Fans Choose ‘Choice Chamber’

 

Facebook Tweaks Actually Help Brands

Ever since Facebook launched an initiative to limit brands’ ability to organically reach audiences on its social site, the number has dropped significantly. However, that doesn’t mean that said brands didn’t benefit.

These companies modified how they worked with the social network, and some have even managed to find the right kind of algorithm tweaks that could benefit them, rather than hurt them.

“Our approach is to prepare for a day when organic reach is zero,” said Amanda Moore, director of social media for Lord & Taylor. “It’s not enough to solely focus on content marketing anymore. If we’re going to invest in the creation of great content, we must also have a plan for distribution. With organic reach declining we have to find ways to increase our viral reach. What is the pass-along value We must give our consumers something they want to engage with and share.”

A white paper on the matter, titled Engagement on Facebook: When It Matters, details this process a little further. “Industry research…has repeatedly shown that engagement rates do not correlate with the outcomes ultimately used to judge the success of your marketing efforts,” it reads. “While clicks can be strong indicators for success for online direct response campaigns, research by Nielsen shows very limited correlation between clicks and offline sales lift; the same is true of clicks and standard brand metrics like awareness.”

Source: Digiday

Microsoft Debuts Universal Windows Apps

Originally announced at its Built conference, Microsoft has finally launched its first universal apps for Windows and Windows Phone, which are available for purchase through its app stores. Users can buy an app once and play it on phones, tablets, or PCs.

The first two apps that are featured on the program are Halo: Spartan Assault and Skulls of the Shogun. Both games are $4.99 apiece, and can be bought through either the Windows or Windows Phone stores.

In addition, several free games are available as universal apps, including Wordament, Hexic, Mahjong, Minesweeper and Solitaire. These games, along with the above ones, will carry across all Windows-enabled devices.

More games should be released in the months ahead, although specific titles weren’t mentioned as of yet.

Source: PC World

Brainpower: 24 Is The New 40

Think the brain gets old while you get old? Surprise, it may get even older than you actually realize.

According to a report from Canada’s Simon Fraser University, measurable declines have been shown in cognitive performance starting at the age of 24. That indicates that brainpower could very well be “over the hill” by that time, instead of actually at 40.

The researchers used an interesting method to reach this conclusion, studying performance levels of thousands of players of the Blizzard PC game StarCraft II. The game utilizes a number of strategic elements, making it prime material for such research.

The team found that “looking-doing latency” – a delay in which a player looks at a new section of the game field and then performed an in-game action – is lowest amongst 24-year olds. The lag continues to increase with older players, with a 39-year old player losing up to 30 seconds of cognitive lag, compared to the 24-year old. The researchers also believe that there’s “no evidence that this decline can be attenuated by expertise.”

This isn’t the first time StarCraft II has been used for said research, as the University of Florida previously used it in a class to teach “critical thinking, problem solving, resource management and adaptive decision making.”

Source: Washington Post

EA Launches Huge Sale On Origin

Earlier this week, EA launched a huge sale on its Origin website, offering dozens of games for a cheaper price as part of a Gigabytes of Deals Sale promotion. It looks like EA has decided that Steam sales can be a good thing after all, and this is the company’s attempt to generate similar excitement and sales numbers.

The sale, which is running now through April 23 at 11:59 p.m Pacific, marks down several hit digital games for purchase. Among them is Titanfall, the popular multiplayer shooter that released back in March. The price on the game is now $47.99, a savings of $12 off the usual retail price. The exclusive Titanfall Digital Deluxe Edition is also available for a 15 percent savings.

In addition, games like Battlefield 4 and SimCity have been marked down significantly, both 50 percent off. Other titles include entries in the Dragon Age series, as well as FIFA 14, Need For Speed and Crysis.

Source: VentureBeat

King Resolves Trademark Disputes

Candy Crush Saga publisher King didn’t exactly do everyone favors when it attempted to secure trademark rights for the term “candy” and “saga” in its games. Most notably, the developers of CandySwipe and The Banner Saga were less than pleased with these trademark applications, since it affected some of their game releases.

However, it appears that King has come forth and settled the trademark matters with both companies. Runsome Apps founder Albert Ransom, who was very cross with King, says the company has since addressed his complaints. “I am happy to announce that I have amicably resolved my dispute with King over my CandySwipe trademark and that I am withdrawing my opposition to their mark and they are withdrawing their counterclaim against mine,” he said in a statement. “I have learned that they picked the Candy Crush name before I released my game and that they were never trying to take my game away. Both our games can continue to coexist without confusing players.”

Meanwhile, Stoic, the developers behind Banner Saga, had a similar statement. “Stoic is pleased to have come to an agreement with King regarding Stoic’s The Banner Saga trademark, which enables both parties to protect their respective trademarks now and in the future.”

Source: GamesIndustry International

Aereo Launches Explanatory Website

As it prepares to head to the Supreme Court next week over streaming television technology, Aereo has launched a website where customers can rally behind it and see exactly what it’s doing with legal matters.

