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Google refreshes its mobile search experience

Google today announced a subtle but welcome refresh of its mobile search experience. The idea here is to provide easier to read search results and a more modern look with a simpler, edge-to-edge design.

From what we’ve seen so far, this is not a radically different look, but the rounded and slightly shaded boxes around individual search results have been replaced with straight lines, for example, while in other places, Google has specifically added more roundness. You’ll find changes to the circles around the search bar and some tweaks to the Google logo. “We believe it feels more approachable, friendly and human,” a Google spokesperson told me. There’s a bit more whitespace in places, too, as well as new splashes of color that are meant to help separate and emphasize certain parts of the page.

Image Credits: Google

“Rethinking the visual design for something like Search is really complex,” Google designer Aileen Cheng said in today’s announcement. “That’s especially true given how much Google Search has evolved. We’re not just organizing the web’s information, but all the world’s information. We started with organizing web pages, but now there’s so much diversity in the types of content and information we have to help make sense of.”

Image Credits: Google

Google is also extending its use of the Google Sans font, which you are probably already quite familiar with thanks to its use in Gmail and Android. “Bringing consistency to when and how we use fonts in Search was important, too, which also helps people parse information more efficiently,” Cheng writes.

In many ways, today’s refresh is a continuation of the work Google did with its mobile search refresh in 2019. At that time, the emphasis, too, was on making it easier for users to scan down the page by adding site icons and other new visual elements to the page. The work of making search results pages more readable is clearly never done.

For the most part, though, comparing the new and old design, the changes are small. This isn’t some major redesign — we’re talking about minor tweaks that the designers surely obsessed over but that the users may not even really notice. Now if Google had made it significantly easier to distinguish ads from the content you are actually looking for, that would’ve been something.

Image Credits: Google

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Google invests in Indian startups Glance and DailyHunt

Google said on Tuesday it is investing in two Indian startups, Glance and DailyHunt, as the Android-maker makes a further push into the world’s second-largest internet market.

Two-year-old Indian startup Glance, which serves news, media content and games on the lock screen of more than 100 million smartphones, has raised $145 million in a new financing round from Google and existing investor Mithril Partners.

Glance, which is part of advertising giant InMobi Group, uses AI to offer personalized experience to its users. The service replaces the otherwise empty lock screen with locally relevant news, stories and casual games. Late last year, InMobi acquired Roposo, a Gurgaon-headquartered startup, that has enabled it to introduce short-form videos on the platform. Google is also investing in Roposo.

Roposo is a short-video platform with more than 33 million monthly active users. These users spend about 20 minutes consuming content across multiple genres in more than 10 languages on the app everyday. 

Glance ships pre-installed on several smartphone models. The subsidiary maintains tie-ups with nearly every top Android smartphone vendor, including Xiaomi and Samsung, the two largest smartphone vendors in India. The service has amassed over 115 million daily active users.

“Glance is a great example of innovation solving for mobile-first and mobile-only consumption, serving content across many of India’s local languages,” said Caesar Sengupta, VP, Google, in a statement. “Still too many Indians have trouble finding content to read or services they can use confidently, in their own language. And this significantly limits the value of the internet for them, particularly at a time like this when the internet is the lifeline of so many people. This investment underlines our strong belief in working with India’s innovative startups and work towards the shared goal of building a truly inclusive digital economy that will benefit everyone.” 

Naveen Tewari, founder and chief executive of Glance and InMobi Group, said the investment will pave the way for “deeper partnership between Google and Glance across product development, infrastructure, and global market expansion.” The startup plans to deploy the fresh capital to expand in the U.S.

Investment in DailyHunt

Google said on Tuesday that it is also investing in VerSe Innovation, the parent firm of Indian startup DailyHunt. Across its apps including eponymous service and short-video platform Josh, DailyHunt claims to serve over 300 million users news and entertainment content in 14 Indian languages. The startup said it has completed a round of over $100 million from Google, Microsoft and AlphaWave among other investors, and this new round values it at over $1 billion, making it a unicorn.

DailyHunt — which is co-run by Umang Bedi, former Facebook India head — plans to deploy the fresh capital to scale the Josh app, the augmentation of local language content offerings, the development of content creator ecosystem, innovation in AI and ML and the growth of its truly “made-in-Bharat-for-Bharat short-video platform,” it said.

