Worldwide sales of mobile phones saw a 2 percent decline from the first quarter of 2011 due to a slowdown in demand from the Asia/Pacific region, but the launch of the Apple iPhone 5 will help drive a stronger second half of the year in Western Europe and North America, according to Gartner. The report also notes that Apple’s sales in China were “particularly strong” despite people holding of sales in the hope of an iPhone 5.
As a whole the market saw a decline, notes the Gartner report: “Worldwide sales of mobile phones to end users reached 419.1 million units in the first quarter of 2012, a 2 percent decline from the first quarter of 2011.”
RIM, Nokia, Motorola, LG, and HTC all saw their share of the market shrink when compared to the first quarter of 2011. “Global sales of mobile devices declined more than expected due to a slowdown in demand from the Asia/Pacific region,” said Gartner analyst Anshul Gupta.
“The first quarter, traditionally the strongest quarter for Asia — which is driven by Chinese New Year, saw a lack of new product launches from leading manufacturers, and users delayed upgrades in the hope of better smartphone deals arriving later in the year,” added Gupta.
In contrast, “driven by the continued success of the iPhone 4S, Apple’s sales grew 96.2 percent in the first quarter of 2012 as the new model expanded into new markets and carriers. Sales in China were particularly strong this quarter. With more than 5 million units, China became the second-largest market for Apple after the US,” notes the Gartner report.
The drop in sales was partly a result of the downturn in Asian markets. “We were not expecting a slowdown in Asia,” Gartner analyst Anshul Gupta said in a statement. “China is usually a particularly big market in the first quarter, with the Chinese New Year normally leading to a sales boom. But this year consumers have held off upgrading, waiting for other high end devices, like the new Apple iPhone.”
Gartner research indicates that Apple sold 33.1 million iPhones sold in the first quarter of 2012 (below what Apple claimed in its financial results last month). The sales place the smartphone maker in third place behind Samsung and Nokia, with 8 percent of all worldwide mobile phone sales. That is the total mobile phone market, including standard handsets as well as smartphones.
Samsung is in first place with 86,567.6 million units sold in the quarter for 20.7 percent share of the market. Samsung overtook Nokia for the first time that quarter. Nokia sold 83,162.5 million units worldwide for a 19.8 percent share of the market.
The report notes that Nokia’s mobile handset sales reached 83.2 million units, a 22.7 percent decrease from the first quarter of 2011. Gupta blames this on Nokia’s slow progress in the smartphone market: “Smartphone sales are becoming of paramount importance at a worldwide level. For example, smartphone volumes contributed to approximately 43.9 percent of overall sales for Samsung as opposed to 16% for Nokia.”
Among smartphone operating systems, Apple’s iOS saw a year-over-year increase from 16.9 percent share in the first quarter of 2011 to 22.9 percent share to kick off 2012. Apple and Samsung accounted for 49.3 percent of all smartphone sales worldwide. This is above the 29.3 percent the two collectively represented in the first quarter of 2011, notes the report.
Gartner notes that Android is beating the iPhone: “In the smartphone OS market, Android accounted for more than half of all smartphone sales (56.1 percent) in the first quarter of 2012.”
However, Gartner analyst Gupta said the smartphone market has become highly commoditized and differentiation is becoming a challenge for manufacturers, particularly those using the Android OS. “This is particularly true for smartphones based on the Android OS, where a strong commoditization trend is at work and most players are finding it hard to break the mould. At the high end, hardware features coupled with applications and services are helping differentiation, but this is restricted to major players with intellectual property assets.”
Gupta adds: “In the mid to low-end segment, price is increasingly becoming the sole differentiator. This will only worsen with the entry of new players and the dominance of Chinese manufacturers, leading to increased competition, low profitability and scattered market share.”
RIM is a sorry tale. The Blackberry maker sold 9.9 million mobile handsets in the first quarter of 2012, with its global share declining to 2.4% as competition increased in its international market strongholds, according to the report. “RIM desperately needs to deliver winning BB10 products to retain users and stay competitive. This will be very challenging, because BB10 lacks strong developer support, and a new BB10 device will only be available in the fourth quarter of 2012,” said Gupta.
