Tech Nuggets with Technology: This Blog provides you the content regarding the latest technology which includes gadjets,softwares,laptops,mobiles etc
Sunday, March 1, 2020
Apple sends care packages to employees in China
Capgemini to hire up to 30,000 employees in India this year
Profile of Turntable.fm founder's social network, Botnet, populated by adoring bots that give users an experience of being internet famous without facing trolls (Arielle Pardes/Wired)
Arielle Pardes / Wired:
Profile of Turntable.fm founder's social network, Botnet, populated by adoring bots that give users an experience of being internet famous without facing trolls — A social network populated entirely by adoring bots aims to mimic the experience of being a celebrity online—trolls not included.
Offline retailers running out of handsets as distributors hoard
China-made phones off speed dial as supply chains disrupted amid coronavirus outbreak
Facebook to ramp up promotions in India
Indie game developers and publishers say Stadia's library is sparse because Google wasn't offering devs enough money and may abandon the platform in the future (Ben Gilbert/Business Insider)
Ben Gilbert / Business Insider:
Indie game developers and publishers say Stadia's library is sparse because Google wasn't offering devs enough money and may abandon the platform in the future — - Instead of having to buy games on a disc or download them from a digital store, Stadia users stream games over the internet …
Hyderabad-based hospitality firm files insolvency plea against Oyo
Oppo Reno 3 Pro to Launch in India Today: All You Need to Know
Kuo: iPhone production will not significantly improve before Q2, as suppliers like lens manufacturer Genius Electronic Optical struggle to keep up amid COVID-19 (Frank McShan/MacRumors)
Frank McShan / MacRumors:
Kuo: iPhone production will not significantly improve before Q2, as suppliers like lens manufacturer Genius Electronic Optical struggle to keep up amid COVID-19 — Apple's iPhone production will not significantly improve until the second quarter of 2020, according to a research note …
China Roundup: Apple closes a 4-year-old App Store loophole
Hello and welcome back to TechCrunch’s China Roundup, a digest of recent events shaping the Chinese tech landscape and what they mean to people in the rest of the world. This week, Apple made some major moves that are telling of its increasingly compliant behavior in China where it has seen escalating competition, but investors are showing dissatisfaction with how it is approaching hot-button issues in the country.
Virus game gone
Plague Inc., a simulation game where a player’s goal is to infect the entire world with a deadly virus, was removed from the China iOS App Store this week. Since the outbreak of the COVID-19 coronavirus in late January, Chinese users had flocked to download the eight-year-old game, potentially seeking an alternative way to understand the epidemic.
Data from market research firm App Annie shows that the title remained the most downloaded app in China from late January through most of February, up from No. 28 at the beginning of the year.

Ndemic Creations, the U.K. studio behind the game, said in a statement that the “situation” — the removal of Plague Inc. from the Apple App Store — “is completely out of our control.” The Chinese government provided an opaque reason for the takedown, saying the game “includes content that is illegal in China as determined by the Cyberspace Administration of China,” which is the country’s internet watchdog.
The incident has gotten plenty of attention in and outside of China. Some speculate that Apple has caved to pressure from Beijing, which could find Plague Inc.’s gameplay troubling. One sticking point is that its tutorial by default picks China as the starting country, although in the main game a user can begin anywhere in the world. The Information reported in 2018 that Plague Inc. actually applied for official permission to distribute in China but was turned down on account of its “socially inappropriate” content.
Others including Niko Partners games analyst Daniel Ahmad suggested that the Chinese authority might have taken issue with a December version update that allowed players to create “fake news,” which could mislead them in seeking advice in the midst of the health crisis.
Ahmad also suggested that the ban might have been linked to the ongoing crackdown of unlicensed mobile games in China. Notably, the Plague Inc. ban coincided with Apple’s announcement this week that would require all games in its Chinese app store to obtain government approval in the form of an ISBN number beginning in July. Few details have come to light about what this new regulatory process entails. Nor do developers know whether currently published games without official approval will be removed.
Plague Inc, the popular simulation game where the goal is to infect everyone in the world with a deadly virus, has been removed from the iOS app store in China.
The Cyber Administration of China says the game included illegal content. No other specifics.https://t.co/73dNNJlgmX pic.twitter.com/lYqQ4TASeY
— Daniel Ahmad (@ZhugeEX) February 27, 2020
Apple investors are not sitting well with the firm’s app takedowns in China. 40% of its shareholders cast support for a proposal that would force Apple to uphold human rights commitment and be more transparent on how it responds to Beijing’s requests to censor apps.
