The University of Tokyo recently announced the development of "organic flash memory," a nonvolatile memory that has the same basic structure as a flash memory and is made with organic materials.
Flash memory is a compact form of storage that can be electrically erased and reprogrammed. To date, it's been primarily used in memory cards and USB flash drives, but during the past two years it has made its way to notebook SSD hard drives.
The memory developed at the University of Tokyo is physically flexible and can be used for large-area sensors, electronic paper and other large-area electronic devices if its memory retention time can be extended, beyond the current one-day limit. It also provides a glimpse of how computing devices could become more physically versatile depending on the situation and other components necessary to make the device work.
There are a broad range of places where non-linear, flexible technologies could make sense. Consider the possibility of wearable storage that conforms to a body shape for video capture, or the ability to use rounded objects as storage devices. This also opens the door for all kinds of practical and nefarious uses--monitoring tire pressure or capturing the data from someone's shoe to find out where they've been.
And while it will likely be a number of years before technology like this is ready for prime-time, it also shows tenets such as Moore's Law related to processors may be usurped by other functions such as the ability to be pliable. It also speaks to the fact that IT as industry needs to continue to push the boundaries on commonly accepted practices and invest in hardware innovation, not just in consumer-facing Web sites and social networks.
Flash has become a highly profitable niche for a number of players such as Sandisk, Toshiba, and Samsung with third quarter 2009 global sales rising 26 percent over the second quarter of 2009. Incidentally, electronics research firm iSuppli noted that the average selling price of NAND flash climbed 40 percent sequentially in the third quarter, double the second quarter's increase. Prices are expected to slip 2.9 percent sequentially in the fourth quarter, according to iSuppli estimates.
There are many differences between the console games we all know and see commercials for, and online Flash games we all play for a bit when we're bored.
According to Mochi Media co-founder Jameson Hsu, the big difference between Flash and console games is quality--of graphics, service, and general game-play.But as Flash games become more sophisticated and interactive, and business models emerge that take advantage of the low development costs of the platform, the line of delineation between the two mediums is beginning to close.
ComScore released a study a few weeks back that showed the U.S. audience for online games grew 22 percent since last year to 87 million visitors this past May. By comparison, console game sales plummeted 31 percent in June from the previous year.
This shows that there is a huge market there that has big numbers in terms of users and time spent that can now inject serious cash via micro-transactions.
Mochi Media is launching Mochi Coins on Tuesday, a micro-transaction platform that allows developers and game portals to make real money off quality Flash games. Mochi Coins lets gamers sign in through their Facebook accounts and buy game upgrades (weapons, level unlocks, etc.) directly through the game by PayPal, credit card, or marketing offer.
... Read moreDanc at the Lost Garden blog has written up an excellent analysis of why Flash games are great, but represent "the ghetto of the game development industry" in terms of revenue generation.
Compared to the number of players it serves, the Flash game ecosystem makes little money, launches few careers, and sustains few developer owned businesses.
There is too much reliance on advertising and not enough on sustainable paid methods, or "offers" such as subscriptions, in-game consumables, and level un-locking to encourage people to pay--and create an actual business.
There is no need to limit yourself to any single one revenue stream. There are lots of different types of players and each player values something differently. Some players may be willing to buy a t-shirt. Others may want 5 stackable subscriptions. Others may just want a pretty new character with a panda head. When you restrict your game to a single revenue source, you miss out on gaining money from all the different types of customers that would have paid you if you had just given them the right offer.... Read more
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