Tuesday, September 11, 2007

Press release, September 5; Joseph Tsai, DIGITIMES [Wednesday 5 September 2007]

Apparently Asustek was not satisfied with the minimalist appearance of its previous microATX chassis, the TM-21, and so has refined its design to create the TH-22.

Of course to preserve the spirit of minimalism Asus could not make excessive changes – so it limited itself to just one. According to the press release, "[T]he TM-22 brings about all the advantages of its predecessor with one small change in the power button area – a metal-like decoration instead of whole mirror-polished plastic."

Such a masterstroke in minimalist design is not the only thing the chassis has to offer, the release goes on to assure us, as the TH-22 also includes a blue LED on/off button and hard drive indicator.

Amused commentary aside, the TH-22 seems to be an adequate microATX package. If you like the external design then inside there is space for two fans (80 or 90mm at the rear and 80mm at the front), four expansion slots, and a total of seven drive bays (two 5.25-inch external, two 3.5-inch external, and three 3.5-inch internal). The chassis also includes the usual set of front I/O ports as well as a lock.

Asustek TM-22 series chassis specification

Item

Detail

Dimension w/bezel

170×55×395 mm (W×H×D)

Motherboard form factor support

microATX

System fans

Rear: 80mm or 90mm
Front: 80mm

Expansion slots

4


 

Nokia Intellisync Powers Indosat Mobile Office Solution

New Offering Significantly Expands Availability of Leading Wireless Email and PIM Services to Indosat Business and Consumer Customers Across Indonesia

September 04, 2007: 05:27 AM EST

NEW YORK, September 4 /PRNewswire-FirstCall/ -- Nokia today announced that Indosat, a leading telecommunications and information service provider in Indonesia will offer Nokia Intellisync Wireless Email to its business and consumer customers. The Nokia Intellisync software platform allows Indosat to address a growing and previously untapped market opportunity by focusing on the cost and ease of use of mobile email and personal information management (PIM). The service, an enhancement of an existing service, labelled under Indosat's mobile office brand, I- Mofis, is available immediately.

"The Nokia Intellisync solution offers the best platform to help us in bringing mobile office solutions including mobile email service to the mass market," said Guntur Siboro, Marketing Director of Indosat. "The impressive device support, ease of use and robust platform for future mobility services allows us to offer the best all-around email experience for our customers in this market."

The new service, based on Nokia Intellisync Wireless Email, is the latest addition to Indosat's I- Mofis service and further enables Indosat's business customers to extend their critical company resources, systems and processes in real-time, wherever employees happen to be.

"Indosat's strong local leadership in the Indonesian market, combined with secure and scalable mobileware from Nokia, will provide a great catalyst for the explosive growth of wireless email subscribers in this market," said Mathia Nalappan, Vice President, Enterprise Solutions, Asia Pacific, Nokia. "The flexible deployment model of the Nokia Intellisync solution made it possible for Indosat to brand the service as a part of their Indosat I-Mofis service to leverage their localized brand, accelerating market awareness and acceptance."

Nokia Intellisync Wireless Email is part of Nokia Intellisync Mobile Suite that provides access to powerful collaboration tools such as email, contacts, calendar, device management and synchronisation of file and data and enterprise applications. Nokia Intellisync Wireless Email works on multiple groupware environments - ISP, Microsoft Exchange, Lotus Notes or Groupwise and can run on virtually any kind of device platform - Symbian, Windows or Pocket PC.

Offering unmatched multi-device support, Nokia Intellisync Mobile Suite is a leading "white label" or private label wireless email and PIM solution, with more than 36 new operator wins in the past 16 months. Nokia has sold more than three million Nokia Intellisync Mobile Suite user licenses to date.

About Nokia

Nokia is the world leader in mobility, driving the transformation and growth of the converging Internet and communications industries. Nokia makes a wide range of mobile devices and provides people with experiences in music, navigation, video, television, imaging, games and business mobility through these devices. Nokia also provides equipment, solutions and services for communications networks.

