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Late Beatle George Harrison may no longer be with us, but his film production work lives on thanks
to indie home entertainment giant, Image. The company has announced the acquisition of Harrison's Handmade Films library, a collection of
titles produced by the rock icon which showcases a wide range of movies covering multiple genres.
The DVD/Blu-ray and electronic debuts are set for undisclosed times. The label's first theatrical
release is the seminal Terry Gilliam flick, Time Bandits, which was one of several of
Handmade's titles under threat of a
remake several years ago, but nothing has come of it to date.
The fantasy adventure tale about a young boy who befriends a group of time-traveling dwarves isn't
the only hit to Harrison's credit. "The Handmade library contains some of the greatest and most
influential films of the past thirty years," said Ted Green, chairman and CEO of Image. "Their
legendary expertise with home entertainment is the perfect match for our picture collection." That
collection also includes movies like the British gangster drama The Long Good Friday
starring Bob Hoskins and Helen Mirren; Neil Jordan's 1986 noir Mona Lisa, which
Kids' director Larry Clark is developing into a remake -- starring Eva Green; the black comedies and farces How
to Get Ahead in Advertising, Withnail and I, A Private Function with Michael
Pain (Monty Python) and Maggie Smith (Harry Potter), and the nutty Water
starring Michael Caine and Valerie Perrine. [after the jump: what about that Harrison/Scorsese
documentary?]
[Carrying on our countdown of the Top 5 lectures of GDC 2010 in terms of what we thought particularly neat, here's an
Indie Games Summit talk written up by our own Leigh Alexander, and featuring a Thatgamecompany
duo on development methodologies to make everyone happy.]
Game development is one of the highest-pressure, most anxiety-inducing careers there is. An
exploratory development process can be a solution, but only if it's managed with confidence and
honesty, say ThatGameCompany's Kellee Santiago and Robin Hunicke.
ThatGameCompany's process emphasizes exploration -- especially long prototyping periods that are
highly flexible, and the pair shared personal insight in a talk at GDC 2010.
"We know it's expensive. It's costly; you have to throw stuff away, you have to wander looking
through the truth, and you have to explain it to other people -- and that can be really
difficult," says Hunicke.
Santiago says the TGC team evolved their methodologies first-hand after dealing with an extremely
stressful period for critically-acclaimed Flower.
"Even though we had a fantastic response from the public and from the press and our publisher,
they actually asked us to spend more time and money making the game even better," she says. That
made the team "generally miserable," she adds -- morale at TGC hit an all-time low.
So the process had to change, she continues, based on two assumptions: "We could have done
better," she said, "and two, it was unsustainable. TGC was going to collapse if we continued on
the path we were going on."
Sustainability matters, says Santiago. "Fantastic games and a lifetime of successful video game
development are not two separate things," she says -- her philosophy is developers don't need to
"starve and suffer... to create truly beautiful works of interactive art."
It was that philosophy with which Santiago and Jenova Chen founded TGC, she says, identifying a
pyramid of qualities they wanted to build into their team culture to make it thrive -- but at
that time, she says they were failing at all of them.
The picture was grim: There was no motivation toward common goals, with individuals getting lost
in personal objectives. No one was invested in decisions, people felt a lack of responsibility,
and it led to a lack of trust in one another.
"Development of a game is a great excuse to dismiss all these problems," she continues. But
there's no motivation to invest in ideas when one fears being responsible for all the work
associated with them and people don't trust each other. People fear appearing weak too, so they
work solitary rather than approach a collaborative process.
So over the year, the team focused on developing better-defined roles, and they worked better to
distribute accountability to give everyone some feeling of ownership.
Hunicke says one thing that's essential about accountability is having a goal, not only for the
project but for the company. There are many elements that come into play when thinking about a
company's identity -- motivations can be anything from art to craft to profit.
But whatever the goal is, everyone on the team should share it, she advises. Composition of a
team can change depending on what everyone's motivations are not just for the company but for the
game, and even for working together as people. "It's very important to figure out what your
priorities are and where everyone stands," says Hunicke.
But it's not so simple as merely choosing roles. People can be tempted by titles, like the desire
to be a lead designer -- "but the things that are required of a lead designer, especially in
light of responsibility and accountability, can be very different than what you might have
expected when you were playing Super Mario Kart as a kid," she says.
And if everyone sticks to a strict role definition, it can create gaps in the team. "These are
the sorts of things that make development painful," she says. If one member of the team isn't on
the same page on a given day and someone else has to make up for it, "it can be hard to get up in
the morning and be super motivated to fill in those gaps," says Hunicke.
Knowing the project's scope is also important. "We're referring to the amount of resources that
will be required in order to complete your game," says Santiago. Resources can be anything from
time and money to personal sanity -- but the general scope should be defined up front. Since all
games are creative gambles, says Santiago, "You don't want to bet anything you aren't prepared to
lose."
To allow for exploration in the design process, scope should be relatively small. In a
pre-production process that involves many unknowns, it's hard to determine what shape that
exploration process should take.
Discovering the game that manifests the core idea of what the team wants to achieve can take a
very long time -- and what allows TGC to spend so much time on it is that once they achieve the
core idea, they can build it relatively rapidly.
Digital distribution makes that easier because consumers have different expectations. Ultimately,
the total time spent is determined by a sustainable use of resources, but once it's defined, the
team must determine what qualities of a prototype will best serve the team in making forward
progress in development.
"This is definitely an aspect of your process you will discover over time," says Santiago. But
TGC evaluates on three levels: Interactivity -- game mechanics -- art, and audio, and the goal is
to bring each element to the same level of quality. It's a high goal that they don't always
attain, but they aim to get as close as possible.
"We're always a little hesitant to move on from a prototype if we haven't achieved these goals,"
she says -- however sometimes, due to other constraints, they have to.
"You have to be flexible in your understanding of the final game," she says. The exploration
process is about discovering what the game is. "Sometimes we find the game and it doesn't really
look like the game we thought we were making at the beginning, but you know intuitively that it's
right... it's just a gut check."
"It's a creative endeavor," Santiago continues. "If you can't recognize it when you see it, it
justifies throwing away all of the plans you made... and following what that goal is. It's like
following your passion... that's the place where you'll find success."
They make a calendar that defines the time period according to a lot of different goals -- each
discipline has a different timeline. "It's like what I call a fake schedule," says Hunicke -- it
keeps everyone on track to approach goals loosely on a timeline.
Realistically, Hunicke says they know a game will take 20 months, for example, so they make a
20-month calendar. "We know that it takes more time to do our style of development and we plan
for it," she adds.
Morale may get low at the pinch points -- those items on the calendar that can't be moved.
"That's natural; it's totally okay," she says. "Because we understand the difference between
estimates and commitments." Although "it's your job to be good at guessing," according to
Hunicke, it's critical not to hold oneself accountable for estimated in a way that makes them
feel over-committed.
"We're not a traditional agile team; we actually encourage people to admit when they failed
estimating," Hunicke continues. TGC asks people to think in two week chunks and review that
thinking three times a week.
