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3
Nov

Vertu sold to Chinese investors


vertu

Luxury phone maker Vertu has been sold by Swedish private equity group EQT to Chinese investors in the latest upheaval in the company’s short tenure.

Originally founded by Nokia in 1998, Vertu was sold to EQT by Nokia in 2012 as the latter tried to revive its smartphone business and just a few short years later, it has been passed on to Hong Kong-based fund, Godin Holdings, who acquired the business alongside “international private investors”. As part of the deal, Vertu Chief Executive, Massimiliano Pogliani, is also stepping down and he said it was

an appropriate time to pass on the baton of leadership to a new team“.

Vertu shipped its first mobile phone in 2002 but these were running the Symbian OS. It wasn’t until EQT took over in 2012 that the company switched to using the Android OS for its smartphones but even this hasn’t yielded the results the company may have hoped for.

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Between 2002 when it launched its first mobile phone and 2015, Vertu is believed to have sold around 450,000 devices worldwide with an average selling price of around £5,000 last year. Vertu was originally formed to create handsets for wealthy customers willing to pay extra for premium materials but a combination of a “bling” image and poor specs yielded less than positive results.

The latest range of Vertu phones – since the buyout by EQT – saw the company update the internals to match the technology available in other handsets as well as “reduced” prices to entice more customers. We say reduced because paying £5,000 for a phone – even with all the premium materials – is still pricey compared to a handset with the same specs but without the materials that is likely to retail for around £500-£700 in the UK.

The latest Vertu handsets cost £7,000 for a basic version but this can rise to £17,000 for a gold frame or bespoke colours, while the most expensive Vertu handsets have retailed for over £200,000. Vertu will continue to be based in its headquarters and manufacturing facility in Hampshire, England and it’s unclear whether the buyout by Chinese investors will result in any redundancies.

3
Nov

Sugar crush! Activision Blizzard will pay a huge amount of money for maker of Candy Crush Saga


candy crush saga

Activision Blizzard, home to World of Warcraft, StarCraft and Call of Duty, will pay $5.9 billion for King, the company known largely for one franchise: Candy Crush Saga. Such is the power of casual games.

Activision Blizzard and King will be “crowned a leader in interactive entertainment,” proclaims the press release. At a 20% premium over King’s market value, the acquisition will be completed by the spring of 2016.

For scale, Lenovo paid $2.91 billion for Motorola; Google bought Nest Labs for $3.2 billion; Microsoft bought Mojang for $2.5 billion; Facebook bought Oculus for $3 billion.

So, why did Activision Blizzard pay so much for King?

The most likely answer is to secure a beachhead in the fast growing mobile gaming segment. Activision Blizzard is the world’s fifth largest game publisher by revenue, but despite the massive popularity of its big console and PC franchises, it cannot afford to ignore the mobile segment.


best Android games like Candy Crush SagaSee also: 10 best Android games like Candy Crush Saga

Simply put, more and more people game on smartphone and tablets. And these “casuals” are big money – King made hundreds of millions every quarter out of its mobile and Facebook games, even if all of them are free. Candy Crush Saga and King’s other games are expertly nudging players towards exchanging their very real money for virtual items such as extra lives and power-ups.

In-app purchases make for a great business model, but plenty of users despise it, especially when kids are involved. Just ask Kayne West.

Activision Blizzard estimates that buying King will grow its earnings by 30% next year. Perhaps more importantly, the deal will give it access to a user base of more than 500 million.

King has been trying hard to create another hit like Candy Crush for years now, with modest success. The buyout seems the best possible outcome for its shareholders.

In contrast, Rovio, maker of the original mobile phenomenon, has been struggling to break free from the tyranny of Angry Birds. The Finnish company has shuttered offices and laid off many employees. A buyout, perhaps by one of Activision Blizzard’s competitors, seems increasingly probable.

More details in the press release.

