12th February 2010

Points of Reference

Orby - Proud to be CanadianWith the opening of today’s Winter Olympics it’s a busy day in the city, and with all of the great things we’ve been hearing about the Opening Ceremonies, I might even be persuaded to take a break from the Xbox to watch them on TV. Later this weekend we’ll be taking a look at Mass Effect 2, Dante’s Inferno, Army of Two: 40th Day and Assassin’s Creed 2: Discovery for the DS. In the meantime, here’s a bit of the game play that’s been going on in the cave. I didn’t know that Mordin could sing. Interesting. Must investigate.

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The IGDA is conducting an ARG SIG demographic and salary survey; if you are involved in the field of Alternate Reality Games, the IGDA would like a few moments of your time.

PsychometricsFor today’s article, I would like to draw attention to a study of leadership in the Canadian workplace which was done by Edmonton’s Psychometrics Canada. An assessment publisher and consultant for the development and selection of people in business, government and education. There is a quick form to fill in prior to viewing the complete study, but I feel that the information which this study contains is worth the time.

In many cases strong leadership has resulted in dramatic effects on work engagement, team performance and innovation. However, the report also shows that poor leadership has negative effects on employee morale, project success and working relationships. I feel that in today’s Psychometrics Studybusiness climate, good leadership is important not only in the success of a company, but also in the development of employees and their quest for career and creative satisfaction.

The study, which involved a poll of 517 human resources (HR) professionals across Canada, confirms that leadership is seen as an important area of organizational functioning and development. The majority (63.2%) see leaders as having a lot of influence over their organizations’ success, with only 2.5% reporting that leaders have very little influence. The most common effects of good leadership are increased motivation (85.5%), improved working relationships (85.1%), higher team performance (80.7%), better solutions to problems (68.9%), and major innovations (41.6%).

Leadership does have its downside, however. When not properly used, leadership can have negative effects. HR professionals have witnessed good people quitting and a lack of morale (91.7%), employees’ skills not being utilized (87.2%), feuding staff members (68.3%), and failed projects (60%). Three-quarters (76%) have also witnessed a disconnection between the organization’s goals and its employees’ work. Read the rest of this entry »

posted in Action Adventure, Awards, Business News, Careers, Digital Products, Education, Mature, New Releases, Research Studies By: Tami | 0 Comments | Print This Post Print This Post

10th February 2010

Canadian Innovation and New Releases

Congratulations to the teams of Assassin’s Creed 2 and FIFA 10 for making the shortlist in the BAFTA Game of the Year nominations. The public are invited to vote in this category, so I hope you’ll head over to the vote page and support our Canadian products. The Awards ceremony will take place on March 19th at the London Hilton.

IUGOVancouverIUGO’s fantastical and ridiculously fun dual stick shooter, Daisy Mae’s Alien Buffet is now available in the App Store for the introductory price of $1.99 USD.  Daisy Mae’s peaceful, simple life in her little desert trailer park will never be the same. A full scale alien attack on earth has begun and Daisy becomes the unlikely heroine outta nowhere. Take hold of the steering wheel and help Daisy Mae shoot and blast her way to victory in this fun and quirky dual stick shooter. Aliens: you have been served!

Features:

* More aliens than you can shake a stick at!
* The baddest selection of weapons known to folks ’round these here parts
* Purty graphics and fancy sounds effects
* Sassy costumes to unlock for Daisy Mae’s alien hoedown
* Daisy Mae “taunt” moves to kill the aliens dead in their tracks
* Control options to suit every varmint’s needs
* VIP points to be earned towards an additional costume
* Global leaderboards
* Auto save

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OMDCToronto – The Ontario Media Development Corporation (OMDC) proudly announces that it has invested $2.9 M in funding support through its Entertainment and Creative Cluster Partnerships Fund (PDF) to leverage an additional $7.1 M from 94 partners to support 17 innovative projects.

