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SEAGATE TOPS 1 MILLION MARK IN SHIPMENTS OF SELF-ENCRYPTING HARD DRIVES FOR LAPTOP PC’S AND DATA CENTER SERVERS

Customer adoption swells as more computer makers ship systems powered by Seagate® SEDs, Seagate’s security alliances grow, and more SEDs win key government certification

RSA Conference, SAN FRANCISCO, Calif. — February 14, 2011 — Seagate (NASDAQ:STX) today announced that it has shipped more than 1 million self-encrypting laptop and enterprise hard drives. Sales of the Seagate® hard drives with built-in encryption continue to surge as more computer makers offer the drives to protect against unauthorized access to sensitive data, more independent software vendors team up with Seagate to provide the management capabilities required for company-wide installations of self-encrypting laptop PCs, and more of the drives win U.S. government certifications:

Six original equipment manufacturers – Dell, Fujitsu, Hitachi, IBM, LSI and Network Appliance – now offer products powered by Seagate enterprise self-encrypting drives (SEDs). All told, Seagate now ships 24 products in a family of enterprise drives that includes Savvio®, Cheetah®, Constellation® ES and Constellation® SEDs.
Dell, Lenovo and Panasonic are shipping or qualifying standard-sized or thin laptops with Seagate Momentus® and Momentus® Thin SEDs as optional features.
Seagate’s independent software vendor (ISV) partnerships have grown to include security leaders Credant, McAfee, Mobile Armor, Secude, Softex, Symantec, Wave Systems and WinMagic. With management software from these providers, organizations can easily and affordably manage and protect encryption keys and passwords to simplify deployments of Momentus and Momentus Thin SEDs.
Seagate’s family of Savvio, Cheetah, Constellation and Momentus SEDs have secured FIPS 140-2 certification from the U.S. National Institute of Standards and Technology (NIST). This key government certification clears the way for deployments of Seagate self-encrypting drives by all U.S. and Canadian federal agencies, many state and local governments, and regulated industries such as healthcare, finance and defense required to use FIPS-certified gear

to help protect sensitive data on PCs and computer networks and in data centers. The Seagate laptop and enterprise hard drives are the first with native encryption to earn the FIPS certification.

Dell and Panasonic now offer laptops featuring FIPS-certified Momentus SEDs.
Several major original equipment manufacturers (OEMs) are now qualifying Momentus SEDs that are compliant with the Trusted Computing Group’s Opal specification. The Trusted Computing Group, an international body that promotes open standards for computer security, issued the Opal specification in 2009. The specification is focused on enabling the ecosystem for self-encrypting drives and increasing their adoption.
Seagate enterprise SED shipments have tripled over the past two quarters, while the company’s laptop SED shipments have doubled in each of the past three years.
“Companies and government organizations worldwide increasingly are securing confidential information on self-encrypting hard drives, recognizing that this commonsense yet powerful approach simplifies the deployment of security for data at rest,” said Charles Kolodgy, research director of security products for analyst group IDC. “As storage and security continue to converge, solutions like Seagate’s self-encrypting hard drives are leading the way by providing organizations with the strong, easy-to-use security they need to protect their data assets.”

Seagate® Enterprise Self-Encrypting Drives Deliver Government-Grade Security

Seagate offers a full lineup of enterprise SED options within its Savvio, Cheetah, and Constellation families. Strong enough for national security, yet easy enough for the one-person IT department, Seagate enterprise SEDs simplify decommissioning and preserve hardware value for returns and repurposing by eliminating the need to overwrite or physically destroy the drive, securing warranty and expired lease returns, and enabling drives to be repurposed securely.

Laptop Lockdown with Momentus® Self-Encrypting Drives

Momentus® SEDs give organizations of all sizes a simple, cost-effective way to protect against unauthorized access to data on notebook PCs and a powerful tool for complying with the growing number of data privacy laws calling for the protection of consumer information using government-grade encryption. The AES encryption chip in the Momentus SEDs automatically and transparently encrypts all drive data, not just selected files or partitions. The 2.5-inch drive also eliminates disk initialization and configuration required by encryption software, allows IT administrators to instantly erase all data cryptographically so the drive can be quickly and easily redeployed, and delivers full inline-speed encryption with no impact to system performance.

