Monday, 10 August 2020

Google Maps comes to Apple’s watchOS and CarPlay dashboard

Google Maps is now also available on the Apple Watch so you can get your walking, biking and driving directions right on your wrist.

Don’t expect to get a full-blown Maps app on your wrist, though. The new app is mostly focused on giving you directions to know places (think home, work, etc.). To start navigating to other destinations, you still have to start on your phone and then “pick up where you left off on your watch,” Google explains.

A few years ago, Google already offered a version of Maps for Apple’s watch but then dropped support in 2017. The Google Maps app for watchOS will roll out worldwide in the coming weeks.

Image Credits: Google

In addition to the new Maps app on watchOS, Google Maps now features slightly deeper integration with Apple’s CarPlay, thanks to iOS 13.4 now supporting third-party apps on the dashboard. If you’re a regular Google Maps user on CarPlay, you may know the frustration of using the CarPlay dashboard, only to be kicked back to seeing Apple Maps.

Apple originally launched support for third-party navigation apps in CarPlay with the launch of iOS 12. At the time, though, those apps were restricted to full-screen mode. With this update, you can now continue to see your Google Maps directions and still see your media controls or calendar at the same time.



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Minecraft: Education Edition comes to Chromebooks

Microsoft today announced that Minecraft: Education Edition is now available on Chromebooks.

Now, if you were hoping that this means that the standard Minecraft game is now available on Chromebooks, too, I’m afraid I’ll have to disappoint you. The Education Edition not only requires a Microsoft 365 for Education (A3 or A5) license, it’s also meant to more of an educational tool than a game, with lessons that focus on math, science, language arts, history and visual arts.

The company says that it is partnering with the Google Education team to welcome educations on Chromebooks to Minecraft.

The Chromebook version will offer the same set of features as Minecraft: Education Edition on Windows, Mac and iOS, including cross-platform multiplayer support. For now, students will need a Microsoft account to log in, though the company says support for logging in with Google accounts is coming “in the near future.”

Image Credits: Microsoft

“Minecraft: Education Edition is a game-based learning platform that helps build key 21st century skills like coding and creative problem solving,” Microsoft explains in today’s announcement. “Hundreds of free standards-aligned lessons, design challenges, and STEM curriculum are available in-game and online, along with flexible templates for teachers to design their own learning activities. In a time when staying connected to the classroom is of extra importance, Minecraft supports collaboration and meaningful student-led learning.”

The Minecraft: Education Edition is now available in Google’s Play Store for users with the right licenses. Despite a clear warning that it takes an Office 365 Education account to log in, you’ll see plenty of one-star reviews from disappointed players who think it’s the regular Minecraft. With the right Chromebook, though, these players could always play Minecraft for Android on Chrome OS, too.



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Sunday, 9 August 2020

Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.



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Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.



from Android – TechCrunch https://ift.tt/2XLgz7E
via IFTTT

Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.



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Friday, 7 August 2020

Samsung Galaxy Tab S7+ hands-on

During an Unpacked event that featured the announcement of five key new devices, the Galaxy Tab S7 didn’t get a ton of love. Understandable, perhaps. It doesn’t quite have the star power of the Note line, nor does it have the novelty of a new foldable or Bluetooth earbuds. Tablets in general just aren’t exciting the way they once were.

But Samsung’s continued to plug away. The company makes a lot of tablets. That’s just kind of its thing. Why make one when you can make a dozen, each with different price points and target audiences? It’s the Galaxy Tab line, however, that’s always been the one to watch, providing a premium slate experience designed to complement its Galaxy handsets.

Image Credits: Brian Heater

In fact, in a world where Android tablets are largely the realm of budget devices, Samsung remains one of the few out there still manufacturing a device that can go head-to-head with the iPad. The latest model brings a number of key features, though the biggest of all isn’t available on the Tab S7+ review unit the company sent along.

The device will be among the first tablets to receive 5G connectivity. Pricing and availability are still forthcoming on that SKU, though, honestly, I don’t imagine a ton of people are going to be demanding cellular connectivity on their tablets as long as so many people continue working from home. When travel finally starts up again, that might be a different story.

That said, the model Samsung sent along just after the Unpacked event is a beast. It’s the specced-up version of the Tab S7+, which starts at $849. The higher tier bumps the RAM up from 6GB to 8GB and the storage from 128GB to 256GB. Add in the bleeding-edge Snapdragon 865+, and you’ve got an extremely capable machine on your hands here.

The design matches the premium specs. Gone is the plasticky design of early models, traded up for a sleek and sturdy glass and aluminum design. It’s a tablet that looks and feels as premium as its price tag indicates. It’s a bit heavy, though, at 1.26 pounds for the 12.4-inch model, versus 1.41 pounds for the 12.9-inch iPad Pro. The truth about these devices is they’re no longer designed to be held up above your face as you lie in bed.

