by Kathleen Blackwell
Welcome, 2012. I, for one, am happy 2012 is underway and look forward to a year of opportunity and change, even amidst global uncertainty. On my holiday reading list was a pay-it-forward book passed to me by a friend: Who Moved My Cheese, a New York Times business bestseller since it’s release. The book describes change in one’s career and life and the four typical reactions to change by two mice—Sniff and Scurry—and two “littlepeople”—Hem and Haw—during their hunt for cheese. Cheese is a metaphor for what we want to have in life, such as a job, a relationship, money or a big house. Cheese can even be an activity, like jogging or golf—or starting a business, or investing in one with traction.
2011 brought widespread disruption across the globe on all levels, from the Occupy movement in the U.S., to the tsunami devastation in Japan, to the Grecian fallout, and the ending of the U.S. invasion in Iraq—this list barely touches the surface and left many people wondering what 2012 would bring against the backdrop of events that will undoubtedly lead us into a new future—yes, change. When the only constant is change, how you manage change can make all the difference in the world. How do you handle change? How do you lead your business into a new year and navigate the high seas amidst uncertainty? Do you “sniff and scurry” or do you “hem and haw”?
Let’s check in with David Siemer, Managing Director of Siemer & Associates LLC, a global boutique merchant bank, and Managing Partner of Siemer Ventures, its early-stage investment arm and an active investment fund in Southern California, to see how he handles change with some Q&A on the global M&A market, 2012 venture capital trends, the LA tech startup scene, plus Siemer’s golden nugget advice for success as an entrepreneur.
Prior to the mad-dash holiday rush, I had an opportunity to interview David Siemer, and while it’s common knowledge the Mayans predicted the end of the world as we know it in 2012, Siemer and company have another perspective. Siemer sees ample opportunity in the right places, in the right sectors, and at the right time. Pursued with excitement and armed with data—moving with the cheese is Siemer’s golden ticket to success in 2012. While Europe is in a funk, Southeast Asia is wide open, brimming with momentum for investments and growth, and the LA tech scene is stamping its mark. Change is your ally—welcome to the future. Now let’s get cozy with Dave Siemer:
While Microsoft decided to make their presence at the 2012 Consumer Electronics Show in Las Vegas their last, and Apple chose not to exhibit at CES this year, that didn’t mean thousands of others stayed away. CES 2012 was not complete without technological newness. Here’s five newbie-gadgets that I thought were noteworthy:
Mobile computing, at least the kind that has keyboards, has progressed over just the last 5 years from notebooks [laptops] to netbooks to ultrabooks. After Intel revealed last year that it was putting new processing chips inside these ultrabooks, made them 4/5 of an inch thick, combined elements of netbooks, tablets and notebooks, and priced them around $1000—give or take a few hundred, depending on the features—companies like Dell, Samsung, and HP began showing off the new machines at CES 2012.
Inspired by Apple’s MacBook Air—whether these thinner, lighter machines will sell, never mind work—as good as the other types of mobile computers that are around, remains to be seen. I wouldn’t be surprised, though, if by next year a unique enough market for ultrabooks establishes itself.
No way would you pay $79 for an ice cream sandwich that can be had for a fraction of that price at your favorite convenience store. But you could pay that much, perhaps slightly more, for a tablet that uses Google’s new Ice Cream Sandwich [code name for Android 4.0] operating system.
Chinese firm Ainovo showed off their Novo7 Paladin tablet to Engadget's Brian Heater at the CES, and while there's nothing high-end, in terms of video display or the lack of a camera or GPS, he wrote that it's good for casual gaming and watching YouTube videos.
Ainovo's website says theirs is the first tablet to make use of the Ice Cream Sandwich OS. It list-prices the Novo7 Paladin at $89, and the Basic [with the front and back cameras] at $99, and has not yet made available their Swordsman and Legend tablets. With a 7-inch screen, built in WiFi and 3G networking, the battery power for their tablets can last anywhere from 6 hours, if you're playing a game, to 25 hours if you're listening to music, to as much as 300 hours if on standby. Storage is 1 GB internally, but can be up to 4 with an external drive, though there has been talk of expanding that to 8.
It wouldn't surprise me if Ainovo were to develop a tablet that takes advantage of 4G wireless.
