Google Updates Mod_Pagespeed With Smarter Caching, Progressive JPEGs

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Google wants the web to be as fast as possible and it’s been working on a number of initiatives like SPDY, PageSpeed Tools, its hosted libraries and, of course, its Chrome browser. One tools that doesn’t get quite as much press as projects like Chrome and SPDY is mod_pagespeed for the open-source Apache web server. Mod_pagespeed automatically implements a number of performance optimizations techniques that can help improve the loading times of the sites that implement it. Google has now launched version 1.2 of mod_pagespeed. This new version focuses on four features: improved caching for JavaScript libraries like jQuery and jQuery UI, pre-resolving DNS requests, the ability to proxy and optimize resources from trusted domains and core support for transcoding JPEG images to progressive.

As Google’s Joshua Marantz, Jan-Willem Maessen and Bharath Bhushan note in the announcement, “numerous web sites use common JavaScript libraries such as jQuery and jQuery UI. But when one library is stored on many sites, browsers end up re-downloading that library for each new site – a waste of time and bandwidth.” To ensure that users don’t have to re-download these libraries every time, mod_pagespeeds smarter caching system for JavaScript libraries now looks for standard libraries and modifies the site (including third-party code on it) to link to Google’s own copy of them.

Another caching-related optimization in mod_pagespeed 1.2 is support DNS prefetching. DNS resolution time, the mod_pagespeed team says, “varies from <1ms for locally cached results, to hundreds of milliseconds due to the cascading nature of DNS.” Pre-resolving DNS requests won’t shave seconds of your site’s loading times, but it could easily save you half a second – and the point of mod_pagespeed is to make many incremental changes that add up to a significantly faster load time.

Here is what this looks like in action:

Before:

After:

Also new in version 1.2 is the ability to transcode JPEG images to the progressive JPEG format. This feature was previously available in mod_pagespeed, but users had to manually select it. It’s now a ‘core’ filter.

The team also notes that mod_pagespeed can now proxy and optimize resources from trusted domains. This, they say, “enables you to optimize resources even from servers that don’t run mod_pagespeed” and will also provide performance benefits for sits that run SPDY.

Wallaby’s Android App Tells You Which Credit Card To Use To Get The Best Rewards

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Wallaby, a startup which had been originally working to develop a universal credit card that optimizes consumers’ credit card points, rewards, airline miles and more, recently launched a more simplified version of that concept via an iPhone application. Instead of routing purchases to the appropriate card after swiping a Wallaby-branded credit card, the new iPhone app instead just tells you which card you should use. Today, the company is launching that same application on Android.

Functionally, the Android and iOS applications work the same. That is, the new also uses geo-location to know where you’re shopping, then makes its credit card suggestions on the fly. The app presents users with a full list of their credit cards, ranked by which one will be the best to use at that given location. For example, it might recommend the card that offers a higher percentage cashback, perhaps, or the one where you can maximize your points or miles. The user interface also tells you what deal each card provides, so users can make their own choices if they prefer, whereas the universal credit card would have made those determinations for them.

The company says that it’s continuing to tweak and improve its card recommendations, by fine tuning the algorithms that help pick the best card for users. In addition, it has to constantly adjust those recommendations based on the various promotions and offers which are run by the credit card companies and their merchant partners.

Wallaby CEO Matthew Goldman told us earlier that Wallaby’s plans to developer a universal card weren’t being scrapped, but that regulatory hurdles were slowing down the process of making that card available the 10,000+ consumers who had signed the company’s waitlist.

In the meantime, Android users can now download the Wallaby app to have access to these card recommendations. Wallaby competes with others in this space, including Glyph, which is currently iPhone-only.

Deutsche Telekom CEO René Obermann Is Getting Replaced By The CFO, Effective December 31, 2013

deutsche-telekom

A changing of the guard at Deutsche Telekom, owner of T-Mobile and one of the world’s biggest telecoms carriers: René Obermann is stepping down as the CEO and will be replaced by the carrier’s current CFO, Timotheus Höttges. The change will take effect at the end of 2013, a decision that was approved by the Board today in a meeting, the carrier announced today.

The decision to leave was Obermann’s, the carrier said. He’d been with DT for 16 years, seven of which were spent as CEO, with a period before that running the company’s most high-profile division, T-Mobile.

While it may sound like a slow march to innovation death for a CFO to be taking the helm at DT, Höttges has actually cut his teeth in some of DT’s most strategic moves. He is said to have been instrumental in pioneering the carrier’s “Everything Everywhere” joint venture with France Telecom — a move that will, yes, help both carriers save some money, but also paves the way for how carriers can better collaborate to speed up their own ability to respond to technology changes and market demands. Although the UK is one of the most mobile-forward countries, it’s been a relative laggard when it’s come to LTE. EE, as the JV is now known, has pushed the agenda on that with an innovative spectrum plan, and now the country has finally moved into the 21st century of mobile communications.

