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New Screens Released for Dishonored!

Bethesda are pleased to announce that they’ve released new screenshots for Dishonored, the immersive first-person action game under development at Arkane Studios.

Dishonored casts you as a supernatural assassin driven by revenge. With the game’s flexible combat system, creatively eliminate your targets as you combine the supernatural abilities, weapons and unusual gadgets at your disposal. Pursue your enemies under the cover of darkness or ruthlessly attack them head on with weapons drawn. The outcome of each mission plays out based on the choices you make.

Dishonored is slated for release on the Xbox 360, PlayStation 3, and PC in 2012. For more information on Dishonored visit www.Dishonored.com.

 
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Annual Symantec Internet Security Threat Report Reveals

81 Percent Increase in Malicious Attacks

SYDNEY, Australia. – May 1, 2012– Symantec Corp. (Nasdaq: SYMC) today announced the findings of its Internet Security Threat Report, Volume 17, which shows that while the number of vulnerabilities decreased by 20 percent, the number of malicious attacks continued to skyrocket by 81 percent. In addition, the report highlights that advanced targeted attacks are spreading to organisations of all sizes and variety of personnel, data breaches are increasing, and that attackers are focusing on mobile threats.

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Malicious Attacks Continue to Grow Rapidly
Symantec blocked more than 5.5 billion malicious attacks in 2011, an increase of 81 percent over the previous year.  In addition, the number of unique malware variants increased to 403 million and the number of Web attacks blocked per day increased by 36 percent.

At the same time, spam levels fell considerably and new vulnerabilities discovered decreased by 20 percent.  These statistics, compared to the continued growth in malware, paint an interesting picture. Attackers have embraced easy to use attack toolkits to efficiently leverage existing vulnerabilities.  Moving beyond spam, cyber criminals are then turning to social networks to launch their attacks.  The very nature of these networks makes users incorrectly assume they are not at risk and attackers are using these sites to target new victims.  Due to social engineering techniques and the viral nature of social networks, it’s much easier for threats to spread from one person to the next.

Advanced Targeted Attacks Spread to Organisations of All Sizes
Targeted attacks are growing, with the number of daily targeted attacks increasing from 77 per day to 82 per day by the end of 2011.  Targeted attacks use social engineering and customised malware to gain unauthorised access to sensitive information.  These advanced attacks have traditionally focused on public sector and government; however, in 2011, targeted attacks diversified.

Targeted attacks are no longer limited to large organisations. More than 50  percent of such attacks target organisations with fewer than 2,500 employees, and almost 18 percent target companies with fewer than 250 employees. These organisations may be targeted because they are in the supply chain or partner ecosystem of a larger company and because they are less well-defended. Furthermore, 58 percent of attacks target non-execs, employees in roles such as human resources,, public relations, and sales.  Individuals in these jobs may not have direct access to information, but they can serve as a direct link into the company.  They are also easy for attackers to identify online and are used to getting proactive inquiries and attachments from unknown sources.

Rise of Data Breaches, Lost Devices Concern for the Future
Approximately 1.1 million identities were stolen per data breach on average  in 2011, a dramatic increase over the amount seen in any other year. Hacking incidents posed the greatest threat, exposing 187 million identities in 2011—the greatest number for any type of breach last year. However, the most frequent cause of data breaches that could facilitate identity theft was theft or loss of a computer or other medium on which data is stored or transmitted, such as a smartphone, USB key or a backup device. These theft-or loss-related breaches exposed 18.5 million identities.

As tablets and smartphones continue to outsell PCs, more sensitive information will be available on mobile devices. Workers are bringing their smartphones and tablets into the corporate environment faster than many organisations are able to secure and manage them. This may lead to an increase in data breaches as lost mobile devices present risks to information if not properly protected. Recent research by Symantec shows that 50 percent of lost phones will not be returned and 96 percent (including those returned) will experience a data breach.