The website, called ProtectMyAntenna.org, is an education-based site where subscribers and consumers alike can get information about the company’s legal defense, as well as access all of its legal briefs.

The company has also been busy off-line as well, with its financial backer, Barry Diller, writing a Wall Street Journal piece that blasts his former broadcast teammates and the founder and CEO, Chet Kanojia, speaking with Yahoo’s Katie Couric and showing a rooftop antenna farm to TechCrunch.

“What is at stake in this case is much bigger than Aereo,” said Kanojia in an email to both subscribers and consumers. “We believe that consumers are entitled to use a modern, cloud-based version of an antenna and DVR and that consumers should not be constrained to 1950s-era technology to watch free-to-air broadcast television.”

Should the company lose in the Supreme Court, Kanojia believes it could “impair cloud innovation.”

Source: Adweek

NPD: Hardware Strong, Software Down

Once again NPD has good news and bad news for the traditional video game business. Next-gen hardware sales continue to be strong, with hardware sales increasing 78 percent over March 2013. At the same time, software revenue dropped 27 percent over last year. If you add in PC software sales to portable and console software, the decline was even greater – 28 percent. Accessories climbed a mere 4 percent, leading to an overall rise in revenue of only 3 percent over last year for the combination of hardware, software, and accessories.

The PlayStation 4 and Xbox One drove the hardware sales increases. “Sales increases were driven completely by consoles sales, which were up over 100 percent, due mainly to continued success from the PS4 and Xbox One,” said NPD’s Liam Callahan. Despite the launch of Titanfall, the Xbox One was not the best-selling console. “In March 2014, Sony’s PS4 led hardware sales for the third month in a row,” said Callahan. Still, next-gen consoles continued to do better than their predecessors at a similar time from launch. “PS4 and Xbox One continue to see success with cumulative sales of the two consoles through the first five month currently totaling more than double that of their predecessors, the PS3 and Xbox 360,” noted Callahan.

The software side of the business showed continuing weakness, apparent merely by glancing at the list of the top ten best-selling software titles. Titanfall was #1, followed by InFamous: Second Son at #2, with both being next-gen software titles. The message is that current-gen software continues to lag. NPD puts the finger on a slow release schedule. “Software declines in March 2014 stemmed from poor comparisons to new launches from last March,” Callahan said. “Collectively, March 2014 launches sold 42 percent less than March 2013 launches. Last March we saw eight of the top ten games were new launches. This March saw six of the top ten games as new launches.” Still, Callahan noted this:“Year-over-year sales of every platform declined from March 2013, with the exception of the PS Vita which saw sales grow due to the release of Final Fantasy X/X-2 HD Remaster.”

There’s no sign of any revival in the Wii U’s fortunes, and the 3DS didn’t have much impact at retail either. Nintendo’s lower pricing for its top five 3DS titles surely must be taken as an indication that sales aren’t exactly breaking records. There’s no sign in general of any revival in current-gen software sales. Perhaps at E3 we will see some reasons to believe current-gen consoles might revive flagging sales, but for now it looks like consumers are squarely focused on the PS4 and the Xbox One when it comes to consoles.

March 2014 Top 10 Games (New Physical Retail only; across all platforms incl. PC)
1. Titanfall (XBO, PC)** Electronic Arts
2. inFAMOUS Second Son (PS4)** Sony
3. South Park: The Stick Of Truth (360, PS3, PC)** Ubisoft
4. Call Of Duty: Ghosts (360, PS4, PS3, XBO, NWU, PC)** Activision Blizzard
5. Dark Souls II (PS3, 360)** Namco Bandai Games
6. Metal Gear Solid V: Ground Zeroes (PS4, XBO, PS3, 360)Konami Digital Ent.
7. NBA 2K14 (360, PS4, PS3, XBO, PC)** Take 2 Interactive
8. Final Fantasy X/X-2 HD Remaster (PS3, PSV) Square Enix Inc
9. The LEGO Movie Videogame (360, PS3, 3DS, NWU, XBO, PS4, PSV) Warner Bros. Interactive
10. Minecraft (360) Microsoft

**(includes CE, GOTY editions, bundles, etc. but not those bundled with hardware)

 

TV’s Digital Anxiety

Most of the current institutional broadcast powerhouses will not move easily into the new digital paradigm. We’re seeing that everyone from the cable companies to the established networks are using their mighty capabilities of lobbying, extensive financial resources, slanted news stories to name a few, to delay what is the inevitable shift to online distribution.

However, their reluctance to change this model is not unwarranted. The TV business model has worked exceptionally well as a bold revenue driver for these media companies. TV advertising was a $74.5 billion business {link no longer active} in 2013, but recent numbers show that digital advertising surpassed Broadcast TV for the first time in 2013, with $42.8 billion in revenue compared to $40.1 billion.  Times are changing and TV is getting with it.

