Archive for January 13, 2013

Apple TV adds streaming service Watchever in Germany

In a move that could open the door to more region-specific deals, Apple TV has added access to Vivendi’s new streaming video subscription service Watchever in Germany.

Vivendi just launched (PDF) Watchever on Wednesday. The service offers access to “entire seasons of award-winning U.S. series, blockbusters and international art house films” for €8.99 (USD $11.99) per month. Among the “thousands” of available titles: AMC shows Mad Men and Breaking Bad, early seasons of HBO shows like The Sopranos and Sex and the City and films like Slumdog Millionaire and There Will Be Blood.

The Next Web, which first reported the news, thinks this “could be the start of a trend in which Apple cuts deals for regions where there is a strong localized offering that delivers content appealing to Apple TV owners there.”

Netflix is not available in Germany. The Amazon-owned Lovefilm, which offers both streaming and physical DVDs, is available in Germany but, like Amazon Instant Video in the U.S., it’s not available on Apple TV.

Hey, Twitter, Hawaii Five-0 wants you to pick the killer

Much has been made in the last few years of how social media has affected the television experience — specifically, how Twitter and other networks have created incentive for real-time viewing in a world where 45 percent of American households have DVRs. But not every person is live-tweeting every show; hence, gimmicks like the upcoming interactive Hawaii Five-0 seem likely to multiply.

According to Deadline, three different endings were filmed for this Monday’s Hawaii Five-0, each featuring the reveal of a different killer.

During the live broadcasts (both East Coast and West Coast), viewers will be encouraged to vote for whodunit via Twitter or the official CBS site — the winning ending for each broadcast will be aired in real-time. This could, at least in theory, lead to CBS airing a different ending in New York than in Los Angeles.

Actively including social media voting in the show is a television first, but it’s also a natural build on how Twitter has become an essential part of the television experience for many viewers.

Take for example ABC Family’s Pretty Little Liars — at this week’s Television Critics Association press tour, the show’s creators pointed to Twitter as being a huge factor in the show’s popularity and ratings success:

When the subject of the amount of social media the show gets and the involvement of the fans, Oliver Goldstick said, “What’s great is it’s almost taking us back to old time television where people all watched at the same time because there’s something communal. It’s tribal. People are watching this. They’re not just DVR’ing or watching later online. There’s an aspect of this that is really old fashioned, as cutting edge as it is, because people are experiencing simultaneously.” King added that, after Toby was revealed as part of the ‘A’ Team, the network got a call from a mother who wanted to complain about having a room full of sixteen-year old girls who couldn’t stop crying.

(I do not know what being a member of the A-team means. But apparently it’s a big deal.)

The catch with the Hawaii Five-0 experiment, though, is that participating will encourage real-time viewing, commercials and all — the driving force behind much of the television innovation happening these days (see also recent experiments in second-screen technology like the StorySync experience for AMC programming).

But it also requires a Twitter account and/or active engagement with the internet, which could be an issue for Hawaii Five-0‘s audience: According to AdWeek, the median age of the show’s viewers is 55 years old.

I’m not saying people older than 55 don’t know how to use the Internet — my parents are both active users of Twitter. They also don’t watch Hawaii Five-0.

Gillmor Gang: Hello Goodbye

The Gillmor Gang — John Borthwick, Kevin Marks, John Taschek, and Steve Gillmor — go beyond the usual scenarios in examining the symbiotic relationships between Apple’s more proprietary model and Android’s open heritage. Those looking for a more scholarly version of this dialogue should look to Doc Searls’ recent Life Management piece for sustenance. But those who enjoy the emergent presence of a shared perspective might find it in the last half or so of this episode.

CES may have been presiding over the collapse of the PC, as the mobile device wave overwhelmed Wintel. But the speed with which the two silent partners have captured our attention and spawned a new generation of muscle memory continues to startle. What Steve Jobs decried as copying and theft as Android took the handoff from the iPhone and ran with it may someday be seen as the opening of a spirited competition that drove a generation of transformation. In other words, two heads are better than one.