Democratic Congressmember, Zoe Lofgren, represents a constituency in central California that includes parts of San Jose and the Silicon Valley. In late October 2011, after some of her colleagues in the US House of Representatives, led by Congressmember and Chairman of the House Judiciary Committee Lamar Smith of Texas, introduced a bill called the Stop Online Piracy Act [SOPA], Ms. Lofgren declared her opposition to the proposals as “the end of the Internet as we know it.”
SOPA, sometimes known as E-PARASITE [Enforcing and Protecting American Rights Against Sites Intent on Theft and Exploitation], is the House’s equivalent of the Senate’s PROTECT-IP [Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property] bill, in that both are meant to put a stop to websites that carry content that infringes on copyrights, combined with Senate Bill 978, which would criminalize online streaming even of people who sing others’ songs on YouTube. Whatever kind of anti-online piracy legislation gets passed, there is the thinking that it could do more harm than whatever good may come of it. How so? Let us count some of the ways:
Under the proposals, any copyright holder can get a court order to shut down a website that posts any infringing material without giving the accused website an opportunity to challenge such a shutdown in court. On top of that, the owner of such a website could even be denied Internet access…again, without due process.
Prof. Mark Lemley of Stanford told the public radio program “Marketplace” that if you so much as put up a link to a website that carries the infringed copyright material, you’ll end up just as guilty of “facilitating infringement” as the website that infringes copyright. Even Google, Twitter, Facebook and YouTube could be all but put out of business as a result.
David Sohn of the Center for Democracy & Technology commented that under SOPA, “a central issue is that the bill’s definitions of bad websites are vague and broad.” So much so that the Future of Music Coalition commented that even legitimate sites, both within and outside of the US, could be held for violations of SOPA, thus making the Internet “too wide for comfort.” On top of that, copyright owners, by filing a court order against an infringing website, don’t have to go to court and explain their actions, which adds to there being no opportunity at justice for the accused.
Hallelujah—it’s here! Finally, an intelligent twist within the crowdfunding platform that speaks to creators (musicians, filmmakers, software developers, artists, etc.), and aims to put the “$-kaching” back into the hands of developers, versus middlemen. IgnitionDeck is a newly launched WordPress plugin allowing artists to self-fund their projects without asking for permission, or giving away more money than they have to when using a crowdfunding platform like Kickstarter or IndieGogo.
Last week I ran across a post on Facebook talking about IgnitionDeck and instantly became smitten with the “take charge, empowering concept,” so I reached out for a quick “Startup Spotlight Q&A” with the IgnitionDeck Founders—Nathan Hangen and Shawn Christenson. Super smart guys, awesome concept twist—enjoy the Q&A!
Here. We. Go. IgnitionDeck is a DIY crowdfunding platform for WordPress that installs as a plugin and allows creators to raise money without the restrictions of other platforms. The problem we see with Kickstarter and similar platforms is that if your campaign fails to raise, you end up with zero investment despite the fact that you’ve worked your tail off trying to drive traffic to the Kickstarter site. We’re building IgnitionDeck for those people, and anyone else that wants to crowdfund on their own terms, rather than the terms of the middle man. It’s perfect for musicians, filmmakers, software developers, artists, and anyone else that has something cool to sell.
For starters, it’s the only product of its kind that empowers the creator, rather than the middle man. With ID, the creator is in complete control—they get to drive traffic to their site instead of another platform, get to keep the SEO benefit of linking/sharing, and get to keep all of the money (outside of Paypal’s fees). Another big benefit is that it works outside of the U.S., so anywhere you can use Paypal, you can use IgnitionDeck.
The team is made of two co-founders, Nathan Hangen & Shawn Christenson, who live in Florida and Alberta, respectively. We both do a little bit of everything, but Shawn, being the better designer by far, does much of the product design, while Nathan focuses heavily on development and product management.
Welcome to the very first installment of ‘The Techie Minute’—a one minute dish on tech gossip of the week, like Talk Soup meets MTV News for the tech world. Yes, this is a raw, homemade video—we’re trying something a little fresh here at HOLLYISCO—a boutique press site covering entertainment technology from Silicon Valley, to Silicon Beach, to Silicon Hills.
In no particular order, here are three terrific new things that are making, or are about to make, their presence felt on the Nets.
MySpace was eclipsed by Facebook, but can Google+ eclipse Facebook? Currently in test mode with limited invitations, which may explain why I haven’t tried it yet, Google+ is already getting some writeups all over the Web.
