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  #1  
Старый 19.06.2004, 18:41
Аватар для Mihalych
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По умолчанию Mobenta Industry News

Wine Spectator and Airborne Entertainment Announce Mobile Partnership

Mobile Users Will Get a Closer Look at the Good Life

MONTREAL, Canada and NEW YORK, New York- May 27, 2004 - Wine connoisseurs and enthusiasts are about to find guidance from a most unique source: their mobile phones. Wine Spectator, the world's leading wine publication, today announced a wide-ranging partnership with Airborne Entertainment, one of the world's leading mobile entertainment publishers. The agreement will bring several features based on the category-defining magazine to mobile phones around the world.

"As a wine lover, I am personally very excited about our partnership with Wine Spectator" says Garner Bornstein, Airborne's CEO. "This is a great example of an application perfectly suited for the mobile world. We expect strong traction and staying power for this product line."

The first Wine Spectator wireless product off the vine will be The Wine Spectator Mobile Companion. The innovative lifestyle application will tap into Wine Spectator's extensive database of more than 130,000 wine reviews, allowing users to refer to the world's definitive reference for wine, wherever they are. The Wine Spectator Mobile Companion is the perfect resource for users struggling to make a selection at a restaurant or wine shop or needing to make an informed decision for entertaining at home.

"We are very excited to be embarking into a wholly-new medium for Wine Spectator," says Marvin R. Shanken, Editor and Publisher of Wine Spectator. "Many of our readers have inquired about a new wireless data access service. Now they will have it available."

Published by M. Shanken Communications, Inc., Wine Spectator offers an exciting, insider's view of the good life, including fine dining, wine, travel and entertaining. Among the publication's over two million affluent readers are business leaders, trendsetters and connoisseurs. Wine Spectator has enjoyed uninterrupted circulation growth for the past 25 years, making it one of the most successful consumer magazines published.

Wine Spectator Online, the publication's sister site, also enjoys phenomenal popularity, attracting well over one million unique visitors each month and more than one million page views per week. The website has a membership of over 500,000 registered users, making it the most popular wine content site on the Internet.
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  #2  
Старый 19.06.2004, 18:42
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По умолчанию ARC Group Bullish on Mobile Video

Mobile Video to Generate US$5.4bn by 2008 as the Stakes Hot Up
************************************************** *************
In a new report entitled Mobile Video: Worldwide Market Analysis and Strategic Outlook 2003-2008, industry analysts ARC forecast that the mobile video market will generate worldwide revenues of US$5.4bn in 2008. ARC Senior Analyst Rupert Reid, takes a quick look at recent developments in the mobile video space to ee how they measure up against ARC Group's forecasts and whether there is any substance behind the hype.

As the latest in a line of applications touted to turn around flagging ARPUs and kick-start the dawn of a new mobile multimedia era, mobile video has been much in the spotlight recently.
Whereas the adoption and usage levels of 3's much publicised video telephony services have not exactly set the industry alight in the early days of its launch, the underlying trends nevertheless point to a steady ramping up of interest in mobile video.

In the last 6 months, a flurry of activity across all elements of the value chain has witnessed the increasing momentum behind bringing mobile video applications and enabling technologies to market as players from platform vendors to content aggregators all attempt to carve an early lead in this nascent market.

Recent deals between Vodafone and Warner Bros. Entertainment, Mobilkom Austria and CNN and 3 Sweden and Endemol/Kanal highlight the growing focus placed on strategic partnerships between operators and content owners to target mobile video streaming, downloading and messaging services. By building up a rich ecosystem of branded content, 3G operators are clearly positioning their networks primarily as video-capable, and heavily promoting video streaming and video telephony services as a differentiator from 2.5G networks.

It is not just the 3G operators however who are pioneering video services as a number of 2.5G operators have launched video services of their own. For example, a number of European operators including Telefonica, TIM and O2 have launched a range of early video streaming applications through partnership with RealNetworks and its Helix Universal Platform. Likewise, the indications from Sprint PCS are very encouraging with PCS Vision customers having sent more than 100m picture messaging images and 15-second video messaging clips since November 2002.
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Despite these promising early trends, there are challenges at every point in the mobile video value chain which must be resolved before video takes off on a mass market basis:

" Reducing the price of video-supporting handsets to gain mass market acceptance " Developing viable business models for video distribution which include content protection, " Resolving the interoperability, interconnect and roaming issues for such services.
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Top of these challenges remains the perennial problem of video-capable handset availability and a lack of well-defined and established standards across the value chain which are essential for operators to build a full service that includes content, servers, applications and handsets.

