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Still a year away from launch, Meg Whitman and Jeffrey Katzenberg’s Quibi keeps adding talent

Video won’t start rolling on Meg Whitman and Jeffrey Katzenberg’s new bite-sized streaming service with the billion-dollar backing until the end of 2019, but talent keeps signing up to come along for their ride into the future of serialization.

The latest marquee director to sign on the dotted line with Quibi is Catherine Hardwicke, who will be helming a story around the creation of an artificial intelligence with the working title “How They Made Her,” according to an announcement from Katzenberg onstage at the Variety Innovate summit.

Hardwicke, who directed “Thirteen,” “Lords of Dogtown” and, most famously, “Twilight,” is joining Antoine Fuqua, Guillermo del Toro, Sam Raimi and Lena Waithe in an attempt to answer the question of whether Whitman and Katzenberg’s gamble on premium (up to $6 million per episode) short-form storytelling is a quixotic quest or a quintessential viewing experience for a new generation of media consumers.

Katzenberg also revealed in a LinkedIn post that Quibi would be working on a basketball-related series with Steph Curry’s production company. He wrote:

I announced a new docu-series by Whistle called “Benedict Men” coming exclusively to Quibi. “Benedict Men” will be executive produced by Stephen Curry’s Unanimous Media and will give viewers an inside look at one of the most unique high school basketball teams in America at St. Benedict’s Prep in Newark, New Jersey.

St. Benedict’s Prep is an all-boys secondary school founded on the core belief ‘What Hurts My Brother Hurts Me,’ and aims to foster a legacy of strong character, community, leadership, and faith. As one of the top athletic high schools with a storied basketball program and the highest graduation rate in New Jersey, the series will follow the brotherhood of young men who seek to balance life in complicated surroundings.

In some ways, the big adventure backed by Katzenberg, the former chairman of Walt Disney Studios and founder of WndrCo, and every major Hollywood studio — including Disney, 21st Century Fox, Entertainment One, NBCUniversal, Sony Pictures Entertainment and Alibaba Goldman Sachs — is the latest in an everything old is new again refrain.

If blogs reinvented printed media, and podcasts and music streaming reinvented radio, why can’t Quibi reinvent serialized storytelling.

Again and again, Whitman and Katzenberg returned to an analogy from the early days of the cable revolution. “We’re not short form, we’re Quibi,” said Whitman, echoing the tagline that HBO made famous in its early advertising blitzes. That Whitman and Katzenberg’s project to take what HBO did for premium television and apply that to mobile media is ambitious. Now industry-watchers will have to wait until 2019 at the earliest to see if it’s also successful.

In the interview onstage at a Variety event on artificial intelligence in media, Katzenberg cited Dan Brown’s “The Da Vinci Code” as something of an inspiration — noting that the book had more than 100 chapters for its 500 pages of text. But Katzenberg could have gone back even further to the days of Dickens and his serialized entertainments.

And right now for the entertainment business it really is the best of times and the worst of times. Traditional Hollywood studios are seeing new players like Netflix, Amazon, Apple and others all trying to drink their milkshake. And, for the most part, these studios and their new telecom owners are woefully ill-equipped to fight these big technology platforms at their own game. 

Taking the long view of entertainment history, Katzenberg is hoping to win networks with not just a new skin for the old ceremony of watching entertainment but with a throwback to old style deal-making. The term serialization here takes on greater meaning. 

Quibi is offering its production partners a sweetheart deal. After seven years the production company behind the Quibi shows will own their intellectual property, and after two years those producers will be able to repackage the Quibi content back into long-form series and pitch them for distribution to other platforms. Not only that, but Quibi is fronting the money for over 100 percent of the production.