Show Press Release

Activision Blizzard to Acquire King Digital Entertainment for $5.9 Billion

SANTA MONICA, Calif. and LONDON–(BUSINESS WIRE)–Activision Blizzard, Inc. (“Activision Blizzard”) (Nasdaq:ATVI) and King Digital Entertainment plc (“King”) (NYSE: KING) today announced the signing of a definitive agreement under which ABS Partners C.V. (“ABS Partners”), a wholly owned subsidiary of Activision Blizzard, will acquire all of the outstanding shares of King for $18.00 in cash per share, for a total equity value of $5.9 billion (the “Acquisition”). The $18.00 per share purchase price implies a 20% premium over King’s 30 October 2015 closing price, a 26% premium over King’s 30 October 2015 enterprise value (which excludes net cash), a 23% premium over King’s one month volume weighted average price per share and a 27% premium over King’s three month volume weighted average price per share. The boards of directors of both Activision Blizzard and King unanimously approved the Acquisition, which is being implemented by means of a scheme of arrangement under Irish law. The Acquisition is subject to approval by King’s shareholders and the Irish High Court, clearances by the relevant antitrust authorities and other customary closing conditions, and it is currently expected that the Acquisition will be completed by Spring 2016.

Activision Blizzard believes that the addition of King’s highly-complementary business will position Activision Blizzard as a global leader in interactive entertainment across mobile, console and PC platforms, and positions the company for future growth. The combined company will have a world-class interactive entertainment portfolio of top-performing franchises, including two of the top five highest-grossing mobile games in the U.S. (Candy Crush Saga®, Candy Crush Soda Saga™), the world’s most successful console game franchise (Call of Duty®), and the world’s most successful personal computing franchise (World of Warcraft®), as well as such well known franchises as Blizzard Entertainment’s Hearthstone®: Heroes of Warcraft™, StarCraft®, and Diablo® and Activision Publishing’s Guitar Hero®, Skylanders® and Destiny, along with over 1,000 game titles in its library. Activision Blizzard expects that this leading content, together with expertise across subscription, upfront purchase, free-to-play and micro-transaction business models will enhance Activision Blizzard’s position as one of the world’s most successful interactive entertainment companies. During the last twelve months ended 30 September 2015, Activision Blizzard had non-GAAP revenues of $4.7 billion and King had adjusted revenues of $2.1 billion. During the same period Activision Blizzard had adjusted EBITDA of $1.6B and King had adjusted EBITDA of $0.9 billion. During the last twelve months ended 30 September 2015, Activision Blizzard had GAAP revenues of $4.9 billion and King had IFRS revenues of $2.1 billion. During the same period, Activision Blizzard had GAAP net income of $1.1 billion, and King had IFRS profit of $0.6 billion.

Bobby Kotick, Chief Executive Officer of Activision Blizzard, said, “The combined revenues and profits solidify our position as the largest, most profitable standalone company in interactive entertainment. With a combined global network of more than half a billion monthly active users, our potential to reach audiences around the world on the device of their choosing enables us to deliver great games to even bigger audiences than ever before.”

Kotick, added: “Riccardo, Sebastian, and Stephane are some of the best minds in the business, and we have long-admired King for consistently creating incredibly fun, deeply engaging free-to-play games that capture the imaginations of players across ages and demographics. Activision Blizzard will provide King with experience, support and investment to continue to build on their tremendous legacy and reach new potential. We share an unwavering commitment to attracting and developing the best talent in the business, and we are excited about what we will be able to accomplish together.”

Riccardo Zacconi, Chief Executive Officer of King, said, “We are excited to be entering into this Acquisition with Activision Blizzard. Since 2003, we have built one of the largest player networks on mobile and Facebook, with 474 million monthly active users in the third quarter 2015, and our talented team has created some of the most successful mobile game franchises. We believe that the Acquisition will position us very well for the next phase of our company’s evolution and will bring clear benefits to our players and employees. We will combine our expertise in mobile and free-to-play with Activision Blizzard’s world-class brands and proven track record of building and sustaining the most successful franchises, to bring the best games in the world to millions of players worldwide. We are very much looking forward to working with Activision Blizzard. We have two teams that, together, will have an amazing footprint, innovative technology, and leadership across platforms, and unique, established IPs to delight one of the largest networks of players in the world.”

