CNN Launches CNN Digital

Time-Warner’s CNN, part of the Turner Boradcasting division, is looking to boost viewership among younger audiences with the launch of CNN Digital Studios. The new studios will roll out multiple series designed for social-media-savvy audiences, including Your 15-second Morning, a 15-second news show that will be create and distributed on Twitter; Related with Dave Franco, a series about siblings of celebrities (co-produced by Funny or Die); Brutally Honest with Kelly Wallace; Live to 100 with Sanjay Gupta; and Crossfire Reloaded, a digital companion to CNN’s debate show.

Other shows are under development for the future, according to the Wall Street Journal, including one by a protege of chef Anthony Bourdain and another starring an ex-NFL player who highlights productivity in people’s lives.

Source: The Video Ink

Mobile ‘Minecraft’ Passes 21 Million

The Minecraft juggernaut keeps on rolling, and now there’s word from publisher Mojang that the game has sold more than 21 million copies of the Pocket Edition. That’s 14 million more copies than they’ve sold on PC or console. The Minecraft Pocket Edition is #1 for paid apps on Google Play, and #2 on Apple’s App Store under paid games (having been overtaken recently by Monument Valley).

Minecraft overall has sold at least 35 million copies so far in all formats, as of February. The game is 30th on the list of top-grossing games in terms of overall revenue on both the Play Store and the App Store, because the really successful free-to-play games just keep getting money from devoted fans. Still, we should expect Minecraft to keep on acquiring new fans at a prodigious rate.

Source: VentureBeat

Extending Mobile Game Success

Mobile games are continuing their astonishing growth, but the paths to success are getting harder to navigate. One of the ways is to extend an existing brand, but how Swedish game developer MAG Interactive is trying just that, and the [a]list daily caught up with CEO and founder Daniel Hasselberg to talk about how the company will grow by extension.

MAG Interactive starting developing apps when the App Store opened, but was doing it under contract to other companies. It wasn’t until 2012 that MAG released its own game, Ruzzle, to great success. Ruzzle is a word game where players compete against each other to form words under a time limit. Ruzzle was a smash hit, and eventually rose to the top ten list in 148 countries, and now has 50 million users. MAG Interactive also launched a quiz game, Quizcross, which has been on the top ten list for trivia games in over 50 countries.

CEO Daniel Hasselberg

MAG Interactive decided that while playing against your friends is fun, it’s also limiting. You have to have friends available and willing to play and be connected, and sometimes that’s just not possible. “Sometimes you want to play against your friends, but sometimes you just want that single-player experience,” said Hasselberg. The answer is Ruzzle Adventure, a level-based game with several worlds where you need to succeed to make progress in the game. “Some are more strategic, you need to find the right words at the right time, and some are similar to the classic Ruzzle which is time based,” Hasselberg noted. Social aspects are kept active through leaderboards, so you can compete with your firends.Â

Creating Ruzzle Adventure was a bigger project than Ruzzle for MAG Interactive. “The scope of this game is much more ambitious,” Hasselberg explained. “When we started out Ruzzle we were seven guys and now we’re 30. You need to produce much more content when it’s a single-player game, so the scope is much more ambitious.”

The reason MAG Interactive was willing to go to the additional effort is simple: Brand. “We try to work with the same brand, and build really strong brands. It’s a challenge to make some kind of hit machine,” said Hasselberg. “We want to build a really strong brand around Ruzzle, and associate really great games with the Ruzzle brand. We have already more than 50 million people who have played Ruzzle and enjoy it. Our strategy is to have all the existing players discover this game and enjoy it, because it’s a similar game.” Ruzzle Adventure is currently undergoing a soft launch in Sweden, and the early results are encouraging. “What we’ve seen in Sweden is people keep playing Ruzzle, it’s a complement rather than a supplement,” said Hasselberg.

Ruzzle stands out from other word games because it’s not just in English. “Supporting different languages makes people hesitate when they think about doing word games internationally,” said Hasselberg. “Not only finding good dictionaries, but in making the board fun to play. Currently in Ruzzle we support 13 different languages. That’s a continuous process, we’re going to be adding more languages.”