@stevegillmor, @borthwick, @jtaschek, @kevinmarks

Produced and directed by Tina Chase Gillmor @tinagillmor




  • JOHN BORTHWICK
  • STEVE GILLMOR
  • KEVIN MARKS
  • JOHN TASCHEK

John Borthwick is CEO of betaworks. betaworks is new form of internet media company. Prior to betaworks John was Senior Vice President of Alliances and Technology Strategy for Time Warner Inc.

John’s company, WP-Studio, founded in 1994, was one of the first content studios in New York’s Silicon Alley. John holds an MBA from Wharton (1994) and an undergraduate degree BA in Economics from Wesleyan University (1987).

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Steve Gillmor is a technology commentator, editor, and producer in the enterprise technology space. He is Head of Technical Media Strategy at salesforce.com and a TechCrunch contributing editor.

Gillmor previously worked with leading musical artists including Paul Butterfield, David Sanborn, and members of The Band after an early career as a record producer and filmmaker with Columbia Records’ Firesign Theatre. As personal computers emerged in video and music production tools, Gillmor started contributing to various publications, most notably Byte Magazine,…

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Kevin Marks is a software engineer. Kevin served as an evangelist for OpenSocial and as a software engineer at Google. In June 2009 he announced his resignation.

From September 2003 to January 2007 he was Principal Engineer at Technorati responsible for the spiders that make sense of the web and track millions of blogs daily. He has been inventing and innovating for over 17 years in emerging technologies where people, media and computers meet.
Before joining Technorati,…

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John Taschek is vice president of strategy at salesforce.com. He is responsible for corporate product strategy, corporate intelligence and market influence. Taschek came to company in 2003, bringing over 20 years of technology evaluation experience.

Taschek currently is also the editorial director for CloudBlog – an independent blog run as an adjunct to salesforce.com’s web properties. He occasionally is on Steve Gillmor’s The Gillmor Gang enterprise web video-cast.

Previously, Taschek ran the testing labs at eWEEK (formerly PC Week) magazine….

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Forget Calories, New Gadgets Redefine How To Lose Weight And Be Athletic

A treasure trove of new health devices unveiled at the Consumer Electronics Show promise to make us healthier by more accurately measuring what makes people thin and athletic. Calorie counting, for instance, can be a terribly misleading way to lose weight, since research shows what and how we eat can affect our love handles more so than the total calories consumed. But such brute-force measures persist because, prior to the consumer health sensor industry, we had very few ways of monitoring our internal wellness.

In other words, what we can measure will become the new means of self improvement. Below is a roundup of the new gadgets launched at CES and how they’ll redefine what we watch.

Weight Loss

Speed Eating – HAPIfork – Many of us meticulously avoid Snickers, yet slam down our salads during the busy workday. Unfortunately, rapidly eating healthy foods can have a similarly poor effect as can eating sugary foods. Speed eating also leads to overeating, since satiety doesn’t register till long after the body no longer thinks it needs to feed. The HAPIfork aims to end the cultural habit of shoveling food into our mouths with a fork that vibrates when users eat too quickly. Check out Stephen Colbert giving a “wag of my finger” to the HAPIfork below:

Air Pollution – Withings Scale: polluted air might not only be killing you quickly, but sending you to an extra-wide coffin, as research has implicated air toxins in obesity. The new Withings scale, which measures weight and fat percentage, added a new feature to measure carbon dioxide, an important proxy for airborne poisons, and can affect sleep, breathing difficulty, and heart rate. Check out our own Darrell Etherington’s review below:

It’s difficult to describe just how misleading calorie counting can be. Last year, I hacked my diet to transform an extra 1,500 calories a day of ice cream and cheesecake to lose fat and gain muscle. While it may not have been the healthiest way to disprove the calorie-fat link, it’s clear, at least for me, that the types of food I eat and how I measure my wellness are much more effective ways of controlling my body composition.

