Friday, September 7, 2012

Obama Chooses Steve Jobs Over Google

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We knew President Barack Obama was an Apple fan (he totes a Macbook and an iPad). Now we have more proof.

During his highly-anticipated acceptance speech to the Democratic National Convention Thursday night, the President was supposed to give a shout-out to search giant Google. Instead, at the last minute, he opted to praise Apple’s founder.

Here’s the line from Obama’s prepared remarks, as given to the New York Times: “We believe that a little girl who’s offered an escape from poverty by a great teacher or a grant for college could become the founder of the next Google.”

And here’s the line as delivered: “We believe that a little girl who’s offered an escape from poverty by a great teacher or a grant for college could become the next Steve Jobs.”

SEE ALSO: Watch the Obama Speech That Set a Political Record on Twitter

The last-minute switch suggests Obama ad-libbed the line, ignoring what was on his TelePrompTer.

Apple’s founder and CEO, who passed away 11 months ago, was also given a shout-out in Governor Mitt Romney’s acceptance speech in Tampa last week.

Here’s Romney’s line: “Business and growing jobs is about taking risk, sometimes failing, sometimes succeeding, but always striving. It is about dreams. Usually, it doesn’t work out exactly as you might have imagined. Steve Jobs was fired at Apple. He came back and changed the world.”

Technically, Romney was incorrect: Jobs quit his post in 1985, after the board refused to back him over a dispute with then-CEO John Sculley (although Jobs would later claim he had been fired).

Regardless, it’s a stunning tribute to Jobs to be mentioned in the speeches of both Presidential candidates. As for Google? Perhaps founders Larry Page and Sergey Brin will get a shout-out in 2016.

RunKeeper’s In-App Personal Training Feature is Now Free

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It’s always helpful to have some guidance when starting a new workout routine, or perhaps running your first 5K. Fitness app RunKeeper announced Thursday that its in-app race training feature is now free.

“Whether your goal is to lose weight, complete a race of a certain distance, or do so with a specific time goal in mind, now you can follow a detailed plan from your favorite coach that will tell you what to do each day, and provide guidance in your ear as you are doing it,” Chas Wagner, community manager at RunKeeper, wrote in a blog post.

RunKeeper launched FitnessClasses in 2010 for $10-$25. It partnered with Olympian Jeff Galloway to create four different training regimes that lasted up to 24 weeks. These same plans are now available at no cost to you. RunKeeper also said they made updates to the app’s “visual design, layout, and functionality” and are continuing to make improvements. What you might notice is that you can now sign-up for the workouts in-app versus having to do so on the website like before. The activity history has also been revamped in the app, so your scheduled workouts appear in the future while your previous workouts appear in the past.

SEE ALSO: RunKeeper Partners With GymPact, Now You’ll Pay For Missed Workouts

“We’ve also seen that those of you who follow these plans have had better success sticking with your fitness activities and achieving your goals!” Wagner said.

The update is available on iTunes and will go live later on Thursday on Google Play.

Would a free training program make you more likely to use a fitness app? Tell us in the comments.

Amazon Kindle Fire HD Packs a Punch [HANDS-ON]

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Amazon packed a faster processor in the Kindle Fire HD, and it shows.

The Kindle HD has a new high-definition 1280x800display with polarizing filter and anti-glare technology

The Kindle Fire HD has rounded corners, giving it a less boxy feel than the original Kindle Fire.

Amazon updated the exterior of the Kindle Fire HD to make it feel more like Google's Nexus 7 tablet.

The tablet is both thinner and lighter, and feels closer to Google’s Nexus 7 or Samsung’s &-inch Galaxy Tab

With X-Ray for movies you can tap on the screen and instantly see what actors are in that scene.

Tapping on an actor within X-Ray will bring up a biography of that actor and links to other movies they've been in.

The Kindle Fire HD is the world's first tablet with dual-band, dual-antenna Wi-Fi.

Games can be picked up where you left off between kindle devices.

The 8.9-inch Kindle Fire HD has USB 2.0 and Micro-HDMI

Amazon has announced the next-generation of its popular Kindle Fire tablet: the Kindle Fire HD. Available in both a 7-inch and a larger 8.9-inch model, the device improves upon the original model, while keeping some of the same features users have come to know and love.

Available for pre-order Thursday, the pint-sized tablet will keep the $199 price point of its predecessor (which saw a price drop today to $169), while buffing up its spec sheet.

One new feature called Free Time allows parents to customize what their children are able to do on the tablet. With support for several different profiles — so you can have one for each child — the feature can let you dictate how much time your child is able to spend doing each activity on the tablet. For instance, you can restrict gaming to just 30 minutes a day, and make reading unlimited on the device.

We got to spend a little time with the all-new Kindle Fire HD after Amazon’s launch event in Santa Monica and were overall pretty impressed with what we saw.

Even if you’re already a Kindle Fire owner, the new Fire is going to feel like a whole new device. The tablet is both thinner and lighter, has rounded edges, and feels closer to Google’s Nexus 7 (although it has a slightly larger bezel) or Samsung’s 7-inch Galaxy Tab than it does the original boxy model.

Amazon packed a faster processor in the Kindle Fire HD, and it shows. The tablet loaded up games and movies with ease, and we didn’t see any lag when trying to switch between applications.

The tablet doesn’t appear to be as zippy as Google’s Jelly Bean-toting Nexus 7. But it’s still quick, and easy enough to transition between applications that you’re not likely to notice much of a difference.

X-Ray for Movies will be available on both sizes of the Kindle HD as well as the updated version of the Kindle. If you’re a movie buff, you’re going to get pretty excited about this.

As you’re watching a movie, tapping the top of the screen while a film is playing will bring up the names of all the actors in that particular scene. Tap on those actors, and you can read a brief biography of their work and see what other movies they’re in. The feature is powered by IMDB.

While it did have the device on hand, Amazon wouldn’t let us get our hands on its larger 8.9-inch Fire HD. The device isn’t set to launch until November, so the tablet may just not be ready for the hands of nit-picking journalists.

We did get a little eyes-on time with the 8.9-inch device, and were able to snap a few photos. Boasting a spec sheet similar to that of its smaller brother, the tablet appears to be a steal at just $299.

What do you think of Amazon’s new Kindle Fire HD? Let us know your thoughts in the comments.

SEE ALSO: Amazon Blows Up the Tablet Market

Apple Working On Pandora-Like Service [REPORT]

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We know Apple is vehemently against being copied, but the iPhone maker might be taking a page out of Pandora‘s playbook. It may be, according to a report on the Wall Street Journal, creating a similar service.


The music service from Apple would supposedly work with all Apple’s existing products. It would operate similarly to Pandora in that users could select a musician they like and a station would play songs by similar artists.


The WSJ article says Apple is attempting to negotiate its own licensing deals with record companies as opposed to the government-set rates paid by Pandora. The story also suggests this new service might be unveiled at Apple’s big event next Wednesday, Sept. 12.


Apple’s iTunes is a top destination for song downloads, but streaming audio sites like Pandora and Spotify offer up some competition.


Would you use a music service similar to Pandora, but from Apple? Sound off in the comments.

Kindle Paperwhite Has a Screen You Won’t Want to Put Down [HANDS-ON]

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Amazon improved the contract on the display by 25% and added 62% more pixels than the previous version – the result is crisp, easy-to-read text on a screen that is essentially glare-free. If you’re rocking a current-generation Kindle Touch you’ll notice the difference right off the bat.

The built-in light illuminates the screen from the top down, so it feels like ambient light rather than a bright light shining back in your face.

Fonts are available in 6 different styles and 8 different sizes, so you can read at just the right size for you.

One killer new feature of the Kindle Paperwhite is Time to Read. The feature pays attention to how fast you’re reading a particular book, and then displays at the bottom of the screen how long you have left in the chapter and the book as a whole based on your reading speed.

Reading time is displayed in small font on the bottom left of the screen. While certainly a simple feature, it’s one that we can definitely see readers using again and again.

Definitely a help in situations such as: Should you stay up and finish a chapter, or save the book until the morning? Do you have enough reading material for that 6-hour flight, or should you find a new book to download before take off?

The Kindle Paperwhite is available now for pre-order from Amazon ($179 for the 3G version and $119 for the Wi-Fi only model), and is expected to ship on October 1.