Over time, things get checked off, but things that stay on the calendar for a long time are
examined -- is it unresolved because people are no longer interested in the idea or because it's
no longer relevant? Calendar items aren't permitted to merely sit there causing anxiety.
"We try to be really honest with ourselves about the fact that process improves us," adds Hunicke
-- admitting problems, failures or lack of understanding is encouraged. "If it's not okay for you
to say that to your fellow developers, you're kind of screwed."
"I think there's just as much personal exploration," says Santiago. The smaller the team, the
greater the impact of individual needs. "The process of development has to be flexible to the ebb
and flow of individual lives."
"If you think someone else on your team has to lose at whatever they're trying to do for you to
succeed, then you're doing it wrong -- yet we see this behavior repeating itself over and over in
our industry," Santiago continues. "You're on the same team, we all win together and we all lose
together."
There will be stressful times where everyone thinks the game sucks, but everyone must remember
while they're all on the same page. "To turn on each other while everyone's already having
anxiety is just a complete epic fail," Santiago says.
Honesty is essential to make this approach work. "We can call a task easy in one of three cases:
we really want it, we have no idea what it entails or we don't have to do it ourselves," says
Hunicke, quoting a friend of hers. "You can't underestimate the value of being honest with
yourself about the expense of individual tasks. It's not something that humans are good at
because we're optimistic by nature, but it's definitely something that you need to recognize."
"This can be an enjoyable conversation because you can celebrate the fact (like we are right now)
that you're getting better at this every day," she adds.
But what about answering to publishers? "If you've gone through some of the process that we've
talked about, you've either determined how you work best and what your goals are for the
project... or you've had these discussions as a team about what your goals are so you can express
it to someone else," says Santiago.
If developers choose to work with a publisher whose understanding of making games is completely
different from their own -- "it's your fault if your games get canceled," states Santiago. "Not
everyone who gives you money is stupid, and you shouldn't approach them like they are."
The solution is to be as up-front and clear as possible, and continually communicate. For
example, when TGC was supposed to have finished a prototype for Flower, they decided to
admit they didn't think they had a complete prototype and had to extend the phase.
This really prevented us from getting into a much worse situation later in development," Santiago
says. "Please, please differentiate between your contractual commitments and your best guess as
to what's going to happen." Make it clear that something in the design document is an idea
targeted for exploration versus a decisive feature.
"In general," says Santiago, "Don't be afraid to have difficult conversations. When you're
working with such a volatile system, really the best tool you have available to you is just
constant communication." Lack of transparency is what creates the worst conversations between
developers and publishers.
And how one communicates during difficult conversations can make a big difference, says Hunicke.
If one approaches a tough conversation with a feeling of personal shame, it sets the tone. "If
you have pride in the fact that you're making changes every day that are getting you closer to
the game that you know is gonna be awesome and you recognize that bumps in the road are just
bumps, you're going to come across very differently... be confident that you know where your game
is. It's in your heart. They can't see in there, but you can."
"Be honest with yourself and with everyone around you, because wandering is okay in every role on
every projet until you die," she adds.
Yahoo Inc. has announced at the 201 IMG World Congress of Sports that it will be
acquiring Citizen Sports, a social and mobile application development firm focused on sports.
Terms of the deal were not announced.
The acquisition, according to Yahoo, helps strengthen its “social strategy of enriching,
aggregating and distributing social content from across the entire Web.” Our guess is that
Citizen Sports will provide Yahoo more distribution channels to promote its content and expand
its reach, something we
recently discussed at length.
Citizen Sports will be deeply integrated with the Yahoo Sports property, one of the most popular
in terms of athletics. Citizen Sports provides Facebook, iPhone, and other apps for filling out
brackets, checking scores, and participating in league partnerships. Having talented
developers create the apps that will spread Yahoo Sports across the web seems like a sensible
move.
When we learn more details, we will bring them to you.
Fairmont Hotels & Resorts operates luxury properties in countries all over the world, from
the U.S. and Canada to Asia the Middle East and Africa. Aside from traditional promotions, one of
the ways it connects with current, past and future guests is via its main Twitter account. Several accounts are also maintained by individual properties.
"We push out news and information; we think that's valuable," Mike Taylor, Fairmont's public
relations manager, told the Hotel Marketing
Strategies blog. "We include package and rate offers. We don't see Twitter primarily as a
distribution tool. But if we have something that's a great deal we're going to let people know
about it."
In terms of results, it has seen hotel occupancy rates rise after tweeting "online only"
discounts, and it's been able to reach out and promote its brand.
"Twitter has introduced us to people we otherwise wouldn't have a relationship with," he said.
"So it's sort of that global neighborhood concept where these people wouldn't have reached out to
us or vice versa if we were not participating."
Other Twitter PR success stories include Comcast,
Dell,
JetBlue and Shaquille O'Neil.
They have all reinvigorated their brands using the service. All are near becoming social media
case study cliches.
Some in the hospitality industry take it one step further: The Roger Smith Hotel, for example, is
connected to every corner of the social web. But its innovative use of Twitter is where it really shines. The New York City
boutique hotel attracts travelers based on its regular -- and charming -- use of Twitter.
"I really found the genuine ability to connect with people valuable," Brian Simpson, the hotel's
director of social hospitality, told Techipedia, "and we have
continued to use this as just one of many pieces of the funnel hopefully driving people to be
more involved with us outside of just booking a room."
These successes are well documented. However, many businesses, organizations and individuals have
trouble converting the case studies of others into success for themselves. As it turns out,
public relations thought-leaders suggest it's less about the tool itself and more about learning
to adapt and adjust to the new medium.
Conversation is Key
Maggie Fox, CEO of the Social Media
Group, suggests Twitter has become the driving force of the news cycle.
Her company has been Ford's social media agency since 2007, and claims status as "one of the
world's largest independent agencies."
"From a PR perspective, Twitter is the circulatory system of the news cycle," she said when asked
if PR practitioners can use Twitter effectively if only checking once or twice a day. "It is a
constantly churning stream of scoops, updates and perspectives generated by millions of users and
mainstream media outlets. Twitter interaction advances the story in realtime, as you watch."
She said knowing about Twitter is one thing, but engaging in conversation is what is key.
"Twitter [usage] patterns are different for different people," she said. "Some tweet every
quarter hour, others, every day. Whatever suits your style and objectives, go with -- as long as
it's regular and consistent. I think the point is you have to use the platform to know it;
setting up a Twitter account and tweeting once six weeks ago is not using the platform."
Dave Fleet, a well known PR blogger and the account director
at Thornley Fallis, a national Canadian PR firm, said it requires more than just becoming a
proficient user of one tool like Twitter.
"If you're able to connect with people through Twitter then great, but you can also make great
connections through in-person contact, over the phone, through other online tools or through any
number of communications media," Fleet said.
Customization is Essential
Edelman Digital's Steve Rubel agrees with Fox and
Fleet's assessment, suggesting "it really depends on the individual PR professional's focus."
Rubel said "customization is key" for both clients and PR pros adopting Twitter as a business
communications tool.
"Generally speaking, however, I believe that every PR professional needs some level of
situational awareness about what is going on in a given community at a given time and will need
to check into Twitter accordingly," he said. "In addition, those on the front lines will need to
become increasingly visible online and offline -- including their client affiliations."
