShack shares, and would suspend their trading immediately.
Another bidder could yet emerge to buy RadioShack and continue operating the 94-year-old chain, Bloomberg said.
RadioShack declined to comment on the Bloomberg report and said it had not confirmed any of the information. Sprint declined to comment. Amazon could not immediately be reached for comment outside regular U.S. business hours.
The Wall Street Journal reported on Sunday that Standard General, a hedge fund and the largest investor in RadioShack, was in talks to serve as the lead bidder at a bankruptcy auction.
On Monday, the NYSE said it started the delisting process as RadioShack did not intend to submit a business plan to address its non-compliance with the exchange’s listing standards.
RadioShack had received a warning from the NYSE last month — the second time in a year — that it had 45 days to come up with a business plan.
The exchange sends such a notification when companies listed on it fail to maintain an average market capitalization of $50 million over 30 consecutive days.
RadioShack warned last September that it faced bankruptcy if talks with lenders and stakeholders about a sale or a restructuring failed.
The electronics retailer was once the operator of go-to shops for innovators and engineers for products ranging from vacuum tube speakers to the first mass-produced PC.
But the company has failed to transform itself into a destination for mobile phone buyers, losing out to rivals such Amazon.com Inc and Wal-Mart Stores Inc.
RadioShack said in October that it would seek to convert a loan of $120 million, given by investors including Standard General and Litespeed Management LLC, into equity “in the coming months”.
The sprawling search company would sell the service directly to consumers, according to The Wall Street Journal, which cited unnamed sources. Tech news site The Information reported on the deals earlier this week.
Google is heavily involved in mobile through its Android operating system, the world’s most widely used mobile OS, as well as through selling mobile advertising, and is pushing to make more radio spectrum available for wireless services. But the partnerships with Sprint and T-Mobile would bring the company into the cellular business itself, offering Google phone plans directly to consumers.
The deals would make Google an MVNO (mobile virtual network operator), a carrier that doesn’t build or operate its own network but sells services that run on the partners’ infrastructure. Sprint is the third-largest U.S. mobile carrier and T-Mobile is the fourth largest.
As a powerful and well-heeled newcomer, Google might disrupt the cellular industry, just as it has the wired broadband business with its Google Fiberservice. The U.S. mobile industry has been wracked by new business models and falling prices in recent years.
It’s not clear whether the company will launch a full-scale national effort or a more limited rollout. There are terms in Google’s contract with Sprint that would allow for renegotiation if Google draws a huge number of subscribers, the Journal said.