Why Online TV Watching Is On The Rise

There’s no question that online TV viewing, either through direct channels or streaming services like Netflix and Hulu, is quite convenient. But, according to a new report from comScore, it could also provide ease of use when it comes to catching up on the things you love.

The report, posted through eMarketer, indicates that out of those U.S. Internet users polled, 56 percent believe they prefer online television because they can watch it at their own pace, and when their schedule allows it. Considering that most broadcast stations follow a pre-set schedule, it’s easy to see why this would be such a benefit.

Meanwhile, more than 50 percent of those polled believe that viewing television across the Internet is simply a more convenient option, even when a smaller screen is involved.

TV ads actually don’t play a big part in the online TV debate, as only 38 percent of those polled watch online programming to skip commercials. Meanwhile, 33 percent of users believe that it’s a better option because there are fewer commercials overall.

Other options in the poll include a less expensive way to view programs rather than with cable or pay TV packages (29 percent), needing a second outlet if someone else in a household is watching something (18 percent) or travelers (13 percent).

Out of the ages of users who prefer to watch online TV at their leisure, 18-34 year olds lead the pack, with 28 percent indicating they would watch a show within three days after its live airing. 35-54 year olds were close behind by 25 percent, while those 55 and older ranked at 18 percent. The numbers become lesser when it comes to viewing a program four days or later after its initial airing.

Meanwhile, paid digital video subscribers are more than likely to use their services for viewing online television, with 28 percent indicating they would do so within three days. Non-paid digital video subscribers are at a lesser count, at 18 percent.

eMarketer estimated that 142.5 million people in the U.S. use digital television means at least once per month this year, with an increase to the majority of users in just a couple years’ time, by 2016.

Indeed, on-demand viewing is on the rise.

SteelSeries CEO Explains How Pro Gamers Can Help Gaming Companies

 

Ehtisham Rabbani SteelSeriesEhtisham Rabbani, CEO of SteelSeries

In the competitive gaming peripheral space, which continues to see double digit growth, SteelSeries has wooed M. Ehtisham Rabbani away from Logitech. The former SVP and SMO of Logitech, who oversaw the company’s games division, is now the CEO of a company that has embraced eSports from the early days. SteelSeries is best known for its line of PC keyboards, mice and headphones. Rabbani explains why sponsoring teams like Fnatic and Navi has helped the brand and what opportunities bigger brands entering the space means for gaming companies in this exclusive interview.

What impact has the rise of eSports had on gaming companies?

It’s not been news to anyone that has been involved in this space that eSports is popular. SteelSeries has been involved in it for years. It’s news to mainstream outlets like the New York Times that have suddenly discovered the vibrant eSports scene. But people in the industry have been seeing this for years and we’ve been participating in this for years. The numbers are staggering with more people watching eSports’ League of Legends Championship last year than the Stanley Cup and NBA Finals. When you add all of that up, there’s a lot of passion around eSports and it’s only going to grow. It’s interesting to see more and more games coming into eSports, offering a greater set of diversity. The first breakout eSports game was StarCraft that really wracked up the numbers. That was an RTS game. Now there aren’t a lot of RTS franchises. There is a lot of development in different genres today because of eSports.

What impact has livestreaming opened up for brands like Logitech and SteelSeries?

The opportunities have been in better understanding and better appreciating what it takes to win. You see a lot of streamers talk about their strategies and their tools and what they’re looking for in a great gaming mouse or headset. It all comes together for a gamer to feel confident that they’re going to win. It’s changed the equation for the gaming hardware business and increased the appetite of gamers who want to learn more about what makes a great gaming mouse or headset. We see a lot more traffic to our website and more people who want to learn about our products. Brands interested in innovation and bringing tools to help gamers win get more respect, rather than those who release cool looking products that don’t enhance the gameplay experience.

What’s the value of working with pro gamers and eSports teams?

They’re valuable because they’re 100 percent focused on winning. They’re professionals. As pros, their entire career relies on having the right tools and winning championships. If we can help individuals win matches and teams win championships, it validates what we’re trying to do. They also have huge audiences — hundreds of thousands of people following them. They’re critical opinion leaders. We work closely with them at every stage in the development of new products. The teams we work with is not a relationship that’s only about giving them money only. It’s about them helping us with product development and design and providing feedback before a product hits the shelf. So by the time a new product is released, it’s been vetted by pro teams. That role for us is an important as them as spokespeople for our brand.

