The Mobile Revolution : the Making of Mobile Services Worldwide / Dan Steinbock
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The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
For Passive Devices, LLC, and the Father of the Individual Named Herein As Kristyn Kelly Allen, the Applicant (“Applicant”) in Theherein Opposition
IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD In the matter ofApplication Serial No. 78-803,956; International Class: 009 Mark: SNOOPTUNES—Published in the Official Gazette on December 19, 2006 CALVIN BROADUS Opposer vs. Re: Opposition No. 91176834 KRISTYN KELLY ALLEN, dba PASSIVE DEVICES LLC Applicant _j.j____ DECLARATION§S[ IN SUPPORT OF INTERNET EVIDENCE DECLARATION OF ALLEN HEATH I, Allen Heath, declare as follows: 1. I am VP ofBusiness Development and acting chiefoperations of1’icer(“COO”) for Passive Devices, LLC, and the father of the individual named herein as Kristyn Kelly Allen, the applicant (“Applicant”) in theherein Opposition.. I have acted in the capacities of VP of Business Development and acting CO0 for Passive Devices, LLC since the company’s inception in or about 2004. Unless otherwise stated, this declaration is based on my personal knowledge, and if called as a witness could testify competently thereto. 2. Between September 9, 2008 and September 21, 2008, I performed certain searches on the Internet in order to locate and collect evidence relevant to this proceeding. The results of those searches are set forth below. DECLARATION(S) IN SUPPORT OF EVIDENCE 3. On September 17, 2008, I performed intemet searches on the search engine website Google.com, for each of the search queries set forth below. The number of search results for each such internet search is also set out below. Attached hereto as Exhibit “A”, and hereby incorporated herein by this reference, are true and correct printouts of the first page of search results for each said internet search: Search Quegg No. -
MOBILE GAMING: a Framework for Evaluating the Industry 2000-2005 JUSSI-PEKKA PARTANEN Copyright (C) 2001 Gaptime Century, Ltd
MOBILE GAMING: A Framework for Evaluating the Industry 2000-2005 JUSSI-PEKKA PARTANEN Copyright (C) 2001 Gaptime Century, Ltd. MOBILE GAMING: A FRAMEWORK FOR EVALUATING THE INDUSTRY 2000-2005 Abstract (English) Author: Jussi-Pekka Partanen, Gaptime Century Ltd. Report title: Mobile Gaming:A Framework for Evaluating the Industry 2000-2005 Date: 15.06.2001 Pages: 110 A mobile game is a commercial product that is distributed to the customer using mobile operator’s network. The game is an interactive product; many kinds of entertainment services are not covered by this report, such as joke or comics services or the popular ring tone and logo services. What distinguishes mobile games from other kinds of entertainment services is that the interactivity creates so-called stickiness for the service. The games may be addictive and offer something more than “disposable” fun, as operator logos do. The target of this study is to give an introduction to the mobile gaming industry and build a framework for analysing the success of mobile game products and companies. Currently the mobile gaming industry is in the introduction phase. Many start-up companies are developing different games and technologies and believe that they will be the winners when the market moves from introduction to the growth stage. At this point the company must have the critical mass in order to flourish, otherwise the companies with bigger better partnering networks and marketing and sales forces are eating the smaller one. The framework depends on the following methods: the industry and mobile game life cycle model, value distribution in the value delivery network and external company analysis. -
The Game Plan
INSIDER VIEWS ON VIDEO GAME DEVELOPMENT Menu 03 Foreword By Jonathan Kestenbaum, CEO, NESTA 04 Introduction 07 Level 01 Two Can Play this Game 26 Level 02 The Game Plan 55 Level 03 Staying Ahead of the Game NESTA has long championed the importance of the UK video games Foreword by sector as a driver of growth and innovation. Through a blend of Jonathan robust evidence and a portfolio of practical pilots called ‘Raise the Game’, we’ve worked with the sector to devise strategies that Kestenbaum ensure the UK remains at the forefront of global video games CEO, NESTA development. Gaming Mentoring has been one of these pilots. Over the course of _ a year we’ve paired industry luminaries with emerging developers. This has enabled early-stage UK video games companies to benefit from the experience of business leaders who ‘have been through Through