About Indosat

Indosat Tbk is a leading telecommunication and information service provider in Indonesia that provides cellular services (Mentari, Matrix and IM3), fixed telecommunications or fixed voice service (IDD service such as IDD 001, IDD 008 and FlatCall 01016 and fixed wireless access such as StarOne and I-Phone). Indosat also provides fixed data (MIDI) services through Indosat and its subsidiary companies, Indosat Mega Media (IM2) and Lintasarta. In addition, Indosat provides 3.5 G cellular service with HSDPA technology. Indosat's shares are listed in the Jakarta and Surabaya Stock Exchange (JSX:ISAT) and its American Depository Shares are listed in the New York Stock Exchange .

www.nokia.com

http://money.cnn.com/news/newsfeeds/articles/prnewswire/UKTU01804092007-1.htm

Survey: Tens of Millions of 'White Collar' Workers Play 'Casual' Video Games

SEATTLE, Sept. 4 /PRNewswire/ -- PopCap Games, the leading developer and publisher of casual games, today unveiled the results of a survey targeting "white collar" workers who play casual video games. While white collar workers' consumption of casual games at home mirrored the overall casual gamer audience fairly closely, the survey revealed some surprising facts about the playing of casual games in the workplace -- and the motives behind the activity. Among the 7,102 consumers who answered the survey, 40% were identified as "white collar" workers. With conservative estimates pegging the casual games market at over 200 million people, this representative sample suggests that as many as 80 million white collar workers play casual games. Of those white collar workers surveyed, nearly a quarter (24%) said they play "at work" -- with fully 35% of CEOs, CFOs and other senior executives saying they play at work.

"It's not surprising that today's business professionals are casual video game users," said Carly Drum, a recognized expert on workplace issues and Managing Director of Drum Associates, a leading executive recruitment firm. "The face of today's executive workforce is definitely changing: we are seeing employees who are much more technologically savvy and familiar with all forms of new media from social networking to blogging and beyond. So, it's natural that some business executives would also look to casual videogames that they can play on their PC, mobile phone or BlackBerry during a work break, as a way to quickly relax and recharge their batteries, so to speak."

The survey identified 2,842 of the respondents as white collar workers -- employed in management, executive management, sales, accounting, medical, technical, consulting or administrative capacities. Of all 2,842 white collar workers surveyed, 98% said they played casual games at home and 24% said they played during work hours. Of all white collar casual gamers, 65% indicated they earn $50,000 or more in annual income (compared to 53% of casual game players overall), 22% said they earned $100,000 or more per year, and 58% indicated they had a college degree (compared to 46%). 91% of white collar gamers are age 30 or older, 68% are 40 or older, and 39% are 50 or older.

Playing At Work: Of those who said they played during work hours,


 

-- 14% admitted they had played casual games during business meetings or

conference calls, with two thirds (65%) of those saying they did so at

least once a month.

-- 61% said they play during lunch or other official break periods.

-- 52% said they play "during my work day, when I need a short break."

-- 19% said they play "at the end of my work day, to unwind."

-- 11% said they play "at the beginning of my work day before I get

started."


 

In addition, those who said they played during work hours said they do so with considerable frequency:

-- 53% said they play at work at least once a day.

-- 79% said they play at work several times a week or more.

-- 84% said they play casual games at work for between 15 and 60 minutes

each day, on average.

-- 11% said they played casual games at work for an hour or more each day


 

As to the effects of playing casual games at work, those who do so acknowledged the following effects after taking a short game break at work:

-- 84% said they felt "more relaxed and less stressed out."

-- 52% said they felt more confident, more energetic, more productive

and/or more mentally focused.

Senior Executives Have More Fun

Of all white collar gamers who participated in the survey, 241 (slightly more than 8%) were identified as "senior executives" -- CEOs, CFOs, presidents and other C-level executives. Compared to white collar gamers overall, these senior executives indicated a considerably higher frequency of play, including playing at work:

-- 35% of senior executives said they play casual games at work, vs. 23%

of other white collar gamers.