Josh and Roposo are among over a dozen apps in India that are attempting to fill the void New Delhi created after banning TikTok in late June in the country. TikTok identified India as its biggest overseas market prior to the ban.

Google is writing both these checks from India Digitization Fund that it unveiled this year. Google has committed to invest $10 billion in India over the course of the next few years. Prior to today, the company invested $4.5 billion from this fund in Indian telecom giant Jio Platforms.

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ClickUp hits $1 billion valuation in $100M Series B raise

Just six month after raising its first bit of outside funding, ClickUp has closed $100 million in new funding and reached a $1 billion valuation, a report in Bloomberg first reported.

The company has seen plenty of growth in the past several months to justify that new unicorn status, including doubling the amount of users to 2 million. In a press release the company also detailed it had grown revenue nine times over since the beginning of the year.

This latest $100 million round was led by Canadian firm Georgian with participation from Craft Ventures, which led the startup’s $35 million Series A back in June. The high valuation showcases just how eager investors are to find winners in the productivity software space, which has seen massive customer gains as an industry this year, partially as a result of shifting corporate attitudes toward working from home.

ClickUp is aiming to further capitalize as it scales its team and product. The company of 200 has doubled in size since its last raise and is hoping to double again in the next several months, CEO Zeb Evans tells TechCrunch.

ClickUp sells productivity software, but their main sell has been tying several products in that space into a single platform, aiming to reduce the number of tools their customers use. The team has recently begun integrating tools like email into their platform so that users can complete workflows inside the product.

“It’s not just like a value play of using one app instead of three or four, it’s an efficiency play by saving so much time and frustration from having all the other different solutions,” Evans tells TechCrunch.

Even as the company continues scaling the product through weekly updates to the company’s apps, including a newly revamped iOS app which launched today (Android launches tomorrow), the team is looking toward how they can build for the long-term.

As to how long this cash will last, Evans isn’t making any promises. “I think this will keep us going for a while, though to be honest with you I would’ve said the same thing with the Series A,” Evans says.

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Android’s winter update adds new features to Gboard, Maps, Books, Nearby Share and more

Google announced this morning Android phones will receive an update this winter that will bring some half-dozen new features to devices, including improvements to apps like Gboard, Google Play Books, Voice Access, Google Maps, Android Auto and Nearby Share. The release is the latest in a series of update bundles that now allow Android devices to receive new features outside of the usual annual update cycle.

The bundles may not deliver Android’s latest flagship features, but they offer steady improvements on a more frequent basis.

One of the more fun bits in the winter update will include a change to “Emoji Kitchen,” the feature in the Gboard keyboard app that lets users combine their favorite emoji to create new ones that can be shared as customized stickers. To date, users have remixed emoji more than 3 billion times since the feature launched earlier this year, Google says. Now, the option is being expanded. Instead of offering hundreds of design combinations, it will offer more than 14,000. You’ll also be able to tap two emoji to see suggested combinations or double tap on one emoji to see other suggestions.

Image Credits: Google

This updated feature had been live in the Gboard beta app, but will now roll out to Android 6.0 and above devices in the weeks ahead.

Another update will expand audiobook availability on Google Play Books. Now, Google will auto-generate narrations for books that don’t offer an audio version. The company says it worked with publishers in the U.S. and U.K. to add these auto-narrated books to Google Play Books. The feature is in beta but will roll out to all publishers in early 2021.

An accessibility feature that lets people use and navigate their phone with voice commands, Voice Access, will also be improved. The feature will soon leverage machine learning to understand interface labels on devices. This will allow users to refer to things like the “back” and “more” buttons, and many others by name when they are speaking.

The new version of Voice Access, now in beta, will be available to all devices worldwide running Android 6.0 or higher.

An update for Google Maps will add a new feature to one of people’s most-used apps.

In a new (perhaps Waze-inspired) “Go Tab,” users will be able to more quickly navigate to frequently visited places — like a school or grocery store, for example — with a tap. The app will allow users to see directions, live traffic trends and disruptions on the route, and gives an accurate ETA, without having to type in the actual address. Favorite places — or in the case of public transit users, specific routes — can be pinned in the Go Tab for easy access. Transit users will be able to see things like accurate departure and arrival times, alerts from the local transit agency, and an up-to-date ETA.