Momentus SEDs keep all security keys and cryptographic operations within the drive, separating them from the operating system to provide greater protection against hacking and tampering than traditional software alternatives, which can give thieves backdoor access to encryption keys and are otherwise more vulnerable to key theft. Momentus SEDs are offered in capacities up to 500GB.

Seagate at RSA Conference

See Seagate® SEDs in demonstrations at the following booths of Seagate’s ISV partners at the Moscone Center in San Francisco, site of this year’s RSA Conference:

Softex – #750
Wave Systems – #939
WinMagic – #839

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http://media.seagate.com

 
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Study: Casual Video Games Demonstrate Significant Ability to Reduce Depression and Anxiety; Clinical Importance Highlighted

First-of-Its-Kind Clinical Study by East Carolina University Establishes Efficacy of Bejeweled® and Other Games in Reducing Clinical Depression and Anxiety

SYDNEY – 17 February, 2011 — East Carolina University’s Psychophysiology Lab and Biofeedback Clinic today revealed the results of a year-long randomized, controlled clinical study that measured the efficacy of so-called “casual” video games (CVGs) in reducing symptoms of depression and anxiety as a co-morbid condition. Nearly 60 subjects, half of whom served as controls, all meeting the criteria of clinical depression, participated in the study, which involved three family-friendly, non-violent puzzle games: Bejeweled 2®, Peggle® and Bookworm® Adventures. (All of the games are made by PopCap Games, underwriter of the study.) The hypothesis was tested using state-of-the-art technologies including psychophysiology, biochemical and psychological measurements, and found an average reduction in depression symptoms of 57% in the experimental (“video game”) group. The study, the first such research ever to measure the efficacy of video games in reducing depression and anxiety, also found significant reduction in anxiety, as well as improvements in all aspects of mood, among study subjects who played the casual video games.

“The results of this study clearly demonstrate the intrinsic value of certain casual games in terms of significant, positive effects on the moods and anxiety levels of people suffering from any level of depression,” stated Dr. Carmen Russoniello, Director of the Psychophysiology Lab and Biofeedback Clinic at ECU and the professor who oversaw the study (as well as previous studies involving the same games’ effects on stress levels). “In my opinion the findings support the possibility of using prescribed casual video games for treating depression and anxiety as an adjunct to, or perhaps even a replacement for, standard therapies including medication. Remarkably, these games had both short term (after 30 minutes of game play) and long term (after one month) effects when compared to the control group. Equally important, the data supports the hypothesis that casual video games contain intrinsic qualities that, when played, provoke physiological and biochemical changes consistent with positive changes in mood and anxiety.”

According to the National Institute of Mental Health in the United States an estimated 20.9 million American adults (9.5% of the U.S. population age 18 or older) suffers from a mood disorder, and more than two thirds of those (14.8 million U.S. adults) are cases of major depression. Depression is the leading cause of disability in the U.S. for people aged 15 to 44. Depressive disorders often co-occur with anxiety disorders, and approximately 40 million American adults (about 18 percent of all U.S. adults) have an anxiety disorder.

Findings

High-level findings of the study are provided below. Additional details, along with findings of previous studies, are available at www.edu.ecu/biofeedback. Results indicate that there was a 57% average decrease in depression symptoms among participants in the experimental group and this was statistically significant when compared to the control group.

Table 1 (available at http://bit.ly/f7cgMQ ) presents clinical results for PHQ-9 pre- and post-study for both the video game and control groups:

The video game group saw significant reductions in depression across the board, with all seven subjects previously classified as suffering from moderate to severe depression moving to the minor or minimal depression categories. At the same time, the number of subjects classified as having minor depression dropped from nine to four.

Graph 1 (available at http://bit.ly/hyPZBs ) illustrates the decrease in depression symptoms in the casual video game group and shows how all participants in this group shifted into the mild symptom category:

Further analyses revealed differences in the effects of the games on male test subjectscompared to female subjects, as well as differences between younger (less than 25 years) and older (equal to or greater than 25) study participants. Significant changes in overall mood (65% improvement on average) and anxiety level (20% reduction in anxiety on average) were also identified among subjects in the video game group. Even somatic, or overall physical, symptoms, improved in the experimental group, by 36% on average. Additional details on these and other initial findings of the study are available atwww.edu.ecu/biofeedback.

