Friday, November 28, 2008

Why Android just might beat the iPhone

Why Android just might beat the iPhone

Posted by Matt Asay

Fabrizio Capobianco, CEO of mobile open-source company Funambol, knows mobile better than most, so when he says Android has two killer features that could upend Apple's iPhone dominance, I listen. (It's particularly telling since Fabrizio has been a bit fan of the iPhone.)

The features? Open source and OTA (over-the-air) firmware updates.

Before you dismiss these two, consider Fabrizio's example: Android's potty e-mail client. With any other mobile platform, if you didn't like what the telecom provided, you'd be out of luck. Not with Android. Within a week a developer had created an alternative to Google's lame e-mail program:

A week or so ago Google was alone in developing Android. They made it open source and boom, an internal application is getting perfected by the community. End users benefit from it immediately, because they can download it for free from the Android Market (which is such an easy task to do). The OS allows you to define a default e-mail client, so you are good to go. All this, without any intervention of Google or T-Mobile. The community fixed the issue for T-Mobile...You have to love this one if you are a mobile operator.

Or a customer. Open source gives developers the opportunity to define the mobile experience on the go. Open source enables Google to put out a nice rough draft, but then allow the community to embrace and extend it over time, delivering updates OTA. Google still retains control, but the community retains influence.

It's a perfect combination, and I agree: this could well give Apple a run for its money.

Vanessa

LinkedIn and MySpace upgrade search with open-source Lucene

LinkedIn and MySpace upgrade search with open-source Lucene

November 25, 2008 11:07 AM PST

Posted by Matt Asay

TechCrunch reports that LinkedIn just upgraded its people search, but fails to mention the technology behind the upgrade: Lucene, the open-source search project. Nor is LinkedIn alone: MySpace has also used Lucene to revamp its search functionality, as Ars Technica reported earlier in June.

Indeed, borrowing from open source is now standard operating procedure for Web companies. What is interesting in the use of Lucene is how the Web is branching beyond the familiar LAMP stack to build in technologies like Lucene, Yahoo!'s User Interface Library, and other open-source components.

Arguably, the Web could not exist without open-source software, which is why I continue to believe it's critical that we find ways to encourage open-source contributions in a Web world that isn't bound by Open Source 1.0's licensing. It's therefore unfortunate that the Web lacks the "Software 1.0"'s licensing restrictions.

Perhaps the market will sort all this out, with Google and others seeing a strategic interest in open-source contributions, despite a lack of compulsion from open-source licensing. Perhaps. I guess we'll just have to wait and see.

Vanessa

Music, software industries converge on business models

Music, software industries converge on business models

November 26, 2008 7:07 AM PST

Posted by Matt Asay

BusinessWeek takes a fascinating look at one player that is actually thriving in the troubled music industry: Warner Music Group.

Why is this interesting? Because it offers a useful foil to the software industry, and specifically open-source software.

While Warner's competitors have posted double-digit declines in their businesses, Warner has notched 5 percent growth:

How did [Warner CEO Edgar] Bronfman do it? He cut Warner's artist roster nearly 30 percent, ditching more than 50 acts that were no longer selling well. He refused to pay big bucks to keep the likes of Madonna and Nickelback out of rivals' hands. And he found some $300 million in annual cost savings. Result: Warner had more time and money to focus on new potential hitmakers.

Imagine that: the music industry actually doing what it's supposed to do--find and nurture new talent. Sure, everyone loves to hold onto a "monopoly" like Madonna or The Eagles, but Warner is demonstrating the new economics of music (and software): you have to innovate if you want to survive. You can't rest your laurels on old artists, or old software.

One Slashdot commentator recently anguished whether open source drives software pricing to zero, not understanding that this is the natural effect of free markets. This is why open-source subscriptions are so important to customers, as Red Hat notes (PDF): open-source subscriptions require constant innovation from the vendor in order to justify customer payments.

See the link? Warner's Bronfman is focused on helping find new talent for customers to enjoy. He realizes that he can't find one or two successful acts and milk them for eternity. Warner's model is music discovery, and people are willing to pay for that in part because they don't know how to pirate new acts of which they've never heard. Sure, people will start ripping off Warner once it has created new stars in the music industry, but by then Bronfman will likely have sold off the rights and moved on to other new acts.

In a similar manner, one of the primary values that Red Hat, in particular, provides the enterprise is open-source software discovery. Enterprises trust Red Hat to find and deliver the best in open-source software. Red Hat can and should be doing much more in this area, as today it only works in the operating system and middleware layers, but it's working on improving its value as a "software discovery mechanism" for the enterprise. Stay tuned.

It's not the easy money of yesterday, but there's no point in pining for the "good ol' days" of software and music because the Web has largely destroyed those old monetization models. Warner understands this, as do the SaaS and open-source providers. Do you?

Vanessa

TiVo profits from EchoStar litigation

TiVo profits from EchoStar litigation

November 25, 2008 1:35 PM PST

Posted by Erica Ogg

This post was updated at 3 p.m. PST with information from the earnings call.

EchoStar's loss was TiVo's gain during the third quarter of 2008.
TiVo

Alviso, Calif.-based TiVo on Tuesday announced it recorded profits of $100.6 million for the quarter, or 98 cents per share, compared with a loss of $8 million for the same quarter a year ago.

The staggering change in fortunes for the DVR maker was due to the patent litigation judgment it won against EchoStar. EchoStar paid TiVo $105 million in damages during the quarter--if it hadn't, TiVo would have reported a net loss of $900,000.

The company's core business continues to fall off.

TiVo signed up 44,000 new subscribers during the quarter, but that's 25 percent fewer than the 69,000 signed up during the third quarter last year. Overall, the company's subscriptions total 3.6 million, compared with the 3.7 million counted at the end of the second quarter of this year.

Money made this quarter from its subscription service, technology, and hardware decreased in each category. Total revenue came in at $64.5 million, down from $75.5 million a year ago.

And the company expects to feel the impact of the financial crisis.

"Though we are pleased with our results this quarter, we recognize that no business is immune to the challenges of the current economic climate, which we expect will adversely affect consumer electronics companies, including TiVo, during the holiday season," said TiVo CEO Tom Rogers on a conference call with investors Tuesday.

The company also addressed the impact of Circuit City's bankruptcy. TiVo won't be directly impacted by the bankruptcy filing, according to new CFO Anna Brunell.

"But the bad news is we'll see less contribution this holiday season from our second-largest retail partner," she said. "That makes what will be a difficult selling season even more difficult."

The company plans to look at more ways to decrease costs, including laying off 7 percent of its workforce, as announced last week.

Looking ahead, TiVo said it's expecting fourth-quarter revenue between $47 million and $49 million, and a net loss of between $10 million and $12 million.

TiVo shares rose more than 1.5 percent to reach $4.50 in after-hours trading Tuesday.

Vanessa

Nokia to pull out of Japan market

Nokia to pull out of Japan market

November 27, 2008 10:25 AM PST

Posted by Steven Musil


Nokia, the world's largest cell phone maker, plans to stop making phones for the Japan market, one of the largest in the world.
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The Finnish phone maker announced Thursday that it would stop manufacturing cell phones for NTT DoCoMo and Softbank Mobile, but will continue producing its luxury Vertu brand, according to a report by Reuters.

"In the current global economic climate, we have concluded that the continuation of our investment in Japan-specific localized products is no longer sustainable," Nokia executive vice president Timo Ihamuotila said in a statement.

While Nokia has a 40 percent global share, the Japanese market has been a tough nut to crack, the report notes. Some 85 percent of the population already owns cell phones, which tend to be part of third-generation networks that sport advanced features, such as TV broadcasting and electronic payment functions, according to the report.

Even Apple's iPhone 3G has also run into difficulty making in-roads with the Japan market. uch as TV broadcasting and electronic payment functions. Apple sold about 200,000 phones in the first two months it was available in Japan, according to a September report in The Wall Street Journal that cited data from market-research firm MM Research Institute. However, demand has fallen, and many analysts don't believe Apple will even reach half its goal of selling I million units in Japan.

Meanwhile, Nokia also announced plans to create a platform that will allow people to use their mobile phones to control their home electronics, and security and energy management systems. The Nokia Home Control Center is designed help people reduce their carbon footprint by allowing them to remotely manage their home's energy consumption.

"We want to create an open solution where external partners can develop their own solutions and services on top of our platform," said Teppo Paavola, chief of Corporate Business Development. "We believe that the mobile device is an ideal interface to control home intelligence, especially when the user is not at home."

Nokia is expected to demonstrate the the Nokia Home Control Center at the Nokia World event being held in Barcelona on December 2-3.
Steven Musil is the night news editor at CNET News. Before joining CNET News in 2000, Steven spent 10 years at various Bay Area newspapers. E-mail Steven.

Vanessa

World's first "record label replacement" service

World's first "record label replacement" service

August 7, 2008 11:50 AM PDT

Posted by Matt Rosoff

Most musicians want to concentrate on writing, performing, and recording. The first two are like breathing and eating, and the third has become much easier in the last decade thanks to the ongoing revolution in digital technology--you can set up a decent computer-based recording studio for a few thousand bucks. But once you're done recording, then what? For artists without a record label, promotion and distribution are two of the thorniest tasks--they take a lot of time, and you learn a lot of lessons (and meet a lot of rip-off artists) in the process.
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Like a record label without the revenue-sharing.
(Credit: HyperDIY)

Launched today, HyperDIY attempts to provide an all-in-one resource to help independent bands accomplish many of the nuts-and-bolts tasks that must accompany a new release. For $579, they'll take up to 12 of your finished mixes and master them (which means balancing the equalization and levels so they sound more like a professional radio-ready recording), press your music onto CD-Rs that (they claim) look and sound indistinguishable from traditional audio CDs (which cost a lot more to manufacture at low volumes), create MP3s, distribute the CDs through CDBaby's one-stop distribution network (which includes placement in both retail and online stores), distribute the MP3s to iTunes and all the other big online services, and create and distribute an electronic press kit to their opt-in network of contacts in the music industry. Other packages involve greater degrees of promotion, such as contacts with radio stations and a professional photo shoot, and there's a one-track "appetizer" for $195 that lets you try the service before committing to releasing a full album with them. They'll even handle mixing for you as long as the basic tracks are in good shape.

