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King.com Has IPO In The Works

October 8, 2013 by  
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King.com Ltd, the British mobile gaming firm best known for its popular puzzle game ‘Candy Crush Saga’, has filed confidentially for an initial public offering (IPO) in the United States, a person familiar with the matter said on Sunday.

Online technology companies are rushing to the stock market on the backs of Twitter Inc’s announcement earlier this month that it plans to go public in the most eagerly anticipated IPO since last year’s flotation ofFacebook Inc.

Emerging growth companies such as King can use a secretive IPO registration process in the U.S. thanks to the Jumpstart Our BusinessStartups (JOBS) Act, which loosened a number of federal securities regulations in hopes of boosting capital raising and thereby increasing job growth.

King has hired Bank of America Merrill Lynch Corp, Credit Suisse Group AG and JPMorgan Chase & Co to lead the offering, said the person, confirming an earlier report by the Daily Telegraph and asking not to be identified because the information is confidential.

Representatives for King and the banks either declined to comment or did not respond to requests for comment.

King offers 150 games in 14 languages through mobile phones, Facebook and its website. It boasts more than 1 billion gameplays per day from its users.

The company’s games appeal to a growing trend for players to play puzzles with their friends in short bursts, especially as games are increasingly played on the move on phones or tablets to kill spare minutes.

Rival Zynga Inc went public two years ago in a high-profile IPO that raised $1 billion. Since then, Zynga has suffered from sagging morale during several quarters of worsening performance and repeated waves of layoffs.

Founded in 2003, King has been profitable since 2005 and has not had a funding round since September of that year, when it raised 34 million euros ($46.04 million) from investment firms Apax Partners and Index Ventures.

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Twitter’s Authentication Has Vulnerabilities

June 6, 2013 by  
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Twitter’s SMS-based, two-factor authentication feature could be abused to lock users who have not enabled it for their accounts if attackers gain access to their log-in credentials, according to researchers from Finnish antivirus vendor F-Secure.

Twitter introduced two-factor authentication last week as an optional security feature in order to make it harder for attackers to hijack users’ accounts even if they manage to steal their usernames and passwords. If enabled, the feature introduces a second authentication factor in the form of secret codes sent via SMS.

According to Sean Sullivan, a security advisor at F-Secure, attackers could actually abuse this feature in order to prolong their unauthorized access to those accounts that don’t have two-factor authentication enabled. The researcher first described the issue Friday in a blog post.

An attacker who steals someone’s log-in credentials, via phishing or some other method, could associate a prepaid phone number with that person’s account and then turn on two-factor authentication, Sullivan said Monday. If that happens, the real owner won’t be able to recover the account by simply performing a password reset, and will have to contact Twitter support, he said.

This is possible because Twitter doesn’t use any additional method to verify that whoever has access to an account via Twitter’s website is also authorized to enable two-factor authentication.

When the two-factor authentication option called “Account Security” is first enabled on the account settings page, the site asks users if they successfully received a test message sent to their phone. Users can simply click “yes,” even if they didn’t receive the message, Sullivan said.

Instead, Twitter should send a confirmation link to the email address associated with the account for the account owner to click in order to confirm that two-factor authentication should be enabled, Sullivan said.

As it is, the researcher is concerned that this feature could be abused by determined attackers like the Syrian Electronic Army, a hacker group that recently hijacked the Twitter accounts of several news organizations, in order to prolong their unauthorized access to compromised accounts.

Some security researchers already expressed their belief that Twitter’s two-factor authentication feature in its current implementation is impractical for news organizations and companies with geographically dispersed social media teams, where different employees have access to the same Twitter account and cannot share a single phone number for authentication.

Twitter did not immediately respond to a request for comment regarding the issue described by Sullivan.

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Will Zynga Survive?

May 6, 2013 by  
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Nobody expected Zynga’s results for this quarter to be great, so nobody was exactly surprised when the company announced a decline in almost every number that matters. It turned a small profit, but that’s a bright spot in an otherwise deeply unimpressive set of results. The really important figures – the number of people playing and, crucially, the number of people paying – are all down. Zynga’s business may not be hemorrhaging money, but it’s losing audience, and in a business so heavily focused on scale, that’s a really bad thing.

