Motorola, Verizon to Replace Droid X Phones With Faulty Screens

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Los Angeles – Around one-tenth of 1% of Motorola’s (NYSE: MOT) new Droix
X smartphone shipped with a screen defect, and the company and carrier partner
Verizon Wireless are offering to replace the units, Engadget reported. The
display issues included vertical banding and flickering. "Any consumer who
experiences a flickering or banding display should contact a Motorola customer
support center or Verizon Wireless," the companies said in a statement.


 

Related Links:
http://tinyurl.com/2erpbzh

(Engadget)

Blinkx Releases Mobile Video Index API for Developers

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San Francisco – Blinkx, a searchable index of Web video, on
Wednesday released a new API that gives developers of mobile applications and
sites access to the company’s index of MP4 video. The mobile video index
includes millions of videos from Blinkx’s network of content partners,
including the Associated Press, CelebTV, Howcast and Lonely Planet.


 

Related Links:
http://tinyurl.com/2et2lrj

http://www.blinkx.com

BigChampagne Debuts Cross-Media "Ultimate Chart" for Music

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Los Angeles – Media measurement firm BigChampagne has
introduced the Ultimate Chart — a weekly list of top songs and artists based
on data from traditional metrics, like sales and broadcast radio play, and
newer indicators like Internet video and radio streams. The Ultimate Chart
generates an artist’s score based on sales; broadcast; watching and listening;
and fans, friends and followers. The data is pulled from services including
iTunes, YouTube, Vevo, Clear Channel, Facebook, Rhapsody, Napster and Pandora.


 

Related Links:
http://www.bigchampagne.com

http://www.ultimatechart.com

Streaming Radio Service Pandora Hits 60 Million Users

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New York – Streaming music service Pandora now counts 60
million registered users, president and CEO Joe Kennedy said at the New Music
Seminar on Wednesday. The company reported reaching 50 million users in April,
and 40 million in December. "Pandora plays the music of tens of thousands
of artists every day. It’s a very promising sign for the industry that music
fans are so quickly embracing this new form of radio," Joe Kennedy.


 

Related Links:
http://tinyurl.com/23mghd9

http://www.pandora.com

Mobile Location Service Foursquare Passes 100 Million Check-ins

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New York – Location-based social mobile service Foursquare
has topped 100 million check-ins by its users, Mashable reported, citing a
tweet from Foursquare business development head Tristan Walker. The company
reported passing 40 million check-ins two months ago, and now sees users
sharing nearly 1 million check-ins daily.


 

Related Links:
http://tinyurl.com/2a69pff

(Mashable)

http://twitter.com/tristanwalker/status/19025789682

Live Streaming NBA Games Coming to iPad This Fall

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Los Angeles – The NBA plans to bring its live streaming
games to Apple’s iPad this fall, PaidContent reported. "We anticipate
we’ll have our live streaming games available on iPad in the fall," said NBA
Digital senior vice president and general manager Bryan Perez. "This
(mobile growth) is happening so quickly, we needed to test as many business models
and pricepoints as possible — free app, paid app, team app — every single
team across three platforms (iPhone, Android, Blackberry)."


 

Related Links:
http://tinyurl.com/267jsqq

(PaidContent)

LoKast Mobile Media Sharing App Released for Android

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Philadelphia – NearVerse has released a version of its
LoKast mobile media sharing application for Android smartphones. The LoKast
service, which debuted at SXSW this year, lets mobile users in close proximity
to one another (300 feet) share licensed songs and other content with one
another.


 

Related Links:
http://www.nearverse.com/lokast

Report: PC Game Download Sales Near Parity With In-Store Sales

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Port Washington, N.Y. – Sales of PC games via digital
download are approaching parity with physical copies of the games sold in
retail stores, according to a report from market research firm NPD Group.

In
2009, U.S. consumers purchase 21.3 million PC games via download, compared to
23.5 million purchased at retail.

Downloaded PC games accounted for 48% of
retail sales in 2009, and 36% of dollar sales.

The top ranked digital PC game
retailers in 2009 based on unit share — excluding casual games retailers —
were Valve’s Steampowered.com; Direct2drive.com; Blizzard.com; EA.com; and
Worldofwarcraft.com.

 

Related Links:
http://www.npd.com

http://tinyurl.com/285kgeh
(VentureBeat)

Google's Lobbying Spending Rises 41% in Second Quarter

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Washington – Internet giant Google (NASD: GOOG) spent $1.34 million on
federal lobbying during the second quarter, up 41% from the same period a year
ago, according to nonprofit consumer advocacy organization Consumer Watchdog.

The company now has spent $2.72 million lobbying during the first half of the
year, according to reports filed with the Senate Office of Public Records.

The
organization said that Google spent heavily in an attempt to influence issues
such as online advertising regulation.

"Like most corporations, Google has
a definite Washington agenda and it is willing to spend millions to further
it," said John Simpson, consumer advocate with the group.

 

Related Links:
http://tinyurl.com/2ckpgep

(PDF)

http://www.consumerwatchdog.org

Survey: Women 25 & Over Spend Most on Virtual Goods

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Santa Clara, Calif. – Consumers are spending more on virtual
goods on social networks than in online games, and North American women over 25
are spending more on virtual goods than any other demographic, according to a
report from market research firm VG Market and virtual currency firm PlaySpan.

The survey of survey of 2,221 customers between the ages of 13 and 64 across
the PlaySpan Marketplace, Facebook via Spare Change, and Ultimate Game Card
system found that 75% have purchased virtual goods, and 32% have made such
purchases within social networks.

The median spending on digital goods on
social networks is $50 per year, followed by massively multiplayer online games
($40); free-to-play games ($40); PC games with online play ($37); and console
games with online play ($20).

While males are playing significantly more games
and are the primary drivers of total digital goods sales, North American women
over 25 are spending disproportionately large sums.

On social networks, the
average female spent $55 on virtual goods, compared to $30 for males; females also
spent twice as much ($50 to $25) as males on in-game currency, while the media
overall expenditure was $80 for females, compared with $60 for males, according
to the report.

 

Related Links:
http://www.vgmarket.com

http://www.playspan.com