The Partnerships Fund was designed to help Ontario’s entertainment and creative industries invest in smart ways to grow and increase their competitive advantage in the global marketplace. The industries eligible for funding include book and magazine publishing, music, film, television, interactive digital media and commercial theatre. Read the rest of this entry »

posted in Associations, Awards, Business News, Careers, Casual, Digital Products, Early Childhood, Education, Events, Everyone, Everyone 10+, Game Dev, Government, Mature, Mobile, National News, New Releases, Peripherals, RPG - MMORPG, Research Studies, Social Media, Software, Sports, Studios, Teen By: Tami | 0 Comments | Print This Post Print This Post

3rd February 2010

OCRI Releases Annual Knowledge-Based Industry Survey

Women In Games VancouverVancouver – A brief reminder that the Women in Games Vancouver (WIGEH) Networking Event takes place tonight at the Wine Room, downstairs at the Steamworks Brew Pub. We invite you to join us at 7pm for an evening of socializing and information.  This event is open to both women and men, and we hope to see you there.

OCRIOttawa – The Ottawa Centre for Research and Innovation (OCRI) has released its annual Knowledge-based Industry Survey. The study indicates that as of December 31, 2009, the number of companies in Ottawa’s knowledge-based sectors has increased by nearly half of one per cent while the number of employees has decreased by 1.3 per cent. The most current data, garnered from 13 industry sectors, indicates a slight increase of 0.4 per cent in the total number of companies to 1,857 up from 1,850 last year. The survey garnered responses from 88 companies whose primary business focus is in cleantech, contact centre/customer centre, convergent medical devices, defence and security, eBusiness, health and drug discovery, knowledge-based support services, photonics, semiconductor, software, telecommunications, wireless and digital media.

“We certainly expected 2009 to be challenging so we are not surprised by the decrease in employment but we also know that the best time to start a new business venture is during tough economic times. With 222 companies added to the database and a notable increase in employment for small and medium sized businesses we see that the support programs and tools available to new companies and entrepreneurs here in Ottawa are having a positive impact,” says Claude Haw, President and CEO, OCRI. “The entire city has rallied to provide support to help our companies become successful and there are examples of great collaboration all around us. Of course, we must continue to create an environment that is attractive to investors and actively leverages the various funding programs available for small and medium sized companies in order to fuel innovation and propel our economy forward.”

Ottawa’s cleantech sector demonstrated the greatest growth for the third year in a row, with several companies adding more than 50 employees to their staff base. This translates to a 25.2% increase in job positions for this industry sector. Also of note is Ottawa’s recent designation as one of the world’s top seven intelligent communities by the Intelligent Community Forum.

The OCRI report also points out the strength of the region’s digital media industry, stating that “the digital media sector has been gaining traction in our region. In October, Ottawa hosted the International Animation Festival, proving to many who weren’t already aware that Ottawa is a hotbed for digital media creativity. The cluster features 63 companies that have identified digital media as their primary industry and more than 120 others see digital media as their secondary industry. As a result, a formal digital media cluster, GENERATOR, was launched in December.”

Lotusland StudiosVancouver – Hive is a board game originally designed by John Yianni and released by “Gen Four Two Games” in 2001. Independent developer Lotusland Studios has developed Hive as a mobile game, and it is now available in the iTunes App Store for the iPhone™ and iPod touch®. Hive is categorized as an abstract strategy game and is highly unique as the pieces are simply placed on a flat surface without the limitations and constraints of a traditional game-board.

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posted in Associations, Board Games, Business News, Careers, Casual, Education, Events, Everyone, Government, National News, New Releases, Puzzle, Research Studies By: Tami | 0 Comments | Print This Post Print This Post

1st February 2010

New Titles From Digital Leisure and Slick Entertainment

Digital LeisureGormleyDigital Leisure’s 5 in 1 Solitaire game for the Nintendo DSi is available today for 200 Nintendo DSi Points. 5 in 1 Solitaire features the always-popular Klondike, Spider and FreeCell games as well as the unique Golf and Gaps versions of solitaire. Each of these versions has a unique style of play that’s easy enough for novice players to enjoy but will also challenge experts. You can also view tutorials for each game, track your scores and view gaming stats to see your progress.

Slick EntertainmentVancouverSlick Entertainment has announced that their latest title, Scrap MetalScrap Metal, has passed certification at Microsoft, and will be released on Xbox Live Arcade this Spring. Scrap Metal had a great showing at this year’s CES, where attendees had the opportunity to check out this new fast-paced, top-down racer. Players can drift around corners with guns blazing fight their way through explosive, action-packed missions and defeat cunning bosses to win their vehicles. Customize newly-acquired cars and return to the track to blast through more enemies. Then, jump online with Xbox LIVE® to race against friends and crush their cars with the wheels of a massive monster truck in pulse-pounding online multiplayer matches.

