Archive for the ‘games’ Category
Wednesday, May 15th, 2013
The creator of the legendary Dilbert comic strip, Scott Adams, has teamed up with Corona Labs on acompetition for mobile game developers and enthusiasts. Adams is calling on professional and aspiring developers to create a winning game with Corona SDK, using Dilbert artwork. The contest runs from May 14 through July 12, 2013, with winners to be announced on July 19, 2013.
The Dilbert comic strip is known for its humor around the vices, follies and day-to-day shortcomings of the white-collar office work environment. As one of the most successful syndicated comic strips in history, Dilbert is published daily in more than 2,000 newspapers in over 70 countries. The comic can also be read daily at Dilbert.com.
To qualify for the competition, entries must be built with Corona Labs’ Corona SDK or Corona Enterprise. The game must take place in the Dilbert universe and include content of an ESRB “E 10+” or MPAA “PG” rating.
Corona Labs’ panel of judges will rank each submission and present the top entries to Scott Adams. For the grand prize, one lucky participant will have an opportunity to publish the winning Dilbert game to major app stores. Additional prizes include yearlong subscriptions to Corona SDK Pro (valued at $599), iTunes gift cards and more.
Opportunity for developers
“This is a fantastic opportunity for both professional and budding developers to work with an internationally recognized brand,” says David Rangel, COO of Corona Labs. “Building with Corona SDK Starter, which is completely free, Corona SDK Pro or Corona Enterprise, participants can create a truly impressive mobile experience in a short amount of time. We wish everyone the best of luck and we’re looking forward to seeing some amazing games.”
As a developer-friendly solution for cross-platform mobile development, Corona SDK powers over 27,000 apps and games for iOS, Android, Kindle Fire and NOOK. The platform is used by more than 250,000 developers around the world, including professionals, indies, major game studios and global agencies.
For more information and a complete list of rules and guidelines, please visit: http://www.coronalabs.com/dilbert.
Tags: Corona Labs, developers, Dilbert, game competition Posted in games, Internet/New Media, IT | No Comments »
Wednesday, April 24th, 2013
Do you play online games? If you do, beware. Cyber criminals are trying to steal your personal information.
The APWG reports in its Q4 2012 Phishing Activity Trends Report this week that phishing attacks against online game players saw a massive increase, climbing from 2.7 percent of all phishing attacks in Q3 to 14.7 percent in Q4.
“The success of the sector and the richness of in-game commerce options available in online game systems has attracted the attention of phishers who’ve had a decade to hone their skills against online banking and commerce systems. Playing safe is an important today as playing fair,” said APWG Secretary General Peter Cassidy.
Attacks doubled
Attacks against social media sites doubled to 6 percent, up from 3 percent in Q3. Financial services continued to be the most-targeted industry sector in the fourth quarter, with payment services close behind, the report found.
Online gaming credentials are valuable to certain criminals, who sell them on the black market. In-game items held in those accounts can also be sold by phishers for real-world cash. Depending upon how much information is revealed, the victims can even have their real-life identities stolen.
Increased emphasis on malware
Overall the APWG’s statistics show that the number of phishing sites declined every month from April 2012 through December 2012. In Q4, the APWG received reports of 51,232 unique phishing sites in October, falling to 28,195 in December.
This and other statistics reveal that criminals are relying less on pure social engineering scams such as classic phishing based on social engineering schemes. Instead, there is increased emphasis on deploying crimeware – malware designed to steal the user’s credentials automatically and placing them in the phisher’s control.
Trojans continue to account for about three-quarters of all newly detected crimeware threats.
Penetration of malware is high
The penetration of malware payloads is also high. According to APWG contributor Luis Corrons of PandaLabs, during Q4 about 30 percent of personal computers worldwide were infected with malware. More than 57 percent of PCs in China may have been infected, while PCs in European nations were infected least-often.
“These shifts are due to fraudsters using more advanced phishing techniques, such as geo-IP blocking and malware,” said Ihab Shraim, Chief Information Security Officer and VP, Anti-Fraud Engineering & Operations at MarkMonitor.
“Phishers are also taking advantage of the availability of non-traditional platforms such as social media and mobile to launch newer types of targeted phishing attacks.”
The full text of the report is available here: http://docs.apwg.org/reports/apwg_trends_report_Q4_2012.pd
Tags: cyber crime, financial services, malware, online gaming, phishers, social media Posted in games, Internet/New Media, Studies, surveys, reports | No Comments »
Friday, March 22nd, 2013
 Plants vs. Zombies is a popular free game app.
An overwhelming majority (77 percent) of gamers are spending more time playing free-to-play (F2P) games than pay-to-play games, according to a new Magid study on video game business models. Magid’s survey established that 110 million Americans prefer F2P games.
The study polled gamers on a variety of topics including favored platform, spending behavior and preference between F2P and pay-to-play gaming models.
The study uncovered F2P games were seen as most attractive to female gamers, with 82 percent of women preferring a free model, compared to just 72 percent of men.
Men like pay-to-play games more than women
The study also found men were nearly three times more likely than women to cite pay-to-play or subscription based games as their favorite.
Among those playing F2P games, men were three times more likely than women to make in-game purchases, averaging $13.38 and $4.84 per month, respectively.
The difference was most pronounced in men and women gamers 18-24 years old, where the average climbed to $30.59 and $3.95 per month, respectively.
Shift to free becoming the norm
 Angry Birds has both free and paid versions of its popular game.
“The shift in free-to-play games is becoming the norm in the gaming industry and this survey reinforces that trend,” said Robert Crawford, vice president of Frank N. Magid Associates.
“We’re seeing free-to-play game revenue outpacing pay-to-play games when looking at the long-term average spend per year. It’s important that game developers recognize this change and be able to monetize it through new free-to-play gaming platforms.”
The survey found that 46 percent of women indicated that gaming on a smartphone was their preferred gaming platform, while slightly more (48 percent) of men favored console gaming instead.
Strong gender differences
 Farmville is free to play but like many games charges for game items.
There were also strong gender differences across game genres, where men were almost three times more likely to play shooters, 48 percent versus just 17 percent.
“The modern era of console, PC and mobile game development is quickly changing,” said Andre Machicao, head of PlaySpan.
“Developers are faced with more platform choices and monetization channels than ever before, and these survey results offer a clear view into where developers should be placing their bets to broaden their audience.”
