Got a case of information overload? You're not alone.
A study released Wednesday from the University of California, San Diego, reports that the average American consumes a whopping 34GB of data and 100,000 words of information per day.
Over the course of 2008, Americans as a group gobbled up 3.6 zettabytes of data. (In case you missed the definition of "zettabyte" in your daily data binging, that's a million million gigabytes.) For all you visual learners out there, the researchers helpfully point out that 3.6 zettabytes is equal to the "information in thick paperback novels stacked seven feet high over the entire United States, including Alaska."
Between 1980 and 2008, the number of bytes consumed by Americans increased 350 percent. The average annual growth rate was calculated at 5.4 percent.
Here's how TV and the Internet stack up in the "How Much Information? 2009 Report on American Consumers."
(Credit: University of California, San Diego)Dubbed the How Much Information? project, the study measured data consumption both at home and away from home. It includes several information sources, "including going to the movies, listening to the radio, talking on the cell phone, playing video games, surfing the Internet, and reading the newspaper."
Besides bytes and words, the study also noted the number of hours spent consuming information.
In terms of time, traditional media still has a strong hold on the U.S. The study reported that "a large chunk of the average American's day is spent watching television." On average, 41 percent of an American's day is given over to watching television shows, viewing recorded TV, or watching DVDs.
Noncomputer sources, the study says, account for more than three-quarters of U.S. households' information time.
But if bytes are the standard by which American days are judged, it's the video game that takes the top prize. Researchers found that the average American consumes 18.5GB of gaming data per day, representing 67 percent of all bytes they consume daily.
"Games are almost universal, but most of the gaming bytes come from graphically intensive games on high-powered computers and consoles, which have the equivalent of special-purpose supercomputers from five years ago," report author Roger Bohn, director of the Global Information Industry Center at UC San Diego's School of International Relations and Pacific Studies, said in a statement. "Games today generate their bytes inside the home, rather than having to transmit them over cables into the house, but gaming is increasingly moving online."
The study found that 16 percent of daily information consumption comes from the Internet. A staggering 79 percent of all American two-way communications is done through the Internet.
If you want to see what else UC San Diego found in its study, click here.
Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.
Electronic Arts has closed the door on its game developer unit Pandemic Studios.
EA shut down Pandemic as a separate unit on Tuesday, laying off 200 employees, according to published reports, but moving a small core team to EA's Los Angeles headquarters. Those exiting include Pandemic's two founders, Andrew Goldman and Josh Resnick.
An Electronic Arts spokesperson confirmed the news to CNET, but called it a consolidation rather than a closing, saying that the company merged Pandemic with EA's nearby LA campus. The core team of developers integrated into EA will continue to work on Pandemic properties.
An internal memo by EA Games Label Senior Vice President Nick Earl also confirmed the closing, as reported by the Web site Kotaku.
"I want to make it clear that the Pandemic brand and franchises will live on," wrote Earl in the memo. "In the months ahead, we will announce plans for new games based on Pandemic franchises. This type of change can be difficult. But the situation calls for us to act decisively, to take control of our destiny and to run a stronger, more focused development operation. That's how we will continue to make great games in our LA studios."
The EA spokesperson also confirmed that the Pandemic brand and franchise are still alive and well, and that EA is still very committed to it.
Started in 1998, Pandemic Studios was later bought by Electronic Arts in 2007 as part of a deal for which EA paid $860 million for both Pandemic and Bioware. Pandemic is behind the design of many popular titles, including Star Wars: Battlefront, Mercenaries, and Full Spectrum Warrior. The studio's most recent game for EA, The Saboteur, will hit stores next month.
On the plus side, Bioware seems in little danger of closing. With its slew of blockbuster games, such as Mass Effect and Dragon Age: Origins (which triggered more than a million downloads of premium content in its initial week), Bioware has proved to be one of EA's more successful studio purchases.
Hit by weak game sales, EA has been hurting since last year when it warned that 2009 would be a tough one. The company said at the time that it would need to cut staff, trim product lines, and close studios. EA initially announced job cuts of 10 percent of its workforce, then later revised that to 11 percent. In January, EA also jettisoned Pandemic's studio in Brisbane, Australia.
Electronic Arts has indeed struggled this fiscal year, announcing higher losses and lower sales for its first quarter and again for the second quarter, ended September 30.
The continued downturn forced the company earlier this month to announce additional job cuts of 1,500 employees beyond the initial 11 percent. With the layoffs scheduled to occur by March of next year, the game maker hopes its actions will trim annual expenses by at least $100 million.
"Laying off employees and closing facilities is never pleasant--we have a lot of compassion for those impacted--but these cuts are essential for transforming our company," said EA CEO John Riccitiello in an earnings call following the announcement of the cuts.