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Chinese regulatory authorities have approved Google’s acquisition of Motorola Mobility, paving the way for the deal to close within the week, company officials confirmed Saturday.
The companies announced last August that they had entered into an agreement for Google to acquire mobile phone and tablet maker Motorola Mobility for about US$12.5 billion.
“We are pleased that the deal has received approval in all jurisdictions,” Motorola spokesperson Jennifer Erickson said Saturday. “We expect to close early next week.”
A Google spokesperson confirmed the deal was approved early Saturday and that it should close within the week.
Motorola Mobility ships phones and tablets with Google’s Android operating system. The close of the deal means that Google has a hardware manufacturing arm with which it can closely work to develop Android.
Google will also have control of Motorola’s massive patent portfolio. Motorola Mobility has said that it owns or has applied for more than 24,000 patents.
The deal has already been approved by antitrust authorities in the U.S. and Europe. Chinese authorities have approved the deal on condition that Google keep Android free and available to other mobile device manufacturers for five years, according to a source close to the deal.
Other conditions include a commitment by Google to meet obligations to license patents for industry standard technology on FRAND (fair, reasonable, and non-discriminator) terms, according to the source. FRAND terms typically involve licensing obligations required by standards-setting bodies for members that get involved in the standard-setting process, and for companies whose technology is approved as part of industry standards.
The conditions set by the Chinese are similar to those involved in the approval process in Europe and the U.S., according to the source.
Motorola Mobility’s manufacturing might and vast array of patents will be crucial in Google’s battle for dominance in the smartphone and tablet market as it competes with Apple. Google will also compete with Microsoft as Microsoft promotes new versions of Windows in the tablet and smartphone market.
An open question is whether mobile device manufacturers that currently use Android will see Google as a competitor, and possibly be drawn to the Microsoft camp.
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Facebook is now officially a public company, scads of new millionaires are on a Silicon Valley spending spree, and media outlets near and far have yet to pipe down about the IPO, likely one of the most anticipated in history.
But is the long-term viability and success of Facebook a slam dunk? You’d think so, considering 900 million people on the planet use the social network now valued at nearly $105 billion.
Not everybody thinks so.
The Telegraph’s Michael Deacon says he was once addicted to Facebook but now thinks its users hardly have anything to say on it compared with Twitter, which he calls “magnetic” because it “incessantly breaks and circulates news.” He even goes as far to say Facebook in a few years will “be as sad and lonely a ghost town as MySpace.”
I wouldn’t go quite that far, but he makes some valid points. Many people have grown tired of Facebook and do prefer alternate social networks, such as Google+.
Google certainly is serious about social and it’s no secret that Facebook wants more of Google’s advertising, but who will come out on top?
Yes, Facebook has a huge head start in social compared to Google, but Google+ users tend to be fiercely loyal because, honestly, it’s a great — albeit very different — product .
Unlike Facebook, Google+ is where you’re more likely to engage with strangers — many of whom reach out from countries around the world.
Just this morning I had a Google+ chat with a blogger from India who, even though he uses both Facebook and Google+, was only able to reach me through the latter where in seconds we were having a conversation about the merits of both social networks. Such contact wouldn’t have happened on Facebook because my Facebook friends are all in the U.S. and most of them know me personally, which means I keep my chat disabled because I don’t want people I haven’t seen in 20 years messaging me every time I check my stream.
Eric Norstrom, a molecular and cellular neurobiologist, is another person with whom I’ve connected through Google+.
Here’s how he aptly puts it:
“G+ is not FB, Twitter, or anything else. It’s G+. It’s great for content aggregation and collaboration in addition to the services provided by the other major social apps. It’s not people bleating on a street corner. It’s more like, you walk down a street and don’t see anyone, but then you go into a building and you find that there’s a party going on. Not only that, it’s a good party with interesting people talking about things you care about and leaving out things you don’t. Less noise, more signal.”
He’s right about Google+ being a more lively place to hang out. You’re not likely to see inane posts — most contain photos, videos or links to other interesting content. This morning someone in one of my circles shared a post by Google Maps touting a NASA map that shows where the May 20 eclipse can be seen. (See also “Google+ vs. Facebook: See How They Compare.”
While there certainly were some privacy concerns when Google said it would share user data across its products, it can’t be denied that the company has created a slick and seamless experience for users.