Nonetheless, ARC is confident that ongoing developments in high-performance, low-power multimedia application processors coupled with continuing improvements in high-resolution CMOS image sensors and high-resolution colour LCD screens, will see the mass market penetration of video-enabled handsets by 2006.

As with any forecast, the purchasing behaviour of end-users remains the key variable in assessing demand and also the hardest to predict. Nevertheless, on the balance of evidence, ARC believes that the widespread availability of video-capable terminals together with high-bandwidth networks supported by a rich distribution network of branded and mobile specific content will result in a steadily growing market for mobile video services over the next 5 years.

Mobile Video, from the ARC Group, forecasts that between 2003 and 2005 there will be a relatively slow rate of adoption, as the market is in its launch phase although from 2005 onwards strong growth is anticipated, and by 2008 it is forecast that close to 250m consumers will use mobile video services.

Mobile Video also predicts that video messaging will remain the biggest application category throughout the forecast period.
In 2003, the figure of 5.1m users is mainly made up of the video clip messaging services that have been launched by operators in Japan. In Europe, initial video services have also been focused mostly on video messages, since user-generated content frees the operator from dealing with content copyright issues and content owners' DRM requirements. As MMS starts to enter the mainstream in Europe, it is expected that as camera phones in the European market evolve to support video, there will be a high adoption rate for video messaging services as an enhancement to regular MMS.
************************************************** ************
Video download is expected to be second to video messaging in terms of users until 2005, when video streaming will take over second spot, based on the higher penetration of 3G networks. After 2003, streaming will be a preferred method of consuming video content, since it has a much more immediate viewing experience than video download, and enables longer video clips and also live TV-like live broadcast services.

As a strictly a 3G service, ARC expect the total number of video telephony users to increase from 1.3 m in 2003 to almost 90m in 2008. Video telephony will continue to differentiate 3G networks from 2.5G networks, and the popularity of this application will rise as more possibilities become available to connect via video calling to enterprise video conferencing systems and consumer video devices in the broadband-connected home. This network effect of home, office and mobile video telephony devices will cause mobile video telephony to overtake video download services by 2007.
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  #3  
Старый 19.06.2004, 18:43
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По умолчанию Nokia launches N-Gage QD in Europe

Nokia has started shipping its N-Gage QD game deck to markets in Europe, Africa and Asia Pacific.

N-Gage QD features a hot-swappable multimedia slot, longer battery life, improved gaming controls, brighter screen and smartphone features.

The device supports personal information management, an XHTML browser, email and the ability to download and install additional Series 60 applications. The device has an estimated 'street price' of ?49.99 with contract.

Nokia claimed that the new N-Gage Arena launcher will give users direct access to the N-Gage Arena community directly from the game deck.

Members can communicate with one another, download exclusive content, access ranking statistics and participate in events and activities.

The device supports existing N-Gage games as well forthcoming N-Gage titles like Ashen: Pathway to Glory and Pocket Kingdom: Own The World, and hits such as The Sims: Bustin' Out, Crash Nitro Kart and Tiger Woods PGA Tour 2004.

The units will be sold in specialist game shops and mobile operator outlets.
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  #4  
Старый 19.06.2004, 18:43
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По умолчанию Mobile Scope reports profitable quarter

Meerbusch, Germany - May 28, 2004 - Wireless entertainment publisher Mobile Scope today reported its first profitable quarter since the launch of the company in 2001.

Revenues for the first quarter of 2004 went up more than 310 percent compared with revenues in the first quarter 2003, and approximately 50 percent above fourth quarter of 2003. The year-over-year increase for the first quarter was primarily due to shipments of European mobile game blockbusters such as Moorhen Kart 2004 and RTL Ski Jumping 2004 during the last year. Based on this first quarter results, the 2004 forecasts were increased to more than ?5 million (US$6 million).