The company likes to present itself as being on the cusp of a turnaround, or perhaps already embarked upon a slow but steady turn. If so, it’s the oddest turnaround imaginable. The firm’s MAUs – Monthly Active Users – dropped from 292 million to 253 million year on year, so nearly 40 million people have simply stopped logging in to a Zynga game even once a month. Worse still, though, is the disproportionate fall in the number of Monthly Unique Payers – those who make at least one transaction during a month-long period. This number fell from 3.5 million to 2.5 million, a precipitous year-on-year drop of almost 30%.

It bears emphasising just how bad that actually is. For a social gaming business, MUPs are the real customers. There is huge value to having a large audience (MAUs), of course, and companies need to be very careful about not trying to force players into becoming paying customers before they’re good and ready – but ultimately, non-paying users are like footfall in a store. They’re not customers, in a strict business sense. Zynga’s not-quite-so-bad loss of 13% of its players (MAUs) is a side-show compared to the fact that it’s lost 30% of its paying customers (MUPs). Imagine, by comparison, a shop loudly announcing that the number of people walking past its window had fallen 13%, distracting from the fact that the number who came in and bought something had fallen 30%.

Of course, the two figures are related, and the disproportionately large drop in MUPs figures into that relationship to some degree. The process of encouraging players of a social game to spend money is focused around a number of principles, but the key temptation lies in buying items or currency that will give you the ability to match or overtake your friends’ progress, or to create a fantastic character, farm, castle or whatever which will “impress” the many friends who are also playing the same game.

For that psychology to work, of course, you actually need to have lots of friends playing the game. Most social games, as the name suggests, don’t work terribly well if you don’t have friends active in the game. “Active” is a key aspect here too – if you see that your friends are losing interest, logging in less often or spending less time tending to their farm, castle, town or whatever, then you also tend to lose interest rapidly. Hence, a game that gives the impression of being “in decline” – with players losing interest in some visible manner – will likely experience a precipitous decline in revenue, because even though lots of people are still playing, the sense of decline removes the key psychological drive to spend money on the game. (It doesn’t help, of course, that social game operators have established a pattern of shutting down unsuccessful games rapidly, which creates a feedback loop in which players are unwilling to spend money on a game they think might be in commercial trouble.)

The psychology of what Zynga is experiencing is clear enough, then, but the figures on the bottom line are still pretty dreadful. Whatever the reasons or the mechanism, the company is losing paying customers, and that kind of damage is extremely hard to recover from.

A stark contrast to Zynga’s woes can be found on the other side of the Pacific, where mobile developer GungHo this week topped a $9 billion valuation on the Osaka Stock Exchange, making it into a larger mobile gaming company than even fellow Japanese giants GREE and DeNA. GungHo’s valuation is ridiculous, a bubble that will inevitably pop in relatively short order, but there’s a genuine success driving the excitement – a single game, Puzzle and Dragons, which is the most successful mobile game in Japan (and is launching in other territories as well). Puzzle and Dragons reportedly makes about $2 million a day; it certainly makes enough to justify prime-time adverts in evening slots on Japanese TV.

GungHo is an extreme example of a phenomenon which is completely unavoidable in the social and casual game sphere. Mobile utterly dominates this sphere. Facebook, it turns out, was a flash in the pan in gaming terms. Smartphones, and to some extent tablets (though they’re arguably more “midcore”), are the social gaming platforms of today. Zynga, for all its cash (the company still has plenty of liquid assets), its clout and its former dominance, still hasn’t made a successful transition to being a mobile-first company. Clinging to the wreckage of the Facebook social gaming model which it so successful exploited (in doing so, perhaps hastening the downfall), Zynga is being overtaken time and again by smaller companies who have mobile gaming in their DNA from the outset. With this week’s results came a fresh claim that the company will be focusing more heavily on mobile, but a good, nimble firm would have accomplished that focus shift 12 months ago, at least. Zynga right now feels like it’s plodding along in everyone else’s wake.

The other great white hope for the company, of course, is gambling. It has cautiously launched gambling services – what it calls “real money gaming” – in the UK, and wants to expand into other territories. Plenty of pundits like to tap their noses sagely and suggest that Zynga will become a gambling giant down the line – although in doing so, they’re just following in the well-worn footsteps of a large number of video games industry pundits, executives and even developers who have regarded the gambling industry with something like the avaricious wonder of wannabe prospectors hearing about a new gold rush.