a blend of it’, and provided them with invaluable advice on business growth robust evidence and a during a tumultuous economic climate. portfolio of practical It’s now a good time to present our lessons to the industry at pilots called ‘Raise the large. The essays in this book give mentors and mentees the Game’, we’ve worked chance to express in their own voices their experience of this with the sector to programme. devise strategies that The essays also provide practical advice on how to best overcome ensure the UK remains common development challenges, as well as diverse views of the future of the video games sector. We are sure this knowledge will at the forefront of be valuable for both experienced developers and new generations global video games of UK video games talent – and also provide a really interesting development. -
Mobile Internet for Dummies. We Have a Completely Wnew World for You to Explore and Discover, All Available from the Palm of Your Hand
01_239537-ffirs.qxp 6/3/08 6:56 PM Page i Mobile Internet FOR DUMmIES‰ Michael J. O’Farrell John R. Levine Jostein Algroy James Pearce Daniel Appelquist 02_239537-ftoc.qxp 6/3/08 6:57 PM Page viii 01_239537-ffirs.qxp 6/3/08 6:56 PM Page i Mobile Internet FOR DUMmIES‰ Michael J. O’Farrell John R. Levine Jostein Algroy James Pearce Daniel Appelquist 01_239537-ffirs.qxp 6/3/08 6:56 PM Page ii Mobile Internet For Dummies® Published by Wiley Publishing, Inc. 111 River Street Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2008 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permit- ted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. -
A Conceptual Model of Mobile Marketing for a Multinational Consumer Goods Company
A Conceptual Model of Mobile Marketing for a Multinational Consumer Goods Company MARTIN GÅRDLUND KTH Information and Communication Technology Master of Science Thesis Stockholm, Sweden 2005 IMIT/LCN 2005-16 A Conceptual Model of Mobile Marketing for a Multinational Consumer Goods Company Martin Gårdlund 2005-06-23 Stockholm, Sweden Abstract In the last 10 years, mobile phones have gone from being an exclusive almost unnecessary high-tech device to being an everyday item, used by billions of people around the world. The technology evolution has changed phones from a suitcase sized mobile phone imitating its stationary counterpart, to a small communication device that can perform more than twenty different tasks and is usually less than half the size of the a traditional fixed phone. With this massive adoption of mobile phones come business opportunities. One of these opportunities is to make use of its potential as a large scale marketing communication channel. Marketing via the mobile networks, presents a large target audience that can be compared to broadcast media such as television and radio, but despite this can still be a personal channel and hence compared to direct mail or one-to-one marketing. Many, both successful and failed, mobile marketing schemes have been tried, but without any definite answers and no clear action plan. Considering that much of the success of Procter & Gamble can be attributed to the company’s skill in mass marketing, there is a need within the company to research the potential advantages and disadvantages of mobile marketing. This thesis explores whether or not mobile marketing is mature enough to permanently introduce it to the marketing mix of the company. -
Infospace Announces Acquisition of European Mobile Games Publisher IOMO Submitted By: Speed Communications Thursday, 2 December 2004
InfoSpace Announces Acquisition of European Mobile Games Publisher IOMO Submitted by: Speed Communications Thursday, 2 December 2004 InfoSpace, Inc. (NASDAQ: INSP) today announced its acquisition of UK-based IOMO Limited, an award-winning developer and publisher of mobile games. The consideration is approximately $15 million, payable in cash. “We are excited to build our presence in Europe and to expand our role in the mobile games space by acquiring IOMO," said Jim Voelker, chairman and chief executive officer of InfoSpace, Inc. "With IOMO’s great team, strong publishing capabilities and broad distribution relationships, we will extend our reach by offering high quality mobile games to subscribers across the world.” Currently, IOMO distributes its mobile games through several major mobile operators and handset manufacturers, including Vodafone, O2, Orange, Nokia and Motorola. IOMO’s games are distributed to subscribers in more than 15 countries, including the U.K., Germany, Italy, Spain, Ireland, Greece, Portugal, Australia, New Zealand, Thailand and