As a musician, I'm always hesitant to pay money up front for intangibles such as promotion, but HyperDIY avoids promises of rock stardom--they'll get your material out there, but if it's no good, there's no "suck button" they can turn off. The prices seem in line with what you'd pay to do such things on your own, especially if you budget your time in. Unlike a label, once you've paid the up-front fee, they won't take a cut of your sales revenue (although they might take out some administrative expenses, such as 10% from Amazon.com sales, or CD manufacturing if your disc takes off). Of course, their first sales will involve a lot of trust on the part of artists--as a new company, they don't have any track record yet.

What don't they handle? Booking. Getting gigs and arranging tours is probably the hardest and most thankless task faced by any beginning band, and one of the great benefits of working with a label--they usually can hook you up with a booking agent who can accomplish these tasks much more quickly and effectively than musicians can themselves.

Matt Rosoff is an analyst with Directions on Microsoft, where he covers Microsoft's consumer products and corporate news. He's written about the technology industry since 1995, and reviewed the first Rio MP3 player for CNET.com in 1998. He is a member of the CNET Blog Network. Disclosure.

Vanessa

Wednesday, November 26, 2008

When would digital music revenue finally surpass CD sales? Now.

I'm one day late but anyway, in case you missed it.

Digital Sales Surpass CDs at Atlantic

Atlantic, a unit of Warner Music Group, says it has reached a milestone that no other major record label has hit: more than half of its music sales in the United States are now from digital products, like downloads on iTunes and ring tones for cellphones.
By TIM ARANGO
Published: November 25, 2008


Now that I started to think about it, I can't even remember the last time I bought a CD. However, I bought Conor Oberst t-shirt at his gig a few months ago.

Elisa

Nice post on customer segmenting in the music industry

Here's something on the topic of CRM. Everyone knows the Radiohead and NIN cases but here we go again from slightly another point of view.

Considering Different Price Points for Your Music

Elisa

Able Planet Unveils New Gaming Headphones That Help Prevent Hearing Loss

Able Planet Unveils New Gaming Headphones That Help Prevent Hearing Loss
Advanced New Headset for PC Gamers Extends Multi-Media Gaming to the Hearing Impaired

November 24, 2008 01:28 PM Eastern Time

WHEAT RIDGE, Colo.--(BUSINESS WIRE)--Addressing renewed concerns about hearing loss among young people who listen to personal headphones for just five hours a week at a high volume, Able Planet today unveiled a new high-fidelity multi-media headset for PC gamers that is safer during playback and provides the optimal gaming experience. Able Planet’s new PS500MM delivers quality audio, convenient one-touch features for controlling volume and microphone functionality, and attractive styling at an affordable price.

Able Planet’s patented LINX AUDIOTM technology embedded in the PS500MM can help to preserve hearing by allowing users to lower the volume to safer listening while still receiving a full and rich audio sound. Originally developed for those with mild to severe hearing loss, all Able Planet products are based on the company’s breakthrough micro-technology.

"We designed this innovative new headset specifically with PC gamers in mind,” said Able Planet’s chairman and CEO Kevin Semcken. "Gamers tend to spend significant periods of time playing online games and such extended play of rich multimedia sounds puts a cumulative strain on the ears this can cause hearing loss and fatigue. Our technology minimizes this risk so that users no longer have to turn up the volume just to be able to drown out background noise."

Able Planet’s PS500MM headset is a multi-media powerhouse headset that is ideal for heavy PC users, and gaming in particular. With noise cancellation technology built directly into the microphone for improved sound clarity, the lightweight device measures 5.62”x5.43”x1.96” and weighs just 2.64 oz. The headset has oversized, extended-wear leather ear cups provide for hours of comfortable game play. The PS500MM ships with a USB wireless adapter and comes with two 3.5mm jacks, a standard interface that extends the compatibility of the PS500MM. Their TL300 headset, also launching in December has all of the same features but a 2.5mm jack, ideal for the Xbox gaming counsel.

Just last month, a team of nine experts on the European Union's Scientific Committee on Emerging and Newly Identified Health Risks (SCENIHR) released a study that found that five to ten percent of personal music player listeners risk permanent hearing loss, if they listen to a personal music player for more than one hour per day each week at high volume settings for at least 5 years. The EU has implemented a safety standard that restricting the noise level of headsets for personal devices to 100 dB.

Able Planet has won over twenty awards for the company’s patented LINX AUDIO™ technology, and incorporates the award-winning innovation in all products. LINX AUDIO alters the audio signal to enhance sound quality and increases the intensity of high frequency harmonics to improve the intelligibility of speech and deliver richer sound at safer, lower volumes to accommodate people with all levels of hearing.

Availability

Available in mid-December, Able Planet’s PS500MM gaming headset retails for US $99.00. The headset ships with extended wear leather ear cups for a comfortable fit, features an adjustable headband and a soft carrying pouch for travel is also included with purchase.

For more information about Able Planet products and to order, please visit www.ableplanet.com. Able Planet devices are also available at top online retailers including Amazon.com.

About Able Planet

Able Planet designs and manufactures innovative audio and communication devices for individuals with All Levels of Hearing™. The company’s product portfolio includes headphones, headsets, hearing aids and assistive listening devices, all featuring Able Planet’s patented LINX AUDIO™ technology that not only provides access to audio and communications devices for people with hearing loss but also preserves hearing by allowing users to turn it down without compromising rich sound. Able Planet has won over 20 technology and innovation awards in the past three years, including 17 from the prestigious International Consumer Electronics Show awards. Able Planet’s products are marketed through Able Planet’s website, resellers, audiology networks, non-profit foundations and strategic partners. The company is privately held and is headquartered in Wheat Ridge, Colorado. For more information, visit www.ableplanet.com

Vanessa

iFrogz Announces Fully Customizable Headphones as Part of New EarPollution Line, Offering More Than 200,000 Unique Options

iFrogz Announces Fully Customizable Headphones as Part of New EarPollution Line, Offering More Than 200,000 Unique Options

Three Styles of iFrogz EarPollution Earphones Available for Customization

November 25, 2008 08:00 AM Eastern Time

LOGAN, Utah--(BUSINESS WIRE)--iFrogz, a leading developer of innovative accessories for the iPod™ and iPhone™, announce the availability of their new customizable earphones. EarPollution, the company’s first line in the earphone market, now offers three customizable options - Hype earbuds and Fallout and Nerve Pipes on-ear headphones.

With a total of more than 200,000 unique options, each earphone style is hand built by iFrogz “audio engineers” from various components with multiple color and artwork choices. Customizable components include headband, base, side piece, speaker piece, cushions and hinge piece (depending on earphone model).

“The EarPollution line gave us a chance to expand our offerings past cases and branch into brand driven, quality earphones and accessories,” said Scott Huskinson, CEO and owner of iFrogz. “The ability to customize these earphones gives iFrogz customers complete creative control to develop something truly unique and original.”

The customizable EarPollution line offers the following styles and choices:

Hype (earbuds)

Base - 3 options
Accent Pieces - 10+ options
Artwork Piece - 70+ options
Fallout (on-ear)

Headband - 2 options
Side Piece - 10+ options
Speaker Piece - 3 options
Ear Cap - 70+ options
Ear Cushions - 3 options
Nerve Pipes (on-ear)

Headband - 2 options
Side Piece - 10+ options
Hinge Piece - 3 options
Speaker Piece - 10+ options
Artwork Piece - 75+ options
Ear Cushions - 4 options
The customizable headphones are available now online at www.iFrogz.com. Styles retail from $19.99 for the Hype earbuds, $34.99 for both the Fallout and Nerve Pipes. More customizable options will become available at a later date.

About iFrogz

iFrogz (www.iFrogz.com) develops innovative accessories for the iPod™ and other consumer electronics. iFrogz iPod™ accessories utilize unique design and innovation, allowing customers to individualize the look of their iPods™ as much as their music and video. iFrogz iPod™ accessories are distributed globally at various retailers and online. A subsidiary of Reminderband Inc., iFrogz launched in March 2006 and is based in Logan, Utah.

Vanessa

Universal Music Group (UMG) and Meebo Bring Real-Time Social Interaction to Music Videos

Universal Music Group (UMG) and Meebo Bring Real-Time Social Interaction to Music Videos

November 25, 2008 12:00 AM Eastern Time

NEW YORK & MOUNTAIN VIEW, Calif.--(BUSINESS WIRE)--Universal Music Group (UMG), the world’s leading music company, and Meebo, the company that enables real-time social interactions, today announced that they have entered into an agreement to provide Meebo users with ad-supported videos from many of the most popular chart-topping artists in the world. Meebo will kick off the agreement by featuring artists Kanye West, Ludacris, and The Killers at meebo.com, where users will be able to view videos from the artists to promote their new albums. To augment the promotions, UMG will embed Meebo Rooms on official artist pages to enable real-time social interactions among fans.

Meebo has featured over 150 major artists at meebo.com. Most recently, these features have taken place in the company’s premium promotional space, the Meebo MediaBar. Artist features and advertising campaigns on Meebo log average click-through rates of 1%. Additionally, the MediaBar provides users with the ability to share the video campaigns seamlessly with their buddies at meebo.com. The agreement with UMG creates opportunities for Meebo users to enjoy premium content and gives UMG access to premium promotional space to create significant online buzz for their artists.

”Whether it’s rock from The Killers or hip-hop from Kanye West, Meebo users are extremely passionate about their music and enjoy sharing that premium content en masse with their friends,” said Martin Green, COO of Meebo. ”The partnership between Meebo and UMG gives our users the ability to engage with thousands of videos from the world’s largest music company.”

“UMG’s Video Syndication Program allows for music fans to access videos in fun and easy ways at affiliate websites,” said Larry Baach, Senior Vice President, Global Digital Initiatives, Universal Music Group. “Meebo, our latest affiliate, has a unique inter-operative IM feature that has captured the interest of a young, extremely loyal, and very active user base. UMG is always working toward better consumer experiences of our artists’ videos and we look forward to Meebo’s continued and inventive focus on music video.”