Video game developer Electronic Arts announced on Monday that it has acquired social-gaming company Playfish, paying $275 million in cash and $25 million in "equity-retention arrangements." Playfish also is entitled to up to $100 million if it meets performance milestones by December 31, 2011.
EA also announced later Monday that it planned to eliminate 1,500 jobs, or about 17 percent of its workforce, as part of a plan to reduce annual costs by about $100 million.
The acquisition of Playfish falls in line with EA's desire to be more than just a developer for traditional gaming platforms, like consoles and the PC. The company said in a statement that the acquisition "strengthens its focus on the transition to digital and social gaming."
Thanks to the explosive growth of social networks and games made for those platforms, Playfish is enjoying strong performance in the social-gaming space. The company has more than 150 million games installed on several platforms, including Facebook, MySpace, the iPhone, and Android-based devices. According to Playfish, more than 60 million active players per month are playing titles. Its Facebook titles include Pet Society, Restaurant City, and Country Story--all three are among the most-popular games on the social network.
The EA Interactive division, which Playfish will join, has done a fine job of capitalizing on the trend of online and mobile gaming. That division includes Pogo, one of the top casual-gaming sites on the Web. The Mobile side of EA Interactive has captured 34 percent market share in the U.S. with the help of Madden NFL 10, The Sims, and Tetris.
Updated at 10:20 p.m. with details of job cuts.
Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.
Although several artists have been depicted in music games like Guitar Hero in the past, Gwen Stefani's No Doubt is having some trouble with its own likeness in the newly released Band Hero game from Activision.
According to a court filing obtained by the Los Angeles Times, the band sued Activision over a feature in the title that provides gamers with the opportunity to have band members perform another artist's songs.
The lawsuit specifically takes issue with the ability for gamers to have No Doubt lead singer Gwen Stefani perform the Rolling Stones' Honky Tonk Women. The suit claims that it "results in an unauthorized performance by the Gwen Stefani avatar in a male voice boasting about having sex with prostitutes," the LA Times is reporting, citing documents filed in the Los Angeles Superior Court on Wednesday. The suit also claims that No Doubt objected to the "Character Manipulation Feature," but Activision refused to remove it.
For its part, Activision says that it's not at fault. The company wrote in a statement cited in several publications, that it has a "written agreement" with No Doubt that justifies the use of its likeness in various features in the game.
"Activision has a written agreement to use No Doubt in Band Hero--an agreement signed by No Doubt after extensive negotiations with its representatives, who collectively have decades of experience in the entertainment industry," the company said in a statement. "Pursuant to that agreement, Activision worked with No Doubt and the band's management in developing Band Hero. As a result, Activision believes it is within its legal rights with respect to the use and portrayal of the band members in the game and that this lawsuit is without merit.
"Activision is exploring its own legal options with respect to No Doubt's obligations under the agreement."
No Doubt is asking for unspecified damages, as well as "a preliminary injunction and a permanent injunction against distribution of the game and for Activision to recall existing copies," the Times is reporting.
Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.
I know there are some people who have not slept for fear that Google had finally committed itself to some alien culture.
Well, some outerworldly alien culture. Well, some outerworldly alien culture where all beings were green and no one used phrases like "market segmentation" and "41 shades of blue."
You see, a mysterious doodle appeared on the Google home page. It showed an alien spacecraft making off with the second "O" in the word "Google."
Were we really expected to merely gogle now? Didn't that sound uncomfortably close to ogling?
Though there were no references to the Church of Scientology, Google's first pronouncement on the subject did not quell the concern.
The questionably benign company declared: "We consider the second 'o' critical to user recognition of our brand and pronunciation of our name. We are actively looking into the mysterious tweet that has appeared on the Google twitter stream and the disappearance of the 'o' on the Google home page. We hope to have an update in the coming weeks."
The world continued experiencing the occasional shudder, until Google's Twitter page produced this revelatory tweet on Friday: "1.12.12 25.15.21.18 15 1.18.5 2.5.12.15.14.7 20.15 21.19."
Well, it was revelatory to those who think in a certain way, one to which I can only aspire.
"Yes, of course," those who think that way said to themselves, while simultaneously slapping their heads with a fly-swatter. "It's a reference to that wonderful Japanese video game of the 1980s, Zero Wing."
Now, look, I've heard of Vera Wang. But somehow Zero Wing passed me by, though I think it would be an excellent name for a fashion designer.
However, those on the inside (of the spacecraft) tell me that Zero Wing is terribly cool and features extremely characteristic English translations.
Apparently, Cats, a villain even greater than the Andrew Lloyd Webber musical, makes this declaration at the beginning of Zero Wing: "How are you gentlemen. All your base are belong to us."
