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Kotaku broke news in July this year of alleged severe abuse and underpayment of staff at various EB Games locations throughout Australia, following the stories of a few employees and their recounts of very negative workplace experiences.
Following up these claims, news has come to light that an official complaint to the Anti-Discrimination board has failed its mediation process, one what seeked to urge EB Games to issue apologies and compensate those involved in the alleged incidents. Due to the mediation process failing to find a solution, one of the abused EB employees will be heading to the New South Wales Civil and Administrative Tribunal, taking EB Games on trial.
'Randall' is the same of the employee taking it to this multi-million dollar company, previously employed himself as a 'Senior Sales Associate', claiming he was underpaid, in addition to the abuse claims made by store employees.
Netflix earnings were said to disappoint investors a little last month, but this month paints a prettier picture. In the past few days alone, its stock is up 10%, and since last month, 20%. For further perspective: it's up 140% this year, and is just 8% shy of the all-time best. The company finished its quarter with 69 million subscribers.
CNN Money -- which advises you "bet against Netflix at your own peril" -- attributes the good numbers to international expansion, increased viewing on smartphones, additional investors, and yet more original content.
DEsigned to pinpoint staffing numbers and issues based around the IT sector, Spiceworks found out that IT professionals are working far too much.
Some of the interesting survey data pointed out that full-time employees are working 52 hours weekly on average, discovering that those working in finance, insurance and legal sectors work more than others, clocking 55.4 hours each week. While many employees are working more than the general 40 hour week, other sectors of concern involve education at 47.2, Government at 48.7 and healthcare at 50 hours per week.
Throwing further comparisons into the mix, 57% of IT staff in North America clock more than 40 hours per week, compared to a much lower number of 49% in EMEA.
In a move that might shock some, Rdio is shutting down now that it has filed for bankruptcy. Pandora will be acquiring Rdio's "key assets" to the tune of $75 million.
Pandora will secure all of Rdio's technology and IP while the company will be offering jobs to "many" of Rdio's staff. With Pandora not acquiring the entire company, there will be some Rdio employees left without a job once it's all said and done. Rdio's CEO for example, will not be making the transition to Pandora.
Now that Pandora will be taking some of Rdio's most important parts, it will allow the company to become much more than just a streaming radio. Pandora has been doing well in the market, but it has struggled to maintain its growth and turn a profit, especially when it's competing against the likes of Spotify, Google and Apple which all offer various features and on-demand music streaming.
Twitch has announced it has added a new role to its executive team, welcoming Kathy Astromoff as the streaming giant's new VP of Game Developer Success. It wasn't too long ago that Twitch announced a new datacenter in Sydney, Australia; and more recently Twitch secured users with optional two-factor authentication.
Astromoff will be responsible for helping developers with promotion, game design, broadcaster relations, creative initiatives and strategic counsel. Astromoff said: "Game developers have only just begun to tap into the potential that Twitch represents. Reshaping the way game developers engage with their communities in the age of social video is going to break down a lot of barriers in our industry".
Before joining Twitch, Astromoff was the founder of Blink, a company that "connects developers with broadcasters to drive user installs and a freelance marketing consultant", reports GamesIndustry.biz.
We know that mobile gaming is huge, but did you know it was worth up to $25 billion? According to the latest report from EEDAR 'Deconstructing Mobile & Tablet Gaming 2015', the global market for mobile gaming will be worth $25 billion or so by the end of 2015.
The United States, Japan and China are where most of the money is made with $5.41 billion, $5.16 billion and $5.01 billion, respectively. South Korea is behind considerably, but still worth a large chunk of $1.37 billion. The Asia Pacific countries collectively make up most of the world's mobile gaming business, with 50% of the world's mobile gamers making 56% of the global revenues coming from the Asia Pacific region.
When you take a closer look at the numbers, the US is where there are more female mobile gamers, with 55% of mobile gamers being women. In Japan, China and South Korea, 55-60% of mobile gamers are male. When you break down the amount of money gamers are spending on mobile gaming, mobile gamers in the US spend around $3.30 per month each on games. But in China, it drops to $1.32 and up considerably for South Korea with $5.91. Looking at the Japanese mobile gamers, where they have an overall average spending of $9.39.
Tencent has announced its Q3 2015 earnings, pulling in a 34% increase in profits to $1.2 billion, with revenues reaching $4.2 billion. The Chinese company has stakes in Riot Games, Epic Games, Glu, and more.
The company saw most of its growth from the smartphone gaming business, which had a 60% increase in revenue on a gross-to-gross basis. The company said: "We achieved or retained leadership in multiple genres, such as running, MOBA, shooting and board games, as we leveraged our experience operating in multiple categories in PC client games".
Tencent also noted it has a trifold strategy to dominate the mobile gaming business, with the first part of this seeing the Chinese giant generating content for its titles that already make money. The second part is "pioneering new smartphone game genres, such as shooting and MOBA games, by leveraging our experiences in developing new PC client game genres in China", while the third part of the plan is "building player communities for low-ARPU, high-DAU, smartphone game genres, such as playing card and board games, within and on top of our social networks".
Last week, Northern California citizen Tom Dickey filed a lawsuit against AMD, claiming the company inaccurately marketed its Bulldozer CPUs. His stance is AMD's design is such that the CPUs really only have four cores and are therefore not capable of performing eight instructions simultaneously, as one would expect from an 8-core CPU.
An AMD spokesperson responded to our request for comment on the matter, stating simply, "We believe our marketing accurately reflects the capabilities of the Bulldozer architecture which, when implemented in an 8-core AMD FX processor, is capable of running eight instructions concurrently."
No further developments in the lawsuit have surfaced since, but we'll keep you posted.
Over the last few months, we've seen some huge releases in the realm of GPUs, with NVIDIA releasing their GeForce GTX 950 and GTX 980 Ti, while AMD has been busy with the first HBM-powered cards in the Radeon R9 Fury X, Fury and the super-small R9 Nano.
According to JPR, overall GPU shipments are up quarter-over-quarter - with AMD's overall GPU shipments up 15.8%, while NVIDIA enjoyed an uptick of 21.3%. The PC market as a whole increased by 7.5% quarter-over-quarter but decreased 9% year-over-year. NVIDIA's discrete GPU shipments were up 26.3% according to JPR, while AMD's discrete GPUs spiked by 33.3%.
As for notebooks, AMD's mobile GPU shipments increased by 17%, while NVIDIA enjoyed 14%, with JPR noting that NVIDIA "had an exceptionally strong quarter".
AMD EMEA component sales manager Neil Spicer spoke with CRN yesterday about the status of its financial affairs and future investments. In line with recent statements about its forthcoming Zen processors (reiterated here), Spicer says the future is looking bright for the graphics division as well, and the company in general.
"From a personal stance, I am confident [we can be profitable]," he says, later noting profitability is imperative next year (AMD has posted losses four quarters in a row now). "I believe we are working with exactly the right customers, and over the last few years we have become much simpler to execute and do business with."