When Barnes & Noble released the Nook with GlowLight earlier this year, we suspected that it was only a matter of time before Amazon answered with its own e-reader with a built-in light.

Today we saw that reader in the form of the Kindle Paperwhite. The e-reader has a backlit display, improved screen resolution and new hand-tuned fonts especially for the Kindle. Fonts are available in six different styles and eight different sizes, so you can read at just the right size for you.

The touch-only device — you lose all the buttons with this one — is light, easy to hold, and based on our first impressions, is an e-reader you’re not going to ever want to put down.

During Amazon’s presentation Thursday, CEO Jeff Bezos described the Kindle Paperwhite screen as one that you wouldn’t ever want to turn off — even when you were reading somewhere where you might not necessarily need a light — and we have to agree.

The built-in light illuminates the screen from the top down, so it feels like ambient light rather than a bright light shining back in your face.

In addition to the light, Amazon also improved the contract on the display by 25% and added 62% more pixels than the previous version – the result is crisp, easy-to-read text on a screen that is essentially glare-free. If you’re rocking a current-generation Kindle Touch you’ll notice the difference right off the bat.

While you’re definitely going to notice the light on the screen when you’re reading in a dark room, the display light was exceptionally unobtrusive in the moderately-lit airplane hanger where we were able to check it out. Unlike traditional tablet lights that shine into your eyes causing eye strain over time, the Kindle Paperwhite felt like a white piece of paper rather than a lit up screen.

One killer new feature of the Kindle Paperwhite is Time to Read. The feature pays attention to how fast you’re reading a particular book, and then displays at the bottom of the screen how long you have left in the chapter and the book as a whole based on your reading speed. SEE ALSO: Amazon To Reissue Dickens Novels in Original Serial Format

Reading time is displayed in small font on the bottom left of the screen. While certainly a simple feature, it’s one that we can definitely see readers using again and again. Definitely useful for answering questions such as: “Should I stay up and finish a chapter, or save the book until the morning?” or “Do I have enough reading material for that 6-hour flight, or should I find a new book to download before take off?”

Speaking of reading time, Amazon claims you’ll be able to get an impressive 8-weeks of battery life with the reader, even with the light on.

The Kindle Paperwhite is available now for pre-order from Amazon ($179 for the 3G version and $119 for the Wi-Fi only model), and is expected to ship on Oct. 1.

What do you think of the Kindle Paperwhite? Let us know your thoughts in the comments.

Microsoft Asks Consumers to Compare Bing to Google Via a Pepsi Challenge


Microsoft is trying a new marketing gambit to get consumers to use its Bing search engine: A blind taste test.


The campaign, called Bing It On, asks users to compare any five search results for Bing and Google side-by-side without knowing which is which, and pick out the results that are the most relevant. Users can do this using BingItOn.com and then find out whether they really prefer Google or Bing. It’s basically the online equivalent of the Pepsi Challenge.


The Bing It On campaign comes on the heels of an independent study of nearly 1,000 Internet users commissioned by Microsoft, which found that people prefer Bing’s search results to Google’s two-to-one in blind comparison tests.


Despite these findings, Bing has been stuck in a distant second place behind Google in the search market. Bing currently has just 15.7% market share, while Google has two-thirds of the market, according to the latest numbers from comScore, though Microsoft’s share jumps to 28.7% if you include Yahoo’s sites, which are powered by Bing.


“We’ve increasingly seen that customers have a tough time breaking their Google habits,” Lisa Gurry, Bing’s senior director, told Mashable. “The use of Google for any search is very habitual, like tapping your foot in a meeting, you don’t really give it a lot of thought. With this campaign, we want to help people realize there is another option for search.”


We reached out to Google for comment and will update this post when we hear back.


This isn’t the first time that Microsoft has tried to battle consumers’ ingrained habits. In February, the company launched a Pepsi Challenge for its Windows Phone that offered side-by-side comparisons to iPhones and Android-based devices. That programhit a glitch the following month when an Android user charged that the competition was rigged. This time around, Microsoft is going all out by promoting the Bing It On campaign during the MTV Video Music Awards on Thursday and in Microsoft stores around the country.


Microsoft is also launching a sweepstakes to promote the Bing It On challenge. Anyone who tweets about the campaign using a link found on Bingsweeps.com will be entered to win one of several Microsoft prizes including a Surface tablet, Xbox, Windows phone and more.


While the Bing It On campaign is a fun idea, it could also end up backfiring on Bing. When this reporter took the test, Google won five out of five rounds.

Amazon FreeTime Gives Parents More Control Over What Kids Watch

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Along with its new line of Kindle tablets, Amazon unveiled a feature called FreeTime that “reinvents parental controls” at a press event on Thursday.

Kindle FreeTime lets parents control what media their children have access to, and for how long they can access that media. Need to put a cap on the amount of TV shows your child watches on their device? That’s possible with FreeTime.

“With FreeTime, parents never have to worry what content their kids will access—parents select all of the content their kids can see and kids can’t exit FreeTime without a password,” reads an Amazon press release.

“FreeTime also lets parents limit their kids’ screen time by content type—they may choose to limit videos and games, for example, but make reading time unlimited.”

FreeTime supports several profiles, meaning parents can change the settings in one Kindle so the controls will be different for each child. The service will be available for free on all of the new Kindle Fire devices in the coming weeks.

Would you use FreeTime? Tell us in the comments.

Photo by Emily Price

Can Interest Targeting Improve Facebook’s Ad Model?

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Most people don’t hear the name “Leighton Meester” and think “jewelry,” but there’s a strong correlation between the Gossip Girl star and consumers who are in the market for some bling.

The relationship had been unexploited and probably unknown until SocialFlow, the New York-based social media marketing firm, crunched the numbers. Working on behalf of a large jewelry client, SocialFlow was able to buy ads against Facebook conversations about Meester.

The result, says Frank Speiser, co-founder of SocialFlow, was a 2x to 3x jump in click-through rates for ads.

Since CTRs for Facebook ads are notoriously low, the actual figures are unlikely to impress outsiders, but getting a 0.03% rate instead 0.01% is a big jump. Speiser also says that there’s a big viral lift — a.k.a. new conversations — for brands that run such so-called “interest targeting” campaigns. (Though his term for it is the far geekier “linguistic prototyping.”)

Speiser was in full pitch mode on Thursday for linguistic prototyping as SocialFlow brought its Crescendo product out of beta. While SocialFlow’s eponymous product lets marketers help target and measure their activity on Facebook and Twitter, Crescendo lets them buy ads on Facebook as well.

The value-add is that the ads are based on interest targeting so unlikely associations like Meester and jewelry can be employed instead of the comparatively inexact demographic targeting.

In the marketing world, there’s nothing new about psychographic targeting, a concept coined in 1974. The idea is that the more you know about a consumer’s mindset, the better you can market to them. For example, fans of Lifetime’s America’s Supernanny are more likely to be fans of Walmart while Target customers are apt to be devoted to CMT’s Top Secret Recipe, according to Bluefin Labs.

To use a classic, if likely apocryphal example, data mining firms discovered in the early ’90s that there was a high correlation between sales of beer and diapers between 5 p.m. and 7 p.m., so savvy retailers put the two close to each other.

Although Amazon has excelled at introducing customers to new products they might like based on such logic, it’s a relatively new idea in social media. One issue is that the SEO template set by Google encourages a more literal approach. As Heather Pidgeon, VP of services at SEO firm iProspect notes, if you were to run a jewelry ad for the search term “Leighton Meester,” Google would show preference for other ads that have a clearer connection.

The other issue is automation. Facebook rolled out Interests Targeting in August 2011, but the drop-down menu is likely to be useless unless you have access to the kind of fancy algorithm that SocialFlow has. “You could guess the targeting, but humans don’t have the ability to listen to that number of signals,” Speiser says.

Those barriers help explain why demographic targeting has so far been the norm for Facebook. However, with so much scrutiny of late on Facebook’s ad model, the company would be wise to do a better job marketing interest targeting as third parties like SocialFlow work out the kinks.

“The whole targeting of interests and groups has to change,” says Pidgeon. “You have to not only be able to buy the hot terms, but the right hot terms.”

Image courtesy of Flickr, david_shankbone

18 Animated GIFs From MTV’s Video Music Awards

There was no shortage of GIFs from Thursday’s Video Music Awards, as MTV and viewers instantly transformed the show’s best moments into this year’s most addictive web format.


