The new vanity phone numbers released by RingBoost offer an easy and unique marketing opportunity for real estate small businesses. By the time you get a vanity, a phone number that can be easily remembered, it will be yours and will become a unique asset for the company. It is like owning a piece of property, nobody can own it. This is the proposition of the founder of the vanity phone number, Paul Faust and Gregg Hamerschlag about ten years ago. When they offered vanity phone numbers, it became the passion of the company since then. This year, they will expand their workforce, from twelve to thirty employees.

According to Paul Faust, the Vice President of Sales and Marketing, “Using easy to remember phone numbers is easy”. He further said, that the vanity phone numbers are different from social media because they have no algorithms, the rules are not changing every now and then and no complicated analytics involved. The phone numbers are already present for generations; surely they will be present in many generations to come.

Vanity phone numbers already achieved more relevance in today’s digital age. In a study conducted in the previous year, they were able to find out that these numbers were accessed more often with the use of mobile devices compared to their numeric and generic counterparts. Also, the study revealed that using vanity on ads command higher click-through rates.


Around the US, vanity numbers’ appeal has not declined on owners of small businesses. For instance, the company of real estate agent Tim Holdy, Holdy Realty acquired a local vanity number. He said that when he got the number, he took it as a long-term investment and it continues to pay dividends in the last couple of years. In fact, the company has minted $5 million promotional dollars in commemoration of the phone number.

The company has employed full-time specialists in order to help business owners in terms of selecting the best number for their companies. The numbers can then be used as the basis for advertising campaigns in the future. They are doing everything to assist their clients; Paul Faust personally answers dozens of calls each week coming from business owners. All of the queries are about the various aspects of the vanity phone numbers.

In Los Angeles, the regulating body of Internet addresses is already checking if they can crack down the Canadian company that is accused of using a new domain name, .sucks. It is responsible of extracting huge amounts of money from companies and celebrities so that their public brands will be protected. The Internet Corporation for Assigned Names and Numbers (ICANN) has already sent a letter to the Office of Consumer Affairs of Canada and the Federal Trade Commission of the US regarding this new domain name and to identify the regulations and actions done by Vox Populi are illegal.

Initially, ICANN approved this domain name which is introduced as a top level one, it is part of about 600 domain names which were recently added to expand more than the common names like ‘.org’, ‘.com’ and ‘.us’. However, the initial decision of ICANN has backtracked after the release of an advisory panel that is composed of companies and industry groups such as Microsoft, eBay and Verizon the previous month. This panel came up with an advisory after Vox Populi started to accept registrations using ‘.sucks’ starting March 30 from celebrities and trademark holders prior to their launching to public applicants. They charge $2,499 annually for the privilege; the CEO of Vox Populi, John Berard said that the majority of the names were already sold by resellers in the amount of $2,000 each year.

As of this date, some of the purchased names are,,,,, as well as other huge brand names. Berard added that the domain has been developed to create the companies’ destinations so that they can interact with their respective critics. He also said that the business of his company does not violate any regulations or rules; in fact, they are operating within the terms of ICANN rules as well as the law.

Two weeks ago, the Intellectual Property Constituency, an advisory body that is representing major companies including industry groups has sent a letter to ICANN, saying that ICANN should rollout ‘.sucks’ and they call it a predatory and a shakedown scheme. The advisory body was able to make this statement since companies such as are registering some domain names with a very minimal cost at $1 each year. On the other hand, Vox Populi is going to offer in September to their consumers the right to own ’sucks’ address for only $10. The advisory body said that opening ‘.sucks’ is a real threat to the consumers especially the average ones in the future, in effect, this can be Vox Populi’s essential element of its coercive scheme.

When ICANN received the letter of the advisory body, they also sent a letter to the regulators of both countries, the US and Canada to evaluate if the actions undertaken by Vox Populi are illegal. If the investigation of the US and Canada will prove that Vox Populi is not operating in accordance with the regulations of ICANN and the law, then, ICANN will declare that they have breached the contract and will seek to change the demeanor of the registry.

The platforms of web design which are code-free are becoming a popular tool for website designers. Companies using these tools are promising a design experience which does not need any skills about coding or the need to hire a third-party developer which is usually expensive.