When asked how he advised clients to stay on top of the changes and evolution of Twitter, Rubel
said, "I generally don't."
"There's way too much focus on the technology and tools," he said. "Instead I advise them to
study audiences and trends and then identify tools that fit. Too many people start with the tools
first. That's like buying paint before you have a floor plan."
Fleet said the same is true for PR pros.
"Most people don't need to stay on the bleeding edge of the latest tactical client," he said.
"It's more important that they use the various social media tools effectively and strategically
rather than looking for the next shiny object. With that said, part of our job as consultants is
to stay on top of these tools, and to be able to recommend the best tools for our clients. So,
part of that onus falls on us."
Ian Capstick is a progressive media consultant. He worked for a decade in Canadian politics
supporting some of Canada's most charismatic leaders. He is passionate about creating social
change through communications. Ian appears weekly on CBC TV's Power & Politics, weekly radio
panels, and is regularly quoted online and off about the evolution of public relations in a
connected world. He describes his small communications firm, MediaStyle.ca, as a blog with a consulting arm.
Music
subscription services promise unlimited access to enormous libraries of songs, typically on the
order of 6-10 million tracks. And while a few superstar artists are famously absent from
streaming services as well as Apple’s iTunes -– the Beatles and Garth
Brooks among them -– my experience testing out several services has left me
frustrated in other ways.
Indeed, there are plenty of empty trays at the all-you-can-eat music buffet, though some will
leave you hungrier than others. Use one for awhile, and the gaps in its catalog soon become
apparent. Try two or more, and the inconsistencies among them become downright baffling.
Most of the services claim to provide access to the full digital catalogs of all four major
labels and a slew of independently distributed recordings, most delivered via aggregators such as
IODA and the Orchard. But why is MOG missing the firsttwo Tom Petty albums,
while Thumbplay
has them all? Why does Spotify
– at least the preview version I’m testing here in the U.S.
– have only two or three Bob Dylan albums, when its competitors have dozens?
Why is Rhapsody
the only one that has Grizzly Bear’s “Veckatimest,”
an acclaimed
independent-label album that entered the
Billboard chart at No. 8 last June?
As I’ve learned from conversations with subscription providers, obtaining a complete and
stable catalog of music is hardly as simple as working out a contract with a label or
distributor. Songs and albums are constantly blinking in and out of
view as ownership rights change hands, reissues are prepared, and songwriters and performers
change their minds as to where they want their songs to be heard. Some labels handle their own
distribution rather than going through aggregators, meaning that individual deals have to be
struck in order to make their catalogs available. Geography can be a factor, as licenses vary from
country to country. What’s more, a glitch in something as simple and unsexy as the file
metadata that identifies a song –- a missing capital letter here, a
misspelling there –- can render a track invisible to the consumer, even if
it’s properly licensed by the subscription service.
Filling holes in the catalog is time-consuming and labor-intensive. (As MOG’s director of
content licensing, Buzzy Cohen, told me, “Finding the holes is harder than filling them
in.”) Companies with deeper financial resources and more personnel will have the upper hand
when it come to chasing down rights holders one at a time in an effort to maintain a more
complete catalog, so it makes sense that the older companies are more successful at it than the
new ones — and explains why Rhapsody’s service, which has been around for more than
eight years, satisfies my searches more consistently than any of its upstart rivals.
Though the causes are manifold and the companies’ efforts to fill the gaps are admirable,
it’s frustrating to music fans when our searches aren’t satisfied, and even more
irritating when songs in a playlist disappear without warning. And as consumers choose from among
several services — or choose not to subscribe at all — holes in the
catalog can ultimately be a dealbreaker.
Jibjab co-founders and brothers Evan and
Gregg Spiridellis are pulling no punches in an interview that NewTeeVee reader and CinemaTech blogger Scott Kirsner was kind
enough to pass on to us. Asked if advertising works for his industry, Gregg responds: “To
support a high-quality produced product at scale — no way. Absolutely no way.” He
admits that advertising might work great as part of a larger strategy if you already have your
production costs covered, adding: “If someone is saying: I want to do webisodes, I want to
produce a series of two-minute comedy shorts and I want to make a lot of money with advertising,
I’d say: ‘You’re probably not, but good luck.’”
Jibjab has been monetizing its content through a mix of subscriptions, digital download sales,
ads and partnerships with brands like OfficeMax, for whom the studio has been producing the viral holiday hit Elf
Yourself. Jibjab originally inked a number of exclusive distribution deals withÂ
portals like Yahoo and MSN, but it doesn’t pursue that strategy anymore. “YouTube put
a bullet in that brain,” says Gregg Spiridellis. “There (are) no more exclusive
distribution deals in a post-YouTube world.” Now, the duo is quite happy to have its
content on as many platforms as possible, including Facebook. “We are happy to be a network
as opposed to a destination,” Gregg explains.
The duo reminisced a little bit about the early days of web video, when everyone was still on 56k
modems, revealing that animation was at that time really just a means to an end — and even
that was oftentimes difficult. “Incredibly frustrating in the early years,” remembers
Evan Spiridellis, “knowing that you wanted to make this thing that sings, and you had to
strip it back to 300k.” You can check out other videos Scott has been doing on his site.
L'Europe aura elle aussi droit à plusieurs éditions pour la sortie de Monster Hunter
Tri sur Wii, le 23 avril prochain. Partenaire de Capcom côté distribution, Nintendo
confirme la mise en place de trois offre : le jeu seul, le bundle "Pro" avec la manette classique
nouveau modèle de couleur noire,...
Ghacks: "Pardus has a few features that most will have never heard of or seen
before. In this article I will introduce you to some of these features as I introduce you to Pardus
Linux."
Prévu le 23 avril prochain en Europe, nous avons appris lors du Nintendo Media Summit que ce
serait Nintendo qui s'occuperait de la distribution de l'un des jeux les plus prometteur sur le
continent destiné aux core-gamers : Monster Hunter Tri ! Et ce n'est pas le trailer du site
officiel (à voir absolument) qui nous dira le contraire. Nintendo Europe précise que
le jeu sera vendu en trois packs distincts, le premier comprenant le jeu seul, le second
intitulé "Pro" comprenant le jeu + une manette Pro classique Noire et enfin le
troisième pack nommé "Hunter Ultime" qui sera composé du jeu + de la manette
Pro Classique Noire + Du Wii Speak (le micro pour dialoguer dans le mode online - mode qui sera
gratuit - avec d'autres joueurs) + Une figurine !Monster Hunter Tri se doit d'être sur votre
liste d'achat tout simplement car c'est l'un des plus gros jeux que nous aurons en Europe cette
année.
Kernel News: "Whether you are new to Linux and asking "Which Distribution should I
use?", or if you have been using Linux for years and want to see what the other distributions
offer, this article highlights the differences between the major Linux Distributions. For those new
to Linux, we will also try to fill you in as to what makes a good Linux distribution and what sets
each distribution apart."