On my Android phone I use Places, Maps and Navigation, YouTube, Voice, Talk, Calendar, Drive, Goggles, and Play Music, and many of these apps sync to the cloud for integration to the desktop.
In essence, Google has a very large window into what I’m doing, where I’m going, what I’m watching, and who I’m talking to. And this window stays open for much of every day I’m online or using my phone.
While Facebook also garners data from me when I’m on its network, I’m not there very often, relatively speaking.
Facebook has many fans, is growing on a billion users, and now has a big pile of money with which to continue to innovate. For instance, the company recently said that at some point it could launch an advertising network to display ads outside of its platform. That would be huge and put the company in a much better place to compete with Google.
CNET’s Rafe Needlemanwrote a great piece summing up the many ways Facebook and Google’s trajectories cross, particularly when it comes to advertising. And as he points out, both companies have their strengths.
“The infusion of public IPO money will embolden Facebook to take on Google directly in areas where it’s clearly weaker — primarily advertising, but also search and mobile. Google will defend its turf while simultaneously attacking Facebook in social (and hopefully in identity services),” he writes.
That last part — identity services that let you sign into a Website or account using your Facebook credentials — is definitely something Facebook has a good hold on, and as Needleman points out, it’s something Google needs to get better at marketing.
But Google is kicking it with mobile. CEO Larry Page, in a letter to investors last month said the company is “seeing a hugely positive revenue impact from mobile advertising, which grew to a run rate of over $2.5 billion by the third quarter of 2011 — two and a half times more than at the same point in 2010.”
Can Facebook figure out how to get some of that pie? It had better — its users are now using the social network more from their mobile devices than from their desktops.
If it doesn’t, Michael Deacon’s dire prediction about Facebook might just come true.
Follow Christina on Twitter and Google+ for even more tech news and commentary and follow Today@PCWorld on Twitter, too.
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For as much as we complain about achievements and trophies, they do serve one useful function: acting as a permanent (hopefully) record of the games we’ve soundly trounced. These days, I can easily sift through pages of data detailing the actions of just about everything I’ve played on my PS3 and 360 since these systems entered my possession, but the same can’t be said of Sony’s PlayStation 2 — where I spent most of my gaming time during the aughts. Eight measly megabytes of flash memory don’t stretch as far as you’d think, so over the years I’ve been forced to purge my only PS2 card of important saves, all while archiving the most vital (read: time-intensive) ones as a testament to my fortitude and ability to sit for long periods of time without developing phlebitis. Depending on technology to preserve important data can be a fool’s game, as I pointed out in this ancient blog post about my dying EarthBound cart. But unlike replacing those tiny little SNES batteries, finding a new storage solution for the PS2 makes for a much easier process. And it’s a good thing, too; my original memory card dates back to before the PS2′s launch — because we bought our accessories early back then, I guess — so I’ve had save game backup anxiety torturing my subconscious for close to five years now. Fun fact: I purchased my original PS2 memory card at the Pittsburgh airport before I flew to visit a friend in Berkeley… where I live this very day. If that wasn’t spooky, maybe you could boot up the Unsolved Mysteries theme and read that sentence again? Anyhow, thanks to the purchase of a 10-dollar memory card on Amazon, I copied some of my most treasured saves last night, before anything horrible could happen to them. So what mistakes and triumphs do I plan to preserve for future generations? Will I ever have the time to tackle the post-game content in Dragon Quest VIII (or IX, for that matter)? Barring some sort of situation that would land me in double leg casts, probably not. But should I suffer a tragic stairwell mishap, this save will no doubt seem enticing, rather than mocking. Now that these saves are in the custody of a recently manufactured memory card, I can rest assured knowing that they’ll stick around until something horrible and unexpected happens. But at least now I have room to start new games on some unsung PS2 classics (my goal all along):
You may notice a trend in the saves I keep around: mostly, they weigh in at the 100-hour mark. For as much as I loved Final Fantasy XII, it took me nearly three years to plow through its massive amounts of content. Every six months, I would dip in for maybe 20 hours, and jump back out when something else caught my eye. Not the best way to play an RPG, but I’m still proud to say I finished this amazing game.
