Showing posts with label three. Show all posts
Showing posts with label three. Show all posts

Thursday, October 3, 2013

UK Ministry of Defence's UFO department was disbanded three years ago, had 'no defense purpose'

UK Ministry of Defence's UFO department was disbanded three years ago, had 'no defense purpose' data = {blogUrl: "www.engadget.com",v: 315};when = {jquery: lab.scriptBs("jquery"),plugins: lab.scriptBs("plugins"),eng: lab.scriptBs("eng")}; var s265prop9 = ('20630664' !== '') ? 'bsd:20630664' : ''; var postID = '20630664'; var modalMNo = '93319231', modalVideoMNo = '93320648', modalGalleryMNo = '93304207'; when.eng("eng.omni.init", {pfxID:"weg",pageName:document.title,server:"acp-ld39.websys.aol.com",channel:"us.engadget", s_account: "aolwbengadget,aolsvc", short_url: "",pageType:"",linkInternalFilters:"javascript:,",prop1:"article",prop2:"science",prop9:s265prop9,prop12:document.location,prop17:"",prop18:"",prop19:"",prop20:"", prop22:"mat-smith", prop54:"blogsmith",mmxgo: true }); adSendTerms('1')adSetMOAT('1');adSetAdURL('/_uac/adpagem.html');lab._script("http://o.aolcdn.com/os/ads/adhesion/js/adhads-min.js").wait(function(){var floatingAd = new AdhesiveAd("348-14-15-13c",{hideOnSwipe:true});}); onBreak({980: function () { adSetType("F");htmlAdWH("93319231", "LB", "LB"); adSetType("");}}); EngadgetMenu NewsReviews Features Galleries VideosEventsPodcasts Engadget ShowTopics Buyers Guides Sagas Store HD Mobile Alt Announcements Cameras Cellphones Desktops Displays Gaming GPS Handhelds Home Entertainment Household Internet Laptops Meta Misc Networking Peripherals Podcasts Robots Portable Audio/Video Science Software Storage Tablets Transportation Wearables Wireless Acer Amazon AMD Apple ASUS AT&T Blackberry Canon Dell Facebook Google HP HTC Intel Lenovo LG Microsoft Nikon Nintendo Nokia NVIDIA Samsung Sony Sprint T-Mobile Verizon About UsSubscribeLike Engadget@engadgettip uswhen.eng("eng.nav.init")when.eng("eng.tips.init") onBreak({980: function () {htmlAdWH("93310027", "215", "35",'AJAX','ajaxsponsor');}});UK Ministry of Defence's UFO department was disbanded three years ago, had 'no defense purpose' AltBypostedJun 21st, 2013 at 1:24 PM 0

UK Ministry of Defence's UFO department was disbanded three years ago, had 'no defense purpose'

National Archive documents recently released show that the UK government's very own UFO department, which had reported on sightings for over 50 years, was shut down three years ago. The department apparently never revealed any "potential threats" to the country, so the Ministry of Defence closed both the hotline and email address that fielded the public's sightings of UFOs. A civil servant briefed the current defence minister, Bob Ainsworth, saying: "The level of resources diverted to this task is increasing in response to a recent upsurge in reported sightings, diverting staff from more valuable defence-related activities." The recently released files also covered some of the sightings reported from across the UK in 2009, which included, perhaps unsurprisingly, Stonehenge.

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Tuesday, August 6, 2013

E3 2013: What we know and what to expect from the big three

E3 2013: What we know and what to expect from the big three

The annual game industry trade show that's spawned thousands of memes is just around the corner: E3 2013 kicks off on Monday morning with a quartet of press briefings. In another 72 hours, we'll have a full day of liveblogs for you that'll no doubt reveal much more about Microsoft's and Sony's intentions with the Xbox One and PlayStation 4, respectively, along with Nintendo's press not-so-much-a-conference event the following day addressing the Wii U.

Though the latter is a somewhat known quantity at this point, there's considerable promise of major game announcements and a first look at the much-anticipated next Smash Bros. entry. Microsoft and Sony, on the other hand, have a lot more blank space to fill in. We're here to explore what we know about all three, but more importantly, to identify what we expect to find out at the big show. Join us past the break and dive into the next wave of the console wars.

Microsoft's next game console is not necessarily a traditional game console. At the company's big coming out party last month, Interactive Entertainment Business head Don Mattrick introduced the console as an "all-in-one entertainment system," and Redmond went light on details about games. In fact, when we crunched the numbers post-event, the most prevalent theme was television -- the word "TV" or "television" was mentioned a whopping 54 times -- which is no doubt a nod to the system's HDMI-in / -out functionality, meant to facilitate the Xbox One's role as the centerpiece of your home entertainment center.

The Xbox One is certainly powerful enough to run next-gen software, with fancy new in-house chips and an updated, much-improved Kinect. The console's architecture (x86) is the same as Sony's PlayStation 4, and the new gamepad is laser-focused on minute improvements directed at "hardcore" gamers. Microsoft is officially conceding the HD-DVD vs. Blu-ray war once and for all by including a Blu-ray disc drive in the Xbox One, paired to a 500GB HDD which will auto-rip all your disc-based games for faster load times. What we know about the Xbox One, essentially, is that it's a powerful little computer that specializes in switching quickly between applications. It's got Skype and Netflix and television and a bunch of football stuff, and it jumps between these various apps quickly by running multiple OSes (including one based on Windows 8).

It can even run two things at once, side by side, with a function called Snap Mode. It can't, however, play Xbox 360 games -- on-disc or XBLA / digital games -- though it will carry your Gamertag and Gamerscore over. There'll even be "more dynamic Achievements," apparently, and a much larger friends list.

We also know that it looks... distinct. The jury's still out on whether the Xbox One is an attractive piece of electronics, but it's certainly recognizable.

Even after a detailed list of specs came about, and even after our deep dive into the SoC that's driving the Xbox One, there are still plenty of unknowns about the hardware. When Microsoft's Yusuf Mehdi took to the event's stage and showed off the speed at which Xbox One is supposed to jump from application to application -- including a wake command in "Xbox On!" -- many a brow furrowed at the demonstration. Was it a ruse? Did Mehdi's voice actually guide the Xbox One through the demonstration? It's a giant unknown thus far, and one we're looking forward to exploring at next week's show.