Le Ben NanoNote est une sorte de smartbook équipé d’un
écran de 3″ (320 x 24, 16.7M de couleurs), d’un processeur 336 MHz XBurst
Jz4720 avec 32Mo de RAM, 2Go de mémoire, d’un port mini USB, d’une prise
casque et d’une batterie de 850mAh, le tout sous un kernel Linux avec une distribution
basée sur OpenWRT. Ses dimensions sont de 99 x 75 x 17.5mm pour 126g. Ce projet est
mené par des anciens de chez OpenMoko et est donc entièrement open source. Il est
disponible pour 99 euros.
Michel Francony était très critiqué depuis plusieurs mois par des élus
locaux qui lui reprochaient les coupures à répétition sur le réseau de
distribution d'électricité. Il sera remplacé par Michèle
Bellon.
J’ai reçu hier un e-mail de pix avec un bon jeu du vendredi à
l’intérieur… Ce qui m’amène donc à vous donner
rendez-vous vendredi à 15:30 pour empocher des brouzoufs. Mais du coup, je me suis dit,
pourquoi pas vous laissez faire ces jeux du vendredi…
Je vous propose donc de m’envoyer vos idées de jeux du vendredi chaque semaine
(marie@lafraise.com). J’en sélectionnerai un, et son auteur remportera par la
même 1300 brouzoufs (soit un tee à 13 euros ou de l’épargne fraisienne)
pour le consoler de ne pouvoir participer.
Et puisque j’en suis à la distribution des brouzoufs, je suis tout à fait ok
pour relancer les BD le week-end (sous réserve d’en recevoir…). Je garde les
mêmes règles soit : bd@lafraise.com / 500 brouzoufs par bd publiée / 600
pixels de large / hauteur libre.
C'est en lisant le dernier
GLMF que je suis tombé sur l'article de Carl Chenet sur le serveur Web Cherokee. Ce serveur libre (licence GPL)
s'annonce stable (comme Apache), rapide (plus qu'Apache) et facile à configurer
(pas comme Apache).Écrit en langage C, il propose en standard une interface Web de
configuration et un système de plugins permettant de facilement adapter le serveur à
nos besoins.
Nous allons donc voir le détail de l'installation de Cherokee sur une distribution GNU/Linux
Ubuntu 9.10 ainsi que sa configuration standard.
Une vidéo de mise en bouche
Avant de commencer, voici un screencast d'introduction à Cherokee (en Anglais):
Cherokee se trouve dans les dépôts standard d'Ubuntu. Seulement, la version disponible
date un peut (0.99.19-1build1 au moement de l'écriture de cet article). Heureusement, il
existe dans les PPA une version plus récente. On commence donc par ajouter le
dépôt PPA en question:
On teste l'installation en pointant son navigateur Web vers l'URL:
http://192.168.29.129/ (remplacer l'adresse IP par celle du serveur sur lequel
vous avez installé Cherokee...). La page suivante devrait apparaitre devant vos yeux
ébahis.
Si vous avez lu l'introduction vous avez noté qu'il y a une interface Web de configuration
(pas besoin d'aller trifouiller des tonnes de fichiers textes...). La configuration
cette interface d'administration (sic...) s'effectue grâce aux commandes suivantes:
cherokee-admin -b Login:
User:Â Â Â Â Â Â Â Â Â Â Â Â Â
admin One-time Password: goixKrnGLTtV4nZt Web Interface:
URL:Â Â Â Â Â Â Â Â Â Â Â Â Â Â
http://localhost:9090/
Il est possible de filtrer les adresses IP sources (celle qui on le droit d'administrer Cherokee
en utilisant l'option -b=192.168.29.100 seul la machine d'adresse IP
192.168.29.100 pourra accéder à l'interface d'adminsitration).
Il ne reste plus qu'a pointer son navigateur Web vers l'URL: http://192.168.29.129:9090
(ou http://localhost:9090 si vous êtes directement sur la machine).
Configuration de Cherokee
On commence la visite du propriétaire avec le menu Etat qui permet d'avoir
une vue sur votre serveur Web avec notamment un graphe sur la charge du serveur (grâce
à RRD):
On peut également y voir le répertoire par défaut ou doit être stocké le
contenu de votre site: "Default WWW:Â Â
 /var/www"
Par exemple on va créer la superbe page HTML suivante:
cd /var/www mv index.html index.html.old vi index.html Une belle page HTML
Il suffit de recharger l'URL http://192.168.29.129/ pour voir s'afficher la
page.
On poursuit par la découverte du deuxième menu de l'interface d'administration de
Cherokee: Général. L'onglet Réseau permet de
configurer le comportement de votre serveur. C'est notamment là qu'il faut activer le type
de graphe RRDtools afin d'avoir de beau graphes dans le menu Etat.
On passe ensuite à l'onglet Port à écouter qui comme son nom
l'indique permet de configurer les ports TCP en écoutes pour les requêtes HTTP (c'est
le port 80 qui est défini par défaut). Il est possible de configurer plusieurs ports
d'écoutes en HTTP et HTTPs (on reviendra sur ce point un peu plus loin):
On passe ensuite à l'onglet Permission du serveur ou l'on peut configurer
le nom et le groupe système avec lequel Cherokee va être lancé:
On passe ensuite à la partie que je trouve la plus intéressante par rapport aux autres
serveurs Web: la simplicité de création des Serveurs Virtuels.
Un serveur web virtuel permet d'associer un nom de machine (par exemple blog.mondomaine.com)
à une arborescence précise de mon serveur Web (par exemple /var/www/blog). Il est bien
sûr possible de créer autant de serveurs web virtuels que de besoins.
La première fonction permet d'ajouter simplement une association "nom de machine" /
"répertoire" (option Ajouter un nouveau serveur virtuel):
Pour le support du langage PHP (Cherokee supporte également le langage PHP via le module
php5-cgi, installé dans la première partie de cet article) sur un serveur virtuel
existant. Il faut cliquer sur le serveur en question dans la liste puis se rendre dans l'onglet
Behavior, cliquer sur le bouton Assistants puis choisir
PHP dans la liste (sous menu Langues) et enfin cliquer sur
Run Wizard:
La ligne PHP va être ajouté dans la liste des Behavior:
Il faut ensuite cliquer sur le radio bouton Final
On peut tester simplement la configuration en ajoutant un fichier de test index.php contenant les
lignes suivantes à la racine de votre serveur virtuel:
Et le résultat de l'URL http://192.168.29.129/index.php
Pour créer un serveur virtuel il est également possible de suivre un
Assistant qui va vous proposer d'installer pour vous une liste de services
(Liferay, Wordpress, Dupral, Zend, Trac, MoinMoin, PhpBB, ...).
Sécuriser les échanges
On va ici parler de HTTPs qui permet de chiffrer les échanges entre votre navigateur Web et
votre serveur Cherokee. Cette étape de configuration est bien sûr optionnelle.