Methodology

The study hypothesis, methodology and logistical plan were developed between July 2009 and August 2010, and the clinical state of the study was conducted between August 2010 and November 2010 and included a total of 59 subjects. Twenty-nine participants served as controls surfing the National Institutes of Mental Health’s Web page on depression. The experimental group consisted of 30 participants with 18 choosing to play Bejeweled 2; seven participants choosing to play Peggle and five participants choosing to play Bookworm Adventures (BWA). There were 30 females and 29 males in the study. Participants ranged in age from 18 to 74 with average age calculated at 30. Sixty-five percent of the participants were European-Americans; twenty three percent were African Americans, 3.3% Hispanic Americans, 1.6 % Asian Americans and 3.3% other. Sixty-three percent were gamers and 31% were not. Twenty-three percent were on anti-depressant medications and 73 % were not. Additional specifics of the study methodology can be found at www.edu.ecu/biofeedback.

“Compliance was not an issue in this study with all participants meeting minimum playing time requirements and there were no side effects reported in the month long study. Given that only 25% of people who suffer from depression are receiving treatment, it seems prudent to make these low cost, readily accessible casual games video games available to those who need them. They should be made available at health clinics, community centers, online ‘medical sites’ and given out by therapists as a means of intervention.”

 
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Kingston Digital Delivers a Fully Managed and Cost-Effective Secure USB for Enterprise Solutions

Kingston Digital Delivers a Fully Managed and Cost-Effective Secure USB for Enterprise Solutions

(Please click on the image above to download high resolution image)

  • FIPS 140-2, Military-grade Security Available to Businesses of Any Size
  • Best-in-class Security Management from BlockMaster Provides Industry’s Most Detailed Control and Protection
  • Kingston’s Memory Expertise, Chip-Buying Power and Distribution Channels Allow for Worldwide Availability, Delivery, Customer Service

Sydney, Australia — February 17, 2011 – Kingston Digital, Inc., the Flash memory affiliate of Kingston Technology Company, Inc., the independent world leader in memory products, today announced a series of portable data security solutions — the DataTraveler 4000 (DT4000) and DataTraveler Vault-Privacy Managed (DTVPM) — offering enterprises the most flexible, cost-effective USB options that also deliver unmatched security control. A leader in memory solutions since 1987, Kingston delivers these new products as part of the industry’s only secure USB family ranging from general purpose business use to flexible, managed enterprise offerings, and to platforms for the most secure and rigid government standards.

While many organisations depend on the portability and simplicity of USBs for data management, removable media became an unfortunate focal point in 2010 for some of the most troubling security events — from Stuxnet to Wikileaks — and consumerisation only served to raise further issues of control. However, when deployed correctly, the portability and simplicity that characterize USB risk can be its greatest asset, enabling it to serve as a strategic security tool.
Currently, enterprise USB options are limited in their ability to offer both flexibility and stringent security. Existing solutions range from expensive and rigid platforms built to adhere to the highest government security certifications, to lightweight security offerings that offer little in the way of specific device management and are being loosely managed with general purpose endpoint security software. Kingston’s new offerings draw from the company’s unparalleled expertise with field-proven, government-tested and internationally deployed platforms supported with the industry’s best warranty, service and support. The major features include:

– DT4000: brings military-grade encryption to corporations such as finance and healthcare, which require high-level protection for sensitive information. The DT4000 is FIPS 140-2 Level 2 validated for the entire cryptographic module – not just the security processor as with some other solutions. The DT4000 will also be available as a centrally-managed drive later this year.

– DTVPM: offers corporate customers centralised control of all USB activity. Leveraging the world-class SafeConsole server software from BlockMaster, a company with the broadest and most mature management offering on the market, the DTVPM solution offers advanced features including password control, device state management, file audit log and file restrictor options to control what file types may be saved to the drive.

“Managed secure USB drives are a necessity within many professional organisations,” said Anders Kjellander, Chief Security Officer at BlockMaster. “The financial, legal and truly practical benefits of getting in control of USB drive usage are driving this movement. BlockMaster’s strong relationship with a global leader as Kingston will make managed secure USB drives highly available to customers.”

“Kingston is known the world over as the memory company of choice among the Fortune 500. Our expertise in high-level encryption standards, worldwide access to controllers and NAND Flash combined with tremendous purchasing power and distribution channels allow us to extend our heritage further into the corporate space with our secure USB offerings,” said Nathan Su, Flash Memory Sales Director, APAC Region, Kingston. “In addition to the DT4000, our relationship with a software security leader like BlockMaster gives our global customer base a back-end, centralized management solution for portable data peace of mind and protection.”

