Additional LOGIN 2010 Speakers AnnouncedWe're pleased to announce additions to our all-star cast of speakers for LOGIN 2010. We'll continue to announce speakers each week in LOGIN Beat, and you can always see the most current list of speakers on the conference speaker page. Session selection is still ongoing, so if you submitted a proposal and have not heard anything yet, don't despair. We had a tremendous number of submissions this year, and it will probably be a few more weeks until we've made final decisions on sessions.
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I have always strenuously supported the right of every man to his opinion, however different that opinion might be to mine. He who denies to another this right, makes a slave of himself to his present opinion, because he precludes himself the right of changing it. Thomas Paine, The Age of Reason |
The Digital Distribution Revolution
Sometimes we're simply too lazy to get off the couch and walk down to the neighboring video store to pick up a late night movie. Wouldn't it be far easier, cheaper, and faster to click the remote already in-hand and summon up a new movie instantly? Wouldn't it be easier and in the best interest for companies to provide this simple and immediate, "on-demand" access? While physical media can be a beautiful thing to hold and is tangible in such a way as to feel like it's truly ours, it's really a bulky and inefficient way of distributing media. The cost of physical distribution can be extravagant. Consider FedEx's 2lb. shipping rates from New York to Los Angeles. It costs nearly $100 to ship a tape overnight, and this doesn't even take into account insurance or high value items, not to mention "opportunity costs" (loss, theft, errors, and other reasons). How much does it costs to distribute that same media digitally, all else being equal? About a minute of time and even less in pennies. It's actually a challenge to find statistics on how much it costs for distributing a single piece of online media, mainly because the costs are so trivial on this scale. While cable companies can be said to have spearheaded the digital distribution revolution years ago, companies like Netflix and event Blockbuster have recently taken it to an entirely new level. They have begun providing on-demand access not just for our cable boxes, but for our entire home network; a system that is expected to converge with every major piece of electronics in one's home in the coming years. The ultimate benefit of this convergence is to provide the consumer all the media they would ever want, instantly. Businesses reap rewards through far less overall costs and increased breadth of content offerings available.
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Industry HighlightsElectronic Arts: Lost in an Alien LandscapeThe leading maker of computer games is struggling as people turn to cheaper, online alternatives. John Riccitiello saw the crisis coming. In August 2007, soon after becoming CEO of video game maker Electronic Arts (ERTS), he gathered 160 lieutenants in New York and warned them that the $20 billion industry was headed for trouble. The major players were clinging to the model of selling shrink-wrapped games for $60 a pop, while users were turning to far cheaper online games. Only by "jumping into the abyss," he said, and radically changing itself could EA survive the looming shakeout. » Make life a game and save the worldGame designer Jane McGonigal is adamant that epic wins can save the world. Epic wins are videogame moments when players unflinchingly take on horrendous enemies for a greater good, and usually a mountain of experience points that let them "level-up" characters with improved abilities. "A goal for the next decade is to make it as easy to save the world in real life as it is to save the world in online games," McGonigal told a rapt audience at a prestigious TED Conference that ends Saturday. Approximately three billion hours are devoted weekly to playing videogames online. The veteran game designer argued that the amount of play time must be bumped up to 21 billion hours weekly to solve global ills such as hunger, poverty, and climate change. » WoW Subs Level Off: Chinese Government to Blame?Since its launch in 2004, World of Warcraft has dominated the gaming industry, regarded as the most-successful and popular MMO in history. Around this time last year, Blizzard boasted more than 11.5 million subscribers worldwide after Wrath of the Lich King's release. For the first time since its inception, WoW's seemingly-boundless momentum might be leveling off, according to Activision-Blizzard's recent end-of-fiscal-year conference call with its investors. Blizzard president Mike Morhaime revealed that WoW's current subscriber base is 11.5 million; the same figure announced in November 2008. » Wizard101 Launches iPhone Virtual Currency AppThe App Store may forbid direct sale of virtual currency in iPhone games, but the developers of freemium MMO Wizard101 have still found a way to let users earn virtual currency through that platform. Today Wizard101 developer Kingsisle Entertainment announced the launch of their first iPhone game, WizardBlox. At the end of each session players spend in this free match-3 puzzle game, users receive a code that can be redeemed at Wizard101 for a certain amount of the game's Crowns virtual currency. » China grants permission for launch of The Burning CrusadeChina’s oversight agency has granted permission for Blizzard Entertainment’s Chinese partner, NetEase.com, to launch an important expansion pack for World of Warcraft. The General Administration of Press and Publication in China will allow NetEase.com to launch World of Warcraft: The Burning Crusade, an expansion pack which launched in 2007 in the U.S. The approval is a victory for Blizzard Entertainment, a division of Activision Blizzard, which has been trying to comply with Chinese regulators — who censor content in online games — so that it can continue to operate in what has become the biggest market for World of Warcraft. » Flickr Founders Working On Weird MMOG: GlitchThe cofounders of Flickr, the photo sharing site, are working on a new problem-solving MMOG aimed at the casual player. Here's a little known fact: many of the tools that later became the photograph sharing site, Flickr, were developed for a game project called Game Neverending. That game began development in 2002 and featured unprecedented community interaction, players could create their own zones, but little in the way of actual gameplay. It was eventually cancelled in 2004, and its tools morphed into what would become Flickr. Now, Stuart Butterfield, cofounder of Flickr, and his company Tiny Speck, are going back to their roots and designing a light-hearted 2D game called Glitch which aims to fill the gap between World of Warcraft and FarmVille. Glitch is planning on launching by the end of 2010 and will be entering alpha status soon. » |
Sponsorship Opportunities Available at LOGIN 2010Without our sponsors there would be no LOGIN! We are currently seeking sponsors for the 2010 event. Interested? To learn more about sponsorship opportunities at LOGIN visit the sponsorship page on our website, contact Cynthia Freese at cynthia@loginconference.com, or call 1.425.533.5973. |
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