During the quarter, Mobile Scope generated about 300,000 downloads of Java based mobile games, thousands of subscribers for permanent services, millions of pre-loaded games in handsets, and also derivative mobile entertainment products. Mobile Scope currently has more than 600 points of sale in over 60 countries, including global carriers such as T-Mobile, Vodafone and Telefonica.

"We are delighted to report our first profitable quarter since Mobile Scope was founded in April 2001," said Juergen Goeldner, Chief Executive Officer of Mobile Scope AG. "The hard work, the dedication and enormous productivity of our global team in creating and distributing high quality mobile entertainment products and services has absolutely paid off. Our shareholder structure provides us with sufficient financial resources going forward. We are also excited about our latest license agreement with leading global movie studios, TV and videogame companies and look forward to release the first products in summer. I am absolutely encouraged by the potential of Mobile Scope and the growth of the global mobile entertainment markets!"
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  #5  
Старый 19.06.2004, 18:43
Аватар для Mihalych
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По умолчанию THQ Wireless opens Southern European office

Wednesday 2 June 2004, Woking, Surrey: THQ Wireless Inc. ("THQ Wireless"), a leading publisher of Java mobile games and a subsidiary of video game publisher, THQ Inc. (NASDAQ: THQI), announces the opening of the company's first office in Southern Europe and the appointment of a new territory manager.

Lionel Maestri has been appointed Territory Manager for THQ Wireless in Southern Europe. He will head up the new Madrid office, which will provide THQ Wireless with a centre from which to direct and manage activities throughout Spain, France, Italy, Portugal and Greece.

Mr. Maestri has nine years experience in the mobile industry, four of these having been spent specialising in mobile entertainment. Prior to joining THQ Wireless, Lionel Maestri held a business development role for In-Fusio. He has also worked for RealTime, a Danish company offering messaging, gaming and multimedia services, and was in charge of Gemplus' mobile business unit for Spain and Portugal.

Commenting on THQ Wireless' move into Southern Europe, Adam Comiskey, General Manager (EMEA) said: "Lionel has outstanding experience in the mobile sector which will prove important to us as we seek to expand our presence in this region. He will be responsible for building the business throughout existing THQ Wireless distributors as well as developing new relationships with telecommunications companies, media organisations and handset manufacturers."
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  #6  
Старый 19.06.2004, 18:45
Аватар для Mihalych
Mihalych Mihalych вне форума
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По умолчанию AG Mobile acquires K-Mobile

AG Mobile Buys European Mobile Content Company: AG Interactive, the interactive arm of American greetings, through its subsidiary AG Mobile, has bought out French/European mobile content company K-Mobile and its content brand Kiwee, for an undisclosed amount.
AG Mobile, a relatively late entrant into the mobile content market, has made some quick strides into the market: it recently bought out MIDIRingTones, and is tying up rapidly with media companies and telcos (it already has tie-ups with T-Mobile, Verizon Wireless, Cingular, AT&T Wireless and Vodafone) for distribution muscle...
K-Mobile will be operated by AG Interactive's newly-established European subsidiary, AG Interactive Europe, B.V. K-Mobile's catalog of content consists of 12,000 ringtones including movie themes and contemporary pop music and rap hits. The company also offers about 15,000 color images and 2,000 java mobile games.
With this acquisition the company is making a U.S.-Euro content play, a move which it hopes will help it rapidly expand into the sector. AG Mobile is going to stay away from the mobile aggregator business, as the margins in that business are bound to start shrinking, and instead focus on developing brands for media/entertainment companies themselves (it is positioning itself as a "mobile content studio").
AG Mobile plans to push mobile content through its network of sites such as AmericanGreetings.com, eGreetings.com, Beatgreets.com, BlueMountain.com and BlueMountainCards.co.uk. Parent American Greetings has more than 115,000 outlets, and expect mobile content to be retailed at these venues soon as well...
Besides the mobile content forays, the company is also venturing into the online-to-offline printing business, which has natural extensions into the mobile content/MMS area: it has partnerships with computer printer players HP, Avery, Dell, and other players like Kodak, AOL and MSN for its Create&Print service, where users can customize and print their own greeting cards.
I did a short interview recently with Josef Mandelbaum, CEO of AG Interactive, about the directions the company is taking in mobile content sector...
"This is a natural extension of our business and additional sales channel for us, as we look at where our customers are. Now it is getting to a point where you can actually do this stuff in U.S..
We're making a big play...[in U.S.] it is a very fragmented business, and a lot of smaller players. It is a land of the midgets at this point...Moviso [InfoSpace Mobile] is probably the biggest...the giants in the land of midgets. [Former Moviso head of marketing Bryan Biniak is heading the AG Mobile venture]
We think our core competency is how consumers use content to express themselves.
We know how to do licenses with content providers; we know how to deal with operators, because we have done that for retailers; we've carrier-grade technology; we have brands; and are willing to invest in the business.
The biggest challenge for us is how to raise awareness of mobile content in general...we have a very good marketing division we hope to capitalize on...
Where do you draw a line on which areas of mobile content to go in? We're in the expressive content business...ringtones, music, background, MMS, video, casual games etc. We won't get into sports or news...
The average demographic buying mobile content is much younger than those buying online greetings, so that's a big opportunity for us on the editorial side to develop content...and for us, we need to follow these consumers on how they express themselves throughout their life cycle..
Branding: We'll probably be using BlueMountain as our main mobile brand for the consumer...it has a strong consumer recognition..."
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  #7  
Старый 14.09.2004, 18:57
Аватар для Arrow
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По умолчанию