Other upcoming Kingston secure USB Flash drives include a centrally managed version of the DataTraveler 4000 for corporations requiring FIPS 140-2 Level 2 security. For more specific product information, please visit: http://www.kingston.com/asia/flash/secure_usb.asp.

Like all Kingston DataTraveler products, Kingston DataTraveler 4000 and DataTraveler Vault-Privacy Managed USB Flash drives carry a guaranteed five-year warranty and free technical support services. For more details, please visit Kingston website: www.kingston.com/anz

Pricing and Availability
Manufacturer: Kingston Digital
Product Name: DataTraveler 4000 (DT4000) and DataTraveler Vault-Privacy Managed (DTVPM)
RRP:

Item PR RRP inc AUD
DTVPM/2GB $ 44.00
DTVPM/4GB $ 72.00
DTVPM/8GB $ 106.00
DTVPM/16GB $ 214.00
DTVPM/32GB $ 633.00
DT4000/2GB $ 65.00
DT4000/4GB $ 82.00
DT4000/8GB $ 129.00
DT4000/16GB $ 225.00
Item PR RRP inc NZD
DTVPM/2GB $ 74.00
DTVPM/4GB $ 85.00
DTVPM/8GB $ 125.00
DTVPM/16GB $ 253.00
DTVPM/32GB $ 748.00
DT4000/2GB $ 77.00
DT4000/4GB $ 97.00
DT4000/8GB $ 152.00
DT4000/16GB $ 265.00

Website: www.kingston.com/anz
Australian Distributors: Avnet Australia Pty Ltd, Ingram Micro, Simms International Pty Ltd., Synnex Australia PTY Ltd.
New Zealand Distributors: Ingram Micro NZ, Synnex NZ, Simms NZ
Warranty: Kingston DataTraveler products are backed by a five-year warranty and free technical support.
Availability: March 7th, 2011

Supporting Links

 
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Lloyd Borrett speaks about Cyber Bullying

Lloyd Borrett speaks about Cyber Bullying Impulse Gamer talks to Lloyd Borrett, Security Evangelist for AVG (AU/NZ) about the dangers of cyber bullying and how to empower your children to prevent them from being a victim.

As bullying moves away from traditional domains such as primary schools and high schools, what are your thoughts on why cyber bullying has become so dangerously popular among some of the younger generation?

Lloyd Borrett:
The Internet can be a wonderful and powerful tool when used properly by children who are aware of the dangers online. However, it’s also a powerful tool for bad people, especially cyber bullies clever enough to cloak their real identity and remain anonymous online.

Combine this with the fact that today’s kids spend so much time online with cheap, easy and ubiquitous access to the Internet via smart phones, tablets and mobile computers. Then add in that children are using social networks to give away their hearts and information to people who don’t deserve it. These kids just make it too easy for the bullies.

But there are other factors to consider. Once upon a time bullying might take the form of an insult written on a toilet wall, or name calling in the school yard. But today, it can take the form of real and fake photos and videos. It can be as simple as someone status-jacking their Facebook account and changing their “looking for” preference to that of the same sex, or sending rather unchivalrous messages to their friends of the opposite sex.

Cyber bullies can torment their victims around the clock. Plus the victim’s whole painful experience can now be witnessed by millions of virtual onlookers via social network sites. This increases the feeling of devastation. The victim simply doesn’t know how many people have seen the message, photo or video.  

Who should take responsibility for preventing cyber bullying in Australia?

Lloyd Borrett:
Well it starts with the children themselves. Most cyber bullying against children is done by other children, typically ones they know. If the kids properly understand the consequences of participating in any form of bullying and take responsibility for their actions, then the problem disappears.

Of course it’s also up to those who witness cyber bullying to report it. Thankfully, social network users are more likely to report online harassment.

It’s up to parents, teachers and family to educate the children about the right behaviours, values and expectations so that the kids simply won’t be tempted to get involved. Get the kids to think about “walking in someone else’s shoes”: how would they feel if this was happening to them.

Governments and the Internet services industry need to do more to support parents and teachers by making appropriate resources readily available.