On commence par configurer OpenSSL (le module qui va chiffrer) pour qu'il génère des
certificats dédiés à notre serveur (virtuel ou pas).
openssl req -new -x509 -nodes -out serverdefault.crt -keyout serverdefault.key Generating a
1024 bit RSA private key ...........++++++ ......................++++++ unable to write 'random
state' writing new private key to 'serverdefault.key' ----- You are about to be asked to enter
information that will be incorporated into your certificate request. What you are about to enter is
what is called a Distinguished Name or a DN. There are quite a few fields but you can leave some
blank For some fields there will be a default value, If you enter '.', the field will be left
blank. ----- Country Name (2 letter code) [AU]:FR State or Province Name (full name)
[Some-State]:PACA Locality Name (eg, city) []:Cannes Organization Name (eg, company) [Internet
Widgits Pty Ltd]:Nicolargo Organizational Unit Name (eg, section) []: Common Name (eg, YOUR name)
[]: Email Address []:
On copie alors les deux fichiers générés dans le répertoire /etc/cherokee:
Court system continues to defy copyright holders, ruling once again that noncommercial file-sharing
in the country is legal, and also that links to infringing material is as well.
For some time now Spanish judges have consistently ruled in favor of file-sharers, finding over
and over that noncommercial P2P – file-sharing without motivation of profit – is
legal in that country.
As far back as 2006, Spanish judges have ruled that
since the there is “no talk of money or any other compensation beyond the sharing of
material available among various users” that “no offense meriting penal sanction has
been committed.”
Raul N. Orejuda Garcia, Magistrate Court judge of Mercantile number 7, then ruled last year that
P2P transfers are not one of the “clear and specific behaviors that the law forbids, in
particular reproduction, distribution and public communication without authorization.”
Fast forward to a few days ago and the same judge, Raul N. Orejuda Garcia, Magistrate Court judge
of Mercantile number 7,
reaffirmed his earlier ruling.
The case case was part of a suit brought by a local music industry group, SGAE (Sociedad General
de Autores y Editores) against eD2K website elrincondejesus for alleged copyright infringement on the site. The owner of the
site, Jesus Guerra Calderon, rightly pointed out that it only provided links to content much like
Google or any of the other search engines out there.
“As you know Elrincondejesus.com never had advertising (or has now),” he said at
the time. “I’m innocent and the only thing that I have done is provided links to
other sites, like thousands of search engines in the world.”
Judge Garcia once again agrees.
“The system of links constitutes the very basis of the Internet and a multitude of sites
and search facilities (such as Google), allowing the technical possibility of doing precisely
what this procedure is trying to prohibit, which is linking P2P networks,” he said
in his ruling.
He
added that the owner “does not receive any money directly or indirectly related to the
service offered” because the website was open to all, free and no advertising.
Judge Garcia determined that the country’s Copyright Act ultimately discusses the legality
of the source not the access “so that most users of these P2P networks acted legally
because they have concluded a lawful and valid contract for a fee to a service provider
network.”
In the long run it may not matter, at least for file-sharing-related websites like
Calderon’s. The govt approved new anti-piracy
legislation back in January that will allow a judge with the National Audience, the
country’s federal court, to close or block websites accused of facilitating copyright
infringement within 4 days as compared to the current year-long process.
However, the law is still still dramatically different from other countries like France and
South
Korea in that it targets P2P sites and not users.
In fact, Joan Navarro, head of the Coalition of Industries and Creators of Content, previously
referred to this effort as a “positive step.”
“They are going after the producers of the piracy, those who spread works without
permission from the authors,” she said at the time. “Not the users, which is the case
in France
and the UK”
So all in all Spanish file-sharers are still in quite an enviable position.
We've pointed to numerous studies, at this point, that have
all found that, when done right, free ebooks can greatly increase the sales of physical books (and,
in some cases, even of ebooks). Here's another empirical example of that in action. Chris Anderson points us to a
blog post by someone at a mid-list niche publisher, talking about how successful its experiments with "free" ebooks have been. In this case, the
publisher would offer up the first book in a series as a free ebook, and found that it drove
massive increases in sales: One of our free titles was the #1 download on Amazon for the entire
month of February. The subsequent sales of books 2 and 3 in the series increased by a rate of 20 to
1. For this series, digital sales are approaching 20% of the total product sales distribution and
growing. With the visibility of the digital sales on Amazon, we have seen a substantial increase in
print sales to the brick and mortar book chains. In this one instance, digital is driving print
sales. Basically, what this publisher realized is that with most books, obscurity is a greater
threat than "piracy," and free helps deal with that: Much of the talk by the big 6 publishers
has been stress over cannibalization of print sales, or the idea of replacement sales, by ebooks.
For midlist publishers such as ourselves, I believe we fight against substitution. We capture the
"browser" market. If our title is not available or visible, a customer will simply substitute for
another one in the genre. Free gave us the visibility that we could not purchase.
The Web's fastest growing, free to play football game has surpassed the one million user mark is
less than five months since its open beta. Quick Hit also announced that IGN, the Internet's
biggest gaming destination will be distributing its social sports game through its network of
sites which reach more than 40 million users per month! (PRWeb Mar 17, 2010)
Contexte oblige, comment ne pas parler un peu de politique entre les deux tours des
élections régionales? Pour changer de point de vue, voici une analyse de
l’audience et du profil des internautes (âge et sexe) visitant les sites internet
officiels des partis politiques français dont la liste est ci-dessous :
Les données utilisées dans cette étude sont fournies par Doubleclick Ad Planner
(un service proposé par Google). La présentation par Google de ce service est la
suivante :
Ad Planner demographics are generated through demographic inference algorithms that combine
third-party demographic data with Google sample data. The third-party demographic data is
licensed from an industry-accepted consumer research panel operated according to industry best
practices by a full-service research firm. The firm employs a variety of panel recruiting
techniques to ensure the quality of their panel.
La tranche d’âge 0-17 ans a été retraitée en 10-17 ans afin
d’être cohérent avec les autres tranches d’âge.
Répartition de l'âge des visiteurs des sites officiels des partis politiques
français
Voici le graphique présentant la répartition de l'âge des internautes visitant les
sites officiels de partis politiques (les données ont été moyennées).
Le graphique ci-dessus permet de mettre en avant le fait que la tranche des 35-44 ans est celle
qui est la plus sensible à l’outil internet des partis politiques. Par ailleurs, les
55-64 ans sont aussi très actifs sur ces sites puisqu’ils représentent la seconde
population, viennent ensuite les 25-34 ans une population très sensible à Internet et
au point sur les usages liés. Comme pour l’analyse sur les utilisateurs des
réseaux sociaux en France, la tranche des 18-24 ans est très faiblement
représentée puisqu’elle ne représente que 2% des internautes visitant des
sites de partis politiques. Cette population ne visitent pas trop les réseaux sociaux (une
habitude de trentenaire), pas les sites des partis politiques, ils doivent faire de la messagerie
instantanée et du chat...
Ces données permettent aussi d’affirmer que la politique intéresse aussi quelques
jeunes puisque les 0-17 ans représentent tout de même 5% des visiteurs de ces sites.
Les plus de 65 ans ne sont pas des personnes connectées, donc absents totalement des
utilisateurs de sites internet de partis politiques.
Répartition de l'âge des utilisateurs par parti politique
Voici la distribution de l'âge des internautes intéressés par les sites des partis
politiques, les données sont brutes et toujours en provenance de Google.