The huge names of the DIY web industry like Squarespace and Wix are promising an almost effortless ability and hassle-free site to design within minutes. This move is different from the two giants like Webflow and Webydo that are targeting professional web designers and those who have no patience or interest for coding. With Webydo, it is difficult for anyone who does not have a background for design or not working with software like Adobe Photoshop to design websites from scratch while it is a different story with the users of Wix. The users can create a website by just modifying a template which already exists and can be used by everyone who does not have a background about web design.

Webydo is based in Tel Aviv and it was found to help and empower web designers and ultimately diminish the developer’s role in the process of design. Shmulik Grizim, the co-founder and CEO of Webydo said that they feel the need to create this since the industry is enslaved by the old process that fully depends on developers in terms of converting graphic designs into handwritten codes. He further said that this professional process has not changed much which started in the 90’s; it was expensive, cumbersome and slow. This is the reason Webydo hired a group of engineers, developers and mathematicians to develop a revolutionary code generator. It is a norm in the industry that needs a large amount of money for web development, after a designer submits his design, then, he can start working. Often, this process is time-consuming and obviously the budget will have a bloating effect.

website designers

Image (c)

Webflow, Adobe Muse and Webydo are providing a service which makes the redundancy of an outside developer. The distinct feature about companies like Webflow and Webydo boils down to the responsiveness as well as how the elements are related to each other. The product manager of Webydo, Nir Balev said that the main issue about this topic is responsive design and companies offering web templates which are code-free need to choose between adaptive or fluid approach.

Regardless of the minor but important differences about interfaces, Webflow and Webydo are trying their best to reverse the trend where the industry has been dominated by developers. These companies are gradually helping designers to build their own web design business and fully control their work. Eventually, these companies want to help designers create a vision that comes to life.

Computers need to be maintained regularly in order to function properly and prolong its lifespan. There are tricks as to how to prevent malfunctions before you start off with your spring cleaning.

Perform a disk check on your computer’s hard drive.

It is important to note that the data on your hard drives may become corrupt, thereby causing it to crash and become unstable. This corruption can actually happen over time with typical computer usage; however, it can also happen when you don’t shut down your computer properly. In Windows, Check Disk is used for scans that’ll try to repair any hard drive that is corrupted. It is recommended that you run the program every few months.


Clean your computer physically.

Actual dirt and dust aren’t good for computers or any technology. Over time, they have the potential to decrease the life of the computer, thereby causing heat issues and affect the components of the computer. How frequently should you clean your computer primarily depends on how fast it gets dirty.

Protect your computer from fluctuations in power.

Computers are actually highly sensitive to power fluctuations. Therefore, you need to be able to plug your computer to a modern surge protector. After several years, surge protectors may not be able to offer protection. Thus, for best protection, you should utilize uninterruptible power supply which offers battery backup should there be power interruptions.

Utilize a software cleaner program.

At least every few months, consider using a cleaner program that would erase temporary files and repair any errors. There are a lot of cleaner programs available in the market today, but you should not sell yourself short and avail for cheaper versions.

Make sure that you have a regular backup.

As usual, if you have files, photos and documents that you don’t want to lose, then you should ensure that they’re backed up in the event that you’ll experience a hard drive failure, viruses, or other disasters. To have a peace of mind, utilize a backup system that would back up separate local drives.

Use a Defrag program on your hard drive.

Note that the data found on your hard drives may become fragment which may slow down your computer. Windows has a Disk Defragmenter that is tasked to fix any fragmentation. In Windows Vista and other later versions of Windows, the program may run automatically; however, you may have to verify the task first. As soon as you have opened the program, it will provide you information on the last time you’ve used the program and the next scheduled defragmentation. If you are using the old Windows XP, the defrag program may not run automatically and should be manually run to defrag every few months.

It is important to remember that you should have an anti-virus program installed and consider extra adware programs, as well as malware protection. In addition, you should also consider seeking professional computer programmers help if you aren’t entirely sure about these maintenance tasks. To know more about this, visit

Microsoft toolkit is a combination of all activators. Auto KMS and EZ activator modules are built in to provide a perfect activation algorithm. Also toolkit support manually call activation system. What you have to do is click phone button and get the 12 digit code and call Microsoft through Skype. Then provide the code which is getting from the toolkit. As I mention above this tool is 2 in one software, yes you can activate up to 8.1 and up to MS office 2013. What you have to do is select first what activator do you need. That’s all. For the all activation information please see below description.