Yes, it’s another RPG save — 11 months of unemployment can make this particular genre seem like the ultimate outlet for time-wasting. This complete Persona 4 save may keep me away from the upcoming Vita remake, though; it’s hard to justify spending 100 hours on an experience similar to one you’ve recently had. Again, we file this one away in the “extreme bone trauma scenario” category.
If you spent this much time with Dragon Warrior VII, I feel for you. I really do. And the worst part about this 100+ hour investment is that I didn’t even finish the damn thing. After suffering defeat at the hands of the final boss, any and all desire to play it again completely left my brain, despite how much time I already invested in the game. I vow to one day dive back into Dragon Warrior VII and right the wrongs of a decade ago, provided I’m ever bored enough to go through with this plan.
Yes, I milked every last bit of bonus content out of the horrible PlayStation port of Chrono Trigger. And, somehow, this did not crush my love for the game.
I’m mostly keeping this one around for pure novelty value, since I don’t think I’d have the patience to play through Vagrant Story all over again. This one ranks in as my oldest save, dating back to my final year of high school (though I think I may have took the game for a spin on my then-new PS2 six months later).
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While it could have gone worse, Diablo III‘s first few days of availability have been plagued with a variety of issues. There were problem logging in including the dreaded Error 37, and similar sorts of issues have continued to crop up since then, leading to several instances of the servers being taken offline. This has all been widespread enough that Blizzard apologized for the situation, but really, these sorts of problems are to be expected following the release of an enormously popular online game. But not everyone wants Diablo III to be an online game, and those players have suffered right alongside those who do.
Aside from the times that the servers have been brought down for emergency maintenance, which invariably affect everyone, not everyone has been subjected to a less-than-ideal experience. Having skipped the launch rush on Tuesday, I’ve yet to run into any problems myself, save for one where I’m occasionally told someone I’m chatting with is not online, which requires me to re-send my message. Annoying, sure, but hardly a big deal, especially in light of people who are losing their Achievements or having trouble playing at all for one reason or another.
And although complaints have begun to crop up about features which were cut from the game — some only temporarily, like the PvP Arena mode that is coming at a later time or the real-money auction house that has now been pushed back from its scheduled May 22 launch — I think among the most legitimate is an issue raised well in advance of launch. It’s one that has been especially problematic this week, and that is the inability to play offline.
It was last August that Blizzard revealed the game would require players to be online at all times in order to play. Many of the features this requirement would enable, such as a persistent friends list, party system, and characters (which are stored server-side) sounded great to those of us who planned to always play online, yet they do not address the fact that some people simply do not care and want access to an offline solo mode. The negative reaction to this news “surprised” Blizzard, which claimed the move was not meant to ward off pirates and that it did not see it as a punishment for solo players.
The rationale behind its position is you can still play the game without teaming up with other players; you just have to be online to do so. For some that is an unacceptable caveat because they want to play while traveling, don’t have reliable Internet access, or, as we learned this week, because Blizzard has been forced to bring the game’s servers down for maintenance, making it impossible to play for everyone. It’s understandable that such a problem could prevent me from playing online with friends, but I can only imagine how frustrating it has to be for a player who has spent $60 on a game and wants to play it on his or her own but cannot because of this requirement.
It’s an interesting issue, as you’ll rarely hear anyone complain about an MMO requiring players to be online. The reason for the requirement is obvious, yet like in Diablo, not everyone plays MMOs with other players — Star Wars: The Old Republic and others can be soloed much of the time. But as soon as a game is not labeled an MMO, this becomes a problem as there is a disconnect in how players and developers/publishers perceive an always-online requirement. Ignoring the other effects such a decision would have, I wonder what the reaction to the always-online requirement would have been like if Blizzard positioned the game as a subscription-free MMO, not an action-RPG sequel to a line of games that have always been playable offline.
Having spent the majority of my time thus far playing the game by myself, I can say I think solo players are missing out on the best experience possible. Teaming up with other players, whether they be friends or strangers, makes exploration more entertaining and the game more challenging. It also provides you with the opportunity to see how other players have chosen to customize their character — while there have been criticisms suggesting the removal of the classic skill tree and attribute assignment have made it so the players of each class have identical characters, as you level up that proves to not be the case in my experience. I’ve already found myself playing alongside a player of the same class at a similar level, and we each had completely different skills we had chosen to employ. It allowed us to compliment one another nicely, my companion slowing down and taking out tougher targets more effectively as I easily took down huge waves of lesser enemies. And, as far as I could tell, neither of us was at a disadvantage for not making the “right” choice.