Mobile Threats Expose Businesses and Consumers
Mobile vulnerabilities increased by 93 percent in 2011. At the same time, there was a rise in threats targeting the Android operating system.  With the number of vulnerabilities in the mobile space rising and malware authors not only reinventing existing malware for mobile devices, but creating mobile-specific malware geared to the unique mobile opportunities, 2011 was the first year that mobile malware presented a tangible threat to businesses and consumers. These threats are designed for activities including data collection, the sending of content, and user tracking.

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“In 2011 cybercriminals greatly expanded their reach, with nearly 20% of targeted attacks now directed at companies with fewer than 250 employees,” said Stephen Trilling, Chief Technology Officer, Symantec.  “We’ve also seen a large increase in attacks on mobile devices, making these devices a viable platform for attackers to leverage in targeting sensitive data.  Organisations of all sizes need to be vigilant about protecting their information.”

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About the Symantec Internet Security Threat Report
The Internet Security Threat Report provides an overview and analysis of the year in global threat activity. The report is based on data from the Global Intelligence Network, which Symantec’s analysts use to identify, analyse, and provide commentary on emerging trends in attacks, malicious code activity, phishing, and spam.

About Security Technology and Response
The Security Technology and Response (STAR) organisation, which includes Security Response, is a worldwide team of security engineers, threat analysts and researchers that provides the underlying functionality, content and support for all Symantec corporate and consumer security products. Symantec has established some of the most comprehensive sources of Internet threat data in the world through the Symantec Global Intelligence Network, which is made up of more than 64.6 million attack sensors and updates several thousand times every second.  This network monitors attack activity in more than 200 countries and territories and tracks more than 47,000 vulnerabilities affecting more than 40,000 products from more than 15,000 vendors.  Spam, phishing and malware data is captured through a variety of sources, including the Symantec Probe Network, Skeptic, Symantec.cloud and a number of other Symantec security technologies. The team uses this vast intelligence to develop and deliver the world’s most comprehensive security protection.

About Symantec
Symantec is a global leader in providing security, storage and systems management solutions to help consumers and organisations secure and manage their information-driven world. Our software and services protect against more risks at more points, more completely and efficiently, enabling confidence wherever information is used or stored. More information is available at www.symantec.com or by connecting with Symantec at: go.symantec.com/socialmedia.

 
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SONIC & ALL-STARS RACING TRANSFORMED™ CHANGES THE RULES OF RACING

Tuesday 1st May 2012 – SEGA® Europe and SEGA® of America Inc. are excited to announce Sonic & All-Stars Racing Transformed™, a thrilling new racing experience featuring Sonic the Hedgehog and a fantastic cast of SEGA All-Stars competing across land, air and water in vehicles that fully transform from cars, to planes to boats.  Sonic & All-Stars Racing Transformed will speed on to the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, PlayStation® Vita, Nintendo 3DS™ hand-held system and PC Digital Download late in 2012.

Following on from the huge success of Sonic & SEGA All-Star’s Racing™, the characters now have their own unique transforming vehicles designed to take advantage of the varying terrain.  The line up on the Sonic & All-Stars Racing Transformed grid sees SEGA favourites – including Sonic the Hedgehog, Dr Eggman and AiAi – return to battle against newcomers that include Gilius Thunderhead of Golden Axe and Vyse of Skies of Arcadia.  The brand new dynamic environments and tracks in Sonic & All-Stars Racing Transformed are once again inspired by SEGA’s illustrious gaming history. When the road falls away beneath you on Super Monkey Ball’s Temple Trouble track your car transforms into a boat and speeds down the rivers and rapids, whilst the Panzer Dragoon inspired track, Dragon Canyon, takes you into the sky in complete control of your plane, barrel rolling to out-manoeuvre rivals and obstacles before transforming back in to a car and racing to the finish line.