Tags: apps, F2P, free-to-play, games, gender preferences, pay-to-play Posted in games, Internet/New Media, mobile games, Money | No Comments »
Friday, March 22nd, 2013
How can app makers charge more for their downloads?
App makers have muddied the water – they have trained consumers to expect low prices – resulting in limited profits despite lots of value, according to a new survey by Simon-Kucher & Partners, the world’s largest pricing consulting firm.
But all is not lost for apps.
“Apps today are stuck where music was a few years ago and newspapers were until recently,” argues Andre Weber, partner at Simon-Kucher. “The music industry made a bold move on the assumption that people would pay more, and it worked wonderfully.
Not pioneers
App makers are not pioneers in convincing consumers to pay for content. They need to learn from what’s worked and act accordingly.”
The survey by Simon-Kucher & Partners investigated which apps consumers want, how much consumers will pay for apps and how app makers can turn apps into cash.
Lessons from the music industry
A few years ago the music industry was nervous about what would happen to sales if single prices went beyond $0.99; today nearly all top singles sell for $1.29.
Similarly, a large majority of consumers in Simon-Kucher’s survey believe that $1.99 or more per month is an acceptable price to pay for an app – far higher than most app makers charge today.
The figure was highest for streaming video, followed by games, and magazines.
The rise of tablets: blessing for the app industry
The rise of tablets is good news for app makers because people are willing to pay a premium to put content on premium devices.
Kyle Poyar, senior consultant at Simon-Kucher, commented: “If you buy an expensive new TV, you’re willing to spend the extra money on HD and premium cable. We’re seeing the same thing happen with tablets and apps. The question is – why aren’t app makers capitalizing on this extra value?”
Tablet owners on average download more apps than smartphone owners, according to the survey. Tablet owners are also more likely to be paying for apps today.
Most users have paid for an app
 Angry Birds has both free and paid versions of its popular game.
Three-quarters of tablet owners and more than half of smartphone owners have already paid for an app despite the abundance of free and freemium apps on the market.
Games and publications were the most popular categories of apps on tablets. The average tablet owner downloaded nine games and four publications.
If publishers price their apps at parity or sell them as an upgrade to print, they will create a tremendous revenue opportunity. If they price too aggressively, though, they may end up making much less money than they do today.
Looking ahead: Is freemium the industry’s salvation?
App makers have hailed freemium pricing as a best of both worlds strategy. Half of the consumers Simon-Kucher surveyed rank price as the most important factor they weigh when choosing which apps to download; the other half choose value.
Freemium apps promise to attract the price-focused consumers while still earning money from the value-focused ones. Such apps have been popular with consumers as well: more than two-thirds say they’ve downloaded a freemium app.
Ellen Kan, consultant at Simon-Kucher, cautions app makers against overly relying on freemium to turn a profit. “Freemium isn’t the industry’s salvation,” she warns. “It takes a long time to upgrade free users to the paid product and app makers need to strike a better balance between free and paid offerings. It needs more time and management attention to get right.”
About the Simon-Kucher & Partners 2013 US Apps and Digital Content Study:
The Simon-Kucher & Partners 2013 Apps and Digital Content Study surveyed 1,000 US consumers. The survey examined consumer spending habits when downloading or purchasing apps.
You can find the full study results by clicking here.
Tags: freemium, games, monetize apps, publications, revenue opportunity, tablets Posted in Angry Birds, games, Internet/New Media, IT, Marketing, Studies, surveys, reports, Tech life/Culture | No Comments »
Thursday, March 21st, 2013
MaxPoint, a company that helps retailers and brands drive local in-store sales, has identified U.S. cities with the neighborhoods most interested in gaming.
By analyzing billions of in-store purchases and online data points, MaxPoint identified two distinct groups of gamers: early adopters, or those looking for the latest gaming technology, and latecomers, or gamers who prefer time-tested technologies.
According to the NPD Group, retail sales of gaming hardware, software and accessories totaled $13.26 billion in 2012. As the industry continues to grow, it is becoming increasingly important for advertisers to know where to find gamers and what motivates them to buy.
MaxPoint’s proprietary interest data indicates that these groups approach gaming-related products from different perspectives and have different needs in the purchase cycle.
Here’s an infographic detailing the findings:

Tags: AK, AR, Boston, CA, CT, Dallas, early adopters, Fairbanks, Fort Smith, gaming, Hartford, IL, IN, infographic, KY, LA, latecomers, Lousiville, MaxPoint, Milwaukee, NY., Parkerburg, Philadelphia, Phoenix, Rapid City, Rockford, San Diego, San Francisco, SD, Terre Hute, WI, WV Posted in games, Internet/New Media, Studies, surveys, reports, Tech life/Culture | No Comments »
Thursday, January 17th, 2013
Microsoft Corp.has announced open registration for the 2013 U.S. Imagine Cup, student technology competition. This year’s U.S. Imagine Cup will expand its traditional program offerings to inspire and engage student entrepreneurs.
The 2013 U.S. Imagine Cup will be broken into a series of competitions and challenges to get students building business-ready apps, games, and technology services.
For the first time ever, the U.S. program will feature a two-month mentorship opportunity, called the “Imagine Cup Student Accelerator,” where teams will spend time with mentors, participate in workshops and get the technical guidance they need to test their idea and business model.
New Competitions and Challenges in 2013
Students ages 16 and older will be able to compete in three major competition categories, which include:
- Games – Using Microsoft’s gaming platforms such as Windows PC (PC or touchscreen), Windows Phone, Xbox, Indie Games, or Kinect SDK students are tasked with creating a new game, changing a current genre or developing a new visual style of game.
- Innovation –Reinvent social networks, transform online shopping, experience music in a new way or do something amazing with GPS. In this category, students are tasked with using their skills and creativity to design a totally new app experience.
- World Citizenship – Students have the opportunity to create an app that will help solve global challenges, such as reducing world hunger, providing better treatment for diseases, raising awareness of environmental issues or providing better access to education.
Additionally, students can participate in online challenges that focus on specific Microsoft platforms, including Windows 8 Apps, Windows Azure and Windows Phone. Winners of the competition and online challenges will be sent to the worldwide finals in St. Petersburg, Russia, in July 2013.
More Financial Rewards for U.S. Students
In addition to offering students an opportunity to impact today’s world with technology, Microsoft has upped the ante by offering more than $100,000 in prizes. This is the largest amount of cash prizes in U.S. Imagine Cup history. Specific prizes for the US Imagine Cup can be found here. All submissions for online challenges are due on January 15, 2013, while submissions for the three major competitions are due on March 15, 2013.
