Apple Hit 1m Windows Downloads of iTunes in 3.5 Days

In only three and a half days since Apple released the Windows version of their iTunes software, over one million copies have been downloaded. In the same period, one million songs have also been purchased, halving the time it took to reach same level when the Apple only version was released back in April.

Although the headline figure of songs downloaded initially sounds very impressive, we would assume the million songs must include ones bought by the current Apple users as well (Apple UK weren’t able to clarify this as they didn’t have this breakdown, Apple US were unreachable) – working out at an average of under one song per Windows user. This shows that people have been downloading the Windows version of the software and possibly not purchasing songs. We think it is likely that this is due to them currently being unable to buy music, as they live outside the USA.

Apple iTunes

Apple Adds Windows support to iTunes

Following the success of the Apple’s iTunes online music store, after six months and 13m track sales, the second generation version has been released. Version one was restricted to owners of Apple computers who live in the USA, but version two removes one of those restriction by opening it to the Windows users. The USA-only restriction remains.

iTunes for Windows includes all the same features as the Mac version including tight integrations to the iPod. The first generation of Apple’s iPod, their market-leading portable digital music player, had two seperate version, one that connected to Apple computers, the other for Windows. Its second generation release, launched at the same time as iTunes online music store, united both of these into one machine.

Over the length of the service, the number of songs available for purchase have been gradually increased, and will reach 400,000 by the end of October.

Apple also announced a significant deal with AOL, which will offer AOL 25m US users a single-click-to-sign-up option later in this quarter. The intergration will go even further than this, enabling linking to individual iTunes track.

We feel this feature will be integrated into the AOL Weblogging tool, that has been in development since March, enabling Webloggers to recommend music and receive an affiliate percentage of value of the sale. This is a model for media sales we have long believed in and think it will only expand to include other media such as video.

Apple iTunes

Sky earmark £20m to promote Sky+, their DVR

Further underlining their enthusiasm to sell Sky+, their integrated Digital Video Recorder (DVR), Sky is committing £20m to its advertising campaign, which they say will make it the biggest campaign since they launched Sky digital five years ago.

Many teaser posters have already been seen around London and these will be supplemented with sponsorship of Virgin’s breakfast show and by 40” and 10” advertising spots on terrestrial and Sky channels which are aired from today.

The TV adverts features unlikely celebrity couples, demonstrating how Sky+ transforms television viewing. The couples – Bruce Forsyth and Kelly Brook; Ronnie Corbett and Alice Cooper; and Noddy Holder and Simon Callow – are shown living together and debating what to watch on television. The major message is “Sky+, Create your own TV channel”

The selling of the DVR has always been very hard to do, and many hold the Sky approach as a great way of doing it – with the core message of Sky+ being “It’s just like Sky, but a bit more”, and not confusing potential purchasers by instantly attempting to explain the whizz bang features.

Sky+

BBC Fightbox Review – The Creation of a New Genre?

By Heidi Jacoby-Ackland

After all the hype, the BBC’s virtually-virtual gameshow Fightbox [Preview] finally premiered Monday night on BBC3.  Four contestants brought their self-created virtual warriors to the arena to do battle in elimination and combat competitions against the shows computer-generated opponents – all in a studio with a “Real Life” audience.  Without a doubt, the first night’s episode was a tentative start to the series.  The contestants seemed nervous, perhaps awed by playing a computer game in front of a live audience, and the presenters weren’t especially gregarious either.  But it was just the first of 20 episodes and Fightbox hints at good things to come.  It had flashes of how’d-they-do-that wizardry and, most important of all, it grasped the possibility of cross-platform interactive programme making with both computer-generated pincers. 

First, the good points.  The set is fantastic.  Unlike Time Commanders’ set, this one works exceptionally well, managing to look both futuristic and ancient at the same time.  For instance, the contestants are seated in cage-like pods that rise above the arena floor giving them a birds-eye view of the virtual action.  Yet references to Gladiator (the TV sport/gameshow from the early 1990’s) as well as its classical Roman inspiration are clearly evident too.  Next, the camera-work.  Top marks for wow-factor here on two counts.  First, Fightbox is (or claims to be) the first programme in which free-held cameras are used to combine both real and virtual images simultaneously.  To my eye, there didn’t seem to be any hiccups or glitches and I certainly couldn’t see the “seams.”  Second, there were some really fantastic camera angles that helped bring the best from the virtual graphics.  For example, there were a couple of over-the-shoulder shots (right) of the contestants which showed them in their pod displaying their computer monitor action in the foreground, in the middle-ground the virtual arena action and finally the real arena and audience action in the background.  In another, there was a low shot from the arena floor looking up through one of the virtual challenges, the helix.  Both these shots, amongst others, helped to create depth of vision, contributing a sense of scale and density to the action.  At no point did the huge arena appear to be empty even though, in the “Real World” it was.  (In reality, the studio audience watched the gaming on a massive screen.)  I ought to mention the graphics too.  Although gamers’ expectations are always increasing, visually the graphics in Fightbox are fairly good.  There was a consistency between the studio lighting and the graphics which was so good that virtual shadows were created which matched the real ones.  Now that’s attention to detail!