MTV simplified the GIF-making process by embedding “Snap a GIF” button in every video player. Some of the resulting creations are displayed on this GIF Wall and on MTV’s Tumblr page.


“This is the vernacular of the audience, so we want to give them more tools to amplify this behavior,” Colin Helms, MTV’s SVP of digital media, previously told Mashable. “We don’t want to make it hard for them.”

SEE ALSO: One Direction Wins Most-Share Worthy Video at VMAs

So what caught the eye of the GIF artists out there? Check out the gallery above.


Animated GIFs have become a popular vehicle to showcase notable moments of 2012, particularly for awards shows. In January, a GIF of comedian Tina Fey photobombing Amy Poehler during the Golden Globes went viral. Popular Academy Awards GIFs in February captured the best moments, including Angelina Jolie’s leg.


What’s your favorite GIF from this collection? Let us know in the comments.


Entertainment editor Christina Warren gathered the GIFs and wrote the captions for the gallery

Faux Documentary Mocks Pretentious Instagram Photographers

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Nothing can lead to delusions of photography grandeur quite like Instagram. Every average Joe is now just a filter or two away from becoming the next Ansel Adams.

Meet @thexavius, who is depicted in the YouTube video above as the world’s premiere Instagram artist.

SEE ALSO: Facebook Completes $730 Million Instagram Acquisition

“What people don’t understand about Instagram is that it has democratized the process of creating beautiful images,” he says in the video.

“It used to be just people who knew how to use cameras.”

Amazon explose le marché de la tablette

Amazon Kindle Fire HD

It is the war. New collection jaw-drop of Amazon Kindle Fire HD tablets adapted almost everything we thought we knew in the Tablet market.

He lowered the price while offering improvements and new technologies in almost all imaginable areas. He has had the wake-up call of the Tablet Kindle Fire successfully, based on Android 2.3 "Gingerbread" and turned into a shooting of the options of the tablet.

Mashable OP-ED: This post reflects the opinions of the author and not necessarily those of Mashable as a publication.

As CEO of Amazon, Jeff Bezos unveiled a Kindle Fire after another, he made so much I've confused - it has become clear that there are no rules on prices, sizes of screen and component technologies.

Amazon has relaxed in what would become the milestone with the new Kindle Paperwhite ereader. The company that essentially launched the e-reading generation is not made with reflective imaging technology. Bezos said Amazon actually invented new technology of super-white screen, ultrafine and now self-bed ereader. However, it is not known if he has worked with E - Ink to develop or really build on their own.

The Paperwhite expected, however, was just a parameter table for Tablet-palooza.

First Amazon reduced the price of the original Kindle fire to $159, but not without making it faster (better processor and more RAM) and improve the life of the battery. Then things started to get the crazy.

Bezos happily displays the new Kindle Fire HD. But wait, he had a shelf in each hand. What was happening here? Amazon concocting a 7-inch Tablet and a 8.9 inch, too. Two powerful devices with processors dual core and on the device of 8.9 inches, a 1920 x 1200 screen.

The kicker: the new 7 inch Kindle HD costs $199 and the larger Kindle Fire HD, which is packaged with a scandalous amount of advanced technology (Dolby Digital, MiMo Wi - Fi, laminate touch sensor), is only $299.
Then, while still, our JAWS hanging open, Bezos dropped the bomb: a $499 4 Kindle Fire HD LTE. To put this in perspective costs, a 32 GB, 4 G LTE iPad 3 $729, $230 more than inch-1 small Kindle Fire HD.

This is not a shot across the bow of Apple, it is a nuclear explosion in the Centre of the Apple ' Office of CEO Tim Cook.

Bezos essentially just has rewritten the rules of the game of the tablet. And these rules are very simple: hardware doesn't matter. Services are King. And in the realm of services, the rules of the Amazon.

"We want to make money when people use our devices, not when they buy our devices," Bezos said as he unveiled new tablets.

The strategy is not surprising. Amazon and Bezos showed a strong willingness to upgrade content consumption devices meet the needs of consumers. They quickly realized that the key to success was not only in the sale of much material, it made the purchase and consumption of seamless experience.

Bezos never failed in this strategy, but he did everything in his power, today, to make it more clear.

Announcements of today expanded on the idea of a "something for everyone" approach. Amazon now has more tablets than Apple and in a greater variety of options. E of ink on the LCD screen. 7-Inches to 8.9 inches and only WiFi 4 g LTE. Strategy of the Amazon is not on top-selling more expensive material users and services (they even started option G 4 giving 250 MB of data and cloud storage); It is decisions that you can have your Amazon content how you like it, you like it when and where you like it.

With this wide range of options for Tablet, Amazon well established as player number two of compressed space. It has, by its own measure 22% of the compressed United States market. These options (start as little as $69 and topping off $499) could Vault it to 50% by early 2013.

Apple will certainly be counter this fall with a mini iPad. It will be certainly cheaper than the iPad of the retina and show all the features large iOS 6. However, it is unlikely that Apple will do the same sort of statements on the services and equipment, or that Tim Cook say something like this gem of Bezos, "people do want gadgets more." They want services. "Apple business is built on the gadget lust. Tim Cook knows he has to deliver a superb new device every year or to maintain the mystique of it.

It is at least, the perception of the Apple company. The reality is that apple made billions of dollars in sales and development of the app. But no one thinks of them as a service. This is perhaps because Apple paves the way for new gadgets with mobile operating system updates, while Amazon barely mentions the platform. No one knows with certainty, for example, the version of Android is the super-slick Kindle Fire HD interface. The only "software" that matters to Amazon and Bezos is the kind that allows you to consume and manage your content bought by Amazon.

Apple can simply answer this fall with an iPad that is less powerful and more focused on content consumption, or Tim Cook needed a new artillery? You be the judge.

Better Homes and Gardens Launches ‘Paint Anything’ App

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DIYers, rejoice! Better Homes and Gardens magazine launched an iOS app that focuses on the most affordable DIY project — painting.

The new “How to Paint Anything” app [iTunes link] is a digital catalogue of paint projects, for everything from walls to fabric to flooring. Items you can paint are arranged in six general categories, with more than 50 detailed painting project instructions. The 99 cent app works on iPad, iPhone and iPod Touch. No plans for an Android version yet.

Jill Waage, editorial director for home content at Better Homes and Gardens, tells Mashable they focused on painting specifically because “it’s such an affordable way to update your space.”

“Paint projects are popular with our readers on all our platforms,” she added.

Each painting project on the app also lists what supplies you’ll need to have. If you don’t have those items, you can create a shopping list, and even print the instructions. When you add a project to your shopping list, the list is automatically populated with the items you’ll need to buy. You can remove and add items if you need, or sort your shopping list by project.

SEE ALSO: Better Homes & Gardens Comes to the iPad [PICS]

Add notes on individual projects and save projects you want to do later to “favorites.” A general “Painting Tips” category takes you into a list of niche painting projects – painting plastic, bricks, vinyl flooring — and tells you how to do each project in clear detail. Further down that list are general painting tips, even advice for selecting colors with tips from real decorators (for instance, New York City designer Sara Gilbane says it’s best to use yellow wall paint in a room with lots of natural light or it can look drab).

“It meshes the creative side of painting and the technical part of it,” Alicia Chilton, digital home design editor for BHG.com, said about the app.

Better Homes and Gardens is no stranger to the digital space. In fact, the company’s pretty pins have made it one of the top brands on Pinterest.

Will this app help you with your DIY projects? Tell us in the comments.

10 Most Shared 2012 Democratic Campaign Ads on YouTube

President Obama will speak Thursday night at the Democratic National Convention to formally accept his bid as the Democratic candidate for the 2012 Presidential election, and no one can predict how much his speech will stir up the social networks.


One thing’s for sure, though — Obama has already rounded up a powerful social following, with his campaign ads generating a significant amount of buzz this election season.


Unruly Media has analyzed that buzz, rounding up the top 10 most-shared ads on YouTube. Though this is Obama’s second campaign, his ads have hit record shares — his number one ad being shared more than 318,000 times on Facebook and Twitter.


The most shared Democratic ad had almost 136,000 more shares than the most widely-spread Republican ad.