Katzenberg said that it “will create the most powerful syndicated marketplace” Hollywood has seen in decades. It’s a sort of anti-Netflix model where Katzenberg and Whitman view Quibi as a platform where creators and talent will want to come. “We are betting on the success of the platform — and by the way, it worked brilliantly in the ’60s and ’70s and ’80s.” Katzenberg said. “Hundreds of TV shows were tremendous successes and [like the networks then] we don’t want to compete with our suppliers.”

In addition to the business model innovations (or throwbacks, depending on how one looks at it), Quibi is being built from the ground up with a technology stack that will leverage new technologies like 5G broadband, and big data and analytics, according to Whitman.

Indeed, launching the first platform built without an existing stable of content means that Quibi is preparing 5,000 unique pieces of content to go up when it pulls the curtains back on its service in late 2019 or early 2020, Whitman said.

And the company is looking to big telecommunications companies like Verizon (my corporate overlord’s corporate overlord) and AT&T as partners to help it get to market. Since those networks need something to do with all the 5G capacity they’re building out, high-quality streaming content that’s replete with meta-tags to monitor and manage how an audience is spending their time is a compelling proposition.

“We want to work to have video that looks good on mobile [and] ramp up content in terms of quantity and quality,” Whitman said. That quality extends to things like the user interface, search features and analytics.

“We have to have a different search and find metaphor,” Whitman said. “It takes eight minutes to find what you’re looking for on Netflix… We will be able to instrument this with data on what people are watching and using that in our recommendation engine.”

Questions remain about the service’s viability. Like what role will the telcos actually play in distribution and development? Can Quibi avoid the Hulu problem where the various investors are able to overcome their own entrenched interests to work for the viability of the platform? And do consumers even want a premium experience on mobile given the new kinds of stars that are made through the immediacy and accessibility that technology platforms like YouTube, Instagram and Snap offer?

“Where the fish are today is a phenomenal environment,” Katzenberg said of the current short-form content market. “But it is an ocean. We need to find a place where there are these premium services.”

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Jam City is setting up a Toronto shop by buying Bingo Pop from Uken Games

The Los Angeles game development studio Jam City is setting up a shop in Toronto with the acquisition of Bingo Pop from Uken Games.

Terms of the deal weren’t disclosed.

The deal is part of a broader effort to expand the Jam City portfolio of games and geographic footprint. In recent months the company has inked agreements with Disney — taking over development duties on some of the company’s games like Disney Emoji Blitz and signing on to develop new ones — and launching new games in conjunction with other famous franchises like Harry Potter.

The Bingo Pop acquisition will bring a gambling game into the casual game developer’s stable of titles that pulled in roughly $700,000 in revenue through October, according to data from SensorTower.

“We are so proud to be continuing Jam City’s rapid global expansion with the acquisition of one of the most popular bingo titles, and its highly talented team,” said Chris DeWolfe, co-founder and CEO of Jam City, in a statement. “This acquisition provides Jam City with access to leading creative talent in one of the fastest growing and most exciting tech markets in the world. We look forward to working with the talented Jam City team in Toronto as we supercharge the live operations of Bingo Pop and develop innovative new titles and mobile entertainment experiences.”

Founded in Los Angeles in 2009 by DeWolfe, who previously helped create and launch Myspace, and 20th Century Fox exec Josh Yguado, Jam City rose to prominence on the back of its Cookie Jam and Panda Pop games. Now, the company has expanded through licensing deals with Harry Potter, Family Guy, Marvel and now Disney. Jam City has offices in Los Angeles, San Francisco, San Diego, Bogota and Buenos Aires.

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Wreck-It Ralph is getting a warehouse-sized VR experience at Disney parks

For the last year or so, Disney has been dabbling with massive virtual reality experiences that let players strap on a portable VR rig and run around in a warehouse-sized environment. In partnership with The VOID (part of Disney’s 2017 accelerator class) and Lucasfilm’s ILMxLab, it launched a Star Wars-themed experience, Secrets of the Empire, at both Downtown Disney (California) and Disney Springs (Florida) back in November of 2017.