Contact NorthOntarioContact North has released an important new study and challenge paper titled Strategic Directions For e-Learning In Canada. In the paper’s introduction, Contact North President and CEO Maxim Jean-Louis states:

“One of the three components of Contact North | Contact Nord’s mandate is to support innovation in education and learning through testing and applied research of new modes of “delivery” using technology, and to share information in Northern Ontario, as well as nationally and internationally.

In keeping with our mandate, Contact North | Contact Nord developed this challenge paper, Strategic Directions for e-Learning in Canada, to encourage a thoughtful and intellectual discussion on the future role of technology in learning.

Our goal with this paper is to inform, to think about what the future will look like, and to see how we can best use technology to ensure Ontarians and Canadians have quality access to the education and training opportunities that are critical to our future prosperity.

We call it a ‘challenge paper’ because some of the ideas outlined here are challenging, both in terms of accomplishments in this field, as well as the challenges ahead. Again, our intention is to stimulate a conversation by exploring both the opportunities and acknowledging the challenges.”

Interested parties can view the full PDF report on Contact North’s web site.

posted in Business News, Card Games, Digital Products, Driving, Education, Everyone 10+, New Releases, Puzzle, Research Studies, Upcoming Releases By: Tami | 0 Comments | Print This Post Print This Post

28th January 2010

Interactive Ontario Has Four New Directors

Interactive OntarioTorontoInteractive Ontario today announced four new directors have been elected to the Board. These directors were voted in on January 26th at the Interactive Ontario Annual General Meeting of Members.

Newly elected board members include:

Sara Diamond, President, OCAD
Collin Douma, VP, Social Media, Proximity Canada
Gary Schwartz, President & CEO, Impact Mobile
Jeffrey Elliott, Founder and Co-CEO, GlassBOX Television Inc.

“Interactive Ontario is thrilled to welcome these new directors to the Board. Each one is a leader in their field, and contribute greatly to the interactive digital media industry,” said Ian Kelso, president and CEO of Interactive Ontario. “ We look forward to working with them over the course of the next year to continue to build the interactive digital media industry in Ontario and Canada.”

Re-elected board members include:

Mark Bishop, Partner, marblemedia
Danny Dowhal, COO, The Learning Edge Corp.
Trevor Fencott. Managing Partner & CEO, Bedlam Games
Laura Jo Gunter, Dean – Information Arts & Technology, Seneca College
Mike Mays, VP Finance, Silicon Knights

Returning Board members include:

Pary Bell, Vice President, Product, Digital Media, Rogers
Vikas Gupta, CEO & President, TransGaming Technologies
Lydia Sani, Partner, Redwood e-Learning Systems and Invisions Productions Inc.
Michael Schmalz, CFO, Digital Extremes
Scott Simpson, CEO, bitHeads / Headgames / playbrains

The executive was re-appointed by the board and includes:

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21st December 2009

New Titles, Studies, Mergers, Events and a Little Holiday Cheer

Howling Moon GamesOntarioHowling Moon Games has released their newest iphone title Solar Advance in the iTunes App Store for 99 cents usd.

As the player, you are the intelligence controlling an advance technology Solar Advancethat can store the suns energy for use back on a distant planet. As the intelligence you will need to motion special matter that absorbs certain forms of energy. The energy that needs to be caught bursts from suns. Along its path it changes shape and colors. The color of the flare needs to be met by the same color matter for it to be harnessed.

Game Features:

* Each new level leaves the player with more matter to control, more color differences from the solar flares.
* A timer calculates your overall game score, preventing your MAT’s from being destroyed decreases your overall time.
* Each sun has a different gravitational pull.
* New Collapsing Star mode just for the iphone
* An amazing leaderboard system to keep track of your highscores
* Try and collect all the rewards

xona gamesYarmouth CountyXona Games has announced that their newest game, Decimation X is coming to Xbox LIVE Indie Games (XBLIG) in January 2010 for 80 Microsoft Points. Xona Games has not yet released a lot of promo material for the game, but according to the Decimation X web site, game play will revolve around intense retro-styled shoot ‘em action for 1 – 4 players and feature music from Imphenzia.

Digital LeisureGormleyDigital Leisure’s Dragon’s Lair is now available for download via Nintendo’s DSiWare store. Rated by the ESRB as E10, Dragon’s Lair is Dragon's Lairavailable for 800 DSi Points.