Is there a direct correlation between eSports teams and sales of your products?

I’d love to have an answer to that. We’re making great products and we do a lot of social media and advertising, so it’s hard to figure out what percentage of sales comes from eSports. It’s a bit of a leap of faith, but it’s very natural for us.

What are your thoughts on bigger brands entering the eSports space?

I think that’s a good thing. If eSports can become a place where young gamers can come in and make good money and have pro careers, that helps gaming as a whole. It helps all the businesses that are associated with gaming. I welcome deep-pocketed companies. We have pro gamers who are making six digit salaries today and it’s only a matter of time before that goes even higher. I don’t see a Coke or an AmEx as a threat. They’re not in the business of providing amazing tools to gamers and I don’t see them getting into our business. We have a unique role to play in eSports.

What’s the competition like in the crowded headphone space with new entrants?

There’s no secret that the gaming peripherals business — when you look at electronics in general, very few categories are growing by double digits — and gaming peripherals is one of those categories. A lot of companies are entering that business. They’ll learn that if you’ve been making traditional mice and headsets, the jump to gaming is not simple. You can’t put red flames on a product and call it gaming. There’s some real science that these companies don’t have and gamers see that. I don’t feel threatened by them. We have a decade-long lead in developing great gaming products.

ESports helps differentiate us. These days, major brands like SteelSeries have to be associated with eSports to be an established brand. All my major competitors are involved in eSports in one way or another. You have your brand logo on different teams, but at the end of the day comes down to how good are your products. Our emphasis is on using eSports relationships to make the best products possible.

What are your goals at SteelSeries moving forward?

It’s an authentic gaming brand. We have no ambitions of going beyond servicing gamers. There are very few brands now that can claim that. They’re in search of growth in all sorts of business. But for us it’s gaming, and gamers are our north star. We’re not moving away from that. Our whole organization is laser-focused in delivering things gamers need. We don’t put out products unless there’s a real need for it. That mission is what attracted me to SteelSeries. That purity of vision will grow the company. We’ve seen double digit growth for several years and we will accelerate that. We’re Number 3 in the world today and we hope to move up.

If you look at our history of headsets and simple things like the self-adjusting headband suspension design, gamers needed a different way to wear a headset that you could comfortably wear for hours. Now a lot of companies are trying to copy that. That’s the kind of innovation that we’re doing — it’s need-based. We were the first mouse with an on-board 32Bit Arm processor and that came out of a specific need. New products that we will be launching will address needs in the market.

 

Seven Ways To Help Your Brand’s Audience Help You On YouTube

by Jessica Klein

If you really want to make your brand’s video content work on YouTube, there are two words you need to seriously consider: Social. Media. Because social media is, ahem, social, this is not the kind of promotion you’re supposed to make happen all by yourself. You need your audience’s help, and here’s how you can enlist them to help you, according to theYouTube Playbook for Brands.

1. Comment Back

When you first upload a video is when it’s going to get the most comments on YouTube. Knowing this, don’t just post your video and walk away. Stick around to see who writes what, and then write something back. The people who engage so quickly with your content are also most likely your biggest fans, so get to know them.

2. Keep Your Friends Close

Who comments the most frequently on your brand’s video posts? As long as they’re saying largely good things (as opposed to spam, or hate spam), they deserve reciprocation for caring so much. You can provide this by making a point to reply to their comments and by sharing your brand’s updates with them personally.

3. Maintain a Positive Conversation

If your video’s comment section is getting nasty, you’re not powerless to curb the trend. You can remove mean-spirited comments. You can also separate your brand from the ones that get too much attention prior to removal. Tell commenters that your brand does not support/hold this negative attitude, if that seems appropriate in the context.

4. Include Viewers in Your Content

This will make your fans feel like they’ve earned a promotion—from viewers to contributors. There are plenty of easy ways to do this, too, like by giving shout-outs to top commenters and inviting your viewers to ask questions that you’ll read aloud and answer in your next video installment.

5. Have Some Merch

Another way for fans to engage with your brand is through merchandise—outside of the main product. Say you’re an airline. Though you can’t exactly be giving away free flights all the time, you can offer shirts with a funny slogan that relates to your brand’s video content (or a stuffed airplane, perhaps ). Put an annotation at the end of your videos that leads to the place on your website where they can purchase these items. This lets fans engage with your brand outside the web.