This is a set of tools and functions for managing licensing, deploying, and activating Microsoft Office and Windows. All output from these functions is displayed in the Information Console. All functions are run in the background and the GUI is disabled to prevent running multiple functions, as they could conflict or cause damage if run concurrently. The Microsoft Office Setup Customization Functions (Customize Setup Tab), AutoKMS Uninstaller (if AutoKMS is installed), AutoRearm Uninstaller (if AutoRearm is installed), Office Uninstaller and Product Key Checker work even if Microsoft Office or Windows is not installed/supported. For information about individual functions, see the program readme.

Compare with other activators toolkit beat all of them, because toolkit has special validation module validate your activation. Any other activators do not provide that. 2nd option is user selected. Before the activation process user must select an activation method. There are two activation method Auto KMS and EZ activator. If you are a windows lover you should know about KMS developers. They are number one server base activation provider in the world. EZ activator module developed by DAZ team. Same team developed windows loader. So now you can get an idea about how cool this application is.

The Microsoft Deployment Toolkit (MDT) supports three types of deployments: Zero Touch Installation (ZTI), Lite Touch Installation (LTI), and User Driven Installation (UDI). ZTI is a fully automated deployment scheme in which installation requires no user interaction whatsoever. UDI deployments require full manual intervention to respond to every installation prompt, such as machine name, password or language setting. ZTI and UDI deployments both require a Microsoft System Center infrastructure. ZTI deployments require a persistent network connection to the distribution point. LTI deployments require limited user interaction. An LTI deployment needs very little infrastructure, so it can be installed from a network share, or media using either a USB flash drive or an optical disc.

Office activation

When you run the Microsoft toolkit make sure you click the MS office logo. The other vice activation process will fail. In the next window click EZ activator. (My personal recommendation). Wait until complete the process. After confirmation message open MS office products.

Offline and online

The Microsoft toolkit 2.5.4 (latest version) doesn’t want to access internet to complete the activation. But 2.4 versions such as 2.4.1, 2.4.2 and 2.4.3 are not supporting the offline module system. Make sure download 2.5.1 or 2.5.2 version if you need offline activation.

Features of Microsoft toolkit

  • Two in one activation
  • Two in one is one tool do two work which is activate MS windows 8.1 and MS office.
  • Offline and Online activator modules.
  • Lifetime activation
  • 64-bit system support
  • Any windows and MS office version support
  • 100% clean and virus free
  • Auto KMS and EZ activator modules

By Rob Crossley

PlayStation Europe is offering one lucky winner a full month internship and get hands-on production experience at a game dev studio.

Fans of the new LittleBigPlanet Vita game – which was given a 9.2 score in CVG’s review – have one month to create their best minigame creations for the title.

The best submission, as voted by a PlayStation judging panel, will be rewarded with a month-long internship at Swedish studio Tarsier (creators of the handheld title).

Games will be judged on gameplay, originality, and commercial appeal, PlayStation said. The winner will eventually help work on official DLC for the game.

"Gaming is an exciting and fast-growing industry but it can be tricky to get your foot in the door," said the game’s product manager Elliott Linger.

"This internship offers a whole month’s experience at a great studio, all for creating an awesome minigame. We’re expecting hundreds of entries and can’t wait to see what players of LittleBigPlanet Vita come up with."

The GAA Games Development Conference, held on January 14th in Croke Park, saw almost 700 delegates from Ireland and overseas attend the most successful event to date. A range of national and international speakers presented on a series of topics related to the development of teenager players.

Speakers on the day included Jean Coté – internationally renowned sports scientist, legendary AFL Coach David Parkin, performance coach Caroline Currid, Waterford team doctor Dr Mark Rowe as well as practical coaching demonstrations provided by All-Ireland winning Ladies Football coach Eamonn Ryan (Cork) and former Dublin hurler Paudie O’Neill, both of whom are prominent Coach Education Tutors.

Due to the great interest generated in the Conference, video and audio recordings of the majority of the day’s presentations have been produced and will be made available on the GAA website.

By Robert Purchese

Nintendo has attributed the lack of "new key titles" for Wii to "preparation" efforts for Wii U.