However, it bears pointing out again that some people don’t want this type of experience. They may want to engross themselves in the world of Sanctuary and imagine they are the lone hero that has to take on Diablo and company. Or maybe they want to play while on the go. Or at home without having to worry about getting kicked back to the last checkpoint because their Internet connection cut out. These may not be concerns of mine or yours, but that makes them no less valid. Just like how the game was deliberately designed to allow for players to choose their skills without worrying about which has been deemed to be the best by the online community (viable play versus optimal play), players should also be free to decide whether or not to play the game while connected to Blizzard’s servers.
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For our FIFA 13 preview, I went about breaking down and more or less reviewing the five new innovations that are currently being heralded by the team at EA Sports: Attacking Intelligence, Complete Dribbling, 1st Touch Control, Player Impact, and Tactical Free Kicks. While in Vancouver for EA’s First Look Event, I was able to to sit down and chat with three of FIFA 13′s lead producers, where I posed the question: which of the five features are you personally the most enthusiastic about? Here’s what they had to say. Aaron McHardy, Senior Gameplay Producer Aaron: I’m going to cheat and I’m going to give you two. I think the first time you pick up the game there’s going to be two features that really make the game feel different in FIFA 13 and one of them is Attacking Intelligence. It’s very rewarding for me to think about football in the way that I thought about football my whole life — every day: eat, sleep, breathe football, and try to figure out how to be better… To take those learnings about how I was successful in different situations and apply them to the game. My whole life my father coached me, and him stamping onto me having to think two plays ahead and not just playing one-to-one football — what he calls one to one-to-one football, which means that I’m just looking at the ball, trying to get the guy that has the ball from him, I’m not really thinking about what to do next or if he passes it to someone — him impressing that upon me and then seeing how we as teams were more successful and the game was more enjoyable for us when that was actually clicking and working. And then being able to take that and put the same concept into the game, for the players on the pitch in the game, and see them doing it, for me that was pretty fricken cool. 1UP: So it’s like the difference between playing in a pick up team and playing in a team that has the chance to gel over the course of an entire season? Aaron: Yes exactly, when it clicks, and bringing that click into the game was cool for me. But on a level of gaming, seeing the changes from 12 to 13, I feel like the 1st Touch Control is as big a change as tactical defending and it’s a game changer and makes you think differently. All of the context in that shooting system, those principles apply to trapping. It just feels now playing it, “well that was missing before.” When you play 12 it was definitely missing. And then with attacking intelligence, seeing the runs — the different run types — and seeing them happen on the pitch makes the game look more realistic. 1UP: So when you sit down to play, right away it’s like night and day (from 12 to 13)? Aaron: Yeah, you cannot miss it in the first game. You might kick the ball off and play two passes and everything looks relatively normal, but then all of a sudden out of the corner of your eye, this guy at the top of the pitch makes a run and you’re like, “wow, I’ve never seen that before.” David Rutter, Executive Producer David: I think the first big a-ha moment was the work that the guys did on Attacking Intelligence. The first time we were playing and it was unbalanced because we just put it in, but the box was literally flooded with attacking support. That to me was a kind of like, “right, we’ve got it,” just need to tone it back — and we have done now — but the fact that when you’re attacking you’ve got so much more support, you’ve got options where you wouldn’t have had before. The second big a-ha moment was the Complete Dribbling system and I’m still loving that a lot at the moment. Both the contextual activation when you’re playing and the AI drops you down into it, and you’re facing off against a defender or out on the wing and you’re being closed down, and you just slowly turn and keep your body open to the defender. Also, wherever you are on the pitch when you initiate it with the triggers, allowing you to — not so much dance around — but to be cheeky. 