Title Details: You play the heroic Dirk the Daring, a valiant knight on a quest to rescue the fair princess from the clutches of an evil dragon. Control the actions of the daring adventurer and find your way through the castle of a dark wizard who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your journey to the dragon’s lair. Dragon’s Lair is a fully animated classic arcade game from legendary animator Don Bluth.

Game Developer ResearchGame Developer Research is pleased to announce the debut of its sixteenth report, the ‘Game Developer Census 2009‘. The in-depth 248-page report aims to create an accurate list of each significant developer and publisher within the video game industry in the United States and Canada, as well Industry Census 2009as an accurate list of staff averages for each company.

The Census report lists more than 700 companies alphabetically by U.S. state and Canadian province, along with general contact addresses, website information, estimates of employee numbers and details on their market specialties (from casual gaming, online gaming, mobile gaming and serious gaming to PC, handheld or console gaming).

Not included in the Game Developer Industry Census estimates are game tools company, game contracting/services company, PR, marketing, and external business service, or game distribution and retail professionals. The report is intended to be a valuable tool for game industry trendwatchers, contractors, service companies, and other entities wanting to acquire accurate information to reach out to the North American game market as a whole.

According to Techvibes, “The report reveals that the United States videogame industry employee count is essentially flat year-over-year, rising slightly from 44,400 to 44,806. The small rise in North American game industry employment was marked by an unusually high number of new studios – particularly in social and online gaming – springing up to counterbalance the many closures that occurred throughout the rest of the industry.

Canadian companies, however, saw growth that can almost be called explosive. The continued establishment of new studios and expansion of existing large studios led Canada’s the employee count in the Census to rise 30% year-over-year. The totals rose from 9,500 Canadian video game employees in 2008 to 12,480 in 2009.

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3rd December 2009

New B.C. Business Case Library to Highlight Province’s Technology Industry for Students and Entrepreneurs

BCICVancouver – The launch of a business case library with a focus on British Columbia technology companies highlights the province’s growing knowledge economy, while giving students unprecedented access to industry successes, challenges, and best practices.

The BCIC Business Case Library is a collection of business cases that cover an extensive range of topics, including entrepreneurship, technology management, sustainability, finance, and marketing. The venture was established by the BC Innovation Council, and led by the University of British Columbia’s Sauder School of Business.

The library will be used by post-secondary students, instructors, entrepreneurs and industry professionals to gain knowledge from local companies. In addition, the library is expected to shine a light on the province’s burgeoning technology industry and marketing the province’s technology companies globally.

“The availability of these business case studies will benefit B.C. students and entrepreneurs wanting to learn relevant local content that realistically reflects the province’s business environment,” said Dean Rockwell, CEO of BC Innovation Council.

“This is an incredible learning resource for the next generation of entrepreneurs and business leaders in this province,” said Thomas Hellmann, the B.I. Ghert Family Foundation Professor in Finance and Policy at the Sauder School of Business, who led the project at UBC. “These case studies help students to understand the intimate relationship between business and technology. This is relevant for start-ups and established companies alike.”

Business cases are often used as part of the case teaching method, an experiential learning approach that is popular with some business schools, and one made well known by Harvard Business School. The library is available in its entirety online, with the individual cases free and downloadable.

The BCIC Business Case Library was developed with expertise from seven universities in the province: British Columbia Institute of Technology, Simon Fraser University, Thompson Rivers University, University of British Columbia, University of British Columbia Okanagan, University of Northern British Columbia, and University of Victoria. The initiative also received support from the W. Maurice Young Entrepreneurship and Venture Capital Research Centre.

“British Columbia is a great environment for entrepreneurial spirit,” said David Demers, CEO of Westport Innovations, a leading developer of environmental technologies for vehicles, and one of the companies participating in the business cases collection.

BCIC Business Case Library — Case Studies by Company:

AbeBooks
Absolute Software
Ballard Power Systems
Blast Radius
Canadian Council for the Americas in BC
Carmanah Technologies
DelTech Manufacturing Inc.
Etraffic Press
Inland Glass & Aluminum Ltd.
Inproheat Industries
Kelowna Flightcraft
Moly-Cop Canada
OncoGenex Technologies
QLT
Sitemasher Corporation
Teampages.com
Terahertz Solutions Inc.
Westport Innovations Inc.
Wood Lake Publishing
YVR
Zengar Institute

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15th October 2009

Games Infiltrate Impulse Purchase Habits

NPD GroupThe video game industry has been overcome by a wave of impulse purchases fueled primarily by creative packaging and online accessibility. According to The Canadian Video Game Purchase Process, a study conducted by The NPD Group, 40 per cent of video game buyers stated that they have purchased a game on impulse in the past six months despite the recent recession.

