We have finally reached the end of the small battle between
RIAA and LimeWire this week, as they have reached a payout agreement. You may recall that LimeWire has been on the hook for $105 million from several record labels and RIAA was so proud of themself from putting that together, that they felt they could pretty much do anything, so long as they got help from the crazy legislators in California.
This week we learned that LimeWire had to write a check for $12 million over to the Warner Music Group. That might not be as close to the $1 billion in damages Warner claimed to have had done to them at the hands of the former P2P software, but I suppose that's better than nothing. However, $12 million is only 1.7% of the amount of revenue Warner does in a quarter. So in the end, it's more like a drop in the Atlantic Ocean.
No matter how much money would be issued to these labels, though, it feels like they'd never be happy. Warner may have claimed $1 billion, but you know they would complain until they saw $3 billion in their account. Good news for them is that they were up 5% in revenue for the second quarter, attributed to digital sales that were up 13%. The number that is important is that they still were able post a net loss of $47 million. Seems like that $12 million might have helped them out more than they thought.
It's about time that T-Mobile gets a little payback for all the
lies that have spilled about their 4G network. From the start, their 4G claims were unfounded, to the point where companies like Metro PCS, AT&T and Verizon took advantage by boasting honest, reliable networks that truly had faster speeds. Customers were leaving T-Mobile for greener, faster pastures, regardless of the number before the G. They even tried to save some face by launching some 4G tablets, but that caused even more turmoil among customers who were really expecting lightning data rates.
This all proved to be a great opportunity for AT&T to
snag the company in a $39 billion merger back in March, hoping to tap into some of their customer base before everyone caught onto their act of deceit.
Did it work? Tap that break to find out.
Did you think
EA's Online Pass was the only way the company was going to take more features away from the game you paid $60 for, only to make you pay extra for those same features? Well Xbox and PlayStation gamers, it seems that EA has been chatting with GameStop on how to create a false sense of value in new (and sometimes, new to this year) products and ideas as this week, they have introduced the EA Sports Season Ticket, which EA says is "Early. More. Better."
What exactly is EA Season Ticket? Well, to some, it may seem like a way to get discounts on DLC and play their games earlier than public release date. However, we will discuss all that it entails after the break.
The market for virtual goods and the potential it has the to be huge has been a topic for game developers and social platforms to salivate over in the recent months. More specifically, Zynga and Facebook who are gearing up to
take a bigger slice of the quickly growing pie. Just recently, ThinkEquity LLC placed the market around $20 billion for 2014 and now PlaySpan and VG Market Study have put together some interesting findings that might justify the anticipation.
Their study concludes that 1 in 3 gamers who participate in online play spend money on virtual goods. Almost an entire 3rd of the online gaming community, 31%, have used real money to purchase virtual goods from a 3rd party. It also comes as no surprise that female gamers are more likely to spend more than men in many categories of games. For example, with casual games women spent $86 dollars on average as compared to $77 for men. They also purchased more from 1st and 3rd party publishers, $51 to $36 for 1st party and $62 to $28 for 3rd party publishers.
There are more exciting stats to come so hit the break.
Zediva, a video streaming service, started their public offering in March to mixed reviews. Zediva was formed to allow people to rent movies before they are available to RedBox and stream long before Netflix. They did this through an interesting means, though. The company has no agreements with the studios for streaming, but instead streams one-for-one physical DVDs.
While the allure of $2 video rentals was appealing, it was only a matter of time before a lawsuit came about. That suit was not far behind, coming in April. A group of studios, including 20th Century Fox, Columbia Pictures, Disney Enterprises, Paramount, Universal and Warner Bros, filed a suit against the start-up claiming copyright infringement. They claim Zediva uses "technical gimmicks" to skirt copyright law. This week, a US District Judge agreed.
To find out what he said and how Zediva responded, hit the break.
Starting October 1st, AT&T is joining the ranks of Verizon and T-Mobile and start slowing down your data speed once you hit an unconfirmed level that would mark you as one who uses "an extraodrinary amount of data."
9to5Mac has reported that because AT&T has seen an increase in data consumption of 80 times what it has in 2007 - before the iPhone was introduced - that the company may consider putting the hammer down on those crazy tethering and streaming mobile devices.
This change will affect the plans who currently have an unlimited data package, so you 5GBers need not worry.
While we're not surprised as yet another company either reducing speeds after a certain point in your allotted data or throttling speeds when you exceed a larger amount, we are surprised at what some of the details of this change might be. We have those after the break.