Internet & Media
Nielsen will release a media measurement tool using demographic data from Facebook. The tool will use gross rating points or GRPs, a metric widely used in TV media buying indicating that this tool will be geared to facilitate the transition of TV dollars to the internet.
Facebook released changes to its game virality mechanisms widely seen as a negative for gaming on the platform. In particular, gaming messages will not appear in the feeds of users who do not play games.
Zynga announces the acquisition of Dextrose, an HTML5 German gaming company with technologies which should enable better graphics on Zynga core games as well as instant portability to mobile.
The FCC approved the use of unlicensed white space spectrum enabling “Super Wifi” devices to take hold. The 300-400MHz spectrum can travel long distances and penetrate buildings, unlike the higher frequency Wifi networks used today.
Amazon announces Kindle store has 700,000 book titles and is adding 40,000 titles per month. In the US, 172,000 new books are published annually.
Rumors swirl of a Facebook phone. In response, Mark Zuckerberg opaquely alludes to something of a social layer on top of mobile phones that integrates deeply into the operating system.
ComScore announces 54M smart phone subscribers in the US or roughly 9%. Additionally, the installed base of Android devices has surpassed Windows Mobile for the first time.
Verizon announced a carrier wide API for developers to access a phone’s location through Java and declared many more to come.
Sanofi-Aventis demonstrated a blood-glucose meter for diabetics which plugs in directly to the iPhone to transfer data. A companion iPhone app allows other data entry. The device will be released in early 2011 and is a harbinger of more medical applications/devices combinations.
Gameloft, a French game developer, announced 20M total units sold on the iTunes mobile app store across 100 games.
MyTown, made by Booyah, announces its 8.5% of its 3M user base scanned a shampoo bottle using a barcode scanner, highlighting the ability of mobile games to influence real world behavior.