Google handled its late June 2011 launch of Google+ rather modestly, with just a blog and some video demos, but it does give some idea of what it will offer. Like “Circles” that could be a modern-day variation on those “Friends & Family” calling circles that the old long-distance company MCI had way back in the pre-Net 1990’s.
Google+ is also going to feature “Sparks” that enable content to be shared, because Google considers the Web to be “the ultimate icebreaker.”
Also, in a twist on the ideas of online chats and instant messaging, Google+ offers “Hangouts” that allow for multiple, in addition to one-on-one, communication. Oh, yes, and they’ll also extend the ideas to “Mobile,” thus furthering the experience.
During a video advertising summit meeting held in New York during the first week of June 2011, representatives from Comcast/NBC, TimeWarner’s Turner, and Disney’s ESPN, predicted that TV “everywhere” was imminent, and that by 2013, three-fourths of TV content would be available online and on mobile devices.
The representatives are already aware of the impact that Netflix is making, but they also think that broadband caps could be what would hold it back, to say nothing of trying to clear the rights for much of that content.
Since Comcast is both an owner of cable-phone-broadband systems, as well as a content provider through its ownership of NBC, USA, Syfy, MSNBC, CNBC, Versus, Golf Channel, Weather Channel, Bravo, Oxygen and a few other channels, it can be argued that the idea of “TV everywhere” advocated by Comcast, among others, could clash with their own idea of capping their subscribers’ use of broadband.
A TechCrunch article today announced a new Silicon Valley douchebag: “There’s a new douchebag in town. We’ve written several times about how easy it is now to start a company in the Valley, and this new gold seeker isn’t the biz dev guy. He’s the knock-off wunderkind.”
Funny—just yesterday while attending an AIMP (Association of Independent Music Publishers) lunch at The House Of Blues in Hollywood, I sat next to a native Angelino in the independent music publishing business and yes, I proceeded to chat his ear off—that’s what I do best—great conversation ensued, including that of “the douchebag.” We were there for a panel called “Show Me More Money” (reviewing royalty statements, questioning PRO’s, conducting royalty audits, etc.), which I suppose is oddly appropriate for a quick-blip commentary on “douchebagery,” plus nary I waste a face-to-face opportunity to meet and greet industry people—relationships are king. Although, make no mistake, yesterday’s AIMP panel was the bomb—brilliant minds in the fields of finance and litigation, including the creator of (David) Bowie Bonds, coming together on a serious subject. I merely found the panel title, “Show Me More Money,” somewhat humorous against the douchebag backdrop of this post.
Anyway, during our conversation when I found out my ‘new best friend’ was born and raised in Los Angeles, Beverly Hills to be precise, I asked him how he felt about all of the transplants, i.e. non-natives, who manage to follow the yellow brick road, making their way to a place where dreams come true and only the tough survive—welcome to Hollywood. On the whole, he said that he loved the influx of new people into the L.A. scene, but very keenly noted that yes, there was a Hollywood Douchebag, often a transplant, and it wasn’t pretty.
Gamification. It has become one the top buzz words in tech advertising. Every agency that makes websites or apps for non-gaming products have started looking at the advantages and disadvantages of this new concept.
Yes, for those outside of gaming, this concept of gamification is BRAND new. The idea of game concepts in a serious business doesn’t seem to be a normal leap. First, let’s examine the concept of gamification.
Definition: Gamification is the integration of game theory or concept to non-gaming environments to increase engagement, loyalty, and entertainment values. Simply, engage users in a better way. This can be applied to any industry from health and fitness to education and transportation.
How to apply this to your needs. First a basic understanding of your customers is key. People want to feel accomplished and recognized. Then they like to share within their social circles. Games are the epitome of the Risk/ Reward system. To apply these to your business will most likely yield great results. So let’s take imaginary company X and apply this:
No, not that Mark Zuckerberg might change his relationship status as all the news channels have been reporting. There is something more ominous for the social giant. Facebook is losing ground in the U.S. As reported by Inside Facebook, the company has lost more than 6 million users in the U.S. and more than 1.52 million in Canada. The drop is only significant in North America. Meanwhile in UK, Norway, and Russia the drop was less significant with just over 100,000 users.
TO BE CLEAR: Facebook is still growing. Countries in emerging markets are coming on strong (i.e. Mexico, Brazil, India, Indonesia, etc.) Facebook is closing in on the 687 million user mark.