The social networking sites also need to be doing more. 

With the Girl Guides Australia survey reporting that two thirds of young girls are subjected to bullying, not only are these results quite alarming but also quite dangerous. Were you surprised as the findings?

Lloyd Borrett:
No, I wasn’t. Especially when you combine these results with information from other sources reporting higher rates of suicide by children; that child suicide is often a result of bullying; and cyber bullying is a rapidly increasing part of bullying. 

Which gender do you believe are more prone to cyber bullying and why?

Lloyd Borrett:
Research shows boys are more likely to be the cyber bullies, and girls the victims. Anecdotal and hearsay evidence, plus the results of academic and scientific research, all show there is much more pressure on boys in today’s society. 

You mentioned in the article “Cyber bullying is not acceptable — how to help your children stand up for themselves online” (http://www.avg.com.au/news/avg_cyber_bullying_is_not_acceptable/) that “status-jacking” has become a growing trend. What advice can you give children and parents if this happens to them?

Lloyd Borrett:
If the status-jacker hasn’t already done so and thus effectively locked them out, the victim needs to get online and change their passwords to the account that has been compromised. Then they should change the passwords on their other online accounts. Children should report it to their parents or teachers. They should report it to the operators of the service, plus other authorities as appropriate. Save the details of any messages, images or videos as proof.  

Should social networking sites take more responsibility to prevent cyber bullying?

Lloyd Borrett:
There is more cyber bullying happening on Facebook and other social sites than the rest of the web. The operators of these social sites must take more responsibility for preventing the misuse of the systems and communities they have created. Just as a publican can’t escape responsibility for unruly behaviour by patrons at their pub, nor should the owners of social networking sites be able to put up their hands and say it’s not their fault when their services are used to facilitate cyber bullying. 

Do you believe that common law should now reflect cyber bullying?

Lloyd Borrett:
Sorry, not my area of expertise. Doesn’t it already? I doubt that anybody is getting off from being changed with cyber bullying related wrongdoings because of gaps in the law. 

What are the signs that a child is being cyber bullied?

Lloyd Borrett:
We all need to keep a look out for signs of depression. Studies have shown that there is little difference in depression levels between physical bullies and their victims. However, those who were victims of cyber-bullying exhibited higher levels of melancholy than their attackers.

Bullying is linked to lower levels of academic achievement, well-being and social development. So if your child’s grades are slipping, or if they’re withdrawing from their usual circle of friends and team activities, take it as a potential warning signal.

Cyber bullying is also often about social elimination. Be alert to children becoming suddenly cut off from their peers. 

Do you believe that schools or parents of the bullies are doing enough to stop cyber bullying?

Lloyd Borrett:
It’s important that parents and teachers communicate often with kids about their online life. They should be properly monitoring, and where necessary controlling, the cyber life of the kids. Parents need to be sharing it with them, instead of looking the other way or claiming ignorance of the technology.

Parents and teachers need to let the children know that ‘stranger danger’ applies to people online, just as it does in ‘real life’. Let them know that they shouldn’t accept messages from or exchange pictures with an online ‘friend’ or arrange to meet people they don’t know. They shouldn’t give out private or sensitive information such as passwords, their name, e-mail addresses, home address, phone number, school name or family or friends’ names online. But above all else, let them know that when something doesn’t seem right, it probably isn’t. Encourage them to trust their instinct. 

What would you recommend to the government and schools in order to create a cyber-bullying curriculum to prevent this phenomenon from growing larger in Australia?

Lloyd Borrett:
A lot has already been done and programs are in place. The Australian Communications and Media Authority’s (ACMA) Cybersmart program — www.cybersmart.gov.au — provides education resources, advice and support for young people, teachers and families about a range of online safety issues. The Cybersafety Contact Centre provides practical information and helpful advice about and reporting of cyber safety matters.

There are many other programs and other curriculum material available. However, whether it is reaching the people it needs to, whether it’s being kept properly up-to-date, and whether it’s getting the message across adequately is hard to say one way or the other. Of course we can always be doing more, but then something else has to give way. 

How much monitoring should parents do while their children are on the internet?

Lloyd Borrett:
Parental monitoring is vitally important. So too is putting in place appropriate parental control measures to protect children from cyber bullying and blocking hateful content.