China. In the three months ended September 30, 2004, IOMO generated approximately $1 million in revenue. Since the company was founded in 2000, IOMO has built a reputation on creating more than 80 innovative, high quality mobile games, such as the BAFTA nominated Scooby Doo, Tomb Raider, Tiger Woods PGA Tour Golf and Colin McRae Rally 2005. In recent months, IOMO has developed and/ or published several of the “top ten” games downloaded across all four major mobile operators in the UK, according to ELSPA, the Entertainment & Leisure Software Publishers Association. IOMO’s high quality product offerings earned it the honor of being named the Best Mobile Development Studio at the Develop Industry Excellence Awards in each of the last two years. -
Sony Digital Camcorder HDW-F900 2 3 Exploring New Horizons in Movie Making
TM TM Sony Digital Camcorder HDW-F900 2 3 Exploring New Horizons in Movie Making The Sony HDW-F900 is a ground-breaking digital and record digital high definition pictures – at 24 HDCAM™ camcorder that extends both the progressive frames per second – just like a company’s unique digital heritage and its conventional film camera. Moving pictures are unrivalled experience in the art of imaging. The digitally imaged in accordance with the CIF physical resemblance of the HDW-F900 to the (Common Image Format) standard, which highly successful Digital Betacam™ camcorders is specifies a sampling structure of 1920 active intentional, although there are some subtle but pixels horizontally by 1080 active pixels very relevant changes that further enhance vertically. What makes the HDW-F900 so operational familiarity and ease of use. Because universally exciting is that, as well as recording of its outstanding picture quality and operational at 24P, it is switchable to record at 25P, 30P flexibility, this camera offers an important new progressive scan, and also at either 50 or alternative to 24-frame film origination for major 60 Hz interlaced. television productions and commercials. The HDW-F900 is already accepted as the Digital Movie Camera, ideal for exploring new horizons in digital movie-making. What distinguishes the HDW-F900 from any contemporary camcorder is its ability to capture 4 4 CineAlta™ — Liberating Movie Makers CineAlta – a name we proudly introduce to symbolize the bond between cinematography and Digital High Definition imaging. It distinguishes a Sony family of products and systems that offer new creativity in the production, post production and exchange of motion pictures. -
INFOSPACE, INC. (Exact Name of Registrant As Specified in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 December 1, 2004 Date of Report Date of earliest event reported INFOSPACE, INC. (Exact name of Registrant as specified in its charter) 0-25131 DELAWARE 91-1718107 (Commission File No.) (State or other jurisdiction of incorporation) (I.R.S. Employer Identification Number) 601 108th Avenue N.E., Suite 1200 Bellevue, Washington 98004 (Address of Principal Executive Offices) 425-201-6100 (Registrant’s Telephone Number, Including Area Code) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions: ¨ Written communication pursuant to Rule 425 under the Securities Act (17 CFR 230.425) ¨ Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) ¨ Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) ¨ Pre-commencement communication pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Item 8.01 OTHER EVENTS On December 1, 2004, InfoSpace, Inc. completed the acquisition of IOMO Limited, a developer and publisher of mobile games based in the U.K. for approximately $15 million in cash. Item 9.01 FINANCIAL STATEMENTS AND EXHIBITS (c) EXHIBITS. 99.1 Press Release, dated December 1, 2004 SIGNATURES Pursuant to the requirements of the Securities Exchange Act of 1934, the Registrant has duly caused this report to be signed on its behalf by the undersigned hereunto duly authorized. -
Action Film Historian