Image Credits: Google

One potentially helpful use case for this new feature would be to pin both a transit route and driving route to the same destination, then compare their respective ETAs to pick the faster option.

This feature is coming to both Google Maps on Android as well as iOS in the weeks ahead.

Android Auto will expand to more countries over the next few months. Google initially said it would reach 36 countries, but then updated the announcement language as the timing of the rollout was pushed back. The company now isn’t saying how many countries will gain access in the months to follow or which ones, so you’ll need stay tuned for news on that front.

Image Credits: Google

The final change is to Nearby Share, the proximity-based sharing feature that lets users share things like links, files, photos and and more even when they don’t have a cellular or Wi-Fi connection available. The feature, which is largely designed with emerging markets in mind, will now allow users to share apps from Google Play with people around them.

To do so, you’ll access a new “Share Apps” menu in “Manage Apps & Games” in the Google Play app. This feature will roll out in the weeks ahead.

Some of these features will begin rolling out today, so you may receive them earlier than a time frame of several “weeks,” but the progress of each update will vary.

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Google launches Android Enterprise Essentials, a mobile device management service for small businesses

Google today introduced a new mobile management and security solution, Android Enterprise Essentials, which, despite its name, is actually aimed at small to medium-sized businesses. The company explains this solution leverages Google’s experience in building Android Enterprise device management and security tools for larger organizations in order to come up with a simpler solution for those businesses with smaller budgets.

The new service includes the basics in mobile device management, with features that allow smaller businesses to require their employees to use a lock screen and encryption to protect company data. It also prevents users from installing apps outside the Google Play Store via the Google Play Protect service, and allows businesses to remotely wipe all the company data from phones that are lost or stolen.

As Google explains, smaller companies often handle customer data on mobile devices, but many of today’s remote device management solutions are too complex for small business owners, and are often complicated to get up-and-running.

Android Enterprise Essentials attempts to make the overall setup process easier by eliminating the need to manually activate each device. And because the security policies are applied remotely, there’s nothing the employees themselves have to configure on their own phones. Instead, businesses that want to use the new solution will just buy Android devices from a reseller to hand out or ship to employees with policies already in place.

Though primarily aimed at smaller companies, Google notes the solution may work for select larger organizations that want to extend some basic protections to devices that don’t require more advanced management solutions. The new service can also help companies get started with securing their mobile device inventory, before they move up to more sophisticated solutions over time, including those from third-party vendors.

The company has been working to better position Android devices for use in workplace over the past several years, with programs like Android for Work, Android Enterprise Recommended, partnerships focused on ridding the Play Store of malware, advanced device protections for high-risk users, endpoint management solutions, and more.

Google says it will roll out Android Enterprise Essentials initially with distributors Synnex in the U.S. and Tech Data in the U.K. In the future, it will make the service available through additional resellers as it takes the solution global in early 2021. Google will also host an online launch event and demo in January for interested customers.

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Strava raises $110 million, touts growth rate of 2 million new users per month in 2020

Activity and fitness tracking platform Strava has raised $110 million in new funding, in a Series F round led by TCV and Sequoia, and including participation by Dragoneer group, Madrone Capital Partners, Jackson Square Ventures and Go4it Capital. The funding will be used to propel the development of new features, and expand the company’s reach to cover even more users.

Already in 2020, Strava has seen significant growth. The company claims that it has added more than 2 million new “athletes” (how Strava refers to its users) per month in 2020. The company positions its activity tracking as focused on the community and networking aspects of the app and service, with features like virtual competitions and community goal-setting as representative of that approach.

Strava has 70 million members, according to the company, with presence in 195 countries globally. The company debuted a new Strava Metro service earlier this year, leveraging the data it collects from its users in an aggregated and anonymized way to provide city planners and transportation managers with valuable data about how people get around their cities and communities — all free for these governments and public agencies to use, once they’re approved for access by Strava.

The company’s uptick in new user adds in 2020 is likely due at least in part to COVID-19, which saw a general increase in the number of people pursuing outdoor activities, including cycling and running, particularly at the beginning of the pandemic when more aggressive lockdown measures were being put in place. As we see a likely return of many of those more aggressive measures due to surges in positive cases globally, gym closures could provoke even more interest in outdoor activity — though winter’s effect on that appetite among users in colder climates will be interesting to watch.