Parents should also look into what parental control features they may already have, but may not be using. There are a number of features built into video game systems, your TVs, mobile devices, internet browsers, and even certain computer operating systems. Be sure to include these in your research.

However, parents can’t always be looking over their kids’ shoulders to stop e-mail, chat and social network messages from pranksters and bullies. But they can help their kids be safe and savvy online. 

Cyber bullying was relatively unheard of 15-years ago, what do you think the future will hold for children of tomorrow?

Lloyd Borrett:
15 years ago not many kids were online, so it’s not surprising cyber bullying was unheard of. But today’s technology landscape is radically different.

If you simply project current trends, then it would seem we’re all going to become more connected and inter-connected. Today’s kids are embracing personal communication and tend to disclose things much deeper and much faster online than they would face to face. They share too much, get too close to relative strangers and can easily end up getting hurt. This might cause them to toughen up, but hopefully with a little help they’ll wise up and use the Internet more responsibly.

However, one of the things that enables cyber bullies to succeed so well online is that they can choose to be anonymous. As cyber bullying and cyber crime in general become more pervasive, there are moves afoot to toughen online security. If everyone’s identity online is easily traceable across international boundaries, then a lot of these problems would simply disappear.

However, I’m not a swami and I don’t have a crystal ball. The explosion of cyber bullying might simply be nothing but a passing phase which will go away as fast as it arrived, just as did “flower power” and “the summer of love” in the late 1960s. Or it might not. 

Thanks for your time.

 
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SET SAIL FOR 3D FUN IN LEGO® PIRATES OF THE CARIBBEAN FOR NINTENDO 3DS

Nintendo 3DS Version to include Special Features and Eye-Popping Graphics 

MELBOURNE, Australia. – Feb. 15, 2011 – Captain Jack Sparrow and his band of pirates will bound into 3D action with LEGO® Pirates of the Caribbean: The Video Game for the Nintendo 3DS™ hand-held system in May 2011. Published by Disney Interactive Studios and developed by TT Games, the Nintendo 3DS version will bring the LEGO Pirates world to life with vivid 3D in the palms of players’ hands. The game will include unique features such as “Pirate Duel,” a chance encounter system, as well as high resolution graphics and support for Play Coins. 

“The Nintendo 3DS lets players experience a LEGO game like never before, and allows us to add new depth to the Pirates of the Caribbean universe,” said Adam Sussman, Senior Vice President of Publishing, Disney Interactive Studios. “The game incorporates new features such as the Pirate Duel system and high-resolution 3D effects to deliver fun and clever gameplay fans of the LEGO series expect. “

LEGO Pirates of the Caribbean: The Video Game will re-create the action, adventure and memorable moments of the Pirates of the Caribbean mythology in LEGO form, incorporating the humour of LEGO Minifigures and fantastic worlds built from LEGO bricks. Players can take on the roles of more than 70 characters and experience the pirate adventures, irreverent humour and amazing creatures of the Pirates of the Caribbean films through action-adventure gameplay and hilariously quirky LEGO cut scenes. Throughout the game, players will also have the freedom to explore environments from the highly acclaimed movie series. 

The Nintendo 3DS “Pirate Duel” mode allows players to cross swords with nearby Nintendo 3DS owners using the Street Pass™ feature. With Street Pass, the Nintendo 3DS can automatically detect and communicate with other Nintendo 3DS devices.  When an encounter with another Nintendo 3DS is initiated, “Pirate Duel” pits the players against each other in a battle where they will select from a series of attacks and blocks to be utilized by their LEGO pirates. Players can participate in duels to earn Play Coins that will unlock and allow them to use new characters. By winning duels, players can also gain experience points, allowing them to move up the ranks and gain new rewards including extra health, new moves, new titles and extra characters. Players of the 3DS version will have the ability to turn off the 3D mode and play the game in standard 2D.

LEGO: Pirates of the Caribbean The Video Game will be released on the Wii™ console, Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, PSP® (PlayStation®Portable) system, Games for Windows PC/Mac Hybrid and the Nintendo DS™ family of hand-held systems. The games will be released simultaneously on all platforms with the highly anticipated new film Pirates of the Caribbean: On Stranger Tides in May 2011. In addition, a collection of LEGO brand Pirates of the Caribbean construction toys that will set children’s imaginations sailing on thousands of build-and-play adventures is scheduled to launch in May 2011.