On April 15, 2013, Microsoft will host local finals around with world, with the U.S. finals being held in Silicon Valley.
The 10 Imagine Cup finalists will be invited to participate in Demo Day, which takes place May 13, 2013. From there, the finalists attending the Worldwide Finals in St. Petersburg, Russia, will be announced on May 15, 2013. The Worldwide Finals in Russia take place July 8-12, 2013.
The future is now, which makes for the perfect time for students to start turning their dreams into realities. Please visit Microsoft’s Imagine Cup website for more information on the competition and details on registration.
Tags: Azure, games, Imagine Cup, innovation, Microsoft, student technology compeitition, Windows 8 apps, Windows phone, world citizenshi Posted in entrepreneurship, games, IT, Microsoft, Mobile | No Comments »
Tuesday, January 15th, 2013
Have you tried one of the brain training software programs such as Luminosity? They engage you in a variety of game-like exercises intended to improve your focus, concentration, memory and thinking ability.
They’re just one aspect of what market research firm SharpBrains calls “The Digital Brain Health Market.”
By that, they mean Web-based, mobile and biometrics-based technology to assess, monitor and enhance cognition and brain functioning. Key industry trends, include the growing use of self-administered brain health check-ups and the role tablets and mobile phones are starting to play in increased accessibility to such check-ups.
If SharpBrains is right, you’ll be hearing a lot more about this market.
SharpBrains offers 10 predictions based on its market report “The Digital Brain Health Market 2012-2020″, many of which will likely be realized before the end of 2013:
- More than one million adults in North America alone will take a self-administered annual brain health check-up via their iPad or Android tablet.
- More than one million amateur athletes will better manage possible concussions by taking cognitive baseline tests via a mobile device.
- More than 150,000 teenage and adult AAA members will access web-based brain training to become safer drivers.
- Biometrics-aided meditation will become the next big thing in corporate and consumer wellness.
- iPad-based cognitive screenings will inform more diagnoses of Alzheimer’s disease and MCI than neuroimaging.
- Patients with Multiple Sclerosis in at least 10 countries will be offered online cognitive training together with drug-based therapy to help address their condition.
- Insomnia and depression will be first-line treated with computerized Cognitive Behavioral Therapy in at least two national health services.
- The industry’s first brain-based biomarker to predict depression treatment responses will be cleared by the FDA.
- Brain training firm Lumos Labs and/or biometrics-based developer NeuroSky will file for an IPO.
- At least one major insurer will launch an educational campaign to help adults proactively take charge of their own “brain fitness” navigating emerging research and digital brain health tools.
Tags: biometrics, brain health, cognitive screenings, digital platforms, Lumos Labs, MS, NeuroSky, Sharp Brains, tablets Posted in Digital Devices, games, Internet/New Media, IPOs, IT, Studies, surveys, reports | No Comments »
Wednesday, January 9th, 2013
International Data Corporation predicts that video game sales for console systems will rebound from a tough 2011-2012 as new platforms hit the market.
“2011 and 2012 were tough for many console game disc developers and publishers,” says IDC’s Lewis Ward, manager of its gaming service.
“With the advent of eighth-generation consoles, starting with the Wii U, historical norms strongly imply that game disc revenue will stop bleeding in 2013 and rise substantively in 2014.”
“The console ecosystem is in a state of flux since these platforms need to support an ever-growing array of non-gaming features and services at the same time that game distribution and monetization is moving in a digital direction,” said Ward, research manager of IDC’s Gaming service.
“At the same time, it doesn’t appear that alternative platforms — set-top boxes from cable companies, Web-connected smart TVs, and so on — are positioned to materially disrupt the trajectory of the ‘big 3′ console OEMs in 2013 or 2014. Discs will remain the console game revenue mainstay for years to come.”
Key takeaways from the new forecast include:
- In December 2012, PS3 system shipments eclipsed the number of Xbox 360′s shipped worldwide, despite the PS3 launching a year later than the Xbox 360 (an estimated 77 million bundles versus approximately 76 million bundles shipped)
- Nintendo’s Wii U will find an audience; global bundle shipments will exceed 50 million by year-end 2016
- The volume of packaged game discs shipped will decline an average of roughly 3% per year through 2016, as console spending shifts into digital channels
Consumers want car connections
Consumers want digital connections in their vehicles, says a study of more than 2,100 US adults by Johnson Controls.
Some of the key findings from the study include:
- Interest in greater connectivity via one’s vehicle is high. 84% of vehicle owners1 would like to control the features in their vehicle via a touch-screen infotainment system; 83% want to get updates to vehicle infotainment systems delivered wirelessly; 76% would like to connect to the Internet using their vehicle as a Wi-Fi hotspot; 67% would like to download applications directly to their vehicle; and, 61% would like to pay for something using a debit or credit card linked to the infotainment system in their vehicle.2
- Safety is the single most important feature3 in the selection of a vehicle (75%). The delivery of vehicle infotainment safely will be critical to consumer adoption and consumption. The second tier of important features includes vehicle diagnostics (49%) and navigation (42%).4
- Smartphone apps most associated with a vehicle include: Maps/navigation = 52%; News = 45%; and, finding locations = 34%.
- When it comes to downloading smartphone apps to a vehicle via an interactive screen, vehicle owners who use downloaded apps on a weekly basis would prefer traditional channels. 62% have a preference for where they would download an app for their vehicle, and of those with a preference, 60% would prefer downloading from an existing app store (e.g., App Store for iOS, Amazon Appstore for Android), 38% would prefer a new app store for vehicle-specific applications, and 37% would prefer the app maker’s website (e.g., Pandora, Google Maps).
- When it comes to accessing a vehicle app, vehicle owners who use downloaded apps regularly want apps they know and are comfortable with. Two-thirds (64%) want the menu options in their vehicle to be the same as on their smartphone (i.e., a full list of menu options available).
Social media stock tracker launched
WebMediaBrands Inc.’s (Nasdaq: WEBM) SocialTimes launched the Social Media Stock Tracker covering the weekly stock performance of companies within the social media and Internet sectors such as Facebook, LinkedIn, Google, Zynga, and Groupon.
Each weekly report, published on Saturday mornings, discusses key developments and provides analytical commentary on the most interesting and controversial events that impact the public companies in these sectors.