SEE ALSO: 10 Most-Shared 2012 Republican Campaign Ads on YouTube

Obama’s ads have taken less traditional methods this election. Many of the most popular ones were “short films” or documentary style running anywhere from five to 16 minutes and several used notable celebrities to narrate the topics.


While the GOP ads focused on welcare reform and small business owners, the top 10 Democratic ads discussed LGBT rights, the Affordable Care Act (aka Obamacare), and Obama’s repeal of “Don’t Ask Don’t Tell”.


The ads for the POTUS also addressed his main reelection theme of “progress made,” establishing the work Obama has done in office, pairing with the Democratic campaign slogan: “Forward.”


But the most popular Democratic ads this election have also been the more positive ones. Only two of the 10 are “attack ads” featuring Mitt Romney’s name or face. In comparison, President Obama’s name or face was used in eight of the 10 most-shared Republican ads.


Which Democratic ad did you find the most powerful? Share your thoughts in the comments below.


Read more of Mashable’s coverage of the Democratic National Convention:


The first third-party games go live on Zynga.com

Anthony Ha is a writer at TechCrunch, where he covers the media, advertising and start-ups. Previously, he was a writer for Adweek staff technology, worked as editor on the tech VentureBeat blog and was also a journalist for Hollister Free Lance, where he won the California Newspaper Publishers Association Award for breaking news coverage and writing... ? Learn more

zynga logo

Zynga announced his platform of Zynga social games in March. Since then, the own Zynga Games went live to Zynga.com, and the company has been reveal more details and partners. What seems to have been absent up to now, however, were the real games, built by undertakings other than Zynga and live on the platform.


Today, at an event of press highlighting Zynga partners, the company said the first third-party games were launched to Zynga.com - four games, specifically. The titles are:


Zynga also announced nine new partners for the platform of Zynga: Antic Entertainment, Big Bite Games, CrayonPixel, Eruptive, JamRT method, Playnery, RocketPlay and TikGames. This brings the total number of partners of the platform to 24.


The platform enables developers to display in the stream of Zynga.com social game activity and also to include social features like chat and multiplayer. It is available for the web and mobile games. Indeed, Zynga said it has recently launched its first game of partner for mobile - Horn by sets of phosphorus.


You can read more about the new games in this blog post of Zynga.



Zynga was founded in July 2007 by Mark Pincus and named after his late American bulldog, Zinga. Loyal and spirited, name of the Zinga is a blink of eye to a legendary African Warrior Queen. Team founder Eric Schiermeyer, Michael Luxton, Justin Waldron, Kyle Stewart, Scott Dale, John Doerr, Steve Schoettler, Kevin Hagan and Andrew Trader included early support. Mission of Zynga is connecting the world through games. Every day millions of people interact with their friends and express their unique personality thanks to our...

Is iPhone following this Apple? Yes, of course, why not

Biggs is the editor of TechCrunch, East Coast. Biggs has written for the New York Times, InSync, USA Weekend, Popular Mechanics, Popular Science, money and a number of other points of sale on the technology and watches. He is the former editor of Gizmodo.com and lives in Bay Ridge, Brooklyn. You can Tweet him here and G + him here. Send him directly to... ? Learn more

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For the past few weeks, Apple pieces were leaks left and right. Today, about three weeks before that we expect the new iPhone to launch, iResq has rebuilt the new iPhone spare parts, showing the new connector (a micro port USB-size that I predicted a month ago) and a slightly longer screen. The glut of pictures of this new model point to little, and especially the new role of Apple in the ecosystem of providers.

Remember two years when the Apple security and local police literally low busted door Jason Chen, and stole his computers at the instigation of Apple? It was then that Steve Jobs was still at the helm and security was apparently important to the organization.

Instead of protecting against leaks, Apple is now shrug his shoulders at them. "Our weekly iPhone sales continue to be affected by rumors and speculation about new products," said Peter Oppenheimer, Chief Financial Officer Apple. Two years ago, Apple had Office of San Mateo County Sheriff as their private army. Now, they are all "Shit happens".

I am much less concerned by an iPhone reconstructed from pieces of scrap metal that ask how these parts a leak first scrap. To be honest, I prefer an Apple trying to change this manufacturing industry by forcing accountability, control and secrecy. Manufacturers love of leaks of information to pump and dump their stock. Would previously, Digitimes position simply refers to an Apple partnership do usually the tip. Now, with a new, kinder Tim Cook at the helm, it is clear that the manufacturers are less afraid of Cupertino.

I am upset by this for a reason: Apple manufacturing environment will be much less regulated and far more damaging to the environment and in terms of human capital. Mike Daisey and his magical, iPad psychologically crippled men side, Apple has done more to change the face of Asian manufacturing than any material business. The constant refrain of "cheaper, faster, less regulation" was completely disrupted by the power of Apple and the subsequent criticism that their role in the industry were forced to accept. Apple, force being the largest and the most lucrative client for many of these factories, forced the plants to change. When Greenpeace and This American Life are against you (and I think that Apple knowingly ignored the issues of human rights until they are not), you try to change things as quickly as possible.

These show leaks than this fear (and perhaps respect) has decreased significantly. Equipment suppliers, don't care, repair of Don't care and soon Foxconn does care. An Apple without teeth is not much better than an Apple that captures the notebooks of journalists on a whim.

I have a theory (and it is far-fetched) as to why these leaks are produced: Apple needs to Telegraph the changes that they are considering the hold and, therefore, are obliged to release test equipment more than usual. This material is falling into the wrong hands. That we have not seen a real working new iPhone in the wild is a testament to the respect that apple has in the industry (as a testament to their tendency to literally prototypes of iPhone chain of offices, design partner shops). If this is the case, it is not yet excuse failure of Apple to keep a lid on things.

Apple is strong and scary - or at least as before. These leaks are on one level, but on the other hand, they show a certain recklessness never leaving jobs fun. Love them or hate them, Apple has changed manufacturing for the better. If they lose this fear, the dark days can still return.

Pocket Gems eyes a young female audience with tap life on Campus

Kim - may Cutler is a journalist of technology who worked for VentureBeat, Bloomberg and the Wall Street Journal. Prior to joining TechCrunch, she led the mobile coverage within the network, a startup of media of six which was acquired by WebMediaBrands in 2011 for 14 million $ in cash and shares. She specializes in covering the games, distribution and monetization of applications mobile and venture... ? Learn more


Pocket Gems, supported mobile gaming by Sequoia Capital, is to start considering a young female demographic with a new game released today - Tap on the Campus. He put the company in more direct competition with rivals like Crowdstar, which initially focuses on the Top Girl and Social Girl mode. Tap on the Campus is a Sorority and mode game where players must build a House by the recruitment of new members and decoration.

Face as other game freemium, Pocket Gems companies should to heat or pressure downward on assessments after tumultuous decline of $ 14 billion Zynga $ before its introduction on the stock market in his courses of 2.50 billion $ of capitalization. In theory, that should stop assessments to businesses supported by the company that are comparable to Zynga in all areas. But Pocket Gems, had its best month ever in terms of income, especially with games like Tap Paradise Cove. Pocket Gems had the honour to have two of the top 10 rising iOS games last year, so it has a bar very high to live up to.

"We are in a space of all the disciples-quick but lasting to the value in the long term will come from to do new things," said Chief Executive Officer Ben Liu, who talked all, a-like game of charades, where players have to describe an object without actually saying the word to another player. He added, "the Facebook gaming industry is perhaps temporary, but mobile is going to be huge."

In the life of Campus Tap, players have recruit other women to join their sorority. Each of them has another type of character. For example, a "Sporty" girl will be level by doing physical activity. There are quests as the hosting of "tasting parties" and yoga. Each girl also has a set of jobs that it progresses through. A girl who started as a "ditch digger," can a cashier of nursery plant level then a gardener and eventually all the way to a landscape architect.

The monetization model is fairly standard for this kind of game. It has gained currency that gets picked up as work on their jobs and then there are women a currency paid that can go towards the purchase of clothing.

Pocket Gems, which is up to 140 employees, raised 5 million $ in 2010 and sequoia capital funding from Redpoint Ventures further there.

