<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title></title>
	<atom:link href="http://brandyl.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://brandyl.com</link>
	<description></description>
	<lastBuildDate>Tue, 27 Dec 2011 22:23:04 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>Reflection</title>
		<link>http://brandyl.com/2011/12/reflection/</link>
		<comments>http://brandyl.com/2011/12/reflection/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 22:23:04 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Brandyl Journal]]></category>

		<guid isPermaLink="false">http://brandyl.com/?p=186</guid>
		<description><![CDATA[It is a wonderful time of the year to reflect on 2011!    As the year comes to an end, it is the perfect time to review and celebrate all   accomplishments that were made.  There are always things we could have done differently, but we at Brandyl are excited and enthusiastic about the future. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-187" title="Sealson's Greetings from Brandyl" src="http://brandyl.com/wp-content/uploads/2011/12/Happy2012-2.png" alt="" width="480" height="320" /></p>
<p>It is a wonderful time of the year to reflect on 2011!    As the year comes to an end, it is the perfect time to review and celebrate all   accomplishments that were made.  There are always things we could have done differently, but we at Brandyl are excited and enthusiastic about the future.</p>
<p>We encourage you to dream and create your own vision for the upcoming new year.  Hope you all have a healthy and prosperous 2012!</p>
<p>Best wishes,</p>
<p>France Tantiado</p>
<p>CEO/Founder</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/12/reflection/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Brandyl’s Top Holiday Gift List 2011</title>
		<link>http://brandyl.com/2011/12/brandyl%e2%80%99s-top-holiday-gift-list-2011/</link>
		<comments>http://brandyl.com/2011/12/brandyl%e2%80%99s-top-holiday-gift-list-2011/#comments</comments>
		<pubDate>Thu, 08 Dec 2011 02:14:54 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[BRANDYL]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Game Review for holiday 2011]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[Holiday Product Review 2011]]></category>
		<category><![CDATA[Holiday Wish List 2011]]></category>
		<category><![CDATA[Top Products for 2011]]></category>
		<category><![CDATA[Toys 2011]]></category>
		<category><![CDATA[XBox Kinect]]></category>

		<guid isPermaLink="false">http://brandyl.com/?p=175</guid>
		<description><![CDATA[With the holidays in full swing, it’s time to start thinking of the hottest gifts to give.  It is always difficult to find that ideal present so we decided to help.  For this reason, we at Brandyl put together a list of our favorite and most interesting games, gadgets, and toys to make your shopping [...]]]></description>
			<content:encoded><![CDATA[<h3><span style="color: #333333;">With the holidays in full swing, it’s time to start thinking of the hottest gifts to give.  It is always difficult to find that ideal present so we decided to help.  For this reason, we at Brandyl put together a list of our favorite and most interesting games, gadgets, and toys to make your shopping easier.</span></h3>
<h3><span style="color: #333333;">Here are our favorites!</span></h3>
<h3><span style="text-decoration: underline; color: #333333;">GAMES:</span></h3>
<h3><span style="color: #333333;">Xbox Kinect $149</span></h3>
<h3><span style="color: #333333;">Released just a little over a year ago, the Xbox Kinect features voice recognition and relies on full body gestures, as “you become the controller.” With its unique controller free experience, Kinect takes gaming to a whole new level of immersion. Kinect has a library of titles to check out which include: Dance Central 2, Kinect Sports Season 2, Child of Eden, and Gunstringer.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Nyko Zoom for Xbox Kinect $30</span></h3>
<h3><span style="color: #333333;">Nyko Zoom is a plastic wide angle lens add-on that connects to your Xbox Kinect.  What does it do?  It shrinks the space needed when playing and you no longer need a big room to move around with the Nyko Zoom. If you do not have a large space for the Kinect, this may be a peripheral worth $30.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Nintendo 3DS $169</span></h3>
<h3><span style="color: #333333;">The recent price drop in Nintendo’s latest handheld makes this glasses-free 3D gaming system an enticing prospect for the holiday season. The system includes adjustable 3D, 3 cameras, gyroscopes, touch screen controls, and updated graphics capabilities. With titles such as Super Mario 3D, Mario Cart 7, and Super Street Fighter IV, the 3D stands up to Nintendo’s legacy of great mobile gaming consoles packed full with classic titles. The 3DS is backwards compatible with older DS games, but not with GBA titles.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Skylanders $69 for the starter pack</span></h3>
<h3><span style="color: #333333;">Skylanders are part action figure, part videogame, a combination that stands out in an industry moving increasingly towards downloadable games. The starter pack comes with a copy of the game (for either Wii, Playstation 3, xBox 360, PC, or 3DS), 3 action figures, the portal of power, as well as a poster, stickers, and trading cards. You play the game by placing one of the action figures in the portal of power, giving you access to that character in the game. The action figures store scores and experience, allowing each individual figurine to become more powerful the more you interact with it within the game. With 30 different character, and the possibility for both co-op and versus multiplayer, Skylanders are a hot pick for this holiday season.</span></h3>
<h3><span style="color: #333333;"><br />
</span></h3>
<h3><span style="color: #333333;">Battlefield 3  $59</span></h3>
<h3><span style="color: #333333;">For fans of the Battlefield series, or first person shooters more generally, Battlefield 3 offers face-paced, intense, team-based combat, all set in an impressive HD environment.  For those unfamiliar with the series, Battlefield tends to focus much more heavily on team coordination and a mix of support roles than many other shooter titles. In addition to team play, Battlefield also boasts a huge number of vehicles that can be used to gain added advantage across multiplayer maps. The focus of the Battlefield series is on multiplayer, online games, and this is truer than ever in the most recent title. Battlefield 3 is available for Playstation 3, Xbox 360, and PC.</span></h3>
<h3><span style="color: #333333;">A small warning to Xbox users: the HD graphics are an optional install for the Xbox version of the game. If you own a 4GB Xbox (the base version of the system without a full hard drive) you probably won’t have space to install the HD graphics pack.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">The Legend of Zelda:  Skyward Sword (Wii) $49</span></h3>
<h3><span style="color: #333333;">Link is back in the next epic title of the Legend of Zelda series. Skyward Sword is a prequel to earlier Zelda games and manages to combine some new and exciting features with the tried and true formula that has captivated fans one game after the next. Expect epic swordfights with the Wiimote, puzzles, dungeons, bright graphics, great music, and of course Link and Zelda. Skyward Sword mixes all the appeal of the Legend of Zelda game formula with the ingenuity of the Wii controls for yet another classic title.</span></h3>
<h3><span style="color: #333333;">Halo:  Combat Evolved Anniversary Edition (Xbox 360) $39</span></h3>
<h3><span style="color: #333333;">Not all first person shooters are alike. The anniversary edition of the original Halo game breaths new life into a ground-breaking classic. Combat Evolved Anniversary Edition allows the player to choose between the classic version of the game, and the updated version with all new sound and graphics. The game focuses on creating a strong, story driven, single player experience, rather than providing a complete remake of the original multiplayer online features. Fans who loved the space opera style story and campaign of the original Halo will want to check out the Anniversary Edition. In addition to HD, the game also offers options for players with 3D TVs.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Super Mario 3D Land (Nintendo 3DS) $39</span></h3>
