Google Launches Cube Slam, An Open Source Pong Clone, To Show Off The Power Of WebRTC And WebGL

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Google today launched Cube Slam, an open source pong clone that you can play against the computer or a friend in the browser. That by itself wouldn’t be all that exciting, but Google created this game to show off the power of WebRTC, Web Audio and WebGL.

For most people (or at least for developers), WebRTC is now synonymous with plugin-free video conferences in the browser and Cube Slam uses this to show you a live video and audio stream of your friend on a virtual screen while you’re playing.

Maybe more importantly, though, the game also uses WebRTC’s RTCPeerConnection and RTCDataChannel – two features most developers are probably not aware of – to send audio, video and all the “bits and pieces that keep the game in sync” back and forth between the two machines.

Google claims that Cube Slam is the ” first large-scale application to use RTCDataChannel, which provides an API similar to WebSocket, but sends the data over the RTCPeerConnection peer-to-peer link.”

For Google, the emphasis here is clearly on showing off the power of WebRTC, just like it focused on WebSockets with its Racer Chrome experiment, but it also wants to highlight what developers can do with WebGL and Web Audio.

The infrastructure for the game is hosted on Google’s Compute Engine and the code is available here.

Cube Slam is now available on Chrome for the desktop and Chrome OS. It’ll be available on Chrome for Android later this year, but you can already try it now by enabling the “WebRTC Android” setting in the chrome://flags menu.

Red Hat Launches Linux-Based OpenStack Platform, Targets VMware For Control Of The Data Center

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Red Hat launched an enterprise Linux-based OpenStack platform today that provides a way to build out cloud services from either inside the data center or from a services provider.

Red Hat Enterprise Linux will integrate a vanilla version of OpenStack to create the new Red Hat Enterprise Linux OpenStack Platform. It will mean that Red Hat applications can run in an IaaS platform and provide support for web and mobile oriented applications that are more cloud aware. It will serve as the main platform for Red Hat’s cloud strategy.

The news is significant as it positions Red Hat as a clear leader for building out OpenStack clouds. The company is also using OpenStack to offer an alternative to the virtualized environments long dominated by VMware.

Red Hat has made a significant push in OpenStack over the last year. It is now the number one contributor to the open cloud effort. It will buttress its OpenStack cloud with a network of certified partners. It has also made investments in Mirantis, which will provide a services component to Red Hat OpenStack build outs.

The combination of Red Hat’s servers with OpenStack is intended to give developers more ability to differentiate the services they run while leaving Red Hat with the responsibility of maintaining Red Hat Enterprise Linux Server and the OpenStack code.

With the news, Red Hat is also making a big push into the data center, VMware’s place of power in the enterprise. The new offering integrates the open-source KVM virtualization platform with Red Hat Linux. It will also include Red Hat CloudForms, a hybrid platform that will give customers a way to gain visibility and control over their virtual infrastructures. According to the company, it will let users deploy, monitor, and manage cloud services across Red Hat Enterprise Virtualization, VMware vSphere, and other virtualization solutions, hypervisors, and platforms.

The enterprise has that sucking sound about it. You can almost hear the enterprise moving to the cloud. With that shift means a different power structure. Red Hat’s news today shows it has the technology and is positioned to be one of the winners in the battles ahead.

Facebook Just Hijacked Every Ad Mentioning Twitter Hashtags

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“[Twitter bird logo] #brand” just became an endangered species. Hashtags are becoming universal as Facebook will start supporting them. That neutralizes an important growth vector for Twitter. Before, each print or tv ad mentioning a hashtag nagged people to join Twitter. Now they can join the real-time conversation through the social network they already use.

Businesses and events want their social mentions to achieve maximum reach, so advertising a “Twitter hashtag” doesn’t make much sense when they could promote a universal hashtag. I expect we’ll either see the Twitter logo drop off before displayed hashtags, or the Facebook logo added.

Whether hashtags get popular on Facebook remains to be seen. Subscribe, its Twitter-style asymmetrical following feature for celebrities and journalists, hasn’t quite become a hit. And hashtags will be posed with the challenge that much of what’s posted on Facebook is only shared with friends, not the public.