In addition to featuring new, hit videos on meebo.com, UMG will utilize Meebo Rooms to enable real-time social interaction for fans visiting UMG artists’ official web properties. In the past, UMG has used Meebo Rooms to power a number of popular events, including an online listening party for Kanye West’s Graduation album and a live chat with hip-hop icon LL Cool J. Since launching in May 2007, over 300 musicians have used Meebo Rooms in similar capacities, either by giving fans direct access to the artist, or providing a forum where fans can interact via chat while visiting an artist’s official website or social networking profile.

For information about partnering with Meebo, please visit meebo.com/partners.

About Universal Music Group

Universal Music Group is the world’s leading music company with wholly owned record operations or licensees in 77 countries. Its businesses also include Universal Music Publishing Group, the industry's leading global music publishing operation.

Universal Music Group's record labels include Decca, Deutsche Grammophon, Disa, Emarcy, Fonovisa, Interscope Geffen A&M Records, Island Def Jam Music Group, Lost Highway Records, Machete Music, MCA Nashville, Mercury Nashville, Mercury Records, Philips, Polydor Records, Universal Motown Republic Group, Universal Music Latino, Universal Records South, and Verve Music Group as well as a multitude of record labels owned or distributed by its record company subsidiaries around the world. The Universal Music Group owns the most extensive catalog of music in the industry, which includes the last 100 years of the world's most popular artists and their recordings. UMG's catalog is marketed through two distinct divisions, Universal Music Enterprises (in the U.S.) and Universal Strategic Marketing (outside the U.S.). Universal Music Group also includes eLabs, its new media and technologies division; Bravado, its merchandising company; Twenty-First Artists, its full service management division; and Helter Skelter, its live music agency.

Universal Music Group is a unit of Vivendi, a global media and communications company.

About Meebo, Inc.

Meebo is the Web’s live communications platform. Founded in September 2005, Meebo provides instant messaging and group chat to 40 million people at meebo.com and via partner sites across the Web. Meebo’s investors include Sequoia Capital, Draper Fisher Jurvetson, JAFCO Ventures, Time Warner Investments, and KTB Ventures. Visit meebo.com to connect with friends live on the Web.

All brands, names, or trademarks mentioned in this document are the property of their respective owners.

Vanessa

Disney Interactive Studios Releases Ultimate Band

Disney Interactive Studios Releases Ultimate Band

The Perfect Music Performance Game for the Entire Family, Ultimate Band Takes Players From the Garage to Sold-Out Stadiums on Wii and Nintendo DS

November 25, 2008 08:00 AM Eastern Time

BURBANK, Calif.--(BUSINESS WIRE)--Disney Interactive Studios today released Ultimate Band, an all-new musical video game experience for fans of the Wii™ home video game system and Nintendo DS™. Jamming alone or as a member of a band, aspiring rockers of all ages can advance from garage-band beginners to stadium-filling superstars. Disney has brought together a track list of popular favorites and combined it with accessible gameplay to deliver to fans video games with great value and hours of fun. Both games use only the Wii controllers or Nintendo DS stylus to rock making the purchase easy on the wallet this holiday season.

Available in time for the holidays, Ultimate Band invites players to jam to contemporary favorites like “Steady As She Goes” or “Fell In Love With a Girl” to hard rocking classics like “My Generation” or “Whip It.” There are no expensive single-purpose accessories to buy; Ultimate Band, developed by Fall Line Studio in Salt Lake City, Utah, players use Wii controllers and the Nintendo DS stylus. The Nintendo DS version even allows players to create their own musical masterpieces, laying down tracks for lead, rhythm and bass guitars as well as drums.

“Disney’s Ultimate Band is a great entertainment value this holiday for anyone who loves music and games,” said Craig Relyea, senior vice president, global marketing, Disney Interactive Studios. “No matter what instrument you choose - guitar, drums, bass or front man, you’ll only need a Wii Remote™ and Nunchuk™ to start rocking out. DS players need only their stylus to reach rock stardom in Ultimate Band.”

Ultimate Band for Wii allows players to create a band with their own look, style and attitude. By perfecting their musical skills and polishing their act, players can advance their musical careers from playing in the garage to performing before thousands of screaming fans on sold-out stages within the infamous RockDome. Choosing their own stage look and clothing, players can create unique characters that reflect their own personalities and ambitions. As they advance along the path to superstardom, players unlock new songs, venues and accessories that can be used to customize their band members. Players can add a fifth player as the “Effects DJ” and through mini-games on the Nintendo DS version of “Ultimate Band,” trigger fireworks, lights and other effects within the Wii game.

Ultimate Band for Nintendo DS is a rhythm-based music game with a built-in recording studio. Players can jam to current and classic songs using the drums, lead guitar, bass guitar or rhythm guitar. Players can also create their own original songs using the DS touchscreen and stylus to lay down tracks for each instrument and apply creative mixing effects. Ultimate Band for Nintendo DS also includes DGamer functionality which will allow players to engage with others in a secure online community via their DS (Wi-Fi or local wireless connection) or computer.

Ultimate Band has ESRB ratings of E10+ on Wii and E on the Nintendo DS, and is available this holiday season. MSRP is $29.99 for Nintendo DS and $49.99 for Wii.

For more information on Disney Interactive Studios and Fall Line Studio, visit http://www.disney.com/videogames.

About Disney Interactive Studios

Disney Interactive Studios, part of Disney Interactive Media Group, is the interactive entertainment affiliate of The Walt Disney Company (NYSE:DIS). Disney Interactive Studios self publishes and distributes a broad portfolio of multi-platform video games, mobile games and interactive entertainment worldwide. The company also licenses properties and works directly with other interactive game publishers to bring products for all ages to market. Disney Interactive Studios is based in Glendale, California, and has six internal video game development studios around the world: Avalanche Software, Fall Line Studio, Propaganda Games, Black Rock Studio, Gamestar and Junction Point Studios; and two internal mobile game development studios: Enorbus and Living Mobile. For more information, log on to http://www.disneyinteractivestudios.com.

Vanessa

President of Rolls-Royce, COO Of Lamborghini, Premieres from Ferrari, Lambo, Spyker, Dodge, Maserati, Kia On Wi-Fi TV™ Today Wi-Fi TV Brings Future of

President of Rolls-Royce, COO Of Lamborghini, Premieres from Ferrari, Lambo, Spyker, Dodge, Maserati, Kia On Wi-Fi TV™ Today Wi-Fi TV Brings Future of Cars to Social Internet TV™ Platform

November 25, 2008 09:20 AM Eastern Time

2008 SEMA Show

LOS ANGELES--(BUSINESS WIRE)--Starting today, Wi-Fi TV (Pink Sheets:WIFT) offers a dramatic array of the latest and most influential cars and auto industry leaders in exclusive video coverage delivered via Social Internet TV™. Wi-Fi TV Inc. (WIFT.PK) presents a global Internet TV vision of the future of the car industry with 15 new videos online today in both 24/7 continuous playing video at www.Wi-FiTV.com and on-demand videos at the exclusive Wi-Fi TV station www.Wi-FiCars.com, all shot behind the scenes at the 2008 LA Auto Show and 2008 SEMA Show.

The brand new and exclusive videos on Wi-Fi TV (and not on YouTube or any other web site) include:

Ferrari California – Wi-Fi TV presents the North American premiere of the new Ferrari folding hardtop convertible with a 7 speed double-clutch transmission with inside the car video. Guest appearance by several Ferrari models.
Lamborghini LP 560-4- World Premiere of the new Lamborghini Gallardo Spyder with an exclusive Wi-Fi TV interview of Pietro Frigerio, Chief Operating Officer, Lamborghini
Rolls-Royce’s three latest models, including the Phantom Coupe, with a personal video review for Wi-Fi TV of each car by Paul Ferraiolo, President, Rolls-Royce Motor Cars NA
Dodge three eco/green car concepts, one of which will go into production, plus the complete line of 2009 Dodge Challengers, with a Wi-Fi TV walk through by Scott Brown, Manager, West Region, Chrysler Group Communications
Audi 2009 models with a Wi-Fi TV interview of Christian Bokich, Manager, Midwest Communications Media
Spyker 2009 models with a Wi-Fi TV intro by Rene Villeneuve, President, Spyker of North America
Maserati 2009 models with a Wi-Fi TV exclusive overview by a Maserati executive
Kia’s 2009 environmentally friendly and cost effective models with a KIA executive overview for Wi-Fi TV
2008 SEMA Show Thunderbird Concept, winner of best of show, with creator Dino exclusively on Wi-Fi TV
Wi-Fi TV is providing leading edge global Internet TV coverage of the future of the car industry. Wi-FiCars.com and Wi-FiGreen.com feature detailed video coverage of breakthrough cars that can be found nowhere else on the Internet.

All videos are copyright 2008 by Wi-Fi TV Inc. Any reproduction or delivery via the Internet or otherwise without the express written consent of Wi-Fi TV Inc. is prohibited.

CALL OPEN TO PUBLIC TODAY

Wi-Fi TV will also be hosting a phone call on Tuesday, November 25 (10 AM Pacific, 1 PM Eastern at 218-486-1300, bridge #715719) to discuss its plans for the latest Wi-Fi TV job opportunity for independent sales reps to kick off 2009. The call is open to the public.

CLIENT AND PRESS SHOWROOM

Wi-Fi TV has also completed expansion of its press and client showroom in Newport Beach, California (press members and prospective and current clients call 949-675-5011 ext.223 for more details or to arrange a visit).

The room allows Wi-Fi TV to demonstrate its Internet TV station opportunities and web site capabilities.

500 STATIONS NOW PLAYING

Wi-Fi TV now features over 500 live TV stations with live chat on topics such as Music, News, Politics, Religion, Cars, Environment, Weather, Sports, Wildlife, Children's Shows, and more. A growing number of these stations are Wi-Fi TV global exclusive stations such as www.AllGolfTV.com, www.WineNationTV.com and www.Wi-FiCars.com. You can watch Wi-Fi TV anywhere in the world at www.Wi-FiTV.com. Wi-Fi TV featured extensive news and live coverage related to the recent Presidential election, and continues to gain new registered users on a daily basis.

