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03 октября, 00:48

Kaine bests Pence in fundraising battle

Clinton's running mate rakes in at least $27 million, but GOP rival also plays a crucial role by wooing Trump-resistant donors.

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29 сентября, 23:06

"Farmville" creator Zynga names former EA executive CFO

Sept 29 (Reuters) - "Farmville" creator Zynga Inc on Thursday appointed Gerard Griffin as its chief financial officer, adding another Electronic Arts Inc executive to its top ranks.

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21 сентября, 15:12

Google, Facebook, Microsoft и Twitter пообещали помочь беженцам

В частности, компания Google пообещала финансировать и кредитовать своих технических специалистов для негосударственных организаций, предоставляющих бесплатное образование для 10 тысяч ливанских детей. Кроме того, "корпорация добра" уже пожертвовала для европейских беженцев ноутбуки Chromebook на сумму 5,3 миллиона долларов в начале нынешнего года, пишет Engadget. Руководство "Фейсбука" планирует обеспечить бесплатное Wi-Fi-подключение в 35 регионах по всей Греции, а также продолжать сотрудничество с ООН, чтобы предоставить лагерям для беженцев бесплатный доступ к Интернету. Также соцсеть будет собирать пожертвования для общественных организаций, помогающих эмигрантам. Кроме того, компания хочет построить инновационный центр, где беженцы смогут развивать свои технические и предпринимательские навыки. HP Inc, в свою очередь, также планирует построить шесть центров для обучения беженцев в Ливане и Иордании для взрослых и детей. Помимо перечисленных компаний, в помощи эмигрантам планируют принять участие Twitter, Coursera6 Zynga, Uber, LinkedIn, IBM и TripAdvisor.

19 сентября, 22:34

When Virtual and Reality Get Confused

Game of Thrones... Which after six seasons and a steadily growing global audience, watching across all platforms, continues to break records and win awards...and is often viewed as a metaphor for politics everywhere... No doubt beyond the great visuals, acting and scripts, the basic story talks to us in a visceral way...it's all a game... My bet is that no one relates it to Angry Birds, Pokemon Go or Candy Crush in terms of GAMIFICATION. Yet, just a few years ago, the DIGIBABBLE crowd was betting on GAMIFICATION as being the future, all-encompassing platform for all that we would do...from education to finding our significant others to our elections for public office. And although we do use the phrase "playing games" across most life situations, again I'm ready to bet, not in that context. One crystal ball view in 2011 was very clear: Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014 And only a year later their crystal ball hedged its bet: Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design Many others jumped on the bandwagon and GAMIFICATION first was quickly becoming a mantra as the future seemed so clear. Game of Management was going to impact the executive class: By 2020, however many points you have at work will help determine the kind of raise you get or which office you sit in. - IEEE member Tom Coughlin Game of Work would affect all labor: The gamification of labor has begun - and its pioneers are borrowing heavily from everything from World of Warcraft to Twitter. - MIT Review And some suggested that Game of Thrones was a mere blip: Gamification may be the most important social and commercial development of the next fifty years. Commercially, we may be seeing the end of the marketing orientation, possibly marking the beginning of the "Game Orientation." This will touch all aspects of the organization as it is applied to