Athleticism

Blood Saturation – Masimo iSpO2 – Olympic athletes train in the mountains because high-altitude training transforms our bodies to more efficiently utilize oxygen when athletes return to lower altitudes. Some readers may have experienced this effect in reverse, feeling lethargic after flying from a sea-level state to one of elevated altitude. The Masimo iSpO2 is a consumer-friendly pulse oximeter that measures the blood oxygen saturation of blood through a fingertip clamp. Athletes could utilize the iSpO2 to measure how their oxygen saturation is influencing their training and make corrective steps, such as high-altitude training, or more experimental steps, such as non-mouth breathing or oxygen masks (masks were found not to have much of an effect in one trial).

ispo2

Body Temperature – Spree: Warming up your muscles is an important part of working out, but how do you know you’ve actually reached the right temperature? Or, if you’re running on a hot summer day, how do you know if you’re about to overheat? The Spree headband measures internal temperature for safe and efficient exercising.

Heart Rate – Mio Alpha: Runners are fond of measuring their heart rates for peak performance, but some of the most popular devices, such as the Garmin Polar, require a chest strap. Kickstarter-funded Mio Alpha is a heart-rate monitor without the cumbersome strap.

mio-alpha

So, go forth my number-crunching uber readers. Measure your way to a thinner, more athletic body.

What Games Are: The Fun Boson Does Not Exist

Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here.

Back when the social game scene looked like it might be generationally, rather than merely technologically, disruptive, we game makers discovered Eric Ries. Ries (along with Steve Blank) is the key figure behind the lean startup movement, and at the time his message of fast iteration and customer validation rang true for us for two reasons.

First, we were very frustrated working on multi-year-long projects with no clear goal that seemed to be more about some designer’s ego. Second, we saw it as a new way to look at the games business and found that the investment community was inclined to agree. Game companies are notoriously difficult investment propositions after all, so anything we could do or say that promised to manage the creation process better was music to their ears.

During those days you could immediately tell who got it and who didn’t with the use of the terms “minimum viable product” (MVP) and “free-to-play” (F2P). You’d explain this ideal process whereby a tiny team would iterate on ideas quickly. It would measure everything, too. It would offer this kind of game where the initial experience was free, and that would pull in a lot of users, some of whom would become customers. The eyes of those who knew what you meant would suddenly spark in recognition.

MVP and F2P eventually passed into regular industry jargon along with a boat load of other terms. Most every company involved in the space now talks about DAU, LTV, ARPU, ARPPU, ARPDAU and even ARPPDAU. They talk about performing cohort analyses. Some of them ask whether they are working on an MVP or an MDP? Most don’t really bother discussing viral K-factors any more, and instead obsess about the CPA of players. These are significant changes for an industry that used to worry more about Metacritic ratings.

However they are also often misused. In much the same way that every studio claims to be “agile,” but few actually are, most of them miss the point of all these numbers. They get badly stuck when considering their MVP because they realise that they have no idea what “viable” is supposed to mean in the context of games. So they do what they’ve always done, which is to copy the other guy and invent very little.

How We Got Here

It all starts with the delusion of numbers. One of the axioms of the San Francisco Revolution, derived straight from lean thinking, is that you can’t improve what you can’t measure. In other words, if you add or subtract something and it does not cause a key metric to go up in some significant way, then that change was meaningless.

This axiom is seductive because it promises to expose the game and stop it being treated like a mysterious black box. In theory it’s supposed to unlock a whole wealth of innovation, because we could then know a great deal about how players behave and think, and then use that. Measuring to find an outcome that might scale is, after all, what the entire lean method is about.

When Facebook developer garages were interesting places to be, the sector got very excited by stories that seemed to prove this assertion. There was the story of the Christmas tree put into the game which sold a million units in a week. There was also the story of the object suggested by the community and then put into the game not three days later. All of these emotive images seemed to validate the validation, but the energy around them didn’t last. Now every game conducts regular sales, every game has its holiday boondoggles and none have really taken those ideas to a next level (if there is one).

In practise what the validation-led method actually turned out to be was a sanitised version of age-old processes from the gambling industry. Personally I have no problem with the gambling industry (as long as it behaves responsibly around addiction), but its tendency toward validation of everything means it tends to only focus on a couple of key game formulae that are proven to work. That’s why every casino is identical. That’s also why every social game maker is identical.

