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.
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.”
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.
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.
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:
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.
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.
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?
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:
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.
- 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.
- 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 (@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.
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.
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.
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.”
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
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