Gerhard Florin, Chairman of King’s board of directors, said, “The Acquisition provides a return to King shareholders through the premium that it provides to King’s share price and the immediate liquidity that the Acquisition will provide to all of our shareholders upon completion. The King board of directors believes that Activision Blizzard’s cash offer is attractive given the balance of future opportunities, risks and competitive forces confronting King’s business.”

Activision Blizzard Strategic Rationale

Activision Blizzard believes that the following points will accelerate Activision Blizzard’s strategic growth plan:

  • One of the Largest Global Entertainment Networks. This Acquisition will create one of the largest global entertainment networks with over half a billion combined monthly active users in 196 countries. This global audience will reach across casual and core gamers, female and male players, and developed and emerging markets throughout the world. Direct relationships with this large and diverse audience will extend Activision Blizzard’s reach, creating opportunities to cross-promote content and engage new players with Activision Blizzard’s franchises.
  • A New Global Leader in Mobile Gaming. Through this Acquisition, Activision Blizzard will become a global leader in mobile gaming—the largest and fastest-growing area of interactive entertainment, that is expected to generate over $36 billion of revenue by the end of 2015 and grow cumulatively by over 50% from 2015 to 2019.
  • Diverse Franchise Portfolio with Leadership Across Key Platforms and Genres. The combined company will have a portfolio encompassing 10 of the world’s most iconic interactive entertainment franchises with leading titles including two of the top five highest-grossing mobile games in the U.S. (Candy Crush Saga®, Candy Crush Soda Saga™), the world’s most successful console game franchise (Call of Duty®), and the world’s most successful personal computing franchise (World of Warcraft®), among others. This world-class collection of games spans genres and platforms, drives deep, year-round engagement, and is well-positioned for continued growth.
  • Potential Cross-Network Growth Opportunities. Combining one of the largest mobile gaming communities with Activision Blizzard’s leading franchises creates potential opportunities to grow and cross-promote content to a diverse audience, while providing players more opportunities to engage with its content.
  • Enhanced Capabilities Across Business Models. The combined company’s capabilities across subscription, upfront purchase, free-to-play and micro-transaction business models will accelerate diversification of Activision Blizzard’s revenue streams. This expertise across diverse monetization methods will lead to new opportunities to delight players and provide Activision Blizzard with key capabilities to meet evolving player preferences and reach new untapped audiences. The combined company will benefit from King’s leading mobile capabilities that can be applied across the portfolio from micro-transactions, game analytics and mobile marketing to increase digital revenues.
  • The Most Profitable, Successful Standalone Interactive Entertainment Company in the World. During the last twelve months Activision Blizzard had non-GAAP revenues of $4.7 billion and King had adjusted revenues of $2.1 billion, and for the same period, adjusted EBITDA of $1.6 billion and $0.9 billion, respectively. The combined company will have further diversified and recurring revenues, cash flow generation, and long-term growth opportunities to propel future value creation for shareholders. Activision Blizzard believes the Acquisition will be accretive to 2016 estimated non-GAAP revenues and earnings per share by approximately 30% and significantly accretive to 2016 estimated free cash flow per share. Activision Blizzard expects the combined company to maintain a disciplined capital allocation policy and strong balance sheet.
  • Experienced Management Team. King will continue to be led by Chief Executive Officer Riccardo Zacconi, Chief Creative Officer Sebastian Knutsson, and Chief Operating Officer Stephane Kurgan, all of whom have strong expertise and proven track records in mobile gaming and have entered into long-term employment contracts. It is Activision Blizzard’s intention that King will operate as an independent operating unit, with enhanced resources to support its industry-leading franchises. Activision Blizzard has a strong integration track record, and implementing the Acquisition as structured will minimize disruption and integration risk while maintaining the spirit of creative independence. The combination unites Activision Blizzard’s and King’s highly-complementary cultures, with aligned commitment to innovation, deep respect for the creative process, franchise focus, and emphasis on talent development.