Social Gaming, dating back to account for the largest growth in the carrier billing

Ingrid is a TechCrunch reporter, joining February 2012, based in London. She comes from paidContent.org, where she was a staff writer and has in the past also written freelance regularly for other publications such as the Financial Times. Ingrid covers mobile, digital media, advertising and the spaces where they intersect. When it comes to work, it feels more... ? Learn more

Screen shot 2012-09-03 at 02.04.07

Last year, we have seen significant advances in the mobile carrier billing - which allows compensation for the services of people and content on their phones by loading the carrier bills: Google has extended its carrier billing for services to music and more. Facebook has joined the ranks of those offering, and Amazon has an agreement with a company that could help potentially implement these services, too. (Notably absent is Apple; more below.) Now, the data shared with TechCrunch by carrier U.S./German company billing mopay takes a look at just how much money do these types of services.

Analyze the data of some 4 million through some 300 clients transactions in 80 countries between 2008 and the end of 2011, mopay, said that traffic on the billing of mobile services has increased by four times. And as the increase in traffic has been a value.

Online games, which was a popular carrier billing, and rapid application is currently the largest generator of carrier billing revenues, representing more than half of all transactions and increasing at a rate of 30% - year. In this case, some areas are better than others: mobile traditional games currently bringing to $4.50 per month, increased by only 10%. but, perhaps because it is a newer market, social game is seen much more strong growth: its average revenue per user are up 40% to more than $5 per month.

And on a much larger scale, social media applications accounted for 5% of all carrier billing transactions.

Mobile security, mobile ticketing and offers specific to your mobile device (e.g., ringtones) services all means to between $2 and $5.

Dating online has increased by 25% and is currently bringing to $6.50 per month income in people using these services.

Brings bonus expenses?Premium content - and charity. Mopay said that the offer of entertainment and "special interest" social networking services are spend up to $10 a month, spending an amount rivaled only by the charity.

Mopay note that in cases where the carrier billing is enabled, it leads to more people to use it: in more than 30 countries, where the service is enabled, mopay said that people are on average expenses in 80% of their lines of credit of the carrier.

And it seems that those who use the billing support continue to use signs. More than half of the users within a period of six months will use the support of billing more than once. About 55% of users used carrier billing over five times during this period.

But some countries seem more taken by the carrier billing than others: the Italy has a lot of unique users that returns only 25% of the time. Users of billing of the carrier of the Brazil, back at the same time, 70% of the time, with two-thirds of this group, make purchases based on more than five carriers-billing.

This is in part due, said mopay, at Brazil, having a low credit card penetration rate, but a very high mobile penetration; all that drives more interest to use a service like this to perform transactions.

Ironically, for all its alleged convenience, carrier billing is still a way relatively little used and little known for people to pay for the content. "As organizations more directly adopt the carrier billing and consumers realize this option exists, we anticipate these numbers will continue to increase in the future," note Kolja Reiss, Director general of mopay. The italics are mine.

Would have a company like Apple to become involved by offering support billing change of the game by the awareness?

It is anyone's guess if Apple will follow its competitors and offers support for billing in the App Store, it was something said here and there, especially around its emerging market strategy. (Which would be consistent with the findings of the own mopay that these markets are proving much stronger to support billing for services than some developed markets). It would be also contrary to how Apple has developed its services of content up to now, with the App Store, creating a direct link with the owner of the device and to cut any relationship operator in the process.)

Next event Apple iPhone is, if the rumours are true, which took place on 12 September. Since Apple revealed its service of the libretto during the WWDC in June, more mobile payment has the attention on how Apple could make party booklet as a step in the direction of a "iWallet" iTunes integration and using a combination of QR Codes and perhaps more, to trigger a response on the phone to a physical object him.

Zynga finally debut FarmVille 2, promises to keep too much work on the Original

Chris Velazco is a mobile enthusiast and writer who studied English and Marketing at Rutgers University. Once upon a time, it was news of MobileCrunch intern, and between two positions, he worked in wireless sales at best buy. After graduating, he returned to the new TechCrunch to as a writer full time mobile. It has advertising, race, music theatre... ? Learn more

FarmVille2_Art2

Zynga FarmVille proved to be a runaway hit when it launched in the heady days of 2009, and three years later millions of false - farmers tend still usually in their digital cultures every day. Slowly but surely, the number of users to return to get their fill of farm life began to decline. Of course, the company has bolted on new features and the regional settings over the years, but even after all that heart of FarmVille remained essentially the same.

Similarly, FarmVille still treats its creators very well (most recent 10 - Q filing of Zynga changed FarmVille as game revenue high for Zynga yet once), and the company is not clearly made trying to keep the property fresh in the minds of the people. That Zynga would seek to design a suite was only a matter of time, and now the company has raised finally - FarmVille 2 - monitoring for the masses.

What is so different?

There is indeed a history here of the kinds on the one hand, but gripping epic as it ain't. Cooking, game, new players are welcomed with a postcard of a childhood friend begged him to return to the family farm and restore it to its former glory. It should not come as a surprise to hear that the only way to accomplish this feat is to plant crops, fields of till and breed the animals until your fingers get painful.

Just beyond this narrative (fragile) is a substantial graphics update, which Wright Zynga Bagwell told me was supposed to some breath in a world of static appearance otherwise. Game development team (which remains separated the people who continue to work on the original FarmVille) has focused strongly on Adobe's Flash 11 and its API 3D scene for the revision of the eyes of FarmVille.

Changes are immediately obvious to anyone who has seen original - farm of the player is in an environment fully flesh out more with hills and a visible city in the distance (Zynga is tinkering with the idea to make a social centre line), far from the disappointing wide Greenbelt that bounded the farms in the original. The world, and people and animals, rendered more in detail and are loaded with animations for all feel ever-to-slightly more real.

It turns out that, FarmVille 2 visuals were still more important for nails that I had planned. According to Zynga VP of games Tim LeTourneau, objectives of the suite to expand beyond attract new players - it also means to revive the latent desires of FarmVille players who "left the game." Apparently, the window for the players of the band may be a small enough.

"If there is more [users] incurred 60 seconds to two minutes," he said. "We haven't done our job right".

Of course, the only graphical changes is not a new game make. Perhaps one of the greatest changes to the mechanics of the game is the development, players can collect ingredients and component materials and combine to create food and items that can be sold at their stand at the edge of the road. Controls of the game have also been simplified somewhat to reduce the constant clicking: users can now use a scanning motion "paint" cultures of water and plant seeds without having to wear the ol ' index, so right click (!) to reorganize the decor.

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A very social game like 2 FarmVille, Zynga wanted to put more emphasis on the importance of the friend of a user in the mixture. Enter the concept of the "farm of assistance", in which ami a user can invite friends to help them on their farm and direct (especially) to perform specific tasks that should be done anyway. These kinds of game mechanics is not the kind of thing to be included in a final version without some extensive testing, and Zynga did exactly this. Kim - May reported earlier this year that a FarmVille lookalike called Big harvest went to live in the Philippines, and Létourneau has confirmed that the company has made world real trials on different features of FarmVille 2 under this name.

"For the set of nails, we wanted to test it with real good," LeTourneau said. "" Big harvest"was a successful attempt to test a game under a different title to assess the reactions based on the game itself."

While we are on the subject of FarmVille players, one of the things most important to note about 2 FarmVille is how Zynga plans to transition to its base of users of the original version of his successor. Simply put, it does. There is a general tendency for the suites steal much thunder of his predecessor, but LeTourneau clearly that Zynga is not quite make the original of the Treaty immediately.

"It is not intended to replace FarmVille," he said. "Development is managed by a separate team, and we will continue to work on the original game".

The task of paving all useful monitoring is no small feat, especially when the original has earned an enormous amount of drug addiction and the adoration of its user base. After all, for each Empire Strikes Back-type success, there is many flops more than 2 - esque jonches grease to their feet. Despite what can indicate the number in the title, although FarmVille 2 feels not so much as a sequel as it is a refinement of the original formula - Director of the Cup If you want. Only time will tell if FarmVille 2 reached similar heights of his grandfather did, but currently experience FarmVille received a much-needed shot in the arm and the users are sure to take notice.

Kixeye Poaches CityVille GM Patmore Zynga VP of product

Kim - may Cutler is a journalist of technology who worked for VentureBeat, Bloomberg and the Wall Street Journal. Prior to joining TechCrunch, she led the mobile coverage within the network, a startup of media of six which was acquired by WebMediaBrands in 2011 for 14 million $ in cash and shares. She specializes in covering the games, distribution and monetization of applications mobile and venture... ? Learn more

kixeye-logo

Supplies Zynga is all the world gain.

