Icons of the Web: the top million web sites for 2013

Icons of the Web from the open source Nmap Security Scanner Project (http://nmap.org)is an update to the hugely popular project from 2010. This update brings all new data, a n updated interactive viewer and printed posters available for sale through Kickstarter for a limited time (until January 17th!)

Icons of the Web

[Source: Icons of the Web]

Portable Gaming Report Q3 2013

In partnership with International Data Corporation (IDC), App Annie released the third quarter 2013 edition of the ongoing App Annie & IDC Portable Gaming Report.  Viewers will gain insights into the continuing shift in consumer spending from gaming-optimized handhelds to mobile devices. Included are a variety of charts and analysis of the changes seen in smartphone market share, as well as the overall performance of apps by downloads and revenues on mobile devices as they relate to games.

Below are 3 key takeaways from the Q3 2013 Portable Gaming Report (download our full report for the full analysis):

  • Amazon’s Kindle Fire was more popular than Android tablets that use Google Play as a mobile/handheld gaming device in the US

  • Android was not too far behind Apple’s popularity as US gamers’ favorite mobile/handheld gaming device, but iOS generated 3x Google Play’s game revenue in the US

  • App categories other than games outpaced games in worldwide revenue growth from Q2 2013 to Q3 2013 on iOS

[Source: App Annie & IDC Portable Gaming Report Q3 2013]

PwC Entertainment & Media Outlook in Italy 2013-2017

Nel 2017 l’industria dei media e dell’intrattenimento in Italia raggiungerà 56,2 miliardi di euro, rispetto ai 48,4 miliardi di euro del 2013, derivanti per circa 7,1 miliardi dall’advertising e per 49,1 miliardi dalla spesa dei consumatori finali, trainata dalla crescita della spesa per l’accesso ai servizi internet e ai servizi in mobilità.

Sono questi i principali driver sintetici evidenziati dal rapporto di PwC “E&M Outlook in Italy 2013-2017” che per il 5° anno descrive i trend relativi a 12 segmenti del mercato:

    • Film Entertainment
    • Television
    • Recorded Music
    • Radio
    • Out-of-Home
    • Internet
    • Newspaper Publishing
    • Consumer Magazine
    • Business to Business
    • Consumer and Educational Book
    • Video Games
    • Gaming

PwC Entertainment&Media Outlook 2013

[Source: PwC | Entertainment & Media Outlook in Italy 2013-2017]

Apple TV and AirPlay Fuel Rise of Dual-Screen Apps

Dual-screen apps are a new phenomena, enabled by the advent of wireless technologies that allow for effortless pairing of a PC, tablet or smartphone with a TV. They are changing how people are interacting and “consuming” content within apps. For developers this creates many new opportunities to provide better experiences for their users, but it requires thinking about dual-screen setups from the start as well as new tools.

The opportunity for dual-screen apps is huge. And it’s more than just watching a video or playing a game: Dual-screen apps have the potential to transform the office meeting room, the classroom, the retail store, the hospital, and really any other context where people are interacting around content and information and where that information would benefit from rendering and display on a large screen such as a TV monitor.

To better understand this concept, it’s necessary to step back and reconsider the nature of how we write software and the user experience model for software.

The Evolution From Single Screen

Today, the predominant user-experience model for software and applications online is a single screen. We browse web applications on a desktop PC, mobile browser or tablet browser and interact with and consume content and applications on that screen. It is very much a single, individual user task. Likewise, we install apps onto these devices and consume and interact with information, perform tasks, make purchases, etc. through these apps. Again, this is a solitary single individual task.

As a result, when software creators plan their applications, they are typically designed and developed with this single user, single-screen concept in mind.

Dual-screen apps change all of that by shifting the software and user experience model from one user to potentially many, and from one screen (PC/phone/tablet) to two screens (phone/tablet and TV monitor). From a software development and user-experience perspective, the large monitor (which is the true second screen — versus the standard concept that considers the tablet as the second screen) becomes an open computing surface where one can render any form of application functionality, information, data and content.

Importantly, designers and developers need to shed the concept that “TVs” are for rendering video, and instead think about TVs as large monitors on which they can render applications, content and interactivity that’s supported by a touch-based tablet application.