ANY BUSINESS CAN BUY A WI-FI TV STATION

Any business can now purchase its own Wi-Fi TV Station, and have complete automated control over 24/7 continuous playing content, live content (which can be delivered from any laptop computer with a webcam and Internet connection), on-demand content, banner ads, links, news, logos and more. Your URL of choice takes viewers to a page with only your station. Wi-Fi TV complete station packages start at only $2,000 and can be purchased with a credit card through PayPal or by check or wire transfer. For more information send an email to info@wi-fitv.com or call the office at 949-675-5011 and you will receive information from a Wi-Fi TV Agent.

ABOUT Wi-Fi TV

Wi-Fi TV Inc. provides Social Internet TV(TM), a new generation TV delivery platform that has a geographic sphere out-distancing any traditional cable or over-the-air TV broadcaster.

The Wi-Fi TV web site (www.Wi-FiTV.com) is the only place on the Internet where you can watch hundreds of TV stations and chat with others watching the same program in a live chat box directly under the viewing screen, and get breaking news for each country and category listed.

Forward-Looking Statements

Any statements made in this press release which are not historical facts contain certain forward-looking statements; as such term is defined in the Private Security Litigation Reform Act of 1995, concerning potential developments affecting the business, prospects, financial condition and other aspects of the company to which this release pertains. The actual results of the specific items described in this release, and the company's operations generally, may differ materially from what is projected in such forward-looking statements. Although such statements are based upon the best judgments of management of the company as of the date of this release, significant deviations in magnitude, timing and other factors may result from business risks and uncertainties including, without limitation, the company's dependence on third parties, general market and economic conditions, technical factors, the availability of outside capital, receipt of revenues and other factors, many of which are beyond the control of the company. The company disclaims any obligation to update information contained in any forward-looking statement. This press release shall not be deemed a general solicitation.

Vanessa

On Eve of ‘Black Friday,’ Survey Suggests a Mixed Forecast for Consumer Technology and Media Sales

On Eve of ‘Black Friday,’ Survey Suggests a Mixed Forecast for Consumer Technology and Media Sales

November 25, 2008 11:00 AM Eastern Time

Outlook grim for many electronic devices, as consumers prefer to delay purchase rather than buy cheaper versions now
Sales of next-generation products including HDTVs, smartphones, DVRs, and Blu-ray players still predicted to grow
Many consumers consider cutting landlines, but few plan to downgrade Internet or mobile phone plans; more watching movies through home pay-TV
Many forecasts of spending cuts overlook consumer willingness to exercise spending options, not just cut devices or services

NEW YORK--(BUSINESS WIRE)--As the holiday shopping season approaches, six out of ten U.S. consumers intend to cut their spending in at least one area of communications and media entertainment – ranging from purchases of PCs, digital cameras, and music players to premium TV channel subscriptions and landline phone service – according to a detailed new survey of consumer sentiment by international management consulting firm Oliver Wyman. Only 21% of survey respondents plan to increase spending in at least one of the areas.

If this snapshot of consumer sentiment were to prevail over the next year, the overall impact for these sectors would be a 5-6% decline in sales, said Mark Teitell, a partner in Oliver Wyman’s Communications, Media, and Technology practice. Teitell directed the online survey of more than 500 adults across the country.

Sales of devices such as desktop and notebook computers, music players, and digital cameras are the most threatened, with over 50% of respondents reporting they plan to spend less on devices over the next year, which equates to about a 10% drop in sales. However, sales of next-generation devices are expected to increase: Blu-ray players by 140%, smartphones by 9%, and HDTVs by 3%.

In most device categories, promotional pricing would increase unit sales but not enough to justify broad discounts. Teitell noted that a discount of 20% could motivate a handful of on-the-fence purchasers to buy, but broad discounts might result in an overall decrease in sales revenue. “Price discounts should be used cautiously and targeted at on-the-fence purchaser segments when used,” he said. “There’s a risk of cannibalizing revenue from consumers already intending to make the purchase, without drawing sufficient new buyers to increase revenues overall.”

Subscriptions including broadband Internet access, mobile phone plans, pay-TV and content subscriptions such as Netflix are the most insulated from the economic downturn. 63% of respondents expect their spending to be about the same next year as it was this past year, and 9% plan to spend even more. Only 28% plan to spend less on network subscriptions. However, a 5% sales decrease is still predicted within this category, with premium TV channels being the most vulnerable; 22% of current subscribers said they are somewhat likely to discontinue premium channels to watch more standard pay-TV.

In the area of entertainment content, such as movies, TV shows, and video games, 36% of consumers intend to spend less, equating to a 5% sales drop. Of these entertainment categories, watching movies in theaters could prove to be most volatile, as it’s the most cited category among both respondents who plan increases and those who plan decreases in spending in entertainment.

“Consumers are being selective in where they pull back,” Teitell said. “Delaying the purchase of a computer, digital camera, or music player as a cost-saving measure is easier than canceling or downgrading a subscription for high-speed Internet access or a mobile phone data plan, which consumers may be contractually locked into.”

About Oliver Wyman

With more than 2,900 professionals in over 40 cities around the globe, Oliver Wyman is an international management consulting firm that combines deep industry knowledge with specialized expertise in strategy, operations, risk management, organizational transformation, and leadership development. The firm helps clients optimize their businesses, improve their operations and risk profile, and accelerate their organizational performance to seize the most attractive opportunities. Oliver Wyman is part of Marsh & McLennan Companies (NYSE: MMC). For more information, visit www.oliverwyman.com.

Vanessa

LucasArts and Sony Online Entertainment Expand the Star Wars Galaxies™ Online Trading Card Game

LucasArts and Sony Online Entertainment Expand the Star Wars Galaxies™ Online Trading Card Game

November 25, 2008 12:00 PM Eastern Time

The Second Release to the Star Wars Galaxies Trading Card Game, “Squadrons Over Corellia” Arrives This Year

SAN FRANCISCO--(BUSINESS WIRE)--LucasArts and Sony Online Entertainment announced today the development of the second release to the successful Star Wars Galaxies™ Trading Card Game, Squadrons Over Corellia, scheduled for release this year.

Squadrons Over Corellia expands on the first release Champions of the Force, released last August, by adding a new game mechanic to the online trading card game with the addition of all-new strategy-altering starship cards for players to dominate their opponents from space. In Squadrons Over Corellia, players will once again take up arms for the Empire or Rebels and battle over a secret Rebel base on the Corellian moon of Talus. This strategic stronghold acts as a launch point for Rebel sabotage efforts in the Corellian system, and harbors one of the last known Jedi Knights, Rachi Sitra.

Squadrons Over Corellia will add more than 250 new playable cards and 22 new loot cards to the Star Wars Galaxies Trading Card Game, bringing the total number of cards in the game to more than 550. The new playable cards will feature space-based units that can:

Support ground units with heavy fire power;
Transport units from quest to quest;
Increase resources with smuggling runs;
Shield and enhance the player’s avatar.
In addition, Squadrons Over Corellia will introduce exciting new cards to the Star Wars Galaxies Trading Card Game:

New Star Wars character cards – Players can add a host of powerful iconic Star Wars characters to their virtual decks, including Emperor Palpatine, Han Solo, Wedge Antilles and Jabba the Hutt;
Two New Species – Players can choose to play as Wookiees or the Rodians, each with customizable stats and abilities;
New Loot Cards – More than 20 new Loot Cards will be available, including the V-wing Starfighter and a powerful buff, the Sanyassan Skull, that can be redeemed with an active account* in the Star Wars Galaxies MMO.
The Star Wars Galaxies Trading Card Game marks the first ever Star Wars trading card game offered exclusively online. Available to both current and former Star Wars Galaxies subscribers*, the Star Wars Galaxies Trading Card Game provides players an entirely new gameplay experience by combining the challenge of a trading card game with the adventures and community of the massively multiplayer game. Players can build their own virtual decks to fight in the story mode, epic one-on-one matches, cooperative Heroic Encounters, and official tournaments.

In addition, all Star Wars Galaxies subscribers with current, valid, paid accounts in good standing are eligible to automatically receive five digital trading card Booster Packs each month included with their paid Star Wars Galaxies subscription at no additional cost, providing a simple way to quickly and easily build their decks.

Anyone wishing to try the Star Wars Galaxies Trading Card Game can do so at no charge through a downloadable trial that includes limited access to a tutorial and practice games with a provided virtual Starter card deck.

The Star Wars Galaxies Trading Card Game may also be accessed from inside Star Wars Galaxies, and is available to trial players as part of the Star Wars Galaxies 14-Day Trial. This trial, offered at no charge for up to two consecutive weeks, also includes all of the content of the base game, Star Wars Galaxies: An Empire Divided™ and its first expansion, Star Wars Galaxies: Jump to Lightspeed™. Available by download from www.StarWarsGalaxies.com, the 14-Day Trial gives players a chance to become part of the Star Wars galaxy and meet and fight with or against their favorite Star Wars characters as they explore this massive online universe filled with thousands of other Star Wars fans.

More information about the Star Wars Galaxies Trading Card Game and its second expansion, Squadrons Over Corellia, along with the game’s trial can be found at www.StarWarsGalaxies.com/tradingcardgame.

About Star Wars Galaxies

Star Wars Galaxies, developed and published by LucasArts and Sony Online Entertainment, is one of the longest-running and most popular online experiences, bringing gamers of all ages and skill levels together in the ultimate Star Wars® journey. Begin aboard the Millennium Falcon helping Han Solo and Chewbacca fend off the notorious Darth Vader. Along the way, join Star Wars characters on missions that span the galaxy. Ally with the Rebels to fight against the Galactic Empire, or join forces with the dark side and crush the Rebel scum. Heroic adventurers can seek their fortune in space or on the ground as a bounty hunter, smuggler, Jedi or a host of other unique Star Wars professions.

About LucasArts

LucasArts, a Lucasfilm Ltd. company, is a leading developer and publisher of interactive entertainment software worldwide for video game console systems, computers and the Internet. Based in San Francisco, Calif., as well as on the Internet at www.lucasarts.com, LucasArts was created in 1982 by George Lucas to provide an interactive element to his vision of a state-of-the-art, multifaceted entertainment company.