Facebook hashtags have one thing going for them. For really popular events, I might not care what strangers are posting about on a Twitter hashtag. But when you click on or search a Facebook hashtag, it may find a way to prioritize surfacing what your friends are saying. Personally, I’d care more to see what my buddies and acquaintances said about the Game Of Thrones #redwedding than have those truly social mentions drowned out by millions by people I’ve never met.

Facebook hashtags may flop and even with a little traction, Twitter will likely remain the king of real-time conversation. But today’s news could reduce the unique value-add of Twitter. It’s part of Facebook’s on-going “good enough” strategy to box out competitors. Someone else might do it better, but Facebook does it at scale on a network people don’t have to start on anew.

How Google’s Acquisition Of DNNresearch Allowed It To Build Its Impressive Google+ Photo Search In 6 Months

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During its I/O developer conference, Google quietly introduced a massively improved version of its photo search feature in Google+, which now uses advanced computer vision to let you search your personal photos. The company didn’t make a big deal about this tool, but it works extremely well. Today, Google is opening up a bit more about how it got to develop this new photo search experience in just about six months.

The system, Google’s Chuck Rosenberg writes, is essentially the next version of the general Image Search over web images Google has offered for about twelve years now. That tool, however, mostly relied on image filenames and text from the web to classify these images. That’s not really possible with personal photos, which often have no context beyond some basic EXIF metadata. “The average toddler [was] better at understanding what [was] in a photo than the world’s most powerful computers running state of the art algorithms,” Rosenberg writes about this approach.

Last October, however, Professor Geoffrey Hinton’s group at the university of Toronto developed a system based on deep learning and convolutional neural networks that easily won the ImageNet computer vision competition with a huge margin. This changed things and a group at Google built and trained a system that used a similar approach to start working on this problem and recognized that this would help it make photo searching more precise and easier.

To make this possible, Google acquired DNNresearch in March, the startup that was spun out of the original research by Hinton’s group. Until now, it wasn’t clear what this team was working on at Google, but now we know the answer. When Google acquired the company, which was founded by Hinton and two of his graduate students, Alex Krizhevsky and Ilya Sutskever, we weren’t sure if Google was doing so for Hinton’s work on speech recognition, language processing or image recognition.

As Rosenberg notes, the company tool this “took cutting edge research straight out of an academic research lab and launched it, in just a little over six months.”

Photo search today uses about 1100 classes, based on the Freebase entities that form the basis of Knowledge Graph. Today’s post delves a little bit deeper into how the system works and handles different kinds of images. It’s worth noting that Google says the system worked better than it expected, especially for specific subclasses like “hibiscus” or “dahlia” (I wouldn’t know the difference between the two…).

Rosenberg notes that computer vision isn’t solved “by a long shot,” but we are getting close to getting computers “to see the world as well as people do.”

Apple’s e-Book Market Share On The Rise, Desktop OS X iBooks Launch Should Help

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Apple has been quietly growing its share of the U.S. e-book market according to its testimony during the current e-book price-fixing court case against it, and now accounts for 20 percent of e-book sales overall stateside (via MacRumors). That’s about twice as much as has been speculated in the past by market-watchers, and it indicates that Apple, while nowhere near the dominant force that Amazon is, might be slowly winning a sizeable chunk of the digital book space.

The news overall comes in a negative context for Apple, which is defending itself against allegations by the government and had to defend the iBookstore from a characterization as a failure, but it’s still good news for the iBooks business, which looks to have a chance to grow even further as Apple delivers desktop support for its digital books via an iBooks application for Mac, shipping with the next release of OS X, 10.9 Mavericks, sometime this fall.

The iBooks arrival on the desktop should be good for consumers, as it provides one more place to read. Cross-platform reach has been the big advantage of competing stores like the Amazon, Nook and Kobo stores so far, and while Apple’s expansion to the Mac still leaves anyone not on Apple devices out of the loop, so it’s unclear how much adoption will spike. But it’s fair to speculate that iBooks has done well on the back of Apple’s increasingly far-reaching presence in education, since texts feature prominently in its promotional efforts around iBooks (and were again on display at the OS X iBooks unveiling at WWDC).

iBooks on the Mac isn’t going to be revolutionary because it lets you pick up where you left off in the latest Game Of Thrones installment on your iPad, since I think a very small portion of people would prefer reading books on their computer vs. on a mobile device. But it will be huge for the education market; in many ways an interactive textbook makes more sense on OS X than it does on iOS, if only because of the greater ability to take extensive notes, view multiple books at once as windowed separate selections, and just generally take better advantage of multiple streams of information.

iBooks is a fine hedge as a consumer-focused e-books platform (it lets Apple claim a more complete ecosystem), but its real lasting value will probably be in education, where it gives Apple a definite leg up on other competing platforms. Others are doing e-textbooks, but Apple has the education pedigree to do it right and spread it fast, and that’s likely what’s behind its iBookstore growth.