The Social Media Stock Tracker is prepared by Nathan Drona, a former senior analyst in equity research with coverage of the Internet and media sectors and the former director of a global hedge fund focused on technology and life sciences.
He was also a senior investment banker focused on M&A for international companies in technology and life sciences, and has been a board director for several public and private companies.
Tags: apps, connected cars, facebook, Google, IDC, infotainment, LinkedIn, Microsoft, social media stock tracker, Sony, video console games Posted in Facebook, games, Google, Internet/New Media, IT, LinkedIn, Studies, surveys, reports, Tech life/Culture | No Comments »
Wednesday, January 2nd, 2013
Console games remain incredibly popular, particularly the “Halo” and “Call of Duty” franchises right now, but are mobile and tablet games cutting into their luster?
We’ve been playing video games since the days of the first Atari consoles (and before that at good old fashioned arcade consoles). Today’s console games are achieving continually more realistic graphics, intense, involving story lines or challenges, and sales rivaling hit movies.
But the convenience and addictive quality of mobile and tablet games you can play anywhere, anytime are gaining in popularity. Will they challenge the console game business?
Here’s an infographic from DailyFinance.com examining the question, is the console dying?

Tags: game consoles, Halo, Microsoft, mobile games, Sony, tablets, Xbox Posted in Digital Devices, games, infographic, Internet/New Media | No Comments »
Friday, December 14th, 2012
Local advertising on mobile media is turning out to be the natural match-up it has been touted as. Location-based features in rich media mobile ads have overtaken branding and presentation as the most engaging. Engagement rates for those features nearly doubled in the third quarter 2012 seeing 187 percent growth to 18.8 percent.
So says Celtra‘s quarterly Mobile Rich Media Monitor Report.
Overall, engagement rates for rich media mobile advertisements continue to show steady, quarter-over-quarter growth. In Q3, the average ad engagement rate was 13.7 percent, nearly a one percent increase over Q2.
Gaming features came in second.
Rich media mobile advertising maturing quickly
“Rich media mobile advertising is maturing quickly and its position within the marketing funnel is becoming clearer and more established — especially as engagement rates continue to grow,” said Matevz Klanjsek, co-founder and Chief Product Officer of Celtra.
“Mobile rich media advertising is emerging as a powerful and extremely effective asset in the mid-funnel, successfully driving purchase consideration and intent. Gaming, location-based and social media features in the mobile ads engage consumers in a meaningful way, providing an essential and often missing link between typically overcrowded upper and lower funnels.”
Here’s an infographic detailing the findings:

Tags: advertising, gaming, infographic, location-based features, mobile rich media, video Posted in games, Marketing, Mobile, Studies, surveys, reports, video | No Comments »
Friday, September 28th, 2012
 Digital East brings an impressive array of speakers and attendees to its annual events.
Would you like to go back to your office in the middle of next week with techniques, strategies and tactics you can put to work immediately to best the competition?
Digital East, the premier annual Mid-Atlantic digital technology and marketing conference, still has seats available and focuses on giving you the kind of timely insider information you can use to stay a step ahead of the pack.
The event includes more than 60 thought-leaders, speakers and panelists from top brands such as Google, Mashable, National Geographic, PBS, The Economist, IBM, comScore, The Travel Channel, Huffington Post/AOL, Slashdot, The American Red Cross, McAfee and many more.
Topics include social media, email, and search marketing to digital advertising, mobile apps, online fundraising, web analytics, customer engagement, online branding, ecommerce, online video, big data for marketers, design.
This year Digital East is just outside Washington DC at the Westin Dulles Airport in Herndon, Virginia. Register for the event.
Interviews with just a few of the Digital East speakers
For just a sample of what you’ll experience, here are TechJournal interviews with a handful of the thought-leaders who will appear at this year’s event:
Best Practices for building mobile apps start with targeted ideas
How to engage with Slashdot and other real time communities
 A packed room for a morning panel at a previous Digital East event.
Speakers at Digital East include:
- Anthony Melchiorri, Host & Exec Producer-Travel Channel’s Hotel Impossible
- Greg Robleto, Director of Community & Social Media -The Motley Fool
- Jessica End, Industry Manager, Non-profits & Religion -Google
- Criag Oldham, VP of Digital Engagement -American Red Cross
- Melanie Phung, Director of New Media -PBS
- Gadi Ben-Yehuda, Social Media Director -IBM
- Michael Aldana, Sr Manager of Mobile Design -McAfee
- Sean Murphy, EVP e-Commerce -CustomInk
- Khurrum Malik, VP Product Marketing -comScore Inc
- Steve Harris, Sr Director Web Analytics -Capital One
- Simon Heseltine, Director of SEO -AOL/Huffington Post
- Anthony Douzet, COO & Co-founder -TheLadders
- Stephen Wellman, VP & Editor-in-Chief -Slashdot
- Brian Dreseher, VP of Business Development -Mashable
- David Plotz, Editor -Slate
- James Kobielus, Big Data Evangelist -IBM
- Nick Schaper, Exec Dir, Digital Strategic Comm -US Chamber of Commerce
- Leigh George, PhD., Director of Digital Strategy -R2Integrated
- Stanton Fish, VP of Customer Insights & Analytics -The Economist
- Andy Wiedlin, CRO -BuzzFeed
- Andrea Fishman, VP of Strategy -BGT Partners
- Cory Siansky, Manager, Business Consulting -Sapient
- Jeff Allen, Director of Product Marketing, Digital Analytics -Adobe
- Miguel Monteverde, Vice President, Digital Media -Discovery Communications
- Matt Peters, Co-Founder & Creative Director -Pandemic Labs
- Daniel Maloney, CEO & Co-Founder -PinLeague
- Susan Cato, Director of Business Development -Balance Interactive
- Kevin Dando, Director of Digital Marketing & Communications -PBS
- Matthew Shevach, Director of Product Marketing -TRUSTe
- Chi-Chao Chang, President of Products & Technology -xAd
- Jed Williams, Program Director, Social Local Media -BIA/Kelsey
- Michael Renner, VP Solution Design -3Pillar Global