Rather than continuing to innovate through measurement, the social sector as a whole rationalised itself into a corner. It knew of a couple of formats of game that seemed to work with measurements (but not really why they worked), knew how to build those, and then continued to repeat the same format again and again. So, just like the gambling industry, social gaming became about who had the best commercial processes in place to push their identikit product around as fast as possible. Farmville really wasn’t about Zynga’s genius at replicating Harvest Moon. It was about their genius at getting that game in front of everyone on Facebook faster than anyone else.

But, again just like the casino business, that kind of thinking can only get you so far.

Local Maxima

The tragedy of social games is that the companies involved discovered the greatest distribution tool in the history of the industry, and yet proved inept at providing great games to go with it. The best things that they’ve come up with so far is Poker, some socialised versions of simple casual games, some super-simple sims and about 100,000 variations of Dungeons and Dragons.

In part that’s because of market conditions. Facebook proved pretty tricky to understand, as some developers devoted almost their entire energies to overcoming visibility issues. All those notifications and cross-promotion obsessions happened because users didn’t really remember the names of the games they were playing, nor how to find them.

It’s also because of technology. PHP games like Mob Wars could do little more than be static click-object games, and while Flash could handle sims well, it was (and still is) very weak for making action-oriented games. Arguably the sector needed a better technology to work with, which in time it got through iOS. The weird thing, however, is that social developers are still making the same limited games. What’s happening on iOS with Supercell is really just a repeat of what happened on Facebook three years ago.

Mostly it’s about development culture. The thinking behind social games is not unlike the thinking behind television. The bean counters in TV land tend to think that there is a number, perhaps not yet discovered, that will one day explain television viewing to them. They believe that attaining viewers is a process, entertaining them is a process, and that if only the right measurement and formula can be found, television would become a predictable industry.

In the absence of that number they look at ratings, demographic data and viewing patterns and try to infer what it might be. They build products based on that inference, to make shows which satisfy those numbers. And when that doesn’t work they fall back to copying other successful show formats and trying to put a spin on them, just like casinos do. And that culture becomes circular and inward-looking over time, so eventually that’s all they know how to do.

The ultimate fallacy of sticking with “you can only improve what you can measure” is that measurements eventually determine all of your creative decisions. I’ve lost count of the number of times I’ve heard a designer complain that they need to enact a deep change in their game, but are not allowed to do so by a manager who demands it be proved with numbers first. Both understand that something is not right, but the axiom mandates that the problem must be expressed in numeric terms, or else it does not exist. The resulting cognitive dissonance leads to frustration and formulaic decisions, and so the game becomes like every other game.

That’s called being trapped in a local maximum.

Measuring The Wrong Thing

Obsessed with measuring everything and therefore defining all of their problems in numerical terms, social game makers have come to believe that those numbers are all there is, and this is why they cannot permit themselves to invent. Like TV people, they are effectively in search of that one number that will explain fun to them. There must, they reason, be some combination of LTV and ARPU and DAU and so on that captures fun, like hunting for the Higgs boson. It must be out there somewhere.

Watch any sport or exciting board game, some gamers playing Call of Duty or Angry Birds, and you start to notice how there’s a certain yin and yang of play. There are many small decisions of little consequence, but they tend to bounce off one another and lead up to bigger moments. In great games this seems to have a pattern, and we often try to describe this in terms of “mechanics.”

Once you sidestep some of the more feverish interpretations of what a game mechanic is, they’re actually pretty easy to understand. A mechanic is an action on the part of, or a rule that affects, a player. When not looking at large meta-metrics like DAU, studios typically measure instances of mechanics. They look at how many players buy an object, level-up within a certain time frame or use an item in-game. Then they try to improve along those vectors, yet for some reason the overall fun of the game seems lacking.

Now to be clear, there are many arguments to be made for soul, culture and the importance of building an identity in a game that tells a marketing story, but this argument is not about those qualities. By “fun” I have a very simple definition (“the joy of winning while mastering fair game dynamics“).

Trying to measure and improve a game through only studying mechanics is like trying to improve tennis solely by measuring how many aces occur, or how many foot faults happen. Those numbers are very useful in many ways, but they are not the game. If, for example, you wanted to increase the number of aces in the game, then perhaps you might lower the net, lengthen the racket or change the type of ball used. That change would have massive knock-on effects through the game, however. And it’s quite likely that you would get more aces but make a worse game.