6. Offer Special Content

Think “behind-the-scenes” or “exclusive sneak peeks”—that’s the kind of content you can use as an incentive for viewers to engage further or as a reward for the fans that do. You can share these as unlisted videos, making your diehard fans feel all the more inclined to stay loyal and watching.

7. Expand to Other Platforms

Figure out where else your most engaged fans have social media accounts. If they’ve all got Twitter handles (they probably do), you should probably get one, too, to stay in the loop and further promote your work.

This article was originally posted on VideoInk and is reposted on [a]listdaily via a partnership with the news publication, which is the online video industry’s go-to source for breaking news, features, and industry analysis. Follow VideoInk on Twitter @VideoInkNews, or subscribe via thevideoink.com for the latest news and stories, delivered right to your inbox.

CREATIVE: Oreo Creates A New ‘Nomster’ Each Day With Video Campaign

Oreo is no stranger to creating mobile-optimized video. Last year, the cookie brand created Vines that paid homage to some memorable

oreo lab, nomster‘Oreo Lab’ behind the scenes via Adweek

Halloween films. This year, they’re making the videos slightly longer– about 12 seconds– and making some irrepressably cute stop-motion animations.

The first video of the series, which will feature a new “Nomster” each day, was created with 100 handmade miniature props by designer Lori Nix. The campaign is a social one; Oreo is taking submissions for naming these “Nomsters” via their Facebook page, which unsuprisingly is getting great, positive engagement.

{video link no longer active}

This Week in People: October 24

Here are some of the top personnel moves in marketing last week. Our congratulations to these people taking on new challenges!

  • David Helgason has stepped down from his role as CEO of Unity to become executive vice president in charge of strategy and communications at the company, while ex-EA CEO John Riccitiello has become the new CEO. Read more about it here.
  • Jade Raymond is leaving Ubisoft after a decade of work with the publisher. Raymond served as producer on the original Assassin’s Creed, and was appointed managing director of the publisher’s then-new Ubisoft Toronto studio in 2009. Find out more here.
  • Coca-Cola has named Marcos de Quinto as its new chief marketing officer, replacing Joe Tripodi, who had been in the role for seven years. Mr. De Quinto has been president of the Iberia business unit since January 2000 covering Spain and Portugal. Find out more here.

If you have a submission for this weekly feature, send info to pr@ayzenberg.com or fill out our Suggest a Story form.

Designing For Marketing

The past few years have seen massive changes in the game industry, and the changes are still under way. We’ve seen free-to-play games go from an obscure business model in Korea to a a business model that can bring in over $1 billion in revenue for a single PC game in a year. Mobile games have gone from a small fraction of the games business to being poised to take over as the single largest revenue segment of games next year. Digital distribution has overturned the classic publisher model, empowering small developers and leading to an explosion of new games on multiple platforms. Marketing games has gone from a rather dull, standardized process of placing ads in key game magazines to an increasingly complex and creative endeavor with no clear winning strategy.

These changes are only gradually being reflected in the process of how games are being designed, though. It’s past time that game designers, marketers, and business people got together in discussing game designs before the development process begins, and stay in the process throughout development and beyond the initial launch for the (hopefully) years the product will be in the marketplace. Creating a large-scale successful game is really a team endeavor that requires creative input from all parts of the business.

Here are some key things to keep in mind as you start with a blank screen to design the Next Great Game. Remember, bring in marketing when you start having these design discussions, and it would also be helpful to have someone with community management experience, as well as someone who understands monetization, analytics, and statistics. You want all-around expertise contributing to the beginning stages, if you can.

Design for the audience first, not the platform
The days of working relentlessly to just to be able to put images on the screen are long gone. The tools of the trade have developed enormous power, and the hardware has become amazing as well. Yes, you still want to create games that take advantage of the platform capabilities, and work well with the interface the platform has available. In the past far too many games started with getting a graphics engine created, and then once that immense task was accomplished, you’d throw in some thin rationale for running around and shooting people and call it a game.

That’s just not good enough these days, with thousands of games coming out every month competing for attention — and many of them doing a very competent job of displaying pretty pictures rapidly, thank you very much. Think about who’s going to play your game, and why will they play this game instead of a dozen others like it (or a million others unlike it).