The Social Computing Surface

While we have the greatest affinity for large monitors as fixtures of the living room, increasingly flat-screen monitors are a becoming a ubiquitous part of our social fabric. In fact, large monitors often sit at the center of any social setting. In the home, these large monitors provide a social surface for those sharing the living room space. Increasingly, monitors are a common part of nearly every business meeting room space — not for watching video, but for projecting shared content and business data and presentations that support business and organization collaboration.

Likewise, monitors are in medical and hospital settings providing visual information to patients. They are increasingly in nearly every classroom, whether through a projector or an actual TV monitor and support the presentation of information that is needed for a collection of students. Large monitors are increasingly ubiquitous in retail settings as well.

The key concept here is that this pervasive adoption of TV monitors is the tip of the spear in creating a social computing surface in the real world. Forget about social networks that connect people across their individual, atomized computing devices — the real social world is groups of people in a shared space (living room, office, classroom, store, etc.) interacting around information and data on a shared screen.

Until very recently, the way in which these TV monitors could be leveraged was limited to connecting a PC through an external display connector to a projector or directly to a TV. The recent breakthrough that Apple has fostered and advanced more than any other tech company is AirPlay and associated dual-screen features in iOS and Apple TV.

Specifically, Apple has provided the backbone for dual screen apps, enabling:

  • Any iOS device (and OS X Mountain Lion-enabled PCs) to broadcast its screen onto a TV. Think of this as essentially a wireless HDMI output to a TV. If you haven’t played with AirPlay mirroring features in iOS and Apple TV, give it a spin. It’s a really exciting development.

  • A set of APIs and an event model for enabling applications to become “dual-screen aware” (e.g. to know when a device has a TV screen it can connect to, and to handle rendering information, data and content onto both the touch screen and the TV screen).

With the existing Apple TV unit sales already outselling the Xbox in the most recent quarter, we can see a world that goes from approximately 5 million dual-screen-capable Apple TVs to potentially 15-20 million in the next couple of years, and eventually to 30-50 million as new and improved versions of the Apple TV companion device come to market.

As a result, it’s an incredible time to experiment with this fundamental shift in computing, software and user experience, to embrace a world where the Tablet is the most important personal productivity device, and the TV is a rich and powerful surface for rendering content and applications.

How Dual-Screen Apps Will Work

As we rethink the TV as a computing surface for apps, it’s really helpful to have some ideas on what we’re talking about. Below are a series of hypothetical examples of what is possible today and of course what will be even bigger as these new dual screen run-times proliferate.

Buying a House: Imagine you’re looking into buying a house. You open your tablet app from a reputable home-listing service and perform a search using criteria that you care about and begin adding potential fits to a list of houses you’d like to explore. When you select a specific house, the app detects you’re connected to an Apple TV and launches a second screen on the TV that provides rich and large visual displays about the house — HD-quality photos and contextual information about the house. Here, the power of dual screen is the fact that you and your spouse can sit in the living room and explore a house together without crouching over a computer or tablet on someone’s lap, and the house can be presented with HD-quality media and contextual information.

Buying a Car: Imagine launching the BMW app on your tablet and deciding to both learn about car models and configure a car — like buying a house, often a “social” decision between partners. On the TV, the app renders a high-quality rendition of the car. As you explore the car’s features from your tablet, associated media (photos, video and contextual metadata) render onto the large TV in front of you. As you configure your car using your tablet, it updates a visual build of the car on the large screen, providing an inline HD video for specific features.

Kids Edutainment: Looking to introduce your three-year old to key cognitive development concepts? Launch a learning app where the child interacts with the tablet application and sees visual information, animation and other content on the TV screen. Their touches on the tablet instantly produce rich and relevant content on the TV screen. Learning to count? Feed cookies over AirPlay to Cookie Monster on the TV who eats and counts with you. Learning about concepts like near and far? Tap the table to make a character move closer and away from you. Build a character on the tablet and watch the character emerge on the TV screen.

Sales Reporting: As a sales manager, you walk into your team conference room with a TV monitor mounted on the wall. You kick open your Salesforce.com tablet app on your tablet and begin filtering and bringing up specific reports on your tablet, and with the touch of a button you push unique visual reports onto the shared surface of the conference room TV. Here, the sales manager wants control of the searches and filters they have access to and only wants to render the charts and reports that are needed for the whole team to see.