The next Disney property getting the VR treatment? Wreck-It Ralph.

Here’s the trailer, released this morning:

Based on the upcoming movie sequel “Ralph Breaks the Internet,” this one will be called, aptly, Ralph Breaks VR. Like Secrets before it, the Ralph experience will support four players running around a shared VR environment — but rather than dodging blaster fire and outsmarting stormtroopers, they’ll be having food fights with kittens and outrunning security drones.

While I’m mostly neutral on Ralph, I’m… pretty excited for this. Secrets of the Empire is one of the most ridiculous experiences I’ve ever had in virtual reality. It’s hard to say much without spoiling some of the moments, but my jaw was on the damned floor for half of the time. Alas, there wasn’t much time to speak of; the entire thing only lasts about 25 minutes — which, at $30 per person, felt way too short. Tickets for Ralph cost roughly the same; depending on location, it’ll be $30 or $33 per person.

A representative for Disney confirms that Secrets of the Empire is not going away. It’s an upside of taking place almost entirely in VR — retune the physical space to be a bit less Star Wars-y, schedule things just right, and you’re all set.

(Oh, and while details are light: after Ralph, they’re working on a Marvel-themed experience set to debut in 2019.)

Tickets for the Ralph experience are available starting next week. In addition to VOID’s Disneyland/Disneyworld locations, it’ll also be running at their Glendale, Calif. and Las Vegas spots.

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The ultimate guide to gifting STEM toys: tons of ideas for little builders

The holiday season is here again, touting all sorts of kids’ toys that pledge to pack ‘STEM smarts’ in the box, not just the usual battery-based fun.

Educational playthings are nothing new, of course. But, in recent years, long time toymakers and a flurry of new market entrants have piggybacked on the popularity of smartphones and apps, building connected toys for even very young kids that seek to tap into a wider ‘learn to code’ movement which itself feeds off worries about the future employability of those lacking techie skills.

Whether the lofty educational claims being made for some of these STEM gizmos stands the test of time remains to be seen. Much of this sums to clever branding. Though there’s no doubt a lot of care and attention has gone into building this category out, you’ll also find equally eye-catching price-tags.

Whatever STEM toy you buy there’s a high chance it won’t survive the fickle attention spans of kids at rest and play. (Even as your children’s appetite to be schooled while having fun might dash your ‘engineer in training’ expectations.) Tearing impressionable eyeballs away from YouTube or mobile games might be your main parental challenge — and whether kids really need to start ‘learning to code’ aged just 4 or 5 seems questionable.

Buyers with high ‘outcome’ hopes for STEM toys should certainly go in with their eyes, rather than their wallets, wide open. The ‘STEM premium’ can be steep indeed, even as the capabilities and educational potential of the playthings themselves varies considerably.

At the cheaper end of the price spectrum, a ‘developmental toy’ might not really be so very different from a more basic or traditional building block type toy used in concert with a kid’s own imagination, for example.

While, at the premium end, there are a few devices in the market that are essentially fully fledged computers — but with a child-friendly layer applied to hand-hold and gamify STEM learning. An alternative investment in your child’s future might be to commit to advancing their learning opportunities yourself, using whatever computing devices you already have at home. (There are plenty of standalone apps offering guided coding lessons, for example. And tons and tons of open source resources.)

For a little DIY STEM learning inspiration read this wonderful childhood memoir by TechCrunch’s very own John Biggs — a self-confessed STEM toy sceptic.

It’s also worth noting that some startups in this still youthful category have already pivoted more toward selling wares direct to schools — aiming to plug learning gadgets into formal curricula, rather than risking the toys falling out of favor at home. Which does lend weight to the idea that standalone ‘play to learn’ toys don’t necessarily live up to the hype. And are getting tossed under the sofa after a few days’ use.

We certainly don’t suggest there are any shortcuts to turn kids into coders in the gift ideas presented here. It’s through proper guidance — plus the power of their imagination — that the vast majority of children learn. And of course kids are individuals, with their own ideas about what they want to do and become.