Ce que l'on constate c'est que des partis politiques comme NPA, Front de Gauche présentent
une distribution presque homogène selon l’âge de leurs visiteurs. D’autres
partis comme le FN, le PS ou encore l’UMP ont des visiteurs de tous les âges mais avec
finalement moins de jeunes et un poids plus important pour les 35-44 ans. En revanche, Europe
Ecologie, le Modem ou Lutte Ouvrière ont tendance à intéresser des publics plus
âgé (> 25 ans), les jeunes sont ils oubliés ou tout simplement peu attirés
par les argumentaires proposés par ces partis ou le contenu de ces sites de partis
politiques ?
Estimation de l'âge moyen par parti politique sur Internet
Ce que l’on constate à la lecture de ces informations, c’est que les partis
politiques majoritaires (PS et UMP) ont des visiteurs dont l’âge se situe entre 42 et
42,4 ans. Les autres partis politiques ont des spécificités comme Front de Gauche qui
semble attirer des visiteurs plus jeunes que la moyenne (36,6 ans) et Lutte Ouvrière qui a
les internautes les plus vieux (48,9 ans).
L’âge moyen des visiteurs a été estimé pour chaque parti politique, une
moyenne générale a été calculée et le visiteur de base d’un site
de parti a 42,1 ans, finalement pas si jeune que cela.
Répartition par sexe
C’est une grosse surprise, sur Internet la répartition homme/femme n’est pas
équilibrée. En effet, les hommes représentent presque 72% des visiteurs des sites
internet des partis politiques, les femmes sont donc largement minoritaires en terme de lectorat
pour ces sites. Pour information les femmes représentent 43% des internautes de Wikipedia,
57% d’Aufeminin et 30% de l’Equipe. On peut donc en conclure que ces sites politiques
ne sont pas fait pour les femmes ou du moins ne les intéressent pas !
Répartition par sexe et par parti politique
En revanche, certains partis politiques semblent attirer un peu plus de femmes que
d’autres, mais le delta reste faible tout de même puisqu’il n’y a que 8%
entre NPA qui est le plus macho des partis politiques avec 76% d’internautes mâles et
l’UMP celui avec le plus de femmes 32% (donc 68% d’hommes).
Conclusion
Les données sont intéressantes et démontrent plusieurs choses :
1. Les sites des partis politiques n’attirent pas vraiment les foules et surtout pas les
femmes qui ne font clairement pas parties des audiences effectives.
2. Ces sites sont principalement consultés par des 35-44 ans avec un utilisateur moyen
âgé de 42,1 ans.
3. Certains partis politiques arrivent à fédérer une audience auprès des
jeunes comme Front de Gauche, NPA, ou le FN, alors que d’autres ont une cible plutôt
oldies comme Lutte Ouvrière.
4. Ces sites officiels ont des trafics relativement faibles avec au maximum 130.000 visiteurs par
mois (source Google-Doubleclick). Ces sites sont plus des sites vitrines comme certains sites de
marque.
Si jamais vous souhaitez diffuser cette étude n'hésitez pas à utiliser la version
pdf disponible sur Issuu
Le code est là :
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/></object># Autres articles pour aller plus loin...
Eight years ago, the federal government faced a hot-button cultural policy issue as online retail
giant Amazon.com, which was already selling millions of dollars of books to Canadians from its
U.S.-based site, sought entry into the Canadian market. Canadian investment regulations posed
a significant barrier, however, since the law required government approval for foreign investment
in the book publishing and distribution sectors.
My weekly technology law column (Toronto
Star version, homepage version)
notes that Amazon was ultimately granted a form of non-entry entry. The company established
Amazon.ca, but did not set up shop in Canada. Instead, it outsourced distribution to Canada
Post, enabling the government to rule that the company’s plans fell outside the book
distribution restrictions.
Amazon.ca is now well-entrenched in the Canadian e-commerce landscape and seeks to create its own
Canadian distribution channel. The plan requires government approval, which recently led to
predictable outcries from the Canadian Booksellers Association. The CBA wrote to Canadian
Heritage Minister James Moore - who must decide the issue - to urge him to reject Amazon’s
application.
It argued that Amazon’s entry would "detrimentally affect independent businesses and would
raise serious concerns over the protection of our cultural industries. Individual Canadian
booksellers have traditionally played a key role in ensuring the promotion of Canadian authors and
Canadian culture. These are values that no American dot.com retailer could ever purport to
understand or promote."
The CBA’s attempt to cloak the issue as a matter of Canadian culture is unsurprising, but
Moore should recognize this for what it is - a transparent attempt to hamstring a tough competitor
that ultimately hurts the Canadian culture sector.
Evidence of the benefits of major retailers to Canadian culture comes directly from a 2007
Turner-Riggs report commissioned by Canadian Heritage on the Canadian book retail sector. It
pointed to a Quill & Quire study that found that consumers were far more likely to find
Canadian titles in the large chains than in smaller independent stores.
Moreover, a second study of sales from eleven small Canadian literary presses found that online
sellers represented the largest source of sales growth, while both chain and independent
booksellers experienced relatively static sales.
Neither of these findings should come as much of a surprise. The scarcity of space in brick
and mortar bookstores has long been a key concern for Canadian authors and publishers, who fear
that their titles might get squeezed off the shelves.
Big chain retailers alleviated those concerns to some degree by offering up far more space for
titles of all origins (though at a cost of greater reliance on those chains and a weaker bargaining
position on commercial terms). Online sellers such as Amazon removed the scarcity concerns
altogether, since the number of books the company can offer is unlimited.
That undoubtedly means more competition, yet it also ensures that fears consumers will be unable to
access Canadian titles have disappeared. Indeed, the report concludes "the visibility of
Canadian titles - and Canadians' access to them - in online book retail rose significantly with the
launch of Amazon.ca and its considerable selection of Canadian- sourced inventory."
In 2000, the Standing Committee on Canadian Heritage conducted hearings on the Canadian book
market. The resulting report - The Challenge of Change: A Consideration of the Canadian Book
Industry - recommended that the government "ensure that no foreign investor is allowed to take over
a Canadian firm in the book industry unless credible assurances are made that the investment will
increase the availability of Canadian-authored books."
The experience of the past decade has demonstrated that greater retail competition does increase
the availability of Canadian books. While the book industry may still require support to bring
Canadian books to market, restrictions on who may sell or distribute those books represent a
harmful barrier from a bygone era.
Yesterday I appeared on CBC Radio's Q to debate the issue of Amazon and its plan to establish a
distribution centre in Canada. A podcast of the debate is now online (first segment).
[In a column originally published in Game Developer
magazine, former lead designer on Firaxis' Civilization IV and current EA 2D staffer Soren
Johnson examines the role of luck in games, which he describes as "a social lubricant
– the alcohol of gaming, so to speak."]
One of the most powerful tools a designer can use when developing games is probability, using
random chance to determine the outcome of player actions or to build the environment in which
play occurs. The use of luck, however, is not without its pitfalls, and designers should be aware
of the trade-offs involved – what chance can add to the experience and when it
can be counterproductive.
