1）据inside social games报道，由Alex St.John（前WildTangent和Hi5创始人）不久前刚成立的社交网站Magi.com近日宣布关闭项目（游戏邦注：该公司成立仅6个月，其网站服务上线仅3个月）。
据称苹果在英国市场也遇到了同个问题，为回应英国、澳大利亚等市场的质疑，苹果将新iPad原来的“Wi-Fi + 4G”宣传字眼改成了“Wi-Fi + Cellular”。
6）《Fashion Girl》开发商Verge Games最近向Facebook发布新款游戏《Grumpy Goats》，该游戏采用了《愤怒的小鸟》式的射击元素，要球玩家将从大炮中发射山羊以消灭屏幕上的绵羊。
爱立信发现，iPhone和Android用户平均每月数据耗量都是350 MB左右。但Android用户的最高数据耗量每月可达1400 MB，而iPhone用户的最高耗量则是每月1200 MB；与此同时，在一些相同网络中Android手机用户每月平均数据耗量仅50 MB，而一般iPhone用户每月耗量从不低于200 MB。
1）Alex St. John’s new social game network closes after three months
by Eric Caoili
Newsbrief: Magi.com, the social game network founded by former WildTangent and Hi5 head Alex St. John, has shut down just six months after the company opened and three months after the service launched its beta.
St. John said the platform was able to develop a promising userbase during its short time in operation, but the California-based startup was unable to raise enough money to keep it going, according to a report from Inside Social Games.
The outspoken executive previously headed social game network Hi5 for two years before Tagged purchased the company’s assets — but not its staff — last December. He argued that Magi.com had an advantage over Hi5, as the service was built as a “pure game site” from the beginning, instead of a real identity social network.
Magi.com employed around 20 to 30 people, and St. John claims that the entire development team received both severance pay and paid time off, as management attempts to find new positions for the laid off workers.（source:gamasutra）
2）Apple will pay $2.25M to settle misleading 4G iPad claims in Australia
Apple has agreed to pay $2.25 million to settle a legal complaint accusing the company of misleading Australian consumers about whether the new iPad included “4G” data abilities, according to The Australian.
In late March, we heard the Australia’s Competition and Consumer Commission intended to sue Apple for “misleading” claims when it comes to the latest iPad offering 4G, because the device is not compatible with Australian 4G networks. Apple said that it would give people their money back if they felt misled about the 4G labeling. But now it appears it will pony up a few million bucks to be completely done with the matter with a court settlement.
The settlement in Australia has not received final approval from a judge, but if it is approved, Apple will be done with the issue in that country.
Apple also took heat in the U.K. over the iPad’s 4G branding. In response to the U.K., Australia, and other countries, Apple changed the branding to “Wi-Fi + Cellular” instead of “Wi-Fi + 4G.”（source:venturebeat）
3）Come Play GREE: GREE International Launches Special Promotion Site [Social Games]
by Dr. Serkan Toto
GREE International just launched a “promotion site” (I don’t know what else to call it) to promote their service to an English-speaking audience.
Not only is the design weird (the homepage looks like the cover of a printed brochure), the content is, too: the company basically just explains what GREE is using 3 slides, shows a few logos of the games that will be rolled out soon (no screenshots), and posts a video I embedded below.
To be fair, I am sure the site will be improved soon, but GREE International already tweeted out the URL, making it “official”.
The uphill battle to establish the brand in the US has begun.
The Come Play GREE video has racked up 255,000 views in a few days, which is pretty decent (even though a lot of the views seem to come from ads)（source:serkantoto）
4)Epic showcases Unreal Engine 4′s dynamic lighting, fast iteration capabilities
by Kris Graft
As the game industry’s biggest players showed off their upcoming games for the current console cycle this week, Gears of War developer Epic Games was looking to the future, showing Unreal Engine 4 to select media outlets — including Gamasutra — during E3.
UE4 is Cary, NC-based Epic’s key to the next-generation of video game graphics. If the widespread adaptation of this generation’s UE3 is any indication, this new engine will serve as the foundation for many games across many platforms, from Epic as well as external engine licensees.
Epic senior technical artist Alan Willard spent much of the time during his presentation exhibiting the engine’s full realtime dynamic global illumination capabilities. The engine supports fully emissive surfaces, with objects able to change the kind of light they can emit.
Particle effects during the demo were impressive. [See a UE4 developer walkthrough on GameTrailers' Youtube channel.] Thanks to support for GPU particles, UE4 displayed in one room over 1 million particles, each being affected by an emissive sphere controlled by Willard.