The increasingly commercialized rush towards STEM toys, with hundreds of millions of investor dollars being poured into the category, might also be a cause for parental caution. There’s a risk of barriers being thrown up to more freeform learning — if companies start pushing harder to hold onto kids’ attention in a more and more competitive market. Barriers that could end up dampening creative thinking.

At the same time (adult) consumers are becoming concerned about how much time they spend online and on screens. So pushing kids to get plugged in from a very early age might not feel like the right thing to do. Your parental priorities might be more focused on making sure they develop into well rounded human beings — by playing with other kids and/or non-digital toys that help them get to know and understand the world around them, and encourage using more of their own imagination.

But for those fixed on buying into the STEM toy craze this holiday season, we’ve compiled a list of some of the main players, presented in alphabetical order, rounding up a selection of what they’re offering for 2018, hitting a variety of price-points, product types and age ranges, to present a market overview — and with the hope that a well chosen gift might at least spark a few bright ideas…


Adafruit Kits

Product: Metro 328 Starter Pack 
Price: $45
Description: Not a typical STEM toy but a starter kit from maker-focused and electronics hobbyist brand Adafruit. The kit is intended to get the user learning about electronics and Arduino microcontrollers to set them on a path to being a maker. Adafruit says the kit is designed for “everyone, even people with little or no electronics and programming experience”. Though parental supervision is a must unless you’re buying for a teenager or mature older child. Computer access is also required for programming the Arduino.

Be sure to check out Adafruit’s Young Engineers Category for a wider range of hardware hacking gift ideas too, from $10 for a Bare Conductive Paint Pen, to $25 for the Drawdio fun pack, to $35 for this Konstruktor DIY Film Camera Kit or $75 for the Snap Circuits Green kit — where budding makers can learn about renewable energy sources by building a range of solar and kinetic energy powered projects. Adafruit also sells a selection of STEM focused children’s books too, such as Python for Kids ($35)
Age: Teenagers, or younger children with parental supervision


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Anki

Product: Cozmo
Price: $180
Description: The animation loving Anki team added a learn-to-code layer to their cute, desktop-mapping bot last year — called Cozmo Code Lab, which was delivered via free update — so the cartoonesque, programmable truck is not new on the scene for 2018 but has been gaining fresh powers over the years.

This year the company has turned its attention to adults, launching a new but almost identical-looking assistant-style bot, called Vector, that’s not really aimed at kids. That more pricey ($250) robot is slated to be getting access to its code lab in future, so it should have some DIY programming potential too.
Age: 8+


Dash Robotics

Product: Kamigami Jurassic World Robot
Price: ~$60
Description: Hobbyist robotics startup Dash Robotics has been collaborating with toymaker Mattel on the Kamigami line of biologically inspired robots for over a year now. The USB-charged bots arrive at kids’ homes in build-it-yourself form before coming to programmable, biomimetic life via the use of a simple, icon-based coding interface in the companion app.

The latest addition to the range is dinosaur bot series Jurassic World, currently comprised of a pair of pretty similar looking raptor dinosaurs, each with light up eyes and appropriate sound effects. Using the app kids can complete challenges to unlock new abilities and sounds. And if you have more than one dinosaur in the same house they can react to each other to make things even more lively.
Age: 8+


Kano

Product: Harry Potter Coding Kit
Price: $100
Description: British learn-to-code startup Kano has expanded its line this year with a co-branded, build-it-yourself wand linked to the fictional Harry Potter wizard series. The motion-sensitive e-product features a gyroscope, accelerometer, magnetometer and Bluetooth wireless so kids can use it to interact with coding content on-screen. The company offers 70-plus challenges for children to play wizard with, using wand gestures to manipulate digital content. Like many STEM toys it requires a tablet or desktop computer to work its digital magic (iOS and Android tablets are supported, as well as desktop PCs including Kano’s Computer Kit Touch, below)
Age: 6+