He also played a large part in the prosposed acquisition of T-Mobile USA by AT&T, and while that ultimately fell apart, it did result in Deutsche Telekom being paid a considerable break-up fee worth a total of $6 billion.

Obermann’s decision to leave was apparently met with regret by the Deutsche Telekom Supervisory Board. For his part, Obermann cited a desire to pursue activities which would allow him to have “more time for customers, for product development and for technology.” He hopes to focus on “entrepreneurial activities” that wouldn’t be possible for him to pursue in his role as CEO of the multinational telecommunications company, the statement says.

Deutsche Telekom expressed a belief that it could halt declining revenues by 2014 in the official release detailing the news, and return to growth, with plans to invest in network-building efforts in Germany and the U.S. to help kickstart that turnaround. Early in December, Deutsche Telekom was said to be considering further job cuts in Germany to help it meet its future financial targets and bump up profitability, according to a Bloomberg report. Planned cuts for 2013 include reductions in external service personnel, the report claims. Recently, the company reported flat revenue and an $8.8 billion loss owing to an accounting write-down resulting from its failed T-Mobile acquisition.

The management change isn’t exactly a huge shakeup – there will be a year’s worth of time to make the transition as smooth as possible, and Obermann’s replacement is an insider with whom Obermann worked closely for the last three years. Still, it’s a significant change for one of the largest players in the mobile wireless industry, and we’ll be watching to see what impact it has on Deutsche Telekom’s fortunes.

Lyst Doing $1M+ Sales A Month – More Following Gucci There Than On TheFancy

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The whole fashion-meets-tech play is really only still emerging, with a wide gamut of businesses pimping various ideas from matching your personal tastes in clothes via your social graph, to literally mapping your body to fit custom-made items. But Fashion startups are notoriously guarded with their numbers. However, one startup has decided to break the mould. Lyst, which is a little like a Twitter for fashion which you can also buy from, has been around for about 18 months until it launched late last year. It’s since picked up $5 million in funding and appears to be doing pretty well. CEO and co-founder Chris Morton revealed to us that while their 1 million-plus monthly unique visitors may ‘look’ puny, it’s the $1 million-plus in sales every month that is making investors and customers happy. Both those numbers represent 1000% growth in 2012. Right now it’s getting 60% traffic from the US, 30% from Europe and 10% Asia + Aus.

Just as Pinterest is dominating the social content space (alongside Tumblr), Lyst is trying to own ‘social commerce’ for fashion. And there is evidence it is doing this: Both Gucci and Alexander McQueen each have almost 10x more followers on Lyst than on TheFancy, which is backed by both Gucci and McQueen’s parent company, PPR.

Not unlike Twitter, on Lyst you can follow fashion brands, stores and influencers, so that as soon as an item is added you’ll see it. That means even items that are not available in your home country, such as from a Gucci store in Italy. This gives Lyst more data than could be pulled from someone using a bookmarklet to create some kind of list.

Social commerce has gotten a bad name recently, perhaps because it simply hasn’t lived up to expectations. Retailers put a lot of store into Facebook pages and people didn’t see the uplift. And despite Fab doing well at socialising home decor, it still feels the need to go out and raise continually large funding rounds.

TheFancy is raved about a lot in the US, but is mostly content ‘branded’ as commerce. And only a small portion of items are actually buy-able. On Lyst, says Morton, you can buy everything you ‘pin’ or follow. Unlike pins of images and Facebook Likes, this means sales, not just “engagement”. It’s a model also followed by the likes of Fashionfreax.

Lyst, recently opened a new office in NYC but remains wedded to its Shoreditch, London office, seeing a better way of operating than in the Valley, given the industry it’s working with and the easier time-zones.

What’s clear from all this is that the Lyst model is more likely to be aped far more in the coming months and years, because as much as Pinterest and TheFancy scrabble around for business models, at the end of the day, if you are a short click from tagging or pinning an item and buying it, that platform is in a much better place than one that is not.

SoundTracking 2.0 Rocks Android-Only Features To Bake In YouTube And A Music ID Lock Screen Widget

SOundtracking For Android

There’s some cool things you can only do on Android, and today music moment sharing app SoundTracking starts takes advantage of them. You can watch YouTube music videos of shared songs without leaving SoundTracking, or identify songs Shazam-style and share them straight from a locked homescreen widget in SoundTracking 2.0 for Android. There’s also a new Trending section to help you discover what’s hot.

While iOS is pretty and easy to use, Android is much more flexible for developers. SoundTracking co-founder Steve Jang tells me “Android is trying to different things with the way you use apps together with the device.” SoundTracking applies these features so when you hear a song or see a band live, you can quickly share a photo or video and the song with friends.