I don’t see any gold rush for Zynga in “real money gaming”. Investors and executives consistently overstate the allure and possibilities of this kind of gaming, because by dint of being investors and executives, they tend to be exactly the sort of person who is very attracted to gambling risks (you wouldn’t have an investment, or a career, anywhere within spitting distance of tech stocks otherwise). Moreover, by moving into the online gambling arena, Zynga is entering a market that’s already incredibly crowded with companies who are deeply, deeply expert in this field – not just in the customer-facing psychology of the casino, but also in the legal and regulatory minefield of operating a gambling enterprise online. Many major markets simply aren’t open to this kind of business; most others require you to jump through all manner of hoops simply in order to set up shop. The notion of Zynga having an open goal in “real money gaming” is born either from complete naivety or utter desperation – it could make money in the gambling business, but it has its work cut out for it.

It’s worth highlighting, all the same, that Zynga did make a small profit this quarter – it may only be one bright spot, but it’s bright all the same. The company’s scale still also arguably works in its favour, allowing it to buy talent and IP that smaller firms could never afford. Yet after several grim quarters, it’s also worth highlighting that talk of a “turnaround” is optimistic at best. Something about Zynga – its culture, its leadership or a combination of both – is blocking this company from moving in the agile, intelligent way a firm in its position desperately needs. Inventing fairy stories about the magical potential of gambling games or constantly reassuring the world that a pivot to mobile is definitely happening any day now won’t cover up the cracks for much longer. If Zynga wants the world to buy the “turnaround” story, it needs to start showing evidence; if not, it needs to start making big changes, starting right at the top.

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Facebook Goes DRAM

March 19, 2013 by  
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Facebook has come up with a data cache which runs on flash memory instead of DRAM. Dubbed McDipper it saves money while still delivering higher performance than disk.

The system is a Facebook-built implementation of the popular memcached key-value store the only difference is that runs on flash memory rather than pricier DRAM. Memcached is the open-source key-value store that caches frequently accessed data in memory so applications can access and serve it faster than if it were stored on hard disks.

Facebook runs thousands of memcached servers to power its various applications. The only downside is that it is expensive. McDipper can handle working sets that had very large footprints but moderate to low request rates. It provides up to 20 times the capacity per server and still supports tens of thousands of operations per second.

According to Gigaom, Facebook has deployed McDipper for a handful of these workloads. This has reduced the total number of deployed servers in some pools by as much as 90 per cent while still delivering more than 90 per cent of get responses with sub-millisecond latencies.

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Google Acquires Instagram’s Rival

September 24, 2012 by  
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Google Inc said it purchased Instagram rival Nik Software, which makes award-winning photo editing application Snapseed, for an undisclosed amount.

Google and Facebook Inc are locked in a battle for social network followers that has increasingly shifted to mobile applications, such as photo editing.

While not as famous as Instagram, available for free on Apple’s mobile devices, Snapseed has won a following for its editing prowess among photographers, despite a $4.99 price tag.

Nik Software says Snapseed has more than 9 million users while Instagram says it has more than 100 million.

“We want to help our users create photos they absolutely love, and in our experience Nik does this better than anyone,” Vic Gundotra, Google’s senior vice president, engineering, said on a Google+ post.

Facebook this year bought Instagram, which made an app for users to add filters and effects to pictures taken on their smartphones, for a cool $1 billion.

“Google’s playing chase up in social,” BGC Partners analyst Colin Gillis said. “It’s yet another tuck in they have done, trying to boost their Google+ offering.”

Snapseed won Apple Inc’s “iPad App Of The Year” award in 2011 for its multitouch photo editing interface.

“We’ve always aspired to share our passion for photography with everyone, and with Google’s support we hope to be able to help many millions more people create awesome pictures,” Nik Software said on its Website.

Google’s Gundotra also said that Google+ had hit over 400 million users this week and had just crossed 100 million

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Will Facebook Go Lower?

September 6, 2012 by  
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Facebook is still overvalued and analysts are starting to agree with us that the company could fall to about $13 a share.

SmartMoney’s Jack Hough is being quoted by Forbes as saying that Facebook should be worth about half what is now – about $29.52 billion, or just a tad over $13 per share. Hough compares Facebook to Google which trades at 3.6 times its projected revenues for 2014. Analysts expect Facebook to have $8.2 billion in sales that year which means you just multiply this figure by about three.

All makes sense and is a similar view to what I said when Facebook issued its daft IPO and people lost their shirts and underpants on the deal. Part of the problem is still that Facebook has not worked out a good way to make money from advertising and it has not got an effective mobile strategy.

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Is E-Commerce Next For Facebook?

April 13, 2012 by  
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A group of e-commerce start-ups, backed by some of the tech world’s most respected financiers, are hoping that Facebook Inc will become an e-commerce powerhouse to rival Amazon.com Inc and eBay Inc.