Product: Computer Kit Touch
Price: $280
Description: The latest version of Kano’s build-it-yourself Pi-powered kids’ computer. This year’s computer kit includes the familiar bright orange physical keyboard but now paired with a touchscreen. Kano reckons touch is a natural aid to the drag-and-drop, block-based learn-to-code systems it’s putting under kids’ fingertips here. Although its KanoOS Pi skin does support text-based coding too, and can run a wide range of other apps and programs — making this STEM device a fully fledged computer in its own right
Age: 6-13



Lego

Product: Boost Creative Toolbox
Price: $160
Description: Boost is Lego’s relatively recent foray into offering a simpler robotics and programming system aimed at younger kids vs its more sophisticated and expensive veteran Mindstorms creator platform (for 10+ year olds). The Boost Creative Toolbox is an entry point to Lego + robotics, letting kids build a range of different brick-based bots — all of which can be controlled and programmed via the companion app which offers an icon-based coding system.

Boost components can also be combined with other Lego kits to bring other not-electronic kits to life — such as its Stormbringer Ninjago Dragon kit (sold separately for $40). Ninjago + Boost means = a dragon that can walk and turn its head as if it’s about to breathe fire
Age: 7-12


littleBits

Product: Avengers Hero Inventor Kit
Price: $150
Description: This Disney co-branded wearable in kit form from the hardware hackers over at littleBits lets superhero-inspired kids snap together all sorts of electronic and plastic bits to make their own gauntlet from the Avengers movie franchise. The gizmo features an LED matrix panel, based on Tony Stark’s palm Repulsor Beam, they can control via companion app. There are 18 in-app activities for them to explore, assuming kids don’t just use amuse themselves acting out their Marvel superhero fantasies
Age: 8+

It’s worth noting that littleBits has lots more to offer — so if bringing yet more Disney-branded merch into your home really isn’t your thing, check out its wide range of DIY electronics kits, which cater to various price points, such as this Crawly Creature Kit ($40) or an Electronic Music Inventor Kit ($100), and much more… No major movie franchises necessary


Makeblock

Product: Codey Rocky
Price: $100
Description: Shenzhen-based STEM kit maker Makeblock crowdfunded this emotive, programmable bot geared towards younger kids on Kickstarter. There’s no assembly required, though the bot itself can transform into a wearable or handheld device for game playing, as Codey (the head) detaches from Rocky (the wheeled body).

Despite the young target age, the toy is packed with sophisticated tech — making use of deep learning algorithms, for example. While the company’s visual programming system, mBlock, also supports Python text coding, and allows kids to code bot movements and visual effects on the display, tapping into the 10 programmable modules on this sensor-heavy bot. Makeblock says kids can program Codey to create dot matrix animations, design games and even build AI and IoT applications, thanks to baked in support for voice, image and even face recognition… The bot has also been designed to be compatible with Lego bricks so kids can design and build physical add-ons too
Age: 6+

Product: Airblock
Price: $100
Description: Another programmable gizmo from Makeblock’s range. Airblock is a modular and programmable drone/hovercraft so this is a STEM device that can fly. Magnetic connectors are used for easy assembly of the soft foam pieces. Several different assembly configurations are possible. The companion app’s block-based coding interface is used for programming and controlling your Airblock creations
Age: 8+



Ozobot

Product: Evo
Price: $100
Description: This programmable robot has a twist as it can be controlled without a child always having to be stuck to a screen. The Evo’s sensing system can detect and respond to marks made by marker pens and stickers in the accompanying Experience Pack — so this is coding via paper plus visual cues.

