Posts tagged Video

Samsung’s Nonfat Streaming Alternative: Meet Milk Video

Building on the Milk Music service it introduced in March, Samsung launches another streaming pipeline for its mobile devices, this time for video. Announced Wednesday, Milk Video puts a free YouTube alternative (with a limited video selection) exclusively on Galaxy smartphones. 

Consider it the visual counterpart to Milk Music’s streaming radio. Samsung partnered with companies like Red Bull, Funny or Die, and VICE to provide exclusive programming. 

See also: Samsung’s ‘Milk’ Is … Yet Another Online Radio Service

Milk Video is simply Samsung’s latest lukewarm attempt to break into the already crowded media landscape. Its previous try, Milk Music, still can’t come close to music-streaming giants Pandora and Spotify. Milk Video begins life with no shortage of competitors either, from YouTube, DailyMotion and others, up to premium services like Netflix and Hulu. 

It’s clearly important to Samsung to have exclusive media services for its users—the better to keep them on Galaxy devices, or so it hopes—but its streaming offerings to date haven’t exactly set the world on fire. 

Another concern with Milk Video: If it’s following in Milk Music’s footsteps, will it also start charging people for extras? The latter was completely free when it debuted too—in fact, Samsung made a big deal about reducing “pain points” for end users. Then just three months later, the company decided pain points weren’t so bad. It began charging for extra features, asking users to cough up $3.99 per month for offline listening, unlimited song skipping and a sleep timer. 

Well, if you’re a U.S. users with a Samsung Galaxy phone released in 2012 or later, enjoy the free videos while you can. 

Lead image courtesy of Shutterstock, modified by ReadWrite; vertical phone image courtesy of Samsung

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Samsung’s Milking Streaming Again: Meet Milk Video

Building on the Milk Music service it introduced in March, Samsung launches another streaming pipeline for its mobile devices, this time for video. Announced Wednesday, Milk Video puts a free, curated YouTube alternative exclusively on Galaxy smartphones. 

Consider it the visual counterpart to Milk Music’s streaming radio. Samsung partnered with companies like Red Bull, Funny or Die, and VICE to provide exclusive programming. 

See also: Samsung’s ‘Milk’ Is … Yet Another Online Radio Service

Milk Video is simply Samsung’s latest lukewarm attempt to break into the already crowded media landscape. Its previous try, Milk Music, still can’t come close to music-streaming giants Pandora and Spotify. Milk Video begins life with no shortage of competitors either, from YouTube, DailyMotion and others, up to premium services like Netflix and Hulu. 

It’s clearly important to Samsung to have exclusive media services for its users—the better to keep them on Galaxy devices, or so it hopes—but its streaming offerings to date haven’t exactly set the world on fire. 

Another concern with Milk Video: If it’s following in Milk Music’s footsteps, will it also start charging people for extras? The latter was completely free when it debuted too—in fact, Samsung made a big deal about reducing “pain points” for end users. Then just three months later, the company decided pain points weren’t so bad. It began charging for extra features, asking users to cough up $3.99 per month for offline listening, unlimited song skipping and a sleep timer. 

Well, if you’re a U.S. users with a Samsung Galaxy phone released in 2012 or later, enjoy the free videos while you can. 

Photo by Tambako The Jaguar

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Your Long Wait For A (Two-Second) Longer Vine Video Is Over

Fans of ultrashort video, rejoice. You are no longer limited to Vine’s six-second shooting format or Instagram Video’s 15 seconds. Instead, the short-video app Ocho now offers—wait for it—eight-second videos (and an associated social network) for iOS users. 

Why does the world need another social network that’s two seconds longer than Vine? Ocho co-founder Jourdan Urbach said his company’s stems from research suggesting that the average person’s attention span is just eight seconds long. (That might explain more than he thinks it does.)

Urbach insists Ocho offers other differentiating features. For instance, it will let users upload more than eight seconds of video, then use a timelapse tool to scrunch the extra footage into the allotted timeframe. After the video is uploaded, users can also record voiceovers and filters to complete the final product. 

Ocho will let people autoplay the videos of other users they follow, thus eliminating the need to mash buttons every eight seconds. And it restricts its members to video-response comments. Text is exclusively used to hashtag or to tag other users to a video. 

While the app is only released on iOS right now, Ocho tells Android users to stay tuned for future updates. 

Images courtesy of Ocho

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Battle Link Penalties in ‘Chuckie Links,’ The SEO Video Game Sequel to Donkey … – Search Engine Journal

Battle Link Penalties in 'Chuckie Links,' The SEO Video Game Sequel to Donkey
Search Engine Journal
We feel that with the current penguin update currently running, this would be topical and a great way to highlight some additional SEO benefits of building a HTML5 game…for example, social noise, link building, time on site (which has been phenomenal

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Battle Link Penalties in ‘Chuckie Links,’ The SEO Video Game Sequel to Donkey Cutts by @wonderwall7

We had a blast playing Donkey Cutts, a Donkey Kong-inspired game about earning social media cred and avoiding panda and penguin updates that I wrote about earlier this year. Now we have a new distraction. NetVoucherCodes has released a sequel to Donkey Cutts, called Chuckie Links, which is inspired by the classic 80s video game, Chuckie Egg. The game lets you select from Danny Sullivan, Marie Haynes, Wil Reynolds, Rand Fishkin, Barry Schwartz, and Matt Cutts as your “Hero” and avatar. According to Kelly Brunton, Business Analyst and Social Media Manager for NetVoucherCodes, Chuckie Links was built as an example […]

The post Battle Link Penalties in ‘Chuckie Links,’ The SEO Video Game Sequel to Donkey Cutts by @wonderwall7 appeared first on Search Engine Journal.