Жив, еще как. Видел сколько на форуме их народа.
Лично я Reaxion уважаю. Хотя развиваться, конечно, еще есть куда. Ну так развиваться всем есть куда.
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  #8  
Старый 19.09.2004, 15:15
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По умолчанию Nokia reveals Pathway to Glory developer

Pathway to Glory takes mobile gaming to the next level with unique online features

September 14, 2004 -- RedLynx together with Nokia have created a truly unique mobile game, Pathway to Glory, exclusively created for the N-Gage platform. It includes a complete range of new online features in the form of a critically acclaimed Second World War action-packed strategy game. This exclusive N-Gage game features innovative and unique ways for gamers around the globe to connect, compete, cooperate and communicate. In the online Multiplayer game mode players can either connect to collaborate and compete in the Global Battleground via the N-Gage Arena, or set up a local multiplayer game of up to six players via Bluetooth wireless technology. The game truly exploits the N-Gage capabilities and takes mobile gaming beyond what is currently known.

One of Pathway to Glory’s groundbreaking features is the advanced in-game communication system that ensures communication between players and strengthens the co-operation between allies. The Field Radio feature enables gamers to send voice messages to each other during the game, which get transmitted as a though a player’s N-Gage game deck was acting as a field radio. This is a world first for mobile gaming and showcases the possibilities that the N-Gage platform provides for game developers. The pre-configured message system allows gamers to use predefined text messages within the game that can then be sent to other players.

In the Global Battle Ground, players can choose from four different campaigns consisting of 12 extensive multiplayer levels with support for up to 48 soldiers and 16 vehicles in a single battleground. Detail-rich battleground environments range from Sicily and the Rhein to Normandy, with a permanent damage system in place to add an additional level of realism.

Another innovative feature enables gamers to search on-going Pathway to Glory games and choose which game they want to join. The Go-to-friend feature lets gamers check their N-Gage Arena Buddy List to see which friends are online and then join in the same game that their friends are playing.

Nokia also disclosed that Helsinki-based RedLynx is the developer behind the game. With a handpicked team consisting of experts in game development and cellular networks, RedLynx has delivered an exciting range of revolutionary mobile gaming features.

"Working with Nokia to craft a flagship N-Gage title has been a huge opportunity for us. Nokia's uncompromising focus to create a superior quality product has given us the drive and determination to build the best possible game that we could," says Tero Virtala, CEO of RedLynx.

“We’ve been impressed with RedLynx’s ability to not only deliver a world class game, but also for their innovation and creativity in making the most of what the N-Gage platform can offer,” said Toni Virhiä, Senior Producer, Pathway to Glory, Nokia. “Their hard work and dedication will ensure that Pathway to Glory will amaze gamers around the world.”