With the good comes the bad.  There were Cheerleaders. Cheerleaders?  I can, almost, see the reference point since the MC repeatedly called Fightbox “a new sport”.  However, as any occasional viewer of American Football will testify, the Fightbox ladies’ efforts were half-hearted by comparison.  And what’s with The Weakest Link-style ridiculing of the losing contestants that the cheerleaders and the presenters indulged in?  That is unnecessary – The Weakest Link is so over. 

Although it was the beginning of a new show, I’m not sure about the choice of presenters.  Trevor Nelson is great as the host of music-related programmes but he doesn’t seem to be all that interested in gaming, as his comments in this weeks’ Radio Times attest.  As for Lisa Snowdon, I’m afraid I find it very difficult indeed to forget the LA Pool Party colonic irrigation episode.  But maybe that’s just me.  There was one moment when Lisa attempted to react to one of the Sentients, which was truly awful – she was wooden and the timing was out-of-synch. 

Finally, to be perfectly honest, there are some problems with the Fightbox game itself.  First, the contests are exceptionally simple.  On the one hand, simplicity is necessary since it would be tedious in the extreme if the whole episode were spent explaining the object of the tests to the audience.  However, I anticipated contests with a bit more action and was, a bit, disappointed by what was delivered.  I sure hope there’s more on offer on the PC/console game.  Also, the Sentients’ movements seemed more technically developed than contestants’ warriors.  Although the contestants had time to practice with their warriors before the TV episodes were filmed, their warriors didn’t seem nearly as agile as the Sentients.  I’m not suggesting that the game is one-sided, because it isn’t.  It simply looks like the Sentients can execute more moves with greater accuracy.  Also, when a Sentient and a contestant warrior went virtual toe-to-virtual toe, the fight action seemed a bit slow – as though there was a lag-time between the contestant’s command and the warrior’s action.  Either that or the editing wasn’t as fast-paced as viewers have come to expect from action sequences.  But all these problems are minor and thoroughly fixable in future versions.

Fightbox also highlights a few conundrums that content-makers may face.  My main questions are about the concept of image ownership.  If Madonna can be sued for drawing inspiration from photographs that she freely admits to admire and a past athlete can file a similar suit against a telephone listings company, when does homage become theft?  In respect of Fightbox, this question is particularly relevant in two separate instances.  First, two of the Sentients bear striking resemblances to pre-existing characters:  Kodiak is a lot like Wolf from Gladiator (he even did the signature haunchy growl pose) while Nail seems to be a combination of the monsters from the films Alien and Predator (the MC described her as a predator).  Second, what about the contestant-generated characters?  One of the contestants from last night’s episode frankly described her warrior as inspired by Tank Girl.  And there was a frankly acknowledged resemblance.  Undoubtedly there are other competitors whose warriors were similarly inspired by pre-existing content.  In the high-stakes world of international rights are the creators of Fightbox treading the boundary between inspiration and imitation?  How, if at all, will this affect the sales and distribution of Fightbox to other territories?

Conclusion

Has Fightbox given a glimpse into a new way of thinking about entertainment programmes?  I think so.  Despite its faults, Fightbox is a good concept.  Although costly and time-consuming to develop, it is clear that every aspect and angle of Fightbox was considered in the creation of the end-products – vital if a consistent feeling of quality is to achieved and maintained across the platforms. From the development of overall visual aesthetic to the interplay between the online game and the television programme, Fightbox provides a clear example of the benefits of “through-development.”  Rather than being a web-based game with a TV bolt-on (such as the peculiarly addictive Celebdac) or a TV programme with an after-the-fact web presence (such as just about every other TV programme) Fightbox is the first programme I know of in which the platforms are truly inter-dependent.  Its makers, Bomb Productions and Ricochet Digital, have every reason to be proud.  Fightbox is very likely to become a reference point for future entertainment developers.  I’ll be tuning in again tonight.