- Robert Hancock, VP of Sales and Marketing -Smart Online
- Jon Brendsel, VP Products -PBS
- Joe Gizzi, Senior Strategy Manager -New Media Strategies
- Bill Leake, CEO -ApogeeResults.com
- Joel Sucherman, Senior Director, Digital Products -NPR
- John Backus, Co-Founder, Managing Partner -New Atlantic Ventures
- Teresa Spangler, Founder & CEO -Plazabridge Group
- Ori Hoffer, Social Media Strategist -General Services Administration
- Leo Dalakos, Vice President of Strategy & Analytics -Performics
- Mark Cooper, Co-Founder and CMO -Offerpop
- Cameron Brain, Co-Founder -XYDO
- Stephanie Slobodian, Senior Information Architect -NPR
- Adam Landrum, President & CEO -Merge
- Matt Kaplan, Vice President, Sales -Mail Online
- Sam Kimball, Exec VP, Advertising & Brand Sales -Livestream
- Will Elliott, Vice President, Sales and Marketing -Contactology
- Marc Shull, Sr. Director, Customer Insights -YesMail
- David Favero, Southeast Sales Director -Shoutlet
- Todd Marks, Founder -Mindgrub
- Chris Brooks, Manager, Social Engagement -Hilton Worldwide
- Ryan Steelberg, CEO and Co-Founder -Brand Affinity Technologies
- Brian Dalessandro, VP of Data Science -Media6Degrees
- Devon Smith, Director of Social Media -Threespot
- Michael Goldberg, Director of Marketing Communications -Martini Media
- Mick Winters, Creative Director -Threespot
- Brandon Hess, Sr. Product Marketing Manager, ReadyTalk
- Daniel Backhaus, Vice President, Marketing -Infuz
- Eric Evans, SEO Specialist -Merge
- Adam Figueira, Product Marketing Manager -Monetate
- Alex Lustberg, Vice President of Marketing -Lyris
- Justin Freid, Director of Digital Media -TPG
- James Wong, Co-Founder & Partner -Empowered Ideas
- Virginia Johnson, Co-Founder and Managing Partner -Empowered Ideas
- Andrew Taylor, Vice President, Business Development -Grab Media
- Justin Spring, Co-Founder of BringShare.com and Adept Marketing
- Eric Shoicket, Director of Brand Partnerships -Kiip
- Andrew Beranbom, VP of Business Development & Co-Founder -Extole
- Christine Borgia, Senior Director, Email Intelligence Group -Return Path
- Andrew Ray, Partner -Bingham McCutchen
- Joseph Olesh, Emerging Media Director -Tier10 Marketing
- Saya “Sally” Behnam, Creative Director -Design 4UX
- Tom Grossi, Partner -NEA
- Josh Freeman, CEO -TeamVisibility
- Frank Reed, Director of Sales -Edgeworks Group
- Gill Haus, SVP, Technology -RideCharge
- Angela Hausman, Owner -Hausman and Associates
Register for the event.
Tags: AOL, comScore, Digital East, Herndon, Huffington Post, IBM, marketing tips, Mashable, PBS, Slashdot, Slate, thought leaders, Travel Channel, VA Posted in Best Practices, Cloud, Events, games, Internet/New Media, Marketing, social media, video | No Comments »
Tuesday, September 11th, 2012
By Joe Procopio
The first week of the 2012 NFL Football Season is in the books and at 4:30 a.m. this morning, me and the crew at Automated Insights began creating and delivering individual Fantasy Football matchup recaps to Yahoo! Fantasy Football.
By 7:30 a.m. this morning, Yahoo! had published several million of these recaps across their league pages and we were seeing tweets like these:
Dear Yahoo! Fantasy Football people. You have earned some serious respect with this awesome “Recap” feature for previous week matchups
By the end of the 2012 season, it will be the largest implementation of fully personalized automated content ever produced.
Each team got a unique, professional-sounding paragraph narrative plus four sets of game notes recapping their individual matchup. The recap is highly relevant and hyper-personalized, even entertaining, highlighting not only what did happen, but how it happened, what could have happened, and even what should have happened.
The recaps were created at a rate of 500 articles per second, all machine-written, unmistakably human, and completely customized. The algorithms take into account all of the custom settings and scoring rules that the league commissioners can create.
The following is an actual (but condensed) Automated Insights generated recap using last year’s actual data from our own in-house league. The winning team in this example may have been mine. It’s hard to remember plus that’s not the point. OK, it’s mine.
Staats Battle Rallies to Beat Greased Up Deaf Guy for Fourth Consecutive Win
Staats Battle crushed Greased Up Deaf Guy, 154.44 – 117.50, for a second win in as many head-to-head matchups this season. Drew Brees was the difference, putting up 42.32 points this week, an upgrade on his 34.06 points the last time these teams met. To make matters worse, Greased Up Deaf Guy had a starter score zero points (Mario Manningham). This is the smallest margin of victory for Staats Battle in the series, as they defeated Greased Up Deaf Guy 121.18 – 69.66 back in Week 1. Finally, even with the loss, Greased Up Deaf Guy earned a spot in the playoffs.
Staats Battle Smooth Moves
- Drew Brees scored the most points of any player on Staats Battle this season.
- Benched RB Jackie Battle, who scored fewer points than any RB in the starting lineup with 2.00.
- Picked up Toby Gerhart, who beat his scoring projection by 46.6%, with 12.30 points against a projected 8.39.
Greased Up Deaf Guy Regret Tracker
- Left Jermaine Gresham on the bench, where he scored 12.80 points and surpassed his scoring projection by 179.5%, the highest percentage of any player on the team.
- With 1.00 point, the San Francisco 49ers Defense had their lowest output of the season and tallied just 8.9% of their 11.28 projected points, their lowest percentage of the year.
- Tony Gonzalez could not reach his projected point total, scoring only 72.9% of his 9.47-point projection with 6.90 points.
What If
- Greased Up Deaf Guy would be 6-4 if they played the same schedule as Staats Battle.
- Staats Battle would have beaten eight other teams besides Greased Up Deaf Guy this week.
- If Staats Battle played Greased Up Deaf Guy every week, they would be 8-4 this season.
Game Notes
- Staats Battle has won four straight games, the longest current winning streak in the league.
- Greased Up Deaf Guy could not extend their six-game win streak.
- With the win, Staats Battle remains undefeated in comeback games this season, improving to 2-0.
This isn’t just a new toy for Fantasy Football nerds, it’s a huge step for automated content. Fantasy Football, at last count in 2008, included 29-million players, many who managed several teams, and those players spent an average of 5-6 hours a week and $493 a year on fantasy sports.