Thank You, Google Overlords

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Running a website not optimized for smartphones? Guess what, you’ve been put on notice. Google is using its influence and the power of its algorithm to finally force web publishers to fix their mobile website configuration issues, or risk getting downranked in Google Search. Directing smartphone users to 404′s? You lose. Sending smartphone users looking for specific content to some generic mobile homepage? See ya. Using Flash for your video embeds on mobile? Farewell.

Thank you, Google overlords.

Now normally, a Google SEO change is worth taking a critical eye to, to make sure that Google isn’t somehow penalizing websites unfairly or favoring its own web properties as a result, for example. But this particular change will greatly impact me, as a heavy mobile user who surfs the web constantly on smartphones so…um…well… screw you guys who didn’t get on board with this whole mobile “trend” thing, OK?

The company disclosed its plans in more detail earlier this week, noting that it will “roll out several ranking changes in the near future” that would affect sites not optimized for smartphones, while explaining “smartphone users are a significant and fast growing segment,” and Google wants them to “experience the full richness of the web.”

(Translation: people actually want to use the web on their smartphones, dummies.)

Google’s news mostly flew under the radar as most tech news sites – TechCrunch included – fawned over the reveal of iOS 7, though it could ultimately have a much greater effect on the tech world as a whole. Only some people use iPhones, but everyone* surfs the web.

And Google’s influence when it comes to the web is massive. In the U.S., the company has 66.5 percent of search market share, with the next nearest competitor Microsoft/Bing at just 17.3 percent as of this April, according to comScore. Worldwide, Google’s search footprint on both desktop and mobile is even larger, with an 83.18 percent share on the former, and an 81.02 percent share on the latter, per NetMarketShare’s numbers.

According to its new directives, which Google more casually referred to as “common mistakes,” desktop pages which redirect smartphone users to irrelevant pages on the smartphone website (often just the smartphone homepage), will be among those penalized by the ranking changes.

If you’ve at all used the web on your smartphone, then you’re all too familiar with this frustrating experience – you do a search, tap on a result for an article you want to read, then end up staring confusingly at the site’s mobile-web optimized homepage. Where is the content you wanted? Who knows!

It’s a huge waste of time and bandwidth to have to deal with pages like this when surfing on a smartphone, and Google is now going to make sure that sites like that no longer get top placement.

Google also listed a number of smartphone-only errors website owners should look out for, including desktop pages that redirect to 404′s instead of the smartphone-friendly page (or the desktop page if a smartphone page is not available), incorrect handling of the Googlebot-Mobile, and more. But the recommendation which stuck out was the one which stated that sites should not embed video that doesn’t play on smartphones.

And with this tip, Google quietly served the final death-blow to Adobe Flash, too, saying:

Many websites embed videos in a way that works well on desktops but is unplayable on smartphone devices. For example, if content requires Adobe Flash, it won’t be playable on an iPhone or on Android versions 4.1 and higher.

It’s a notable direction for a company which once embraced the Flash format for its Android platform, and had partnered with Adobe to bake Flash into its own web browser Chrome, even as former Apple CEO Steve Jobs told the world just what he thought of Flash, and none too kindly at that. Google finally gave up the fight for Flash on mobile in recent months, given that Adobe, too, had turned its business away from Flash and toward building HTML5-based tools and applications instead.

Flash, long since banished on iOS, unsupported on Android 4.1 and higher, and dropped by game development engines like Unity, needs to stop powering video embeds, too. At least on mobile.

How long do website owners have to make the changes Google suggests? The company doesn’t say, only hinting that they’ll come in the “near future.” (Arguably, these companies have had years to start caring about mobile, so let’s not shed any tears for them.)