Another such vagary is Microsoft's digital approach for games. Xbox Live Arcade is sure to return, but it remains unclear exactly how that'll play out. All we know thus far about digital is that full retail games will be offered in digital form on launch day. (But will there be pre-loading? How about digital trade-ins?) Things get even more complex when it comes to the Xbox One's required internet connection:

" With Xbox One you can game offline for up to 24 hours on your primary console, or one hour if you are logged on to a separate console accessing your library. Offline gaming is not possible after these prescribed times until you re-establish a connection, but you can still watch live TV and enjoy Blu-ray and DVD movies."

Sadly, Microsoft won't say what this means for folks without stable internet connections (not only those living in less technologically inclined parts of the planet, but also members of the armed forces the world over). Nor will the company say what happens if Microsoft's (approximately 300,000) servers go down.

We have similar questions about Microsoft's cloud and streaming services going into E3. We know that the cloud will be used for both offloading (some) local processing and for storing player information, but it's unclear how much space each user is allotted. What if a game requires cloud processing and you're offline? Will player content in the cloud somehow tie into Microsoft's SkyDrive? And as for streaming, we know that it's technically feasible, and that the console acts as a "game DVR," but there isn't a complete picture just yet.

Above all else, we expect Microsoft to talk (at length) about the reason we buy video game consoles in the first place: video games. The whole point of Microsoft's big Redmond debut event for the Xbox One was to get the mainstream stuff out of the way; E3 is about the meat. Xbox Chief of Staff Aaron Greenberg explained as much to OXM during the aforementioned event. "When we go to E3 you'll see us go almost all gaming, and that'll be our main focus there," he said.

There are already announced games like Forza Motorsport 5, Call of Duty: Ghosts, Battlefield 4 and Quantum Break, but there's also a bit of the unknown. We'd call it more than likely that a handful of casual Kinect-specific titles will be announced (a new Kinect Sports or Kinectimals entry, perhaps?), and it looks like Respawn Entertainment's Titanfall (from the folks who turned Call of Duty into a household name) may be headed to Xbox One as a major exclusive. There's also a strong possibility that Bungie will show off its Xbox One version of Destiny, and it looks like Crytek's Ryse will appear once again. And hey, there are supposedly 15 exclusives in the oven, so it's possible there will be much more than we're bargaining for in the games department next Monday.

While it's always possible that Microsoft won't offer more definitive information on a release date or price for its next game console, we'd sure like to know more. Thus far we've got a "holiday 2013" release window and, given the street dates of a handful of major third-party games, it's looking like a fair guess that we'll see a launch in early November at the latest. With all that horsepower under the hood, there's also a distinct worry that the Xbox One will carry a hefty price tag at retail this holiday; that's to say nothing of the rumors about a contract-subsidized option via cable providers (not exactly a new move considering such a plan existed late in the Xbox 360's lifecycle).

Finally, and most importantly, we'll get a chance to go hands-on with games on the Xbox One. We're holding fast to hope that we'll get to put the new Kinect through its paces, especially on the bass-pounding bedlam that is the E3 show floor.

- Ben Gilbert

Earlier this winter, at the PS4's official New York coming out party, Sony pulled off an impressive feat: it reversed the negative tide, nearly a decade in the making, of press and consumer perception. With a next-gen approach that seemed to check all the boxes of hard lessons learned, Sony showcased a console (well, everything but) formulated in direct response to the hubris, hyperbole and mismanaged expectations that marred the company's reputation for the duration of the PS3's prime life cycle.

The PS4 represents an about-face for Sony, one that sees the PlayStation brand returning to its gaming roots, while also neatly bundling in all of the multimedia features (i.e., social networking and mobile, streaming and cloud-based services) that've come to mark our modern consumption habits. Sure, Sony's left some lingering tidbits unknown -- we don't yet know what it looks like nor how much it costs -- but we do know what's inside, how it'll work (for the most part) and, more importantly, where it's going to this generation.

Without doubt, the upcoming DualShock 4's Share button has come to be the most polarizing feature of the PS4, dividing opinion amongst those who question its utility and those that view its inclusion as an evolutionary response. Whether you intend to use it or not, the PS4's sharing functionality will always be running in the background via a dedicated chip, recording up to 15 minutes of gameplay without any impact on the console's processing power. So you can edit and share your recent gaming moments (i.e., up to 10 seconds of video and screenshots) or, thanks to PS4's Gaikai underpinnings, broadcast your session live and even hand it off to friends. The PS4 also makes game saves a thing of the last-gen past, incorporating a suspend state that'll have you picking up right where you left off, whether you've previously powered down the console or indulged in some lean back entertainment.

But what of the console, itself? Well, it's safe to say Sony's somewhat future- and developer-proofed the still unseen PS4, arming it with 8GB of high-speed (and more expensive) GDDR5 RAM to last the console until its latter days. Which, if the current PS3 / Xbox 360 generation is any indication, could drag on well past the five-year mark. Sony's also based the console on developer-friendly PC architecture, hooking up with AMD for an eight-core x86 CPU setup and Radeon graphics chip to keep the programming easy and the ports flowing (note: the Xbox One shares a similar AMD-based CPU arrangement).

Thought it still relies on Blu-ray and DVD for physical media, the PS4 won't be backwards compatible with PS3 titles, nor will your PSN purchases carry over (more on that later). And you can forget about keeping that DualShock 3 -- only Move, Sony's wand-like motion peripheral, has made the next-gen cut. How it intends to configure the PS4's storage remains an unknown, but we do know the console will keep an Eye out for gamers -- literally. That's right, much like Microsoft's revamped Kinect, Sony's introduced a new PS4 Eye; an unobtrusive peripheral that packs dual 1,280 x 800 cameras and four mics for hands-free motion control, controller detection and other unspecified uses. As for connectivity options, you're looking at HDMI- and composite optical-out (you can direct your attention to the Xbox One for HDMI-in), a host of USB 3.0 ports, plus Bluetooth 2.1 and 802.11b/g/n.

Now about that DualShock 4. It looks... just... like... every other DualShock (and Sixaxis) that's come before it, albeit with minor, but important tweaks (i.e., headphone jack, player-identifying light bar, advanced rumble). But let's be real, the well-being of your thumbs is the main concern here and Sony's addressed that PS3 gripe head-on. With a new, inverted pad design, your thumbs shouldn't be slipping off the DualShock 4's dual analog sticks anymore. But if they do stray, it's probably to stroke the touchpad that the company's built into the controller's midsection; a design change that's eliminated the traditional placement of the Start and Select buttons for an Options soft key on the upper-right corner.