Much like gamers overall, impulse shoppers in the industry are split almost evenly between males and females and are dominated by the 13 – 17 age group (26 per cent) and the 35 – 44 age group (23 per cent).

“Clearly gamers are becoming much less reluctant to spend on games,” said Matthew Tattle, Group Manager, The NPD Group. “One would think it is a little unusual to see impulse purchases during a recession but it’s clear that hardcore gamers will find a way to satisfy their need for something new, different and enjoyable.”

The large percentage of shoppers buying a game on impulse coincides with a rise in low-cost used games, which flourished during the recessionary months to the tune of $65 million in sales.

Impulse game buyers overwhelmingly selected low price as the primary driver behind purchasing their game at a specific retailer. Impulse shoppers in particular are more cost conscious; the average price of impulse purchases was only $27.19 compared with $42.97 for planned purchases. The reduced price of used games is, therefore, increasingly attractive to gamers. In fact, one-third of gamers reported buying a used game in the past six months and only 10 per cent say they would never buy a used game.

The study also reveals that manufacturers looking to capitalize on impulse purchases should put a strong focus on packaging while retailers should focus on merchandizing.

A survey of in-store impulse shoppers shows images or descriptions on game packaging are very or extremely important to 40 per cent, while 25 per cent are swayed by in-store demonstrations of the game.

“Game packaging is the most influential form of advertising for game manufacturers and retailers,” said Tattle. “Particularly among impulse shoppers, game packaging is considered a much stronger motivator than TV commercials, online ads or trailers. The graphics and images on game packages should be chosen strategically to ensure buyers are attracted to the game.”

Referrals are also a key to success for retailers looking to attract impulse shoppers, one-third of whom said they were motivated to make their last game purchase by having played the game at a friend’s house or receiving a referral from a family member or friend. In addition, 19 per cent of impulse buyers said a store clerk’s recommendation is very or extremely important to them and 21 per cent are swayed by a recommendation from another shopper in the store.

Canada has an extremely diverse gaming industry split almost evenly between males and females and among all income brackets. Canadian gamers reside predominantly in Ontario and Quebec with strong secondary markets in B.C. and Alberta. Gamers are passionate about their hobby with one fifth dedicating between 10 and 15 hours each week to honing their gaming skills.

Additional findings:

* Only three per cent of reported purchases were pre-ordered
* Females are more likely to buy on impulse; 46 per cent of impulse buyers are females compared to only 37 per cent of planned buyers
* Sequels sell; almost 20 per cent of gamers said they were motivated to buy a game that was a sequel to one they had previously enjoyed
* 43 per cent of impulse buyers paid only $10 – $20 for their last game purchase
* Only 15 per cent of impulse purchases were made online

Methodology
The Canadian Video Game Purchase Process was conducted from Aug.10 – 21, 2009 among a population sample of 2,429 gamers (1,758 adults, 371 teens) across the country.

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28th September 2009

ESAC launches the 2009 Essential Facts about the Canadian Computer and Video Game Industry

esacToronto – The Entertainment Software Association of Canada (ESAC) today released their annual Essential Facts book about the Canadian computer and video game industry. As part of the ESAC’s ongoing efforts to better understand Canadian gamers, the 2009 survey reveals interesting demographic facts about today’s gamers and their gaming habits. New to the 2009 edition, the survey also has a special section on the emergence of wellness gaming and the continued success of entertainment software titles designed in part to challenge the user’s mental or physical abilities.

“Canadians across all demographics are embracing entertainment software,” said Danielle LaBossiere Parr, Executive Director of the ESAC. “A wider variety of genres and titles are continuing to broaden the traditional definition of ‘a gamer’. Gamers are also using video games in new ways – to stay sharp, to socialize with their friends and even to help stay active.”