“KRENG KNOWS WHAT HE IS TALKING ABOUT!” BLACK BELT MAGAZINE JOHN KRENG THE “REEL FIGHT GUY” FILM CRITIC- ACTION FILM HISTORIAN AUTHOR OF THE TEXTBOOKS FIGHT CHOREOGRAPHY: THE ART OF NON-VERBAL DIALOGUE & THE FIGHT CHOREOGRAPHER’S HANDBOOK: A GUIDE FOR FILMMAKERS John Kreng is available for film reviews, articles, interviews, commentaries, and essays. His unique and unparalleled knowledge of action and martial arts cinema along with his practical film production experience can certainly add a lot of prestige your project HERE ARE SOME OF THE COMPANIES JOHN KRENG HAS WORKED WITH E-mail: [email protected] Action Film Historian Showreel:http://youtu.be/zxCEqbk_x4I John Kreng is a stunt coordinator and fight choreographer who wrote the textbook FIGHT CHOREOGRAPHY: THE ART OF NON-VERBAL DIALOGUE and is currently writing his follow up titled, THE FIGHT CHOREOGRAPHER’S HANDBOOK: A GUIDE FOR FILMMAKERS (tentatively set for a Spring 2013 release date by Cengage Publishing, Boston, MA). As a Stunt Professional, John has worked Western and Asian filmmaking luminaries like Steven Spielberg, Roger Corman, David Carradine, Jet Li, Tsui Hark, and Yuen Cheung Yen to name a few. John is also a film historian with a deep knowledge and passion for the action film genre, having spent majority of his adolescence and college years in movie theaters, watching countless martial arts and action films that led to him becoming a martial artist, stunt coordinator, fight choreographer, author, entertainment journalist, and film critic. Having grown up in a dual culture (raised in a traditional Chinese home while living in the US), John is able to give audiences a unique perspective into understanding and appreciating the Asian culture and martial arts films on a more deeper level. -
LA FICCIÓN INTERACTIVA: TELEVISIÓN Y WEB 2.0 Ámbitos, Núm
Ámbitos ISSN: 1139-1979 [email protected] Universidad de Sevilla España Lacalle, Charo LA FICCIÓN INTERACTIVA: TELEVISIÓN Y WEB 2.0 Ámbitos, núm. 20, 2011, pp. 87-107 Universidad de Sevilla Sevilla, España Disponible en: http://www.redalyc.org/articulo.oa?id=16821321005 Cómo citar el artículo Número completo Sistema de Información Científica Más información del artículo Red de Revistas Científicas de América Latina, el Caribe, España y Portugal Página de la revista en redalyc.org Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto 87 LA FICCIÓN INTERACTIVA: TELEVISIÓN Y WEB 2.0 1 Charo Lacalle [email protected] (Universidad Autónoma de Barcelona) Resumen: La asociación entre televisión y web 2.0 inaugura nuevas modalidades de relación con el espectador definidas por la retroalimentación entre producción y recepción, que están modificando radicalmente los paradigmas de la textualidad y la interpretación. La falta de especificidad de los nuevos medios y la vocación social de Internet convierten las redes sociales en una caja de resonancia de la televisión. Sin embargo, el impacto de las nuevas alianzas intermediáticas contrasta con su escasa rentabilidad, lo que impulsa a los actores económicos a buscar nuevas formas de negocio abocadas a difuminar los confines entre lo público y lo privado. Palabas-clave: Ficción, televisión, web 2.0, redes sociales, jóvenes. Abstract: Association between television and Web 2.0 inaugurates new modalities of relation with the viewer, defined by the increasing feedback between production and reception. Consequently, Textual and Interpretative paradigms are being modified. The lack of specificity of new media and the strong social vocation of Internet are turning social networks into television’s sounding board. -
Estta1115242 02/18/2021 in the United States Patent And
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA1115242 Filing date: 02/18/2021 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Proceeding 91245851 Party Plaintiff Sony Corporation Correspondence MARK SOMMERS Address FINNEGAN HENDERSON FARABOW GARRETT & DUNNER LLP 901 NEW YORK AVENUE NW WASHINGTON, DC 20001 UNITED STATES Primary Email: [email protected] Secondary Email(s): [email protected], [email protected], [email protected] 202-408-4000 Submission Plaintiff's Notice of Reliance Filer's Name Mark Sommers Filer's email [email protected], [email protected], [email protected], [email protected], TTAB-Leg- [email protected] Signature /Mark Sommers/ Date 02/18/2021 Attachments 2021-02-18 Notice of Reliance No. 6 - Licensing- with exhibits.pdf(567138 bytes ) IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Opposition No. 91245851 SONY CORPORATION, Opposer Application Serial No. 87882260 Mark: SoniStream v. Filed: April 18, 2018 NEIL CAMPBELL, Applicant OPPOSER’S NOTICE OF RELIANCE NO. 6 UNDER 37 CFR § 2.122(e) Pursuant to Trademark Rule 2.122(e) and TBMP § 704.08, Opposer Sony Corporation submits of record in connection with this opposition proceeding a representative sample of articles from printed publications available to the general public in libraries, on the LEXIS NEXIS database, and in publications of general circulation (see In re Cell Therapeutics, Inc., 67 USPQ2d 1795, 1798 (TTAB 2003)), along with documents constituting “Internet Materials” under Trademark Rule 2.122(e), relating to Opposer licensing its music and other content in connection with its SONY brand for professional and consumer broadcasts.