You can't talk about the next-gen without mentioning mobile. Thankfully, for the PS4, that second-screen strategy has nothing to do with the footnote (and punchline) that is PS Mobile. Referred to simply as the PlayStation app, Sony's focus seems to be on extending non-critical features to smartphones and tablets running iOS and Android, like access to the PlayStation Store, in-game maps and social networks. What's not clear is if Sony will allow gamers to place-shift and actually play PS4 games on that second screen -- we assume its E3 presser will clear that up. But that's where the PS Vita and that Gaikai acquisition come into play (yes, we're punning). Shuhei Yoshida, Sony's Worldwide Studios head, has already confirmed that all PS4 games will support streaming Remote Play via Vita with one major caveat: the games in question cannot rely on PS4 Eye support, or Move, for that matter.

Now here's the part that stings: because the PS4 is based on x86 architecture, your existing PSN library will remained locked to your PowerPC-based PS3. And since Sony has its eye on efficient power management, it's only committed to porting over select (read: AAA) games. There is a fix in the works for access to previous-gen games, one that had Yoshida hard-winking towards cloud-based streaming (perhaps, this is where PS Plus factors in). Unfortunately, the exec didn't elaborate on the planned service further, but it's that same cloud tech that'll have you playing PS4 games purchased from PSN while they're downloading. That's something Sony's only recently begun to test out with the release of the PS3's The Last of Us, though it's unclear if it's Gaikai-powered or some other experimental solution.

Where Microsoft's Xbox One used-game strategy has recently become crystal clear, Sony's still keeping its PS4 plans shrouded in mystery until E3. Yoshida's gone on record to coyly admit that used games will play on the PS4, but it's the how we're more concerned about. Will Sony go the license route, charging gamers a fee for used discs? Or, like the Xbox One, will it allow trade-ins and free transfers within your friends list, as well as remote access to your library? For sure, it appears there's a strategy in place, but we assume Sony's leaving that for its larger E3 talk around "system services."

As for actual PS4 games, there are plenty on the way -- about a dozen have been announced since the console's February reveal, featuring a healthy mix of first- and third-party support. Sony, unlike Microsoft, has been way more forthcoming about its initial launch lineup, going so far as to showcase some of these in-production games. Again, this is a testament to the company's next-gen focus on gaming, as opposed to the Xbox One's all-in-one living room hub approach. How many of these games will actually appear on PSN and retail shelves on day one is still up in the air. But, from the jump, the PS4's catalog already surpasses the pithy selection Sony had for gamers at the PS3's launch.

If there's one thing for certain, Sony will not / should not repeat its most egregious PS3 launch misstep: exorbitant console pricing. So, where does that put the PS4? According to Jack Tretton, Sony's US head, it shouldn't hit the $599 mark, or at least he "hopes" it won't, when it launches this holiday season. Reassuring words, no? Rest assured, with all the tech Sony's engineers have crammed into that unseen black box, you can bet it won't be a bargain. Which brings us to another lingering question: what about the PS4 Eye? Is that to be a standalone peripheral, or a pack-in? Could Sony opt for a PS4 Eye-less bundle, thus keeping costs down? Or will the real retail damage depend on storage configurations? Anything's possible, but it's unlikely Sony's willing to, once again, eat the cost of its hardware for the sake of an install base. Whatever the case may be, we'll know what it looks like and how it's going to be packaged come next week at E3.

- Joseph Volpe

There's little left unanswered in Nintendo's corner: the Wii U hit the market almost seven months ago, and critics haven't been kind. Few will argue that it's a bad console, but its launch was mired by excessively large patches, missing features (hello, Nintendo TVii!) and a lackluster launch lineup. Between the console's notoriously long load times and floundering support from third-party developers, team Mario found it simply wasn't hitting the sales numbers it had hoped for. Today, Nintendo is faced with a self-perpetuating conundrum: developers won't make games for the system until users buy in, and users won't pick up the Wii U until it has more games.

Nintendo's made efforts to make amends, of course. Updates eventually tacked on the company's promised Nintendo TVii functionality, sped up load times and even introduced an improved version of the original Wii's Virtual Console setup. These concessions helped, but weren't enough to distract Nintendo fans from the fact that several of the company's own first-party launch titles were delayed into late summer. Despite being the first console of its generation out the door, the Wii U played second fiddle to Nintendo's 3DS handheld in 2013. Nintendo's latest console is in a bit of a weird place on the eve of E3, and without a traditional press conference scheduled at the show, we're not sure what the company's strategy is for the rest of the year.

Nintendo also seems more concerned about how its biggest fans feel about its E3 presentation than the general public: the company's most significant announcements will arrive via a special Nintendo Direct video stream long before any press gets near an official company venue. We know these announcements are going directly to the fans, and that some of the firm's (traditionally E3-exclusive) show floor demos will even moonlight in a number of Best Buy locations -- but the mystery here isn't Nintendo's plans, so much as whether its gamble will pay off.

We may not be confident that Nintendo's going to steal the show with its scaled-back presentation, but it's at least clear that the company is listening to some of its customers' complaints. That weak Wii U GamePad battery? The outfit's Japanese branch has already announced a higher-capacity (and user-installable) replacement, as well as a refreshed and higher-capacity variant of its lighter-colored Wii U bundle. Nintendo's clearly tweaking some of the console's current standards, and these efforts are ripe for western announcement, and recent recalls of the Wii U Basic set seem to hint that something is afoot. The company's also made quite a fuss about digital discounts -- offering sales and promotions on its eShop goods on a regular basis. Is Nintendo finally getting the hang of digital content distribution?

The preE3 triconsole roundup, featuring a bunch of words! DNP TKTK

More than anything, however, we're itching to find out what's going on with Nintendo's own content: why the delay? Shigeru Miyamoto has urged fans to be patient, and company head honcho Satoru Iwata has passively admitted that Nintendo faced staffing bottlenecks developing Pikmin 3 and other games -- but the slow release of first-party content could be hurting the Wii U even more than third-party abandonment. We're eager to see what Nintendo has to say about its bread and butter, and when the public can expect to get its hands on the content. It will also be interesting to see how it responds to its competitors' multimedia offerings -- with the Xbox One's upcoming cable box passthrough trick, is Nintendo's IR-swapping TVii app still viable?