Apple’s Delay
The gaming permit requirement is not new, though. In fact, Apple is just closing a regulatory loophole that had existed for years. Back in 2016, the Chinese government stipulated that video games — both PC and mobile — must apply for an ISBN number before entering circulation China. Within months, alternative Android stores operated by domestic tech giants swiftly moved to weed out illegal games. The official Google Play store is unavailable in China.
But Apple has managed to keep unlicensed titles in stock in the world’s largest gaming market, where content is strictly monitored. The American behemoth has many incentives to do so. Despite iPhone’s eroding share in China (to be fair, all Chinese phone makers but Huawei have recently suffered declining market share), iOS apps in China, especially games, remain an important revenue source for Apple.
So it’s in Apple’s best interest to clear hurdles for apps publishing in the country. Where there is a will, there is a way. Prior to 2016, publishing a game in China was relatively hassle-free. Following the regulatory change that year, Apple began asking games for proof of government license — but it didn’t go all out to enforce the policy. Local media reported that developers could get by with fabricated ISBN numbers or circumvent the rule by publishing in an overseas iOS App Store first and switching to China later.
This questionable practice did not go unnoticed. In August 2018, a Chinese state media lambasted Apple for its lousy oversight over App Store approvals.
Stepping up inspection on games will likely have little impact on China’s gaming titans who enjoy the financial and operational resources to secure the much-needed permit. Rather, their challenge is devising content that aligns with Beijing’s ideological guidelines, exemplified by Tencent’s patriotic makeover of PUBG.
Those that will be worst hit will most likely be small-time, independent studios, as well as firms that create “sockpuppet games” (马甲包), a practice whereby a developer exploits app stores’ loopholes to publish a troop of clones with similar gameplay and mask their appearance with altered names, logos and characters. Doing so can often help the publisher gain more traffic and revenue, but these sockpuppets will have a low chance of passing the authority’s strict scrutiny, which, as a Chinese gaming blog speculates, will potentially put an end to the surreptitious practice.
Making money from games: the future of virtual economies
Fictional portrayals of virtual worlds such as “Ready Player One” and “The Matrix” typically portray the physical and virtual worlds as distinct realms siloed from each other. Characters escape a dystopian, impoverished physical realm and enter a separate, utopian virtual realm in which they are wealthy and important.
Our non-fictional future won’t have that dichotomy. One main reason is money. Any virtual world has a virtual economy, and when that virtual economy gets really big, it integrates with our real-world economy. That is in equal parts due to market forces and government intervention.
This is part six of a seven-part series about “multiverse” virtual worlds. We will explore the dynamics of games’ virtual economies, the exchange of virtual assets for real money, challenges with money laundering and underage gambling, the compliance infrastructure needed for virtual economies, and the challenges in balancing a virtual economy’s monetary supply.
What separates virtual from “real” is the ability to make money
To many people, the idea of spending time in virtual worlds amassing in-game currency and trading goods still sounds like the geeky science fiction hobby of someone who needs to “get a real job.”
Our society gauges the worthiness of pursuits based on their social and economic productivity, and most people don’t view virtual worlds as productive places. As more people find enjoyment in virtual worlds and respect people with accomplishments in them, however, vying for accomplishment with those worlds will increasingly be viewed as socially productive. As more people start earning an income through work in virtual worlds, perception of economic productivity will quickly change, too.
Virtual worlds will be viewed as digital extensions of “the real world” and working a full-time job in a multiverse virtual world will become as normal as someone working in a social media marketing role today.
The Intuit-Credit Karma deal, driven by the latter's stash of user data, poses an important test case for US regulators' budding interest in data-driven mergers (Gilad Edelman/Wired)
Gilad Edelman / Wired:
The Intuit-Credit Karma deal, driven by the latter's stash of user data, poses an important test case for US regulators' budding interest in data-driven mergers — Antitrust regulators say they're interested in data-driven mergers. Intuit's $7 billion deal to buy Credit Karma will show how serious they are.
DTE Assam Recruitment 2020 – Apply Online for 312 Lecturer, Grade IV & Other Posts
Anthropic cuts its list of unauthorized secondary market sellers from eight to four after the initial notice caused panic and pushback from investors (Yazhou Sun/Bloomberg)
Yazhou Sun / Bloomberg : Anthropic cuts its list of unauthorized secondary market sellers from eight to four after the initial notice cau...
-
Sohee Kim / Bloomberg : South Korean authorities are investigating a data leak at e-commerce giant Coupang that exposed ~33.7M accounts; ...
-
The first project we remember working on together was drawing scenes from the picture books that our mom brought with her when she immigrate...