Considering Verizon's big announcement that they will be reentering RadioShack stores, we weren't expecting to see any more information from them for a little while. Well, much to their surprise, and ours, a photo was leaked claiming to be Verizon's roadmap for the rest of the year. While this happens from time to time and often turns out to be only somewhat accurate, this one has a lot of interesting information to it, so we are hoping it is accurate.
Not surprisingly, Verizon is spending a lot of time and money on their true 4G LTE network. In evidence, out of 16 devices listed, 8 of them are full 4G LTE devices. Granted 3 of them are tablets, but that still leaves 5 new 4G handsets before the end of the year. Also, it seems that despite Google's fears, Android will play a major part in Verizon's year.
Want to know what is on the list (and what is not)? Hit the break.
This week, David Drummond, Google's Senior Vice President and Chief Legal Officer, posted a blog entry on the official Google blog about how technology patents stifle innovation. Coming from a company who is built on stifling innovation, the concept seemed a little odd. However, the post started out on an odd note, talking about how Microsoft and Apple have been at each others throats for years, but Microsoft has held a stake in Apple for over a decade and was once the largest manufacturer of software for Apple devices. He seemed surprised that Microsoft and Apple may have teamed up for something, but I don't think anyone else was.
It all came about because of the recent Nortel patent auction, in which Microsoft, Apple and others banded together to purchase the patents jointly. Google did not want to bid jointly and, instead, bid on their own, obviously losing to the "Rockstar" organization. Drummond, and possibly Google as a whole, believe the team came together specifically to outbid Google to allow for a higher licensing fee for Android (a free OS), than Windows Phone 7, or allowing Microsoft to profit from Android.
Why can't this be the case? Hit the break to find out.
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.