For example, SoundTracking employed the new lock screen widget feature of Android that lets you access parts of an app without unlocking the device first. SoundTracking’s widget lets you search for songs, identify them by an audio sample picked up by your microphone, or share a music moment. It’s super helpful for when you hear a song in a store or on the radio and need to quickly start IDing it before it’s over.

Google is also a bit more attentive to developers. SoundTracking worked closely with the YouTube team so instead of making you jump out of SoundTracking and into the YouTube app to watch a video, it plays inside of SoundTracking. Jang explains “When our users share music moments, many of the songs have cool music videos that add to the meaning or enjoyment of that track. This really became obvious when we saw many users sharing Psy’s “Gangnam Style” song with still images of themselves dancing or of Psy. The real awesomeness of that song is the music video, not just the audio.”

Since you’re not always at a concert and the radio kinda sucks these days, SoundTracking 2.0 for Android also delivers a new discovery experience. Trending tabs let you see what people are sharing near you or worldwide. SoundTracking also smoothed out its design, adding Path-style fly out buttons for sharing. And now you can tag friends in moments you share so they get a notification, which is great for birthdays.

Jang believes developers need to hone their  apps to the operating system they’re on, “There’s advantages and disadvantages to each platform. Android has special features, and iOS has great distribution and lots of users with credit cards on file.” Cloning your app across platforms doesn’t cut it anymore.

You can download SoundTracking 2.0 for Android at the Google Play store. 

And since it’s the end of the year, SoundTracking released some charts of the most shared songs of 2012. So if you don’t know these by now, you may be hard of hearing.

Top 10 Most Popular Songs in Music Moments on ST
 
1.  David Guetta & Sia – Titanium (feat. Sia)
2.  Rye Rye – Crazy Bitch (feat. Akon)
3.  Gotye – Somebody That I Used to Know (feat. Kimbra)
4.  Fun. – We Are Young (feat. Janelle Monáe)
5.  Carly Rae Jepsen – Call Me Maybe
6.  Maroon 5 – Payphone (feat. Wiz Khalifa)
7.  ADELE – Someone Like You
8.  Rihanna – We Found Love (feat. Calvin Harris)
9.  ADELE – Set Fire to the Rain

Now On Xbox, SnagFilms Makes Free, Ad-Supported Indie Films Mainstream

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SnagFilms wants to be THE place to catch indie films online and on various mobile and connected TV devices. And it just got onto another device, which will put its movies in front of tens of millions of new potential viewers. With an Xbox app just launched, SnagFilms is one step closer to getting on every device that matters.

Unlike some other companies, SnagFilms makes those movies available for free — or at least, with ads. That means not paying for individual movie titles, or even paying for a monthly subscription. Nope, you just go to snagfilms.com or open a SnagFilms app and just start watching movies. Then, every eight to ten minutes, an ad shows up. It’s almost like watching regular TV. If your regular TV were full up with indie films, that is.

The newest place you can watch SnagFilms is on Xbox, where the company’s app appeared for the first time this morning. It has about 4,000 movie titles in its library, but not all of them will be available through Xbox. To start, there will be more than 200 different movies to choose from, according to CEO Rick Allen. The company generally curates the selection that viewers can choose from for every device, so it’s picked movies that it hopes will resonate with the Xbox audience.

Xbox Live will bring a huge connected audience to SnagFilms, but it’s far from the only platform that the startup has released on. In fact, SnagFilms already has a large (and growing) list of devices that its movies play on. That includes Yahoo TV, Panasonic, LG, Western Digital, Google TV, Roku, and Boxee connected devices, as well as the iPhone, iPad, Android mobile phones and tablets, the Kindle Fire, and Windows 8 phones and tablets.

While SnagFilms is trying to push its own branded and ad-supported apps to as many devices as possible, it also makes a healthy living selling various indie titles on transactional video on demand services. Case in point: Before its got its own Xbox Live app, the startup was licensing indie titles for sale through the Xbox Live store. Other VOD partners include cable and satellite giants like Comcast, Time Warner Cable, Dish Network, and DirecTV, as well as online storefronts like Amazon, Google Play, iTunes, and Vudu.

SnagFilms has raised $17 million since being founded in 2008. Investors include Ted Leonsis, New Enterprise Associates, Comcast, and Terry Semel.

The Crunchies Monkey Goes Shopping For Holiday Gifts (Also, Tickets Make Great Stocking Stuffers)

The Crunchies Monkey Goes Shopping For Holiday Gifts, And Tickets Make Great Stocking Stuffers | TechCrunch

As we all gear up for the holidays, everyone is scrambling to buy those last-minute gifts for friends and family.