Terms of the Acquisition

  • Under the terms of the Acquisition, which has been unanimously approved by the boards of directors of both companies, King’s shareholders will receive $18.00 in cash per share comprising a total equity value of $5.9 billion and an enterprise value of $5.0 billion. The purchase price represents a 20% premium over King’s closing price on 30 October 2015, a 23% premium over King’s one month volume weighted average price per share, and a 27% premium over King’s three month volume weighted average price per share and implies a multiple of 6.4x King’s estimated 2015 adjusted EBITDA.
  • The cash consideration payable by Activision Blizzard under the terms of the Acquisition will be funded from approximately US$3.6 billion of offshore cash on the balance sheet of the Activision Blizzard Group and by an incremental term loan committed by Bank of America Merrill Lynch and Goldman Sachs Bank USA, as incremental lenders, under Activision Blizzard’s existing credit agreement in the amount of US$2.3 billion.
  • The King board of directors, who have been so advised by J.P. Morgan as to the financial terms of the Acquisition, consider the terms of the Acquisition to be fair and reasonable. In providing its advice to the King Directors, J.P. Morgan has taken into account the commercial assessments of the King Directors.
  • Accordingly, the King Directors unanimously recommended that King’s shareholders vote in favour of the resolutions relating to the Acquisition at the relevant shareholder and scheme meetings.
  • It is intended that the Acquisition will be implemented by means of a scheme of arrangement under Chapter 1 of Part 9 of the Irish Companies Act 2014 (the “Scheme”). It is intended that the scheme document, (the “Scheme Document”) containing the full terms and conditions of the Acquisition (including notices of the shareholder and scheme meetings), will be issued to King’s shareholders, and, for information only, to holders of King’s options and share awards, within 28 days of this Announcement, unless otherwise agreed with the Irish Takeover Panel. The Scheme Document will be made available by Activision Blizzard atactivisionblizzard.acquisitionoffer.com and by King at http://investor.king.com/acquisition.
  • The Acquisition will be put to King’s shareholders at both a scheme meeting and a shareholder meeting. In order to become effective, the Scheme must be approved by a majority in number of the King’s shareholders voting at the scheme meeting, either in person or by proxy, representing at least 75% in value of the King shares voted in each relevant share class. In addition, a special resolution implementing the Scheme and approving the related reduction of share capital must be approved by the King shareholders representing at least 75% of votes cast at the shareholder meeting.
  • The Acquisition, by means of a Scheme, is conditional, among other things, on the satisfaction or waiver of the conditions set out in Appendix I. The Scheme will also require the sanction of the Irish High Court. Subject to the satisfaction, or where relevant waiver, of all relevant conditions and the sanction of the Irish High Court, it is currently expected that the Scheme will become effective and the Acquisition will be completed by Spring 2016. An expected timetable of principal events will be included in the Scheme Document.
  • If the Scheme becomes effective, it will be binding on all King shareholders, irrespective of whether or not they attended and/or voted at the court or shareholder meetings (and if they attended and voted, whether or not they voted in favour).
  • Activision Blizzard and ABS Partners have received irrevocable undertakings from Messrs. Riccardo Zacconi, Stephane Kurgan, Sebastian Knutsson, being members of the King Board, that they will vote in favour of the matters and resolutions to be considered at the court and shareholder meetings in their capacity as shareholders (or, in the event that the Acquisition is implemented by way of a takeover offer on terms and conditions at least as favourable, in aggregate, as the Scheme, to accept the offer or procure acceptance of the offer) in respect of their entire beneficial holdings of King shares amounting to, in aggregate, 49,408,045 King shares, representing approximately 16% of the issued share capital of King on 30 October 2015 (being the last practicable date prior to the publication of this Announcement).
  • In addition, Activision Blizzard and ABS Partners have received irrevocable undertakings from certain other King Shareholders, namely Bellaria Holding S.à r.l. and Mr. Thomas Hartwig, King’s Chief Technology Officer, that they will vote in favour of the matters and resolutions to be considered at the court and shareholder meetings (or, in the event that the Acquisition is implemented by way of a takeover offer on terms and conditions at least as favourable, in aggregate, as the Scheme, to accept the offer or procure acceptance of the offer) in respect of their entire beneficial holdings of King shares amounting to, in aggregate, 147,107,666 King shares, representing approximately 47% of the issued share capital of King on 30 October 2015 (being the last practicable date prior to the publication of this Announcement).
  • In addition, Activision Blizzard and ABS Partners have received irrevocable undertakings from Messrs. Robert Miller, Marcus Jacobs, Tjodolf Sommestad and Nicholas Pointon and Ms. Frances Williams and Jill Kyne, being holders of linked shares, that in their capacity as holders of linked shares they will vote in favour of the matters and resolutions to be considered at the relevant class meetings relating to approval of the Scheme (or, in the event that the Acquisition is implemented by way of a takeover offer on terms and conditions at least as favourable, in aggregate, as the Scheme, to accept the offer or procure acceptance of the offer) in respect of their entire beneficial holdings of linked shares (as applicable) amounting to, in aggregate, 190,790 linked shares which, together with the commitments from Messrs. Zacconi and Kurgan referred to above (which amount to 2,077,080 linked shares, in aggregate), represents approximately 92% of the issued linked share capital on 30 October 2015 (being the last practicable date prior to the publication of this Announcement).