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This Was #Pubcon – Reminiscing On 2014’s Biggest Marketing Convention [VIDEO] by @mattsouthern

It has been three weeks since Pubcon 2014 ended, and not a day has gone by during that time where I haven’t thought about it at least once and smiled thinking about all the memories. The people met, connections made, things learned, panels attended — everything! I miss it all, and I know I’m not the only one. Our whole team has the fondest memories of Pubcon, which is why we have put together this video to give you a glimpse of what you missed. If you were there, then enjoy reminiscing with us. If you weren’t there, then if […]

The post This Was #Pubcon – Reminiscing On 2014’s Biggest Marketing Convention [VIDEO] by @mattsouthern appeared first on Search Engine Journal.

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Before Slack And Flickr, Tech Pioneer Stewart Butterfield Played Video Games

Editor’s Note: This was originally published by our partners at Kill Screen

If you ever want proof that games write the first draft of history, you need to look no further than the last ten years of Stewart Butterfield’s work. His early experiments with an MMO called Game Neverending yielded a kernel of a photo-sharing app. It was called Flickr, and sold to Yahoo in 2005.

Then in 2009, Butterfield founded Tiny Speck, pulling in game vets like Journey’s Robin Hunicke and Katamari Damacy creator Keita Takahasi, to launch a browser-based online game called Glitch. Beloved by many—but ultimately not enough—fans, Glitch shuttered in 2012.

For more stories about videogames and culture, follow@killscreen on Twitter.

But again a seed grew. Butterfield transitioned some of Tiny Speck’s staff, alongside some hard-learned lessons about onboarding new users to build a commercial communication tool that Tiny Speck had used to build Glitch. Last August, Slack was launched as an “email killer” and a way to transform how businesses talk and do work together. (We use it at Kill Screen, in fact.)

Here, in an edited transcript, Butterfield opens up about his early game-playing roots, teaching new players the basics, and why games are “too f—ing hard.”

A BASIC Beginning

When I was a little kid, I used to program in BASIC and make simple text-based games. One was Dungeons and Dragons-ish and another was a super boring basketball game. You could pass, shoot, run and say the trajectory. These were games for myself and my friends mostly.

I just thought that games were awesome. I was a big player of Galaga, but on the Mac, I played Adventure, and there was this one Indiana Jones character. Pitfall! It was Pitfall. There was a super fucked-up one where there were spinning knives. Drol!

I grew up in Victoria, British Columbia. Our computer was in the living room. I don’t recall why my parents got us a computer but I think it was for accounting. Also, computers were supposed to be good for kids.

See Also: Die, Email, Die! A Flickr Cofounder Aims To Cut Us All Some Slack

Early on, I was into multi-user dungeons (MUDs) and MOOs (MUDs, object-oriented), but mostly I loved online communities. It was absurd and surreal when I first got online in the 90s. I started university and got my first Unix account.

Over ten years, I saw Usenet and IRC and a lot of forums and stuff but also the rise of blogs and was fascinated with the kinds of interactions they had with each other.

The intention wasn’t so much a game, but we were using a game the way that people use bridge or golf for pretext for socializing. I remember looking at my dad, who’s a big bridge player, but doesn’t like playing with the computer because it’s boring. But he always wouldn’t ask his friends to to hang out.

Gaming = Interaction

So the context of play is much more interesting sometimes than the game itself. You’re using some part of their brain for strategizing, estimating what the other people at the table know. I don’t play golf, but it’s a context for an experience to go on a walk with friends. Of course, there’s golf for its own sake, but really it’s the game plus the interaction.

In 2002, Butterfield co-founds Ludicorp to begin development on Game Neverending, a massively multiplayer game. It never launches, but sets the stage for Flickr.

Game Neverending was an open-ended way to interact but to have those interactions be much more text-based. This was before Second Life technologically. Second Life was about 3D which we felt like was a distraction. We never considered it. Besides, we wanted it to be playable in a browser. There was Flash but Flash wasn’t what it was now.

It’s often said that Flickr was a feature of the game, but to be honest, not really. Flickr was in the beginning of 2002 and we built a prototype, but it was at the all-time lowest period for consumer-facing web stuff. This was after 9/11 and WorldCom and Enron and the dot-com bubble, even though we felt like we had a successful prototype with a couple thousand users. We were optimistic but felt like to finish it, Flickr would’ve taken a year. There was no way and it got to the point that the person at Ludicorp who got paid was the one who had kids. We had to get to market faster.