Even The Crunchies monkey. Where do monkeys shop, you ask? Well, we left that up to our own Josh Constine, and I think you’ll agree that it was a good idea on paper, but at the end of the day, maybe just a good old hug will do. Last month, we broke the huge fun story that Facebook now has an on-campus store…called STORE. So why not visit it?

Or maybe, the monkey should have done his shopping using Facebook Gifts online, after all. Special thanks to Facebook for letting TechCrunch crash STORE. Because, well…walking around with a monkey certainly draws attention.

The Crunchies are the hottest ticket in town come January 31st, so please join us.

———

The 6th Annual Crunchies Awards

Thursday, January 31, 2013

Louise M. Davies Symphony Hall
201 Van Ness Ave.
San Francisco, CA

7:30pm – midnight – Awards Ceremony and After Party
A night of celebration with festive attire.

Tickets are on sale here. Be sure to act fast!

Our sponsors help make the Crunchies happen. If you are interested in learning more about sponsorship opportunities during the ceremony or after party, please contact [email protected].

DIY Mobile Website Creator bMobilized Adds Another $2.5 Million In Series A Funding

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bMobilized, a New York-based mobile web startup offering small businesses a way to convert their existing websites into HTML5, mobile-optimized sites, has raised an additional $2.5 million in Series A funding, the company is announcing today. The new funding comes from previous investors Norway’s Alliance Venture and Investinor, as well Alden AS. The funding also comes on top of the $1.5 million bMobilized had raised in April.

According to the investors at Alden AS, the new funding was, in part, due to bMobilized’s 400% growth in customers since May. The company declined to provide hard customer numbers, but did tell us that in the last six months, over 200,000 websites have been converted using bMobilized’s technology.

Although now based in New York, bMobilized got its start in Oslo, Norway, which is why it still has close ties with VC firms. The team, now 15 full-time employees, relocated to the Big Apple in 2010, in order to take better advantage of the city’s tech talent and to target the U.S. small business market.

For those unfamiliar, bMobilized competes with Google partner DudaMobile, which offers its own DIY website conversion toolkit. Under Google, those conversion tools are branded “GoMo” and are provided online for free. bMobilized’s solution is similar in many respects to DudaMobile, offering several of the same features, including automatic sync between desktop sites and mobile, customizable templates, widgets and more. The company claims it can analyze and convert a standard desktop site to mobile in under 30 seconds.

To do so, it has developed something it called the “Automatic Content Identifier (ACI),” which is proprietary technology involving over 300 algorithms that analyze, detect, and convert all the parts of a website.

One of bMobilized more unique features is a contact bar which businesses can customize with buttons like “click-to-call,” “click-to-email,” “click-to-SMS”, and more. Also available among the some 30+ features offered are other mobile-friendly options, like social sharing buttons and support for a product promo on the mobile homepage.

The additional funds will be used to expand market share (the platform works in eight languages), as well for partner development through both a white label solution and an API for large volume customers.

Amazon To Produce 6 Original Comedy Series Pilots, Viewers Decide Which Shows Survive

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Amazon Studios, the online retailer’s department responsible for sourcing scripts and developing original video content, today announced the development of six original comedy series pilots. When production is completed, the series will air on Amazon’s Instant Video platform, which delivers video content like TV and movies to users’ set top boxes, phones, tablets, and computers.

Perhaps the best part of the news is that Amazon will be bringing us a show from The Onion satirical newspaper titled “The Onion Presents: The News.”

The six pilots (listed below) will be aired on Amazon Instant Video once they’re finished. Based on consumer feedback, Amazon will then decide which series to move forward with and continue producing.

After that, completed seasons will only be available to Prime members via Prime Instant Video and through LOVEFiLM for free in the UK.

Here’s what Roy Price, Director of Amazon Studios, had to say about it:

Since launching our original series development effort, we have received more than 2,000 series ideas from creators around the world with all different backgrounds, and we are extremely excited to begin production on our very first set of pilots. The six comedy pilots will begin production shortly, and once they are complete, we plan to post the pilots on Amazon Instant Video for feedback. We want Amazon customers to help us decide which original series we should produce.

This is just the natural next step in the war between library streaming services. In return for loyal viewership on Netflix, Arrested Development is coming back with new episodes directly on Netflix. Amazon’s original content, which includes crowdsourcing original content through funding programs.

Here is a list of pilots to look forward to on Amazon:

Alpha House – Alpha House was written by Academy Award nominee and Pulitzer-Prize winner Garry Trudeau (Doonesbury, Tanner ’88). Alpha House follows four senators who live together in a rented house in Washington DC.

Browsers – Written by 12-time Emmy-winning comedy writer David Javerbaum (The Daily Show) and to be directed by Don Scardino (30 Rock), Browsers is a musical comedy set in contemporary Manhattan that follows four young people as they start their first jobs at a news website.

