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Ofcom says mobile contracts should ditch inflation-related price rises

Ofcom says mobile contracts should ditch inflation-related price rises

UK telecoms regulator Ofcom wants to ban inflation-related rises in phone and broadband contracts. Instead, it says any potential mid-contract price rises should be set out in pounds and pence.
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Global smartphone market is set for recovery, says new forecast

A new forecast from research specialists Canalys shows the smartphone market is set to recover next year. Worldwide shipments declined by 12% last year but that decline is expected to slow to 5% this year.
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Vodafone and Three plan to merge their UK businesses

Vodafone and Three plan to merge their UK businesses

New Hutchison/Vodafone network would be biggest UK operator

Vodafone Group plc and CK Hutchison Group Telecom Holdings Limited have agreed to combine their UK telecommunication businesses, respectively Vodafone UK and Three UK. The merger will create a large new network operator to compete with Virgin Media O2 and EE.
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UK mobile payment service Paym to close in March 2023

UK mobile payment service Paym will close on 7th March 2023. The service, which allowed users to make and receive payments using their mobile phone numbers, was launched in 2014.
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Qualcomm legal action moves forward in the UK

Qualcomm legal action moves forward in the UK

Which? seeks payout for Samsung and Apple smartphone owners

Consumer protection organisation Which? has been given permission by the UK's Competition Appeal Tribunal to represent Apple and Samsung smartphone buyers in a legal case against chip manufacturer Qualcomm.
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Opinion Articles

Podcast transcript: O2 counts on 3, Microsoft counts to 10 and Apple counts its profits

Here’s an edited transcript of our new monthly podcast, broadcast on 30th January 2015.

[Iain Graham]: Hello, it's Friday 30th January 2015. Welcome to this month's edition of The Fonecast. That’s right, you heard correctly: we’ve temporarily moved to a monthly format. If you’d like to join 51Degrees in sponsoring the podcast and returning us to weekly programmes, please get in touch via our website. Now, on with the show.

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The secret of Apple's success

Mark Bridge writes:

What’s the secret of Apple’s success? That’s the question I was asked earlier this week by LBC radio during a report on Apple’s impressive iPhone sales and its record quarterly results.

So here are six reasons I think Apple is doing so well at the moment.

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BlackBerry Classic isn't a blast from the past... it's a signpost to the Dark Ages

Mark Bridge writes:

If you listen to this week’s edition of The Fonecast - in which we predict what’ll be happening in the mobile telecoms industry during 2015 - you’ll hear James Rosewell say that BlackBerry’s handset business is doomed. Well, actually that’s not quite true.

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Predictions for Connected Homes in 2015

Predictions for Connected Homes in 2015

Jon Carter of Deutsche Telekom has provided us with his ‘Connected Home’ predictions for 2015:

Connected home products and services rely on different communication standards, be it ZigBee, HomeMatic or Z-Wave. Only platforms which both handle established standards and are able to learn new protocols will hold their ground in the market in 2015. Customers don’t want to be limited in their product choices or care about compatibility issues. Integrating any device into a connected home setup needs to be smooth and simple.

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Predictions for 2015: operators face churn, the SIM loses its grip, and cloud and VoLTE finally arrive

Mark Windle of OpenCloud writes:

In 2014, operators focussed on rolling out LTE, but some have lost sight of the bigger picture. 2015 will see traditional telecoms services delivered over multiple access technologies, of which LTE is just a part. As next year fast approaches, our predictions take a step back and look at how the industry will adapt to the changing landscape.

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Monday, September 24, 2012

Mobile gaming past, present and future: an interview with Sandy Duncan of YoYo Games

Mark Bridge writes:

If you want to understand mobile gaming, from the commercial side of game development to the current trends in game design, Sandy Duncan is a great person to talk to.

He spent over 16 years at Microsoft, initially working with PC manufacturers and latterly setting up the company’s Xbox game console business in Europe. He’s an enthusiastic gamer. And, for the last six years, he’s been CEO of YoYo Games.

YoYo Games is involved with a wide variety of gaming platforms, including PCs, consoles and mobile devices. I started my conversation with Sandy by asking him why there was so much interest in mobile gaming when PCs and dedicated consoles were always going to be more powerful than smartphones.

“It's not about power”, explained Sandy. “Gaming is just generally part of our culture. When you introduce a new platform that's capable of providing a gaming experience, people will find ways to get themselves entertained on that. The gaming industry is an entertainment industry.”

YoYo Games currently has three divisions. It offers the GameMaker tool to help people develop games, there’s a community for sharing those games and the company also publishes some games. I asked Sandy to explain more of the company’s background.

“We saw that technology was changing; we saw that we were emerging in a digitally-distributed and not a retail-distributed world. And we saw that as an opportunity for a new generation of people who made games, the first generation of game makers who'd grown up with games as part of their culture and society. Over the last few years, what we foresaw has come true; there's a new generation of people creating games [and] a new bunch of companies as well. Nobody had heard of Rovio in 2007, even though they were around then. The vision mapped onto what was happening with technology at the time.”

“GameMaker has been around since 1999. It was developed by a Dutch university professor, a professor of computer games, and he wanted more people to be able to do what he was teaching without getting into learning C++ or sophisticated low-level or high-level languages. GameMaker has two or three components to it that appeal and make it unique. The first of those is that it has this very easy, ‘I don't need to know any programming’ starting point, which people refer to as ‘Drag and Drop’. So, in other words, you can create relationships between objects and hey presto!  By the time you've cut and pasted a few things on the screen, you've actually created a game.”

“People can make very sophisticated games just using Drag and Drop. The limiting factor is that you can only create games with what the guy who created the Drag-and-Drop allows you to do. But we take it a stage further with GameMaker. There's a programming language built into GameMaker called GameMaker Language (GML). It's like a lot of these so-called high-level languages like C, so anybody who's done programming can be familiar with it very quickly. Because it's games-oriented, it does things very quickly that games require you to do, and the very basic of that is something called a collision. If you think of a game like Pac-Man or even something like Halo, everything is about bumping into things. The tech guys cringe when they hear me say that but, to bring it down to a levelling factor, it's about collisions. And the beautiful thing about the GameMaker Language is… people say the Brits have got 47 words for rain, well we've got 47 words for collisions. And so you can get kind of heavy with the game but still do it more quickly than you can in any other language. It's also a really neat way to learn programming, by the way.”

As YoYo Games used GameMaker itself, so it saw more potential. It acquired the rights to GameMaker in 2007, inviting the creator of the software - Professor Mark Overmars of Utrecht University - to join the company’s board of directors.

“We started publishing games through this incubator approach that we described earlier but the ‘secret sauce’ was what we did to the technology. We allowed GameMaker to take one game that this guy has created potentially in his bedroom somewhere and, by literally flicking a programming switch, exactly the same game with no changes can run as a Facebook game and it can also run as an iOS game or an Android game or even a Windows or Mac OS X game.”

“We did that for our own use because we saw that as a ‘secret’ business model. What we realised was actually the business model we'd created wasn't as much publishing games but it was the technology itself. And so we kind of ‘flipped’ a little bit about a year ago when we saw that the games that we were publishing were actually just a great showcase for the technology - and what we needed to do was to make the technology more widely available. And so on 22nd May this year we launched a thing we called GameMaker Studio.”

“Studio is basically a product that's aimed for everybody. We have a free version. We have a stand-alone home version we call Standard and semi-professional & professional versions that start from about $99 upwards. None of this is expensive. But we're giving the technology that we've used to create 25 very successful games ourselves. It downloads as a free version thousands of times every day from our website.”

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