With card games all the rage on mobile, it's time to examine the original. ...
- Aaron Lee
- Alex Fitzpatrick
- Alice Eve
- Alicia Keys
- Amanda Wills
- America
- Andrea Smith
- Annie Colbert
- beer maker
- Black Friday
- Buy.com
- cell phones
- Chelsea Stark
- Chris Brown
- Chris Taylor
- Christmas
- Christmas and holiday season
- Computing
- Cyber Monday
- Dallas Mavericks
- David Kappos
- Eduardo Rodriguez
- Electronic commerce
- Emily Price
- Entertainment
- Facebook Page
- Furby
- Game of Thrones
- Hasbro
- HBO
- HotPads
- IBM
- Jenny Johnson
- Kate Freeman
- Kenneth Rosen
- Lauren Drell
- Lauren Indvik
- Lorenzo Franceschi-Bicchierai
- Mark Cuban
- Michelle Jenneke
- New York City
- Nokia
- Nokia
- Nora Grenfell
- online activities
- online banking
- online retailer
- online shopping
- Razer
- real estate listings site
- retail store
- Rodriguez
- Sam Laird
- Samantha Murphy
- Seth Fiegerman
- smartphone
- Social media
- social media
- social networks
- Stella Artois
- Stella Artois
- Target
- Technology
- Thanksgiving
- TIME Person of the Year
- Todd Wasserman
- United States
- unwritten law
- US Patent and Trademark Office
- web purchasing
- World Wide Web
- Yahoo!
- Zillow
- Zillow
Why could a small start-up build Instagram, a photo app, and sell it for $1 billion while companies like Eastman Kodak, steeped in photography and the emotionalism of photography, could not? Culture got in the way.
- Business
- Clayton M. Christensen
- Disruptions
- Disruptive technology
- disruptive technology
- disruptive technology
- Eastman Kodak
- Eastman Kodak
- Edwin H. Land
- Edwin Land
- Farmville
- Film formats
- Harvard Business School
- Hasbro
- innovation
- innovators dilemma
- Instant camera
- Instant film
- internet
- iPhone
- Kodak
- Kodak
- Kodak
- Land Camera
- Massachusetts
- Massachusetts Institute of Technology
- Media Lab
- Michael Hawley
- Mobile
- Nikon
- Olympus
- Optics
- photography
- Polarization
- Polaroid
- Polaroid
- San Francisco
- social
- start-up
- start-ups
- SX-70
- Yale School of Management
Hugh Pickens writes "Christopher Shea writes in the WSJ that physicists studying Google's massive collection of scanned books claim to have identified universal laws governing the birth, life course and death of words, marking an advance in a new field dubbed 'Culturomics': the application of data-crunching to subjects typically considered part of the humanities. Published in Science, their paper gives the best-yet estimate of the true number of words in English — a million, far more than any dictionary has recorded (the 2002 Webster's Third New International Dictionary has 348,000), with more than half of the language considered 'dark matter' that has evaded standard dictionaries (PDF). The paper tracked word usage through time (each year, for instance, 1% of the world's English-speaking population switches from 'sneaked' to 'snuck') and found that English continues to grow at a rate of 8,500 new words a year. However the growth rate is slowing, partly because the language is already so rich, the 'marginal utility' of new words is declining. Another discovery is that the death rates for words is rising, largely as a matter of homogenization as regional words disappear and spell-checking programs and vigilant copy editors choke off the chaotic variety of words much more quickly, in effect speeding up the natural selection of words. The authors also identified a universal 'tipping point' in the life cycle of new words: Roughly 30 to 50 years after their birth, words either enter the long-term lexicon or tumble off a cliff into disuse and go '23 skidoo' as children either accept or reject their parents' coinages."
Read more of this story at Slashdot.
Can you think of a first-person shooter game (FPS) that is developed for little kids to enjoy? FPS’s games developed for children never reach the popular appeal of their mature rated counterparts. I've wondered about this.