Dark Minions – Written by Big Bang Theory co-stars Kevin Sussman and John Ross Bowie, Dark Minions is an animated workplace series about two slackers just trying to make a paycheck working an intergalactic warship. The pilot will be produced by Principato-Young (Reno 911).

The Onion Presents: The News – The Onion Presents: The News is a smart, fast-paced scripted comedy set behind the scenes of The Onion News Network that shows just how far journalists will go to stay at the top of their game. The Onion Presents: The News is from The Onion’s Will Graham & Dan Mirk (The Onion News Network, The Onion Sportsdome).

Supanatural – Supanatural is an animated comedy series about two outspoken divas who are humanity’s last line of defense against the supernatural, when they’re not working at the mall. The series, written by Lily Sparks, Price Peterson and Ryan Sandoval, will be produced by Jason Micallef (Butter) and Kristen Schaal (The Daily Show).

Those Who Can’t – Written by Andrew Orvedahl, Adam Cayton-Holland and Benjamin Roy (Grawlix), who were discovered through Amazon Studios online open door process, Those Who Can’t is a comedy about three juvenile, misfit teachers who are just as immature, if not more so, than the students they teach.

Rockmelt Applies “Design For The Thumb” Philosophy To Port Its iPad Web Browser To iPhone

Rockmelt For iPhone

“Can you do it with one thumb or not?” That’s how Rockmelt co-founder Tim Howes tells me his startup decided what needed to change as it translated its iPad web browser app to the smaller iPhone screen. You’ll still scroll through reams of stories from your favorite sites instead of hunting them down. But you won’t have to reach for the back button thanks to new gestures like swipe-left-to-close.

Funded with $40 million from First Round, Andreessen Horowitz, Accel, and other VC heavyweights, Rockmelt started as a desktop web browsing client focused on social sharing. Rockmelt for iPad launched two months ago to redesign the web browsing experience for touch and eliminate the need to surf. You subscribe to blogs, websites, and social profiles, and Rockmelt delivers all their latest updates into a feed. The whole idea was to make content consumption more relaxing with less typing to fit the iPad’s laid-back form factor.

The app’s gotten modest traction, with it currently sitting at #121 on the iPad news app charts. The team tells me the average users scrolls through about 200 stories a day and shares four times a day — six times more than on the desktop. A few weeks ago it added the option to login via email instead of just through Facebook or Twitter. That increased the number of users who log in and personalize their experience from 50% to 60%, and proved the founders’ hypothesis that the email signup option wouldn’t cannibalize social logins.

As popular as the iPad is, Rockmelt wanted to reach a larger audience so it started working on an iPhone version. But the team wasn’t satisfied to just shrink their tablet version. Howes tells me “we introduced new gestures with the idea that you only have one digit to work the whole app.”

For example, you can’t pinch to close a story with one hand. Meanwhile, the iPhone 5′s larger screen made it tough to reach the top left corner where you’d typically put a back button. So Rockmelt for iPhone lets you swipe left to close a story and return to your feed.

Other design tweaks include moving to a single column of stories from the iPad app’s dual columns, and tightening up the story tiles so more can fit on the screen at once. Sharing buttons now pop-up as an overlay instead in their own window that would take up too much room.

If you save stories by swiping right and have Rockmelt for iPad too, your stories are synced between the two apps. Those stories will also sync to your dekstop Rockmelt browser after the next release of that software. Since you’re more likely to be on a cellular connection on the iPhone, Rockmelt tries to respect your data plan by downloading images and media in lower resolution unless you’re on Wi-Fi. Howes says this leads to a 75% reduction in data usage.

Abiding “the tyranny of the thumb” like Rockmelt is a good lesson for other developers to learn. If you want people to snack on your app while on the bus, waiting in line, or walking, try to keep it one-handed.

Rockmelt for iPhone is now available in the App Store.

Violent Video Games Do Cause Some Violence, But Censorship Won’t Help

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In NFL post-game: an ad for shoot 'em up video game. All for curbing weapons of war. But shouldn't we also quit marketing murder as a game?


David Axelrod (@davidaxelrod) December 17, 2012

In the wake of another tragic school shooting, the restriction of simulated killing is a tempting solution. It seems all the more urgent, given that the preponderance of good scientific research shows that violent video games do cause some vulnerable children to lash out at their fellow schoolmates. Censorship through age restrictions is a hollow hope. We live in a world where nearly all information is within reach of the determined. We cannot punish and shroud our way to peace. If anything, the increase in social video games — even violent social games — may prove to be more impactful than censorship.