sales, production, management, and other areas of commercial practice. Socially, gamified technology will evolve and humanize many of the artificial interactions we currently endure--check-in's, like's, shares, and their kin will all "just work" and drive new waves of innovation in our technology. - Ross Rader, general manager at Hover and board member of the Canadian Internet Registration Authority as reported by Pew Research Center No wonder then that The Observer said about Pokemon Go only a couple of months ago: 'Pokemon Go' Is a Delightfully Disruptive Social Phenomenon...[it] has been in our lives for about a week now and has already disrupted everything we hold dear. However, their crystal ball is way too cloudy...as the audience for Go continues to shrink...and worse, who remembers Zynga? Lest you think that I am smartassing a day-after view of this all, I share my post on the subject from back then...Get Out Of Jail Free (September 2014) ...but more importantly, some of the other thoughts that influenced my thinking, starting with one that captures it all: Gamification is Bullshit...More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway. - Ian Bogost One that is a little more circumspect: I'm all for feedback loops in our complex world. Emergence is how everything works. But for some reason, I'm resisting their explicit disruptive role in education and health. There are too many entrenched reasons (some of them good reasons) not to run things this way. If everything was a game, no one would have a reason to invent; any metric corrupts, as people shape their behavior to ensure that they come out on top. There have to be other routes to excellence in work, health, and education; there have to be ways to explore, invent, create, and avoid--it can't be that we'll be adding up points for every salient element of our lives.... Excuse me, now, while I check whether I've been mentioned on Twitter. - Susan Crawford, founder of OneWebDay and former Obama White House technology policy expert And one that should be true, but the rush to deify Pokemon Go makes me wonder: By 2020, anyone who ever used the term "gamification" will be embarrassed to admit it. - Alex Halavais, associate professor, Quinnipiac University The truth is, the ugly rhetoric of DIGIBABBLE raises its monstrous head whenever the money community smells quick profit and the market veers towards the scent lurching and staggering to a mythical marketing utopia, a Shangri-la of sales and profits driven by one single highway...DIGITAL FIRST; MOBILE FIRST, WEARABLE FIRST, GAMIFICATION FIRST and on and on... All become short cuts for actual insight and understanding and none begin with People as in PEOPLE FIRST. Let me end as I began, channeling Game of Thrones...listen: Any man who must say 'I am the king' is no true king. - Tywin Lannister So much for GAMIFICATION FIRST...or anything for that matter! BTW...I am a gamer...and love them... And one last thought - let's not confuse the issue...according to a recent article from VICE: Sales of board games have been on the rise every year for the past decade; there are listicles of the best board game cafes and bars...even after classics like Magic: The Gathering and Monopoly have been digitized, physical sales continue to grow. To what can we attribute this success? According to Nick Meenachan, founder of the YouTube channel Board Game Brawl: "I do believe that many gamers have been missing the basic human necessity of human interaction." Once again, it's People First. What do you think? Read more at The Weekly Ramble Follow David Sable on Twitter: www.twitter.com/DavidSable -- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.