Kixeye, the iconoclastic Facebook game company, midcore, just hired a immediately the Chief CityVille, Alan Patmore, to be its vice president of product. It is a mark of the society at a time when the social gaming industry any flow.

With a market capitalization of Zynga now up to 2.40 billion $ more than the 14 billion $, it was private assessed to before its introduction on the stock exchange, social games is now a ripe target for the poachers across any industry. For months, I've been hearing stories how literally easy it is for other games companies align the hours of interviews with the managers of products frustrated and engineers near the seat of Potrero Hill of Zynga.

Kixeye model and demographic is different from Zynga, however. They target midcore - usually men - players who are likely to pay in addition to games. The average social game could be 4 cents per day per user, Kixeye is about 20 times as a database user. The company is on track to more than 100 million $ in revenues this year. This success has fuelled its really irreverent recruitment campaigns, including this video below. In addition, there are announcements of unicorns shooting laser on their heads on the local system of transport BART in San Francisco.

Kixeye-spending higher population should in theory make model the company more profitable, although I only have a visibility. In comparison, Zynga has lost 22,80 million $ in the last quarter, mainly because of stock-based compensation.

Patmore oversaw some of the most successful of Zynga CityVille, Mafia Wars. Before that, he was Vice President of the development of products to Double Fine Productions, where he helped develop the stacking, iron Brigade and Costume Quest. He was also president and CEO of surreal software, he co-founded and later sold to Midway in 2004.


Founded in 2007, KIXEYE (formerly casual collective) is an independent game developer that makes games for players by players. Head of securities popular as Desktop Defender, Backyard Monsters, battle, Pirates and Commander of the war. KIXEYE is the first to offer experiences of game on social networks. The company is based in San Francisco and backed by Trinity Ventures and Lightspeed Venture Partners.

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Founder Steve Perlman Is Leaving OnLive, Investor Gary Lauder Takes Over As Chairman

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AppId is over the quota

Anthony Ha is a writer at TechCrunch, where he covers media, advertising, and startups. Previously, he was a staff technology writer at Adweek, worked as a senior editor at the tech blog VentureBeat, and was also a reporter at the Hollister Free Lance, where he won awards from the California Newspaper Publishers Association for breaking news coverage and writing.... ? Learn More

onlive logo

Cloud gaming company OnLive has announced that the company’s founder and CEO Steve Perlman is “departing to work on his myriad of other projects.” Lead investor Gary Lauder is taking over as the company’s new chairman, while Charlie Jablonski, the VP of operations, has become Onlive’s COO and acting CEO.

The news follows a fairly convoluted piece of corporate maneuvering, presumably brought on by financial pressure, that saw the company sell its assets to a new entity that will also do business under the name OnLive. The new OnLive said “almost half of OnLive’s staff were offered employment at their current salaries,” with the rest offered consulting positions in the new company in exchange for stock options. (None of the previous options transferred over.)

One of the big controversies when the move was first reported was whether Perlman made money from the deal while “screwing employees”. So when OnLive actually announced the deal, it insisted that Perlman was not receiving any compensation, including stock in the new company. (Other executives reportedly took “educed compensation to allow the company to hire as many employees as possible within the current budget.”

Just last week, OnLive issued a statement that “Steve continues as CEO and is currently concentrating on the transition; once this is complete, he’ll be very focused on our next product releases and the vision,” and also claiming that the deal, by putting OnLive on “firm financial footing,” would take the company to “a higher level.” Looks like someone changed their mind.

The service was first announced in 2009 and launched in 2010. Here’s the full press release:

OnLive, the pioneer of instant-action cloud computing, announced today that Gary Lauder, the lead investor in OnLive and the Managing Director of Lauder Partners LLC, will become the new Chairman. The company also announced that Charlie Jablonski, the former head of OnLive operations, will become OnLive’s COO and acting CEO. Steve Perlman, OnLive’s founder and
former President and CEO, is departing to work on his myriad of other projects. “Steve has created an extraordinary company that no one else could have created. He is a unique entrepreneur and deserves his legendary status in Silicon Valley as a creator of groundbreaking companies,” said Chairman Gary Lauder.

The new OnLive is emerging with greater financial security and a brighter outlook on the future. OnLive is now positioned to execute against longer-term projects with our breakthrough technology, products and services,” said Lauder, also adding, “I spent my first week with OnLive listening, to gather people’s thoughts and suggestions. It’s an impressive group, and I am even more convinced that this company is poised for greatness.”

The company plans to continue building the OnLive management team in key categories as the company delivers on its mission of breaking new ground in cloud services both for games and remote application delivery to thin devices, legacy platforms or any platforms with a fast connection. The new OnLive is looking to hire great people for the business development team, as well as a senior marketing leader.

About OnLive
OnLive is the pioneer of on-demand, instant-action cloud computing and instant-play video game services, delivering real-time interactive experiences and rich media through the Internet. With groundbreaking video compression technology, OnLive harnesses cloud computing to provide the power and intelligence needed to instantly deliver full-featured, media-rich applications and the latest, premium game titles to tablets, smartphones, PCs, Macs and HDTVs via the OnLive® Game System or connected TVs. OnLive is available in North America, the UK and Belgium and will continue expanding into Europe and Asia. OnLive’s technology is backed by hundreds of patents and patents pending worldwide. The company is headquartered in Palo Alto, California. More information is available at www.onlive.com, www.onlive.co.uk and www.onlive.be.


Onlive develops server-based video game processing, allowing games to run without game consoles or high-end computers, moving away from a system in which games are purchased and downloaded.

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Steve (The DICK) Perlman, OnLive founder, president & CEO, is an entrepreneur and inventor devoted to pioneering Internet, entertainment, multimedia, consumer electronics and communications technologies and services. Best known for the development of QuickTime®, WebTV® and Mova® Contour™ facial capture technologies, he has over 30 years of technology development experience, 19 years of start-up experience and a track record of bringing media-rich products and services quickly to market. In addition to having founded and operated multiple startup companies, Steve...

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Where are users gone?

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Where are the users?

Editor’s Note: Nir Eyal writes about the intersection of psychology, technology, and business at NirAndFar.com. He is the author of the forthcoming book “Hooked: How to Drive Engagement by Creating User Habits”.

Step 1: Build an app. Step 2: Get users hooked to it. Step 3: Profit. It sounds simple and, given our umbilical ties to cell phones, social media, and email inboxes, it may even sound plausible. Recently, tech entrepreneurs and investors have started to look to psychology for ways to strike it rich by altering user behavior. Perhaps you’ve read essays on how to create habit-forming technology and figured you’d give it a shot?

Well hold your dogs Pavlov! Though I’m an advocate for understanding user behavior to build high-engagement products, the reality is that successfully creating long-term habits is exceptionally rare. Changing behavior requires not only an understanding of how to persuade users to act — for example, the first time they land on a webpage — but also necessitates getting them to behave differently for long periods of time, ideally for the rest of their lives.

The good news is that that companies that accomplish this rare feat are the ones associated with game-changing, wildly successful innovation. Google, Apple, Twitter, and Android come to mind. As we enter a world where, according to Paul Graham, everything is becoming more addictive, the companies that successfully form and control habits in the future will come to dominate the industries of tomorrow.

But claiming that habits are the keys to success is a tall order. If people like me provide ready-made formulas and guidebooks on how to create habits, why isn’t every company that alters user behavior succeeding?

Zynga, an enterprise whose business model depends on hooking millions of people to its games, is hemorrhaging users, employees and investors. What makes some habits stick while others die like virtual cows on their way to slaughter?

Turns out that like any discipline, habit design has rules and caveats which explain why some products change lives forever while others create fleeting fads.

New behaviors have a short half-life as our minds tend to revert back to our old ways. Experiments show that lab animals habituated to new behaviors tend to regress to their first learned behaviors over time.

This helps explain the overwhelming evidence that people rarely change. Research shows that nearly everyone who tries to lose weight gains back the pounds within 2 years. Two-thirds of alcoholics who enter a rehabilitation program will pick-up the bottle and their old habits within a year’s time.