As the world’s largest social network moves toward a $5 billion initial public offering, it will come under more pressure from Wall Street to generate new sources of profit growth and reduce its reliance on advertising, which accounted for 85 percent of its 2011 revenue.

Some entrepreneurs and investors increasingly think “f-commerce” – meaning e-commerce on Facebook – is the answer. Start-ups such as BeachMint, Yardsellr, Oodle and Fab.com are coming up with novel ways to persuade Facebook users to not just connect with friends on the social network, but to shop as well.

Backed by tens of millions of dollars from venture capital firms like Accel Partners and Andreessen Horowitz, and other big investors like Goldman Sachs, these start-ups are pushing out shopping apps, hosting online garage sales and testing out new business models on Facebook.

“E-commerce is a huge category with very strong tailwinds and it’s a natural move for Facebook,” said Sam Schwerin of Millennium Technology Value Partners, which owns Facebook shares and has a stake in BeachMint.

Amazon revolutionized online shopping by crunching lots of customer and purchase data to come up with relevant, personalized recommendations. In the same vein, Facebook’s combination of data, analytics and payment technology could fuel the next generation of e-commerce, Schwerin said.

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Social Networks Go Verified Accounts

February 23, 2012 by  
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Celebrities and other public figures will soon have the ability to verify their accounts and display a preferred “alternative name,” TechCrunch reports.

In an effort to stop impostors, Facebook will reportedly soon allow celebrities and other public figures to verify their accounts in much the same way that Twitter does.

The social network will begin notifying public figures with many subscribers that they can verify their accounts by submitting an image of a government-issued ID, allowing them to display a preferred pseudonym instead of their birth name, according to a TechCrunch report. Facebook will then manually approve the “alternative names” to confirm they are the real stage names or pen names.

Facebook users must be chosen to participate in the program; there is no way to volunteer for verification. However, unlike Twitter, verified accounts will not receive a special badge indicating verified status.

Verification will allow celebrities to be more readily accessible to fans when using their stage names instead of what is officially listed on their birth certificates. The program will also gain more prominent placement in the “People To Subscribe To” section.

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Will Help Desks Become Extinct?

October 22, 2011 by  
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Tom Soderstrom, CTO at NASA’s Jet Propulsion Laboratory (JPL), views everything through the clouds.

NASA’s JPL uses 10 public or private clouds to store everything from photos of Mars for public purview to top-secret data.

Pretty soon, Soderstrom told attendees of Computerworld‘s SNW conference, data stored by large enterprises like NASA will be measured in Exabytes; one Exabyte is equal to 1.5 billion CDs or a million terabytes.

And, he noted, the only place to store Exabytes of data is on public and private clouds.

The good news is that with data in the cloud, people will be able to “work with anyone, from anywhere, with any data, using any device at any time,” he said.

And the not-so-bad news is that IT help desks, as we know them, will become a thing of the past, and IT workers in general will have to rethink how they approach application development and security.

“Now the workforce and consumers of IT are becoming mobile. Have you ever called a help desk for your mobile device? What do you do? Probably, the first you do is Google or Bing it. If you can’t get the answer there, you ask your kids. If you can’t get your answer there, you ask your friends who are like you. For us, that’s the workgroup,” Soderstrom said.

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Does Linkedin Share User Data?

August 19, 2011 by  
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Linkedin has upset many of its 100 million users by opting them into a programme that reveals their personal details to advertisers without telling anyone about it.

Linkedin changed its privacy policy to allow it to display the names and pictures of users with ads. The system works by showing friends and colleagues who’ve followed a brand name, effectively making them an unwitting salesperson for that brand, since people are more likely to click such advertisements on the basis that it looks like someone they know is recommending them. In reality, the other person has no idea that their photo and name are being used to sell things.

It’s a clever approach to advertising, but an absolutely abyssmal approach to privacy, as Linkedin has decided to automatically opt-in all of its users without informing them of the change.

Users can opt out if they want, but the option is buried in the Settings page, a ploy similar to that used by Facebook to hide its privacy settings. The big problem here is that if users don’t know that their name and photo are being used in this way, then how can they opt out of it?

Linkedin could face legal trouble for this decision. Digital Trends reports it is likely that Linkedin broke Dutch privacy law, which requires user consent for employing user images with advertisements. It could also be brought up before the European Commission and the UK Information Commissioner’s Office (ICO).

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