The 2009 Essential Facts about the Canadian Computer and Video Game Industry reveals:

- 35.8 is the average age of a Canadian gamer;
- 90% of kids aged 6-12 have played a video game in the past 4 weeks;
- 84% of parent gamers aged 18-34 play video games with their child;
- 48% of Canadian households have at least one video game console such as an Xbox 360, Wii or Playstation
- 96% of Canadian households own a computer
- Widening the video game market: 33% of all wellness gamers said a wellness entertainment software title such as Wii Fit or Nintendo DS Brain Age was the first video game they ever bought

Additional information in the report includes the use of ESRB ratings, how families play games together , year-to-date charts of the top selling video and PC games, as well as brand new statistics on the emergence of wellness gaming and its popularity among Canadian gamers. This genre of gaming has not only been embraced by Canadian households, but also by educational institutions, retirement communities, and in the health sector as well.

The research was collected through a comprehensive Internet survey using NPD Group’s Online Consumer Panel. Data was obtained from over 3,500 Canadians nation-wide who were identified as having played a video game at least once in the past 4 weeks.

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2nd September 2009

Best Buy Canada To Assist Schools With Technology

Best Buy CanadaBurnabyBest Buy Canada has released its Report Card on Technology in Canada’s classrooms. The report card found that two-thirds of Canadian teachers surveyed believe students are being handicapped for the future by not giving them access to the latest technology. The survey, conducted by Leger Marketing between July 6 and July 19 2009, involved an online survey among 674 respondents randomly selected Canadian adults who are Leger Marketing panelists. The interviews were completed with Canadian teachers from primary to college and university level. This method simulates a probability sample which would yield a maximum margin of error of +/-3.8%, 19 times out of 20.

Best Buy Canada will contribute $300,000 in technology grants to schools in Canada through its Best in Class Fund program in 2009. The survey found that nearly all respondents believe that it is important for students to have the latest technology in order to thrive and succeed in today’s world, which underscores the importance of the Best in Class program.

The Best Buy Canada Report Card on Technology in Canada’s Classrooms, a national survey of 674 Canadian teachers, conducted by Leger Marketing, showed that:

- One-third of teachers surveyed indicated that schools lag behind in providing the best access to new technology to students
- More than half of the respondents (61%) believe that students have the best access to the latest technology at home
- Nearly three-quarters of teachers (74%) agree that having the latest technology in the classroom would foster creativity
- More than half of Canadian teachers use technology as part of their daily curriculum
- Despite the perceived importance of technology in the classroom, as many as one in five Canadian teachers report that they infrequently use technology in their classroom

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4th August 2009

Copyright eConsultation and Video Game GPU Research

OrbyDon’t forget to give the Government your input on the Copyright Consultation process. The eConsultation web site has transcripts from the past Town Hall meetings held across the country, as well as areas for direct participation such as the site’s forum and the online submission centre which both give you an opportunity to respond to a few specific questions on copyright. You can also submit your own paper or report to on the site so that other people can view your work. Both the Copyright eConsultation process and the ongoing CRTC hearings have a direct impact on the digital media industry, so it’s important to get involved and have your say. The Education Medias web site also has important information for educators in regards to the new copyright process.

How many of you have been holding out for the new Palm Pre instead of snapping up the iPhone 3Gs? The new Palm Pre is now available for pre-order exclusively through Bell Canada in anticipation of its August 27 shelf date. The Palm Pre is comparable in price to the new iPhone – $199.95 with a three year contract or $599.95 without a contract, with a minimum 500 MB data plan. Bell smartphone clients can choose from a wide variety of voice and data plans, including Smartphone Combos that offer unlimited Internet browsing, personal email, text messaging and Windows Live Messenger.

Toronto’s digital distribution company YANGAROO Inc. has announced that, subject to regulatory approval, American media services company Horizon Media Inc. will acquire warrants to purchase 750,000 YANGAROO common shares. The warrants will become exercisable after various phases of a digital media workflow solution are successfully completed. These warrants will have an exercise price as permitted by the TSX Venture Exchange policies at the time of issuance and an expiry date of five years from the date of issuance.

Meanwhile, Science Daily has reported that researchers in the Georgia Tech Research Institute (GTRI) and the Georgia Tech School of Electrical and Computer Engineering are developing programming tools to enable engineers in the defense industry to utilize the processing power of GPUs without having to learn the complicated programming language required to use them directly. These tools are designed to take advantage of videogame computer and console GPUs.

“As radar systems and other sensor systems get more complicated, the computational requirements are becoming a bottleneck,” said GTRI senior research engineer Daniel Campbell. “We are capitalizing on the ability of GPUs to process radar, infrared sensor and video data faster than a typical computer and at a much lower cost and power than a computing cluster.”