<h3><span style="color: #333333;">Super Mario 3D Land is the first Mario platform title to appear on Nintendo’s latest handheld, and in our option it holds up admirably to the tall expectations set by past titles. 3D Land is a fun, fast paced platformer. Individual levels are fairly quick, and provide some challenge without being so difficult as to be frustrating to the average player. Fans of the Mario series will notice the return of many favorite power-ups, including fireballs, mushrooms, and the Tanooki suit.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Mario Kart 7 3DS $39</span></h3>
<h3><span style="color: #333333;">One of the bestselling titles on the original DS, Mario Kart has now made an appearance on the 3DS with Mario Kart 7. The most recent Mario Kart title mixes the old and new for yet another fast paced, fun racing game. The new title offers 32 unique tracks, vehicle customization, and a first person view for anyone wanting to try out the tilt features on the 3DS. This game is great for anyone who loves the Mario Kart titles, or for those who are looking for a game that takes full advantage of the 3D and tilt features on the 3DS.</span></h3>
<h3><span style="text-decoration: underline; color: #333333;">GADGETS:</span></h3>
<h3><span style="color: #333333;">Amazon Kindle Fire $199</span></h3>
<h3><span style="color: #333333;">Priced at $199, the Kindle Fire is the perfect choice if you are in the market for a tablet. The Fire is a lighter tablet that boats cloud storage, has a seven-inch screen with 1,024 x600 resolution, 6GB of useable storage space, WiFi access, and a 7-8 hour battery life. The Fire is great for reading books, music, web browsing, or watching your favorite TV shows and movies.  It also offers access to a long list of games and apps from Amazon’s app store. With the integration of Amazon’s streaming services and store, the new <a href="http://www.amazon.com/Kindle-Fire-Amazon-Tablet/dp/B0051VVOB2/ref=amb_link_357628522_4?pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_s=center-2&amp;pf_rd_r=1G3GVN674XNGCTBQ2Z6P&amp;pf_rd_t=101&amp;pf_rd_p=1337059362&amp;pf_rd_i=133141011"><span style="color: #333333;">Kindle Fire</span></a> is sure to be a holiday favorite this year. </span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Apple iPad2 $499-$829</span></h3>
<h3><span style="color: #333333;">The gold standard of all tablets, the iPad2 has the best apps and is easy to use. If you love sleek, high speed toys (and don’t mind a hefty price tag), then the iPad 2 is the way to go. However, unless you’re in a rush to get your tablet by the holidays, we recommend holding off on the iPad 2.  The iPad 3 is slated to come out in early spring. Be patient and wait for the new release as Apple traditionally lowers prices on older versions of products with each new iteration. Also, if you truly want the highest speed and best features, you may find yourself pining after the iPad 3 only months after purchasing the iPad 2. </span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">iPhone 4S $199 </span></h3>
<h3><span style="color: #333333;">With this many bells and whistles, the iPhone 4S feels more like a mini-computer than your standard cell phone. It’s true that the 4S is faster and sleeker than its predecessors, but the coolest new feature is likely the addition of Siri, a voice-activated assistant who can send emails and texts, search for nearby locations, and answer questions by searching the internet. With a starting price of $199 the 4S isn’t the cheapest phone on the market, but it is definitely one of the most interesting.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Roku 2 XS $99</span></h3>
<h3><span style="color: #333333;">The Roku 2 XS has the most features of any of Roku’s streaming devices, and it still comes in at under $100.  Roku gives streaming access to over 350 channels, some subscription and some free to watch. The XS comes with an expandable memory slot, Bluetooth, motion controls, and even Angry Birds. While a good portion of the available content is limited to subscription services such as Netflix, the Roku 2 XS is a great deal for those who want quick and easy streaming direct to their TV. The small size and sleek design of the Roku also ensures that it will fit in with just about any home entertainment setup, regardless of space limitations.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Sonos Play: 3 $300</span></h3>
<h3><span style="color: #333333;">Sonos is the place to go for high quality, wireless sound in a sleek exterior. The Sonos Play 3 sinks wirelessly with your computer, iPhone, iPad, Android Phone, or Sonos controller to play songs from either your music library or from one of thousands of free online radio stations. When purchased with the Sonos Bridge, the Play 3 doesn’t even need an Ethernet connection to your router to connect with whatever device you use to channel the music.</span></h3>
<h3><span style="color: #333333;">Livescribe Echo Smartpen $99 &#8211; $184</span></h3>
<h3><span style="color: #333333;">Smart pens are the perfect gift for anyone looking to get more value out of their notes. Whether you’re taking notes for a class or at work, Livescribe’s pens make it easy to digitize what you write. The built in audio recorder and extensive memory also make it easy to record lectures and meeting. The pens come with varying amounts of memory space, but even the smallest can hold an impressive 200 hours of audio or 32,000 pages of notes. Don’t forget to pick up extra ink and notebooks, the one flaw of the Livescribe pens is that they tend to run out of ink more quickly than your standard pen.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Sony Cyber Shot DSC-HX9V $299</span></h3>
<h3><span style="color: #333333;">It can be hard to find a good quality digital camera that can fit in a pocket or day bag, take great shots and not break the bank in the process. The Cyber Shot DSC-HX9V offers 16x optical zoom, HD video recording, and can take 3D video and stills. All these features are packed into an ergonomic, easy to use digital camera with a top-side feature wheel and a bright viewing screen. This little Sony camera is just the thing for capturing memories on the go.</span></h3>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h3></h3>
<h3></h3>
<h3></h3>
<h3><span style="color: #333333;">Olympus PEN P3 $900</span></h3>
<h3><span style="color: #333333;">Don’t get us wrong, we here at Brandyl love smaller, cheaper, digital cameras that have come on the market of late. If you’re really looking to feed your inner photographer though, the Olympus PEN P3 is sure to please. The classic designed metal body has enough heft to feel solid while you snap pics, but not so much as to feel overly clunky. The Olympus takes high quality photos and boasts an amazingly fast focus speed with it 120 Hz ‘Fast AF’. The Olympus is packed with features for advanced users who want to fine tune each element of their photography. The camera features can either be controlled through a traditional system of buttons and wheels, or via the touch screen.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Sumo Omni Beanbag Chair $149</span></h3>
<h3><span style="color: #333333;">Some might argue over the rights of a beanbag chair to sit on a top techs list, but hear us out. Sumo has taken the beanbag and transformed it from an uncomfortable lump to one of the coziest chairs out there. Sumo chairs may not be the elegant of furniture you could stick in your living room, but they earn serious points for comfort and durability. They make great additions to kids rooms or game rooms. The Omni offers surprisingly good back support for gaming, watching movies, or even just curling up with an old-fashioned book.</span></h3>
<h3><span style="text-decoration: underline; color: #333333;">TOYS: </span></h3>
<h3><span style="color: #333333;">LeapFrog LeapPad Explorer Learning Tablet (4-9 years) $199</span></h3>