Ruzzle Adventure

“I think that’s been one of the major keys to our success with Ruzzle,” Hasselberg continued. “There are not too many great word games in languages other than English. We built up a player base that was almost entirely European, 10 million in the first, year, and then it took off in the U.S. We got over 25 million downloads in the U.S. last year.”

The monetization differs between the two titles. “Ruzzle is a combo of purchase and advertising. The free version is ad-supported, and the paid version you can see your statistics,” said Hasselberg. Ruzzle Adventure is not ad-supported, instead it’s a classic F2P game. “It’s easier to offer boosters in a single-player game,” noted Hasselberg.

Hasselberg continues to see strong market opportunities ahead for mobile games. “In the Western world it’s more saturated when it comes to smartphones, but there are big upsides still in many countries,” Hasselberg said. He does acknowledge that most of the growth in smartphones is in Asia, “which doesn’t make much sense for us” given the nature of Asian languages and the difficulties of word games. “Our focus is still in the Americas and Europe,” said Hasselberg. That’s been very good to MAG Interactive, especially with their willingness to translate Ruzzle into many languages. “We reached over 40% of the smartphones in Italy, with 10 million downloads,” Hasselberg said “There are enough smartphones out there to be a fantastic market.”

So far with Ruzzle Adventure‘s soft launch in Sweden the game has been helping the original Ruzzle as well. “We’ve seen some pickup on the download side but even more on the engagement side,” Hasselberg noted. “Awareness is increasing. That’s the beautiful thing around building a brand, you can strengthen several products.”

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iWatch Rumored For September

For the longest time, we’ve seen hints that Apple could be diving into the smartwatch market, perhaps even as soon as this year. Now, a new report shows that it could very well be on the way.

China’s Economic Daily stated that the Cupertino company’s smartwatch could be arriving by September, with 65 million units planned to ship by the start of next year.

DigiTimes also had a say in the rumors, suggesting that three companies that work with Apple in terms of supplies – Flexium Interconnect, Zhen Ding Technology Holding and Career Technology – have already begun working on samples of flexible circuit boards for the company to look at.

Apple had no comment on the matter, but some announcements could be forthcoming as soon as this summer.

Source: Digital Trends

Facebook Loses Importance With Teens

A lot can happen in a year. From Spring 2013 to now, the most important social platform to U.S. teens has shifted from Facebook to Twitter and then to Instagram according to a report from PiperJaffray. Facebook’s importance to teens has declined by nearly half. Twitter seems to have experienced a brief rise in importance relative to other social networks before falling back to its original level.

Perhaps the most important thing to note is what this chart does not show. That from this relatively short period of time, what teens consider to be the most important of social networks is moving away from these top 3. Instagram may be the current title holder, but its prominence isn’t what Facebook’s was a year ago while Twitter isn’t keeping up.

Facebook’s preciptous fall in favor may be part of a larger trend of teens diversifying social platforms with gusto. The chart doesn’t show SnapChat, Tumblr, Pinterest or a number of other networks popular with this age group. Perhaps within the next year, we’ll be seeing a new network or two make their way into this graphic.

Source: Statista

 

Amazon Streaming Passes Apple, Hulu

Amazon has come a long way in streaming video popularity since it launched its Instant Video streaming service, even before  the recently released Fire TV has an effect.

A report from Qwilt last month indicates that the company has increased by 94 percent in streaming traffic since last year. In addition, some U.S. operator networks report that the company’s video traffic has increased by nearly 300 percent during that same time period.

As a result, Amazon has now moved into a third place position when it comes to ranking of streaming services, just behind Netflix and YouTube. It’s managed to pass Hulu and Apple with ease, after being ranked number five at this time last year.

“We’ve invested hundreds of millions of dollars in great TV shows and movies for Prime members and it’s working,” said Bill Carr, the vice president of Digital Video and Music for Amazon.

The channel currently airs a number of fan favorites, including 24, Veronica Mars and Downton Abbey.

Source: CBS News