“Given the fantastic feedback we received from critics and consumers alike for the first game we really wanted to push the boundaries on our follow up game, Sonic & All-Stars Racing Transformed” commented David Corless, Global Sonic Brand Director.  “The transforming vehicles allow us to do this – as well as drifting your car around the corners of a track, you get to fly your plane and pilot your boat against others all within one race.  Add to this a grid full of star characters, retro IP, fun, fast race modes and cool tracks and racing fans of all ages are sure to love this one!”

Sonic & All-Stars Racing Transformed also sees the popular All-Star moves return with a brand new mechanic allowing your All-Star bar to power up faster if you race daringly and stylishly.  An all new fair weapon system ensures that weapons fired at your vehicle can either be blocked or evaded once you have gained the skills to do so, making each race a unique and exhilarating experience whether it’s on water, in the air or on land.  Old rivalries can be settled and new track records set in the enhanced online multiplayer mode, whilst the Grand Prix mode and competitive Battle Arenas will prove that Sonic & All-Stars Racing Transformed is certainly set to change the rules of the race.

To view further information visit: www.facebook.com/sonic

 
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STUDIO GHIBLI’S LATEST MASTERPIECE – ARRIETTY COMES TO DVD & BLU-RAY.

Madman proudly presents the visually stunning new animated feature from the world-renowned Studio Ghibli – ARRIETTY, available on DVD ($29.95srp) and Blu-Ray ($39.95srp), May 23, 2012.

ARRIETTY is the story of the Clock family – the youngest of which is 14-year-old Arrietty – a race of ‘little people’ living beneath the floorboards of a sprawling mansion, hidden in a luscious garden in the suburbs of Tokyo. Everything they have, they borrow – or make from the things they have borrowed – but in order to survive in anonymity, they must do so sparingly and carefully, choosing only discrete items that will never be noticed.

One fateful day, their peaceful existence is interrupted by the arrival of Sho, a poorly young boy who has moved into the mansion while he waits for urgent medical treatment. The adventurous Arrietty is intrigued by him, and despite her parents’ warnings about the dangers of being seen by big people, she accidentally allows herself to be discovered by Sho. Before long, the two begin to confide in each other and a friendship begins to blossom.

Based on Mary Norton’s much-loved children’s book, The Borrowers, and written for the screen by Academy Award®-winning filmmaker, Hayao Miyazaki, ARRIETTY is a magical family adventure, and in the true Studio Ghibli fashion, has universal appeal for young and old alike.

The DVD and Blu-Ray releases include both the original Japanese language (with English subtitles) and English dubbed versions of the film – with the English dubbed version featuring a stellar line-up of U.K. voice talent, including Saoirse Ronan (HANNA, THE LOVELY BONES), Olivia Colman (HOT FUZZ, THE IRON LADY), Mark Strong (KICK-ASS, TINKER TAILOR SOLDIER SPY), Geraldine McEwan (ROBIN HOOD: PRINCE OF THEIVES, THE MAGDALENE SISTERS) and more.

For a full list of Studio Ghibli DVDs and Blu-Rays, visit www.madman.com.au/studioghibli.

ARRIETTY will be released on DVD ($29.95srp) and Blu-Ray ($39.95srp) on May 23, 2012.

 
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Full teaser trailer for Metal Gear Rising Revengeance

 
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SEEK Jobs app for iPhone now available on the App Store

The most jobs in one little app

Australia’s number one job site, SEEK, has launched its new iPhone app which provides jobseekers with a fully integrated job search experience across their desktop, iPhone and iPad.

Recent SEEK research revealed that Australians are searching for new jobs on the move in unprecedented numbers, with 7.9 million visits to the SEEK mobile website over the past three months.

“With 20% of all visits to SEEK coming from mobiles and more than 130,000 job applications started on mobile each month, we want to provide jobseekers with the easiest way to find their ideal job – anywhere, anytime” says Doug Blue, SEEK’s Product Director.

 
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Game of Thrones: More Battles Exposed in Screenshots!