We'd hate to belabor the point, but it seems like Nintendo's cards have been on the table and gathering dust for quite some time. It was in January that the company announced what is likely to become its E3 show lineup, promising new Wii U games for several of its biggest franchises. These are the titles Nintendo fans have been waiting for: a new Mario Kart and 3D platformer starring the plumber, a new Yoshi game in the style of Kirby's Epic Yarn and an HD remake of The Legend of Zelda: the Wind Waker. The delayed Pikmin 3 will join the ranks of these anticipated titles as well. All of these are important games for a company in dire need of hype for its fledgling console, but Link's high-definition remake is of particular importance. Wind Waker will likely provide cover for a new Wii U-exclusive Zelda title that will be teased (but not at all playable) at the show -- tiding eager fans over while Nintendo polishes the title for a full E3 2014 reveal.

We fully expect Nintendo to demo a previously announced Monolith Soft title too, as well as the delayed Wii Fit U, a Fire Emblem / Shin Megami Tensei crossover and at least two of three now-exclusive Sonic the Hedgehog titles. But these games (and quite possibly some listed above) will be overshadowed by the reveal of a new Super Smash Bros. game. For many hardcore Nintendo fans, the game's predecessor justified the purchase of the original Wii on its own, and a well-timed sequel might help the console compete in the coming holiday season. The game's announcement has already been confirmed by developers, and it will almost certainly be the highlight of Nintendo's E3 presentation.

If we're lucky, the company will use the E3 Nintendo Direct to update us on old promises. Back in January, Nintendo promised that Game Boy Advance titles would be coming to the Virtual Console for the first time -- revisiting this announcement (and announcing downloadable GameCube classics, perhaps) could drum up some notable hype for the service. It's also the perfect time to lay out the company's plans for Miiverse, penning in a hard launch date for 3DS compatibility and, hopefully, announcing a dedicated smartphone app for the social network.

Barring the remote possibility of a Wii U price drop, most of Nintendo's surprise announcements will probably come in a smaller package: the Nintendo 3DS. Lately, the auto-stereoscopic wonder has been the company's most popular and most accessible product -- filling in the gaps between the Wii U's software delays. We're still hoping that third-party developers will catch us by surprise at E3 and blow out support for the Wii U, but realistically, they're more likely to flock to the better-selling 3DS. If nothing else, Nintendo will probably use the show to hype the latest game in its adorable life-simulator franchise: Animal Crossing: New Leaf is poised to hit the market the Sunday before E3.

- Sean Buckley

Of course, beyond what we already know, we're doing educated guesswork here. Microsoft and Sony could very well announce that Nintendo's buying them both and shutting down the game industry (we're calling that unlikely), or Sega could make its triumphant return to hardware (also doubtful). We know for sure, however, that we'll be boots down in Los Angeles on Sunday night, and we'll have a week of great coverage kicking off on Monday morning. Seeya then!

[Lead image credit: 'Xbox666']


View the original article here

Saturday, July 27, 2013

Then there were three: Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

In mere days, the ESA will host the 18th annual Electronic Entertainment Expo in Los Angeles, a multimillion-dollar event that serves as a soapbox for industry leaders, game developers and peripheral manufacturers as well as a focal point for video game enthusiasts. The show is a driving force for the industry, dictating Christmas lists in early June and establishing what products will live, die and fade from the public mind. Retailers eye consumer reactions to help them finalize their holiday orders and fans devour coverage of the event as if it was manna from heaven. Since the show's 1995 launch, video games have grown from a niche category to a central facet of modern entertainment -- finding their own place in the music industry, our national museums and even organizations like the Boy Scouts of America. No other event celebrates and glorifies the industry so thoroughly.

Yes, it's a trade show at heart -- as well as the industry's best hype machine -- but it's also a very prominent part of gaming fandom. Following the news, scrutinizing announcements and arguing over who "won" the show is almost an annual tradition. Amid all of the event's excitement, it's easy to forget its strange origins. The industry's biggest spectacle wasn't born from a rational need to create a unifying trade show, but instead from a federally imposed stalemate in the console wars of the 1990s.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment ExpoScreenshot from Mortal Kombat: the game that started it all.

In late 1993, Acclaim released the home console version of the popular fighter, Mortal Kombat. Since its release in arcades a year prior, the title had become immensely popular -- capitalizing on the popularity of Street Fighter II while simultaneously raising the stakes with digitized graphics (animations created from photographs) and comically gory violence. Naturally, the title was a hit, selling millions of units between the toned-down Super Nintendo version of the game and the fully featured (and graphic) Sega Genesis cartridge. Unfortunately, that popularity also made it a target, eventually drawing the attention of Joseph Lieberman, then Democratic Senator of Connecticut. Startled by the game's graphic content, Lieberman investigated other mature titles of the era and became gravely concerned about the marketing of violent video games to children. The senator quickly organized a congressional hearing to address the issue, bringing the video game industry under heavy scrutiny. Unbeknownst to Lieberman, these actions would eventually set the stage for the industry's first dedicated trade show.

The hearings began in December 1993. A panel made up of industry executives, educators and child psychology experts accused games like Mortal Kombat and Night Trap of rewarding children for acts of simulated (and gruesome) violence. As the hearings continued, panelists accused the industry of promoting racism, sexism, violence and homophobia. To make matters worse, Nintendo and Sega attacked each other throughout much of the hearing, hoping to trap one another in a mire of federal regulation. Eventually, Lieberman issued an ultimatum in the form of the Video Game Ratings Act of 1994: if the industry couldn't establish its own standard for rating games, the government would.

... If the industry couldn't establish its own standard for rating games, the government would.

It was a forced turning point for the industry. Companies that had spent years combating each other in the marketplace now had to either work together, or face the wrath of the federal government. In 1994, executives from Sega, Nintendo, Atari, 3DO, Philips and Electronic Arts banded together to create a new trade organization: the Interactive Digital Software Association (IDSA) -- known today as the Entertainment Software Association (ESA). The group tapped Douglas Lowenstein, a Washington, D.C.-area consultant who had worked with Electronic Arts on an unrelated project, to head the IDSA as the organization's first president.