09 сентября, 20:14

Videogame Stock Roundup: Nintendo-Apple Collaboration, Sony's New PS4 & More

Nintendo Co. Ltd (NTDOY) collaborated with Apple Inc. (AAPL) to bring its iconic character Mario the Plumber on the iOS platform while Sony Corp. (SNE) unveiled two new versions of PS4.

31 августа, 07:01

Покемонная революция: как развод с Google помог создать самую популярную в мире мобильную игру

Pokémon GO может принести отколовшейся от интернет-гиганта компании Niantic Labs годовую выручку в размере $5 млрд

29 августа, 13:33

Women in Business Q&A: Nicole Opas, General Manager / Executive Producer - Mobile and Social Games, Zynga

Nicole Opas/Zynga Nicole Opas is a games and entertainment industry veteran with 15+ years of experience building and operating games and gaming networks for major companies including Zynga, Disney, AOL and Sony. As the General Manager of Zynga's newest mobile game, FarmVille: Tropic Escape, Opas is responsible for business growth and goals; oversight of live operations; and driving a unifying product vision to create the best player experience and business outcomes through excellence in execution. Opas joined Zynga in 2011 and has worked on several successful mobile and web games for the company including Zynga Poker, CastleVille Legends and Zynga Bingo. Prior to Zynga, Opas was responsible for developing an online community of youth gamers on Disney.com and led production of branded casual games across The Walt Disney Company including Toy Story 3, Up, Hannah Montana and Tangled. During her tenure at AOL, Opas created and executed promotional programs to attract and retain visitors to AOL's casual gaming site including The Sims Online and the first World Series of Poker multi-player online game. Opas received a BA in Political Science and Philosophy from the University of California, Los Angeles. How has your life experience made you the leader you are today? I've learned throughout my personal and professional life to not only recognize when opportunities are in front of me, but to have the confidence to take risks in order to pursue them. Now as a leader myself, I've come to realize that there were great people creating many of those opportunities for me, so I try to emulate that leadership model for our team. I believe one of the greatest leadership qualities you can possess is a passion to empower those around you. How has your previous employment experience aided your tenure at Zynga? Working at AOL, I was inspired by their vision to bring the internet into millions of homes. At Disney, I had the opportunity to create great entertainment and work alongside incredible creative talent. While different, both of those experiences blended together perfectly to prepare me for my tenure at Zynga where we are delivering engaging and truly unique experiences, like FarmVille: Tropic Escape, to millions of people around the world. What have the highlights and challenges been during your tenure at Zynga? At Zynga I've been able to make games that I truly love to play. From Zynga Poker to CastleVille: Legends to FarmVille: Tropic Escape, I'm driven by the opportunity to create immersive entertainment experiences that are a part of my daily life outside of work. The most rewarding aspect of my job is hearing the stories of connection that people have made in our games. Whether it's staying in touch with family overseas or meeting the love of their life, the mobile gaming platform is truly unique in how it's able to so easily, and meaningfully, bring people together. At the same time, the mobile gaming industry is incredibly dynamic and fast-paced. In just the last six months, there's been tremendous excitement and innovation around mobile games that are pushing the boundaries of technology and social. While it's a highly competitive landscape, the opportunity to innovate and make an impact on people's everyday lives is an opportunity that I'm incredibly excited about. What advice can you offer to women who want a career in your industry? Put yourself into a mindset that you CAN work in games. If you have a passion to create interactive entertainment, tell stories, give people aspiration and joy, you can absolutely have a career in gaming. I recommend for women who are seeking engineering or design roles, to explore accessible tools to make some games on your own. For artists, one of the best things you can do is to study the variety of art styles in games and understand that the coding side of game making is actually an amazing blend of art and science. What is the most important lesson you've learned in your career to date? Great people with great chemistry make for the best products and teams. As a leader, the most important things you can do are to establish a supportive and enthusiastic culture, bring smart and driven people into it and work together in setting a vision to achieve. How do you maintain a work/life balance? I set my work and personal goals as equal priority. I had a serious medical emergency about four years ago that really changed my perspective about work/life balance. I realized that my health and personal life require equal focus and energy as work. Since then, I've developed a healthy balance that has made me more productive at work and happier in my life. What do you think is the biggest issue for women in the workplace? Having good female role models and mentors to look to for inspiration and guidance. One way that I think we can address this is to ensure that both women and men are advocating for visible female leadership at all levels in an organization. How has mentorship made a difference in your professional and personal life? Mentorship has been enormously impactful on my professional and personal life. Whether it's someone to bounce ideas off of, a trusted resource for perspective or a person who can help open critical doors along your path, I'm a huge advocate for mentorship. Which other female leaders do you admire and why? I have a dear friend and mentor, Caren Scoropanos, who is the National Director of Alumni and Cause Marketing at KPMG. I met Caren in my first role in games and she has been a mentor and role model to me ever since. Not only is she a smart and driven woman, she takes on great responsibilities and projects while putting her family and friends first. But what I admire most is that she has a huge heart for the people she works with, especially those who work for her. She taught me the most important lesson I've learned as a manager, which is to appreciate and foster the unique talents and capabilities of the people around you. What do you want Zynga to accomplish in the next year? At Zynga we are focused on building a world class studio and innovative creative culture which is informing everything we do, from the way we design and staff our teams to creating the best gaming moments possible for our players. As mobile continues to grow, we're seeing more and more the impact of female mobile gamers on the broader gaming industry. Taking into account this growing player demographic, every element of FarmVille: Tropic Escape was designed with players in mind, including our very own team which features women in every studio role, from producer to engineer to designer. The diverse team composition reflects our thoughtful approach to putting our players first as we create new game experiences. I'm excited to see how this approach will translate into the experiences Zynga is delivering our players over the coming year. -- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.