<h3><span style="color: #333333;">LeapFrog’s hottest new product is an <a href="http://www.youtube.com/watch?v=Q0SsirnVi00"><span style="color: #333333;">interactive tablet</span></a>, durable enough even for your child, and easy to use. The apps designed for the tablet challenge and entertain while building reading, problem solving, math, and science skills. The tablet’s storybook feature also tracks your child’s strengths and weaknesses so that your kid’s tablet is tailored to his or her personal and continual growth.  Not just for academics, the tablet encourages creativity. With its built-in video camera, digital camera, Art Studio, and Story Studio, your child can use sophisticated software to create and illustrate his or her own story. And, if you’re a returning leapfrog customer, you’ll be happy to know that LeapFrog LeapPad Explorer Tablet is compatible with the Leapster Explore!</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Griffin Helo TC  $50</span></h3>
<h3><span style="color: #333333;">The Helo TC re-invents the idea of the remote controlled helicopter by turning your iPhone into the flight controller for your very own mini-helicopter. Griffin’s app offers two different control set-ups, either fly the copter with the analog joystick on your touch screen, or use tilt sensors in your device to move the chopper forward, back, or side to side. The app can even be used to store up to three distinct flight plans, which can be used to perfect flight patterns or set up obstacle courses. The twin router design ensures stable flight.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Super Mario RC Cart:  $100</span></h3>
<h3><span style="color: #333333;">If you don’t have a 3DS to play Mario Kart 7, why not take the action to the real world with the Super Mario RC Carts.  These remote controlled cars come in two versions (Mario and Yoshi), both of which operate on separate radio frequencies for fun filled head-to-head racing action. The karts are big, with a detailed design that’s sure to please Mario fans young and old alike.</span></h3>
<h3><span style="color: #333333;"><span class="Apple-style-span" style="color: #000000; font-size: 13px; font-weight: normal;"> </span></span></h3>
<h3><span style="color: #333333;">Lego (prices vary)</span></h3>
<h3><span style="color: #333333;">It’s hard to argue with the value of a good set of legos. These little blocks have come a long ways from the simple sets of different sized, multi-colored bricks that first became a staple in childhood toys. Lego has something for almost everyone, from the very young into the early teens (keep in mind the risk of choking hazards though). Check out the Lego website to see the variety of products, everything from Lego City, to Star Wars and Harry Potter sets.</span></h3>
<h3><span style="color: #333333;">Hot Wheels Video Racer ($50)</span></h3>
<h3><span style="color: #333333;">This little toy is much more than just a race car. The Video Racer is a mini digital camera that records at 30fps or 60fps and holds up to 24 minutes of footage. The camera is designed to clip onto a helmet or armband, making it great for kids who want to record their outdoor adventures. The Video Racer hooks up to your home computer via USB, and you can edit the footage online with the exclusive online editor. The video can also be viewed via the built in LED screen, but you’ll have to hook it up to your computer to hear sound. This car/camera is sturdy, and great fun for kids who love to record their outdoor, and indoor adventures.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">Nerf Vortex Nitron Blaster $50</span></h3>
<h3><span style="color: #333333;">Nerf takes it to the next level with their new <a href="http://www.hasbro.com/nerf/en_US/shop/details.cfm?R=BD25512E-5056-900B-1008-950B564551A0:en_US"><span style="color: #333333;">Vortex Nitron Blaster</span></a>. Equipped with a 20-disc magazine and targeting lights to help with aim. Vortex fires fast and has a very long range (just be careful you don’t loose the discs outside or under the couch). The Vortex is a fun addition to any Nerf arsenal, and is designed for kids ages 8 and up.</span></h3>
<p>&nbsp;</p>
<h3><span style="color: #333333;">That rounds up our list of products.  From our team at Brandyl, we wish everyone  happy holidays!</span></h3>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h3></h3>
<h3></h3>
<h3></h3>
<h3><span style="color: #333333;">Posted by:  France Tantiado<br />
</span></h3>
<h3></h3>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/12/brandyl%e2%80%99s-top-holiday-gift-list-2011/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Game Monetization: A brief history</title>
		<link>http://brandyl.com/2011/11/game-monetization-a-brief-history/</link>
		<comments>http://brandyl.com/2011/11/game-monetization-a-brief-history/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 02:04:52 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[BRANDYL]]></category>
		<category><![CDATA[Console Market]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Monetization]]></category>

		<guid isPermaLink="false">http://brandyl.com/?p=170</guid>
		<description><![CDATA[Whether it&#8217;s coins in an arcade or a $60 price tag on a new console title, professionals in the gaming world have been creating new and innovative ways to acquire revenue through games since the birth of the industry. Advances in technology have dramatically shaped not just the types of games designed, but also how [...]]]></description>
			<content:encoded><![CDATA[<p>Whether it&#8217;s coins in an arcade or a $60 price tag on a new console title, professionals in the gaming world have been creating new and innovative ways to acquire revenue through games since the birth of the industry. Advances in technology have dramatically shaped not just the types of games designed, but also how publishers think to monetize those games.</p>
<p>Here we will take a brief look at how the evolution from arcade, to console, to phone gaming has changed monetization. Later we will look more closely at the role of the internet in game monetization, specifically how it has nurtured the growth of subscription and microtransaction based products.</p>
<p><strong>The Arcade</strong></p>
<p>Even if you don&#8217;t remember the originals, most people have at least heard of, if not played, classic arcade titles like <em>PAC-MAN</em>, <em>Asteroids</em>, and <em>Frogger</em>. Over the course of time, these games and the mechanics that they introduced have developed and spread across the different iterations of the video game industry, but they all share a common ancestry in arcade gaming.<strong></strong></p>
<p>The early 1970’s saw the proliferation of the first arcade video games. The size, cost, and limited versatility of these early games made them impractical for home use. Only one game could be played on a given machine. Instead of purchasing individual copies of the game, players purchased play time on machines. This form of monetization was not new, but rather stemmed from older arcade games such as <em>pinball</em> and <em>pachinko,</em> which combined aspects of skill based games and gambling.</p>
<p>It is interesting to note the social aspects that resulted from this early monetization of video games. Gamers using the same machine could compete for high scores, both against friends and other community members who played the same games. This sort of community interaction, while promoted by arcade style monetization, was dampened by the next evolution in gaming.</p>
<p><strong>Home Consoles and Computer Games</strong></p>
<p>Early video game consoles like Atari, Sega, and Nintendo opened up a whole new realm of possibilities for game monetization. The Atari 2600 was one of the first gaming systems to truly popularize the concept of using microprocessors and cartridges in place of built-in hardware games. The Atari 2600 released in 1977 for a whopping $199, but the size and flexibility of the cartridge system allowed enough utility for the console to become a popular household  item.</p>
<p>With the introduction of the home console, consumers no longer  needed to go out to play games. Gamers could purchase their favorites, paying a higher initial cost for unlimited play-time on one device. As games became increasingly feature rich, and gaming systems become more complex, price structures settled accordingly. These days, most new console and PC games carry a price tag of around $50 to $60. This price is reflective of both players’ expectations regarding the quality and quantity of entertainment, and also of the target audience. Recent developments in mobile consoles, such as the DS, have have succeed in expanding the core demographic to include more casual gamers by offering simple games on relatively inexpensive systems.</p>
<p><strong>Mobile and Casual Gaming</strong></p>