"One of the things that these companies realized was that the shield against criticism was informing consumers about what was in the product," Lowenstein said. "At the same time that they were looking to build a trade association, they brought on a consultant named Dr. Arthur Prober, who had done a lot of work in children's television. He developed what became the ESRB."

The newly formed Entertainment Software Rating Board placated Congress, temporarily silencing the outcry over violent video games.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

GamePro's map of the inaugural Electronic Entertainment Expo in 1995.

Without having to worry about the threat of federal regulation, the newly unified games industry was free to use the IDSA to focus on common issues. It didn't take long before someone brought up the Consumer Electronics Show. CES had been the event of choice for the video game industry for several years, but many companies simply didn't feel at home at the venue.

"There was a CES in Vegas where the video game industry was relegated to temporary tents out in the parking lot," Andy Eddy, editor-in-chief of @Gamer magazine, remembered. "It was really windy and rainy. Some people had rain dripping on their monitors during exhibiting hours." Eddy explained that the gaming industry was pouring money into the show, and felt spurned by being relegated to leaky, off-site housing. "It sort of felt like we were at the back of the bus."

After a meeting between video game executives and CES organizers (the Consumer Electronics Association, or CEA) failed to resolve the industry's issues, companies started looking for alternatives. Pat Ferrell, creator of GamePro magazine, cooked up an idea for a trade show built specifically for the game industry. He began to reach out for support.

"I started calling guys like Bill White (Sega) and I talked to Bing Gordon (Electronic Arts)," Ferrell told us. "They told me, 'If you can show us you can throw this thing, we'll jump in.'" That wasn't going to be a problem, Ferrell said -- his outfit was a wholly owned subsidiary of International Data Group (IDG), which had its own exhibition management firm, IDG World Expo. "We were already doing shows like MacWorld."

"He was on the phone for me, and he said, 'Pat? It's Gary. You win. We're done,' and hung up," Ferrell remembers, laughing. "That was the whole conversation!"

It was decided that the expo needed ties to the industry's new trade group, and Ferrell struck a deal with the IDSA, proposing an industry-specific alternative to CES: the Electronic Entertainment Expo. "At the same time," Lowenstein recalled. "CES put together a proposal to create kind of a dedicated video game segment of their Chicago show."

Ferrell knew there was only room for one gaming trade show, and needed a way to force companies to pick a side. "I laid my dates on top of theirs," he told us. "Now the companies kind of had to decide what horse they were going to bet on."

With two options on the table, the IDSA and the industry's leading firms had to come to a decision. Sega immediately backed the proposal for a new show, while Nintendo erred on the side of caution, defending CES. "Nintendo had a long, very successful relationship with CES," Lowenstein explained. "It wasn't so much that they had any issues; it was more, you know, if it ain't broke, don't fix it."

The IDSA eventually voted on the issue, with the new show winning the motion with a vote of 7-2. Still, Nintendo and Microsoft stubbornly refused to join the project. "This war continued for three or four months," Ferrell told us. Eventually, someone had to blink, and Ferrell received a call from the CEA's Gary Shapiro. "He was on the phone for me, and he said, 'Pat? It's Gary. You win. We're done,' and hung up," Ferrell remembers, laughing. "That was the whole conversation!"

Within hours, Ferrell was on the phone with Microsoft and Nintendo, making plans to include the two companies in E3. With all other options eliminated, the firms reluctantly agreed to join the show. Smaller companies joined in too, now that all of the major gaming outfits were on board. According to Eddy, "Once Nintendo bought in, everybody else bought in." The industry was finally ready to host its own event.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Nintendo's geodesic dome display at E3 1995 (Marty Katz/Time Life Pictures/Getty Images).

On May 11th, 1995, the inaugural Electronic Entertainment Expo opened its doors. Despite having filled out all available space in the Los Angeles Convention Center, Lowenstein was nervous. "We didn't know if anybody was going to show up!" he said. Lowenstein described the act of building a new trade show as virgin territory. The IDSA simply didn't know if the show was going to be a success, but it didn't take long to get an answer.

"Literally the first day of the first show, I remember walking around and, you know, it was the best thing I'd ever seen," he told us, recalling the relief of seeing the halls crowded with attendees, and lines snaking away from registration. "Normally you never want to see that, right? You never want people waiting on line for an hour. People were pouring in; it was a sense of 'we've got something here.'"

The LA Convention Center's front-facing South Hall was completely booked by the time Nintendo chose to join E3, costing the company a premium location. Still, Nintendo made the most of it, filling out nearly a fourth of the convention center's 210,685-square-foot West Hall and attracting plenty of traffic for its efforts. Sega and Sony's booths were huge too, collectively representing about a third of the South Hall's enormous 346,890-square-foot show floor. Their lavish displays set a precedent that would continue for years to come, and would eventually cause the entire show to buckle. In the meantime, the console war of the era raged on -- the major manufacturers may have banded together to form the IDSA and create E3, but all bets were off when it came to the show floor. Sega made the first volley, revealing its previously announced Saturn launch date to be a farce: rather than releasing the new console in September, as planned, the 32-bit machine hit retailers on the first day of the show. Sony, not to be outdone, fired back with the original PlayStation's launch price: $299, a full $100 cheaper than the suddenly available Saturn. Nintendo demoed the Virtual Boy for the first time, too -- but that didn't work out in the long run.

With over 40,000 attendees in its first year, the show was clearly a success, and the IDSA knew it had something big on its hands. Under the existing agreement, IDG had control of the E3 name and its intellectual rights. Lowenstein said the trade association quickly renegotiated those terms.

"We went to them and said, 'Look, we want to own the show. We're happy to have you put the show on, but we're gonna own it.'" he said. "So we negotiated a different deal, which made the then IDSA the owner of E3 and its intellectual property. Eventually, we owned it all and we entered into a vendor relationship. We hired IDG World Expo to actually put on the show. They received a management fee for doing that, and we pocketed the net profit after management fees and expenses."

The IDSA simply didn't know if the show was going to be a success, but it didn't take long to get an answer.

News of the show's success spread through the industry, and soon companies were knocking on the IDSA's door.

"When we went to year two, demand for space skyrocketed," Lowenstein said. "We not only had the traditional game companies, but we had educational software companies; we had peripheral manufacturers."