Well, when you take all those numbers in the Google tweet and turn them into the corresponding letters of the alphabet, you get: "All your O are belong to us."
Why would some Googlies want to feature Zero Wing now? Well, it's the game's 20th anniversary.
So there. The problem is solved. The world is safe. Google has not been taken over by aliens.
Or can we really be sure of that?
U.S. regulators may consider a single ratings system that would warn parents of programming on television, video games, and wireless telephones that could be inappropriate for children, according to a Bloomberg News report in late August.
The Federal Communications Commission (FCC) launched an inquiry into the universal rating system with a goal "to shield children from inappropriate content in this rapidly changing media environment." That sounds great, but it's something that should be handled by parents and not the federal government.Accordingly, it's fortunate that in a report this week (PDF) regarding the implementation of the Child Safe Viewing Act, the FCC found that the video game ratings scheme is a success and that "the video game industry already provides one of the most robust voluntary rating systems available." The report also concludes that the variety and variables within each media segment make it extremely difficult to manage.
... Read more
On September 9, the Beatles will release their entire catalog, digitally re-mastered for the first time, on CD. The same day, The Beatles: Rock Band will be released, and there is speculation of an Apple music-related event the same day. Could it be an entertainment perfect storm?
(Credit: The Beatles)What is it with the Beatles and nines?
As my colleague Caroline McCarthy pointed out in March when the launch date (September 9, 2009) for The Beatles: Rock Band was announced, the band's song "Revolution 9" ends with the words, "number nine, number nine, number nine."
So clearly, the date 09/09/09 has at least some symbolic significance for the band. And now, in addition to that date being the launch of the Rock Band title, it was announced Tuesday that on that same day, the Beatles will release a CD box set of their entire catalog, digitally re-mastered for the first time, re-confirming reports from months ago.
At the same time, many people have been talking about the high likelihood of an all-music-related Apple event around some unknown product announcement on September 9. So, with all these facts--and some informed speculation--in hand, one has to think seriously that we may get a star-studded event with Paul McCartney and Ringo Starr (who, you may remember, showed up at Microsoft's E3 press conference to promote The Beatles: Rock Band) and, of course, Steve Jobs, to announce the availability of that same digitally re-mastered catalog on iTunes.
If that were to come to pass, it would seem to me an entertainment perfect storm. Of course, as is always the case with these things, we have to temper our enthusiasm because the most exciting speculation could well turn out not to be true. But if it does happen like this, well, it would easily be worth the price of admission.
As for today's news, EMI Music and Apple Corps--the Beatles' publishers--said that it took engineers at the famed Abbey Road Studios four full years "of utilizing state of the art recording technology, alongside vintage studio equipment, to create these amazing re-masters."
Having talked to the folks behind both The Beatles: Rock Band and the Cirque du Soleil's Beatle-themed "Love" about the re-mastering processes, I know that this is something that those involved with the band have been putting a lot of effort into over the last few years. And assuming that there will be a digital distribution element to this whole 09/09/09 thing, it's nice that after being very strict for years and years about how their music got out into the world, the band may finally have agreed to loosen the reins a little bit.
Of course, it's not altruism. There will no doubt be massive amounts of money flowing into the coffers of everyone financially involved with the band. And that's because even for people like me who already own the entire catalog on old mono CDs or records, there may be a few extra dollars available for legitimate digital copies of songs like "Hey Jude," "Yesterday," and "A day in the life."
But, of course, as of today, we don't know anything for certain about the Beatles and iTunes. What we do know is that The Beatles: Rock Band will have 45 songs, and that the digitally re-mastered CD collection will comprise all 12 Beatles studio albums--in stereo, no less--as well as "Magical Mystery Tour" and a combined "Past Masters Volume I and II," for a total of 14 titles on 16 CDs. The whole thing will be available, along with a DVD set of Beatles documentaries in one--presumably pricey--stereo boxed set.
Electronic Arts is delaying the release of its Harry Potter and the Half-Blood Prince video game until next summer so that it will coincide with the release of the film, which has also been postponed.
Shares of the game maker dropped by about 1 percent to $45.94 in after-hours trading on Monday.
Last month, Warner Bros. said that the release date for the sixth film in the series would be put off from November to summer 2009 because of after-effects of the writer's strike. (It said that production of the next two films in the series would not be delayed, however.)
The Rock Band game publisher put a positive spin on the new date in a press release Monday, saying that it will be more immersive than ever, with new Wii gestures. But the delay may change EA's immediate financial picture. The company had said it expected to generate $120 million in revenue and 13 cents a share in profit from the video game in the quarter it was to be released, according to Reuters.
Fans of Harry Potter author J.K. Rowling still have something to look forward to this year: the release of children's book The Tales of Beedle the Bard in December.
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