This summary should be read in conjunction with, and is subject to, the full text of the attached Announcement (including its appendices). The Acquisition is subject to the conditions set out in Appendix I to this Announcement and the further terms to be set out in the Scheme Document. The sources and bases of information contained in this Announcement are set out in Appendix II and Appendix V. Additional information is provided in Appendix III. Certain definitions and expressions used in this Announcement are set out in Appendix IV.

 

3
Nov

This War of Mine is coming to smartphones in November



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If you’ve never heard me gush about This War of Mine, now’s your chance to make things right. This War of Mine is a survival game about war – except, unlike many of the emotionless, actiona-packed games out there that glorify the violence of war, This War of Mine focuses on the survival of everyday people while war ravages the city around them. You’ll take control of a small group of survivors and your only task is to keep them alive – feed them, clothe them, keep them rested; much easier said than done. Until now, This War of Mine has only been available to Android tablets, but starting sometime in November, 11 bit studios will be making This War of Mine available to Android smartphones as well.

We’re assuming the smartphone version of This War of Mine will cost the same as the tablet version which is currently $14.99 USD on the Play Store right now. That price alone is enough to scare off some people, but let me say that from my time play This War of Mine, it’s been one of the most emotional, harrowing games that I have ever played, and I would recommend it to anyone who is looking for more out of a video game than just action, gore and needless violence.


http://playboard.me/widgets/pb-app-box/1/pb_load_app_box.js

If you’ve played This War of Mine, let us know your thoughts in the comments below – we’d love to hear your experiences.

Source: Pocketgamer

The post This War of Mine is coming to smartphones in November appeared first on AndroidSPIN.

3
Nov

Physical ‘Emoji Keyboard’ for Macs and iOS Devices Lets You Type Emoji Faster


EmojiWorks is today debuting the first hardware-based emoji keyboard, which is designed to make it easier for users to quickly type their favorite emoji using built-in shortcut keys. The keyboard looks like a standard Apple-style keyboard, but it includes emoji symbols.

emojikeyboard

Each key on the Emoji Keyboard from EmojiWorks includes an emoji in addition to a letter, which can be inserted by pressing a dedicated emoji key along with the key that houses the desired emoji. The keyboard features many popular emoji like the poop, thumbs up, unicorn head, taco, heart, and a series of faces.

emojikeyscloseup

According to EmojiWorks, typing emoji with the keyboard is up to 10 times faster than the standard emoji typing method. The Bluetooth-enabled keyboard is able to work with both Macs and iOS devices. Because the emoji shortcuts are pre-programmed and the emoji pre-printed on the keyboard, the emoji keyboard is not customizable. Some favorite emoji may be missing, so while you can ask a co-worker to get tacos for lunch, you’re out of luck if you want burritos.

There are three separate emoji keyboard models available: the Emoji Keyboard ($79.95), the Emoji Keyboard Plus ($89.95), and the Emoji Keyboard Pro ($99.95). While the hardware is the same in all three, the number of emoji shortcuts differs. The cheapest Emoji Keyboard offers one emoji per key, for a total of 47 emoji. The Emoji Keyboard Plus includes 94 emoji, and the Emoji Keyboard Pro includes more than 120 emoji, with three shortcuts per key.

emojikeyboardoptions

Each version of the Emoji Keyboard can be pre-ordered from the EmojiWorks website starting today.