The only solution
This is an area where automated content is not just the best solution, it’s the only solution – a scenario that calls for millions of articles delivered immediately and frequently, something no amount of writers could ever accomplish. The audience is also very niche, but they’re passionate about the content, and in most cases that content is actionable, which makes it extremely valuable.
And that’s something that always gets misunderstood about what we’re doing at Automated Insights. Automated content isn’t designed to replace human writers (at least the good ones). Machine-driven content is best used in situations where human-driven content is impossible or the expense outweighs the benefit.
In this case, it’s a huge value-add for Yahoo’s Fantasy Football offering. In other cases, it has powered our StatSheet network of team sites, allowing us to cover every major college basketball and football program and the NFL, MLB, and NBA — with all of 14 people.
And it doesn’t end there – it’s also producing thousands of individual neighborhood market reports for real estate company startup Sawbuck, as well as niche content in finance and other verticals.
So instead of reading a customized article about which running back would best fit into your specific fantasy lineup, imagine reading a customized article about which stock and how much of it would best fit your specific portfolio.
Now imagine we can do that for millions of people at once. That’s what automated content is designed to do, and that’s what we’re doing with it.
 Joe Procopio
Joe Procopio (@jproco) heads up product engineering for automated content startup Automated Insights, which is also StatSheet. He also founded and runs startup network ExitEvent,. You can read him at http://joeprocopio.com.
Tags: Automated Insights, Fantasy Football recaps, Joe Procopio, Yahoo Posted in games, Internet/New Media, Tech life/Culture | 2 Comments »
Thursday, August 9th, 2012
 Wei Peng, MSU associate professor of telecommunication, information studies and media, says exercise video games, while not perfect, can be helpful in getting some people to be more active.
Active video games, also known as “exergames,” are not the perfect solution to the nation’s sedentary ways, but they can play a role in getting some people to be more active.
Michigan State University’s Wei Peng reviewed published research of studies of these games and says that most of the AVGs provide only “light-to-moderate” intensity physical activity.
And that, she says, is not nearly as good as what she calls “real-life exercise.”
Could be a good step
“For those not engaging in real-life exercise, this may be a good step toward this,” said Peng, an assistant professor of telecommunication, information studies and media. “Eventually the goal is to help them get somewhat active and maybe move to real-life exercise.”
Of the 41 AVG studies the researchers looked at, only three of them proved to be an effective tool in increasing physical activity.
“Some people are very enthusiastic about exergames,” Peng said. “They think this will be the perfect solution to solve the problem of sedentary behavior. But it’s not that easy.”
Most game activity light
It’s generally recommended that the average adult get 30 minutes of moderate to vigorous exercise each day. Unfortunately, most of the games that were studied provided only light activity, “so they were not meeting the recommendations,” Peng said.
However, for some populations light-to-moderate activity can sometimes be enough.
“The games do have the potential to be useful,” Peng said, “especially for populations that are more suitable to light-to-moderate activity – seniors, for example.”
Peng said exergames also have proven to be useful when used in structured exercise programs, such as those used for rehabilitation or in senior citizen centers.
Structured program would be better
“Just giving the games to people may not be a good approach,” Peng said. “They may not use it or use it effectively. It’s better if used in a structured program where there are more people participating.”
Peng and colleagues’ findings are detailed in the recent edition of the journal Health Education and Behavior.
Other authors of the paper are Julia Crouse, a doctoral student in the MSU College of Communication Arts and Sciences, and Jih-Hsuan Lin, a faculty member at the National Chiao Tung University in Taiwan.
The research was funded by a grant from the Robert Wood Johnson Foundation’s Pioneer Portfolio through its national program, Health Games Research.
Tags: active video games as exercise, study, University of Michigan, Wei Peng Posted in games, Internet/New Media, Studies, surveys, reports, Tech life/Culture, University Tech | No Comments »
Wednesday, August 8th, 2012
According to a new survey from Yahoo! Sports, the average fantasy football player spends more than 4 hours a week prepping for their fantasy matchup, an amount of time that would earn them more than $500 working a minimum-wage job over the course of a full season.
Some people even play at work – which, surprisingly enough doesn’t bother some firms, while others ban it, according to a poll of HR execs.
While some companies see it as a team-building activity, others have fired workers for playing on the job.
About 8 percent of fans admit to spending more than 10 hours a week preparing for fantasy football – the same percentage of fans, coincidentally, who report that they have been dumped due to a fantasy football obsession.
Other key findings include:
- Fantasy football over sex?
While 16% of respondents would give up sex for the entire season to win their fantasy league, more (19%) are willing to give up their mobile phone. The most respondents, 39%, would give up beer to win their league.
- Fantasy football and real money
75% of fantasy football players are willing to bet on fantasy football, with 12% open to wagering more than $250 in their league.
- Favorite teams vs. fantasy teams
35% of fantasy football players have rooted against their favorite NFL team when they had a fantasy player on the opposing team.
- The most powerful man in sports
Roger Goodell, NFL commissioner, was considered by the most respondents (26%) to be the most powerful commissioner in professional athletics by a significant margin — more than the NBA’s David Stern (10%), MLB’s Bud Selig (9%) and the NHL’s Gary Bettman (3%) combined.
- Gender bias?
43% of fans think we are more likely to see a woman become President of the United States than be in charge of a professional sports league as a commissioner, and 25% think neither is likely.
You too, can be a sports commissioner
The results of the Yahoo! Sports survey were released today to kick off the announcement of Yahoo! Sports’ Commissioner Appreciation Day on Monday, Aug. 27, to recognize and reward the important roles commissioners play before and during fantasy football season.
Serving as commissioner of a fantasy football league can be a thankless job, but not this year. Yahoo! is giving three grand prize winners of the inaugural Commissioner Appreciation Day the chance to win two tickets from SeatGeek to eight regular-season games of the pro football team the winner chooses.
If you’re responsible for reviewing trades, collecting dues, scheduling drafts, and settling disputes, Yahoo! is making it worth your trouble this year.
Simply go to http://football.fantasysports.yahoo.com/f1/signup and create a league on Yahoo! Fantasy Football 2012. Once you’ve established yourself as commissioner of a league, tweet your numerical League ID to @YahooSports using the hash tag #YahooCommish before 5 p.m. (PT) on Aug. 27 and you’re automatically entered to win a number of prizes leading up to Commissioner Appreciation Day.