Old ways die hard and new habits smother easily. To borrow a term from accounting, behaviors are LIFO — last in, first out. This presents an especially difficult challenge for product designers trying to create businesses based on new behaviors.

If long-term habits are so hard to create and new behaviors are the ones most likely to be abandoned, how do product designers stand a chance of becoming part of users’ daily lives? The answer lies in the reason users start using the product in the first place: rewards.

In nature, things are relatively predictable — fire is always hot — so our brains drive us to figure out how things work. Thus, habits are just a way for the brain to improve reaction time by not thinking as much. “Hmm, last time I touched the fire, it hurt. I won’t do that again.” In fact, much of what we do every day is habit, requiring little or no conscious awareness.

We’re fine flying on cognitive autopilot. That is, until we encounter something new. When the unknown threatens our safety, we feel fear. But when we know we’re ok, this temporary uncertainty is experienced as novelty, and our brains can’t get enough of it.

For example, watch a baby’s first encounter with a dog. Not only is it incredibly cute, it is a demonstration of the mental wiring which makes us inherently curious. “What is this hairy monster in my house?” the baby must think. “Will it hurt me? What will it do next?” The child is filled with questions, uncertain if this creature will cause it pain or bring pleasure. When it’s certain the dog isn’t a threat, the baby experiences delight, exploding in a burst of infectious giggles.

Until one day, the kid learns enough about the pup to predict its behavior. Suddenly, the doggy is no longer entertaining and the child’s attention moves on. Now he is occupied with dump trucks, fire engines, bicycles and candy — things that stimulate the senses in new ways. Poor Rover is left all alone.

To keep our attention, products must have a degree of novelty. Without variability, users figure out the patterns and tire of the experience. As Tadhg Kelly wrote about Zynga users, “Their play brains start to realize that they are seeing the same frames again and again, with the same actions and the same constraints. So [the games] become instantly boring.” Though the Zynga “-Ville” franchise was novel, even addictive at first, once players figured out the larger game mechanics, they moved on.

But not all habits have the fleeting life span of FarmVille-style games. In fact, many products do form long-term behaviors. What differentiates World of Warcraft or Facebook — products that retain engaged users for years — from bygone fads like Pac Man or Tamagotchi, which hooked users for a while, but quickly lost their grip?

A distinction can be drawn between rewards that are infinitely variable versus those which have finite variability. Products with finite rewards are built to be experienced the same way. Even an addictive video game always operates under the same rules. Of course, the maker can alter the dynamics of the game, changing aspects of play based on the users’ actions, but the fundamental rules, the mechanics, remain the same.

The game is a constructed system, a machine, and if it is a single-player game, it will be enjoyed, completed, and discarded. Even bestselling books, movies, and music follow the same usage pattern. Once these products are made, they don’t change and become nearly worthless after their mysteries are revealed. Their variability is exhausted when the game is completed, the last page of the book is turned, or the lights come up in the theater.

Nearly all of us have played a slot machine, but ultimately, we figure out the rules and patterns and come to understand that the game is designed to take our money, so we move on. Addicts however, those who form uncontrollable and often detrimental obsessions, are the exception rather than the rule. And while businesses should never try and encourage addiction, the fact is that like slots, technology products with finite variability do not form long-term habits in most users.

However, some products are built to be infinitely variable. These products involve rewards users find novel for long periods of time. For example, few things are more fascinating to people than other people; we always want to know more. Whether communicating with loved-ones or keeping up with celebrity gossip, we love the infinite possibilities endemic to the human experience.

Even World of Warcraft, the legendary multiplayer online role-playing game, is more about collaborating with others than completing the game. Though users can play aspects of the game alone, it requires characters to work together in groups to overcome major challenges. World of Warcraft players spend hours strategizing and socializing, both on and off-line. It’s more than a game; it’s a tribe.

Even a bad experience will not stop people from using products with infinite variability. Early iPhone users cursed AT&T for years, even heckling Steve Jobs on stage to show their displeasure. But few could bear to abandon their “Jesus phones” because compared to rivals, the iPhone and its accompanying app ecosystem was a panacea of limitless possibilities.

Facebook users revolted multiple times when the company made changes to its interface. But they never left in any significant numbers, helping push the social network to over a billion users. Of course today, Facebook has lost some of its luster as it grapples to control user behaviors migrating to mobile, a massive disruption to its business model.

No business can ensure customers use its products forever. Our consumption habits today will inevitably be replaced with new behaviors in the future. But it is important to recognize that products, which leverage infinite variability tend to be pushed out by disruptive innovations whereas finite variability business fizzle out by themselves.

Habits do not ensure perpetual users, but short of a disruptive change, they provide an opportunity to form a sustainable competitive advantage. The products that become a facet of users’ everyday lives will remake the web. By understanding the kinds of rewards systems that create long-term habits and the rules of habit design, companies can improve lives while building lasting businesses.

— Follow Nir on Twitter @nireyal.

Thank you to Maurits Kaptein of Science Rockstars and Max Ogles for reading versions of this essay.

Photo Credit: Mustafa Khayat

iSwifter is revealed as "Agawi", announced the second Version of Cloud Gaming platform for publishers

Agawi

The Menlo Park-based company, formerly iSwifter announced version 2.0 of its cloud gaming platform to offer more content types and utilization on the client beyond iPads. With release of capacity today that they describe as "a game, anywhere, instantly" has a new name, the acronym Agawi.

Tablets Android, Windows 8, smart TVs, Mac and PC tablets will be able games stream via the service of clouds (as shown here). While the first company offering the Flash browser web application iSwifter available in the iTunes store, is widely used by social and casual players, the new platform is designed for publishers of games titles after and hardcore. With the announcement of Agawi expands its B2B offer in the hope of wooing the creators of games AAA Prime Minister (which means that it cannot be long before the games traditionally seen on the shelves of GameStop is available for players playing without consoles).

The company has developed two products with 500 K $ in funding, far less than the $56. 5 MM this competitor OnLive raised and used to pay for data centers before the closure and sold recently. As opposed to companies that offer storage solutions, Agawi hope that publishers will pay licence fees to use their technology and reach new audiences through any service provider third-party cloud.

Co-Founder President and Director Peter Relan says that clouds of game will change the interactions of games in the same way that continuously changed the viewing of the film, enhance the experience to go into a video store to rent a DVD. "The cloud gives you the ability to provide the necessary capability for users who want to have their content when and where they want," said sogame. He says that the offerings will help publishers meet players who are currently underserved and that prefer to Tablet PC.

With 30 people, Agawi has increased its team of engineers and is triple the size it was when it launched the first version of the platform. The company was incubated by YouWeb, who helped launch the mobile gaming network OpenFeint and social enterprise games CrowdStar. She received angel funding from Dave Roux, co-founder of Silver Lake, which helped to sell Skype for Microsoft.

Agawi said that it is not highlighting oriented towards the consumer offer with this version. The company stresses that research more interest publishers and developers to extend its global user base of 3 million players. Will he announce new partners for the update of the platform version at the Conference Cloud Gaming USA in San Francisco in early September.


iSWiFTER is first cloud-Flash game industry of streaming service built specifically for mobile devices, including smartphones and tablets, extending on mobile platforms such as Apple iOS and Android. Servers of low cost in the cloud to run software abstraction that cleverly converts the Flash games based on a browser in a form that is optimized for mobile devices, complete with gesture multi-touch support for game interaction and accommodating different screen sizes. A client application connects to game servers in the cloud to download...

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Oiseaux en colère et dragueur de mines : Microsoft annonce la première vague de jeux de Xbox Live pour Windows 8

Mahjong-Splash-Screen-no-logos-small

Earlier this year, Microsoft announced that she brought parts of the Xbox Live experience to Windows 8 and today, the company announced the first wave of Xbox games for its new operating system desktop. There are not too many surprises here and the focus is clearly on the occasionnels. games Among the 40 titles in this first wave are the hits like Angry Birds, Angry Birds space, Fruit Ninja, Reckless Racing and old standbys of Microsoft such as Mahjong, Solitaire and Minesweeper.

It should be noted that 29 of the 40 games come from Studio of Microsoft. Other partners include Rovio, Miniclip, Gameloft, ZeptoLab, Glu Mobile and Halfbrick Studios.