Strava’s app is available free on iOS and Android, with in-app purchases available for premium subscription features.

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Nvidia reportedly bringing Fortnite back to iOS through its cloud gaming service

Nvidia is bringing Fortnite back to iPhones and iPads, according to a report from the BBC.

The British news service is reporting that Nvidia has developed a version of its GeForce cloud gaming service that runs on Safari.

The development means that Fortnite gamers can play the Epic Games title off of servers run by Nvidia. What’s not clear is whether the cloud gaming service will mean significant lag times for players that could effect their gameplay.

Apple customers have been unable to download new versions of Epic Games’ marquee title after the North Carolina-based company circumvented Apple’s rules around in-game payments.

Revenues and rules are at the center of the conflict between Epic and Apple. Epic had developed an in-game marketplace where transactions were not subject to the 30% charges that Apple places on transactions conducted through its platform.

The maneuver was a clear violation of Apple’s terms of service, but Epic is arguing that the rules themselves are unfair and an example of Apple’s monopolistic hold over distribution of applications on its platform.

The ongoing legal dispute won’t even see the inside of a courtroom until May and it could be years before the lawsuit is resolved.

That’s going to create a lot of hassles for the nearly 116 million iOS Fortnite players, especially for the 73 million players that only use Apple products to access the game, according to the BBC report.

Unlike Android, Apple does not allow games or other apps to be loaded on to its phones or tablets via app stores other than its own.

Nvidia already offers its GeForce gaming service for Mac, Windows, Android and Chromebook computers, but the new version will be available on Apple mobile devices as well, according to the BBC report.

If it moves ahead, Nvidia’s cloud gaming service would be the only one on the market to support iOS users. Neither Amazon’s Luna cloud-gaming platform nor Google’s Stadia service carry Fortnite.

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Gaming rules the entertainment industry, so why aren’t investors showing up?

As gaming’s popularity reaches epic heights, venture investors’ activity in the industry doesn’t seem to equate with the overall size of the games market. Spurred by an unreal year where traditional entertainment has been upended by the COVID-19 pandemic and consumers find unity in virtual worlds like Animal Crossing and Fortnite, gaming has never been more popular.

Late-stage investors have shown that they have a tremendous appetite for businesses in the gaming industry. They’ve been pouring capital into established gaming companies like Scopely, which on Wednesday announced a $340 million investment round at a $3.3 billion valuation. But venture capital simply hasn’t given the gaming industry and the broader synthetic market the attention it deserves given its place in the entertainment and cultural firmament.

Just ask LeBron “Bronny” James Jr., the son of the NBA’s biggest star, who became a professional athlete this week — as a gamer with one of the most popular teams in online gaming, FaZe Clan. Or look at Unity, the creator of a popular game development engine, whose stock price has nearly doubled since its public offering in mid-September. Since opening trading at $56 per share, the stock has nearly doubled in value and is now trading at $100 per share.

In the first half of the year gamers spent $36.8 billion on games through both the Android and iOS app stores, according to data from SensorTower. New game installs are also up for the year. The app analytics company said that new game installs were up to 28.4 billion over the first half of the year. Annually the 15 billion new game downloads in the second quarter represented a 45.2% year-on-year growth in gaming.

Then there’s Bitkraft, one of the only venture firms to focus on the totality of the gaming industry, which announced the close of its most recent fund, a $165 million investment vehicle. The firm, which added a former Goldman Sachs managing director earlier in the year to capitalize on the opportunity in what the firm calls “synthetic reality” investments, raised $25 million more than its $140 million target. One of these things is not like the others.

“I’ve been in the games industry for 23 years now [and] I’ve always had this huge fundamental conviction of video games not only dominating the entertainment industry but sort of taking up a big part of what society is — where video games create the digital identities that define evermore of what we understand of ourselves,” said Jens Hilgers, Bitkraft’s founding general partner. “We feel that these are times of acceleration … it’s great to see how we’re leapfrogging one or two or three years of the games industry in this crisis and it makes it more exciting to invest in these times.”

The Unity public offering, and its emphasis on markets outside of gaming, seems to prove Hilgers point and show just how much opportunity remains around the notion of synthetic reality in business and entertainment.

“Their thesis around democratizing access to gaming tools by letting hobbyists use the tools for free is smart, if you want to win the market,” said Alice Lloyd George, founder of Rogue Ventures, a new investment firm focused on frontier technologies and gaming investments.