So we completely switch gears. The first version of Flickr was based on the game. People would send messages back and forth in the same way the way the chat it did with Game Neverending. Instead of inventory, there were places to store photos.

Raising more than $17m, Glitch hopes to fill in the gaps left by Game Neverending. It’s a fantasy world populated by people encouraged to collaborate and build communities. It closes after a year.

By the time we started Glitch, we were all a lot more experienced and hardware was 90% cheaper. The amount and quality of open source software was so far beyond what previously existed as well as the quality of the public’s computers. More people were online. Everything had moved forward by an order of magnitude in 7 years.

Some of the differences between Glitch and Game Neverending were basic. Game Neverending was like a MUD as you didn’t have a position in space. Everything was a point. In any text-based adventure game, you send N to go north and you didn’t have a discrete position.

Glitch was a side-scroller and had some basic physics. That made it completely different, because there was motion. Game Neverending was so lightweight by comparison.

The thing that seemed unfulfilled in Game Neverending was we what we ultimately gave people. Game Neverending was a stupid game and so was Glitch in the end. Neither were good as games, but they were good as a way for people to interact to create a type of play. With Glitch, there were more people playing it and by the end it was decent, but not great.

See Also: Flickr Co-Founder Launches Glitch Game

What was fun was the amount of expression people had. For example, there were “quoins” floating around you and (you could) interact with them. So there was this dynamic known as “quoin sharding” where if you were near me, you’d get a piece of it. The closer you were to the coin, the more you’d get and this laser beam thing would shoot from me to you. It was really fun with a dozen people making a swarm. It was very collaborative and for most of the time, it was a cool place to hang.

Here’s the thing we took from Glitch. In games, there’s a user experience that is critical. Unless it’s completely derivative, the first thing you want to do is help them understand what the possible moves are and the context for making them. But imagine the tutorial. You have to figure out what’s possible and that was something we worked incredibly hard because it was so new and different. Glitch had no combat multiplayer and had this cutesy veneer. There were so many strikes against us.

But on the other end of the spectrum, you had FarmVille and FishVille and so on where it was what kind of game it was and then the particular flavor of that one. If you like real-time strategy games or shooters and I say, “This is a World War 2- themed shooter,” you’re like 70% of the way there. You have a sense of what you’re supposed to do, how are these controls mapped, and what are the qualities.

But for something completely different, people have to cross a big barrier. They’re investing time.

See Also: Learning From Flickr’s Co-founders On Their Way Out of Yahoo

The big design challenge with Glitch was prioritizing what you had to get introduced to. We had people playing the game who’d never played a side-scroller. The arrow keys and the space bar seem so obvious, but people needed to be taught that. Then there’s the introduction to the fundamental mechanics like energy and mood.

There’s also not spending that initial time doing tutorials. We had a bunch of players that volunteered to be a greeter and probably 75% of the new players assumed the greeters were bots. We had people trying to figure out where they type so it was a range of needs. Ultimately, it was more pacing and prioritization. Some people are less comfortable. Some people wanted to skip through that stuff.

We did the same process for Slack, even though it was much simpler conceptually. It was group messaging for teams. The customers know 70% of what they’re supposed to do.

Overall, I think I’m done with games. They are too hard to make, especially with what I wanted. I wanted to play from the bottom up rather than top down, like in Sim City. But collective decision making—that’s just too fucking hard.

In its first 24 hours, Slack receives more than 8000 signups. That number stands now at 200,000 daily active users. Slack just announced its first acquisition last month of a collaborative document-editing tool called Spaces.

This interview has been edited for content and length. As told to Jamin Warren.

More From Kill Screen

For more stories about videogames and culture, follow @killscreen on Twitter.

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SearchCap: Google Rolls Out Pirate Update, Bing Adds MCC, Video Games In Knowledge Graph

Below is what happened in search today, as reported on Search Engine Land and from other places across the web. From Search Engine Land: Reports: Google Pirate Update Has Rolled Out This Week Last week, we reported that Google will be pushing out an update to the Google Pirate Update in the…



Please visit Search Engine Land for the full article.

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Video Games Added To Google’s Knowledge Graph

Google is upping its game for gamers, now including video game information in its knowledge graph. Search queries on video games will result in a knowledge graph panel that includes details like the game’s release date, supported platforms, developers, review scores and more. In a report on…



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Facebook Surpasses YouTube For Most Desktop Video Views Per Month by @mattsouthern

ComScore has revealed to Beet.TV the results of a recent study that shows in the month of August 2014, Facebook surpassed YouTube for most desktop videos per month. From July to August alone, Facebook went from 4 billion video views per month to 12 billion video views per month. That’s a significant milestone, due in no small part to the auto-playing feature Facebook added to its videos less than one year ago. “In the month of August, on desktop viewing, they [Facebook] delivered about a billion more views than YouTube,” ComScore co-founder Gian Fulgoni states in a video interview. That […]

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