There is also a digital, block-based coding interface for controlling Evo, called OzoBlockly (based on Google’s Blockly system). This has a five-level coding system to support a range of ages, from pre-readers (using just icon-based blocks), up to a ‘Master mode’ which Ozobot says includes extensive low-level control and advanced programming features
Age: 9+


Pi-top


Product: Modular Laptop
Price: $320 (with a Raspberry Pi 3 Model B+), $285 without
Description: This snazzy 14-inch modular laptop, powered by Raspberry Pi, has a special focus on teaching coding and electronics. Slide the laptop’s keyboard forward and it reveals a built in rail for hardware hacking. Guided projects designed for kids include building a music maker and a smart robot. The laptop runs pi-top’s learn-to-code oriented OS — which supports block-based coding programs like Scratch and kid-friendly wares like Minecraft Pi edition, as well as its homebrew CEEDUniverse: A Civilization style game that bakes in visual programming puzzles to teach basic coding concepts. The pi-top also comes with a full software suite of more standard computing apps (including apps from Google and Microsoft). So this is no simple toy. Not a new model for this year — but still a compelling STEM machine
Age: 8+


Robo Wunderkind


Product: Starter Kit
Price: $200 
Description: Programmable robotics blocks for even very young inventors. The blocks snap together and are color-coded based on function so as to minimize instruction for the target age group. Kids can program their creations to do stuff like drive, play music, detect obstacles and more via a drag-and-drop coding interface in the companion Robo Code app. Another app — Robo Live — lets them control what they’ve built in real time. The physical blocks can also support Lego-based add-ons for more imaginative designs
Age: 5+


Root Robotics

Product: Root
Price: $200
Description: A robot that can sense and draw, thanks to a variety of on board sensors, battery-powered kinetic energy and its central feature: A built-in pen holder. Root uses spirographs as the medium for teaching STEM as kids get to code what the bot draws. They can also create musical compositions with a scan and play mode that turns Root into a music maker. The companion app offers three levels of coding interfaces to support different learning abilities and ages. At the top end it supports programming in Swift (with Python and JavaScript slated as coming soon). An optional subscription service offers access to additional learning materials and projects to expand Root’s educational value
Age: 4+



Sphero


Product: Bolt
Price: $150
Description: The app-enabled robot ball maker’s latest STEM gizmo. It’s still a transparent sphere but now has an 8×8 LED matrix lodged inside to expand the programmable elements. This colorful matrix can be programmed to display words, show data in real-time and offer game design opportunities. Bolt also includes an ambient light sensor, and speed and direction sensors, giving it an additional power up over earlier models. The Sphero Edu companion app supports drawing, Scratch-style block-based and JavaScript text programming options to suit different ages
Age: 8+


Tech Will Save Us

Product: Range of coding, electronics and craft kits
Price: From ~$30 up to $150
Description: A delightful range of electronic toys and coding kits, hitting various age and price-points, and often making use of traditional craft materials (which of course kids love). Examples include a solar powered moisture sensor kit ($40) to alert when a pot plant needs water; electronic dough ($35); a micro:bot add-on kit ($35) that makes use of the BBC micro:bit device (sold separately); and the creative coder kit ($70), which pairs block-based coding with a wearable that lets kids see their code in action (and reacting to their actions)
Age: 4+, 8+, 11+ depending on kit


UBTech Robotics

Product: JIMU Robot BuilderBots Series: Overdrive Kit
Price: $120
Description: More snap-together, codable robot trucks that kids get to build and control. These can be programmed either via posing and recording, or using Ubtech’s drag-and-drop, block-based Blockly coding program. The Shenzhen-based company, which has been in the STEM game for several years, offers a range of other kits in the same Jimu kit series — such as this similarly priced UnicornBot and its classic MeeBot Kit, which can be expanded via the newer Animal Add-on Kit
Age: 8+


Wonder Workshop

Product: Dot Creativity Kit 
Price: $80
Description: San Francisco-based Wonder Workshop offers a kid-friendly blend of controllable robotics and DIY craft-style projects in this entry-level Dot Creativity Kit. Younger kids can play around and personalize the talkative connected device. But the startup sells a trio of chatty robots all aimed at encouraging children to get into coding. Next in line there’s Dash ($150), also for 6+ year olds. Then Cue ($200) for 11+. The startup also has a growing range of accessories to expand the bots’ (programmable) functionality — such as this Sketch Kit ($40) which adds a few arty smarts to Dash or Cue.