About Sony Online Entertainment

Sony Online Entertainment LLC (SOE) is a recognized worldwide leader in massively multiplayer online games, with hundreds of thousands of subscribers around the globe. SOE creates, develops and provides compelling entertainment for the personal computer, online, game console and wireless markets. Known for its blockbuster franchises and hit titles including EverQuest®, EverQuest® II, Champions of Norrath®, Untold Legends™, and PlanetSide®, as well as for developing Star Wars Galaxies, SOE continues to redefine the business of online gaming and the creation of active player communities while introducing new genres on various entertainment platforms. Headquartered in San Diego, CA, with additional development studios in Austin, TX, Seattle, WA, Denver, CO, and Taiwan, SOE has an array of cutting-edge games in development.

*Active or former Star Wars Galaxies or Station Access™ subscription required. Former Star Wars Galaxies or Station Access subscribers with accounts in good standing are also able to access and play the Star Wars Galaxies Trading Card Game. Star Wars Galaxies or Station Access accounts no longer in good standing may result in inability to play, use or access Star Wars Galaxies trading cards. Booster packs, starter packs, loot or promotional cards received as part of a promotion or included at no additional cost with valid, current, paid Star Wars Galaxies subscription are non-transferable and non-tradeable. Redeemed items are non-transferable and non-tradeable; may be limited to one per account; access to redeemed items available only with current, paid Star Wars Galaxies subscription in good standing or with Star Wars Galaxies trial account (but only for duration of such limited trial account—i.e., up to 14 days). Internet connection required. Players are responsible for all applicable internet fees. Additional recurring subscription fees apply to Star Wars Galaxies and Station Access accounts. Bonus loot card (and items redeemed from such cards) limited to one per account. Items are non-tradable and non-transferable. Booster pack cards included at no additional cost with valid, active Star Wars Galaxies subscription are non-transferable and non-tradeable. Additional starter packs and booster packs sold separately. Star Wars Galaxies and the Star Wars Galaxies Trading Card Game are digital files only. No physical boxes, trading cards, disks, software, documentation or other tangible materials will be sent to you.

LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. Star Wars Galaxies is a registered trademark of Lucasfilm Entertainment Company Ltd. SOE and the SOE logo are registered trademarks of Sony Online Entertainment LLC. © 2002-2008 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® or TM as indicated. All rights reserved. All other trademarks and trade names are properties of their respective owners.

SOE, the SOE logo, EverQuest and PlanetSide are registered trademarks of Sony Online Entertainment LLC. Untold Legends and Legends of Norrath are trademarks of Sony Online Entertainment LLC. All other trademarks and trade names are properties of their respective owners.

ESRB Rating: Star Wars Galaxies Trading Card Game: E10+: Mild Blood, Mild Fantasy Violence

ESRB Rating: Star Wars Galaxies: Teen, Violence

Vanessa

Samsung Launches New ‘BizBee’ Range in Europe

Samsung Launches New ‘BizBee’ Range in Europe

November 25, 2008 08:00 AM Eastern Time

LONDON--(BUSINESS WIRE)--Samsung today launches its new business smart phone brand ‘BizBee’, an aspirational family name for its new range of designer business mobiles. The smart phones will target the busy executive, who requires a business mobile that offers optimum performance, 24/7, from any location.

The BizBee name is designed to drive awareness of Samsung’s new smart phone range in the business community and ensure consistency in marketing communications. The target market is business people looking for the ultimate solution for their busy, professional lives. In particular, this target segment requires all-in-one connectivity, email and applications, a QWERTY keyboard and increased business productivity. A typical BizBee consumer is passionate about business, a heavy mobile phone user and frequent traveler.

An exciting campaign combining advertising, digital activity and media outreach will launch the strapline ‘BizBee – Business Unlimited’. The print ads showcase a lady sitting in a desert location; she is obviously some way from her office, but she is connected to her work via her BizBee handset. The slogan is simple - ‘This is my office’.

"The launch of the BizBee brand range will enable easier communication for executives with busy lives. In order to penetrate the business market further and strengthen our position in the smart phone category, we are delighted to launch the new BizBee brand, and the first of the products within this range," said Young Chul Park, Chief Marketing Officer, Samsung Electronics Europe.

“This is one of the most exciting new brand campaigns Samsung has launched to market. The first BizBee phone, the Samsung i780 will be refreshed with Windows Mobile 6.1 in November. The BizBee smart phone range enables passionate and ambitious businesspeople to maximise their performance and ensure they are connected to the office, anytime anywhere."

The campaign, which includes print and outdoor media components, will launch in Europe. The first print ads are scheduled to run in 10 European countries in November/December 2008.

The Samsung i780 is the first product from the BizBee range to be introduced in Europe, initially in the UK, Nordics, Spain and Netherlands. The Samsung i780 is specially designed with a larger screen to enable document viewing and amending. It runs on Windows Mobile 6.1 and comes with an optical mouse and stylus, as well as full QWERTY keyboard. The all-in-one functionality of the Samsung i780, which combines email, connectivity and applications, will be particularly appealing to the global business traveler, who is looking to maximize his performance and stay in touch with the office, regardless of location.

About Samsung Electronics

Samsung Electronics Co., Ltd. is a global leader in semiconductor, telecommunication, digital media and digital convergence technologies with 2007 consolidated sales of US$105 billion. Employing approximately 150,000 people in 134 offices in 62 countries, the company consists of four main business units: Digital Media Business, LCD Business, Semiconductor Business, and Telecommunication Business. Recognized as one of the fastest growing global brands, Samsung Electronics is a leading producer of digital TVs, memory chips, mobile phones and TFT-LCDs. For more information, please visit www.samsung.com

Vanessa

Disney Video Games Get Families Playing Together with Trusted Brands and Quality Products That Are Gentle on the Wallet

Disney Video Games Get Families Playing Together with Trusted Brands and Quality Products That Are Gentle on the Wallet

Disney Interactive Studios Delivers Games with High Entertainment Value for All Ages this Holiday

November 25, 2008 02:25 PM Eastern Time

BURBANK, Calif.--(BUSINESS WIRE)--Kids want to be entertained, families want to spend time together and parents want value when purchasing holiday gifts this season. Disney’s wide array of exciting video games bring families together without emptying piggy banks this holiday shopping season. Disney has the entertainment that kids want, and parents looking to get the most value for their dollar can bring Disney video games home to the living room for quality family time or take them on-the-go during holiday travel.

With kids of all ages and families playing video games in greater numbers, Disney Interactive Studios has games for everyone. Whether it’s get-up-and-play games for the Nintendo Wii, hot music games at easy prices, adrenaline-pumping action sports games, trivia games, mobile games on-the-go, Nintendo DS portable games or bringing the season’s hottest movie-inspired games into living rooms, Disney Interactive Studios’ entertainment will generate endless hours of memorable fun.

“Disney is a brand synonymous with creativity and quality entertainment that families can trust,” said Craig Relyea, senior vice president of global marketing, Disney Interactive Studios. “Our line-up of games offers great value for the entire family, especially during a time when budgets are tight and value is critical for holiday shopping.”

Video games rank as one of the top four types of consumer electronics on gift wish lists for adults and teens this year, according to the Consumer Electronics Association. With games for all major platforms, Disney Interactive Studios has everyone in mind for providing engaging interactive entertainment for this winter and beyond.

Products have been rated for age appropriateness by the ESRB (Entertainment Software Rating Board). Details about ratings can be found at esrb.org.

Disney Interactive Studios’ 2008 holiday season video games, mobile games and iPhone games lineup includes:

Ultimate Band

With Ultimate Band, you don’t need to break the bank buying instruments to rock out with this peripheral-free performance music game. Use the Wii Remote™ and Nunchuk™ to become the ultimate “air band” as you perform to more than 30 hip indie and mainstream hits. This storyline-driven game also lets players create and customize characters that reflect their own unique personalities and attributes. For rocking-on-the-go, the Nintendo DS version features exclusive songs and puts players in the studio to let them create and perform their own tracks.

Available on Wii and Nintendo DS
ESRB Rating: E on Nintendo DS and E 10+ on Wii
MSRP $29.99 - $49.99
PURE

Go airborne with PURE, an action sports game that features vertigo-inducing massive aerial jumps and spectacular airborne tricks in photo-realistic real-world locations. Players take on opponents in races and freestyle events to compete in the PURE world tour. PURE has been selected for numerous industry awards, including the IGN Editors’ Choice Award and the prestigious Game Critics Award for Best Racing Game of E3.

Available on Xbox 360, PLAYSTATION 3 system, Windows PC and mobile
ESRB Rating: E
MSRP $29.99 - $59.99 for videogames; $6.99 for mobile (prices may vary by carrier)
Disney Sing It

Whether it’s a slumber party, birthday party or a social gathering that needs to be pumped up, this game will be a hit with anyone who likes to belt out pop tunes. Disney Sing It is the only karaoke video game that challenges players to out-sing friends with songs and videos from favorite Hollywood Records artists, such as Miley Cyrus, Jesse McCartney, Aly & AJ and more; and Disney Channel Original Series and Disney Channel Original Movies such as Hannah Montana, Camp Rock and High School Musical. Available on Wii, Xbox 360, PLAYSTATION 3 and PlayStation 2 systems, and Windows-based PC

ESRB Rating: E for Everyone
MSRP $29.99 to $59.99 (bundled with microphone)
Bolt

Bolt is inspired by the computer animated film from Walt Disney Pictures, but the video game follows a unique storyline, taking place within the high-action television series featured in the film. In the game, players must take on the personalities of super-dog Bolt and his companion Penny to utilize their unique talents and superpowers to save the world and Penny’s father from the evil Calico. The game captures the cinematic look of the movie with a mix of intrigue, combat, action and platform-style gameplay.