The GPRS Mobile Warfare of the Pathway to Glory Pathway to Glory has two game modes: a Ranked game mode and a Filtered game mode. The Ranked game mode enables gamers to compete based on their Global Military Rank against players of a similar rank. This ensures easy access for casual and beginning gamers to fight against equally skilled opponents. Success in the battlefield increases ones rank making the game even more addictive. The Filtered game mode allows gamers to create a game and choose the level(s) for the battleground, while choosing the number of players and soldiers for each team and defining the length of the turn for both sides.

Pathway to Glory is expected to be in stores distributed by Nokia in November 2004.
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  #9  
Старый 19.09.2004, 15:16
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По умолчанию Dwango partners with Beliefnet

Dwango® Wireless Partners with Beliefnet to Launch Cross-Carrier Mobile Entertainment Service

Dwango Wireless To Offer Polyphonic Ringtones, Mobile Music, Spiritual Images, Mobile Community Services and Spiritual –Themed Mobile Games

SEATTLE and NEW YORK (September 13, 2004) - Dwango® Wireless (OTCBBWGN), a developer and publisher of entertainment content, applications and Mobile Lifestyle Brands for mobile phone users, today announced it has signed an agreement with Beliefnet, Inc., the premier multi-faith media company and online community, to bring customers mobile media content under the Beliefnet Mobile brand.

Under the Beliefnet Mobile brand, Dwango will provide high-quality consumer content and services, including premium polyphonic and audio ringtones. Dwango Wireless will also provide alert tones, images, spiritual-themed mobile games, and subscription-based content from a variety of faiths to mobile customers in the United States and Canada. Beliefnet Mobile will feature a ringtone service enabling consumers to download ringtones of the latest religious and spiritual-themed musical hits including rock, hip-hop, classical and gospel to their mobile phones.

“We're looking forward to working with Beliefnet to deliver first-rate entertainment content that people can access via their mobile phones,” said Alexander Conrad, president and COO of Dwango Wireless. “Beliefnet is one of the largest faith-based online organizations in the world, with more than one million unique visitors each month and four million daily newsletter subscribers. We look forward to extending and enhancing the Beliefnet brand to mobile media.”

“Beliefnet is pleased to be able to partner with Dwango to further leverage our brand and provide our audience with another outlet to fulfill their spiritual needs.” said Steve Waldman, CEO and co-founder of Beliefnet. “As compelling new content services play an ever-greater role in the global marketplace, we are especially pleased to offer a full range of spiritually themed music, ringtones, prayers, inspirational messages, images and games to consumers.”
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  #10  
Старый 19.09.2004, 15:16
Аватар для Mihalych
Mihalych Mihalych вне форума
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По умолчанию GOSUB60 opens up new CA office

GOSUB 60 OPENS CORPORATE HEADQUARTERS IN SANTA MONICA, CALIFORNIA


New office to serve as operations base for ambitious 2005 development and publishing slate

Santa Monica, CA - September 15, 2004 - Fast-rising developer and publisher of wireless games, GOSUB 60, today announced the official opening of its new corporate offices in Santa Monica, California.

"The consolidation of our marketing, development and publishing functions in one physical space was long overdue and is already providing tremendous synergies," said Josh Hartwell, CEO of GOSUB 60. "We've got five titles on the market, another three in production, and a total of twelve slated for release by the end of 2005. Even with our highly efficient development methods, that's an ambitious schedule, so we're delighted to already note increased productivity and operational efficiencies in our new space."

The company's retro-modern offices on Santa Monica's teeming 3rd Street Promenade are minimalist and eclectically decorated, a design scheme that mirrors the trend-setting hipness of the company principals as well as their youthful target market. GOSUB 60's V.P. of Development, Paul Bolten, elaborated: "We wanted to continue operating out of Southern California, the nexus of the wireless gaming industry, and this office provides an ideal location; it's a great high-energy environment for us to create really innovative wireless entertainment."

Both Hartwell and Bolten are 5-year veterans of the mobile software market and have been instrumental in developing such top-selling and award-winning titles as JAMDAT Bowling, EA SPORTSä FIFA World Cupä, Solitaire Deluxe, and Tiger Woods PGA Tour® Golf 2004.
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