With Dot, younger kids play around using a suite of creative apps to control and customize their robot and tap more deeply into its capabilities, with the apps supporting a range of projects and puzzles designed to both entertain them and introduce basic coding concepts.
Age: 6+


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Jeffrey Katzenberg and Meg Whitman announce the name of their stealthy mobile video startup

Onstage at Vanity Fair’s New Establishment Summit in Los Angeles, Jeffrey Katzenberg and Meg Whitman unveiled the name of their highly anticipated mobile video company known until now as NewTV.

The name is Quibi, short for “quick bites,” per a note on its new website: “Something cool is coming from Hollywood and Silicon Valley — quick bites of captivating entertainment, created for mobile by the best talent, designed to fit perfectly into any moment of your day.”

The short-form video service, launching next year, will operate on a two-tiered subscription model similar to Hulu, per Deadline. Quibi is cooking up original content with Oscar-winning filmmaker Guillermo del Toro, Southpaw director Antoine Fuqua and Spider-Man director Sam Raimi, as well as Get Out producer Jason Blum and Van Toffler, the CEO of digital media production company Gunpowder & Sky, a spokesperson for the company confirmed to TechCrunch.

The Hollywood Reporter says the del Toro project “is a modern zombie story,” the Fuqua project is “a modern version of Dog Day Afternoon” and the Blum project, titled Wolves and Villagers, could be compared to Fatal Attraction.

Katzenberg, the former chairman of Walt Disney Studios and founder of WndrCo, a consumer tech investment and holding company, has raised $1 billion for Quibi from Disney, 21st Century Fox, Entertainment One, NBCUniversal, Sony Pictures Entertainment, Alibaba Goldman Sachs, JPMorgan Chase, Madrone Capital and several others. He hired Meg Whitman as Quibi’s CEO in January.

Quibi, given Katzenberg and Whitman’s entertainment and business acumen, is expected to compete with the biggest players in the space, including Instagram, Netflix and Snap, which today announced Snap Originals. The new effort will have the ephemeral messaging service rolling out 12 new scripted shows on its app, from Keeping Up with the Kardashians creator Bunim/Murray, Friday Night Lights writer Carter Harris and more.

Quibi is hiring aggressively, recently bringing on former Instagram product manager Blake Barnes and former Hulu chief technology officer Rob Post.

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Netflix is falling off a cliff

Netflix didn’t add as many subscribers as expected by a bunch of people on Wall Street who, on a quarterly basis, govern whether or not it’ll be more valuable than Comcast — and that is probably a bad thing, as it’s one of the primary indicators of its future potential for said finance folk.

While it’s still adding subscribers (a lot of them), it fell below the forecasts it set for itself during the second quarter. That’s shaved off more than $10 billion in its market capitalization this afternoon. This comes amid a spending spree by the company, which is looking to create a ton of original content in order to attract a wider audience and lock them into that Netflix ecosystem. That could include shows like GLOWJessica Jones3% or even feature films. But it’s still a tricky situation because it needs to be able to convert shows from that kind of crazy spend schedule into actual subscribers.

Here’s the main chart for its subscription growth.:

So it’s basically down across the board compared to what it set for itself. And here’s the stock chart:

CEOs and executives will normally say they’re focused on delivering long-term value to shareholders, or some variation of that wording, but Netflix is a company that’s been on an absolute tear over the course of the past year. It’s more than doubled in value, overtaking said previously mentioned cable company and signaling that it, too, could be a media consumption empire that will take a decade to unseat like its predecessor. (Though, to be sure, Comcast is going to bundle in Netflix, so this whole situation is kind of weird.)