Available now on Xbox 360, PLAYSTATION 3 and PlayStation 2 systems, Wii, Windows-based PC and Nintendo DS. Mobile available soon
ESRB Rating: E to E10+
MSRP: $29.99 - $49.99 for videogames, $6.99 for mobile
Toy Story Mania

Based on the new Disney Parks attraction, mobile users can join Woody, Buzz and the gang for wacky and fun carnival games on their phone to earn points redeemable for unique unlockable prizes. Toy Story Mania features one button quick-play for beginners and hidden targets and combo rewards for advanced players. The Academy Award® nominated song “You’ve Got a Friend in Me” from the original “Toy Story” movie is also featured in the game.

Available now on mobile
$6.00 for mobile (prices may vary by carrier)
High School Musical 3: Senior Year DANCE!

High School Musical 3: Senior Year DANCE! features songs from all three “High School Musical” films and allows kids to dance along to the music while playing as their favorite Wildcats. Bundled versions with “High School Musical” branded dance pads are also available for Xbox 360 and PlayStation 2 system as an added bonus for players who truly want the complete dance party experience.

Available on Wii, Xbox 360, PlayStation 2 system and Windows-based PC
ESRB Rating: E
MSRP $29.99 to $49.99 (Xbox 360 and PlayStation 2 system bundled with dance pad)
High School Musical 3: Senior Year

Fans can now take their favorite “High School Musical” stars on the go with two portable games. An all-new Nintendo DS title is a rhythm-based game with brand new music from the theatrical release of “High School Musical 3: Senior Year.” Players take “High School Musical” themed quizzes to find out which Wildcat they have the most in common with. Fans use captured dance photos to create memorable layouts for the East High yearbook – the “High School Musical” way. Mobile gamers choose from two unique storylines based on Troy or Gabriella and improve personal attributes by balancing academics and performance skills while interacting with the other Wildcats to become the most popular Wildcat at East High. Mini-games include a brain challenge and a dancing rhythm-based game.

Available on mobile and Nintendo DS
ESRB Rating: E
MSRP $6.99 for mobile (prices may vary by carrier) and $29.99 Nintendo DS
Spectrobes: Beyond The Portals

This sequel to Spectrobes, the top-selling sci-fi action/role playing game exclusively for the Nintendo DS, Spectrobes: Beyond The Portals continues the story of Rallen and Jeena, two planetary patrol officers who discover, excavate, awaken and train mysterious fossilized creatures known as Spectrobes and then use them to battle enemies. Among the new features are more than twice the number of creatures, an online community that tracks results, new collectible code input cards and the debut of an online battle system utilizing the Nintendo® Wi-Fi Connection.

Available on Nintendo DS
ESRB Rating: E10+
MSRP $29.99
Disney TH!NK Fast

This new Disney quiz game that offers more than 5,000 questions ranging from classic Disney trivia to general knowledge. Genie from Disney’s “Aladdin” serves as the host in popular game show style. Variable difficulty settings allow players of all abilities to compete at different levels that match their knowledge.

Available on Nintendo Wii and PlayStation 2 system
ESRB Rating: E
MSRP $39.99 - $49.99
Club Penguin: Elite Penguin Force

This game invites kids to play all new and familiar mini-games in the snow-covered Club Penguin world, giving players a chance to complete secret agent missions, solve mysteries and connect with friends and the Web site in new ways. Players take on the role of a covert agent in the Elite Penguin Force and utilize new gadgets, accessories and vehicles as they investigate mysteries and embark on missions.

Available on Nintendo DS
ESRB Rating: E
MSRP $29.99
Disney Fairies: Tinker Bell

Experience the magical world of Pixie Hollow and interact with Tinker Bell and other Fairies on the Nintendo DS through time-based activities and mini-quests to bring on the seasons. Form new friendships, set fashion trends among the Fairies, embark on adventures and explore environments as seen in the all-new “Tinker Bell” movie from Walt Disney Home Entertainment. Because Disney Fairies: Tinker Bell utilizes the DS real-time clock, Pixie Hollow changes with the time of day and season. Players will witness their birthdays being celebrated, fireflies glowing at night and their Fairy friends in costume at Halloween. Special items hidden throughout Pixie Hollow contain secret codes which can be used to unlock items in the virtual world on PixieHollow.com. Due out soon for the iPhone, gamers can play as Tinker Bell and five Fairy friends to complete tasks such as placing dew drops on petals or tilting the iPhone to collect trinkets and solve puzzles. Each Fairy plays differently based on their unique Fairy abilities in speed of flight, agility, endurance gathering pixie dust. Similar to the DS game, players earn codes for unlocking bonus material in PixieHollow.com.

Available soon for the iPhone and now on Nintendo DS
ESRB Rating: E
MSRP $29.99 for Nintendo DS and $7.99 for iPhone
Cars Radiator Springs 500

Based on the blockbuster film and franchise, this new “Cars” racing game was created by mDisney’s Living Mobile studio and features fast frame rates, great control and dazzling graphics. Players race as Lightning McQueen and can unlock six other tricked-out racers, each with special abilities. The game includes 15 diverse and challenging tracks loaded with power-ups and hazards, and build-a-track mode lets players create a custom race. Rascal Flatts’ hit song “Life is a Highway” is featured in the game.

Available now on mobile
$6.99 for mobile (prices may vary by carrier)
ESPN Bowling

ESPN Bowling replicates the fun of bowling with the iPhone. While holding the iPhone, players will swing their arm in the motion of bowling in order to throw the ball down the lane. The speed and angle of the arm motion determines the result. ESPN Bowling includes three game modes: Standard, Target and Precision. Standard mode enables bowling a 10-pin game while Target and Precision modes require completing specific objectives. ESPN Bowling also allows competitors to bowl against others nearby in a four-person game.

Available soon for $4.99
© Disney. Product names, dates, pricing and platform availability are not final and may be subject to change.

About Disney Interactive Studios

Disney Interactive Studios, part of Disney Interactive Media Group, is the interactive entertainment affiliate of The Walt Disney Company (NYSE: DIS). Disney Interactive Studios self publishes and distributes a broad portfolio of multi-platform video games, mobile games and interactive entertainment worldwide. The company also licenses properties and works directly with other interactive game publishers to bring products for all ages to market. Disney Interactive Studios is based in Glendale, California, and has six internal video game development studios around the world: Avalanche Software, Fall Line Studio, Propaganda Games, Black Rock Studio, Gamestar and Junction Point Studios; and two internal mobile game development studios: Enorbus and Living Mobile. For more information, log on to http://www.disneyinteractivestudios.com.

Vanessa

How To Destroy The Music Business

How to destroy the music business

By Andrew Orlowski

Posted in Music and Media, 20th November 2008 14:38 GMT

Analysis Put yourself in these hypothetical shoes for a moment. My goal is to make as much money as possible by doing as little work as possible. I have no creative talent except for generating and recycling marketing buzzwords. I have no technical knowledge or ability - but I can get my head around a Twitter feed. It doesn't sound promising, but you'll want in, I promise.

Now let's imagine a business that can achieve our goals.

The natural place to start this business is on the internet - where one can harness the labour of millions of people and pay them sod all for their work. Under the smokescreen of "collective intelligence" or harnessing "the wisdom of the crowd", we can keep our supply costs at zero. And if we can keep reminding these rubes that "power lies at the edge of the network" or "in the Long Tail", they'll produce lots of stuff for us for nothing, without complaining.

That's the supply side sorted out. However, we need to attract an audience.

We know that the traditional vices - gambling and porn - will drive substantial traffic to our service. But gambling has regulatory issues - and porn takes us away from the mainstream. That leaves music - the stuff of life, and proven crowd-puller. So let's make music the main feature of our service.

There's a couple of problems however. One is that simply throwing up millions of crowdsourced user-generated MP3s isn't going to draw much of an audience, as the (undoubted) gems are too hard to find. Copyrighted material is what people want, and while economic activity persists around music, there are thousands of talent-spotters slightly better than our algorithms dedicated to finding it: the promoters, DJs, talent scouts, A&Rs, and so on. We can give our music finding technology a fancy name, but it's still rubbish, and no match for a human talent scout.

The second problem is that owners of musical rights are frustratingly reluctant to surrender their assets for a smile, a promise and two magic beans - which is about all we have to offer. What music service companies like ours need is somebody in the music business stupid enough to hand over their master rights assets for next to nothing. Thirdly, and this follows on from the second point, asset-owners have civil law on their side. So unless we negotiate individually with many different licensing entities, the threat of litigation or seizure hangs over us. What we need is a Get Out of Jail Free card - something that allows us to pursue our goal of creating as much money as possible, while adding as little value to the human condition as we can muster. But now I think I've heard the cure for all these problems. Peter Jenner again proposed it at a MusicTank seminar this week - and it fits our needs perfectly.

It's an "Access to Music Charge", and it's our Holy Grail. Under an AMC the rights holders couldn't refuse us - and everyone is opted in at once. So this lifts the mortal threat of being sued for using someone else's assets without their permission, and doesn't oblige us to do anything innovative. The clincher: the cost of this, Jenner helpfully explains, will be so low we can consider it as a one-off shake down.

Sorted!
So an Access to Music Charge is great for talentless non-entreprenuers like us - but why is it bad for anyone with an economic interest in music? Well, this scenario should explain it.

As Jenner sees it, an AMC will simply lift the threat of litigation from music services companies like ours that offer file sharing, and creates a new pot of money that goes to creators. (We'll start by offering you a fiver, Pete). What should happen - he explained to the MusicTank audience - is that enterpreneurs and innovators will then create value added services that people will voluntarily pay for, over and above the AMC. For example, people will pay for services that offer FLAC file format versions of songs to share.

However, there's no need for us to spend a penny on such a service. Because under Jenner's AMC, every Oink is now legal, and they'll be offering FLAC versions for us. (It's hard to find a piece of music on the Torrents that isn't already available in lossless format.) So there's no reason for anyone to invest in creating a SuperFLAC P2P premium service, because people are already getting it for free. And because people are getting it to for free they won't, out of the goodness of the hearts, suddenly start paying for one.

Meanwhile, we're home and dry. Remember the question posed at the start of the piece - how can a completely talentless but cynical entrepreneur flourish? The answer is - they need an AMC. Pete, I suspect, hasn't met as many "internet entrepreneurs" as you or I have.