In addition to the grand prize, 15 commissioners will be eligible for one-on-one consultations with one of Yahoo! Sports’ Fantasy Football analysts – Andy Behrens, Brad Evans, Brandon Funston, or Scott Pianowski – and you can also have a chance to win other prizes, including Yahoo! Fantasy Football T-shirts, which will be awarded throughout the contest. All winners will be selected randomly from the pool of eligible entrants.
Tags: Fantasy football, HR poll, playing at work, risk management, survey, Yahoo Posted in games, Internet/New Media, Studies, surveys, reports, Tech life/Culture | No Comments »
Tuesday, July 31st, 2012
Despite small screen sizes and keyboards, smartphones are the dominant mobile devices of today, particularly among Generations X and Y. Consumers are more likely to use smartphones than tablets for most “mobile”activities measured in a recent GfK study; but tablets do win out when it comes to viewing full TV episodes and other activities where longer time frames and larger screen sizes can be decisive factors.
How People Use Media: Smartphones and Tablet shows that consumers are more likely to use smartphones for 11 out of 15 common uses, including searching the Internet, listening to music, and filming video.
Users preferred tablets for game playing, watching TV programs, and reading books or magazines.
“The amount of time that people spend using smartphones is creating a sense of comfort that seems to trump concerns about screen size,” said David Tice, Senior Vice President of GfK Media.
Comfort level varies with age groups
“As smartphones become larger and more viewing oriented, they may erode the tablet’s advantages for even long viewing sessions. The fact that Generations X and Y have an almost native ease with smartphones will only accentuate this trend.”
Comfort with using the smartphone as a media device varied greatly among key age groups. Among smartphone viewers in Generation X (ages 33 to 46), 44% reported that they watch both clips and full episodes of TV shows on smartphones, compared to 24% for Generation Y (ages 13 to 32) and 17% for Baby Boomers (ages 47 to 54).
In addition, 22% of Generation Y smartphone viewers report that their smartphone viewing is replacing time with regular TV, compared to 14% for Generation X and Baby Boomers.
The new report also shows that, across eight program genres, 65% to 86% of smartphone viewers said that the small-screen experience is either “as good as regular TV” or “good enough.” Generation Y was most likely to report this agnostic view of screen size.
Tags: Gen X, Gen Y, GfK study, How People Use Media: Smartphones and Tablets Posted in Digital Devices, games, Internet/New Media, smartphones, Studies, surveys, reports, video | No Comments »
Wednesday, July 25th, 2012
Arkadium, a top game development studio, today released the second part of its social gaming research study designed to shed light on the behavioral characteristics of Facebook purchasers.
Arkadium’s research uncovered some interesting data that provides an insightful look at the items Facebook gamers are likely to purchase, the genre of games that are most likely to monetize, and a greater understanding of the profile of the monetizing social gamer.
Some of the statistics accumulated in this second half of Arkadium’s research include:
• Why do players purchase?
– 51% purchase to decorate and personalize
– 44% purchase to gain an edge
• What do players purchase?
– 46% of purchasers buy game upgrades
– 52% typically stay in the $0-$5 range for in-game purchases
• Where do players purchase?
– 69% are purchasing in Sim or building games
– 79% spend in two or fewer games per month
• When do players purchase?
– 67% of buyers wait more than a week before they are convinced to purchase in a Facebook game
– 49% of buyers report they are still playing all of the games in which they have purchased after six months
The complete research presentation, which includes additional details on the study can be found here: http://slidesha.re/O00jVJ. The first half of the research can be found at: http://slidesha.re/NO0Uez.

Tags: Arkadium, facebook, infographic, Marketing, social game purchases, study Posted in Facebook, games, Internet/New Media, Studies, surveys, reports, Tech life/Culture | No Comments »
Friday, July 6th, 2012
The concept of cloud gaming resonates strongly with gamers in Western countries, despite low familiarity, according to a survey by Interpret, a market research firm.
According to GameByte, Interpret’s new international syndicated survey of digital gamers in ten countries, gamers in Western markets such as the US, UK, France, Germany, and Australia have had little exposure to the concept of cloud gaming, with familiarity levels ranging from 3% to 5%.
However, once informed about what cloud gaming delivers, 52% of US digital gamers said they were very or somewhat interested in trying out a cloud gaming service, with 49% of Australians and 46% of UK gamers feeling the same.
French and German gamers expressed lower, but still strong, interest at 36% and 29%, respectively.
“Our data highlights the prescience of Sony’s recent acquisition of cloud gaming service Gaikai, a strategic move that provides a path for the gradual migration of gaming to the cloud,” said Michael Cai, VP of Research at Interpret.
“This acquisition is well aligned with Sony’s transition from a hardware-centric to network-centric company. Furthermore, Sony stands to capitalize on its established relationship with young male gamers—in Western countries, males 13-34 comprise one third to one half of those very interested in trying a cloud gaming service.”
Tags: cloud gaming, GameByte, Interpret, survey Posted in Cloud, games, Internet/New Media, IT | No Comments »
Thursday, June 28th, 2012
By Allan Maurer
 A screenshot from the Political Rampage game.
So, what sort of video games would a company founded by two news focused organizations create? Why, games that trade on current events such as political campaigns and debates, says Lloyd Melnick, CEO.
Melnick, previously worked with Disney International and helped launch social gaming firm Merscom in 1993 (which later sold to Playdom, which itself sold to Disney) says that 519 Games builds on its connections to its corporate backers, Raleigh, NC-based Capitol Broadcasting and E.W. Scripps.
“The idea that drove formation of the company,” Melnick notes, “was how can we take what we do well – news, reality TV – and bring it to social gaming.”
The social gaming firm launched in August 2011 and is up to 16 employees. It recruited staff from top gaming firms, including Disney, RealNetworks, Turbine Entertainment, Microsoft, Playdom, Emergent Game Technologies, Oberon, Merscom and Research in Motion.
 The 519 team.
Melnick says it’s helpful to be in The American Tobacco Campus in Durham, NC, because the Research Triangle is a gaming hub that includes other firms such as industry leader Epic Games and many smaller companies.
“We hope to be up to 25 people by the end of summer,” Melnick says.
About half of 519 Games creations are for Facebook, although Melnick admits that’s not as hot a venue as it once was for social games.
“Facebook changed the rules and you can’t send people as many requests as in the wild west days. It’s more challenging to bring in users.” Despite that, “Game playing on Facebook is still very robust according to the numbers. People are still playing.”
Mobile is the future
Mobile – particularly tablets are where games are going, he says, however.