Besides the upcoming Legend of Zelda: Skyward Sword, the only notable Nintendo-made Wii games of 2011 are Kirby’s Epic Yarn and Wii Play Motion.

"Strong momentum is very important for game platform businesses and a strong software line-up to vitalise a platform is necessary to maintain this momentum," Nintendo president Satoru Iwata wrote in a half-year financial briefing.

"In the first half of this year, however, we could not make the continuing sales of the first-party software released last year as we had planned, nor, in the course of preparation of the next platform, could we release new key titles for the existing platform in a timely fashion due to completion delays until the latter half of this year."

A number of questions surrounding Wii U remain, despite developers receiving updated Wii U dev kits this summer. Just how powerful is Wii U? And what can it do online?

We’ll find out next summer, apparently. "We would like to show the final format of the Wii U at the E3 show next year," Iwata announced.

He went on to offer update on a Wii U release date.

"We are also planning to launch the Wii U, which is the successor to the Wii, during the next fiscal year," he wrote.

Nintendo’s financial year runs from April 2012 to March 2013. But the absence of Christmas 2012 from his vocabulary suggests Nintendo may intend to use those final three months, January to March. The 3DS launched in Japan in February, and in the US and Europe in March – is Nintendo planning something similar for Wii U in 2013?

Perhaps – but Iwata is adamant that the Wii U arrival will not suffer the same setbacks as the 3DS did.

"As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch," he pledged.

Nintendo yesterday revealed a big financial loss for the first six months of its financial year (April to September). This in turn led to the company predicting its first full-year loss in decades.

by Andrew Groen

Horror stories are constantly surfacing about the lengths game developers sometimes have to go in order to ship a game on time. The worst involve up to 85-hour work weeks—12 hours a day, seven days a week—which is more than double the century-old 40 hour per week standard. Extended periods of crunch can last up to a year, with sustained 60-hour weeks. This practice has earned a markedly less innocuous name than "crunch time." It’s called "the death march."

In some cases it’s nearly dehumanizing: the closure of All Points Bulletin developer Real Time Worlds in September of last year left more than 185 employees out of a job. They were welcomed to the end of a particularly long crunch period by pink slips rather than profit sharing and bonuses.

In an industry that is steadfastly focused on fun, it seems counter-intuitive that video gamers should be the ones who have to worry about the sagging quality of life of those who make the games. No kid should ever have to wonder if Santa Claus is cracking the whip too hard on his elves to make the Christmas Eve shipping deadline, but despite widespread outrage over revelations from ex-employees describing poor conditions, the status quo remains largely unchanged and unchallenged.

Bad Santa

On the surface it’s simple. Studios push their employees harder to finish projects faster. Less time spent on development means less time employing a full team of artists, programmers, designers, testers etc.

This is one of the principle factors perpetuating the use of crunch by management. The vast majority of employees working in the development of video games are salaried employees and do not receive overtime for additional hours spent at the office. A recent poll of over 350 industry professionals taken by developer-focused website Develop, showed that 98 percent of those polled received no compensation for their overtime work.

Crunch isn’t a tool used exclusively for cost saving measures. "When the team rallies behind the idea of an awesome new boss battle that wasn’t on the original schedule, and goes the extra mile to make it super rad, that’s not the same thing as forcing employees to stay all weekend," said Michael Wilford, CEO of Twisted Pixel games, the studio behind the Xbox Live Arcade titles ‘Splosion Man and Comic Jumper.

EA was one of the first companies to be put in the spotlight for quality of life concerns after the infamous EA_spouse essay gained widespread exposure in 2004. The letter alleged, among other things, that employees were being moved to another crunch just as the previous crunch was ending.

Over time it has become part of the corporate culture of making video games. "To me, sometimes it’s not even a deadline that propels someone to stay late or come in on the weekends," said Bruce Straley, lead designer on Uncharted 2. "Is it the company’s management, or is it the individual? How much is it a ‘cultural peer pressure’—the unspoken peer pressure that propels someone to stay longer just to hang out with their friends, or to avoid the feeling of guilt they place on themselves for leaving early?"

Straley was very clear that there are many reasons why a worker might stay after hours, but it was the "cultural peer pressure" comment that was echoed when we spoke with Dr. Shoshana Bennett, a psychologist who practices in the San Francisco Bay Area.