1UP: But what would you say is the biggest upgrade? For me it has to be 1st Touch Control… David: That’s a game changer. I guess for me the 1st Touch Control is probably the equivalent of Tactical Defending last year because it changes the state of play; it’s not just a thing to enjoy or a thing to kind of support it. I know over the years what we’ve been trying to do is make sure that we are creating these systems in the game that fully simulate reality and there’s context in everything you do… We’ve done it with passing, we’ve done it with shooting, we’ve done it with all of these different things — then all of a sudden you get to a point in which you have an a-ha moment again, which was trapping. Every time I get the ball [in FIFA 12], it’s perfectly under my control. And that’s fundamentally wrong, especially with what we’re trying to do. Nick Channon, Line Producer Nick: 1st Touch Control. I think ultimately it’s the one that changes our game fundamentally again, like Tactical Defending. The way it’s playing out, I’m really excited about where it’s going to go, and give that sense of realism in our game. It creates more of a balance again and we talked a lot about that because it’s so important. And online play as well, having that balance — having those perfect touches makes it harder to defend at times and makes the game unrealistic. I think ultimately what we’re seeing is that it just makes the game a lot more fun, it’s really cool. 1UP: It does more to the difficulty level than the difficulty itself — when you have the teams that are 2 1/2 stars, they shouldn’t be able to control the ball that easily. Nick: Right, and I think if you tie that with the dribbling, those two tie-in really well. What I like is that we’re giving you way more tools to dribble — the facing up makes a huge difference and we’re doing it contextually so that everyone will get to feel it. But the nice thing is with the 1st touch system is that the ball’s not stuck to your foot, so it gives it a bit of separation here and there. When I played football I was a defender and you always look for that opportunity to get a foot in there and poke [the ball] away. That’s something that’s been brought to our game now and is really exciting, so if I had to pick one it’d be that. 


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The U.S. International Trade Commission issued an import ban Friday on any Android devices from Motorola that infringe one of Microsoft’s patents.
The commission’s order affirms an initial determination from an administrative law judge in December 2011. The ITC began investigating the issue in November 2010, in response to a complaint from Microsoft.
The ITC found that Motorola’s devices infringe on Microsoft’s patent number 6,370,566, which describes “generating meeting requests and group scheduling from a mobile device.”
Microsoft had originally alleged that Motorola was infringing nine patents, but they were eventually reduced to one.
The order is subject to a 60-day presidential review, during which time Motorola must post a US$0.33 bond for any device it imports with the infringing technology.
Motorola spokeswoman Jennifer Erickson said the company was “disappointed” but would “not experience any impact in the near term,” pending the presidential review and a possible appeal.
Microsoft did not immediately respond to a request for comment.
The order was first reported by Florian Mueller’s Foss Patents blog. Mueller said Motorola will likely respond by removing the offending feature.
Google, which is in the process of acquiring Motorola, had filed a brief with the court indicating that the ban would not be in the public interest. The commission dismissed that argument.
Cameron Scott covers search, web services and privacy for The IDG News Service. Follow Cameron on Twitter at CScott_IDG.
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The mobile gift-giving app Karma announced Friday it has been acquired by Facebook. The announcement came shortly after the markets closed on Facebook’s first day as a publicly traded company.
Karma allows users to buy gifts from its catalogue from their mobile phones. Recipients receive a text message notifying them of the gift and directing them to a website where they can exchange it if they want to and enter their shipping address.
Karma, which launched in 2011, is already integrated with Facebook. Karma draws from Facebook profiles to notify users of friends’ birthdays, for example. The app will retain its functions after the acquisition, according to a blog post from Karma’s founders.
The move continues Facebook’s push to enhance its mobile offerings, where it currently generates less revenue per user than it does on the desktop. The app’s commerce features could suggest Facebook plans to expand in that area.
Ray Valdes, an analyst with Gartner, noted that Facebook has “a strong historical pattern” of buying companies to get access to their expertise.
“I would interpret [the move] as acquiring general talent, but also experience in a particular domain, which is in this case, mobile, commerce and social interaction,” Valdes said.
Cameron Scott covers search, web services and privacy for The IDG News Service. Follow Cameron on Twitter at CScott_IDG.