Now, if Google could only do something about those ridiculous websites that push you to download their mobile app when you just want to read their content. Yes, Quora, I’m looking at you.

* Everyone meaning anyone with access to it who has also has access to a supported device. Not like literally every human being in the entire world. 

Image credit: comic, XKCD

After Selling Its Display Network To Ziff Davis, InPowered Expands ‘Earned Advertising’ Beyond Tech

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A few weeks ago, we broke the news that InPowered would be selling its NetShelter display advertising business to publisher Ziff Davis. Now the company is ready to talk about what comes next.

Peyman and Pirouz Nilforoush, the brothers who co-founded InPowered and serve as CEO and president respectively, said they’re using the money from the deal (an undisclosed amount) to double down on InPowered’s concept of “earned advertising.”

Peyman said InPowered is taking a very different approach from the social and native advertising companies that are getting a lot of attention right now. You could almost think of it as the opposite of native ads, where advertisers take their own content and package it in a way that matches the content on a publisher’s site — to put it simply, they’re taking ads and packing them as content. With the InPowered platform, advertisers are going in the other direction, taking content and packing it as advertising — they can track the articles that are posted about their products, and then they use ads to promote the ones that they like.

Social ads, meanwhile, are about promoting the influence of friends and family, which Peyman acknowledged is important, but mostly for “impulse decisions.”

“There’s this whole other side that consumers go through every single day,” he said. “If they’re trying to figure out where to go for vacation, it’s an informed decision and you truly require experts.”

That’s been the idea behind InPowered all along, but until now the company has focused on technology. Now, however, Peyman and Pirouz said they’re starting to work with advertisers outside the area. They didn’t give me a full list of every category that they’re planning to expand into — in part, it seems, because they’re still deciding themselves.

“We’re actually letting the data guide us,” Pirouz said.

The first non-tech advertiser is Chevy, and the brothers said they expect to work with similar companies — brands whose products are purchased through considered decisions rather than impulse buys. Peyman and Pirouz said likely categories include auto (not surprising, given Chevy’s participation), fashion, travel, and gaming. They also noted that since they work with ad exchanges to distribute their ads, they don’t need to recruit an entirely new network of publishers for each category.

As part of the sale, InPowered announced that on the tech side alone, it has worked with 20 brands to promote content that has been opened and read by 2 million consumers. As the company expands into other areas, Nilforoush said it’s staying true to its initial goal: “We’re trying to make people better informed and more influential.”

It’s Time For Apple To Treat Us Like Adults

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It’s time for Apple to treat us like adults. The company revolutionized the smartphone with iOS, no doubt. But as iOS gets older, its users are, too, and fewer and fewer of them are first-time smartphone owners. It made sense to hold everybody’s hands when this whole idea of a computer in your pocket was new. But just as Apple will probably move from skeuomorphic design to a more abstract flat design in iOS 7, it should also trust its users a bit more and give them more control over how they want to use the operating system.

Sure, Apple will never allow something like Facebook Home on its phones (that’s an abomination anyway), but isn’t it time for Apple to allow users to switch at least some defaults away from Apple’s own apps and to allow third-party services to come in and take over?

The prime example here is obviously Safari. Google’s Chrome, Opera and others make pretty competitive mobile browsers now and many of them are superior to Safari in a number of ways. With its proxy services, for example, both Google and Opera can save users bandwidth costs (in Chrome, that’s just available in the Android beta, right now). I wouldn’t be surprised if Apple soon also offered this feature, but why not let the user choose a default browser. Google already redirects iOS users to Chrome from its own apps like Gmail for iOS when possible, but most apps don’t do this, so there is really no point in switching browsers.

The same thing goes for Apple Maps, too. It’s the prime example of a default iOS app that’s inferior to its competitors, but it’s still the app that Yelp and every other popular app will always open. It’s a bit easier to switch to long-term, because you’ll probably want to use it as a standalone app, too, but it’s still an unnecessary hassle.

Outside of apps, it would also be nice if Apple finally allowed third-party keyboards. Let’s face it – the standard iOS keyboard is getting a bit old. Sure, sooner or later, Apple will likely copy Swype (just like Google did) and offer a swipe-driven keyboard, too, but there is something to be said for choice.