"I’ve heard from my clients that the competition for [game development] jobs is fierce," said Dr. Bennett. "My clients’ husbands and boyfriends feel totally replaceable, and therefore are worried that if they don’t perform, they’ll lose their jobs. There is definitely a culture of fear that’s cultivated in this industry."

This "culture of fear" isn’t something overt, but rather is a subversive, almost jock-like attitude found throughout the industry. It’s a sense that if you’re not working overtime, you’re not part of the team. In late 2008, Mike Capps, president of Epic Games (developers of Gears of War 3 and Bulletstorm) made controversial comments about crunch on an industry panel, going so far as to say that Epic wouldn’t hire prospective employees unless they were willing to work upwards of 60 hours per week.

Why should you care?

You work hard at your job, and you don’t always get to go home right when the clock strikes five, either. So why should you take time out of your day to sympathize with game developers? After all, they’re adults. If they don’t like their situation they can move on, right?

Well, the problem is that it’s just not a very effective way to manage a project, and often it’s the quality of the games that suffer. This is not a new revelation; as far back as 1909 studies have shown that the 40-hour work week actually provides more output over a long period of time than when employees work longer hours.

In an article published by the International Game Developers Association, 20 year development veteran Evan Robinson notes that studies show that regularly being awake for more than 21 hours impairs the mind as much as having a blood-alcohol concentration of 0.08… that’s also the point where it becomes illegal to drive a car.

"It’s ironic," Robinson wrote. "Most software companies will fire an employee who routinely shows up drunk for work. But they don’t think twice about… people who are impaired to the point of legal drunkenness due to lack of sleep. In fact, they will demand that these people work to the point of legal impairment as a condition of continued employment."

Punch-drunk love

What is worrisome is that some companies are perpetuating debunked and old fashioned ideas about the relationship between hours at work and productive output. The only demonstrable effect of which might be a lowered quality of life for employees, and ultimately a shorter career for some of the greatest designers in the world.

Many crunch-apologists will point to the fact that game developers can more easily work overtime because of their passion for their work. This is true, but the effect is minimal.

"Although loving your job and being stimulated with a particularly creative one might make it possible to work a few hours more than someone who isn’t as enthusiastic," said Dr. Bennett "every person has his limit and will eventually burn out and lose effectiveness."

It’s also important to remember that not all employees in the game industry are working on projects they are passionate about. It’s pretty hard to imagine the entire staff behind the latest Dora the Explorer game being gung-ho about their work every day. Even those who are lucky enough to work on amazing AAA projects often aren’t creatively stimulated. If you’re the guy who makes different brick textures for the buildings in GTA4, or the guy who programs the way fire behaves when it spreads to different substances, that’s not the same as being a top-level designer.

"There are many potential physical and mental health risks from overwork and inadequate sleep in general," said Dr. Bennett. "Focus and concentration will suffer—ironically, making the employee less productive—[accompanied by] lower immune system functioning and depression. You can literally get sick from too much work."

The mental health risks span beyond that. Psychologist Dr. Giles Burch, who also lectures on Human Resources at the University of Auckland Business School, told us that overworking can lead to strain on a marriage, and spending fewer hours at home can cause children to lose attachment to their parents.

A cost too high

This isn’t an article meant to make readers recoil in horror at the realities of game development. If that were the case we’d have titled this, "The Gulags of Cyberia" and equated their struggle with mainland Chinese indentured sweatshop workers. But the simple fact is that game developers have to pay a heavy price to work in this business. Why should they?

There is great competition for jobs in game design these days, and many of the lucky few who snare jobs in the industry will be welcomed by unreasonable hours and forced to choose between work and relationships with family and friends.

"Extended crunch ages people in a way that they can’t see on the front end," said Dustin Clingman, the chairman of the IGDA Quality of Life branch. "It robs them of years of creative potential."

Heroes Lost

Clingman’s warning should be sobering even to those who are adamant that crunch is necessary to create great entertainment. In the past five years we’ve seen some of the industry’s great designers retire at young ages compared to other creators in the film industry. The industry is being molded to fit the needs and abilities of young, energetic people and is incompatible with the needs of older, more experienced designers.