It is in the interplay of various mechanics that the dynamic of tennis emerges, and that dynamic is surprisingly sensitive to small changes. The dynamic nature of fun is always like that, and is why good game developers often talk about the importance of “finding the fun” in games through prototyping.

Games are essentially chaotic systems. In a chaotic system you can look at the initial starting conditions and the topology of a simulation and try to predict the interactions of strange attractors as much as you like, but you generally don’t really get what the hell the simulation is doing until you observe it in motion. The system is too sensitive, the patterns too hard to interpret and the situation too emergent.

Fun games are a little bit like those chaotic systems that produce beautiful fractals. In some games the balance between all the mechanics produces an inherently exciting set of outcomes, but are hard to predict just from looking at their rules. They have to be played to see what does and doesn’t work, to be genuinely iterated upon in the true sense of the lean startup (not just built) and allowed to be validated in their dynamics. Everything else is just nonsense.

Until you prototype it and try it, you really just don’t know whether a dynamic is fun or whether it produces beautiful outcomes that compel you to play again. Measuring mechanical instances may help you do that, but you still need to accept that there’s an x-factor involved.

Unlike every other major game revolution (arcade, console, PC, casual, MMO, etc.), social game developers have proved consistently unable to understand that fun is dynamic in this way. This is why there is, as yet, no social game that has achieved the genuine love and admiration of a World of Warcraft, an Angry Birds, a Plants vs Zombies or a Super Mario Galaxy. They are hunting for the fun boson, but it does not exist.

This is the hardest lesson that they need to learn if they are to get to generation-two.

Stephen Hawking wants to save the world from Skynet

The world’s most famous scientist wants to save the world from the robotic threats of the future.

Steven Hawking has joined the adviser board of The Cambridge Project for Existential Risk (CPER), an international think tank dedicated to protecting the world from all sorts of future-borne dangers, Fast Company reports.

Founded last November, CPER concerns itself with perils like extreme climate change, nanotechnology, and the increasingly likely risk that ultra-intelligent machines could take over the world. As an adviser to the group, Hawking will apply his 71-years of genius to these issues, and, hopefully, prevent them.

In short: He has the most exciting job in the world.

CPER cofounder Huw Price doesn’t understate the importance of his organization. ”With so much at stake, we need to do a better job of understanding the risks of potentially catastrophic technologies” Price said in November.

“The basic philosophy is that we should be taking seriously the fact that we are getting to the point where our technologies have the potential to threaten our own existence – in a way that they simply haven’t up to now, in human history,” Price added.

Facebook charging for messaging isn’t as crazy as it sounds

The blogosphere has been buzzing today with the idea that Facebook is running a test where it’s possible to message people who aren’t your friends for $100, including Mark Zuckerberg. That idea isn’t as crazy as it sounds.

Except I deserve a cut when someone messages me. It shouldn’t all be Facebook’s. I should also be able to set my own price. Different people assign different value to their time, and a static rate doesn’t make any sense. I, for one, think that $100 to get Zuck to read one of my messages is a bargain.

Charging for messages creates a more efficient market and helps deter spam. I get a lot of mail, and most of it goes unread because there’s no deterrent and no cost for people to send messages. People send messages indiscriminately. I’m thinking of PR people in particular — many just add any writer’s email address to a list without regard to what he or she writes about.

I filter what I choose to read based on whether someone knows my private email address and who referred them. For the ones that I do read, if it doesn’t grab me in the first couple of sentences, I stop reading. But economics is often the best filter: If you’re willing to spend money to send me a message, you’ve probably done some filtering on your own to ensure that there is a reasonable fit and that I would want to read what you have to say.

I’m shocked that, after all of this time, economic filters haven’t been applied to online dating in scale. One of the fundamental problems of online dating is that many women are inundated with messages. This leads to a low response rate. Men get frustrated with the low response rate. So they spend less time on each message and just send more of them. Which means women get more inundated. And the cycle repeats.

Imagine a different scenario: Each person on the dating site gets 100 credits to use each month. You can spend 1 to 100 credits to reach someone. Once that person reads your message, the credits are deducted from your account. By spending 100 credits, you’ve signaled your intent that you’re serious. If you’re only willing to spend 1 credit, that means something else. Once you have scarcity, you’re forced to make choices. You won’t email every attractive woman who comes up.