Don’t depend on graphics
If there’s any lesson the indsutry should draw from the stunning success of Minecraft, it’s this: Graphics aren’t everything. Or, if you’d like another example of this principle, Destiny is pretty, but the gameplay is still lacking. Bungie would have been better off spending more effort on gameplay and less on polygons and textures. Yes, of course you want your game’s graphics to be excellent. Excellent, though, doesn’t have to mean “photorealistic.” Pick an art style that you can execute well in your time frame and within your budget. The artwork is important in so far as it advances the experience you want players to have with the game. Remember, it should be about the audience first and what kind of gameplay they experience. The technology and the artwork are there to help deliver that — don’t make those things an end in themselves.

Once you have a hit game, bring it everywhere
Don’t invert that, thinking that the way to make a game a hit is to have it on every possible platform at once. That’s a great strategy when you already have a hit like FIFA, but if you’re creating a new game you’re probably spreading your resources too thinly unless you’re a very big company. Pick your platform carefully and build an audience. When you’ve got a hit, and you have the resources, start finding ways to get your game out to as many people as possible. That means geographically as well as technologically. Look for partners who can help bring your game to the fast-growing global market. It’s more than just localization, it’s understanding the culture, the payment processing, and how to market games in that country.

Relentlessly remove barriers to play
Why is free-to-play such a popular business model Because it’s about enlarging the audience for your game by removing barriers to play. Yes, it’s not a magic wand, and doing it right requires careful design and knowledge of your audience. You have to make the game compelling, keep people playing for a long time, and give them ways to spend money that don’t piss them off. None of that is easy, and you may need to test different things to get it right.

Removing barriers to play doesn’t stop at lowering the price, though. You’ve got to make the game easy to get into. The days of half-hour intro videos and lengthy tutorials are long gone, especially when a game is F2P. Figure out how to get people into the game swiftly, and how they can tap into the game’s central magic that makes it fun. Don’t let your potential players get bored and wander off.

Build virality into the design
In other words, make it easy and natural for your players to become your sales force. Players love to share their designs for farms, or their lavishly customized race cars, or the gameplay video of their triumphant slaughter of the enemy hordes. Don’t try pasting in a Twitter button after the design is done. Figure out what’s cool about the game and why players would want to share it with someone else. At the simplest level, leaderboards are a cool way to compare yourself to others. Give people a reason to evangelize your game to their friends. That’s the best way for people to find new games these days — hearing a friend talk about how much fun it is.

Summary
It should be said that there are exceptions to all of these rules, and genius lies in knowing the rules thoroughly and breaking them in creative ways. Some games will find a way to greatness by odd and interesting paths, or because they have done something amazing no one has ever done before. Sometimes jawdropping graphics can be a strong sales incentive, especially if it shows off the prowess of new hardware.

Remember when you create a game you are competing against all other things people can do with their time. Smartphones make this readily apparent, since every other activity (music, video, web, texting, social) is just a touch away. In this world of ever-shortening attention spans, getting some of that mind share for your game is tougher than ever. Make your game compelling in any way that you can, and bring in expertise in all disciplines at the earliest stages. There’s no guarantee of success no matter what you do, but at least you can improve your chances.

Your Most Crucial Weekend #MustReads: October 24

We sort through quite a bit of the fluff out there on the Internet on a daily basis and we’ve found what we think are the most crucial before you head off for your weekend.

Have something else to share Feel free to comment with your contribution below.

5 Trends in Mobile Gaming: What to look for in the coming year in mobile gaming.

Mobile Video Driving Brand Marketing: When it comes to mobile, video is key.

Facebook’s Answer to Reddit is ‘Rooms’: Facebook’s latest mobile app has a *lot* to offer marketers.

Online Gaming Not Welcome To Women: Houston… the Internet has a problem here.

Ello Expands, Raising $5.5 Million: The anti-advertising social platform raising everyone’s eyebrows has raised a mighty number.

YouTube is the Most-Used Social Network for 14-17 Year-Olds: It’s not Facebook and it’s all about mobile video.

Mapping the MMO Market: SuperData ranks the world’s top 10 MMO’s.

Global Games Revenues to Reach $25 Billion in 2014: Mobile is on track to surpass console revenue.

Programmatic, Meet Native: Programmatic and native advertising are quickly growing. Here’s what it means for mobile.

