237w ago - Speaking to GamesIndustry, PlayStation Home director Peter Edward has confirmed that the weirdy PS3 MMO thing has been downloaded more than 6.5 million times.
To quote: Sony doesn't intend on milking the app for cash, Edward said, despite its popularity.
We do have a profit and loss on Home, and obviously revenue is an important part of it, just like with anything else.
But our belief is that if you make the community happy, and get good content on to the platform - if you get a platform that people want to keep coming back to - then the monetisation aspect of it will almost take care of itself.
It's certainly not something that should be the driving force - not something that's the driving priority at this stage of development.
239w ago - Sony's 2008 results, in the fiscal-year ending March 31st 2009, show that the company sold 10.06 million PlayStation 3's for the year, up 10 per cent from a year earlier.
When adding fiscal-2007's numbers (9.12 million) and fiscal-2006 launch sales (3.61 million), the PlayStation 3 is closing in on 23 million units sold (shipped) worldwide, which it is expected to surpass when April 2009 sales are included.
The company predicts that the console will sell 13 million units during this fiscal-year. This increase is either extremely optimistic, or presumes a price cut, new model, or killer software.
The PSP also saw increased sales at 14.11 million, up from 2007's 13.81 million. PlayStation 2 hardware and software sales were down significantly and the company expects to sell 3 million less in 2009 than in 2008.
Sony's 2008 fiscal results reveal an annual loss of 98.9 billion yen (£685.20 million/$1.04 billion), with losses continuing in the gaming division but tapered by the PlayStation 3's success.
245w ago - Each of LittleBigPlanet's 725,000 user-generated levels is unique, according to Sony Community Team Leader MusterBuster.
Many are inspired by films, TV shows and games titles, including levels "LittleBigPlanet Takeshi's Castle", "LBP Jurassic Park" and "LBP-MotorStorm", while others use in-game tools to show-off impressive engineering such as the "LittleBigCalculator", circus-themed "Uncle Fritz's Funhouse Frenzy" or LittleBigPlanet community favorite "Huge Pinball Machine".
Press Release: Half-a-million homemade levels offer a taste of creative gaming
LittleBigPlanet flourishes with a community of nearly two million users
London, 01st April 2009: The critically-acclaimed LittleBigPlanet™ for PLAYSTATION¬®3 (PS3™) has marked the coming of age of gaming as it moves into a new realm defined by creativity and community. This best-selling title from Sony Computer Entertainment Europe (SCEE) allows players to build their own levels and share them via PlayStation¬®Network.
Nearly two million players worldwide have joined the LittleBigPlanet community since its launch in November 2008, where they, rather than developers, drive the experience by creating game content to share with others.
247w ago - Not only are CD sales still falling, but a whopping 17 million customers stopped buying CDs altogether in 2008.
The economic downturn is cited as one reason for the sharp decline, but new services offer viable ways for the music industry to survive this rocky transition period.
While overall music sales were up 10 percent in 2008, the year saw a drop not only in CD sales, but in the number of customers actually purchasing music. But according to a new report, the act of music listening is actually on the rise. While digital music purchases remain strong, the numbers show that there is still much more work to be done in the industry's transition to a new, more diverse set of business models.
NPD's annual Digital Music Study found that there were 17 million fewer CD customers in 2008 than in past years. CD sales have been dropping for quite some time, and while 1.5 billion songs were sold digitally last year, the number of Internet users paying for digital music only increased by 8 million in 2008.
NPD saw all demographics pulling back on CD purchases, but the most significant groups were teenagers and those over 50.
The primary reason for cutting down on CD purchases was a simple slashing of entertainment budgets across all demographics. Cheaper prices for digital albums...