Buy the FightBox game at Amazon UK on PC, PS2 or GBA

BBC FightBox

Bomb Productions

Ricochet Digital

Two companies signup for Microsoft IPTV trial

Two new companies have signed up with Microsoft TV to trial their latest Internet Protocol Television (IPTV) offering. Reliance Infocomm, part of the Reliance Group, the vast Indian conglomerate with US$ 16.8 billion yearly revenue, and Bell Canada a Canadian Cable company, both plan to use their networks to offer TV services. Bell Canada will be the first North American Telco to try the Microsoft solution.

The details of the India trial are not clear as yet, but Bell Canada plan to begin testing with subscribers on their “early adopter” programme, who live in six chosen apartment blocks in Toronto. The Canadians will get to use the Microsoft TV’s Interactive Program Guide (IPG) and video on demand (VOD).

Microsoft feels that they offer a complete end-to-end solution based on Windows Media 9, enabling telecom and cable companies to quickly get involved providing television services over their existing networks. Their previous offering have not been too popular, but they are putting lots of effort behind this version.

Microsoft TV, IPTV

Microsoft Microsoft TV Interactive Program Guide (IPG)

Bell Canada

Reliance Infocomm

Preview: BBC FightBox – Let the Fighting Commence

By Heidi Jacoby-Ackland

Program your Tivo now. Fightbox, the BBC’s new cross-platform interactive programme, is coming to a TV near you.  Robot Wars meets The Sims-on-performance-enhancing-drugs, the BBC publicity machine is very keen to emphasise that Fightbox is a TV first.  What, exactly, is Fightbox though?  Is it the logical future of entertainment?  In development for nearly four years at a reported cost of £3-4 million, Fightbox was conceived from start to finish to cross from the net to television and then into the PC/PlayStation 2/Game Boy Advanced game environments.  Early indications for Fightbox are fairly positive and the promotional trails look fantastic. 

Initially launched online a few months ago, gamers were drawn in their thousands to the Fightbox downloadable kit for creating their own warriors from a variety of different parts: arms, legs, weaponry, hair colour and even tattoos.  Contestants “trained” their self-created warriors on their own PC’s before downloading a set of qualifying battles to practice controlling their creation and gaining a score – the higher the score the stronger the warrior.  Then the best scoring virtual warriors (and their real creators) were invited to take part in the production of a television programme.  According to the BBC, approximately 200,000 people registered their warriors and uploaded scores in the six-week qualifying period.  As a demonstration of the interest in the game, apparently clans have emerged in the online community although they can’t play each other. Yet.  It’s all gone a bit D&D. 

The nay-sayers complain that the PC controls are, well, hard to control.  There’s a rumour that the television production had to be put back a week because the software still had some glitches.  And, although the BBC claims that twenty percent of the gamers were women, there’s a rumour that the Fightbox producers were so desperate to attract women that an online appeal was made especially to female gamers.  Nonetheless, there’s a low hum of anticipation in the gaming community.  Those gamers whose warriors made it to the television round report that the controls are better and the virtual studio experience was wicked.  They claim that, as with all the best computer games, practice was key to their success.  In the 30-minute television programmes, filmed as-live in front of a studio-audience, the virtual warriors have been transformed by the magic of computer graphics and a new type of filming into, um, virtual warriors in a real arena with real hosts (Trevor Nelson and Lisa Snowdon).  The contestant warriors fight the Sentients (the virtual equivalent of the House Robots in Robot Wars) then, finally, go on to fight each other to find a winner.  It’s a knock-out competition until just one of the audience-created warriors is left.  And for those who participated the ultimate prize was on offer.  No, not a million quid record contract for singing out-of-tune but the chance to have their warrior return as a Sentient in the next (yet-to-be-commissioned) series.  The final champion may not get rich from Fightbox but he (or she) will get the satisfaction of directly creating a part of the game’s future.

When we asked, the BBC spokeswoman refused either to anticipate viewing figures for Fightbox or even to elaborate on what would constitute a successful outcome to this cross-platform interactive experiment.  But it is not inconceivable that the programme could bomb as a television show while, at the same time, creating an enormous buzz for the game itself, either online or at the shop.  Then what???  Having already spent the equivalent of some countries’ GDPs on development, it would be imprudent for the BBC to completely bale on the TV programme after just one series even if the ratings are poor.  After all, the most costly and time-consuming bit of creating Fightbox, the development, is already done and dusted.  Aside from the new Sentient, most of the future content will come from the audience who, in true interactive style, are not voting for a winner but creating the characters and altering the outcomes.  The online kit is still available for download at the FightBox site.  Although it is too late to qualify for Series One, now would be a good time to start practicing for Series Two.