Board Games: Imagine playing Monopoly with your family in the living room — one or two or maybe even three touch devices present (phones, iPod touches, iPads). Each player has their inventory of properties and money visible on their device. The app passes control to each user as they play. On the TV screen is the Monopoly “board” with a dynamic visual that updates as users play — the movement of players, the building up of properties, etc.

The Classroom: A teacher walks into a classroom with an Apple TV connected to a HDMI-capable projector that projects onto a wall or screen. From their tablet, they pull up an application that is designed to help teach chemistry and the periodic table — they can control which element to display up on the screen, and the TV provides rich information, video explanations, etc. The app is designed to provide ‘public quiz’ functionality where the TV display shows a question, presumably related to material just reviewed or from homework, students raise their hand to answer and then the answer and explanation is displayed.

Doctor’s Office: You are meeting with your doctor to go over test results from an MRI scan. The doctor uses his or her tablet to bring up your results, picks visuals to throw onto the TV monitor in the room, then uses his or her finger to highlight key areas and talk to you about they’re seeing.

Retail Electronics Store: You’re at a Best Buy and interested in buying a new high-quality digital camera. A sales specialist approaches you with tablet in hand and asks you a few questions about what you’re interested in while tapping those choices into their tablet app. From there, it brings up on a nearby TV display a set of options of cameras — based on further probing, they drill into a specific camera choices which brings up a rich visual with a video overview of the specific camera that you’re interested in.

Consuming News: A major revolution has just broken out in a nation across the planet. Timehas captured incredible audio, photos and video of the events. You and your friends sit down in front of the TV to learn more. You open the Time Magazine tablet app and bring up a special digital edition about the revolution. From the tablet, you flip through and render onto the TV rich HD-quality photographs, listen to first hand audio accounts (accompanied by photos) and watch footage from the events. The app renders a huge visual timeline of the events that led up to the revolution. It’s an immersive media experience that can be easily shared by friends and family in the living room.

Consuming Video: Last but not least, of course, dual-screen apps will be essential to any app that is about consuming video — whether a news or magazine app, a vertical website (think Cars.com, BabyCenter.com, AllRecipies.com, etc.), or of course a catch-up TV app from a TV network or show that you care about. You open the app on your table to explore what to watch, and when you’re ready to watch the show instantly pops onto your TV in gorgeous HD quality, and the tablet app becomes your remote control and presents relevant contextual information about the video, episode or what have you.

The Coming Dual-Screen Revolution

This is such a groundbreaking approach to apps and software we expect lots of others to try and emulate what Apple is doing. Already, Microsoft is promoting the ability to use its Surface Tablet in conjunction with apps built for the Xbox. Samsung has introduced features in its tablets and TVs to enable easy media sharing from your tablet or phone onto a Samsung Smart TV, and surely Google will follow suit with similar features to AirPlay in the Android OS. Apple is still early in deploying this technology — it’s sometimes flaky and a little bit hidden from end-user view — but I expect major changes in the coming months and years.

Virtually every application that exists on the web and phones and tablets likely has a dual-screen use case. Simply put, Web and app designers and developers need to imagine a world where the tablet and TV are a single run-time for their applications which each screen providing distinct value for the user controlling the app and the user consuming rich media and information on a large display. Sometimes this is just one person (like picking and watching a show or playing a game or learning something), but crucially and very often I believe that these apps will be designed with multiple users — and a social context — in mind.

[Source: Mashable]

European Mobile Gaming Gets Social: Rise in Smartphone Adoption Drives Increase in Mobile Gaming and Social Play

LONDON, UK, 26 April 2012 – comScore, Inc. (NASDAQ: SCOR), a leader in measuring the digital world, today released an overview of mobile gaming behaviour across the five leading European markets (France, Germany, Italy, Spain and the United Kingdom) using the comScore MobiLens service. The study showed that 42 percent of smartphone users in EU5 reported playing a game on their device in February 2012, displaying an increase of 55 percent over the past year. More than half of the UK smartphone audience (52.4 percent) reported playing a game on their device, proving to be the largest mobile gaming market in the EU5.