It was the mid-'90s, and the "edutainment" industry was still trying to establish itself with consumers. Mainstream news made some fuss over the CD-ROM titles that debuted at the 1996 show, including interactive encyclopedia software and digital history and art collections. Today, Lowenstein laughs at the memory of the category.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

And the celebrity spectacle begins: Michael Jackson and executives at Sony's PlayStation party on day one of E3 1995 (AP Photo/Rene Macura).

"I used to joke with people about it," he said. "They'd ask me why the market hadn't taken off, and I would say, 'When was the last time a kid went up to mom and dad and said, "I want Math Blasters for my birthday?"'" E3's future was in the gaming enthusiast's corner.

That same year, Sony knocked $100 off of the price of its PlayStation, prompting a reactionary price cut from Sega. Jeff Green, former journalist and current director of editorial and social media at PopCap, remembers the Nintendo 64 as the star of 1996.

"Back then there was a sort of superiority and elitism about the PC gaming crowd that I was a part of, you know -- looking down on all the consoles," Green said. "Then the N64 came along, and really, that was kind of our first look at next-gen 3D graphics. I think many of us were genuinely blown away ... that felt like the future at the time."

In 1997, the show started a quick two-year stint in Atlanta, Ga. Green remembers that too, but not very fondly.

"That was crazy. It was super-freaking hot," he recalled, laughing. "I know that was when a bunch of shooters got shown for the first time on the PC, like Half-Life, Unreal -- those games. Mostly though, I remember the heat."

With the major console announcements out of the way, the show was more focused on software. Duke Nukem Forever began its laughable tradition of endless delays, and future hits rolled out across the show: Banjo-Kazooie, Resident Evil 2, Metal Gear Solid and more. E3 left Atlanta after the following year, but not before Sega announced the Dreamcast, its final attempt at winning the hardware race. The new console's reveal was the most arresting announcement of the show, but it was closely tailed by The Legend of Zelda: Ocarina of Time.

Sony didn't wait until the next Electronic Entertainment Expo to respond to the Sega Dreamcast. In March 1999, the company officially announced the PlayStation 2, immediately shifting the conversation into Sony's realm. Sega pushed back by bringing a strong launch lineup to E3 that summer, which had since returned to its original venue. It was the dawn of a new console cycle, but the show was tainted in the wake of the Columbine high school massacre. Reacting to the news that the shooters were avid fans of Doom, the media once again focused its attention on violence in video games, descending upon the show to uncover the culture behind "gore games."

One Time article of the era passively shamed E3 attendees enjoying a demonstration of Quake III, asserting that it was "as if Columbine had never happened."

One Time article of the era passively shamed E3 attendees enjoying a demonstration of Quake III, asserting that it was "as if Columbine had never happened." The author, David S. Jackson, went on to describe how companies avoided addressing the issue. To be fair, some of them were.

"A lot of game companies put their shooters and their violent games behind closed doors," Green recalled. "That's a common practice anyway, but games that were supposed to be on the show floor were taken off because of the negative press around the violence."

Lowenstein remembered the period too, and explained that he tried to be optimistic that the media would treat these situations differently in the future.

"It was a real challenging period, but at the same time, we knew that eventually there would just be an organic shift," Lowenstein said. "I spoke once at E3 and said, 'In our lifetime we're going to have a president of the United States that grew up playing Grand Theft Auto.' It's true, we already have people in Congress that grew up playing Grand Theft Auto."

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Lines outside the Los Angeles Convention Center at E3 2004 (David McNew/Getty Images).

The sensational press eventually died down, and the industry rode out of 1999 with strong sales. By the time the 2000 show arrived, Sega had sold over 2 million Dreamcasts and PC World reported that Nintendo was closing in on its 100 millionth Game Boy. Both Halo and the Xbox moonlit the show, but not as we now know them -- Microsoft teased its upcoming console with a tech demo (the final hardware would eventually be revealed at CES 2001), and Halo hadn't yet made the jump to consoles. The show's most hyped announcements centered on the rivalry between Sega and Sony, with each company exhibiting major titles for the Dreamcast and PlayStation 2, respectively. Despite beating the PlayStation 2 to market, Sega's Dreamcast failed to resonate with consumers -- by 2001, it had resigned itself to its fate as a software company, demonstrating titles for both the Xbox and the newly announced Nintendo GameCube. Nintendo also showed off the Game Boy Advance, and early demos of what would eventually become Metroid Fusion.

Soon, Sega faded from the gaming community's collective consciousness, isolating the three companies that rule the roost of the console industry today: Sony, Microsoft and Nintendo. For the next four years, their devices were the stars of E3, seeing landmark releases for each platform as the show trudged forward. Two Zelda games made their way to the GameCube between 2002 and 2004, and the massively popular Halo franchise received its first sequel. Sony first announced the PSP in 2003, prompting Nintendo to respond with the release of the original DS the following year.

As the gaming industry waged war on the E3 show floor, the IDSA found itself doing battle with the media.

As the gaming industry waged war on the E3 show floor, the IDSA found itself doing battle with the media. "Our people would call reporters and leave a message and say, 'We're with the Interactive Digital Software Association,' and nobody would ever know who they were," Lowenstein told us, explaining that the organization's name simply wasn't recognizable. "It was a mouthful and people got the acronym all wrong. Half the time people called us the ISDA." Even board members had a tendency to flub the moniker, Lowenstein said, and the organization eventually rebranded itself as the Entertainment Software Association, or ESA.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Nintendo's Wii booth at E3 2006 (Robyn Beck/AFP/Getty Images).

As games rolled out over the next few years, Microsoft focused on its next hardware release -- beating the competition to the punch. When the Xbox 360 hit the market in late 2005, Sony and Nintendo were just teasing their next-generation hardware. However, Japan's giants got a chance to fight back at E3 2006. Sony outfitted a two-story booth with theaters showcasing games from the PlayStation 3's launch lineup, and Nintendo's Wii sparked the imagination of the community.

"It just demoed so well at that E3," Green told us. "This was at a time when people were still making fun of the name, and the whole thing seemed like a gimmick. We're definitely all used to it now, and most of us have nunchuks collecting dust in the closet or whatever, but at the time, at that show, it was so exciting to play." Nintendo's lavish booth piped digital product demonstrators in via large LCD screens, spooking guests who didn't notice the two-way camera that allowed the personalities to see and even talk with them. The competition had equally impressive presentations, featuring multiple levels, large screens and enormous spaces. For attendees, the structures were fantastic and grand, but exhibitors were feeling the strain of that grandeur.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Sony's Jack Tretton and Chewbacca show off a Star Wars-themed PSP at a scaled-back E3 in Santa Monica in 2007 (Chris Weeks/WireImage).