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An Italian court has upheld a €900,000 (US$1.2 million) fine imposed on Apple by Italy’s competition authority for allegedly violating consumer protection laws, Italian media reported late Friday.The Regional Administrative Tribunal (TAR) of Lazio rejected Apple’s appeal against the fine imposed by the Antitrust Authority last December for “unfair commercial practices that damage the consumer.”The court found that Apple Italy was not fully applying a two-year guarantee that is obligatory under European law and was providing unclear information on its own additional commercial warranties, the online edition of the Corriere della Sera newspaper reported.An Apple Italy spokesman was not immediately available for comment.The Antitrust fine applies to Apple Sales International, Apple Italia and Apple Retail Italia and concerns their alleged failure to inform customers of their right to a 24-month warranty from the vendor under European Union regulations and insufficiently clear information on the company’s own AppleCare Protection Plan and its partial duplication of the existing legal warranties.A campaign to force Apple to modify its behavior in Italy was spearheaded by the Milan-based consumer association Altroconsumo.
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Before the advent of electricity, mankind rightly feared the darkness and the thousands of hungry wolves lurking within. Now that we live in a world where eternal daytime can be summoned with the flick of a light switch, the lessons taught by every fairy tale put to print — stay out of dark, spooky places — can safely be ignored, since our smartphones alone can easily cut a swath through the blackness of night. Still, crushing the anxieties of our lizard brains often proves impossible, as a simple evening power outage can quickly turn us from rational human beings into quivering masses who refuse to take candlelit trips to the bathroom alone for fear of wandering House Draculas. And we’re not even safe in retreating to the escapist fantasies of video games; over the years, savvy developers have learned to exploit these primal phobias by designing worlds that turn from bad to ugly with the setting of the sun. The following games serve as fitting proof that — as the popular Nickelodeon show once posited– yes, we are afraid of the dark. Or if we’re not, maybe we should be?

You’d think Simon Belmont earned a well-deserved siesta after vanquishing Count Dracula in the original Castlevania. Well, think again. A double-dose of bad news quickly turned Belmont’s underdog victory over the dark lord into a hollow one at best. Not only would Konami’s vampire hunter have to tackle a second tour of duty against Drac’s finest, he’d also have to cope with a curse that threatened to end his young life. Add insult to injury in the form of distrustful villagers who often lied about where to go next, deadly creatures that became more powerful and took over formerly safe areas at night, and the task of reassembling Count Dracula simply to murder him all over again, and you’ll realize that poor Simon Belmont can’t get a break from slaying the undead.

At first glance, nothing can hurt you in Minecraft. Not the blocky chickens that cluck as they strut by, or the boxlike cows that aimlessly meander. Initially, the sunny skies of Minecraft sell the idea of a utopia untouched by the presence of evil; a place where you can mine materials and be free to build whatever obscene monument strikes your fancy. How could any mean-spirited enemies exist in such a simple and playful-looking world? Then, as the sun slowly fades into the distance, the real freaks emerge from the darkness of night, taking the form of a blocky horror picture show. After a few shameful deaths, the terrible truth is finally revealed: to properly survive in Minecraft requires shelter, or at least a really deep ditch to hide from the abominable things that come out at night.

Ocarina of Time blew the doors open, exposing a 3D-rendered world of adventure and possibilities. While the towns of Hyrule typically bustled with activity during the day, at night, most of the residents fled to their homes, making Young Link’s adventure a slightly lonely one. Thank goodness for the Stalchildren. While it’s true that these Stalfos offspring could give any young adventurer a case of the heebie-jeebies (from the prospect of skeleton reproduction alone), at least they kept you company before a swing of your sword smashed them back into the ground. So stop and hug a Stalchild today; without them, Hylian nights would feel a lot more boring.

Agent Francis York Morgan’s got a pretty sweet gig; sure, he’s been assigned to solve the grisly murder of an innocent teen, but the seemingly bottomless per diem given to him by the FBI allows York to fish, play darts, nap in random locations, and eat dozens of canned pickles on the clock. This freedom ends at midnight, though, as the transition to a new day fills the streets of Greenvale with phantom and Clifford-sized dogs until 6:00 A.M., effectively rendering exploration too much of a hassle until York smokes or slumbers on a filthy mattress until daybreak. When the sun rises, the undead citizens of this sleepy Pacific Northwestern town return from whence they came, leaving Morgan with a bright, full day of shaving and commenting on the quality of biscuits.
Article source: http://www.1up.com/features/horrible-night-curse-danger-dark
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