Most of these games will find their way in the store Windows at the point where Windows 8 is officially launched on 26 October (some are already in the store) and, as noted by Brandon LeBlanc of Microsoft, "ongoing new course will be available through the day and beyond" (just in case you were worried that Microsoft would stop adding to the store of Windows after December).

The games will be featured the usual accomplishments of the Xbox and take advantage of other features of the Xbox such as ranking and multiplayer modes.

40 Games that will make their debut of Windows 8 in this first wave are as follows:

4 Elements II special world of KeflingsAdera collection: 1Adera episode: 2Adera episode: episode 3Angry BirdsAngry birds SpaceBig Buck Hunter ProBlazBlue calamity TriggerCollateral DamageCrash course GOCut of FairiesDragon of the RopeDisney stream & LairField FishingFruit NinjaGravity GuyGunstringer: Dead Man Thunder RunningHydro HurricaneIloMiloiStunt 2Jetpack JoyrideKinectimals UnleashedMicrosoft MahjongMicrosoft MinesweeperMicrosoft Solitaire CollectionMonster IslandPAC - MAN Championship Edition DXPinball FX 2Reckless Racing UltimateRocket Riot 3DShark DashShuffle PartySkulls of ShogunTaptilesTeam CrosswordThe harvesting HDToy WarWordamentZombies cold soldiers!


Microsoft, founded in 1975 by Bill Gates and Paul Allen, is a veteran software company, known for its Microsoft Windows operating system and Office suite of productivity software Microsoft. In 1980, Microsoft has formed a partnership with IBM for Microsoft to sell its software with IBM computers manufactured. Microsoft is widely used by professionals all over the world and dominates the U.S. market. In addition, the company has ventured into hardware with products of consumption such as the Zune and...

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Bad "Piggies": Next game Will Let the Rovio you play as pigs and lance September 27

Bad Piggies

You can kill only so many pigs in angry birds before inevitably starting to feel a little empathy with them, therefore it is not a huge surprise that the next game in the franchise of Rovio will allow you to discover the world of birds in anger from the point of view of pigs. The game will be launched on 27 September and will be available for iOS, Android and Mac OS. Rovio said that Windows 8, Windows Phone and PC versions will follow shortly.

Which is not to say Rovio, is what will look like the real game, although J.J. McCorvey Fast Company got a taste of the game and notes that Bad "Piggies" will be a physics puzzler where players must help the pigs built "vehicles and gear." Pigs, said, will be really sympathetic in this game.

"There are a lot of empathy for the engaging enemies of the game Angry Birds, and we were constantly asked: what side pigs of history?" said Mikael Hed, CEO of Rovio, in a canned statement today. "Bad" Piggies "gives you the chance to play as the second-most-loved characters in the universe angry birds and explore this rich world through their green eyes".

The Angry Birds franchise allowed Rovio 106,30 million $ in revenues in 2011. A third of which came from merchandising and licensing. There were persistent rumours that the company plans IPO in 2013, but it will take probably show that it can increase its range beyond angry birds prior to this.

Last game of Rovio, incredible Alex, made his debut at the top in the iTunes charts, but never had anywhere near the traction of the game Angry Birds, perhaps because his game was a little too complicated to angry birds. Earlier this month, Rovio has also teasing a new angry birds in the game of space (red planet).

Everyplay applifier, which allows mobile Gamers share glory, interest 100 developers

Kim - may Cutler is a journalist of technology who worked for VentureBeat, Bloomberg and the Wall Street Journal. Prior to joining TechCrunch, she led the mobile coverage within the network, a startup of media of six which was acquired by WebMediaBrands in 2011 for 14 million $ in cash and shares. She specializes in covering the games, distribution and monetization of applications mobile and venture... ? Learn more

everyplay-screenshot1

Applifier, Helsinki and based in San Francisco mobile-social gaming network, added much more than the richness of the user experience this week with Everyplay, a way for players to share and replay their greatest moments. Everyplay allows players share their titles preferred by recording and replaying of the sessions of games - as once they could have obtained a score high.

The company, which is supported by 2 million $ of MHS Capital, Profounders, Tekes and Lifeline Ventures, said that he has accumulated interests of approximately 100 developers in version beta of Everyplay so far this week.

The company follows a long line of predecessors like OpenFeint and PapayaMobile, trying to build a mobile gaming platform that has effects enough network to earn income distribution and monetization of the games.

The very largest companies of Japanese games of several billion dollars as GREE and DeNA are trying to do too much, not to mention Facebook, which recently launched ads in the mobile media to feed third-party applications. Mobile developers very high each spent often several million dollars per month in marketing to promote their work. They use networks of games like Applifier among many other channels.

If a game is in the network of Everyplay, a user sees the game screen with an option for an instant replay. They have the option to share it or change to display only video pieces add voice or video comment. After this, they can either share the network of Everyplay or on Facebook.

Developers can also highlight videos of players on their page of game. Players can also activate the camera facing forward to show their reactions when they play the game, but it is not by default.

Before he was transferred on mobile platforms, Applifier cross-promotion of the Facebook games with special packaging. Then Applifier moved on platforms Android and iOS, through a series of game developers who migrated as Facebook became an environment more difficult and expensive to build and distribute games to the breast.

Everyplay is an extension of the network of cross for the mobile game of Applifier promotion. He faced competition from a Y Combinator backed startup called Kamcord from the most recent class, which allows players to record moments and share.


Applifier is a network of cross-applications and social games promotion. In August 2010, Applifier reached more than 55 million MAU and worked for more than 100 social applications on Facebook. Applifier support applications social grow by providing a portfolio of applications to promote with the cross. With Applifier users of a social application are other high-quality applications to use. In turn the origin appklications gets new viral users without spending money.

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The Gourmet Playdemic Ranch raises $4 M, led by the family of Watson of IBM for cross-platform game Social

Ingrid is a TechCrunch reporter, joining February 2012, based in London. She comes from paidContent.org, where she was a staff writer and has in the past also written freelance regularly for other publications such as the Financial Times. Ingrid covers mobile, digital media, advertising and the spaces where they intersect. When it comes to work, it feels more... ? Learn more

playdemic logo

Playdemic, developer of social games, based in the United Kingdom announced a $4 million round of funding from a group of investors, with 3 million $ of the Watson - the grandchildren of IBM founder Thomas Watson family. Funding, it is said, will be used to develop his idea of "second generation social games"-i.e. the cross-platform games that will be interoperable between TVs, tablets, smartphones, web, and Facebook - with at least four new games coming this year. This can be taken as a sign that, while the largest company of social games in the world could have hit the market after his last disappointing earnings, social game still attracts the attention of investors, when developers bring something new to the table.

Under the agreement, David Watson became a non-Executive Director at the Playdemic.

As with other developers of social games, Playdemic made his debut on Facebook with titles such as Gourmet Ranch, which currently has 700,000 monthly active users and friends of crossword. However, now the company is intensely on the concept of entertainment cross-platform, with some regular players of 10 million of its games on the PC, the web and mobile platforms, she says. This is a key area, because in most cases, games - even in social games - are always partitioned on different platforms.

"Social games presents a tremendous opportunity for companies like Playdemic who understand that social is more than a platform or destination," Playdemic founder Paul Gouge said in a statement. "This not only valid funding where we believe that we can draw from this company, but it us provides vital resources to accelerate our roadmap and continue to grow our community of players of Playdemic." The future of social games potential a distance where we are today. »

And there is another reason to watch the platforms beyond Facebook: the social network is just too damn crowded.

"While the barriers to entry may have increased when it comes to obtain traction through Facebook, smart companies realize that the potential of social games is in its infancy," reported Watson in a statement. "Paul and the team at Playdemic are no doubt a company who understands this, and who is right for which we invest in them so that they can hopefully achieve their potential."

Part of the interest in Playdemic may be regarding user numbers and cross-platform game social current vision, but he is also on the backup of a successful entrepreneur who had previously worked on different platforms.

The company was founded in 2010 by the Gouge, who had created the online game Battlemail massively multiplayer, as well as Rockpool, which developed games for mobile licensing titles that had been successful in other formats. Two of these companies were sold to Eidos, where Paul became Chief of the division of casual games until he left to found Playdemic.


Playdemic is a social games company based in Manchester, England. They are focused on the creation of the market leader in games and brands to the mass public market mainly publish their Facebook and MySpace titles.

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