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Home » Archives for iPhone Games

Steve Jobs Didn’t Just Make Products, He Made Platforms

October 6th, 2011
All Chapters, Girls In Tech, New York
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Doreen Bloch

As I reflected yesterday on the sad news of Steve Jobs’ passing, I thought about his impact on my life. Oddly enough, my first recollection was that I used to disdain Apple products and their fanatics. Just a few years ago, I was a PC person who rejected what I felt was the superfluousness of Apple’s sleek computer design. I thought, “If a computer can type and email a document, who cares how technically advanced or pretty it is?”

That changed about two years ago, when my younger brother demanded an iPhone. (“Everyone else at Palo Alto High School has one!”) I tried to convince him that the Blackberry was better, but he formed an alliance with other family members and I was outvoted. We moved to AT&T and to the iPhone tribe. (If you’re calculating, then yes, I am due for an upgrade; to 4S or not to 4S?)

I lamented over parting with my Blackberry, but within minutes of sliding, swooshing and touching, I had forgotten all about that first mobile love, and found a soulmate in Apple. Now, I have the iPhone, iPad and Macbook Pro at my side every day.

Yet while these metal boxes are neat, Steve Jobs didn’t just pioneer products; computers, the Internet and other phones existed before him. Really, he perfected distribution systems: the iPod with its iTunes store or the iPhone with its apps. Jobs gave us platforms.

It’s not actually the cool stainless steel products that I have a hard time envisioning my life without, but rather the instant connection I get through Apple’s products to the people, information and ideas I love. I carry the lightweight iPad in my purse so that I can stop into a cafe to hop on Skype with my family in California if I want. During dinner, I can open up Safari on the iPhone to find out which celebrity was in that movie about which we were talking. And, I’ve learned and engaged with ideas, either my own or those of others, from harmless fun apps, like launching angry birds at pigs, to practical ones, like the book I’m writing on the Manuscript application.

This immense new personal freedom extends to the democratization of ideas that Jobs helped to unleash in both audio and app forms. Instead of fighting fruitlessly against music industry giants to be heard, independent artists gained an audience that could be monetized. Rather than just consuming content, even kids could create it.

The hundreds of products Jobs patented are thus connection points. They’re conduits for us to share and absorb new skills and information. They help make the progress of ideas to action more efficient; just as a new lightbulb turns on, we can email it, tweet it or code it, transforming the intangible into an instant reality.

The best thing is that platforms can be built upon. I hope, and I think Jobs did too, that more great ideas will be grown from the foundation his great ideas so brilliantly delivered.

The 25 Most Influential People on the Web (images.businessweek.com)

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Tags: apple, Application, blackberry, computer, Consumer Products, Doreen Bloch, iOS, iphone, iPhone application, iPhone Games, platform, platforms, Steve Jobs
Posted in All Chapters, Girls In Tech, New York | No Comments »

Competitive, Social & Loyal: A Look at Women and Modern Gaming and App’ing

November 12th, 2009
All Chapters
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Christine Oneto

In a recent study by Q Interactive, it was found that women are both loyal to those social media apps and games they play (think: Farmville or (Lil) GreenPicture 4Patches & other Causes) and competitive, as their interest in gaining virtual currency shows.  According to Q Interactive, “The study of U.S. women, of whom 50 percent play online games according to Pew Internet, sought to offer a clearer picture into this growing group and where brands do and can fit in.”

Here are some statistics:

  • 85 percent of those surveyed use five or fewer games and/or apps regularly, indicating an inclination to be loyal to a handful of favorites; approximately 15 % regularly invest in six or more games/apps at a time
  • More than half (57 %) are earning/spending virtual currency daily
  • 95 percent utilize virtual currency primarily to “gift” and/or advance games
  • For more statistics and to see the way Q Interactive studied how brands and women intersect during social media gaming and app’ing,  finding brands to be an important partner- please see their article at:

    http://www.qinteractive.com/pressSingle.asp?rId=263&CS=&ID=1

    Happy gaming & app’ing!

    sallyssalon_screenshot2

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    Tags: apps, Christine Oneto, iPhone Games, Online games, Sally, Sally's Salon
    Posted in All Chapters | 1 Comment »

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