Of course, all of this is certainly not great for the company. The obvious case is that Netflix has to attract a good amount of talent, and that means offering generous compensation packages — which can include a lot of stock as part of it. But Netflix is also a company that looks to raise a lot of debt to fund the aforementioned spending spree in order to pick up additional subscribers. That’s going to require some assurance that it’ll be a pretty valuable company in the future (and still around, of course), so it may make those negotiations a little more difficult.

Everything else was pretty much in-line, but in the end, it’s that subscriber number that didn’t go as well as planned.

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Samsung adds ‘The Incredibles’ to its AR Emojis

Samsung’s AR Emojis were met with a…lukewarm reception when they launched alongside the Galaxy S9. The augmented reality avatars were regarded as a me-too response to Apple’s Animojis — and more to the point, were downright creepy.

But at launch, the company brought one key element to the offering that Apple hasn’t: a content partnership. And not just any content partnership, mind. A Disney content partnership. So far, it’s rolled out the iconic likes of Mickey, Minnie and Donald, and now, just in time for the latest Pixar sequel, it’s offering up the cast of The Incredibles 2.

Starting today, Galaxy S9 and S9+ owners can download  Mr. Incredible, Elastigirl, Violet, Dash, Jack-Jack and new character Frozone, for all of their AR Emoji-related needs. So users can send a birthday greeting, reach out to a loved one or break up with an ex as their favorite super baby.

The new content pack is available directly through the camera software’s built-in AR Emoji mode. The tech uses in excess of 100 facial features to map the user’s movements.

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Samsung’s Galaxy S9 gets Disney AR Emojis at launch

I wasn’t alone in suggesting that Samsung’s Animoji competitors were, well, creepy. AR Emojis sit firmly in the uncanny valley between face scans and cartoon characters — generally lacking the adorableness of Apple’s offering. They have, however, had one saving grace: Disney, the entertainment company that essentially owns all of your best childhood memories. 

Samsung teased the partnership this month at Mobile World Congress, during the big Galaxy S9 launch, but didn’t offer much in the way of specifics. There is, however, some good news on the front. Disney’s AR Emojis will be available at launch for the S9 and S9+ — which, as it so happens, is today.

Right now, only Mickey and Minnie are available, accessible to phone buyers as a free download.  More character offerings from such blockbuster films as The Incredibles, Zootopia and Frozen will be made available before the end of the year.

The decision to go with Samsung is no doubt a sore spot for Apple, which has had a tight partnership with Disney for decades, including numerous product crossovers and shared board members. But the entertainment giant is no doubt looking to spread the love. The company also recently licensed Star Wars characters for some very Porg-y Pixel 2 AR stickers.

“By extending our characters and stories to new digital platforms,” Disney VP John Love said in a release tied to the announcement, “we are creating daily Disney experiences everywhere our audience goes, and we are able to draw in new generations of fans.”

The S9 hits the market today, priced starting at $720.

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Madden NFL 18 esports are coming to Disney XD and ESPN

 With the Super Bowl just a few weeks away, the world of football has some relatively unexpected news. Madden NFL, one of the most popular gaming titles in the world, is going even more mainstream. ESPN2 and Disney XD will broadcast Madden e-sports tournaments thanks to a new deal inked by EA, Disney, and the NFL. Madden NFL 18 is one of the top ten best-selling games in the last 12 months, and… Read More

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ESPN launches a short-form version of SportsCenter on Snapchat

 ESPN today announced it’s launching a short-form version of its SportsCenter show on Snapchat, which will kick off today at 5 PM ET. The show will then begin to release new episodes on a twice-daily basis, at 5 AM and 5 PM on weekdays and once, at 5 AM, on weekends. The launch will make SportsCenter the first-ever daily sports show on Snapchat’s platform. The move comes at a time… Read More

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