"By 2006, the show was huge," Lowenstein explained. Each year, he'd sit down with the major exhibitors to get a bead on how the show was going, and as the show matured, a trend developed. "I'd go and sit in these little meeting rooms with Kaz Hirai of Sony, you know, or Howard Lincoln or whoever from Nintendo or Larry Probst from EA, and we'd sit down and I'd say, 'How's the show going?' and invariably at some point, a lot of them would say, 'This is ridiculous. This is crazy. We're spending so much money here, we can't justify this anymore.'"

E3, they told Lowenstein, was just getting too expensive. "Companies spent literally $5 million and $10 million building some of these booths," he said. In 2006, the situation came to a head. The ESA (formerly the IDSA, remember?) held its annual post-show meeting, and heard from a number of prominent companies that they would not be returning to the show in 2007. Lowenstein described these parties as E3's "anchor tenants," the companies whose presence drew not only the crowds, but other exhibitors as well. "There was more than one," he hinted to us, not so subtly. "More than two. If big companies started pulling out and they gave everybody else cover to pull out, the show would go from huge to nothing literally overnight."

The ESA had to either find an alternative, or risk losing the show altogether. The organization decided that E3 would become an invite-only media summit rather than a large expo, and moved the event down the road to Santa Monica, Calif.

"It went from being a 60,000-attendee show to being a 5,000-person media showcase," Eddy recalled. "It was basically a bunch of conference rooms in hotels." Attendees weren't enthusiastic about the new format. Announcements still came in 2007, but, BioShock, Halo Wars, LittleBigPlanet and the show's other announcements seemed less exciting for the lack of spectacle.

"The only thing that was worse than having a giant E3 was having a tiny E3," Green concluded.

"It was scaled so far back that it had the effect of making it look insignificant." Green told us. "What I realized at the time was that part of the importance of E3 was just being big -- a celebration of gaming itself and a declaration of how big an industry it is, how popular it is. It sort of needed the yearly chance to crow about itself -- it makes everybody feel better, despite it being a complete pain in the ass." Scaling back the show may have been the right move at the time, but the disdain for the new format seemed to be universal. "The only thing that was worse than having a giant E3 was having a tiny E3," Green concluded.

The show's smaller format persisted for one more year, just long enough for the ESA to change its mind. Lowenstein had left the organization by that point, but feels a return to form was a wise decision. "I wouldn't have changed the show," he told us. "It worked great for us, and I think it worked great for the industry back then. I think that's one of the reasons it sort of came back."

In 2009, E3 returned to the LA Convention Center and opened attendance to a wide audience once again. Not everything was the same, however -- the ESA placed some limitations on the show, capping attendance at 45,000 and imposing other restrictions in hopes of managing both crowds and cost. Even so, the show was mostly back to old form.

DNP Then there were three Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo

Usher performs at Microsoft's Xbox event at E3 2012, proving the spectacle of E3 is alive and well.

Starting in 2009, Microsoft and Sony gunned for the motion control market by introducing Kinect (known as Project Natal at the time) and the PlayStation Move, respectively. The next year, Nintendo unveiled its quirky 3DS handheld, and Sony eventually followed by announcing the comparatively powerful PlayStation Vita in 2011. E3 once again became a spectacle of gaming hype, featuring the usual deluge of major game announcements and fantastic floor demonstrations. As Sony and Microsoft tinkered with their next-generation hardware, Nintendo charged ahead with the Wii U, announcing, redesigning and hyping the console over several years.

Although the 2013 show still promises to be a banner year, undoubtedly trumpeting the launch of Sony and Microsoft's upcoming next-gen hardware, the firms are approaching the event a little differently than normal.

One of these moves would have been insignificant on its own, but the fact that all three major players have broken away from the standard E3 announcement format could affect the show's entire atmosphere.

"One way that a lot of companies have been dealing with the fact that E3 is so huge and impossible to move around, is of course, the way they're all doing these pre-E3 events now," noted Green, referencing Sony and Microsoft's respective PlayStation 4 and Xbox One events. Both companies will host their normal E3 pressers too, but the early peeks allow the firms to offload some of the major news ahead of the show, dodging the noise these announcements would normally compete with. Nintendo's approach is even more unprecedented -- by canceling its own large-scale press conference, and speaking to its fans personally via its Nintendo Direct livestreams, Mario's team has all but withdrawn itself from the contest to "win" E3.

One of these moves would have been insignificant on its own, but the fact that all three major players have broken away from the standard E3 announcement format could affect the show's entire atmosphere. By hosting their own events to announce the PlayStation 4 and Xbox One, Sony and Microsoft have softened the blow of their biggest announcements ahead of E3 -- creating the opportunity to make software the star during a hardware launch year. Of course, the new consoles will still be major news, but since it's already old news, it's far less likely to outshine game announcements that might otherwise have been overlooked. A subtle difference, but an important one, considering that games sell hardware -- not the other way around.

This change in format might even lead to E3's next evolution: a more streamlined show with fewer major announcements. It's a trend we're already seeing in other sectors of the consumer electronics space -- CES 2013 was ruled by smaller companies, with firms like Microsoft skipping out almost entirely. Companies are withholding announcements from these large venues in order to exhibit them in less noisy environments, be that a private event or just a more focused trade show like Mobile World Congress or IFA. As a result these larger shows are getting smaller, or at least less extravagant.

It's all too easy to simply think of E3 as this event that takes over the gaming media for a week every summer, but it's more than that. Its creation is a symbol of the industry's maturity, one of its first major steps to differentiate itself from the greater category of consumer electronics and software. At the same time, it's also a symbol of war -- an extravagant battleground for the major players of the video game space and the subject of a thousand heated debates among enthusiasts. In a way, it's both a unifying and dividing force, and a large part of the culture that fuels the industry.