26 августа, 21:21

Videogame Stock Roundup: GameStop's Q2, Sony's New PS4 & More

Yesterday, GameStop Corp (GME) reported second-quarter fiscal 2016 results wherein revenues missed the Zacks Consensus Estimate by a mile due to weak sales of new gaming software and hardware.

15 августа, 00:37

From Goals To MITs

Is it time to rethink the wisdom of goal setting? We've all been taught the value of setting goals that are SMART: Specific, Measurable, Achievable, Realistic and Time-bound. But what happens when we have too many goals? Even if our goals fit the SMART criteria, having multiple goals inevitably results in competing interests, each vying for our time and attention. And just because we know what outcome we want (e.g., to lose 10 pounds in 12 weeks), doesn't necessarily mean we know what to do today. The Importance Of The Most Important Task (MIT) Personally, I like to have three primary goals in my life. I target health, wealth and relationships. I concede that focus would be stronger if only I had one goal, but I've also learned the hard way that focusing on only one thing can lead to imbalances that you'll later regret. But just as important as having a SMART goal, you need to be mindful daily of how you can advance towards that goal. Simply, the most important things are to know what to focus on and how you are going to get it done. I call this always knowing your MIT: the Most Important Task. Identifying what is most important to you--and what activity right now will provide the greatest leverage to getting there--leads to an explosion in productivity. Example: Breaking Down A $1 Million Goal Allow me to illustrate with a personal example. Let's say that I have a big, hairy audacious goal (BHAG) to have $1 million in annual passive income within four years. I like BHAGs--with a timeframe several years into the future--because bigger goals lead to bigger motivation. As long as you think there is a chance of achieving it, BHAGs will help you to jump out of bed early each morning ready to tackle the day. Business guru Jim Collins once told me that a BHAG should have a 50/50 chance of happening. My second step would be to break the BHAG down into an annual goal. Something tough but realistic-the stepping stone to the BHAG. So my one-year goal will be to achieve $250,000 in passive income in the first year. How would I come up with that number? Well, emotionally, it feels like that number is a stretch, but very realistic. And then it should be easy to just add an additional $250,000 passive revenue stream each year after that. So the progression would be: • Year 1 = $250,000 • Year 2 = $500,000 • Year 3 = $750,000 • Year 4 = $1,000,000 Another progression might be to have an easier goal in year one--say $100,000 of passive income--followed by larger increases in later years. It might be harder to get things off the ground, and easier as it builds momentum. Either way, I have an annual income goal, but still don't have my daily MIT. What are the enabling goals to reach the annual goal? In my case, I decided that I would write and publish a new book, which would eventually turn into an online training program. So, what is the single most important task (MIT) to get closer to my goal right now? If I was just getting started, my daily MIT would be to write the book. I could get specific and say "My MIT for the day is to write 1,000 words of my book." I generally prefer time boundaries like, "My MIT for the day will be to spend one hour writing my book." The key thing is that while your BHAG rarely changes, and your goal changes annually, your MIT changes much more frequently. Once my book is finished, my "one thing" would be to promote it through social media, webinar and blogging. After the book launch is done, my MIT for several weeks would be to turn it into an online course. And that's the key about your "one thing"--it will change as you move forward in accomplishing your big picture goals. But it's always just one thing at a time, keeping you focused and optimally productive. MITs For Big Company Workers Your personal MIT may look very different based on your job and personal goals. A rookie salesperson's MIT might be cold calling in order to hit a sales target. A software engineer's MIT might be to debug a particular module in order to hit a launch deadline. A senior software executive's MIT might be recruiting a new programmer in order to develop a new app. A startup CEO's MIT might be to create a slide deck in order to land venture capital. A student's MIT might be to find a tutor in order to do well on an upcoming exam. A stay-at-home parent's MIT might be to reserve a campground site at the state park to line up the family's favorite summer vacation. How much time should you spend on your MIT? I think ultra-busy professionals should spend at least one hour a day on their MIT, but ideally more. Mark Pincus is the CEO of Zynga, a social gaming company that is best known for its game Farmville, which at its peak had over 265 million active users. Pincus believes in spending at least half of his time on his MIT. When it comes to scheduling, Pincus had this to say: "If you want to build great products, devote more than 50% of your work hours to product. Don't accept speaking opportunities if you can't justify them as benefiting your users or your company." It Takes Time Identifying your MIT makes your scheduling decisions much easier. Having identified what is most important to you, you'll need a very good reason not to be spending time on it. By realizing you can only truly focus on one priority at a time, goals become more useful and productive. And that's what I call SMART. -- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.