BBC FightBox

Amazon – Buy the FightBox game on PC, PS2 or GBA

Fightbox Ltd is a joint-venture between Bomb Productions and Ricochet DigitalFightbox, the TV programme, airs on BBC3 at 19.30 from 13-17 October and continues in that slot for three weeks thereafter.  [Episodes will be repeated on BBC3 the following morning at 3.30 and are due to run on BBC2 in November.]  Fightbox, the PC/PS2/GMA games, are due for release on 7 November.

UK Survey Shows Desire for Broadband Service Quality

In a survey of UK broadband users run by net.com in conjunction with Broadband4Britain and announced at ITU Telecom World, over two third, 69% of the participants respondents expressed dissatisfaction with their current broadband connectivity.

When asked if they would be prepared to pay extra to receive a better Quality of Service (QoS), 79% said that they would, with 47% saying they would pay up to 5% extra and a surprising 21% said they would be willing to pay a 20% premium.

QoS is of greatest benefit when the application requires then data to be received in a set order and the respondents said Internet telephony (92%), video streaming (42%), and video conferencing (33%) were of great interest.

net.com

Broadband4Britain

Disney to Launch Freeview Channel

Disney is planning to launch a channel to air on UK Freeview, surprising not carrying the Disney branding, this Winter. Freeview is the dominant free-to-air digital broadcaster in the UK, currently with over two million viewers.

Closely following their recent announcement of the launch of the MovieBeam on-demand movie rental service, this clearly is not a significant issue for Disney as, when looking at their corporate site, we could not find mention of the deal.

As a side issue, it was surprising to be note that Lucian Harrington, described as a Disney spokesman said they would be would be interested in buying Granada and Carlton’s stakes if they came on the market.

Reuters story

Nokia Show Wireless Digital Photo Frame

Back in 1999, Sony brought out the first digital photo frame, not that you would probably know about it as there aren’t that many around – it cost $900. Since then many more companies have brought them out for considerably less that Sony’s initial offering, many of them new companies but also from more well know brands such as Kodak.

Most have used removable memory (Memory Sticks, SD, etc) to get the photos in to the frame, others have had phone sockets on them.

Nokia have now entered the business and have announced the Nokia Image Frame SU-4 and SU-7, which makes perfect sense given their camera phones.

The SU-4 received photo’s via an Infra-Red port. The SU-7 is more interesting as it adds to the IR transfer by allowing a SIM card to be inserted into it and use MMS to send photos to it.

Nokia have made no comment on pricing but with it being reasonable, we can see these getting popular.

The frames that don’t need to physical need to you to load the content on to them – you can upload images remotely – are the ones with the better future. Those who have bought this type, such as the dial-up Ceiva, for relatives and friend have nothing but praise for the concept.

Nokia SU-4

Nokia SU-7

Ceiva

Sony’s PSX – Full Details and Pricing Revealed

After a number of months of speculation, Sony have released the full details the PSX. Combining the ability to play PlayStation games with a television tuner, PVR, ATRAC3/MP3 playback and a DVD player/recorder, the box will also be equipped with a 100Mb Ethernet port – opening the door to the delivery of digital media.

The visually arresting box (312x88x323mm, weighing 5.6kg) will be launching in two guises; the DESR-5000 with a 160GB hard drive (79,800 yen, ~$730, ~£440) and the DESR-7000 with 250GB (~$900); arriving in Japan by the end of year and in Europe and then US in 2004.

Labelled as PlayStation 2.5 by some, it has already received very positive press reaction, mostly for its styling and features, as they have not had extended use of it. In addition of an Ethernet port, interfaces include USB1.1, Memory Stick slot, digital S/PDIF, PlayStation 2 peripheral connectors, composite AV-in/out.

Nearly all reaction to the price has been surprise at how expensive it is, but we feel this is a misguided as they are viewing it in the context of the currently low cost games console – which is just part of it. Just adding up the constituent parts; PS2 (~£100), TiVo (second hand eBay UK price ~£200); DVD burner (~£150) – it appears about right – especially as the PSX is one sleek box rather that three bulky boxes the separate approach would give you.

We feel the Trojan horse feature of the PSX is the combination of a device that connects to the family TV, the Ethernet port and Sony’s significant music and film empires. This would give them total vertical integration enabling the sale of media content direct to the public.