I can hear the murmuring: Why don’t you just switch to Android? The truth is, I probably will. For a long time, the trade-off was great user experience (iOS) vs. a more open system (Google). Now that Google’s user experience is virtually on par with Apple’s and its services are so much better, Apple’s choice is now to keep the system on lockdown and try to own the experience or to open up at least a little bit and give us users at least a little bit more choice.

What Games Are: Have We Hit “Peak Mobile”?

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Editor’s note: Tadhg Kelly is a veteran game designer, creator of leading game design blog What Games Are and creative director of Jawfish Games. You can follow him on Twitter here.

I was not particularly surprised. I’m talking about this week’s Zynga, OMGPOP and Tapjoy news, but not in a haughty-told-you-so sort of way. I’m wondering whether they are canaries in the coal-mine, symptomatic of a larger shift in mobile gaming. I’m wondering whether the mobile market has hit a peak, and whether that means its tone is about to shift. I’m wondering whether mobile gaming has passed a point where it is no longer cost-effective to create lowest-common-denominator games, and whether we need smarter approaches.

Before The Peak

Before a peak is reached, games always seem like a business in which the most important skill to possess is the ability to rush.

Usually it starts with an unexpected novelty, such as when Facebook turned on its API, Apple surprised everyone by releasing an App Store or Nintendo invented the Wii (or more up to date, the microconsole idea, which I think is the next one). The novelty often seems unproven, leading to a wait-and-see attitude from most astute observers. Developers tend to not like making games for platforms that don’t seem validated yet for year of wasting money, but there are always some early movers. They are the people who realize that there may be an opportunity in the new market that others don’t see, and they leap before they look. In so doing, they prove the novelty’s validity for others.

The novelty phase then leads to a low-hanging fruit phase as reports of early success surface. A couple of key games show that there is a new kind of interaction or other game mechanic that seems to work in that space, and they nail its possibilities (your Flight Control or Mafia Wars moment) in a way that opens a lot of eyes. Where last year the skeptical games executive may have scoffed at the idea that Facebook would ever go anywhere, this year he’s suddenly leading the charge to get on there as fast as possible.

During the low-hanging fruit phase a lot of obvious game concepts are explored, often little more than re-skins or clones of other successful games. The size and scope of the market start to be wildly exaggerated, but also the sense of optimism. A gold rush mentality takes over and developers start inventing genres on the fly, such as “endless runner”. These are usually good times for those who execute at speed and do it well, and they lead to some outsized successes (your Angry Birds or FarmVille moment) that achieve cultural critical mass. Folks start talking up their game science, their playbooks and their mechanics decks, and more and more people pile on.

However then the problem becomes one of discovery and – like any gold rush – that leads to a third phase where it’s better to sell shovels rather than do the mining yourself. Marketing tools, sharing plugins, advertising solutions, customer acquisition, monetization tools, game engines and many more services explode. In the old days we might have called that publishing, but these days we call it APIs. Regardless, there seems to be more reliable money to be made in servicing developers than the market directly, and many companies strive to fill those niches. This is where success stories like Applifier come from, as well as the thinking about what it really takes to get up to the top of the iOS charts.

Nonetheless it still seems relatively straightforward. The next phase, the peak, is when the business stops being simple.

Peak

Up until the peak there may be many roads to take and many avenues to success, but the product itself is usually pretty obvious. Whether we mean farming games, casual games or casino stuff like bingo, these are all the kinds of game that are broad. Some may be very smart, others as dumb as a post, but none of them represent a complex conversation with customers. Like selling brands of soap, what the game is and how it plays are questions of mass appeal, and the most repeatable road to success is about maximizing commercial advantage.

But when customers’ platform amnesia starts to wears off, everything starts to change. This is the peak.

Customers start to notice that they’re being offered the same product over and over. They start to become sensitive to the vagaries of the platform and then less inclined to just jump into a game willy-nilly. They start to develop deep loyalties to certain games, and certain game makers. They start to get slightly bored of watching the same ludemes endlessly recycled and want to be delighted all over again. They start to find the non-mechanical aspects of a game, such as its fiction or aesthetic, more appealing. In short they start to become somewhat like any media audience, which is to say complex and hard to read as one whole bloc.