“The rise in mobile gaming is being propelled by the rapid adoption of smartphones and the vast ecosystems of game apps they provide,” said Hesham Al-Jehani, comScore Europe product manager for Mobile. “As mobile games evolve from simple pre-loaded games to highly challenging and visually appealing games, their entertainment value has increased substantially. But another important – and perhaps less often reported – driver of mobile gaming is that many can be played without accessing the internet on people’s phones. This means that gaming is an easy way to fill idle time on the underground or in other locations where internet access is spotty.”

Nearly Half of EU5 Smartphone Users are Gamers
In February 2012, the number of EU5 smartphone users playing games at least once a month increased 55 percent over the past year to 46.4 million smartphone users (representing 42 percent of the EU5 audience). The UK proved to be the largest market for mobile gaming with 14.2 million smartphone users playing games on their devices during the month, representing 52 percent of the smartphone audience. British smartphone users also ranked first in terms of gaming penetration across daily and weekly gaming usage.

Frequency of Smartphone Users Playing Games on their Devices
3 Month Average Ending February 2012
Total EU5 (FR, DE, IT, ES and UK), Age 13+
Source: comScore MobiLens
Penetration (%) of Smartphone Users Playing Games
EU5 France Germany Italy Spain UK
Almost every day 11.5% 7.4% 11.8% 10.0% 10.4% 16.4%
At least once each week 14.3% 9.7% 14.2% 13.8% 13.5% 18.8%
Once to three times throughout the month 15.9% 10.1% 16.2% 17.9% 17.8% 17.2%
Ever in month 41.7% 27.2% 42.1% 41.8% 41.6% 52.4%

Social Gaming on the up Amongst Europeans
In February 2012, 6.1 million EU5 smartphone gamers logged into a social game on their devices (up 42 percent in the past six months), representing 13.2 percent of smartphone gamers overall. The Italian smartphone gaming audience ranked first in terms of the penetration at 15.5 percent, followed by the UK (14.2 percent) and France (13.1 percent). Spanish smartphone users were most likely to play games with other people at 11.0 percent, followed by Italy at 9.4 percent.

Smartphone Social Gaming Activities*
3 Month Average Ending February 2012
Total EU5 (DE, ES, FR, IT and UK) Smartphone Gaming Audience Age 13+
Source: comScore MobiLens
Penetration (%) of Smartphone Gamers
EU5 France Germany Italy Spain UK
Logged in via Email or Facebook 13.2% 13.1% 11.7% 15.5% 10.8% 14.2%
Played with other people 9.1% 8.6% 7.5% 9.4% 11.0% 9.1%
Invited friend to play 6.7% 5.6% 7.3% 8.2% 7.3% 5.4%
Shared score on leaderboard 7.6% 9.9% 9.3% 9.0% 7.0% 5.1%
Used chat 3.0% 2.8% 2.5% 3.2% 3.9% 2.7%
Sent/received gift 2.2% 1.9% 2.5% 2.7% 2.1% 1.7%

*A social game allows mobile users to connect, compete and socialise with friends and other players on their device.

February 2012 EU5 Mobile Benchmark Data
The table below shows comScore’s February 2012 mobile benchmark data, including a review of mobile consumption behaviour and device penetration for the five European countries under measurement. These benchmarks are published by comScore to provide the most up-to-date snapshot of the mobile industry. Further information on these benchmarks, and other data included above, can be provided upon request.

Mobile Benchmark Data for the European Market
3 Month Avg. Ending February 2012
Total EU5 (DE, ES, FR, IT and UK), Age 13+
Source: comScore MobiLens
Penetration (%) of Mobile Subscribers
EU5 France Germany Italy Spain UK
Used Smartphone 46.9% 43.3% 40.1% 45.4% 53.9% 54.7%
Used Application (excl. pre-installed) 40.8% 36.6% 36.2% 35.4% 45.8% 52.0%
Used browser 40.5% 39.0% 33.8% 35.5% 43.7% 52.6%
Played games 29.1% 17.4% 27.0% 32.7% 32.3% 37.0%
Sent text message 84.3% 86.9% 80.0% 81.5% 80.9% 92.1%
Listened to music 28.1% 24.7% 27.8% 25.5% 36.5% 28.3%
Accessed Social Networking Site or Blog 27.6% 24.3% 21.3% 24.3% 30.3% 39.3%

 

[Fonte: European Mobile Gaming Gets Social: Rise in Smartphone Adoption Drives Increase in Mobile Gaming and Social Play - comScore, Inc]