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160 Podcast Answer Man – Interview With Rob Walch From Libsyn And Wizzard Media

Interview with Rob Walch from Libsyn and Wizzard Media

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In this episode, I have a conversation with Rob Walch about the recent transition of Libsyn users to the new Libsyn Three system. The conversation actually led to some very insightful information in the area of knowing how you can instantly overwrite a file that you may want to replace.

Also, I ended the show talking more about some additional comments that Leo Leporte has shared related to the medium of podcasting.

Discuss podcasting with other listeners in the Podcast Answer Man section of the gspn.tv Community Forum.

PODCAST CONSULTING: I’m also available for one on one podcast consulting. Whether you want someone to get everything set up for you or you just need a little help along the way, I’d love to work with you. I’m able to demonstrate using screen sharing technology during our call which makes it just like I was there sitting next to you at the computer. If you are interested, email me at Cliff@Ravenscraft.org or call me at 859-757-1399.

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Podcast Answer Man – Focused on Podcasting & New Media

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The State of the Games Industry – View From The Top

At the LA Games Conference 2010, industry leaders discussed the current state of the games industry as the business continues its transition towards a digital future. Focusing on questions like: What does it take to make a blockbuster game these days? What trends and developments are leading the industry? Does the industry need to take more creative risks in breaking new styles of play? What players in the games space will push the creativity? How do you make money in this more and more complicated gaming universe with new digital platforms now competing with the time and pocketbooks of consumers? Who will be the winners and losers in the years to come?

The panelists at the conference were:
Michael Pachter, Man. Dir., Ent. Research, Wedbush Morgan Securities
Nanea Reeves, SVP & COO, Global Online, Electronic Arts
Brian Ward, SVP, Worldwide Studios, Activision Blizzard
Teemu Huuhtanen, EVP, Business Dev. and COmmunications, Sulake Inc. (Habbo Hotel)
Phil Rosenberg, SVP, Bus. Dev., Sony Computer Entertainment America (PlayStation)
Moderator: Eric Goldberg, Managing Director, Crossover Technologies

Michael Pachter opened the session by observing that we are in a state of flux right now. Games used to be in a packaged goods industry, but the digital side is growing fast. It has gone from 0 to billion in the last 10 years. Packaged products are experiencing 2-4% growth. Digital is growing at 25-30% rates and will quickly over take the packaged goods business.

Nanea Reeves is the SVP/COO of EA’s Global Online team that centralizes many of the online services used across the company. From her perspective, they have made a significant investment in digital. In aggregate, the EA online business is now 0 million and should be at b by end of 2011. Most of that comes from a player putting a disc in a tray. One of the challenges is to find other ways to connect and acquire customers.

Teemu Huuhtanen says that Habbo Hotel is now on Facebook. The next big thing will be a Facebook game that can get to 150 million users. Habbo is now at 20 million. He is somewhat cautious about Facebook. He says you need to be careful with Facebook because you can never predict what they will do. He says that it can be a great source for acquiring customers, but can be unpredictable if you run 100% on the Facebook platform.

Next generation blockbusters in the console world are defined differently in the packaged world where it takes 1 million units to ship to be a real blockbuster.

The digital blockbuster of tomorrow will come from big revenue – (0 -300 million). 15 million unique users per month is the target for digital blockbusters in social games (at per month per user). Zynga for example is running at 0-600 million.

The growth of the online side will lead to much more focus on measurement and mining the data to understand sources of value and how you manage the value drivers. Habbu always knows cost of acquisition, acquisition cost by source etc. That means that they can be much more focused on how to drive value.

The largest audience has been teenagers through young men. The second biggest market is 30-50 year old women. Game mechanics are critical to getting women more involved. The bottom line is that women and girls like “good games”, even WOW and Call of Duty should be appealing to women.

We are in the midst of a social sea change with games like Farmville opening up more of the market with much simpler games, although this may not be appreciated by the developers of “hard core” games.

Facebook has been a big open market, although it is getting harder to market there. Pachter says that the Android market is exploding and with HP acquiring Palm there may be another platform available for developers.

Lessons learned about sales from subscription users after the digital download include timing of releases of upgrade packs and how to test new IP experiences. Some of the other big lessons have come from improvements in measurement, such as being able to identify the core customers within the first 7 days of online play.

Overall, the panel was quite positive about the state of the industry and the future ahead. Good news for gamers.


Digital Podcast» Digital Podcast focuses on using new and social media to build real businesses.

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Are You Delivering Happiness?
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The sE USB2200A from Sonic Distribution USA

Podcast Gear and Podcast Audio is HERE! …New Media Gear


sE Mics


The sE Electronics models USB1000A and USB2200A.

In my best movie-trailer voice, the script would start “…in a world of USB microphones”.

Not too long ago, USB mics were the domain of cheap “computer” type accessories that we would find on retail shelves, delegated to shrinkwrap, or the tell-tale sign of quality that we all know hangs from the dreaded pegboard hook.

Times certainly have changed and USB mics have grown up very quickly. sE Electronics is a well respected mic company. I’ve used their products in Studio1A before, but this time I had an opportunity to try their USB2200A. The mic is nicely constructed and attention to detail is obvious in the nicely polished capsule/mount and the white-finish body.

It was a bit odd seeing the familiar XLR on the bottom of the mic, while just above it lies a mini-USB connection, 1/8″ headphone jack (for real-time USB monitoring) and a loudness pot for adjusting headphone monitoring levels. In addition, there is a 10db pad, low rolloff filter and an “A/P” switch. This mic allows you to adjust output level (in USB mode) for the Apple or PC platforms.

I initially tried the mic in USB 2.0 mode. The quality was very crisp and definitely the best USB sound I had heard. The output was still just a bit low on my PC, but this is an issue common with every USB mic I’ve tested. The USB port can only supply 5 volts DC at a maximum of .5 amps. …that simply isn’t a lot of power to punch a large diaphram amplifier, analog-to-digi converter and headphone amplifier all at once.

When I plugged in my familiar XLR cable to the USB2200A, it came alive with a nice crisp high end and smooth lows. For my voice, this mic just seemed to fit nicely, even without a blast filter. I could easily put this up against any high-end studio condenser and come out smiling.

At a street price of 9 (MSRP 9), this isn’t a trivial purchase, but it does offer an excellent studio solution that is also at home when an XLR can’t be found.

Check out the USB2200A from Sonic Distribution USA.

Best,
MarkJensen

PodSqod

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