-- 70% said they play "during work, when I need a short break" -- vs. 49%

of other white collar gamers.

-- 61% said they play once a day or more frequently during each work day,

vs. 51% of other white collar gamers.

-- 71% said their typical game-play session at work lasts 15 minutes or

longer, vs. 62% of other white collar gamers.

Drum says that today's workers are very interested in employment that offers work-life balance -- and employers need to be sensitive to this. "It is a highly competitive job market and combating stress is a big part of maintaining a high level of productivity for all employees -- and providing a less stressful environment can equate to higher employee retention. Any way a worker can alleviate job stress through exercise, diet, increased sleep, or relaxing with a book or casual video game is a good thing."

Among all white collar gamers (not just those who play at work), when asked to choose the single most important reason for playing casual games, 72% chose a reason related to improving their mental state, while 24% chose "entertainment." As Cynthia Whitehead, a lawyer from Oakland, California, puts it, "After a long day of writing laws for formerly communist countries, the siren song of Bejeweled will beckon and I'll find myself unwinding with a few levels of gem-swapping."

Nearly half (48%) of respondents who said they play casual games at work indicated that they supervise other co-workers. Of those in supervisory roles, 79% said they encouraged their staff to take brief mental breaks during the workday, and 29% said that more than half of the employees who reported to them played casual games during the workday.

Fully 21% of all survey respondents said that at least some of their casual game playing occurs on their mobile device (cell phone, BlackBerry, Pocket PC, PDA, etc.). Of those who said they played on a mobile device, a whopping 68% said they had downloaded and purchased a game for their mobile device, roughly six times greater than the number for consumers overall.

Of all white collar workers who said they play casual games (not just those who play at work), 87% have been playing casual games for three years or more, and 58% have been playing for six years or more. In addition, 93% play at least once a week, 85% play twice a week or more, and 46% play every day. Three quarters (75%) said their casual gaming activities consume three or more hours of time per week.

Survey Methodology

This international research was conducted by Information Solutions Group (ISG; http://www.infosolutionsgroup.com/) exclusively for PopCap Games. The results are based on online surveys completed by 2,842 respondents randomly selected between June 15 and June 29, 2007. The audience consisted of 1,899 United States and 943 international PopCap.com Website visitors; 772 were men and 2,069 were women. In theory, in 19 cases out of 20, the results will differ by no more than 1.8 percentage points from what would have been obtained by seeking out and polling all PopCap.com users age 18 and over. Smaller subgroups reflect larger margins of sampling error. Other sources of error, such as variations in the order of questions or the wording within the questionnaire, may also contribute to different results.

Specific Roles and Titles

The exact breakout of titles/roles among 2,842 white collar workers surveyed was:

-- 29% Professionals (accountants, architects, doctors, etc.)

-- 24% Clerical/Support Staff (administrative, secretarial, clerical,

etc.)

-- 17% Middle Management (managers, directors, etc.)

-- 14% Technical Staff (IT, programming, support etc.)

-- 9% Executive/Senior Management (CEOs, CFOs, CIOs, Presidents, etc.)

-- 7% Other Management/Sales


 

About PopCap

PopCap Games (http://www.popcap.com/) is the leading multi-platform provider of "casual games" -- fun, easy-to-learn, captivating computer games that appeal to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of over 120 people in Seattle, San Francisco, Chicago, Vancouver, B.C. and Dublin. Its games have been downloaded more than 350 million times by consumers worldwide, and its flagship title, Bejeweled(R), has sold more than 10 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap's games are played on the Web, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod and more), popular game consoles (such as Xbox), and in-flight entertainment systems. PopCap is the only casual games developer with leading market share across all major sales channels, including Web portals, retail stores, mobile operators and developers, and game device manufacturers.

The PopCap logo and all other trademarks used herein that are listed at http://www.popcap.com/trademarks are owned by PopCap Games, Inc. or its licensors and may be registered in some countries. Other company and product names used herein may be trademarks of their respective owners and are used for the benefit of those owners.

PopCap Games