The trend in the U.S. is what is more significant to evaluate. Nothing really seems to be clear about why this happened. Some noted that June comes around and students are leaving their respective schools, Facebook accounts get cancelled. Whatever the reason, this may have a larger impact if the trend continues.
So AT&T is about to join Comcast and a few others by imposing limits on how much wired broadband subscribers can download per month. While 150-250 gigabytes a month isn’t as extreme as smaller caps in other parts of the world, never mind the caps imposed on many wireless broadband subscribers, it renders the idea of unlimited broadband service all but irrelevant here in the U.S. And that’s on top of the fact that U.S. broadband customers pay more for slower broadband than most other industrialized nations.
These same companies also provide cable TV service that isn’t subject to the imposition of limits on how much a subscriber can watch.
When another cable concern, Time Warner, which hasn’t imposed any downloading limits as of yet, is said to have made, from its revenues, 30 times what it spent on providing broadband service to its customers, then on the surface it could be suggested that the caps that service providers are imposing on Internet downloads is a money grab.
True, AT&T suggested that only 2% of its subscribers will be affected by the caps, and the average consumer downloads 18 gigabytes a month. But when everything from cloud computing and storage to Netflix is either already happening or in the process of happening online, that means more gigabytes to download, and more people at risk of breaking the cap and having to pay more, if not get their service cut off.
Will Sony PlayStation Network get back up off the mat?
It has been six days and Sony PlayStation Network is still down. Initially, the outage as reported by IDG, Sony said the outage was caused by an external intrusion, but for five days Sony had yet to provide details.
As a gamer, I found that troubling. I could imagine the service being down for a day, but at that point, since there wasn’t any news on what was happening—the frustration was mounting.
Then Tuesday night of day five, Sony announced that PlayStation Network has been hacked into and revealed that information of PSN user accounts was accessed during the intrusion—names, addresses, birth dates, passwords, security questions and answers.
There is no way of telling the effects to the user base Sony will incure at this time, but if all things being equal, they have a long, hard uphill battle to face. The real question is how this will change the perception that Sony can compete with Xbox in the network space.
PlayStation users have been vocal on Twitter and Facebook, perhaps Sony will have to appease the angry villagers some way.
Nintendo has begun its trek to the second generation of Wii. This year, we can only imagine that they hope to grab the hearts of gamers worldwide again. Nintendo this week announced that it will have playable versions of the next Wii console at E3 2011. The gaming show will help Nintendo showcase the console, that still remains nameless but codenamed ‘Project Café’. The scheduled release of the product is in 2012. The details are sparse. Okay, there are no details except that they said it will be next generation. The news came on the back of Nintendo’s fiscal results, which were dismal. The company reported a 66% decline in profits.
So the speculation is rampant around the net. Some say the controller is completely new, while others speculate that the hardware is more sophisticated, including blu-ray DVD and HD capabilities. But so far the tight-lipped Nintendo isn’t saying anything!
So for me, I think it is wise to wait and see it at E3.
Yesterday, O’Reilly Media researchers, Alasdair Allan and Pete Warden released an article exposing a hidden file that records every movement of an iPhone. All iPhones store location data in a file called consolidated.db. Warden released an OS X application to show users the significance of their discovery. The application shows each user where they have been since last July. Not only is the data stored on your phone but also your computer.
This database of your locations is stored on your iPhone as well as in any of the automatic backups that are made when you sync it with iTunes.
This isn’t the first time we have heard of the file. In fact in February 2011, Sean Morrissey and Alex Levinson previewed Lantern 2.0 at a Cyber Crimes Conference in Washington DC. Lantern 2.0 however is a commercial forensics product that retails from $600-700. And before that, Alex Levinson began work on the vulenerabilities of iPhone and iPad. Check that out by clicking here.
Game makers around the world have been trying to entertain us for years. At current the Games industry is somewhere around a $50 billion worldwide industry. Certainly the largest of the entertainment industries. But how are they made? We are familiar with movies and music but so often no one addresses the game development process. We are here to show a high level view of what goes on behind the doors of a game studio.
All games are produced by a team of very smart and talented people:
There can be more people involved, but this is the basic crew. Now that we have the team in place, let’s make a game!
Part 1: Game Design Basics
I have been asked several times on how games are made. What are the processes and activities that go into a game? Well to start, games can be very simple or very complex, but there are some overarching rules that most game designers use. Games are made of a set of simple rules that allow the player to advance through the game, but sometimes these rules become complex for the designer. Without getting into too much detail I will go over a few things to keep in mind.