Yes, Video Games Do Cause Some Violence

As an avid gamer, I get defensive about studies suggesting I am somehow more violent because of my hobbies. The video game-violence link was more tenuous when I was pretending to be a pixelated plumber jumping on dinosaurs. Since then, I’ve played games as a mobster killing cops. The more I played, the more violent scenarios I would involuntary imagine in everyday situations. For those individuals who could callously hurt others, it seems obvious that spending one’s days in isolated, simulated violence, sparks ideas that turn into tragic action.

I also cannot deny that the most compelling evidence shows that violent video games do cause violence. In the most comprehensive review of evidence (massive meta-analysis) to date [PDF], Iowa State Professor Craig A. Anderson and his colleagues found that their “results suggest that violent video games increase aggressive thoughts, angry feelings, and aggressive behaviors and decrease empathic feelings and prosocial behaviors.”

Most experimental studies show that compared to other types of media, violent sports games [PDF], or violent movies [PDF], pretending to hurt people increases aggressive feelings, which is a reliable precursor to real-world violence.

Perhaps the best evidence shows that exposure to violent media predicts students’ verbal and physical aggression against their classmates, even controlling for parental involvement and aggressive tendencies [PDF]. So-called “hostile attribution bias” finds that “when bumped in the hallway, aggressive children are more likely to assume that it was due to hostile intent rather than being an accident.” The longer students are exposed to violence, the more likely they are to threaten, kick, and shove their peers.

A great way to understand how credible research is, is to look at its criticism. Anderson’s work was attacked for exaggerating the impact of video game aggression [PDF], but not for the link itself. In response, Anderson admitted that rigorous scientific research, generally, finds small effect sizes, but that exposure to violent media was similar to other less-contentious risk factors, including “poverty, substance abuse, and low IQ.”

Violence begets violence, a timeless truth that is just as true in the 21st century.

Attacking Video Games Won’t Help

For all the stupendous academic research on the psychological impact of violent media, we forgot to apply that same intellectual prowess to public policy. As it stands, age restrictions are the gold standard, but it’s hard to see how they can be effective. The Federal Trade Commission has praised the video game industry for its enforcing of sales to minors, yet 20 percent of secret shoppers were still able to purchase M-rated video games at Walmart (compared to 53 percent of shoppers at Barnes & Noble who bought an R-rated movie). And those who are on the path to murder likely have no ethical qualms with simply stealing what they can’t purchase.

Moreover, violent children often come from broken homes or parents who can’t enforce strict moral standards.

Thus, the small fraction of young people who commit violence are the ones most likely to slip through (inherent) cracks in the law.

Video Games Might Be The Answer

“A lot of parents, when the kids are playing Doom or Quake, or whatever, thought the kids were being overly aggressive,” said Will Wright, designer of SimCity, one of the most successful franchises in video game history. “But, in fact, if you look at those games, what these kids were doing were playing with teams and they were being amazingly cooperative.”

A growing volume of research on cooperative violent game play suggests that team-based activities may be beneficial. “You’re still being very aggressive, you’re still killing people in the game — but when you cooperate, that overrides any of the negative effects of the extreme aggression,” explains researcher John Velez, a graduate student in communication at Ohio State.

Whereas solitary killing was once the default mode of most games, the Internet has made them increasingly social. More importantly, it connects shy and socially awkward teens who are most vulnerable to committing acts of terrible violence (though it can also isolate them, as some large-scale research suggests).

Ultimately, it takes a community to stop violence. In a large meta-study of firearm violence prevention policies, researchers found that community-based interventions were the most effective solution, including gun buybacks and gun restrictions.

The real solution will likely come from more connection, more involvement when parents are overwhelmed, and more mental health resources for the troubled. Or, in the words of President Obama, “We come to realize that we bear responsibility for every child, because we’re counting on everybody else to help look after ours, that we’re all parents, that they are all our children.”

Note: A number of tech leaders are taking a stand on comprehensive gun reform. We will observing a moment of silence with them this Friday at 9:30am. Learn more about how you can get involved at here.

With 2 Billion Video Views A Month, Maker Studios Raises $36 Million Round Led By Time Warner

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There’s more big money going into video startups: Maker Studios, which ranks among the top networks of creators publishing on YouTube, announced today that it has closed a $36 million round of financing led by Time Warner Investments. The announcement confirms a previous report that Time Warner would be investing in the company.

Other investors participating include Greycroft Partners, GRP Partners, Robert Downey’s investment company Downey Ventures, Elisabeth Murdoch, FUEL, Jon Miller and Jimmy Yaffe’s investment firm M+C, Maker chairman Ynon Kreiz, Daher Capital, and Hollywood producer Jon Landau. Along with the investment, Time Warner’s Rachel Lam will join the company’s board of directors.