Vince McMahon wants to place a bet on “over the top,” or “OTT” TV. OTT being the industry term used to describe a network that doesn’t use intermediaries like cable companies and satellite operators to distribute. They use such avenues as iTunes, the Google Play Store, Xbox, PlayStation 4, Netflix and Hulu to name a few. Take the immense power of the digital media — the same one that lets every person be a media company — and give it to a risk-taking juggernaut and looks to innovation as a way of bypassing existing standards and conventions. McMahon is known as the pay-per-view pioneer, making a fortune off an innovative new way to distribute content on TV, so it makes sense that for him, a swift adaptation to OTT was a given.

The WWE Network now lives on a site these days. It costs $9.99 per month for a 6 month membership and provides access to all 12 yearly pay-per-view events, a library of all past matches available on-demand, new shows and 24 hours of daily programming. According to their latest reports, the WWE Network has 667,000 online subscribers just 42 days after launch, earning $40 million for a 6 month period. They need about 1 million subscribers to break even on the project and they are certainly on their way. While not stellar, it’s a strong launch. By comparison WWE’s Raw show yields a weekly 4.37 million viewers. Historically, television rights fees approach $170 million annually, a high figure that WWE is unafraid to cannibalize by going OTT.

Consumers are adopting a myriad of expanding OTT video options: solutions that are provided by new entrants into the market like Netflix and traditional media companies hedging for a foothold in the new video consumption ecosystem such as Hulu, NBC, ABC, and Crackle and a disparate number of technology companies like Apple, Google, Amazon and others. In addition, a report from Business Insider {link no longer active} estimates that 53 million US households will own connected TVs by 2016, accounting for 43 percent of households. Streaming notables Netflix ended 2013 with a total of 44 million subscribers and Amazon Prime currently has 20 million subscribers.

The big TV networks and video focused digital companies are already providing consumers multi-platform viewing options. Viewers can install apps from NBC, ABC, CBS, Crackle, Funnyordie and Hulu and take “TV” on-the-go.

Mobile is a key player in the disruption of the TV business and the push to programmatic TV. Business Insider’s Mobile Video Content {link no longer active} report shows that 15 percent of all online video hours occur on a mobile device. The infamous YouTube Channel Machinima sees 50 percent of its video views come from mobile devices while 5 percent of Netflix’s traffic comes from mobile devices and YouTube sees an overall 18 percent.

A particularly disruptive technology is currently being heard in a Supreme Court case. Aereo is being sued by big broadcasters because of the method by which the company distributes TV signals. Paying no rebroadcast fees to the TV networks whose content they distribute, Aereo uses clusters of tiny antennas that stream signals into the cloud for storage. Paying subscribers, one hundred thousand currently in New York, are sent the TV signal. If Aereo wins the case, Les Moonves, CEO of CBS, stated his intention to stop over the air distribution and instead focus more on internet distribution methods. Certainly other networks would follow suit.

Troubled relationships between cable companies and content providers have affected the end consumer’s TV viewing experience. These challenges abound in a time where cable companies are getting increasingly worried about losing favor to online distribution. In August 2013, Time Warner Cable sparred with CBS {link no longer active} over broadcast rights and carrier fees. While the deal was negotiated, 3 million subscribers in Los Angeles, New York City, Chicago, Detroit, Denver and Dallas lost all CBS channels, including Showtime and CBS Sports Network for about a month.

Time Warner Cable recently paid the Los Angeles Dodgers $8.5 billion in a 25 year deal to carry the Dodger-owned SportsNet LA.  Competitors DirectTV, Cox, AT&T, Verizon and Dish have not agreed to terms with Time Warner Cable, who all claim the high cost of carriage is out of line.  As of Dodger’s Opening Day an estimated 70 percent of Los Angeles’ TV market cannot watch their home team from home.

Image from Ad Exchanger

All this change in media delivery and consumer viewing habits will change the way advertisers do business. Enter programmatic TV.

The programmatic approach uses data on a scale that humans can’t handle and turns it into actionable ad serving decisions. We are talking about synthesizing billions of data points daily among ad impressions, clicks, revenue, audience behavior, audience profile data and more.  The programmatic approach is redefining advertising. This new operational aspect of advertising is one of two main paradigms forming the new world of media activation. The other is the native advertising/content marketing/influencer marketing construct where highly customized and ultra-high value ads are crafted in a very high touch process.

The key to this entire endeavor — applying the programmatic approach to TV buying — are 2 points: first, TV media needs to be redefined, and second, it needs to look and act more like digital media. It’s these new distribution methods that lead into the second point. The guts and operational aspects of these new channels are built on digital media systems. The same delivery, data, tracking and analysis methods that web publishers use will become the de facto method of operating an OTT channel.

Editorial Note: This piece is part of a 4 part series from Director of [ion] and [a]list contributor Robert Brill. The series intends to look at the future of programmatic and data-infused TV buying as well as its connection with influencer marketing with predictions about how this will change the media landscape. To read last week’s piece, go here.