Game Developers: “We Will Never Accept Threats, Hate, Violence or Sexism”: Game developers sign a petition in response to #Gamergate.

Between Two Ferns with Zach Galifinakis and Brad Pitt: A must-see.

Here Are 10 Must-See Stats From This Week in Digital Marketing: Adweek collects a list crucial to your digital marketing know-how.

How Google’s New ‘Inbox’ Product for Gmail Could Change Email Forever: It’s about time email got a serious update.

This Game Has Huge Potential. So Why Is Its Kickstarter Tanking : The Black Glove comes from some of the folks who made Bioshock, so what’s up

Amazon Adds Appstore To Android App

In the past, purchasing Android games through Amazon’s Appstore required you to download a special app in order to do so – a problem considering it isn’t readily available through the Google Play services. However, this past month, the company has made things a little bit easier, with the ability to activate a fully-functional Appstore on Android devices, which can be accessed directly through Amazon’s official application.

Users can find the store through the company’s “Shop by Department” section, and select “Apps & Games” from there. Following that, users will gain complete access to all of the applications available, which is a nice change of pace from how they had to get games before.

“Our customers want to go to one place to find all selection, whether it’s physical or digital, so we now offer the ability for customers to purchase videos, songs, audiobooks, apps and games from within the Amazon app,” said a spokesperson, speaking with TechCrunch. The goal of the company’s press release was to talk more about the convenience of using the Amazon app, rather than the addition of the Android-based services themselves.

Part of that move comes from the expansion of video services with Amazon Prime – even if that still requires having to download a separate Video Player to activate said services on mobile devices. A small price to pay, though, especially considering how much Amazon has expanded said services with most of its products.

On the Fire TV specifically, the company has managed to triple its selection of programs, from such studios as A & E, NFL Now, DailyMotion, PBS, PBS Kids and others, according to Business Wire. “We continue to hear from customers how much they love the selection available to them on their Amazon Fire TV. In just over six months we’ve tripled the catalog and we’re adding new customer favorites on a weekly basis,” said Steve Rabuchin, Vice President of the Amazon Appstore. “We also hear from customers how much they love playing games on their TV — 9 of the top 10 grossing apps on Fire TV are games — so we continue to work with game developers and add the most popular game content. Dungeon Quest, Spoiler Alert, Leo’s Fortune and Ninja Hero Cats, are some of the new games recently launched on Fire TV, and, coming soon, NBA 2K15.”

Others chimed in on the success of Fire TV as well, between such media apps as Amazon Instant Video and Netflix, as well as games like Asphalt 8: Airborne and Despicable Me: Minion Rush. “As a small development team, we have had the largest return on our invested capital with Fire TV,” said Todd Daniel, Managing Partner at Shiny Box Games, makers of Dungeon Quest. “We are seeing world class performance metrics only a month in to the game being available on Amazon Fire TV. User retention and attachment rates are higher than any of our other platforms.”

“For us it was really important to be on Fire TV, because of our beyond-mobile strategy,” said Chris Kassulke, CEO and co-founder of HandyGames, creators of Ninja Hero Cats and Save the Puppies. “The end-consumer should have access to their games, whether they are on the go or at home in the living room, and this is the reason why we optimized all our games for Fire TV. As a next step, we will be optimizing all our future games for Fire TV, so the end-consumer can look forward to lots of exciting new content from us.”

“Video content owners have been able to transform their video catalogs into TV apps with the Opera TV Snap technology, and we are excited to publish this video content on Amazon Fire TV – yet another platform to massively increase their audiences,” said Aneesh Rajaram, Senior Vice President for TV & Devices, Opera Software.

No doubt Amazon is attempting to open up its video services on all venues – and the expansion is likely to continue into 2015 and beyond.

Hollywood Studios Cashing In On Syndication

Think there isn’t big bucks in syndicated video-on-demand (SVOD) Think again, as Netflix, Hulu Plus and Amazon Prime will definitely be cashing in to get a hold of major programming, according to Variety.

An analysis from David Bank indicates that SVOD services will be spending mega-bucks to secure programming for the next year, to the tune of $6.8 billion. That’s huge news for Hollywood studios, since this year’s numbers are just a bit smaller at $5.2 billion.

This is mainly due to expansion and the need to secure programming that will lure in viewers, both with original productions (like Netflix’s Orange Is the New Black and House of Cards) and popular shows that will run via syndication (like Netflix’s deal to air the first season of Gotham after its network run).