<p>The development of smart phones and tablets, equipped with large touch screens and fast processors, has led to yet another shift in how game monetization is conceptualized and gained.</p>
<p>Before mobile gaming, players still had to purchase a specialized console or a high-powered computer in order to play games. The high cost of both the system and the games was sufficient to deter many casual gamers from entering the market. Smart phones, like iPhone and Android, changed broadened the gaming market by connecting developers with a previously untapped bracket of potential consumers. It&#8217;s easy to imagine hard-core gamers paying $60 for the next installment of their favorite Xbox title, but much harder to envision casual gamers  paying more than a few dollars, or even a few cents for games like Angry Birds. Rather than focusing on a single, high cost purchase, these games hope to appeal to a very broad audience and make their money from numerous low cost transactions.</p>
<p>While smart phones help developers access the casual market, many of the monetization strategies they now use would be impossible without the easy information access made possible by wide spread internet access. Stay tuned next time as we discuss the critical role of the internet in shaping monetization strategies.</p>
<p>&nbsp;</p>
<p>Posted by: France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/11/game-monetization-a-brief-history/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>In the Beginning</title>
		<link>http://brandyl.com/2011/11/in-the-beginning/</link>
		<comments>http://brandyl.com/2011/11/in-the-beginning/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 19:44:58 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Brandyl Journal]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=119</guid>
		<description><![CDATA[A lot can happen when building a company. Interwoven in the day’s list of must do’s and eventually take car of’s occurs the ever so constant and rarely welcomed inevitable. Any one who has been involved in a project, or ever had to maintain a strict daily schedule, can relate to the sometimes no-so-comedic relief [...]]]></description>
			<content:encoded><![CDATA[<p>A lot can happen when building a company. Interwoven in the day’s list of <em>must do’s</em> and <em>eventually take car of’s </em>occurs the ever so constant and rarely welcomed inevitable. Any one who has been involved in a project, or ever had to maintain a strict daily schedule, can relate to the sometimes no-so-comedic relief of unplanned events. Here at Brandyl, we see it all.</p>
<p>Not your typical start-up,  we’re the real deal. No glamorous views of skyscrapers and seascapes, plush leather office chairs, or swanky décor in personal offices here. But, we make our space home and we’ve gotten our system down to a science.</p>
<p>Our primary goal is to bring you and the rest of our mobile world’s modern members a new and exciting  game. Trust us, this is going to be great.</p>
<p>So how <em>do</em> we do it? It takes a dream paired with ambition, a team, dedication and perseverance, patience, talent and skill, compromise, and a disposable income.</p>
<p>Stay tuned, and we’ll share our successes, frustrations, comical mishaps, and even our hardships.</p>
<p>Back to creating fun,</p>
<p>&nbsp;</p>
<p>Brandyl</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/11/in-the-beginning/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Right Or Wrong: The Integrity of Mobile Apps</title>
		<link>http://brandyl.com/2011/11/right-and-wrong-the-integrity-of-the-mobile-apps/</link>
		<comments>http://brandyl.com/2011/11/right-and-wrong-the-integrity-of-the-mobile-apps/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 21:23:29 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[Android Market]]></category>
		<category><![CDATA[Apple developer]]></category>
		<category><![CDATA[BRANDYL]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[gaming industry]]></category>
		<category><![CDATA[Google developers]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[mobile apps]]></category>
		<category><![CDATA[mobile controversy]]></category>
		<category><![CDATA[mobile games]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=97</guid>
		<description><![CDATA[Mobile Apps, has creativity gone too far? As the iPhone and Android have developed to include increasing functionality the diversity of apps available for each has grown. Low production costs have flooded the market with new talent. Many publishers produce apps that are useful or fun, but others are releasing content that is proving highly [...]]]></description>
			<content:encoded><![CDATA[<p>Mobile Apps, has creativity gone too far?</p>
<p>As the iPhone and Android have developed to include increasing functionality the diversity of apps available for each has grown. Low production costs have flooded the market with new talent. Many publishers produce apps that are useful or fun, but others are releasing content that is proving highly controversial. Apple and Google, who in many ways serve as gatekeepers by determining what apps may be published for their platforms, have both taken very different positions regarding what controversial materials they allow in their markets.</p>
<p>The Controversy</p>
<p>Both iTunes and the Android Market are filled with useful, fun and innovative apps, but alongside the games, restaurant searches, and e-book readers are several apps that have sparked outrage through various sectors of the community. These apps range from quirky, to unethical, and potentially dangerous.</p>
<p>The most frightening end of the spectrum contains apps like Baby Shaker which times how long the user can listen to a crying baby before shaking it to death. The app received heavy criticism and was removed from the iTunes market, but for $1.25 users can purchase a remake of the app from the Andorid Market.</p>
<p>A similar story can be told about KG Dogfighting, an app which allows the player to raise and train a dog for fighting (including purchasing steroids to make the dog stronger). The text advertising the app boasts that it is highly controversial and will never appear in the iTunes store. KG Dogfighting sells for $4.99 and also offers purchasable currency.</p>
<p>Other controversial apps are more difficult to categorize. One app, Jew or Not Jew sparked substantial debate when the French version was removed for violating local laws. The app offers a searchable database where people can look up famous individual to learn if they are Jewish or not. Those opposed to the app say that it can easily be used for racial profiling. Others however view it as a collecting of interesting, and harmless trivia. The app’s developer, Johann Levi was quoted in an interview with Le Perisian newspaper saying that, “For me, there’s nothing pejorative about saying someone is Jewish or not. On the contrary, it’s about being proud.” Versions of the app are available in both markets.</p>
<p>Phone Story provides further insight specific to Apple&#8217;s regulations. The app highlights the hidden costs of rapid technology growth and was approved for sale, only to be removed the same day. The official reason sited for the app’s removal was that it contained the abusive portrayal of children. However, critics have questioned Apple’s motivations, given the negative light Phone Story shines on the company.</p>
<p>Analyzing Distributor Responses</p>
<p>While the reasons behind the controversy surrounding each of these apps may vary, the responses of the two markets paint an interesting picture. Apple seems to be signaling both publishers and consumers that it is unafraid to ban content the community deems inappropriate. The fact that they initially approve many of these apps before removing them though sends mixed messages to publishers, who feel cheated when programs they assumed appropriate are removed without warning. Consumers are similarly left wondering why the apps were ever approved in the first place.</p>
<p>The Android Market on the other hand has become a haven for apps rejected by Apple. While some publishes might view this as a boon, the negative media surrounding apps such as KG Dogfighting and Baby Shaker will also shape how consumers see Android as a platform.</p>
<p>Posted by: France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/11/right-and-wrong-the-integrity-of-the-mobile-apps/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Perspectives on Game Ratings</title>