Incentives and blankets
At MusicTank Paul Sanders explained the difference between a pay-for, voluntary, opt-in P2P service such as his own (PlayLouder MSP) and a free for all low-cost blanket regime, such as Jenner's AMC. The civilised home of the future will have a music service, said Sanders, one that's managed and aware that four people with four tastes all live under the same roof. LimeWire today doesn't give you that. "I can't imagine people opting-out, if the service is good."

It's about getting incentives aligned. If you think PlayLouder is rubbish, you'll be able to take your money elsewhere. Once you're voluntarily paying, you have the right to switch. And because real money is changing hands, that means capital will flow to PlayLouder and its competitors. There were huge problems to be solved in marketing , billing management, but so long as there were happy, paying customers, money would go to solving them.

A lot more was needed, he thought. The entire supply side of the music business needed reform, says Sanders, because the suits don't understand customers. It should think of itself as a factory supplying wholesalers - selling the goods to a wholesale market at the factory gate.

"A good enabler sets a price everyone can afford, then stands back and lets everyone else get on with the selling."

None of this would happen with an AMC:

"You need more than just some kind of waiver that says the BPI won't come after you."

Comfort blanket
Blanket licenses are a brilliantly seductive answer to music licensing, especially if you're naturally inclined to get the state involved and solve everything for you. The seduction is its simplicity - especially if you have an engineering mindset, where simple is elegant is best. I've been seduced myself. But there are real disadvantages as there are to any solution - and these become apparent after a moment's thought. The drawbacks, as I've illustrated, could be fatal for economic activity around music. It's dogmatic to wish these away.

That isn't to say Jenner won a lot of support for his diagnosis [ see Big labels are f*cked, and DRM is dead - Peter Jenner from 2006] of the music business. It's his prognosis that has zero support. He's unwilling to see how his AMC creates a huge disincentive for anyone to get involved in business around music.

Jenner said talk of incentives "reminded him of the City" and concluded that you can't trust markets. This is a bit juvenile coming from a graduate of the London School of Economics. Jenner is rightfully skeptical of economists fads, and probably right to be wary of Game Theory-based analysis too (the last big fad in economics before the current one, Behavioural Economics).

But I'm sure he understands disincentives - and these were illustrated by Beggars' Simon Wheeler, explaining his dilemma today. The indies have embraced the new technologies, and want to license. There's a problem, however:

"A lot of the business models we've seen aren't business models. They haven't made any money." That's our hypothetical business rumbled then. If he cut the no-hope internet companies some slack: "Our artists would go 'I think I might as well work with a company that might make us some money'."

With the AMC, the music business throws away the last bargaining chip the it has left, setting its exit price as low as it can. The only incentive it creates is for the hypothetical entrepreneur I introduced at the start: talentless, cynical and exploitative. For him, happy days are here again! ®

Vanessa

Tuesday, November 25, 2008

My favourite brand

I just got into doing some research on brands.

This is my favourite BRAND!

Radiohead - House of Cards
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If a group of people is standing for the same brand as you, you feel like you already, in a way, know them. You also might be able to guess what other brands they like, in this case e.g Muse, Sigur Ros, Beck...

Elisa

Monday, November 24, 2008

Coldplay "Viva La Vida"

How much do you think Coldplay sold digital copies if the figure was 394,000 after the first three weeks in the U.S.. It's the best selling album in iTunes' history and the most sold digital album of all time.

--->http://lefsetz.com/wordpress/index.php

I could say "I told you so" but I'm not going to do that.

Elisa

Thursday, November 20, 2008

Music Can Still Earn Without Record Sales - How to Capitalize on Music For Your Next Joint Venture

Music industry is in trouble, especially the musicians, with declining CD sales caused by internet and digital music. Free music-sharing technology and piracy fueled the musical crisis. The crisis is so large, some artists are joining the flow. Radiohead dispensed their record company contract and went home-based recording and internet marketing. Trent Reznor or Nine Inch Nails, too. Madonna also left her recording company and made joint ventures with event and tour organizers.

The musical revolution largely marginalized small and new musicians because they do not have the same strong fan base that Radiohead, Reznor and Madonna have. Though social networks (MySpace) and music-sharing technology (Limewire) offer them a global marketing opportunity, but they rarely earn from them unless they go in e-business.

Musicians rarely are business-oriented. They simply create and play music. That is why record companies thrived-they manage musicians and their music to earn. Thus, joint venture in music industry is large.

Selling music online is promising, but big companies already ruled the new industry like iTunes. Having music sold with iTunes would largely cost musicians. A music bar or restaurant, on the other hand, can be a good music business especially for new and small musicians because it is less capital-extensive.

Joint ventures can best minimize the capital and business management requirements for small and new musician-entrepreneurs.

With a joint venture partner, you can start a new face of music business. You can start by finding the best location for the music bar. Look for areas that are within or along business areas, those that have heavy traffic. Street strips where music bars thrive can be helpful, but niching in no-music bar zones can be more promising.

Invest on good sound system and equipment. As joint venture partner-musician, you can have your capital share in this equipment alone while your partner-business manager can largely invest on food and restaurant. Specialty food should be in the menu. Specialty food will not be a priority if the joint venture focuses on good music.

Your investment will be in the form of preparing and maintaining the sound equipment, inviting other musicians to play and local fan base to watch and eat in your music bar.

Vanessa

Music merger to create new giant label

Music merger to create new giant label

Showing signs of a music business struggling to adapt to new digital realities, Sony Music and the Bertelsmann Music Group agreed Thursday to create a new joint venture, merging the second- and fifth-largest record labels into a single entity.
The deal comes amid reports that EMI Group has secured funds to bid for Warner Music. If both deals were to go through, just three entities would control close to 80 percent of the music sold in the United States, and they would dominate most other major music markets.

While many factors have pushed the music business into corporate marriages, analysts said the inexorable transition to a digital future has helped speed the process.

"Music's not going away, but the transition has just started from physical to digital distribution," said Michael McGuire, an analyst at GartnerG2, a division of the Gartner research company. "Corporate parents, who have a lot of very anxious investors, are looking at things that might be a drag on the bottom line, and that transition isn't going to be easy."

All the major music companies have been struggling financially in recent years, with revenue falling consistently since 2000. Executives have blamed much of the losses on digital piracy, whether from file-swapping services or CD copying.

Other analysts also point to factors such as the faltering economy and new competition from alternative entertainment sources such as DVDs and video games.

Sony and Bertelsmann issued a statement Thursday that said they had signed a nonbinding letter of intent to create a jointly owned record company called Sony BMG. Each parent would own half of the new venture, they said.

Rolf Schmidt-Holtz, currently chief executive officer of the Bertelsmann Music Group (BMG), would serve as chairman of the new company, while Sony Music CEO Andrew Lack would serve as its CEO. The board of directors would be drawn equally from each parent company.

The new venture would not include the parent companies' manufacturing, distribution or music-publishing businesses, areas that have served as special points of concern for antitrust regulators in previous music merger bids, the companies said.

The deal still must be approved by regulators in the United States and the European Union.

Sony-owned music labels represent artists such as Aerosmith, Tori Amos and Bruce Springsteen. BMG artists include Norah Jones, Elvis Presley, Beyonce and Lenny Kravitz.

Sony and BMG have had different strategies in dealing with online music.

Sony's strategy has been particularly murky, torn by the potentially conflicting goals of its consumer electronics, computer and content businesses. The result has often been content-protected music or music devices with content protection technology built in--neither of which has proved popular with consumers over time.

Sony has announced plans to create its own online music store, similar to Apple Computer's iTunes but likely tied closely to Sony hardware.

Over the objections of BMG executives, parent company Bertelsmann was for a time the only major-label backer of the original Napster, but that support wasn't enough to save the start-up. Current executives at BMG and its parent company have been more conservative, following the broader trend of licensing their music to online services such as iTunes and RealNetworks' Rhapsody.

If both major mergers go through, they would leave Universal Music Group--currently the largest of the major music labels--as the only music giant without a new deal. However, its parent company, Vivendi Universal, has reportedly been looking for buyers as well.

No financial details on the Sony-BMG transaction were available.

Vanessa

MySpace unveils new music site

MySpace unveils new music site

News Corp's MySpace, the world's largest social networking site, have unveiled a long-expected joint venture with all four major music companies in a bid to compete with Apple's market-leading iTunes store.

MySpace Music is designed to win fans with a mix of unlimited free music, comprehensive music catalogs, concert tickets, merchandising and other entertainment features.

The launch of the new service had been dogged by speculation about the start date and the ongoing search for a chief executive.

But the biggest challenge for the new venture was signing a deal with the fourth-largest music company EMI Music, which had held out until just hours before the announcement of the service's launch.

MySpace Music also signed late licensing deals with The Orchard, a large distributor of independent music from hundreds of small labels and music publisher Sony/ATV, a joint venture between Sony Corp and pop star Michael Jackson.

In April, MySpace confirmed it agreed to create a joint venture with Vivendi's Universal Music Group, Sony BMG Music Entertainment and Warner Music Group

The majors agreed to take small equity stakes in the new business at a ratio which approximately reflects their respective market shares. This would mean Universal would have the largest stake and EMI the smallest.

The labels, who are struggling with shrinking recorded-music sales, are keen to benefit from the overall diversified revenues of MySpace Music - making money from premium advertising, music download sales via Amazon.com, ringtones and eventually concert tickets and merchandising.

MySpace itself sees driving premium advertising through its service by understanding users' interests and has signed major advertising deals with McDonald's, Toyota and State Farm Insurance.

"We see ourselves as a social port where we filter information based on what's of interest to you," MySpace COO Amit Kapur told Reuters in an interview.

The music industry has become frustrated with the dominance of Apple in the music business through both iTunes and popular iPod music player.

Music executives have said the refusal of iTunes to agree to variable pricing, rather than pricing every song at 99 cents or selling all albums as individual songs, has harmed sales and their bottomline.

One executive, who spoke on condition of anonymity, said the labels will try strategies such as giving exclusive album releases first to MySpace to help support the new service in which they now all have a vested interest in helping to succeed.