First off, games are not puzzles. They are experiences that take players through an interactive journey. Games are different in that they change with the decisions of the player. Puzzles never change.
Not long ago Las Vegas wasn’t part of the technology innovation. In fact, the basic premise of Vegas has kept it simple in a way—gambling, drinking, and showgirls. The nightlife is unrivaled and the entertainment is unforgettable. “Vegas means comedy, tragedy, happiness, and sadness all at the same time.” —Artie Lange. Artie has it right! Vegas is everything to everyone. But would you ever say Vegas was a technology hub?
Not until recently did I find myself in awe of some of the technology advancements going on in Sin City. I stay at the same room on the strip, great views and superb staff at the Paris/Bally’s, but then I hit the smokey casino floor, the waitresses clad in skimpy dresses, music was loud, and the craps table had a gang around it screaming and clapping. The sounds of slots and people from around the world engaging in all their vices. I found myself at a Pai Gow table. I play poker. I enjoy poker. The cards, the drinks, the felt tables where cards float across as if on a cushion of air, and that is when I noticed. There in the middle of this table, I couldn’t believe it, a small touch-screen LCD panel the dealer keeps tapping. As I watch for the next few hands—it hits me—that screen is a display of all the hands around the table. Wait, wait wait. I have been going to Vegas for years, but I have never seen anything like this. How did it know? If players had problems setting their Pai Gow hand the dealer would simple push the according seat number on the LCD and it would say how to play with best odds and correctly.
So I inquired with the Pit Boss and he explained to me that automatic shufflers not only shuffle, but continuously monitor the cards in the deck. It knows when cards are missing, what card is missing and which players have which cards. It knows everything on that table!
Gaming has always made me happy. But now, I have proof that I NEED to play. Last year, relatively unknown game designer, Jane McGonigal gave a speech at TED that began a movement by which a new term, and industry would evolve. Jane postulated that playing games, makes us better people. And now, she is launching a book that describes in detail that theory. To be honest, this is something I already knew being an avid gamer, but what makes her “studies” more poignant is the fact that we are starting to believe the science behind Gamification.
Jane said some, at the time, outrageous thing like: “If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade.”
Seattle startup Zipline Games looks to make mobile development a speedy process with its new platform. The new platform will allow developers of mobile, social and web-based games and applications to easily get started—up-and-running the same day. It promises to remove the difficulty of cross platform development.
“I wanted to make it possible for game developers and designers to go have a crazy conversation at lunch, then come back and get those new ideas working in the game by the end of the day,” said founder and CTO Patrick Meehan in an interview on Zipline’s website.
Zipline has released the beta version of its development platform MOAI which allows mobile game developers to write the games in Lua rather than writing for each device. Then once the games are completely developed, Zipline offers cloud hosting and royalty free distribution. This is a stand out for smaller developers. The Moai SDK can handle graphics, animation, input, physics, collisions, and more. Moai Cloud hosts your game logic, databases and additional game content.
“There’s a lot of interesting challenges in the market,” said Zipline co-founder Todd Hooper. “People want to be on board with IOS and Android and you need a solution that lets you get on board with those.”
Last week, hot news off the press was abuzz with acquisitions. Mostly business growing and expanding. The regular boring drab that keeps us business people questioning strategic decisions. But something caught my eye. GameStop buys Impluse and Spawn Labs. Normally I wouldn’t give much thought to mergers and acquisitions of a retailer, but I thought this one might be worth further investigation. You see, when I was young I loved going to video game arcades and record stores. I watched as Tower Records dominated the industry and it was always a treat when I could walk into the one on Sunset Blvd. I went to Egghead Software and eventually GameStop. But as with all things digital, Brick and Mortar stores are no longer needed. It has been no surprise that the GameStop stores are seeing a decline. But the move last week, just may keep them in business.
Impulse and Spawn Labs have made names for themselves by supplying games to consumers digitally. Spawn Labs, although still testing the technology, says it will be able to deliver games on demand to any computer with an internet connection. Impulse, as subsidiary of Stardock Systems, has been creating systems that have been delivering games digitally for over 10 years. This kind of experience is exactly what GameStop needs to stay in the distribution game.
CityVille, FarmVille, and Mafia Wars are part of Zynga’s portfolio. Zynga is considered one of the fastest growing startups with no end in sight. To be realistic Zynga is doing great, but at a big cost. Games like FarmVille do very well in the first 6 months. After that, the numbers fall drastically, in fact so much so that CityVille peaked in one month, then showed decline by the three month mark. But that doesn’t deter a company like Zynga. They reinvent the games, at the latest outing by the company, does just that.