To date, the Pirates of the Caribbean movies have generated more than US$2.5 billion at the global box office, while the multiple Pirates of the Caribbean video games have sold more than 6 million units globally.

 

About TT Games

 

TT Games, wholly owned by Warner Bros. Entertainment, is the combined publishing and development group behind the hit games LEGO® Star Wars™, LEGO® Batman™: The Videogame, LEGO® Indiana Jones™: The Original Adventures, LEGO Harry Potter: Years 1-4 and BIONICLE® Heroes. Incorporating renowned UK developer Traveller’s Tales, TT Games has a distinctive focus on console, handheld, mobile and PC games of the highest quality, aimed at young gamers and their families. For more information, please visit www.ttgames.com.

About The LEGO Group

 

The LEGO Group is a privately held, family-owned company, based in Billund, Denmark. It was founded in 1932 and today the group is one of the world’s leading manufacturers of play materials for children. The company is committed to the development of children’s creative and imaginative abilities through its products, which can be purchased in more than 130 countries. Visit www.LEGO.com

 
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DISNEY PIXAR’S CARS 2: THE VIDEO GAME REVVING UP FOR RELEASE WINTER 2011

Video Game Based on Highly Anticipated Cars 2 Film Features New International Spy-Themed Adventures with Favorite Cars Characters

MELBOURNE, Australia — (February 15, 2011) – Disney Interactive Studios today announced that Disney•Pixar’s Cars 2: The Video Game is coming to major platforms this Winter. Unveiled at the American International Toy Fair in New York City, Cars 2: The Video Game will allow players to jump into the Cars universe with a brand new international spy theme.  The game will feature an array of beloved Cars characters competing in action-packed spy adventures, as well as world-class racing. Inspired by the upcoming Disney•Pixar animated film, Cars 2: The Video Game is slated for release this Winter.

Cars 2: The Video Game brings players inside the international training center CHROME (Command Headquarters for Recon Operations and Motorized Espionage), where they choose from more than 20 different characters and train to become world class spies.  As part of their international training, they will participate in simulated hazardous missions using high-tech gadgets to evade and slow down adversaries.

Avalanche Software, video game developers of the critically acclaimed Toy Story 3: The Video Game, are back in the driver’s seat for Cars 2: The Video Game, working in close collaboration with Pixar artists to bring the humor and personality of the feature film to life.

Cars is one of Pixar’s most successful and treasured franchises, so we are thrilled to be working with Avalanche Software again to extend our creative vision of the Cars 2 universe into the interactive medium,” said Jay Ward, Cars franchise guardian at Pixar Animation Studios. “Avalanche Software has the technology, experience, and history in working with us to create the best-looking Cars video game to date.” 

“The team at Avalanche Software is working on exciting ways to combine the power of the franchise with new storylines and characters in Cars 2: The Video Game to create something unlike any other racing game,” said John Blackburn, vice president and general manager of Avalanche Software. “The combination of racing, international locations and spy themes, and the beloved Cars characters makes Cars 2: The Video Game a truly unique game for players of all ages and skill levels to enjoy.”

Cars 2: The Video Game will feature connectivity with the World of Cars Online – a free-to-play browser-based, virtual world based on the hit Disney•Pixar animated Cars universe.  Players will be able to discover an exciting new world beyond Radiator Springs with Mater, Fillmore, Sarge, and others as they gain rewards in the video game and then use them to unlock new items in the World of Cars Online.

Cars 2: The Video Game will be available on major video game platforms this Winter including PlayStation®3 computer entertainment system, the Xbox 360® video game and entertainment system from Microsoft, Wii™, Nintendo DS™, and PC/MAC.

Please visit http://Disney.com/CarsVideogame and www.facebook.com/carsgames for more information.  Art assets for Cars 2: The Video Game are available at www.disneyconsumerproducts.com/press/us/cars

 

About the Cars Franchise

Released in 2006, Disney•Pixar’s feature film Cars has become a leading boys’ franchise generating an impressive US$2 billion in annual global retail sales for a total of US$8 billion to date. Winner of the Golden Globe® for Best Animated Feature, Cars went on to gross US$462 million in global box office salesIt’s supported across The Walt Disney Company through films including the highly anticipated release of Cars 2 in Disney Digital 3D, consumer products, live theater productions, park attractions including Cars Land planned for launch in 2012, music, a web site  www.Disney.com/Cars, TV including the popular series of short form content: Cars Toons, home entertainment, video games – including Cars and the upcoming June release of Cars 2: The Video Game supporting all major platforms, a virtual world www.WorldofCars.com, and books – with more than 75 new titles releasing throughout 2011 domestically, in addition to more titles on digital books and mobile applications.  