Failing at Probability
One challenge with using randomness is that humans are notoriously poor at accurately evaluating
probability. A common example is the Gambler’s Fallacy, which is the belief that odds will
even out over time. If the Roulette wheel comes up black five times in a row, players often
believe that the odds of coming up black again are quite small, even though clearly the streak
makes no difference whatsoever.
Conversely, people also see streaks where none actually exist – the shooter
with a ‘hot hand’ in basketball, for example, is a myth. Studies show
that, if anything, a successful shot actually predicts a subsequent miss.
Also, as designers of slot machines and MMO’s are quite aware, setting odds unevenly
between each progressive reward level makes players think that the game is more generous than it
really is. One commercial slot machine had its payout odds published by www.wizardofodds.com in 2008:
* 1:1 per 8 plays
* 2:1 per 600 plays
* 5:1 per 33 plays
* 20:1 per 2,320 plays
* 80:1 per 219 plays
* 150:1 per 6,241 plays
The 80:1 payoff is common enough to give players the thrill of beating the odds for a a big win
but still rare enough that the casino is in no risk of losing money. Furthermore, humans have a
hard time estimating extreme odds – a 1% chance is anticipated too often and
99% odds are considered to be as safe as 100%.
Leveling the Field
These difficulties in accurately estimating odds actually work in the favor of the game designer.
Simple game design systems, such as the dice-based resource generation system in Settlers of
Catan, can be tantalizingly difficult to master with a dash of probability.
In fact, luck makes a game more accessible because it shrinks the gap –
whether in perception or in reality – between experts and novices. In a game
with a strong luck element, beginners believe that, no matter what, they have a chance to win.
Few people would be willing to play a chess Grandmaster, but playing a backgammon expert is much
more appealing – a few lucky throws can give anyone a chance.
In the words of designer Dani Bunten, "Although most players hate the idea of random events that
will destroy their nice safe predictable strategies, nothing keeps a game alive like a wrench in
the works. Do not allow players to decide this issue. They don’t know it but we’re
offering them an excuse for when they lose ('It was that damn random event that did me in!') and
an opportunity to ‘beat the odds’ when they win.”
Thus, luck serves as a social lubricant – the alcohol of gaming, so to speak
– that increases the appeal of multiplayer gaming to audiences which would not
normally be suited for cutthroat head-to-head competition.
Where Luck Fails
Nonetheless, randomness is not appropriate for all situations or even all games. The "nasty
surprise" mechanic is never a good idea. If a crate provides ammo and other bonuses when opened
but explodes 1% of the time, the player has no chance to learn the probabilities in a safe
manner. If the explosion occurs early enough, the player will immediately stop opening crates. If
it happens much later, the player will feel unprepared and cheated.
Also, when randomness becomes just noise, the luck simply detracts from the player’s
understanding of the game. If a die roll is made every time a StarCraft Marine shoots at
a target, the rate of fire will simply appear uneven. Over time, the effect of luck on the
game’s outcome will be negligible, but the player will have a harder time grasping how
strong a Marine’s attack actually is with all the extra random noise.
Further, luck can slow down a game unnecessarily. The board games History of the World and Small
World have a very similar conquest mechanic, except that the former uses dice and the latter does
not (until the final attack). Making a die roll with each attack causes a History of the World
turn to last at least three or four times as long as a turn in Small World.
The reason is not just the logistical issues of rolling so many dice – knowing
that the results of one’s decisions are completely predictable allows one to plan out all
the steps at once without worrying about contingencies. Often, handling contingencies are a core
part of the game design, but game speed is an important factor too, so designers should be sure
that the trade-off is worthwhile.
Finally, luck is very inappropriate for calculations to determine victory. Unlucky rolls feel the
fairest the longer players are given to react to them before the game’s end. Thus, the
earlier luck plays a role, the better for the perception of game balance. Many classic card games
– pinochle, bridge, hearts – follow a standard model of an
initial random distribution of cards that establishes the game’s
‘terrain’ followed by a luck-free series of tricks which determines the
winners and losers.
Probability is Content
Indeed, the idea that randomness can provide an initial challenge to be overcome plays an
important role in many classic games, from simple games like Minesweeper to deeper ones
like NetHack and Age of Empires. At their core, solitaire and Diablo are not so
different – both present a randomly-generated environment that the player
needs to navigate intelligently for success.
An interesting recent use of randomness was Spelunky, which is indie developer Derek
Yu’s combination of the random level generation of NetHack with the game mechanics of 2D
platformers like Lode Runner. The addictiveness of the game comes from the unlimited
number of new caverns to explore, but frustration can emerge from the wild difficulty of certain,
unplanned combinations of monsters and tunnels.
In fact, pure randomness can be an untamed beast, creating game dynamics that throw an otherwise
solid design out of balance. For example, Civilization 3 introduced the concept of
strategic resources which were required to construct certain units – Chariots
need Horses, Tanks need Oil, and so on. These resources were sprinkled randomly across the world,
which inevitably led to large continents with only one cluster of Iron controlled by a single AI
opponent. Complaints of being unable to field armies for lack of resources were common among the
community.
For Civilization IV, the problem was solved by adding a minimum amount of space between
certain important resources, so that two sources of Iron could never be within seven tiles of
each other. The result was a still unpredictable arrangement of resources around the globe but
without the clustering that could doom an unfortunate player. On the other hand, the game
actively encouraged clustering for less important luxury resources – Incense,
Gems, Spices – to promote interesting trade dynamics.
Showing the Odds
Ultimately, when considering the role of probability, designers need to ask themselves "how is
luck helping or hurting the game?" Is randomness keeping the players pleasantly off-balance so
that they can’t solve the game trivially? Or is it making the experience frustratingly
unpredictable so that players are not invested in their decisions?
One factor which helps ensure the former is making the probability as explicit as possible. The
strategy game Armageddon Empires based combat on a few simple die rolls and then showed
the dice directly on-screen. Allowing the players to peer into the game’s calculations
increases their comfort level with the mechanics, which makes chance a tool for the player
instead of a mystery.
Similarly, with Civilization IV, we introduced a help mode which showed the exact
probability of success in combat, which drastically increased player satisfaction with the
underlying mechanics. Because humans have such a hard time estimating probability accurately,
helping them make a smart decision can improve the experience immensely.
Some deck-building card games, such as Magic: The Gathering or Dominion, put probability in the
foreground by centering the game experience on the likelihood of drawing cards in the
player’s carefully constructed deck. These games are won by players who understand the
proper ratio of rares to commons, knowing that each card will be drawn exactly once each time
through the deck. This concept can be extended to other games of chance by providing, for
example, a virtual “deck of dice” that ensures the distribution of die rolls is
exactly even.
Another interesting – and perhaps underused – idea from the
distant past of gaming history is the “Element of Chance” game option from the
turn-based strategy game Lords of Conquest. The three options available – Low,
Medium, and High – determined whether luck was only used to break ties or to
play a larger role in resolving combat.
The appropriate role of chance in a game is ultimately a subjective question, and giving players
the ability to adjust the knobs themselves can open up the game to a larger audience with a
greater variety of tastes.