		<link>http://brandyl.com/2011/10/perspectives-on-game-ratings/</link>
		<comments>http://brandyl.com/2011/10/perspectives-on-game-ratings/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 06:52:06 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[Android games]]></category>
		<category><![CDATA[ESRB]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[game ratings]]></category>
		<category><![CDATA[Iphone Games]]></category>
		<category><![CDATA[Mobile content ratings]]></category>
		<category><![CDATA[Mobile devices]]></category>
		<category><![CDATA[Mobile Gaming News]]></category>
		<category><![CDATA[mobile ratings]]></category>
		<category><![CDATA[Socal Gaming]]></category>
		<category><![CDATA[Video game industry regulations]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=89</guid>
		<description><![CDATA[Since 1994 the ESRB has served as a critical form of self-regulation for the video game industry. These ratings however, have not spread to mobile content. Until recently technological limitations made mobile content ratings largely unnecessary. With ever faster advances in the speed and power of mobile devices though the need to monitor content has [...]]]></description>
			<content:encoded><![CDATA[<p>Since 1994 the ESRB has served as a critical form of self-regulation for the video game industry. These ratings however, have not spread to mobile content. Until recently technological limitations made mobile content ratings largely unnecessary. With ever faster advances in the speed and power of mobile devices though the need to monitor content has grown. <strong> </strong></p>
<p>&nbsp;</p>
<p>Mobile content providers Google and Apple have moved to establish rating systems. These new systems must find a balance between offering sufficient information for parents to understand the maturity level of content, and avoiding systems that may slow innovation.</p>
<p><span style="text-decoration: underline;">Android Market Ratings</span></p>
<p><span style="-webkit-text-decorations-in-effect: underline;">Google has put into place a set of basic rules to block apps containing inappropriate content. The company will not post apps that could be considered mature/objectionable content, malicious, or that contains hate speech. Additionally they require publishers to set a rating, ranging from ‘Everyone’ to ‘High Maturity’, before an app can be posted for sale.</span></p>
<p>All this seems like a good first step, but how much do the publisher  ratings actually tell us about a game’s content? The company’s explanation of its polices shows that a Medium or High Maturity setting can mean a number of different things. Violence, drug and alcohol use, and capacity for online interaction can all qualify apps for the Medium Maturity rating. A full list of Google’s recommendations for ratings can be found <a href="https://www.google.com/support/androidmarket/developer/bin/answer.py?&amp;&amp;answer=188189">here</a>.</p>
<p><span style="text-decoration: underline;">App Store Ratings</span></p>
<p>Apple also refuses to host some apps for sale based on objectionable content, and provides a rating system for the apps they do sell. The company is looking to showcase apps that are not only appropriate, but also useful or able to provide lasting entertainment.</p>
<p>Apple’s ratings range from 4+ to 17+. The classifications are similar to those used by Google. Apple’s ratings go a step further than those in the Android Market by listing the reasons why the game given a higher rating. A description of the different age ratings can be accessed by selecting the rating from within the App Store.</p>
<p><span style="text-decoration: underline;">Some Problems for Parents</span></p>
<p>Both rating systems offer some insight into the content of their products, but neither one is likely to give parents a comprehensive view of what apps their kids will encounter. Apple’s in store ratings paint a clearer picture of why a game receives a higher rating, but they have also experienced problems with inappropriate content slipping under the radar. This was the case with the 2009 ‘Baby Shaker’ app which was approved for sale despite the fact that it encouraged the user to shake an image of an infant.</p>
<p>While every app in the Android Market has a rating, it may not always be clear to parents what the ‘Medium Maturity’ label actually means. In the end it is up to parents to educate themselves not only on the rating systems, but also on the content of the games their kids are downloading and playing. Both markets offer screenshots and sometimes videos of the apps they sell, which can provide additional insight into the contents.</p>
<p>Neither system can wholly prevent kids from stumbling on some content that might be deemed age inappropriate, but they do provide a toolset to help parents make informed decisions about the apps their kids are using. Parents must decide what they consider inappropriate and when, or if, they should allow the download of games and apps containing mature themes. Without responsible parenting app providers can do very little to protect children from mature content.</p>
<p><span style="text-decoration: underline;">Industry Perspective on Mobile Content Ratings</span></p>
<p>The ESRB rating process is long and heavily involved. A committee of reviewers evaluates content provided by the game designers. Once this group reaches a consensus their report is further analyzed and approved by ESRB staff before the final rating summary is given. By comparison current rating policies for mobile content distributors Apple and Google require publishers to set their own ratings. This means that developers large and small need not wait while a review board debates an appropriate content rating. The time lapse between submission of an app to one of the markets and approval is rarely longer than two weeks.</p>
<p>This rapid turnover has been one of the most appealing aspects of the mobile market from a game design perspective. Traditional games tend to run on multi-million dollar budgets. Such barriers to entry can limit innovation by making it hard for new companies to enter the market. The relative speed and simplicity of designing apps for Apple’s App store or the Android Market allows innovators to connect new users with their products without having to face the same challenges as those designing for traditional platforms.</p>
<p>Industry professionals must balance between the desire to quickly produce new mobile content, and the need for quality control. Publishers who seek to evade the content limitations will only undermine the validity of maturity ratings. This was the case with the ‘Hottest Girls’ app which was removed from the App store shortly after its release when the publisher added pornographic content after the app was already approved.</p>
<p><span style="text-decoration: underline;">Moving Forward</span></p>
<p>Like the mobile industry, mobile content ratings are still in the early stages of their evolution. Community input may play a large role in promoting honesty from publishers. Both Apple and Google provide users with the opportunity to report impropriate content, thus adding a second level of evaluation. The current rating system requires honesty on the part of designers when they set ratings, enforced standards within the App markets to prevent inappropriate content from being distributed, and active participation from parents. Without these things it will be difficult for users to glean value from the content ratings. Future developments will have to carefully balance the need for quality control with the rapid pace of industry growth to ensure that the system remains useful for parents and publishers alike.</p>
<p><span style="text-decoration: underline;">The CTIA Has Less Faith Publishers</span></p>
<p>The CTIA, an industry trade group for modern telecommunications, announced their plan to create a mobile industry-wide rating system in late march of this year. The goal is to have the guidelines up and running by winter 2011. According to TechNewsDaily, the CTIA’s director of public affairs, Amy Storey, noted that major mobile players such as Apple, AT&amp;T, Google, Microsoft, Nokia, RIM, Sprint, T-Mobile, US Cellular &amp; Verizon Wireless are in line and on board with the CTIA’s plan for content censorship.</p>