Image Credits: Brian Heater

They are, of course, intended to be real multitasking work/play machines. I should note that I’m writing this as someone who continues to use a laptop for all of his work, but I can certainly appreciate the advances the category has made in recent years. I also know a handful of people who have mostly successfully traded in their work machines for a tablet, be it an Android device, Surface or iPad.

A tablet’s worth as a work machine is, of course, only as good as its case — a statement you can’t reasonably make about most products. Along with the device itself, Samsung has upgraded the case in a couple of nice ways. The typing experience doesn’t quite match a devoted laptop keyboard, but it’s been pretty well refined. The keys have a decent amount of travel and a nice spring for a laptop cover. The leather case also detaches into two pieces, so the back can be used as a stand, without the keyboard present. Of course, the trade-off for this sort of case is the fact that it can’t really be used on one’s lap without things falling and pieces detaching.

It wouldn’t be a Samsung tablet without the S Pen, of course. The peripheral is, thankfully, included. There’s no slot for the stylus (something I keep asking for but never get; life’s hard sometimes), but it does snap magnetically to the top of the device, albeit a bit weakly. Samsung has certainly built up a nice little ecosystem for the input device, and I’m pretty consistently impressed that it’s able to recognize and convert my chicken scratch. Seriously, my already terrible penmanship has only atrophied over time.

Image Credits: Brian Heater

Points, too, for a beautiful OLED display with a 120Hz refresh rate. Depending on what you’re looking to do with it, you might need to toggle that to save on battery life. Both models are pretty solid on that front, with 8,000 and 10,900 mAh, respectively, but the 5G models will no doubt take a hit.

Samsung is really pushing DeX hard — even harder than it has in the past. You can set it to automatically trigger the desktop approximation when you plug in the keyboard. The interface is an attempt to approximate something akin to the Windows desktop experience, but a number of apps still don’t support the interface and overall it still feels clunky. It’s easy to extrapolate a bit and imagine how it will improve things like multitasking, but it doesn’t feel like it’s quite all the way there.



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Facebook extends coronavirus work from home policy until July 2021

Facebook has joined Google in saying it will allow employees to work from home until the middle of next year as a result of the coronavirus pandemic.

“Based on guidance from health and government experts, as well as decisions drawn from our internal discussions about these matters, we are allowing employees to continue voluntarily working from home until July 2021,” a spokeswoman told the Reuters news agency.

Facebook also said it will provide employees with an additional $1,000 to spend on “home office needs”.

Late last month Google also extended its coronavirus remote work provision, saying staff would be able to continue working from home until the end of June 2021.

Both tech giants have major office presences in a number of cities around the world. And despite the pandemic forcing them into offering more flexible working arrangement than they usually do the pair have continued to build out their physical office footprints, signalling a commitment to operating their own workplaces. (Perhaps unsurprisingly, given how much money they’ve ploughed in over the years to turn offices into perk-filled playgrounds designed to keep staff on site for longer — with benefits such as free snacks and meals, nap pods, video games arcade rooms and even health centers.)

Earlier this month, Facebook secured the main office lease on an iconic building in New York, for example — adding 730,000 square feet to its existing 2.2 million square feet of office space. While Google has continued to push ahead with a flagship development in the UK capital’s King’s Cross area, with work resuming last month on the site for its planned London ‘landscraper’ HQ.

In late July, Apple said staff won’t return to offices until at least early 2021 — cautioning that any return to physical offices would depend on whether an effective vaccine and/or successful therapeutics are available. So the iPhone maker looks prepared for a home-working coronavirus long haul.

As questions swirl over the future of the physical office now that human contact is itself a public health risk, the deepest pocketed tech giants are paradoxically showing they’re not willing to abandon the traditional workplace altogether and go all in on modern technologies which allow office work to be done remotely.

Twitter is an exception. During the first wave of the pandemic the social network firmly and fully embraced remote work, telling staff back in May that they can work from home forever if they wish.

Whether remote work played any role in the company’s recent account breach is one open question. It has said phone spear phishing was used to trick staff to gain network access credentials.

Certainly, security concerns have been generally raised about the risk of more staff working remotely during the pandemic — where they may be outside a corporate firewall and more vulnerable to attackers.

A Facebook spokeswoman did not respond when we asked whether the company will offer its own staff the option to work remotely permanently. But the company does not appear prepared to go so far — not least judging by signing new leases on massive office spaces.

Facebook has been retooling its approach to physical offices in the wake of the COVID-19 pandemic, announcing in May it would be setting up new company hubs in Denver, Dallas and Atlanta.

It also said it would focus on finding new hires in areas near its existing offices — including in cities such as San Diego, Portland, Philadelphia and Pittsburgh.

Facebook CEO Mark Zuckerberg said then that over the course of the next decade half of the company could be working fully remotely. Though he said certain kinds of roles would not be eligible for all-remote work — such as those doing work in divisions like hardware development, data centers, recruiting, policy and partnerships.



from Apple – TechCrunch https://ift.tt/31m6uPi