Lead Image: Robyn Beck / AFP / Getty Images (E3 2004)

View the original article here

Wednesday, July 10, 2013

DirecTV reportedly one of three $1 billion-plus bidders for Hulu

DirecTV reportedly one of three $1 billion-plus bidders for Hulu data = {blogUrl: "www.engadget.com",v: 315};when = {jquery: lab.scriptBs("jquery"),plugins: lab.scriptBs("plugins"),eng: lab.scriptBs("eng")}; var s265prop9 = ('20595105' !== '') ? 'bsd:20595105' : ''; var postID = '20595105'; var modalMNo = '93319229', modalVideoMNo = '93320648', modalGalleryMNo = '93304207'; when.eng("eng.omni.init", {pfxID:"weg",pageName:document.title,server:"acp-ld39.websys.aol.com",channel:"us.engadget", s_account: "aolwbengadget,aolsvc", short_url: "",pageType:"",linkInternalFilters:"javascript:,",prop1:"article",prop2:"home entertainment",prop9:s265prop9,prop12:document.location,prop17:"",prop18:"",prop19:"",prop20:"", prop22:"brad-molen", prop54:"blogsmith",mmxgo: true }); adSendTerms('1')adSetMOAT('1');adSetAdURL('/_uac/adpagem.html');lab._script("http://o.aolcdn.com/os/ads/adhesion/js/adhads-min.js").wait(function(){var floatingAd = new AdhesiveAd("348-14-15-14d",{hideOnSwipe:true});}); onBreak({980: function () { adSetType("F");htmlAdWH("93319229", "LB", "LB"); adSetType("");}}); EngadgetMenu NewsReviews Features Galleries VideosEventsPodcasts Engadget ShowTopics Buyers Guides Sagas Store HD Mobile Alt Announcements Cameras Cellphones Desktops Displays Gaming GPS Handhelds Home Entertainment Household Internet Laptops Meta Misc Networking Peripherals Podcasts Robots Portable Audio/Video Science Software Storage Tablets Transportation Wearables Wireless Acer Amazon AMD Apple ASUS AT&T Blackberry Canon Dell Facebook Google HP HTC Intel Lenovo LG Microsoft Nikon Nintendo Nokia NVIDIA Samsung Sony Sprint T-Mobile Verizon About UsSubscribeLike Engadget@engadgettip uswhen.eng("eng.nav.init")when.eng("eng.tips.init") onBreak({980: function () {htmlAdWH("93308280", "215", "35",'AJAX','ajaxsponsor');}});DirecTV reportedly one of three $1 billion-plus bidders for Hulu HDBypostedMay 31st, 2013 at 5:11 PM 0

DirecTV reportedly bidding $1 billion for Hulu

And then there were three. Bloomberg is reporting that a trio of companies are hoping to fork out over one billion dollars for the privilege of taking online video service Hulu under their wing, and DirecTV is one of them. While we're not quite sure which other companies are involved in the process, we've been told that Yahoo, Time Warner Cable and a few others have at least thrown out offers, with no confirmation on how much they were willing to spend. Although those "people with knowledge of the bid" could include a few hoping to encourage more $1b+ offers, those extra large checks increase the odds Hulu will actually sell this time. We're quietly hoping that this potential bidding war will be resolved through an arm wrestling match, though DirecTV's legal team likely wouldn't approve.

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Wednesday, July 3, 2013

Sony nominates three new board members, looks for fresh perspective

Sony nominates three new board members, looks for fresh perspective data = {blogUrl: "www.engadget.com",v: 315};when = {jquery: lab.scriptBs("jquery"),plugins: lab.scriptBs("plugins"),eng: lab.scriptBs("eng")}; var s265prop9 = ('20589017' !== '') ? 'bsd:20589017' : ''; var postID = '20589017'; var modalMNo = '93319229', modalVideoMNo = '93320648', modalGalleryMNo = '93304207'; when.eng("eng.omni.init", {pfxID:"weg",pageName:document.title,server:"acp-ld39.websys.aol.com",channel:"us.engadget", s_account: "aolwbengadget,aolsvc", short_url: "",pageType:"",linkInternalFilters:"javascript:,",prop1:"article",prop2:"cellphones",prop9:s265prop9,prop12:document.location,prop17:"",prop18:"",prop19:"",prop20:"", prop22:"jon-fingas", prop54:"blogsmith",mmxgo: true }); adSendTerms('1')adSetMOAT('1');adSetAdURL('/_uac/adpagem.html');lab._script("http://o.aolcdn.com/os/ads/adhesion/js/adhads-min.js").wait(function(){var floatingAd = new AdhesiveAd("348-14-15-14d",{hideOnSwipe:true});}); onBreak({980: function () { adSetType("F");htmlAdWH("93319229", "LB", "LB"); adSetType("");}}); EngadgetMenu NewsReviews Features Galleries VideosEventsPodcasts Engadget ShowTopics Buyers Guides Sagas Store HD Mobile Alt Announcements Cameras Cellphones Desktops Displays Gaming GPS Handhelds Home Entertainment Household Internet Laptops Meta Misc Networking Peripherals Podcasts Robots Portable Audio/Video Science Software Storage Tablets Transportation Wearables Wireless Acer Amazon AMD Apple ASUS AT&T Blackberry Canon Dell Facebook Google HP HTC Intel Lenovo LG Microsoft Nikon Nintendo Nokia NVIDIA Samsung Sony Sprint T-Mobile Verizon About UsSubscribeLike Engadget@engadgettip uswhen.eng("eng.nav.init")when.eng("eng.tips.init") onBreak({980: function () {htmlAdWH("93308280", "215", "35",'AJAX','ajaxsponsor');}});Sony nominates three new board members, looks for fresh perspective MobileBypostedMay 30th, 2013 at 3:21 PM 0

Sony nominates three new execs to its board, looks for fresh perspective

While Sony has been improving its bank balance as of late, most of that turnaround has come through job cuts and office sales -- the company needs new strategies to thrive in the long run. Accordingly, the firm has nominated three new board directors with experience outside of its core electronics divisions. Tim Schaaff (at right) is a relative insider with his board position at media-focused Sony Network Entertainment, but the same can't be said for his two peers. Eikoh Harada (left) has been turning around McDonald's Japan as its CEO, while Joichi Ito (center) is well-known for his roles as the director of MIT's Media Lab and the founder of Digital Garage. Both Harada and Schaaff also worked at Apple several years ago, giving them experience at one of Sony's main rivals. Provided the three become board members at a shareholder meeting on June 20th, they could bring new thinking to a company frequently accused of clinging to business as usual.

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