The Google Public Policy Blog recently posted a summary of a speech by Chief Economist Hal Varian
on newspaper economics. Alongside the we-are-not-your-enemy message
that Google is hoping newspapers will someday listen to, it contains useful insights on the
challenge of succeeding as an established print publication in the digital world. Varian suggests
a few potential courses of action, but the real value of the piece is that it highlights the
obstacles in a way that can be tackled by experienced insiders—especially marketers and
salespeople, which newspapers employ in abundance but often fail to set free on experimental
strategies.
One of the first things Varian establishes is the volume and value of online news readers, and
then he looks at the difficulties of turning that value into revenue. The numbers may be
discouraging for newspapers, but they could also become the basis of several important short- and
long-term goals in an online strategy:
"Visitors to online newspaper sites don't spend a lot of time there. The average amount of
time looking at online news is about 70 seconds a day, while the average amount of time spent
reading the physical newspaper is about 25 minutes a day. Not surprisingly, advertisers are willing
to pay more for their share of readers' attention during that 25 minutes of offline reading than
during the 70 seconds of online reading. So even though online advertising has grown rapidly in the
last five years, it appears that somewhat less than 5% of newspapers' ad revenue comes from their
internet editions, according to the most recent Newspaper Association of America data.
There's a reason for the relatively short time readers spend on online news: a disproportionate
amount of online news reading occurs during working hours. The good news is that newspapers can now
reach readers at work, which was difficult prior to the internet. The bad news is that readers
don't have a lot of time to devote to news when they are supposed to be working. Online news
reading is predominately a labor time activity while offline news reading is primarily a leisure
time activity."
Varian talks about the need to increase leisure involvement with online news, and in the full
speech, he lists ways this might be done: leveraging new technologies like smartphones and
tablets, developing more engaging formats for journalism (like Google Living Stories, which recently
went open source), and creating multimedia experiences.
These are all important ideas, but to some extent, they miss an opportunity by focusing on ways
to get people reading at home instead of work: namely, don't at-work readers have value too?
For a long time, newspapers have used "business purchasing influence" as a prominent reader
statistic in media kits. But we now live in a world where business purchasing influence is a much
more distributed thing, hardly limited to managers and IT folk: employees at every level in every
field make use of online services to expedite their work. Web services subvert the top-down model
of corporate IT, allowing workers to seek out the tools that work best for them. These services
usually have freemium models, with prices that suit small departmental budgets, and since there's
no software installation there's no need to involve IT staff.
Think web blockers (plenty of companies still have laughably low email attachment limits). Think
Flash-based presentation tools (graphics departments hate PowerPoint). These are
bottom-up business services: a few employees get free accounts, a few more get on board,
and before you know it a whole department is more than happy to pay a monthly fee for such a
useful tool. These are the companies that want to reach people at work, during those 70 seconds
they spend reading a news story while wondering how to transfer a 50-megabyte PDF.
There are some other excellent parts of Varian's post, including a look at the goldmine vertical
markets which have traditionally sustained newspapers: automotive, travel, home & garden and
the like (he oddly fails to mention real estate, which is a biggie). These are the same verticals
that sustain Google's search advertising—the problem is that the end market is now
specialty sites, not news publications. Though Varian doesn't discuss the possibilities, this is
an area where newspapers still have a chance: they should be leveraging their community respect
while partnering with specialty purchase sites through advertising and affiliate programs,
ensuring that they continue to be an important link in the chain. TechCrunch recently reported on
a Forrester Research study that estimates that web-influenced offline sales in the U.S.
(purchases where the consumer made their decision online then went to a retail store) are
worth nearly a trillion dollars, and news websites should absolutely be a
part of that.
It's well worth reading Varian's post in full, but in the end, his core piece of advice is what
counts:
"In my view, the best thing that newspapers can do now is experiment, experiment,
experiment. There are huge cost savings associated with online news. Roughly 50% of the cost of
producing a physical newspaper is in printing and distribution, with only about 15% of total costs
being editorial. Newspapers could save a lot of money if the primary access to news was via the
internet."
That really is the core of it. Newspapers must experiment with new ways to report the news, new
ways to engage their readers and new ways to get advertisers on board, while embracing the fact
that their readers are switching to a medium that costs them less. There are over
70-million Americans reading news online—if newspapers can't turn those eyeballs into
money, someone else will.
We've spent quite a
bit of time with the new and improved Battle.net, both in the StarCraft 2 beta and on its lonesome. It seems
like it wouldn't be a bad platform for other, non-Blizzard games. The
Escapist asked Blizzard VP Rob Pardo at GDC
last week about just such a possibility.
"It's something that we've definitely always talked about," Pardo told The Escapist. "The problem
for us is that it takes a lot of work from our other teams. Every time we have the discussion, we
try to figure out what's going to happen if let's say a Blizzard game was coming out and a third
party game was coming out at the same time. Could we be agnostic in that way? Could we offer the
same level of support that we offer our games to third parties? We just never know. It just seems
like a big job for us."
It's certainly an interesting question, one which we'd say begs comparison to other digital
distribution platforms like Steam. The two aren't
identical by any stretch, but in essence both deliver content. We'd say emulating Steam and its
competitors certainly wouldn't be the worst first step in making Battle.net a viable service for
third parties.
We've spent quite a
bit of time with the new and improved Battle.net, both in the StarCraft 2 beta and on its lonesome. It seems
like it wouldn't be a bad platform for other, non-Blizzard games. The
Escapist asked Blizzard VP Rob Pardo at GDC
last week about just such a possibility.
"It's something that we've definitely always talked about," Pardo told The Escapist. "The problem
for us is that it takes a lot of work from our other teams. Every time we have the discussion, we
try to figure out what's going to happen if let's say a Blizzard game was coming out and a third
party game was coming out at the same time. Could we be agnostic in that way? Could we offer the
same level of support that we offer our games to third parties? We just never know. It just seems
like a big job for us."
It's certainly an interesting question, one which we'd say begs comparison to other digital
distribution platforms like Steam. The two aren't
identical by any stretch, but in essence both deliver content. We'd say emulating Steam and its
competitors certainly wouldn't be the worst first step in making Battle.net a viable service for
third parties.
Le 18 avril prochain débarquera au Japon la seconde adaptation
cinématographique des aventures du Professeur Layton. Et contrairement aux
adaptations hollywoodiennes de jeux vidéo au cinéma Professor Layton and
the Eternal Diva devrait mériter le détour à l’image du
précédent film.
Ce qui change cette fois-ci, c’est l’annonce de la société de
distribution encorefilms sur son site internet qui déclare que Nintendo et Level 5 (le
studio derrière le jeu) pourraient éventuellement localiser les films (et les jeux
restants) en dehors du Japon. En attendant une hypothétique sortie européenne,
sachez que la boite de distribution distribuera le film dans les salles obscures Japonaises (puis
en DVD) avec les sous-titres anglais et chinois.
Une bonne nouvelle pour les fans qui se procureront sans nul doute le film par des voies plus ou
moins recommandables. Et petit bonus pour la route, le dernier teaser du film dans la suite de
l’article.
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