Microsoft Is Bringing Cutting-Edge Tech Into Gaming

Read original story on: Engadget

Gaming is growing increasingly immersive as integrations with cutting-edge technologies like Augmented Reality (AR) and Virtual Reality (VR) deepens. In fact, at the E3 event currently underway, Microsoft just announced a new version of Minecraft built specifically for its HoloLens headset that was demonstrated at E3 yesterday. The company has also teamed up with Oculus for Xbox One game streaming and Valve for VR on Windows 10.

These two announcements may have Sony on high alert, as the competitive company does not offer the compatibility that Microsoft now does. ESPN magazine is at the forefront of the rise of competitive gaming, releasing the first ever issue on e-sports, calling the meteoric rise of professional gaming in recent years “the birth of a new sport”. As eSports continues to grow and gain legitimacy, we expect more emerging technologies to be integrated.

 

 

Could Refund Of Virtual Goods Soon Be Viable?

Read original story on: The Verge

Virtual goods, which include a wide range of digital products from audiobooks to in-app purchases, have mostly been non-refundable transactions. But Steam, the popular online games platform owned by Valve, might just change that with an updated Refund Policy that now allows its users to “request a refund for nearly any purchase on Steam — for any reason”, as long as the game was purchased within the past 14 days and played for less than two hours.

Compared to physical products, it is considerably more difficult to handle the return and refund of virtual goods due to its inherently intangible nature. Yet it doesn’t exactly stand as a legitimate reason for blocking purchasers from exercising one of their fundamental rights as customers. Steam is able to allow refunds partly because it can verify the usage of purchased games on its platform, and that could be easily expanded to other types of virtual goods through app tracking.

Yet, it is important to not that, while refund of virtual goods is certainly practicable, the complexity of implementation might just keep it from becoming a reality in the near future. Nevertheless, brands selling virtual goods need to be aware of its viability and actively work to improve after-sales service.

Global Watch: China’s Tencent Launches TOS+ And Bets On Mobile Gaming

For years, apps created by Chinese Internet behemoth Tencent has run on all major operating systems, including iOS, Android, and even Windows OS. But propelled by the potential for its uber-popular messaging app WeChat to become a full-fledged platform, Tencent is now looking to develop its own operating system, specifically to capture the nascent IoT market.

Earlier this week, the Shenzhen-based company launched Tencent Operating System, or TOS+ for short. Designed to run on a wide range of connected devices including smart TVs, smartwatches, gaming consoles, and even virtual reality headsets, the Android-based OS will be free to use for manufacturers and developers if they agree to share revenue with Tencent. Unsurprisingly, it also comes with its own mobile payment system. With its own operating system, Tencent is now in direct completion with Alibaba (which developed YunOS) and Xiaomi (which also touts their own MIUI firmware) for a rapidly growing Chinese market.

In related news, Tencent has continued its push for mobile gaming with a minority stake in Glu Mobile, the game publisher behind popular iOS games such as Deer Hunter and Kim Kardashian: Hollywood. In addition to its online and mobile gaming clout in Asia, Tencent already owns two mobile game companies Epic Games and Riot Games that have been quite successful in the US market. Whereas TOS+ obviously has a long way to go before it can compete with the likes of iOS and Android, it looks like mobile gaming could serve as a nice entry point for Tencent to break into western markets.

Header image taken from Tencent’s TOS Site

YouTube Is Ready To Compete With Twitch Directly

Read original story on: The Verge

Last year, YouTube was set to acquire Twitch for $1 billion, but that deal fell through, and the live-streaming site was eventually bought by Amazon.  Now it looks like YouTube is ready to compete directly with Twitch in the increasingly popular arena of e-sports streaming with their own gaming-focused, live-streaming service, which will reportedly be unveiled in June at the E3 Gaming Expo in Los Angeles. As e-sports and live-streaming continue to gain traction, it’s no wonder that Google doesn’t want to be left behind.

Why Microsoft Is Opening Up The Xbox

Read original story on: GeekWire

Xbox users can soon expect a new array of apps to pop up on the gaming platform, as Microsoft is preparing a software development kit to be released later this year. This new SDK will allow developers to build universal apps for a variety of Windows devices, including the Xbox One, while fostering deeper integration across the Microsoft ecosystem. Moreover, it will buff up Xbox’s functionality by introducing third-party apps, moving it closer to becoming a true multimedia hub for the living room.

Why Sony Is Now The PlayStation Company

Read original story on: The Verge

Earlier this week, Sony announced that it has started spinning off its audio and video divisions, after a similar decision to spin off its television division last year. This means that in a few years, Sony would exit the laptop, smartphone, and TV markets entirely, leaving only its movie studio, Sony Pictures Entertainment, and its PlayStation division as company’s core business.

Such focus seems necessary since Sony’s mobile division reportedly cost the company over $1.5 billon in Q2 2014, while the gaming division earned the company $200 million in profit. It’s also safe to conclude that failure to compete with rival Asian tech giant Samsung, especially in the smartphone and TV markets, played an important part in Sony’s drastic decision.

 

Why Twitch Launched A Free Music Library For Gamers

Read original story on: The Verge

Today Twitch announced Twitch Music Library, a free-to-use soundtrack selection for its over 50 million monthly active users. The library currently consists of songs whose copyrights are cleared for use on live streams or in archived video, including some Twitch favorites from Skrillex and Steve Aoki’s record labels. As part of Twitch’s long-running expansion from video games to music, the new service also provides a direct solution to Twitch’s crackdown on unlicensed music streaming last year.