Maker has raised a total of $44 million to date, which has helped finance a fast-growing content production and distribution partnership of YouTube creators. Founded in 2009 by a group of independent YouTubers who decided to help each other out, the idea at the time was that by joining forces and cross-promoting each others’ content, the whole would be greater than the sum of its parts. And indeed, the plan seems to be working. Maker now has more than 2 billion views per month and is regularly among the top three independent YouTube networks when it comes to unique viewers and video views.

More than just a place for high-profile YouTubers like KassemG, the Shaytards, The Gregory Brothers, and Mike Tompkins to appear in each others’ videos, Maker has expanded to support networks of creators in a wide variety of content categories. Existing verticals include comedy, music, gaming, fashion, and mom programming, for which Maker has recruited thousands of independent creators to be part of its network. In exchange for being a part of Maker, those creators get audience development, content production, promotion, distribution, and sales and marketing services to boost their audiences and improve monetization.

Maker isn’t the only YouTube content company raising big financing rounds: Earlier this year, Machinima took in $35 million in a round led by Google. And there will surely be more money pouring into this space over time, as other YouTube creator networks — like Fullscreen — are also rumored to be raising rounds. That money is being driven mostly by the belief that YouTube is finally becoming a viable platform for distributing — and monetizing — independent video content, and perhaps the hope that some of these YouTube networks will become next-generation media conglomerates of their own.

With Its New iPhone Application, Shutterfly Is Ready To Compete On Mobile

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Shutterfly, the photo and personal publishing company founded in 1999, is today making good on its September acquisition of Penguin Digital, with today’s launch of a new iPhone application for photo prints and gifts. The app has been completely redesigned from the version released a few years ago, and now includes everything from photo uploads and storage to mobile ordering of prints and gifts, like mugs and iPhone 5 cases.

Despite Shutterfly’s popularity on the web, the company’s mobile experience was dated. Its older app, which had 1.5 million downloads, was focused on managing your photo library on the go, not on product creation and ordering. But the company knew it had to address mobile, which is why it acquired the early stage startup Penguin Digital this September.

“Mobile commerce is now the new normal,” says Karl Wiley, Shutterfly’s General Manager in an interview with TechCrunch. “This is no longer just an early stage trend. And mobile photography is also the new normal,” he adds. “Next year, about 40% of the photos taken in the U.S. are going to come from mobile phones, and already about a third of U.S. consumers are using their mobile device as their primary photo-taking device. So for Shutterfly, it’s been incredibly important to get ahead of that curve and make sure our service is optimized for those mobile users.”

Of course, one could argue that Shutterfly was actually a bit behind the curve, which is why startups like Penguin Digital came to exist in the first place – there was a market that was under-served by the existing photo giants.

For those unfamiliar, Penguin’s flagship iPhone application was called  Mobile Photo Factory, or (hilariously) just “MoPho” for short. It allowed users to import photos from their iPhone’s camera roll, Facebook or Instagram and turn them into prints or other photo gifts. Shutterfly acquired the company for $7.1 million in cash earlier this fall.

You can see how Shutterfly was inspired by MoPho in today’s new application. Like MoPho, the app also offers users a way to access photos saved in their Camera Roll, Photo Stream, saved albums, Facebook, Instagram, and, of course, in Shutterfly’s own storage. That storage, some may be surprised to learn, is actually unlimited. Yes, no caps, support for original-resolution photos, and all stored online for free. Today, the company has over 15 billion images stored on its server.

“It really is a differentiator for us…and something which people haven’t quite understood,” says Wiley. He explains that the company makes money off of getting people to order prints and photo gifts, not on storage. As of its Q3 2012 earnings, the company’s 2.2 million active customers placed some 3.6 million orders, up 40% year-over-year. However, average order totals dropped to $25.06, or 11% year-over-year. With the mobile application, average orders may drop again, since it will now be easier to order just a few prints with a tap, spending only a dollar or two at a time. But this ease-of-use means customers may start to order more frequently.

Overall, the Shutterfly app is attractive, well-designed, and easy to use. In testing the beta build, though, it did have some trouble uploading my 1,000+ photos in the background – after some time, the uploading process would stop. The Shutterfly technical team says that iOS can suspend or terminate background tasks, depending on system resources, so you may not experience the same issue.

In addition to photo prints and the usual gamut of gifts (mugs, iPhone cases, keychains, desktop plaques, canvas prints), Shutterfly has also introduced some non-standard print sizes, which are exclusive to mobile. In Shutterfly’s app, you can choose from 4-inch x 4-inch photos, as well as 4 x 6, 5 x 7 and 8 x 8, and even panoramic photo prints. Explains Wiley, the square prints are ideal for printing Instagram photos, while the panoramic prints take advantage of the iPhone’s new panoramic photo option. Prices for prints start at $0.15 and go up.