Zynga showed up on Wall Street with a few sheep. Yes, sheep. The company was promoting FarmVille English Countryside, the expansion to its popular FarmVille. With Zynga being valued at around $10 Billion, it’s easy to see how they can march sheep around the Big Apple.
As much as I love being indoors playing on some computing device, there are times when I want to be out playing in the sun. I am fortunate that I live in Southern California. I spend weekends exploring the many things to do from Ventura to San Diego. But something caught my eye recently. Geocaching.
What is this thing might you ask? Let me tell you.
Geocaching (pronounced geo-cashing) is an outdoor sporting activity in which the participants use a Global Positioning System (GPS) receiver, or other navigational techniques, to hunt hide-and-seek containers, called “geocaches” or “caches,” anywhere in the world. Simply: It’s a treasure hunting game that requires some sort of GPS. Think pirate maps where “X” marks the spot, but then add technology.
Geocaching is more similar to the 150-year-old game letterboxing, which uses clues and references to landmarks embed into stories. Geocaching was conceived shortly after the removal of Selective Availability from GPS on May 1, 2000, because the improved accuracy of the system allowed for a small container to be specifically placed and located. The first documented placement of a GPS-located cache took place on May 3, 2000, by Dave Ulmer of Beavercreek, Oregon.
The state of the mobile network during and after Japan’s earthquake was in shambles. The emergency services and local authorities used what was left of the badly damaged network. But fear not my little social media peeps; during such emergencies, it seems Twitter, Facebook, and in Japan’s case Mixi all remained untouched by the natural disaster.
Ok kids, let’s explore what happens and how social networks are the best source of communication during major catastrophes.
Every developer of mobile applications faces the same issues: discovery, monetization, and security. Well, security wasn’t at the forefront until something happened that changed the industry. As seen recently, the mobile world for the first “real” time has been under attack. Last week’s attack on Android has shown there are serious flaws in security. Experts in security have predicted that smartphones will be targeted heavily as more users migrate from computers to smartphones in 2011. Moreover, the attack is even new to the world of computing. For the first time hackers can send malware packets and it costs the user real money.
While Google has reportedly expunged over 50 apps on the Android Market, it is very clear that malware and piracy on mobile devices are at the forefront of the new generation of hackers. It is important for mobile developers to begin a paradigm shift in the business and technology models in maintaining a healthy marketplace for mobile users. And more importantly, for the business. In the meantime Google and the likes will have to battle quickly to change the mindset of the community. After last week’s attack Google responded with some vague notions of their plans to help in the cyber war.
I have played Mafia Wars, Farmville, Cityville, and Cartown. I don’t think I would describe myself as a social gamer, but in some respect I think I always have been. I am now rethinking my gaming habits. Like most of you in the gaming community, I have a set genre of games that I prefer playing. To be honest, I am a first-person shooter type gamer. I haven’t taken the leap into MMO’s as a type of social gaming, but as I have stated before I think I have always been a social gamer. I enjoy racing friends on my Xbox 360, as well as fighting off bands of zombies. But mostly, I enjoy doing it with my friends. But as we “hardcore” gamers move into the new world of gaming, are we really doing something we haven’t been doing for years? Yes. But, not because it is social. Rather, it is because of the types of games we play.
About four years ago I was walking the massive aisles at E3 when it donned on me, I am willing to play just about any game as long as it is fun. I have been drawn to the more realistic shooters and adventure games because of the way they look, the complexity of the games, and the stories. But is that what makes me a gamer? I don’t always need to play complex games that are rendered with some artistic beauty that stuns even the novice gamer. No, I need to play something fun.
The 2011 ScreenBurn Arcade began today at SXSW and was brimming with activity, featuring an emporium of geek lifestyles, and showcasing the newest in video game releases, as well as video game-related toys, game culture and more.
The three-day ScreenBurn Arcade showcases the latest developments to independent developers, publishers, consumers, digital media industry professionals, and internet trend-setters and taste-makers from all around the world with one of the ScreenBurn Arcade exhibitors being RockLive, based out of Irvine, CA, makers of custom apps that continue to change the definition of mobile and social gaming for the iPhone, iPad (which I’m typing on now), iPod Touch, and Android devices.