<p>Similar to the film industry’s MPAA and the game industry’s ESRB, the CTIA has crafted a set of guidelines to which mobile companies and their software developers must voluntarily adhere in order to receive a stamp approval. It is the CTIA’s hope that apps that do not meet the new set of standards, will not be distributed on Apps Stores until a content filtering software is made available, and considered reliable enough, to successfully block adult content from appearing on the mobile devices belonging to those under 18-years-old.</p>
<p>Posted:   France Tantiado</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/10/perspectives-on-game-ratings/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mobile Content Ratings</title>
		<link>http://brandyl.com/2011/09/mobile-content-ratings/</link>
		<comments>http://brandyl.com/2011/09/mobile-content-ratings/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 06:12:57 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[android ratings]]></category>
		<category><![CDATA[app ratings]]></category>
		<category><![CDATA[apple developer game rating]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[game ratings]]></category>
		<category><![CDATA[mobile ratings]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=85</guid>
		<description><![CDATA[In an attempt to safeguard themselves from the potential backlash of embittered consumers claiming that the mobile game content is unfit for &#8216;Everyone,&#8217; Apple&#8217;s App Store and Google’s Android Market set up their own rating systems. Both companies have established similar tactics for rating mobile content. The Apple App store now provides game designers with [...]]]></description>
			<content:encoded><![CDATA[<p>In an attempt to safeguard themselves from the potential backlash of embittered consumers claiming that the mobile game content is unfit for &#8216;Everyone,&#8217; Apple&#8217;s App Store and Google’s Android Market set up their own rating systems. Both companies have established similar tactics for rating mobile content.</p>
<p>The Apple App store now provides game designers with an outline of regulations to prevent the creation of potentially inappropriate games. The company&#8217;s checks and regulations are made available to designers from the very beginning stages of conceptualization. Each app submission is also required to include an appropriate age rating, ranging from 4+ to 17+. Furthermore, if a new mobile game is reviewed by the App Store&#8217;s review board and is then considered inappropriate for some audiences or technologically unsound, the designer has the option to appeal Apple&#8217;s initial decision to not support the app. Details of Apple&#8217;s guidelines can be found at <a href="http://developer.apple.com/">developer.apple.com</a>.</p>
<p>Apple&#8217;s mobile game standards and regulations serve two purposes, first of which is to gauge the applications&#8217; functionality and reliability. Second, and perhaps more importantly, these rules guide designers producing new mobile games by pinpointing what sort of content and material will be deemed explicit and therefore unsuitable for distribution on Apple&#8217;s App store.</p>
<p>Google put into place a similar system. Android’s policies also prevent market access to any app containing content deemed inappropriate. Unlike the age specific ratings provided by Apple, Google bases specific game ratings on a maturity scale. The scale ranges from  ‘Everyone’ to ‘High Maturity’. Like Apple’s ratings, the maturity level of an Android app is set by the producers of that app and then approved for market sale. Details of Google’s guidelines can be found at the Developer Help section of the Android Market.</p>
<p><strong>Beyond Apps</strong></p>
<p>In line with the company&#8217;s new set of game-app standards, Apple has also cracked the whip on the distribution of books, movies, and other media compatible with Amazon&#8217;s Kindle Cloud Reader. Why? Amazon&#8217;s newest product featured a new in-app purchase button that eliminated the 30% cut Apple takes from every purchase of digital books or media from the App Store. Late last month, Apple squashed the competition&#8217;s hopeful actions in order to prevent the continuous and sizable revenue loss. Within a few days, Amazon was forced to remove the outside link, and again refer users back to the App Store.</p>
<p>Simultaneously the golden child and the autocrat of the tech industry, Apple&#8217;s regulations serve as yet another testament to their impeccable reputation for maintaining uniform excellence.</p>
<p>Posted by:  France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/09/mobile-content-ratings/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gaming on the Go</title>
		<link>http://brandyl.com/2011/08/gaming-on-the-go/</link>
		<comments>http://brandyl.com/2011/08/gaming-on-the-go/#comments</comments>
		<pubDate>Fri, 05 Aug 2011 06:26:33 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[MOBILE GAMING]]></category>
		<category><![CDATA[NINTENDO 3DS]]></category>
		<category><![CDATA[Playstation Vita]]></category>
		<category><![CDATA[Portable gaming]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=79</guid>
		<description><![CDATA[Imagine you, the consumer, were asked to design your very own portable gaming system, from the ground up. ‘Well that’s easy!’ you would say enthusiastically, thinking you know how to design that single gaming experience to best all others. After all, that innovative piece of gadgetry let you play video games anywhere.  Portable gaming is evolving, and it does not seem [...]]]></description>
			<content:encoded><![CDATA[<p>Imagine you, the consumer, were asked to design your very own portable gaming system, from the ground up. ‘Well that’s easy!’ you would say enthusiastically, thinking you know how to design that single gaming experience to best all others. After all, that innovative piece of gadgetry let you play video games <em>anywhere</em>.  Portable gaming is evolving, and it does not seem to be stopping anytime soon- it gets better as it matures, similar to wine. A great gaming experience is something that you play; it is something that you would have to experience, as it gets better.</p>
<p>When you think of gaming on the go, these topics come to mind: with console gaming systems, companies know with a good degree of confidence <em>exactly</em> what your home environment consists of: your couch, some snacks, controller in hand, the game on the screen, and of course, your friends by your side. With portable gaming, you have a little box in front of you, serving as controller, screen, game, and accessories all rolled into something you can store in your pocket. It’s hard to fit an all-encompassing experience that shuts out the world in one small device, yet game companies have been tasked with the challenge ever since its inception.</p>
<p>We all know the success story of the GameBoy and its many iterations. But it was Atari’s “Lynx,” that flipped the original Gameboy on its belly, gave it color, and provided a few more buttons &#8211; but at $180.00, drove consumers to better alternatives. One year later, Sega released the highly popular “Game Gear,” the longest lasting Gameboy competitor. Along this chain, we’ve seen advances into colored displays, motion sensors, and touch-screens, and one thing is clear: innovation is priority.</p>
<p>Throughout this gaming revolution, not only are gaming companies updating their nineties relics, but companies like Apple and Motorola are out in full force. The mobile industry companies are expanding outside of just the mobile devices, and integrating gaming into their systems.  With touch screen and gyroscope capabilities, modern cell phones and tablets have become respected additions to the industry, offering a comparable gaming experience to classic systems. Though no rookies to the world of consumer electronics, more and more pads, tablets and mobile devices are becoming viable and competitive alternatives to the traditional handheld gaming experiences we know and love.</p>
<p>These current systems have come a long way, and with the next generation systems of <strong>Nintendo 3DS</strong> and <strong>Playstation Vita</strong> having recently launched, the common question is: who will win the battle? Which system provides the better gaming experience?</p>