The company will expand on the types of printed gifts available in the app in the future, adding other things like cards, stationary, and simple photo books (perhaps similar to what SimplePrints or Mixbook’s Mosaic is doing, for example), as determined by user feedback. Shutterfly is also considering subscription-based options, but has “no specific plans” in this area at present.

The new Shutterfly app is available today in iTunes. For Android and other mobile users, a mobile-optimized website is the only option for now.

Flipboard Goes Big, Launches Support For 10-Inch Android Tablets

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Flipboard has just launched its social magazine app to support Android tablets, including the Nexus 10, Samsung’s Galaxy Note 10.1 and Galaxy Tab line.

Flipboard is an app that aggregates your RSS info, social networks, etc. to create a beautiful, flippable magazine. In fact, the app won Best Touch Interface at the 2011 Crunchies. But making sure that interface creates the same experience across all platforms has proven tough, as Flipboard didn’t migrate over to Android at all until June of this year.

Since then, the app’s been available across the entire iOS ecosystem and Android smartphones, and the Kindle Fire and Nook tablets. But today marks a complete expansion into Android.

This is as big as Flipboard’s ever had to go in terms of optimization. But according to the release, Flipboard worked directly with Samsung to optimize page layouts for the wider screen of some Android devices. Users of these larger Android tablets will see larger story excerpts.

It’s unclear whether or not Flipboard will head to Windows Phone next. That seems the logical next step in terms of platform expansion, though there’s no indication that the company has any such plans. Then again, anything can happen. Flipboard may even throw a curve ball and hit BB10 when it finally launches.

Distimo App Store Report Shows Apple And Google App Markets Still Booming

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Distimo, the app store intelligence startup, annually creates a Global App Stores Report covering trends and market data. This year-end report looks at the winners in 2012 which are, predictably, the Apple App Store and Google Play.

The skinny on the headlines are: Google Play showed tremendous growth, but the Apple App Store maintained its course. Growth in revenues in Google Play is close to Apple, but the latter has higher absolute daily revenue. Draw Something hit 1 million users in nine days, but Asian titles often seem able to trounce those figures. Apple App Store revenues are over $15 million USD a day, and $3.5 million in Google Play. The app world remains a hits business. Just seven apps made up 10 percent of the revenues on the iPhone. Revenue derived from in-apps payments is still going up, but a paid-only strategy can still work very well. And Russians are in love with the iPad, apparently.

According to Distimo, Android may have won in the device installs games but developers have continued to complain about Google Play and its lack of monetization. Meanwhile, Apple continued its powerhouse performance as a store where developers could make money. Its 700,000 apps meant discovery got harder and thus more difficult for developers to get traction.

The report looks at how the stores compare, who the clear publisher and application winners of 2012 are, and the trends and stats that point towards who will win in 2013.

The main findings of the report are available for download here and below you’ll find some illustrations:

• Google Play showed tremendous growth during the past four months, with an aggregated growth in daily revenue of 43% across 20 of the largest countries, while the Apple App Store for iPhone and iPad grew by 21% in daily revenue in the same period.

• Even though the growth in revenues in Google Play in the last four months is close to that of the Apple App Store in 2012, the growth in daily revenues in the Apple App Store was higher than the total daily revenues in Google Play when comparing absolute daily revenue values.

• Draw Something, one of the best known apps of 2012, reached 1M users in 9 days, however Distimo has found it is possible to gain 1M users even faster. Naver, one of the most successful Asian publishers, launched five applications at the end of November 2012, and all five quickly became the most popular applications in many Asian countries. We estimated Line Pop, the most popular of the five, to have generated 1.75M downloads within 72 hours.

• Looking at the worldwide download volumes, the app store opportunity is large. On a typical day in November 2012, the revenues in the Apple App Store exceeded $15M USD, while in Google Play the revenues are just below $3.5M USD in 20 of the largest countries in both app stores.

• Seven applications were responsible for 10% of the revenues in November 2012 in the Apple App Store for iPhone, which is significantly lower number of applications than in January 2012. Moreover, in the Apple App Store for iPad, six applications were responsible for 10% of the revenues, while in Google Play this figure was four.

• The country with the highest tablet proclivity is Russia, where 46% of all iOS downloads are on the iPad. Other iPad savvy countries are The Netherlands and Finland with 38% and 35%, respectively. Japan is the country with the least tablet proclivity, as only 7% of all iOS downloads are iPad apps. The iPad revenues are already higher than the iPhone revenues in some countries when looking at revenues, e.g. Russia.

• The proportion of revenue that derived from in-apps increased from 53% to 69% in 2012. However, in 2012 there were still some publishers who were very successful with a paid-only strategy. Moreover, 35% of the revenue from the top 10 publishers was derived from one-off fees in 2012.

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