This is an issue our own Ben Kuchera has thought about at length. "I’ve been told that people who write about the business all want to be developers and make games," he told me. "It couldn’t be any less true. We get to tour these studios and see how the people who make the games live. They seem to always be tired, the offices are dimly lit, and people are sleeping on cots." He points out that while many developers have benefits such as gyms and cafeterias onsite, that just drives home the idea that you’re never supposed to leave.

Will Wright, Roberta Williams, and Toru Iwatani all retired before the age of 55. This is in stark contrast to some of the legendary directors of film, like Akira Kurosawa who directed and wrote screenplays until he was 85 and an injury physically kept him away. Steven Spielberg (64), Martin Scorsese (67), Francis Ford Coppola (71), Ridley Scott (73) and Clint Eastwood (nearly 81) all continue to write and direct films today, and they show now signs of stopping. The film industry is much better for it.

The message is clear. Either we move game development toward something more sustainable or it will be the gamers who miss out on what could be the greatest works of luminary designers.

By Daniel Emery, BBC

The games industry say it has been "let down" by the government, following its decision not to award tax breaks.

The premise giving the sector 20% tax relief had been floated by the Labour government before the last election.

But the Culture Minister, Ed Vaizey, told delegates at the video game Develop conference in Brighton that the case "had not been made".

Dr Richard Wilson, chief executive officer of game trade association Tiga, told BBC News he was "disappointed".

"We had already made a very convincing case to the previous government and both the Conservative Party and Lib-Dems said that they supported tax relief during the last parliament.

"We clearly convinced them at one point. What’s essentially happened is the Conservative Party – and George Osborne in particular – reneged on that promise.

"It’s hard not to feel let down by them," he added.

The driving force behind the games industry’s push for tax relief, other than lowering its bottom line, is competing against the generous packages offered by other countries in their attempts to attract development studios.

Canada, in particular, is offering significant tax breaks – in some cases worth up to 40% – to encourage growth in the gaming sector.


This has been a major factor in knocking the UK from 3rd to 5th place as the largest global developer of computer games.

But speaking to BBC News, Mr Vaizey said people need to avoid "the council of despair".

"Canada has its attractions, but this country has enormous attractions too.

"There is a huge range of talent in this country and that is still a massive pull to game developers."
Little Big Planet The award winning Little Big Planet was developed in a small office in Guildford.

This is the first time Mr Vaizey has spoken publicly on the subject and he acknowledged that – on this topic at least – he faced an audience mostly hostile to his point of view.

"I understood the video games industry’s disappointment in what happened," he said.

However, he did not rule out giving the games industry tax breaks in the future.

"There is still further opportunity and I welcome the decision to form a committee to review the tax situation," he said.

Not needed

But not everyone in the games industry thinks it needs tax relief.

Nicholas Lovell – a business analyst for the gaming sector – told BBC News that tax relief would stifle development and creativity.

"If Canada’s tax breaks are all about what they can afford, why would you end up in a battle with spending more with someone you know you can’t compete with.

"We shouldn’t be competing on their terms. Britain has a creative expertise, great universities and develop new business models.

"Tax breaks are easier for large established companies to exploit than for new firms to tap into, and as those smaller firms get bigger they end up building their business model round those tax breaks rather than exploring new opportunities," he added.

In an interview with BBC News at the E3 Expo in Los Angeles in June, Yves Guillemot, chief executive of Ubisoft, Europe’s largest video game publisher, said that incentives were needed for firms to "take risks".

"What was good in the last few months was that the pound went down, so the cost of creating games went down," said Mr Guillemot.

"But now the cost is getting too high."

The rising value of the pound – due, in part, to the fall of both the US dollar and the euro – was making Britain "more expensive" in terms of both staff and export costs.

"You would need to ask George Osborne on what he thinks the right value exchange rate for the pound should be," Mr Vaizey told BBC News.

"Currency an indication of how healthy your economy is, but I agree that there is a balance to be struck [between that and the cost of exporting goods]", he added.

Last month Nintendo company president Satoru Iwata told BBC News that the ongoing currency gyrations were having a significant effect on its profits.

"From that perspective, we cannot say our [global] economy as a whole has been stabilised and there is uncertainty on how to estimate our profits," he told BBC News.

Mr Iwata said that government needed to do more to bring ongoing currency fluctuations under control.