<p>Looking back, you’d have to side with Nintendo. After all, their DS and Gameboy systems are the second and third best selling systems of all time (by units sold worldwide), trailing only the Playstation 2. While the Gameboy was the industry standard for portable gaming, the DS elevated the overall experience to a new level.</p>
<p>To illustrate this point further, consider the PSP vs. the Nintendo DS. Both were next generation systems released around the same time (2004/5), yet the DS managed to outperform the PSP in units sold to date by more than 2:1 (based on NPD sales figures). Of course, this could just be a matter of pricing. The Nintendo DS retailed for $149.99 upon release, while the Sony PSP was priced at $249 in the US upon release – making the DS the more attractive offer.</p>
<p>One could also claim that perhaps it has to do with the number of games for each. The Nintendo DS has almost 1600 games available for purchase, while the PSP has only 780 games currently in release, enabling the DS to appeal to a greater swath of portable gamers. Though if you look at sheer processing power, the PSP takes the edge there, boasting a 333 MHz processor and superior graphics, while the DS lags behind with a 66 MHz processor (though with the DSi and the DS XL, the power was doubled). Every other technical specification favors Nintendo: 2 screens on the DS with single point touch capability compared to 1 screen sans touch on the PSP; 10 hours of non-stop game-play on the DS vs. 6 hour on the PSP; the DS has the ability to add features such as haptic feedback with the Rumble Pak via GBA slot while the PSP is standalone machine. When these items are totaled, it’s clear that the overall experience of the DS was far different, and according to sales, far superior than the experience offered by the PSP, remaining triumphant overall.</p>
<p>Indeed, Sony concedes this point. Shuhei Yoshida, president of Sony Computer Entertainment’s worldwide studios, said in an interview “We were too happy with ourselves, having a PS2-like experience on a portable at that time. We didn&#8217;t go too much further from there.” Sony was not trying to revolutionize the market – they were simply trying to replicate something they knew people liked, in a different format. The problem with replicating a good experience is that the copy will never be as good as the original. When given a choice between game play that pales in comparison to one you’re familiar with, <em>and</em> a completely fresh experience that’s also fun, most people are going to opt for the latter, especially if it’s cheaper. Sony appears to have learned this lesson, as the PS Vita offers up a vastly different experience to its predecessor, one that could potentially turn the tables on Nintendo.</p>
<p>Nintendo has seen a decline in recent years, since the debut of the Wii in 2006. Most recently, the company booked a net loss of $327.9 million for the April-June quarter. Nintendo also announced a price cut for the 3DS last week, from $249.99 to 169.99, effective August 12, 2011. This will give consumers a stronger incentive to purchase the 3DS, and garner momentum into the fall’s shopping season. If you purchased a 3DS pre-price cut, you will receive 10 free Virtual Console NES games and 10 free Gameboy Advanced games, providing a preference for the serious gamer. Nintendo also plans to launch a new console entitled the “Wii-U” in 2012, which has already earned positive feedback from Japan. Whether or not these moves will aide in maintaining Nintendo’s edge in sales remains to be seen, but they will relieve some Playstation pressure for now.</p>
<p>Speaking of Playstation, lets look at the specs on the Vita. First, the hardware is impressive. The Vita’s ARM Cortex A9 Quad core processor can pump out 2 GHz of processing power. Its 5 inch OLED multi-touch screen will produce brilliant visual quality and a novel gaming experience that people have come to expect from Playstation. Combined with the rear multi-touch pad, the possibilities for game play get even more interesting. On top of this, the Vita has motion-sensing capabilities, utilizing a triple-axis accelerometer as well as a triple-axis gyroscope, making it able to detect both speed and direction of movement. Add in two analog sticks (instead of the one which the PSP had), with front and rear-facing camera, and wi-fi, the Vita and its ( 42) confirmed titles are set to dominate the market.</p>
<p>Based on specs and planned titles alone, it seems like a jump to say that the Vita will control the market, but when putting the two systems in a head-to-head comparison, it doesn’t seem implausible, or even unlikely. The Vita’s 5+ inch OLED screen literally overpowers 3DS’s single 3 inch LCD screen (although it has two). The Vita has two thumb sticks for input as opposed to just the one for the 3DS. The Vita has multi touch capabilities on both the front screen and the back panel, while the 3DS still requires a stylus that can be used only on its lower screen. Both have front and rear facing cameras. Both have Wi-fi connectivity. Both have motion and gyroscopic sensors. The 3DS has glasses-less 3D viewing, but that’s not necessarily all it’s cracked up to be in the first place. Finally, the Vita’s kicker is that it will be able to take game progress from a Playstation 3 game and transfer that to a player’s portable version of the game, offering a seamless transition from home to on-the-go.</p>
<p>The Vita will refresh the Playstation experience, while the 3DS will present a relatively similar experience to the one it has already offered users with the DS. Still, there’s more reason to believe Playstation will win this console battle: 3DS sales are already falling below expectations. While there is potential for a Nintendo turnaround with the price-cut and release of big-name titles such as the Legend of Zelda for 3DS, as well as Nintendo’s wi-fi accessible store, nobody will know for certain how well the 3DS will do until official sales figures are released for the year, and until the Vita hits the market.</p>
<p>This is all well and good, of course, but regardless of their own insular struggles for their corner of the market, both the Nintendo DS and PlayStation Vita are being encroached upon by rampant tablet sales and comparable gaming app experiences to be found on cells and pads. Regardless of the result of the battle of dominance between the two handheld systems, both companies will have to take into account the growing sophistication of the games offered on many mobile and tablet devices.  We see that marginally addressed in the better graphics and amenities such as Wi-Fi and cameras, but will Nintendo and Sony’s experience in the field of games be enough to keep the tide of growing competition at bay? Only time will tell.</p>
<p>Posted: France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/08/gaming-on-the-go/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gaming is “E” for EVERYONE!</title>
		<link>http://brandyl.com/2011/07/gaming-is-%e2%80%9ce%e2%80%9d-for-everyone/</link>
		<comments>http://brandyl.com/2011/07/gaming-is-%e2%80%9ce%e2%80%9d-for-everyone/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 18:39:08 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[BRANDYL]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[MOBILE GAMING]]></category>
		<category><![CDATA[SOCIAL GAMING]]></category>
		<category><![CDATA[TRENDS IN GAMING]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=75</guid>
		<description><![CDATA[Whether it’s connecting with far-away friends through Farmville on Facebook or playing a few levels of Angry Birds during the morning commute –  whether it’s learning in a fun way with educational games on a parent’s phone or being a dedicated guild leader overseeing a vibrant online community in a MMO (massively multiplayer online) game [...]]]></description>
			<content:encoded><![CDATA[<p>Whether it’s connecting with far-away friends through Farmville on Facebook or playing a few levels of Angry Birds during the morning commute –  whether it’s learning in a fun way with educational games on a parent’s phone or being a dedicated guild leader overseeing a vibrant online community in a MMO (massively multiplayer online) game like World of Warcraft – these days, there really <em>is</em> a game for everyone.</p>