Lloyd George compared Unity’s business to its biggest competitor, Epic Games, and noted that both have broad aspirations. “Both of them want to use their game engines beyond pure gaming,” Lloyd George said of the two big new gaming platform developers. “Unity is really well-positioned because they’re so strong on mobile. That positions them well for AR and VR. And you need onramps for the developers for AR and VR.”

Engagement and the future of entertainment

When Scopely’s co-chief executive Walter Driver talks about the attraction of gaming properties for players — and the reason investors have been willing to value his Los Angeles-based company in the billions of dollars — he talks about the connections between players. “People have found — and investors looking at the space have found also — that people value the connection they’re getting from interactive experiences. It’s not just our relationship with the players, but their relationships with each other,” Driver said. “Inside of most passively consumed media experiences, you don’t have an identity. You don’t have friends.“

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Decrypted: How Twitter was hacked, GitHub DMCA backfires

One week to the U.S. presidential election and things are getting spicy.

It’s not just the rhetoric — hackers are actively working to disrupt the election, officials have said, and last week they came with a concrete example and an unusually quick pointing of blame.

On Wednesday night, Director of National Intelligence John Ratcliffe blamed Iran for an email operation designed to intimidate voters in Florida into voting for President Trump “or else.” Ratcliffe, who didn’t take any questions from reporters and has been accused of politicizing the typically impartial office, said Iran had used voter registration data — which is largely public in the U.S. — to send emails that looked like they came from the far-right group the Proud Boys. Google security researchers also linked the campaign to Iran, which denied claims of its involvement. It’s estimated about 2,500 emails went through in the end, with the rest getting caught in spam filters.

The announcement was lackluster in detail. But experts like John Hultquist, who heads intelligence analysis at FireEye-owned security firm Mandiant, said the incident is “clearly aimed at undermining voter confidence,” just as the Russians attempted during the 2016 election.

 


THE BIG PICTURE

Twitter was hacked using a fake VPN portal, New York investigation finds

The hackers who broke into Twitter’s network used a fake VPN page to steal the credentials — and two-factor authentication code — of an employee, an investigation by New York’s Department of Financial Affairs found. The state tax division got involved after the hackers then hijacked user accounts using an internal “admin tool” to spread a cryptocurrency scam.

In a report published last week, the department said the hackers called several Twitter employees and used social engineering to trick one employee into entering their username and password on a site that looked like the company’s VPN portal, which most employees use to access the network from home during the pandemic.

Twitter Hack Update: We knew the attackers used the phone & pretended to be IT Support, but now we know the criminals specifically said they were calling about VPN issues, taking advantage of COVID-19 remote work strain. Sadly, these pretexts work often. https://t.co/kKe8XO3MCJ pic.twitter.com/fpE6Afcij1

— Rachel Tobac (@RachelTobac) October 20, 2020

“As the employee entered their credentials into the phishing website, the hackers would simultaneously enter the information into the real Twitter website. This false log-in generated a [two-factor authentication] notification requesting that the employees authenticate themselves, which some of the employees did,” wrote the report. Once onto the network using the employee’s VPN credentials, the hackers used that access to investigate how to access the company’s internal tools.

Twitter said in September that its employees would receive hardware security keys, which would make it far more difficult for a repeat phishing attack to be successful.

Open-source YouTube download tool hit by DMCA takedown, but backfires

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Facebook steps into cloud gaming — and another feud with Apple

Facebook will soon be the latest tech giant to enter the world of cloud gaming. Their approach is different than what Microsoft or Google has built, but Facebook highlights a shared central challenge: dealing with Apple.

Facebook is not building a console gaming competitor to compete with Stadia or xCloud; instead, the focus is wholly on mobile games. Why cloud stream mobile games that your device is already capable of running locally? Facebook is aiming to get users into games more quickly and put less friction between a user seeing an advertisement for a game and actually playing it themselves. Users can quickly tap into the title without downloading anything, and if they eventually opt to download the title from a mobile app store, they’ll be able to pick up where they left off.

Facebook’s service will launch on the desktop web and Android, but not iOS due to what Facebook frames as usability restrictions outlined in Apple’s App Store terms and conditions.

With the new platform, users will  be able to start playing mobile games directly from Facebook ads. Image via Facebook.