Game of Thrones, the RPG, today unveiled 5 new screenshots! The role-playing game for PlayStation® 3, Xbox 360® and PC, based on the best-seller novels by George R.R. Martin and the popular HBO® TV series, revealed more of its epic battles that players will soon be able to take part in. Many opponents are eager to battle them as they explore the continent of Westeros to complete their Quest!

Intense and tactical battles in Game of Thrones pit players against merciless opponents. They will need to be aware of the battle situation at every moment or they will soon encounter their bitter fate!

Anticipating the actions of the enemy and countering their moves will be necessary to emerge victorious from combat. With a large variety of character classes, elaborate skill trees and a broad range of weaponry and armors, all players will find something that suits their needs. By planning the best tactics, they will be able to win even the most difficult battles! Discover more battles of the RPG, Game of Thrones, through the 5 screenshots released today!

Game of Thrones will be released in Australia in June 2012.

 
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Hitman Absolution Hope News Times #2

 
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Diablo III TV Spot – Watch it Now

 
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Hands Up! It’s game on in the classroom

Digital Australia report finds 7 out of 10 parents use computer and video games as an educational tool 

Sydney, Australia – 30 April 2012 – Australian parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games & Entertainment Association (iGEA).

The report conducted by Bond University, Digital Australia 2012, found that four in five parents with children under 18 years old play games and of these parents, 88 per cent play with their children. Furthermore, 9 in 10 of these parents say games are educational and three in four parents actively use games as an educational tool with their children.

The report found that parents are seeing their children receive numerous educational benefits from playing computer and video games including learning about technology, maths, science, planning, language, work, life and society in general.

Ron Curry, CEO of iGEA, says video games are increasingly embraced as teaching tools not only by parents but by school teachers and university lecturers too.

“Educational games bring the fun, engaging and challenging elements of video games together with a learning or informative component.  Whether it’s at home or in the classroom, we’re seeing a lot more people use the appeal of video games to make learning fun,” said Curry.

In 2011, Victorian Education Minister, Martin Dixon released findings from the Department of Education and Early Childhood Development’s Innovating with Technology 2011 report which highlights the positive role computer games play in student learning.

“Once thought of as a distraction to students, this report shows that computer games are now cementing their place in the classroom as important learning tools for all the right reasons,” Mr Dixon said.

“The early feedback from the 40 schools involved in this year-long trial has been overwhelmingly positive, with the initial reports from schools showing that while digital games were fun, they also held vast educational value and generated student interest in ways that more traditional methods hadn’t.”

Two further examples of video games being used in the classroom are included below:

 

  • Fitzroy North Primary School has seen the benefits of using computer and video      games when its Years 5 and 6 students played games such as Sim City 4 and      Civilization as part of their Humanities and Science subjects.  Kynan      Robinson, Leading Teacher – ICT and Creativity at Fitzroy North Primary      School, says, “I am a big believer in using games in education as games      absolutely add to the learning experience.  It goes further than      simply engaging students; it encourages them to experiment, to share, to      develop, to publish and to work together.”
  • Last year, Lynette Barr, a Year 5 and 6 teacher at Pentland Primary, received      an Outstanding Primary Teacher Award for her work in investigating the      power of games-based learning in literacy and numeracy.        Lynette Barr said, “Using an online maths games such as Lure of the      Labyrinth has been such a hit with my students.  They are more      willing to take risks and explore other areas of the curriculum as well as      help other students learn.”

Other key findings of the Digital Australia report include:

  • 79      per cent of parents are always or most of the time present when buying      video games for their children
  • Australian      gamers are playing video games moderately with 57 per cent playing either      daily or every day
  • 59      per cent of Australian gamers play up to an hour at one time and only 3      per cent play for five hours or more in one sitting
  • The      average Australian gamer is 32 years old

Digital Australia 2012 is the 4th report in a series conducted by Dr Jeff Brand at Bond University, based on a random sample of over 1,200 Australian households. It provides data on computer and video game use and attitudes, as well as the broader consumption of digital media.