<p>Over the past number of years, the number of people who play video games has shot up dramatically. 72% of American households are playing videogames, and it is projected to be a 68 billion dollar industry worldwide by 2012. It’s no wonder the industry has seen a meteoric rise with a recent boom in game accessibility. No longer relegated to a TV or dedicated handheld device, consumers are now able to game on smartphones, mobile devices, tablets, and online. Finding a good game to play is now only a matter of seconds and cents.</p>
<p>Previously handicapped with stigmas of promoting antisocial behavior, exorbitant prices, and the pervading notion that gaming was a life-style defining pastime targeted for a mature hardcore audience, the image of video games is changing in a big way. 60.3% of games sold last year were rated Early Childhood through Everyone 10+, and over sixty percent of gamers play with friends – in person.  These statistics go to show that gaming is appropriate for all ages and that it can cultivate healthy social interaction; information contrary to long held beliefs.</p>
<p>How did this happen? When did things change? Like all things in the technology industry, change happened in the blink of an eye. There were several factors involved. A strong driver of expanding gaming appeal was MMOs. The craze grew with the success of games like World of Warcraft and Second Life which quickly became a cultural phenomenon. Further appealing to a mass market, the Wii hit shelves in 2006 and immediately struck a chord with its simple and innovative game-play which attracted children and adults alike. Less than a year later, the iPhone turned the smartphone market on its head and introduced an easily accessible app store and platform for game developers. Around the same time Facebook also established its own platform for developers. A few years later and the trend towards ever-increasing accessibility and appeal just keeps going. In the last two years the industry has both Microsoft and Sony enter the motion control gaming race with their Kinect and Move peripherals respectively. All of these developments have changed the way we can play games – taking formerly passive, sit-down gameplay and literally shaking things up. Following the theme of movement, games has become mobile in their own right being available on the go, on social networks, and wherever else we venture. Separately, these developments might not have amounted to much, but with the backing of what seems to be the entire gaming industry and the support of consumers, games are back in a big way.</p>
<p>With an abundant number of options – game play mechanics, style, speed and simplicity – even the most persnickety among us can find a game that appeals to them. Want some quick fun now? Play a round of Angry Birds, or any number of apps. Need to flex your proverbial mind muscles? Play a round of Words with Friends, or check out Professor Layton on the DS. Ready for some friendly competition? Bust out the controllers and compete online in Madden of FIFA. On a nostalgia kick? Space Invaders, Pong and Tetris are still around. Need to occupy your toddler while your finishing up a dinner conversation? Hand her your phone for a little educational distraction. Just make sure you don’t let her out of your sight. You won’t score points with that move.</p>
<p>Regardless of your take on the merits of video games, it can hardly be described as a passing craze – the average gamer’s age has been rising to 37, parents are playing the same games as their kids, and adults well into their sixties are playing the latest blockbuster titles.  With a plethora of genres, titles, and platforms now on the market, even the staunchest of non-gamers are being brought into the digital fold. Just ten years ago, one would be hard pressed to find a game that would appeal to your parents on a device that they could understand. Now, the gap between young and old, casual and hardcore, is shrinking.</p>
<p>It’s no longer a fad, a niche, or mental junk food. Games are here to stay.</p>
<p>Posted by: France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/07/gaming-is-%e2%80%9ce%e2%80%9d-for-everyone/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What will U like about Nintendo’s Wii U?</title>
		<link>http://brandyl.com/2011/07/what-will-u-like-about-nintendo%e2%80%99s-wii-u/</link>
		<comments>http://brandyl.com/2011/07/what-will-u-like-about-nintendo%e2%80%99s-wii-u/#comments</comments>
		<pubDate>Wed, 13 Jul 2011 23:40:32 +0000</pubDate>
		<dc:creator>Brandyl</dc:creator>
				<category><![CDATA[Industry Insider]]></category>
		<category><![CDATA[BRANDYL]]></category>
		<category><![CDATA[FRANCE TANTIADO]]></category>
		<category><![CDATA[New Console]]></category>
		<category><![CDATA[New Gaming Innovation]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Wii U]]></category>

		<guid isPermaLink="false">http://brandyl.com/wordpress/?p=70</guid>
		<description><![CDATA[When Nintendo’s announcement the arrival of the Wii U, due out next year, the gaming community fell into a tailspin. Will it appeal to hardcore and casual gamers alike? What makes the game system different from the wildly successful Wii? As the newest product for the company known for its innovation, will the Wii U [...]]]></description>
			<content:encoded><![CDATA[<p>When Nintendo’s announcement the arrival of the Wii U, due out next year, the gaming community fell into a tailspin. Will it appeal to hardcore and casual gamers alike? What makes the game system different from the wildly successful Wii? As the newest product for the company known for its innovation, will the Wii U push the envelope further for game play like its predecessor?</p>
<p>How do the new details look?</p>
<p>The New Controller:</p>
<p>This is what has been making the headlines. Complete with a 6.2 inch HD touchscreen, microphone, and built-in camera, this tool contains more capabilities than the Wiimote – many more. Imagine an iPad wrapped in a smooth grip with analog sticks and typical buttons planted on the left and right. But what drew gamers to the Wii in the first place was the innovative uses that the remote offered. Instead of the typical controller where you tediously mashed buttons, the Wiimote allowed you to use it vertically or horizontally, moving it around according to the commands on the screen. Its small, extended shape made it ideal for this type of game play. The new, larger Wii U controller combines the functionality of both button-based and motion-sensing controllers into one.  With the built-in gyroscope, players can now look upwards, downwards, and behind them, gaining a wider point of view.</p>
<p>The Touchscreen:</p>
<p>Touchscreens have been a defining asset for entertainment’s evolution. The Wii U screen, as seen in the official trailer, will increase the player’s involvement in the game.</p>
<p>For example, if you’re playing golf, you would see the course on the television screen while your Wii U controller sits on the ground, illustrating a sand trapped golf ball.  Take out your wedge with the miniature Wiimote, and let your imagination fill the rest of the gaps. Even if you’re not playing a video game, you could use the controller as a digital canvas to draw on, or break away from your current multiplayer mission and start a simple game of backgammon. With the Wii U controller, <em>you </em>indeed are allowed a personal set of controls and visuals at any given time. But of course, what matters most to consumers is the—</p>
<p>Pricing:</p>
<p>The Wii originally cost $250, arguably the biggest hook for the casual gamer. Nintendo has not released an official price point, and Nintendo global president Satoru Iwata has been widely-quoted online stating, “This is not going to be cheap.” Nintendo has been notable for its affordable pricing, so the general public can rest assured that despite Iwata’s prediction, this new system will most likely fall into their price range.</p>
<p>The Wii U marks Nintendo’s second attempt in the Wii series to market to both hardcore and casual gamers alike, as many felt that the original console leaned more towards the latter. Along with all Wii additions, the Wii U equally maintains the active purpose of getting the players off the couch and into exercise mode. If its track record is of any reassurance, Nintendo could have a game changer on its hands as it continues to revolutionize the gaming industry.</p>
<p>Posted by: France Tantiado</p>
]]></content:encoded>
			<wfw:commentRss>http://brandyl.com/2011/07/what-will-u-like-about-nintendo%e2%80%99s-wii-u/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