"MySpace Music gives fans a reason to buy music on somewhere other than iTunes," said the executive. "ITunes is a very static proposition and doesn't aid discovery of new music like a MySpace community."


Since its beginning, music has been one of the strongest attractions of MySpace, particularly for up and coming artists. In the last few years, major name artists have also taken to promoting their songs and albums through the site's artist pages.


But until the creation of MySpace Music, there had been few avenues for artists to sell their songs or other related music services.

Vanessa

Looks like a bracelet, plays like an iPod

Looks like a bracelet, plays like an iPod

Apple fanboys (and girls) are determined not to let the iPod fade away into obscurity and let Apple co-founder Steve Wozniak's prophecy come true where he predicts the music player's death.

With the sleekness and sexiness of most recent iPods, or the extreme portability of the old minis, Indian designer Gopinath Prasan, creator of the iBangle, must've wondered how to go about turning it up a notch and make the iPod a wearable fashion accessory as well as a functional one.

Don't let its loose look fool you; the iBangle is a thin piece of aluminum with a multitouch track pad that won't easily slip off. That tiny blue button seen in the illustration somehow inflates the blue cushion inside the bracelet with air for a snug fit on the wrist.

The "voice interface"--where you hear what track you're "scrolling" through--is supposed to help offset the fact that there is no visual interface on the bracelet/MP3 player. Also, instead of being tethered to the standard earbuds or headphones, audio is transmitted wirelessly via Bluetooth.

The multitouch interface is a good idea until it brushes up against you and changes your song.

Now, if only it had a way to play video files. Perhaps a screen could be put on it, and the iBangle could pass for a watch--go, go gadget! However cool the concept is, there's no mention of how you would charge the device--dock, dongle, adapter? Also, is it gender neutral? Well, being as this is only a concept from the designer, we'll cut it some slack. There is definitely something here to work with.

So, my question to you is: if Apple co-opted the designer along with the idea and started mass production on this, would you buy it?

Vanessa

Sony BMG joins Nokia's unlimited music service

Sony BMG joins Nokia's unlimited music service

Comes With Music customers will have total access to the music of Alicia Keys as well as every other Sony BMG artist free for a full year.

The concept behind Nokia's new music service "Comes with Music" is starting to catch on with the major music labels.

Sony BMG, one of the four top recording companies, announced Tuesday that it has partnered with Nokia to make its music catalog available on select Nokia devices. After buying one of the devices, users will get unlimited free access to the music of Alicia Keys, the Foo Fighters or any Sony BMG artist for a full year.

During the 12 months of the offer, users will be able to transfer their Comes With Music library to a PC as well as to a new Nokia handheld, but they won't be able to transfer it to iPods or other non-compatible devices. At the end of the year, Nokia users will have the choice of acquiring new music by either purchasing downloads from the Nokia Music store or joining its subscription service.

Nokia is expected to launch the Comes With Music service in the second half of the year.

What is groundbreaking about these deals--Universal Music Group was first among the labels to join the service--is that Nokia users can download any song from Sony BMG and keep the music for the rest of their lives. There is no ceiling on the number of songs and the music doesn't disappear at the end of the year.

This is believed to be the labels' deepest foray into free music, and is reflective of the industry's attempt to find new business models that can compete with piracy, shrinking CD sales, and iTunes.

"We think this business model will encourage users to sample a wide range of material, expand their musical tastes, and listen to more music than ever before," said Thomas Hesse, Sony BMG's President of Global Digital Business.

Sources told CNET News.com last month that Apple has discussed a similar offer with the music labels, adding that the concept behind Comes With Music is not exclusive to Nokia.

Should the concept of supplying year-long all-you-can-eat music catch on, other device makers wishing to gain access to music may be forced to adopt similar services.

Vanessa

Apple, music labels talk DRM-free songs

Apple, music labels talk DRM-free songs

A year after iTunes began offering music without copy protection software from EMI, Apple is in discussions with the other three top recording companies about acquiring DRM-free songs, according to two music industry sources.

The talks are still preliminary and no deals have been finalized, but one source said one of the major labels is close to a final agreement. Rumors have been swirling on the Internet for a week that Sony would soon be offering music without the controversial digital rights management software. My sources could not confirm this.

Spokespeople for Apple and the major labels declined to comment.

Should the deals get done, the songs offered by Apple's iTunes would no longer be restricted to playing on Apple devices, such as the iPhone or iPod. This has been one of the main criticisms of iTunes music for a long time. Apple says it's the music labels that force Apple to adopt DRM. Music insiders say Apple has long dragged its feet about getting unprotected music. Right now, Apple uses it's own proprietary DRM scheme, FairPlay, to lock down its music.

Universal Music is expected to soon announce that it is licensing MP3s to Microsoft for Zune.Talks with at least two of the labels have taken place on and off for several months, said the sources. They cautioned that there's no guarantee Apple and the labels can close the deals. But if iTunes is successful in acquiring the rights to sell unprotected music from Universal Music Group, Warner Music Group, and Sony BMG, it could help bolster iTunes' dominant position in digital music, as well as send competitors scrambling to find something new to differentiate themselves.

In the past year, the four top recording companies have been moving away from DRM--at least with other music services. In that time, companies such as Amazon, MySpace Music, and Napster have all begun selling open MP3s. MP3s are the format used to compress music files. Universal Music is expected to soon announce that it is licensing MP3s to Microsoft for Zune. EMI and Warner already have DRM-free deals with Microsoft for the Zune.

The marketing efforts of these Apple rivals have played up the idea that their music is unencumbered with DRM.

Also in the past year, technological shortcomings of copy-protection software have generated a lot of public scrutiny. As some iTunes competitors have exited the market, they have taken their DRM music with them.

This year, MSN, Yahoo, and Wal-Mart outraged some customers and consumer groups by announcing they would stop issuing keys for their DRM-protected songs. This meant the music would be prevented from being transferred to an owner's other devices.

Eventually, all three music services reversed their decisions, but it convinced DRM critics that DRM software never truly surrenders control of music to a buyer. While it's inconceivable to think that Apple would ever stop issuing DRM keys, it's absolutely possible.


Vanessa

Wal-Mart to carry iPhone after holidays?

Wal-Mart to carry iPhone after holidays?
Apple could soon have another distribution channel for the iPhone: Wal-Mart.

The largest retailer in the world could be getting the iPhone.

Wal-Mart won't have the iPhone at every location come the end of December, if a report from the Boy Genius Report is accurate. But Apple will have iPhones in 2,500 stores in the U.S. and an additional 69 Sam's Club warehouse stores on December 28, according to the report.

It's not clear what price will be charged for the iPhone inside Wal-Mart, but it would be hard to imagine Apple embracing the idea of significant discounts even though CEO Steve Jobs has talked of needing to stay aware of lower-priced competitors. Wal-Mart also offers T-Mobile's Android G1 phone, and though CNNMoney.com had reported that the famously low-price retailer would be offering the G1 for a $30 discount, a Wal-Mart store in San Leandro, Calif., was selling the G1 for the standard $179 on Wednesday morning.

Apple has shown a willingness to embrace the big-box types over the past few years. iPods can be found at retail stores across the country, and electronics behemoth Best Buy devotes significant space for all of Apple's major products inside many of its stores.

But what's surprising about this report is the timing, however: three days after Christmas? Perhaps Wal-Mart wouldn't have been able to get ready or train their staff in time for the holiday season, but with iPhone sales expected to decline slightly off last quarter's totals, you'd think Apple would have wanted a major distribution channel on line during the holiday rush.

Vanessa

Wednesday, November 19, 2008

Change Bound To Come

Vanessa

"Do most fans really want anything from you other than your music?"

Here's an interesting discussion on the topic of fans and their role. The following post was published a few weeks ago but I decided to post it here anyway. So there you go!

Do most fans really want anything from you other than your music?
AUTHOR: AuthorBruce Warila | DateNovember 4, 2008 | Comment34 Comments


I think this is one of the most important questions that we can ask ourselves. Do most fans just want your music, or do most fans want something else from you beyond your music?

Why is this question so important? In a world where music is generating less and less revenue, it’s important to understand what fans truly want; especially if you plan to sell them something other than your music.

The following quote is from Ariel Hyatt’s last post about Twitter.
"People want personality. They want authenticity. They want a genuine look at the person behind the music."

Personality, authenticity, a look at the person behind the music… I am trying to understand who, why, when, what, how and how-many fans (what percentage) would trouble about anything but your music, tickets or t-shirts.

Do fans want to have a packaged, semi-authentic, digital relationship with bands? Can anyone quickly describe how the effort required to maintain these ambient relationships could generate a measurable return on investment? Is this stuff just for kids, or can adults find the time to participate also?

I am asking, in a rather provocative way, because I am looking for clues as to what the next generation of digital music products might do for you and your fans. What's missing? What do you need to capitalize on your efforts to sell be more than your music?

I read every comment. Thanks for your input.


Read the comments on this question raised from here

Elisa

Tuesday, November 18, 2008

Gerd Leonhard on the future of broadcasting

The Future of Broadcasting: My presentation at the Dutch Broadcasting Convention (NPOX 2008) in Hilversum

Omroep It's always a great pleasure to be in Holland where people are usually very open to Change and... where 88.4% of the population is online ;) I was invited by the Dutch Broadcasting Organization (OMROEP) to speak about The End of Control, the People formerly known as Consumers and the Future of Broadcasting (Radio and TV), at their annual gathering and conference, NPOX.

Here is the DutcPicture_11h description of the session: "Gerd Leonhard (Swi) is Media Futurist. Volgens hem zijn we slechts 1 a 2 jaar verwijderd van een generatie die ´af en toe online´ is, naar een generatie die ´nooit meer off-line´ is. In zijn verhaal ‘the end of control and the people formerly known as Consumers’, laat hij zien wat de gevolgen zijn van deze verschuiving op het gebied van economie, cultuur en media en wat de trends en uitdagingen zijn voor de toekomst" Google translates this in true web-way here.

So, as usual, here is the PDF (4MB, ~50 pages)

The Future of Broadcasting, Gerd Leonhard

http://www.mediafuturist.com/index.html

Elisa