While Apple has suffered an onslaught of criticism in 2020 from developers of major apps like Spotify, Tinder and Fortnite for how much money they take as a cut from revenues of apps downloaded from the App Store, the plights of companies aiming to build cloud gaming platforms have been more nuanced and are tied to how those platforms are fundamentally allowed to operate on Apple devices.

Apple was initially slow to provide a path forward for cloud gaming apps from Google and Microsoft, which had previously been outlawed on the App Store. The iPhone maker recently updated its policies to allow these apps to exist, but in a more convoluted capacity than the platform makers had hoped, forcing them to first send users to the App Store before being able to cloud stream a gaming title on their platform.

For a user downloading a lengthy single-player console epic, the short pitstop is an inconvenience, but long-time Facebook gaming exec Jason Rubin says that the stipulations are a non-starter for what Facebook’s platform envisions, a way to start playing mobile games immediately without downloading anything.

“It’s a sequence of hurdles that altogether make a bad consumer experience,” Rubin tells TechCrunch.

Apple tells TechCrunch that they have continued to engage with Facebook on bringing its gaming efforts under its guidelines and that platforms can reach iOS by either submitting each individual game to the App Store for review or operating their service on Safari.

In terms of building the new platform onto the mobile web, Rubin says that without being able to point users of their iOS app to browser-based experiences, as current rules forbid, Facebook doesn’t see pushing its billions of users to accessing the service primarily from a browser as a reasonable alternative. In a Zoom call, Rubin demonstrates how this  could operate on iOS, with users tapping an advertisement inside the app and being redirected to a game experience in mobile Safari.

“But if I click on that, I can’t go to the web. Apple says, ‘No, no, no, no, no, you can’t do that,’ ” Rubin tells us. “Apple may say that it’s a free and open web, but what you can actually build on that web is dictated by what they decide to put in their core functionality.”

Facebook VP of Play Jason Rubin. Image via Facebook.

Rubin, who co-founded the game development studio Naughty Dog in 1994 before it was acquired by Sony in 2001, has been at Facebook since he joined Oculus months after its 2014 acquisition was announced. Rubin had previously been tasked with managing the games ecosystem for its virtual reality headsets; this year he was put in charge of the company’s gaming initiatives across their core family of apps as the company’s VP of Play.

Rubin, well familiar with game developer/platform skirmishes, was quick to distinguish the bone Facebook had to pick with Apple and complaints from those like Epic Games, which sued Apple this summer.

“I do want to put a pin in the fact that we’re giving Google 30% [on Android]. The Apple issue is not about money,” Rubin tells TechCrunch. “We can talk about whether or not it’s fair that Google takes that 30%. But we would be willing to give Apple the 30% right now, if they would just let consumers have the opportunity to do what we’re offering here.”

Facebook is notably also taking a 30% cut of transaction within these games, even as Facebook’s executive team has taken its own shots at Apple’s steep revenue fee in the past, most recently criticizing how Apple’s App Store model was hurting small businesses during the pandemic. This saga eventually led to Apple announcing that it would withhold its cut through the end of the year for ticket sales of small businesses hosting online events.

Apple’s reticence to allow major gaming platforms a path toward independently serving up games to consumers underscores the significant portion of App Store revenues that could be eliminated by a consumer shift toward these cloud platforms. Apple earned around $50 billion from the App Store last year, CNBC estimates, and gaming has long been their most profitable vertical.

Though Facebook is framing this as an uphill battle against a major platform for the good of the gamer, this is hardly a battle between two underdogs. Facebook pulled in nearly $70 billion in ad revenues last year, and improving their offerings for mobile game studios could be a meaningful step toward increasing that number, something Apple’s App Store rules threaten.

For the time being, Facebook is keeping this launch pretty conservative. There are just 5-10 titles that are going to be available at launch, Rubin says. Facebook is rolling out access to the new service, which is free, this week across a handful of states in America, including California, Texas, Massachusetts, New York, New Jersey, Connecticut, Rhode Island, Delaware, Pennsylvania, Maryland, Washington, D.C., Virginia and West Virginia. The hodge-podge nature of the geographic rollout is owed to the technical limitations of cloud-gaming — people have to be close to data centers where the service has rolled out in order to have a usable experience. Facebook is aiming to scale to the rest of the U.S. in the coming months, they say.

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