12 августа, 22:02

Videogame Stock Roundup: Pokemon Go Earns $200M, Microsoft Buys a Live Streaming Start Up

Last week, media reports stated that Nintendo's Pokemon Go has earned over $200 million in revenues in its first month of release while Microsoft (MSFT) snapped up a live streaming tech company.

08 августа, 16:30

The Zacks Analyst Blog Highlights: Electronic Arts, Activision Blizzard, Take Two Interactive, Glu Mobile and Zynga

The Zacks Analyst Blog Highlights: Electronic Arts, Activision Blizzard, Take Two Interactive, Glu Mobile and Zynga

05 августа, 23:37

Videogame Stock Roundup: ATVI, EA, SNE Earnings & More

Earnings grabbed the spotlight this week. We had a plethora of reports coming in including Electronic Arts (EA), Activision Blizzard (ATVI), Take two Interactive, (TTWO), Glu Mobile (GLUU) and Zynga (ZNGA).

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05 августа, 22:23

BRIEF-Zynga updates on risk factors related to Brexit

* Zynga Inc - Actual exit of the U.K. from the European Union could cause disruptions to and create uncertainty surrounding our business

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05 августа, 14:19

Zynga's stock tumbles 9.1% premarket after Q2 results late Thursday

This is a Real-time headline. These are breaking news, delivered the minute it happens, delivered ticker-tape style. Visit www.marketwatch.com or the quote page for more information about this breaking news.

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05 августа, 11:57

Убыток Zynga снизился во втором квартале

Американский разработчик видеоигр Zynga заявил о снижении убытка во втором квартале, который составил $4,45 млн или 1 цент на акцию по сравнению с $26,9 млн или 3 центами на бумагу годом ранее. Заметим, что за исключением некоторых статей компания зафиксировала точку безубыточности после убытка в 2 цента на бумагу годом ранее. Аналитики, в свою очередь, ожидали убыток в размере 2 центов на акцию. Выручка в отчетном периоде уменьшилась на 9,1% г/г до $181,7 млн, хотя аналитики прогнозировали $169,8 млн. Стоит отметить, что в текущем квартале Zynga ожидает убыток на уровне 3-4 центов на акцию, а без учета некоторый статей планирует зафиксировать прибыль в размере 1 цента на бумагу, что совпадает с прогнозами аналитиков Уолл-стрит.

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05 августа, 07:42

Убыток Zynga снизился во втором квартале

Американский разработчик видеоигр Zynga заявил о снижении убытка во втором квартале, который составил $4,45 млн или 1 цент на акцию по сравнению с $26,9 млн или 3 центами на бумагу годом ранее. Заметим, что за исключением некоторых статей компания зафиксировала точку безубыточности после убытка в 2 цента на бумагу годом ранее. Аналитики, в свою очередь, ожидали убыток в размере 2 центов на акцию. Выручка в отчетном периоде уменьшилась на 9,1% г/г до $181,7 млн, хотя аналитики прогнозировали $169,8 млн. Стоит отметить, что в текущем квартале Zynga ожидает убыток на уровне 3-4 центов на акцию, а без учета некоторый статей планирует зафиксировать прибыль в размере 1 цента на бумагу, что совпадает с прогнозами аналитиков Уолл-стрит.

05 августа, 00:49

Zynga Inc. (ZNGA) Beats Q2 Earnings, Down 9% on Decreased Active Users

Zynga Inc. (ZNGA) just announced their Q2 2016 earnings. Find out everything you need to know here!