Whether searching for complex games like Star Command, retro games like Knights of the Old Republic, elegant games like Dots or arty games like Year Walk, they start to drift away from the center. Bit by bit, day by day, the cost of being in the center seems to get that little bit tougher and cracks start to show. Even selling shovels to help others get to the center starts to get icky and layoffs begin. Developers start asking whether there really can be a meaningful return ever generated for any company paying $4 per quality customer install.

Take Zynga for example. Zynga was a great company in the days when social games were all about being fast movers and fast followers, but those times are past. Now it’s facing the much harder task of operating in mature markets where growth is not as explosive, and unless it can figure out a third way such as the real-money gaming or trying to develop some wacky hits like a MOBA it’s probably got a long road and many more layoff rounds to come. These are non-simple choices, in a no-longer-simple landscape.

I also think similar forces are at work at Tapjoy and other plugin providers. Aside from the fear of another AppGratis situation, there are a lot of competitors selling very similar products with a limited range of tactics at their disposal. And, not unlike the days when Facebook was full of wild west plugin solutions, it seems to me that a great shakeout of these services is looming. They all essentially say they can find you quality users through cross promotion and pay-per-something advertising, but actual accounts of success or failure in those networks produces wildly differing impressions.

After The Peak

The frustrating aspect of peak oil is that we’ll likely only know that we hit the peak after the fact. All the indicators tend to trail where the market actually is, and this is why crashes happen. The same is true of any gold rush or any stock market bubble. We can only sense what might be going on from watching canaries and reading runes, and by the time the real information comes in the fight-or-flight decision point is usually long past. In games, as in many areas of life, if you wait too long to know what you should do, your hesitation kills you. That’s why it’s entirely possible that – even though Clash of Clans and Candy Crush Saga may be making dump trucks of money – peak mobile has actually been reached.

If I’m right then the next sign to look for is just how dependent success becomes on relationships. It starts to feel as though that succeeding on a platform is about who has the strong partnership with the platform holder, who has the inside track, who has the deals in place to guarantee prominent placement on the front page, the top shelf, or the prime location, then that’s a big indicator. Similarly if the platforms start to talk up their exclusives in order to get prominent placement, it says a lot.

Like I said, this is when the games business stops being simple. Influencers start to matter as much as outlets or process because customers want delight, but don’t want the cognitive load of dealing with overwhelming choice. Trust assets become more important, whether in the official guise (like the old official Nintendo magazines, or the Editor’s Choice on the iOS App Store) or among communities. Getting on the radar of a hot blog, getting in tune with a motivated tribe of customers, or even building that tribe to begin with, are the factors that start to determine your success, but to do so you have to learn to speak their story and language.

One example is the importance of art. Most games look like other games, but some manage a wow factor. In console gaming that factor is usually wrapped up with over-the-top graphics (which we’ll no doubt see a ton of tomorrow when the E3 press conferences begin), but in mobile it’s often associated with a certain style. The App Store editors, for example, seem to love cute paper-cut-out graphics and style apps like Musyc or Paper. Therefore to get noticed by them your probably have to speak to those values. Factors like this start to matter and, depending on the platform, the customer either starts to become more sophisticated and driven by marketing stories, or grows jaded. For mobile developers the question of which way the market will go is particularly pertinent.

The peak came at various speeds to console gaming, PC gaming, indie gaming, flash portals and social gaming. Each market had its own traits and its own kind of customer, so each peak looked different. PC gamers, for example, became a highly engaged audience with and dense cultural conversation. Nintendo gamers developed lifelong brand loyalties that few companies could ever hope to match.

Facebook gamers, on the other hand, just don’t care. Facebook games may have accelerated in user adoption faster than any other platform to date but they also hit their peak very early. Rampant cloning and platform changes that up-ended free virality channels were largely to blame, but efforts to make that market more sophisticated have not exactly taken off. The so-called “midcore” social game customer (a half way point between the traditional casual and hardcore archetypes) sort-of exists, but not at the same scale as a and Zynga. Meanwhile Zynga competitors like King seem to be doing really well from going back to basics with simple casual games.

For mobile, it really could go either way. Somewhat like the PC world, there is a vested interested from app store like Apple, Google and Amazon to ensure that they keep pushing great content. Great content drives platform adoption, which in turn drives a whole host of other benefits. It works to Steam’s advantage to have games like FTL, and likewise it works to Apple’s advantage to have great games like Star Command.