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23rd June 2009

CIRA Becomes A Silver Sponsor For Media Awareness Network

Media Awareness NetworkOttawaMedia Awareness Network (MNet), Canada’s leading not-for-profit media literacy organization, is pleased to announce the Canadian Internet Registration Authority (CIRA) has joined the organization’s team of CIRAsupporters as a Silver Sponsor.

“We are honoured that CIRA recognizes the importance of media literacy in the lives of children and youth,” said Cathy Wing, MNet’s Co-Executive Director. “These funds will help MNet to continue to develop high quality media literacy programs and resources that support the healthy development of young Canadians.”

“As the Internet becomes more integrated in our daily lives, it is now more important than ever to ensure young people are equipped to make safe decisions when using the Internet,” says Byron Holland, President and CEO of CIRA.  “The Media Awareness Network provides an important and necessary service to educators and parents and as the steward of Canada’s domain and Internet space, CIRA is proud to be a sponsor of MNet’s vital programs.”
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23rd June 2009

Sheridan College Gets Grant For Digital Media Research Centre

SheridanTorontoSheridan Institute of Technology and Advanced Learning has been awarded a $2.3 million grant from the Natural Sciences and Engineering Research Council (NSERC) of Canada’s College and Community Innovation Program to establish a unique new research centre for screen-based industries. NSERC’s funding follows an initial $300,000 grant from the Ontario government’s Ontario Media Development Corporation.

The Digital Media Centre for Real-time Production takes a revolutionary approach to research, technology development, education and innovation, and will be located in the heart of the filmmaking industry in Toronto.

The Centre’s mission is to conduct world-class research into film, digital cinema and high definition imaging technologies in a wide variety of areas from capture to delivery and archiving. It was conceived and launched by Sheridan and will operate in partnership with creative industries and three levels of government.
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16th June 2009

PricewaterhouseCoopers Study Finds A Positive Outlook For Digital Media Growth

PricewaterhouseCoopersToronto – Over the next five years, digital technologies will become increasingly widespread across all segments of entertainment & media (E&M) as the digital migration continues to expand according to the PricewaterhouseCoopers (PwC) Global Entertainment & Media Outlook 2009 – 2013.

Though the current economic downturn has, without doubt, impacted virtually every sector of the E&M marketplace it has also accelerated and intensified the digital migration among both providers and consumers of content.

*The global E&M market as a whole, including both consumer and advertising spending will grow by 2.7% compound annual growth (CAGR) for the entire forecast period to US$1.6 trillion in 2013.
*Canadian E&M spending projected to grow at a 2.2% CAGR to US$36.7 billion by 2013.
*Video game, internet advertising (wired and mobile) and digital everything to see biggest increases.

“What we are sure about is that this recession will last longer than previous ones due to a steeper downturn and that the impact on advertising will be particularly significant,” says Tracey Jennings, leader of the PwC Canada E&M practice. “E&M is not immune from the decline in consumer spending either – in Canada consumer spending in E&M will fall by a projected 4.9 % in 2009, remaining weak in 2010 and seeing only relatively low growth at 2.2% CAGR by 2013. Overall Canadian advertising spend will actually decrease a total of -0.5% CAGR by 2013 reflecting lower ad spending across traditional segments. Consumer spending, however, will rebound quicker from the recession. In fact, by 2013 consumer spend on E&M is projected to outpace GDP.”
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3rd June 2009

Seeking Canadian Businesses As Research Partners

WSIMansonville – Small and medium sized businesses across all industries and operating within Canada are invited to apply for a research project aimed to help generate higher customer conversion rates, increase revenues and jump-start local economies.

WSI (We Simplify the Internet) is a world leader in Internet marketing with over 1,500 offices in 87 countries. Select WSI offices around the globe are conducting global research on Internet marketing conversion strategies and are currently seeking qualified small and medium sized businesses in Canada to participate in this traffic conversion study.

“Our goal is to help businesses generate more revenue, despite the economic down-turn, while collecting statistical data to get a sense of how we measure up compared to the rest of the province, the country as a whole, and North America in general,” says Kimberly Nichols, owner of the local WSI office in the Eastern Townships of Quebec.
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posted in Business News, Research Studies By: Tami | 0 Comments | Print This Post Print This Post

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