Bank believes that the increase in spending for video-on-demand services will actually go into double digits year over year, meaning even more programming available to viewers across the “big three”, particularly the ever-popular Netflix.

In fact, the amount spent for off-network domestic syndication will see an even bigger number, going into $18.4 billion projected for 2015. However, those will probably lean more towards digital services, as expansion of the current cable channel line-up isn’t expected over the next few years.

Bank believes that video-on-demand spending has already gone beyond general syndication spending by broadcast stations, and should double the $3.3 billion projected for next year very soon. In all, between broadcast, video and cable, studios are expected to be given $29.5 billion by next year.

Spending seems to come the most from Netflix, with an estimated $3.3 billion in spending, with Amazon coming in second with $1.7 billion and Hulu Plus in third with $1.5 billion.

A lot of studios are making big money from the deal, including CBS Studios, leading the charge with $179 million expected for 2015. Warner Bros. is in second place with $106 million, and Lionsgate in third with $61 million.

Even those lower on the list, like Universal TV with its $22 million, are still cleaning up, as the majority of that payoff is coming from one series alone, The Blacklist.

Newcomers are definitely making moves, though, according to Bank. “Yahoo’s purchase of exclusive rights to prior seasons of ‘Saturday Night Live’ and its order for a sixth original season of ‘Community’ could be a harbinger of things to come,” he said.

Exclusive deals could be a huge boon for these companies, but they also come with risk. “This model, on some level, has enabled the major studios to make more of the ‘hit risk’ out of producing premium broadcast content,” Bank explained.

“While much has been made of the potential for original programming to lower demand for acquired off- network programming, we think such concerns are overstated,” wrote Bank. “The average linear cable channel or SVOD platform alike has to program 24 hours per day of viewer demand. This demand cannot be satisfied by a slate of six or so original shows.”

It’ll be interesting to see how the slate looks with exclusive programming over the next year.

Xbox Sales Jump 102%

While Sony’s PlayStation 4 continues to boast big numbers in the video game industry, with over 10 million units sold worldwide, Microsoft is definitely catching up with its Xbox One console.

The company has reported that it has sold 2.4 million Xbox consoles (presumed to be mainly Xbox One units, though Microsoft didn’t specify) in the last quarter ended September 30 as the Xbox One launched in 28 new markets, which is up 102 percent over the same quarter last year. Microsoft’s Devices and Consumer unit’s revenue grew to $10.96 billion, up 47 percent as reported by GamesIndustry International.

In general, Microsoft is doing quite well, with total sales rising 25 percent to $23.2 billion. Earnings per share did take a slight drop 13 percent to $.54, but is still considered pretty healthy. The company’s hybrid tablet/laptop Surface Pro 3 finally seems to be gaining some traction in the marketplace as revenue rose $908 million. Given the Surface Pro 3 pricing of somewhere between $900 and $2000 depending on the configuration, this is still less than 1 million units; not exactly iPad territory (selling well over 10 million units in the same time frame), but better than before.

Meanwhile, Microsoft has dropped the Nokia brand from its smartphones, going with the Lumia brand as the line name and Microsoft as the manufacturer. The company is finally wearing the title of hardware manufacturer with pride as it focuses on trying to drive adoption of all its hardware platforms, with the upcoming Windows 10 promising to provide even better cross-platform support and a more unified development environment.

“We are innovating faster, engaging more deeply across the industry, and putting our customers at the center of everything we do, all of which positions Microsoft for future growth,” said Satya Nadella, chief executive officer of Microsoft. “Our teams are delivering on our core focus of reinventing productivity and creating platforms that empower every individual and organization.”

This holiday season, leading into 2015, should be a big one for the company. Sunset Overdrive, an original new action/adventure title from Insomniac Games, will arrive exclusively for Xbox One this Tuesday, with a huge promotional push for it already underway. Two weeks later, the long-awaited Halo: The Master Chief Collection will arrive for the system, and is bound to be a huge system seller.

2015 should also be huge for the company in general, between the announcement of the Windows 10 system, as well as the announced Halo 5: Guardians, which has a rumored Xbox One release date of November 2015.

Don’t be surprised if Microsoft gets caught up with Sony’s PS4 sales by the end of this holiday season.