Discuss this article in our forums

3
Nov

Autonomous drone can avoid obstacles even in unfamiliar environments


Andrew Barry, a PhD student at MIT’s Computer Science and Artificial Intelligence Lab (CSAIL), has developed a detection algorithm that allows UAVs to avoid objects on their own. Even better, it works even if the planes don’t have existing knowledge/data about a particular location. Barry believes an algorithm faster than existing ones is necessary for truly autonomous drones. LIDAR laser systems, he said, are typically too heavy for small, personal UAVs, while current algorithms are too slow to match their speed.

Source: CSAIL

3
Nov

Get $50 off a Huawei Watch when you buy a Nexus 6P from Huawei



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Huawei has really pulled out the stops this year, releasing the Nexus 6P, the best Nexus smartphone we’ve ever seen, and one of the best Android Wear smartwatches in the Huawei Watch. To help leverage both these momentous products, Huawei is currently offering a deal where you will get $50 off a Huawei Watch when you buy a Nexus 6P from Huawei. While $50 might not seem like much, it’s still a discount on two of the hottest Android devices out at the moment.

Just a point of clarification – you won’t get this deal if you buy your devices through the Google Play Store; only through Huawei’s US portal. We wonder if getting a Huawei Watch through this deal will also get you the 2 years warranty that is currently being offered on their website as well, which would be amazing. Having said that, you will be dropping about $1,000 at one time, so make sure you’re in complete control before you pull the trigger. Just saying.


What do you think about Huawei offering $50 off a Huawei Watch when you buy a Nexus 6P? Let us know your thoughts in the comments below.

Source: Huawei via Phone Arena

The post Get $50 off a Huawei Watch when you buy a Nexus 6P from Huawei appeared first on AndroidSPIN.

3
Nov

Microsoft gives retailers another year to sell Windows 7 PCs


P5180004

If you still want your next PC to run Windows 7, better act soon. Microsoft has updated its “Windows lifecycle” fact sheet, and the last day you’ll be able to buy a PC with Windows 7 preinstalled is October 31, 2016. Microsoft would have shelved Windows 7 awhile ago, since it normally sells previous versions just two years after the next one arrives. However, many people treated Windows 8 like it was radioactive, so Windows 7 Professional (OEM) was extended, and will actually come off the market after Windows 8, and on the same day as Windows 8.1. Apart from pre-installed copies of Windows 7 Professional, all other Windows 7 versions are already off the market.

Source: Microsoft

3
Nov

Watch ‘CodeGirl’ on YouTube for free and help take on the gender gap in Computer Science


Google believes that a diverse workforce leads to better products for diverse users, and is especially committed to reversing the negative trends around women in Computer Science. – “Women Who Choose Computer Science – What Really Matters” (White paper)

Google has done its research and learned leaving girls and women behind in Computer Science and other tech related fields of study, is a major concern for our future. Despite making up half of our workforce and earning more college degrees than men, fewer than 20% of Computer Science degrees are actually earned by women.

141031-women1-graphicAward winning documentary film maker Lesley Chilcott of “An Inconvenient Truth” and YouTube have partnered to show “CodeGirl” for free until November 5th. “An Inconvenient Truth” was a ground breaking documentary of Al Gore’s campaign to make the world aware of global warming. It is arguably one of the most influential documentaries of the 21st century and Chilcott looks to best her previous work with “CodeGirl,” a documentary about high-school aged girls from around the world who aim to better their community through technology.

By 2017, the app market will be valued at $77 Billion. Over 80% of these developers are male. The Technovation Challenge aims to change that by empowering girls worldwide to develop apps for an international competition. From rural Moldova to urban Brazil to suburban Massachusetts, CodeGirl follows teams who dream of holding their own in the world’s fastest-growing industry. The winning team gets $10K to complete and release their app, but every girl discovers something valuable along the way. – Official site CodeGirl

Capture

CodeGirl” is free to watch on YouTube with the goal of spreading the word and educating the public.