This model could work in any number of markets: online dating, job seekers looking to reach recruiters, recruiters looking to reach highly sought candidates, etc.

For what Facebook is testing, I’d want a system where the recipient is able to set multiple prices: one to receive a message, a higher one for a promise of it being read, and a substantially higher one for a guaranteed response. (Think of this as similar to online advertising models: sending is equivalent to a CPM, reading is equivalent to a CPC, and responding is equivalent to a CPA.)

If it actually took off, I could imagine automatically adjusting the price based on affinity. Someone from high school pays a 40% premium, someone connected to Shervin Pishevar gets a 30% discount.

Quora is one site that has been testing using economic principles for attention. You can earn credits by writing great answers and spend credits to get attention for questions.

I’ve been running my own test on Quora: For 40,000 Quora credits, I’ll buy you a cup of coffee. (Conversation with me is optional.)

So far, I’ve had one taker.

[Top image credit: Rob Byron/Shutterstock]

Here are five of the weirdest things we saw at CES this week

While this week’s Consumer Electronics Show in Las Vegas was filled with straightforward news and elegant gadgets, there were also a few strange things that stood out.

Check out five of the oddest things we saw on the show floor and a bonus from a keynote below.

The Hapilabs “Hapifork”

Yes, there is now a fork that tracks what you eat. Lots of companies are coming up with health-tracking devices that measure your physical activity, but the Hapifork from Hapilabs can track how many bites of food you have taken and the frequency with which you take bites. It also records your eating schedule. We’re definitely intrigued. – Sean Ludwig

Re-Timer glasses that correct your sleep cycle

re-timer

Re-Timer’s glasses can make you look really goofy. But that’s not the only thing they do — the glasses can also help you adjust your sleep cycle. Based on 25 years of research from Flinders University in Australia, the glasses emit a particular type of green light, and you use them with instructions to accomplish various goals. For example, if have trouble sleeping at night, you wear the glasses in the morning when you first wake up for 50 minutes four days in a row. – Sean Ludwig

Muse brain-sensing headband

muse-headband

While walking the floor, I came across the brain-sensing headband from Muse. The headband measures the EEG levels in your brain and displays your focus and relaxation levels. As I sat in front of the screen, I did different things such as converse with people and count, but I found out that my best “focus levels” registered when I closed my eyes and listened to conversations around me.

Ideally, the headband and software that goes with it could help your train your brain to focus or relax better. The company has raised $287,472 on Indiegogo on the strength of its premise. – Sean Ludwig

Phonograph from Zhonghao Digital takes us to the past

IMG_8960

The retro crowd might like the antique phonograph that Zhonghao Digital showed off in its booth. The device can play multiple kinds of media, including vinyl records, AM/FM radio, compact discs, and music stored on a USB flash drive. The company’s brochure says, “excellent musical notes make your heart relax.” – Dean Takahashi

Samsung’s somewhat ridiculous smart refrigerator

samsung fridge

While Samsung debuted several gadgets at CES, the product that turned our heads the most was the company’s newest smart refrigerator. The new fridge comes with a 10-inch display that can run apps. You simply touch the icons to watch news, leave notes for family members, or run apps like Evernote. The note-capturing app allows you to write a grocery list and save it. Once you do that, your list will instantly appear on the phone of another family member who is out shopping already. It makes for faster communication, and with this at home, you’re less likely to run out of milk. – Dean Takahashi

Bonus: Big Bird and his helper during Qualcomm’s keynote

big-bird-qualcomm

Qualcomm’s big keynote at CES was one of the most talked about events at the show because it was an absolute trainwreck. Out of the many strange parts of the keynote, the moment when Big Bird and a developer came out on stage to talk about an app was particularly weird and slightly politically incorrect, with its talk of “outsourcing to owls.” – Sean Ludwig

Check out video from Big Bird and his helper at Qualcomm’s keynote below:

Photos and videos via Sean Ludwig, Dean Takahashi, and Devindra Hardawar/VentureBeat

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