Willard showed another room that exhibited how particles were affected by light. When the room was darkened, you could see large particles. Turn on a flashlight, and it reveals countless smaller, reflective pieces of virtual dust.
Other features of UE4 include glossy specular reflection, full-shadowed and -lit subsurface-scattering, a fully-deferred renderer, per-pixel lens flare, full eye adaptation (simulating when you walk from a dark room to a bright outdoors) and other improvements.
For game developers, Epic has taken steps in UE4 to streamline the development process. Halfway through his technical presentation, Willard showed that he had been inside the editor the whole time, demonstrating that developers can instantly switch between tools and the engine’s immersive mode, which should substantially reduce iteration time.
The user interface is more flexible in UE4 as well, with dockable modules. As revealed last month, it implements the visual scripting editor Kismet 2, allowing even non-programmers to build interactive scenes by converting code that determines in-game objects’ behaviors into interactive flowcharts with pull-down menus.（source:gamasutra）
5）Nintendo planning social network for Wii U — Nintendo has a new social and content network planned for its upcoming Wii U console. The network is called Miiverse and will allow users to video chat, as well as share pictures and other unspecified content.（source:insidesocialgames） http://www.insidesocialgames.com/2012/06/08/social-game-news-roundup-nintendos-working-on-a-wii-u-social-network-will-wrights-new-studio-goes-on-legal-hiatus-and-zyngas-mobile-payout-may-be-smaller-than-hoped/
6）Grumpy Goats gallops onto Facebook [Launch] — Fashion Girl developer Verge Games’s new Facebook title Grumpy Goats is now live on Facebook. The game is an Angry Birds-styled physics shooter where players fire goats out of a cannon to eliminate sheep on the screen.（source:insidesocialgames）
7）Is the iPhone overcrowding the world’s 3G networks?
By Kevin Fitchard
Regardless of which platform is winning today’s smartphone race, the installed base of active iPhones remains huge, and according to a new report from mobile infrastructure maker Ericsson, those iOS devices are having an outsized impact on the world’s 3G networks.
Traffic originating from the iPhone is nearing 50 percent of all data traversing carriers’ HSPA networks. Those numbers could have a chilling effect on emerging LTE operators, who are trying to migrate to 4G but are finding themselves contending with the iPhone’s enormous 3G demands.
For its Traffic and Market Report, Ericsson sampled data from GSM carriers in the Americas, Europe and Asia, discovering that, on average, the iPhone accounts for a little more than 20 percent of their total subscribers but a whopping 45 percent of their total 3G/HSPA traffic. In comparison, Android penetration level among those same operators is around 15 percent, while those devices account for about 30 percent of their 3G traffic loads.
The differences between Android and iPhone users
Ericsson found that, on average, the iPhone and Android ran neck and neck when it comes to average consumption per subscriber: around 350 MB per month. But there was huge variation in those usage levels between different carriers, especially on Android. At the high end or Ericsson’s measurements, Android users consume 1400 MB a month, compared to 1200 MB for the iPhone, while on some networks Android phone usage averaged just a mere 50 MB a month. Network monthly averages for the iPhone never drop much lower than 200 MB.
The overall variation can be explained by carriers’ widely differing pricing policies. For instance T-Mobile USA not only offers up fairly liberal data buckets in its data tiers, but it allows customers to use mobile hotspot capabilities at no extra charge, driving up monthly consumption. Ericsson explained the even bigger variation among Google OS phones, however, by the fact that Android devices run the entire gamut of the market, while Apple targets the mid-to-high end. So in networks where Android plays second fiddle to the iPhone – which for a long while was the case at AT&T – Android devices often gravitate toward the low end, while Apple devices wind up in the hands of power users.
That helps explain how the iPhone can have such an enormous impact on operators 3G networks. Not only are iPhones a plurality of all devices on the network, they’re often winding up in the hands of carriers’ most aggressive data users.
Ericsson’s data only takes HSPA networks into account. CDMA operators like Sprint and Verizon only recently landed the iPhone, so they have spent the last several years loading up their 3G networks with Android devices. Android also is the only smartphone OS besides Windows Phone supported on an LTE network. Compared to 3G, the LTE phone installed base is miniscule, but it’s growing rapidly.
If Apple doesn’t include LTE in this year’s iPhone, then the gap between Android and iOS on 3G traffic levels may only grow bigger. Android power users will start migrating to new LTE networks, while iPhone users will remain on much more inefficient 3G networks.（source:gigaom）