We can make a difference if we educate ourselves and take the issue of girls not being interested in Computer Science head on. According to Google’s own research, we can take on the problem following these steps:

1 Social Encouragement: encouragement from family, friends and educators, regardless of their technical expertise, reinforces existing interest and can foster interest where none exists. Outreach programs should include a parent education component, so that parents learn how to actively encourage their daughters.

2 Self Perception: interest in puzzles, problem solving and tinkering can lead to a passion for, and personal confidence in, Computer Science abilities. Providing young women with the opportunity to practice these skills in a supportive environment in activities related to their passions can help build confidence and interest.

3 Academic Exposure: experience with Computer Science in middle and high schools can motivate young women to pursue computing. Support for organizations working to expand these opportunities to more schools can increase academic and informal access, provide a greater understanding of Computer Science, and help young women make informed decisions about degree and career options.

4 Career Perception: visibility of female role models in Computer Science and telling stories about the positive social impact careers in computing can have, can enable young
women to visualize themselves in the field.

If you are a female and love to write about Android and all things related, I personally invite you to come and write for us. You can email me personally at derrick@androidguys.com and I would love to help you get started in writing about technology. Or if you possibly know someone who might be interested in writing please forward them this message for me.

I am not a Computer Science major, but I do love to write about technology and can even offer insight into the world of Chemistry too, as my primary job is a Scientist at a biotech company in San Diego. You do need to show some proficiency with writing, but if you have the desire to write about Android and all things related, I would love to help show you the ropes. And I hope you can teach me a few things too. Hopefully we can help inspire girls around the world together.

The CEO of YouTube, wrote for her school newspaper in high school and is now one of the most influential people in the world. Google was even started in Susan’s garage. Anything is possible.

If you would like to learn more, please watch “Codegirl“, check out Google’s white paper and visit www.madewithcode.com. Use the hashtag #rallyforcodegirl to show your support.

 

The post Watch ‘CodeGirl’ on YouTube for free and help take on the gender gap in Computer Science appeared first on AndroidGuys.

3
Nov

Google reportedly abandons plan to open retail store in NYC


Remember those rumors about Google opening a chain of retail stores? Apparently, it isn’t happening — at least not in New York City. According to Crain’s the retail space the company leased (and spent $6 million renovating) in NYC’s SoHo district last year is back on the market. If the search giant is opening a retail location, it won’t be at 131 Greene Street.

Source: Crain’s

3
Nov

Activision Blizzard Buys ‘Candy Crush Saga’ Developer King Digital for $5.9 Billion


Activision Blizzard, publisher of video games like Call of Duty, World of Warcraft, and Destiny, has purchased Candy Crush Saga creator King Digital for $5.9 billion. Activision Blizzard has built a successful portfolio of video games on consoles and PCs, but has struggled to find the same success in the mobile space. King CEO Riccardo Zacconi notes the Candy Crush maker had 474 million monthly active mobile and Facebook users in the third quarter of 2015.

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We believe that the Acquisition will position us very well for the next phase of our company’s evolution and will bring clear benefits to our players and employees. We will combine our expertise in mobile and free-to-play with Activision Blizzard’s world-class brands and proven track record of building and sustaining the most successful franchises, to bring the best games in the world to millions of players worldwide.

Activision Blizzard says the acquisition will make the company the global leader in mobile gaming while also giving the company over half a billion active monthly users in 196 countries. In the past 12 months ending September 2015, Activision Blizzard reported revenues of $4.7 billion while King reported revenues of $2.1 billion. While quarterly spending in King’s signature game, Candy Crush Saga, has declined in the past 18 months, players still spent $1.3 billion on in-app purchases in 2014 alone.

Earlier this year, it was revealed that Candy Crush Saga represented 45 percent of King Digital’s quarterly revenue. King has been working to diversify its gaming portfolio to rely less on Candy Crush and remain profitable. Like Infinity Blade and Angry Birds before it, Candy Crush Saga is one of the few games to become a smash-hit cult-like success in the App Store.

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