“I don’t go anywhere without my iPad,” he says. “It’s almost attached to my body. Mobile and tablets are definitely the future.”
The company just launched its first game, Political Rampage. “It tries to interest people in the political process,” Melnick says. The iOS version is out now, the Android version is coming within weeks.
Gamers assume the role of a famous current political figure from Mitt Romney to Sarah Palin and run their own political campaign, including debates, eventually against the President. But not President Obama.
The President considered the greatest debater, Abraham Lincoln (although he actually lost his debates with Stephen Douglas if you go by who won that election).
And what does that odd company name 519 Games mean?
“It’s the distance between the company’s two headquarters, Raleigh and Cincinnati, Ohio,” Melnick says.
Tags: 519 Games, Allan Maurer, Capitol Broadcasting, Disney, E.W. Scripps, facebook, Lloyd Melnick, Merscom, Political Rampage, reality/news based games, social games Posted in Company Profile, Facebook, games, Internet/New Media, social media, Studies, surveys, reports, video | No Comments »
Thursday, June 28th, 2012
Who would be best defending the nation against an alien attack, President Obama or Mitt Romney? Two-thirds of Americans say Obama is the man.
How about fictional Superheroes? Would you go with Superman? Spiderman? The Avengers? Read on to find out which one most Americans believe would be our best defender.
According to a new U.S. extraterrestrial survey from National Geographic Channel (NGC), more than 80 million Americans are certain that UFOs exist.
In fact, many believe in tangible proof that aliens have landed on Earth and think that government officials are involved in covering up paranormal activities.
Personally, we’re extremely skeptical. The vast distances between stars and the limiting speed of light mean that some sort of warp drive or wormhole would be necessary to cross the immense gulfs. Also, extraordinary claims require extraordinary proof, and thus far, none has been forthcoming.
Moreover, most citizens would not mind a minor alien invasion, because they expect these space-age visitors to be friendly—like the lovable character depicted in Steven Spielberg’s popular film “E.T.”
Survey results also reveal that more than one-third (36%) of Americans believe UFOs exist. More than one in 10 (11%) are confident that they have spotted a UFO, and one in five (20%) know someone who claims to have seen one.
Despite the popularity of “Avengers” and “Twilight,” more than seven in 10 (71%) Americans think that aliens are more likely to exist than are superheroes, vampires and zombies.
Which superhero would defend us best?
 Would the Hulk be the best superhero to fight an alien invasion?
Furthermore, if aliens attacked our planet, more than one in five (21%) would most likely call on the Hulk to deal with the havoc. Far fewer would most trust Batman (12%) or Spiderman (8%) to step in.
Again, personally, we’d put our money on Superman, who is himself an alien from the planet Krypton. And in fact, as comic book geeks would know, he’s battled aliens many times.
Two-thirds say Obama handle an invasion better than Romney
In regards to national security, nearly two-thirds (65%) of Americans think Barack Obama would be better suited than fellow presidential candidate Mitt Romney to handle an alien invasion.
In fact, more than two in three (68%) women say that Obama would be more adept at dealing with an alien invasion than Romney, vs. 61 percent of men.
And more younger citizens, ages 18 to 64 years, than those aged 65+ (68% vs. 50%) think Romney would not be as well-suited as Obama to handle an alien invasion.
Tech Supervisor Erin Ryder and UFOlogist James Fox from NGC’s new series “Chasing UFOs,” believe the survey results are in line with the interviews and research they found in field operations taping the show.
Viewers who watch the series’ back-to-back premieres on Friday, June 29, at 9 & 10 p.m. ET/PT, will witness over 30 Texas residents who swear they saw an unidentified flying object in 2008 and Colorado towns folk share their encounters with the team about speeding saucers and green lights that often are spotted in the night sky.
About the Survey
NatGeo’s “Aliens Among Us” survey polled a random nationwide sample of 1,114 Americans, May 21-29, 2012. The poll was conducted by Kelton Research, which used e-mail invitations and online surveys. Quotas were set to ensure reliable and accurate representation of the total U.S. population, ages 18 and older. The margin of error is +/-2.9 percent.
About Chasing UFOs
In National Geographic Channel’s (NGC) new eight-part series Chasing UFOs—premiering Friday, June 29, 2012, at 9 p.m. ET/PT, with a second all-new episode airing at 10 p.m. ET/PT—join an investigative team comprised of an UFOlogoist, tech supervisor and scientist/field researcher in their adventure-packed quest to explore alien-related mysteries. For more information on Chasing UFOs, visit natgeotv.com/chasingufos
Tags: alien invasion, Aliens Among Us survey, Chasing UFOs, Mitt Romney, National Geographic Channel, President Obama, superheroes, The Avengers, The Hulk Posted in games, Internet/New Media, video | No Comments »
Wednesday, June 13th, 2012
Internet companies may launch their initial public offerings of stock with a splash, but that public arena has its drawbacks as both Facebook and Zynga are learning.
Zynga Inc., the maker of Facebook’s most popular games, Farmville, Words with Friends, Draw Something and others, saw it shares fall sharply yesterday on the heels of a report from analysts at Cowen and Co. saying the number of active daily users of its games fell 8 percent in May.
That’s the second consecutive monthly drop. All the Zynga games declined.
The San Francisco-based company’s stock fell 10 percent to $4.98 yesterday afternoon, down more than 50 percent from its $10 IPO price. The stock has traded as high as $15.91 (March).
I don’t know about you, but I’ve been seeing a decline in Zynga game-players on my Facebook stream for quite a while. While the games were extremely popular, many Facebook users did not like all Farmville and other game requests popping up on their newsfeed if they didn’t play.
Cowen and Co. analyst Doug Creutz said consumers are switching to mobile games, something Zynga has been experimenting with, although the Facebook games are still its major focus.
Creutz said that Zynga’s games trail more weighty role-playing and multi-player games on mobile phones.
We’re not sure we agree with that. We see people playing easy zombie shooter games, Angry Birds, and solitaire most often on mobile devices.
What do you think? Are Facebook games a dying fad? Would you be sorry if they were?
Creutz cited figures from AppData in his analysis. — Allan Maurer
Tags: Cowen and Co., Doug Creutz, Facebook games, Farmville, IPOs, mobile, Words With Friends, Zynga Posted in Facebook, Farmville, games, Internet/New Media, IPOs, IT, Mobile, mobile games, Tech life/Culture, Zynga | No Comments »
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