Yet at the same time we’re talking about gaming on mobile phones. Those little screens may always be perceived as only for frivolous gaming (such as Warner’s Heads Up game) or playing Sudoku on the bus, but it’s hard to see that they will ever become venues for more immersive games. Can we pragmatically expect the audience of mobile games to develop strong cultural identities and communities? Or will phones always seem just that little bit lightweight for those kinds of game? (And will tablets prove different in this respect?) And if they do, does that mean mobile’s peak will be more like Facebook’s, stalling and settling into fixed patterns and jadedness?

Nobody can say for sure. But it does feel to me that mobile seems to have crested, and mobile game makers are heading toward non-simple times.

How The NSA Hunts For Startups Through A VC Firm Dedicated To Serving Intelligence Community

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In-Q-Tel (IQT) is a not-for-profit venture capital group that helps the NSA and other agencies hunt for startup and young companies that develop core technology for the U.S. intelligence community.

These young companies are often outside the reach of the intelligence community — about 70 percent of them have never worked with the government before. IQT often co-invests with venture capital groups, giving the CIA, NSA and other intelligence agencies access to the most new and innovative technologies on the market.

IQT is highly influential with the startup community and serves as an arm for intelligence operations. That’s evident in how it markets itself to potential employees:

The bottom line is that In-Q-Tel accelerates the Intelligence Community’s access to cutting-edge technology. We have had significant impact in supporting the IC mission, but we know that the only way to maintain our success is to continually attract top-notch talent from a wide variety of industries and professions. We are constantly reaching out to individuals who can add their creativity to the task before us – improving our nation’s security.

What The NSA Is Looking For

Job listings for IQT show the sophistication of the technology that the intelligence community is seeking:

  • Top-secret clearance is needed for the people applying to work at IQT as a systems engineer. This is the job that does the technical work of transferring the startups and other porfolio companies to the intelligence community. These technologies include but are not limited to geospatial analytic tools, video analytic products, large-scale data systems, multilingual translation tools, security and mobility products.
  • IQT lists “social network analysis,” as an area of focus for an intern in software engineering out of its Menlo Park office. In the job post, knowledge of OpenStack is listed as a plus. OpenStack has gained importance with the NSA for integrating the infrastructures of its various different agencies.
  • It looks like the intelligence community needs better messaging and identity systems. A job listing for a member of the technical staff states they need someone “to define technology requirements and recommend solutions for identity and authentication for a secure email and messaging platform.”
  • A job posting for a strategic advisor shows the extent that IQT seeks out tech companies with disruptive technologies. The job essentially requires the person to seek out companies that are doing some of the most extraordinary work in Silicon Valley. The posting cites advanced analytics, data visualization, collaboration, mobility and next generation infrastructure as areas of focus.
  • For mobile, IQT is looking for someone with technical mastery who can recommend “potential solutions from the venture-backed startup landscape.” It appears that IQT, and by proxy the intelligence community, faces a technology gap as illustrated in the job description that says they are building a team for the entire mobile ecosystem, encompassing devices, operating systems, applications, networks, enterprise infrastructure and more. Basically, IQT is looking for mobile startups that encompass the entire technology stack.
  • Over the past week, we have learned the extent of the NSA’s data-intelligence operations. It’s such a focus that IQT has a posting for a software engineer for “big data and advanced analytics.” That means proficiency in time-series databases, NoSQL, integration expertise using APIs and programming languages such as Ruby on Rails, Java and even MATLAB.
  • The job listing for a systems administrator points to the sophistication of IQT’s own IT infrastructure and its internal development process for startups. The person holding the job has responsibility for the IQT lab, which conducts comprehensive comparisons on different products.

It appears that IQT has played a pivotal role for the intelligence community as it scales out its data mining and surveillance. But that scale out is just the beginning. The NSA is spending billions on top-secret data centers in Maryland and Utah so it can store and analyze billions of data points daily. It’s well-known that the NSA is building these data centers. But until this week, we really did not have a context for what looks like upwards of at least $5 billion in spending just for the construction and the racks inside. Now we can look at these giant data factories from an entirely different viewpoint.

The reality: there are billions more being spent on surveillance. And hundreds of tech companies will stand to benefit. Truly, the NSA’s best allies are the tech companies of Silicon Valley and the venture companies that back them.