 

About Disney·Pixar’s Cars 2:
Star racecar Lightning McQueen (voice of Owen Wilson) and the incomparable tow truck Mater (voice of Larry the Cable Guy) take their friendship to exciting new places in Cars 2 when they head overseas to compete in the first-ever World Grand Prix to determine the world’s fastest car.  But the road to the championship is filled with plenty of potholes, detours and hilarious surprises when Mater gets caught up in an intriguing adventure of his own: international espionage.  Mater finds himself torn between assisting Lightning McQueen in the high-profile race and towing the line in a top-secret mission orchestrated by master British super spy Finn McMissile (voice of Michael Caine) and the stunning spy-in-training Holley Shiftwell (voice of Emily Mortimer).  Mater’s action-packed journey leads him on an explosive chase through the streets of Japan and Europe, trailed by his friends and watched by the whole world.  The fast-paced fun includes a colorful new all-car cast, complete with menacing villains and international racing competitors.

John Lasseter returns to the driver’s seat to direct this follow-up to his 2006 Golden Globe®-winning Cars. Cars 2 is co-directed by Brad Lewis, producer of the Oscar®-winning film Ratatouille, and produced by visual effects industry veteran Denise Ream (associate producer, Up; visual effects executive producer, Star Wars: Episode III – Revenge of the Sith).  The film hits the track on June 24, 2011, and will be presented in Disney Digital 3D™ and IMAX® 3D in select theaters.

 
 

 

About Disney Interactive Studios

Disney Interactive Studios, part of Disney Interactive Media Group, is the interactive entertainment affiliate of The Walt Disney Company (NYSE: DIS). Disney Interactive Studios self publishes and distributes a broad portfolio of multi-platform video games and interactive entertainment worldwide. The company also licenses properties and works directly with other interactive game publishers to bring products for all ages to market. Disney Interactive Studios is based in Glendale, California, and has internal development studios around the world. For more information, log on to http://www.disneyinteractivestudios.com.

 

About Pixar Animation Studios

Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation.  Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Toy Story 3. The Northern California studio has won 24 Academy Awards® and its ten films have grossed more than US$6.5 billion at the worldwide box office to date. The next film release from Disney•Pixar is Cars 2 (June 24, 2011).

 
formats

Nintendo 3DS Hands On


CLICK TO ENLARGE

 Impulse Gamer was treated to another sneak peak at Nintendo’s amazing new portable console, the Nintendo 3DS. With a similar design to the previous handheld console from this company, the biggest addition is the inclusion of 3D without the need for glasses.

That’s right, both casual and hardcore gamers can now experience 3D gaming without the need for glasses which is a huge technological advancement in this field with some amazing potential. Did someone say 3D movies? You betcha!

At first, I was a little apprehensive of the notion of 3D without glasses but when it came down to the crunch, it actually worked. This was not some faux 3D but actual 3D that made the images on the screen come to life. But before we get into the pros and cons of the console, let’s have a look at the specifications.

Nintendo 3DS Specifications

LCD SCREENS
3D Screen: Wide LCD with glasses-free 3D function (about 16.77 million colours are displayable)
Screen size and resolution: 76.8mm x 46.08mm (800 x 240 pixels)
Touch Screen: LCD with touch input function (16.77 million colours displayable)
Touch Screen Size: 61.44mm x 46.08mm (320 x 240 pixels)
ELECTRONIC POWER SUPPLY
AC Adapter (WAP-002 (AUS)]
Nintendo 3DS Battery Pack (CTR-003)
INPUT/OUTPUT TERMINAL
Game Card slot, SD Memory Card slot, Cradle connector, AC adapter connector, audio jack (stereo output)
RECOMMENDED COMMUNICATION DISTANCE
Within 30 metres
CAMERA FUNCTION
Lens: Single focus
Image pickup device: CMOS
Valid pixels: About 300,000 pixels
SENSOR
Motion Sensor, Gyro Sensor
SIZE
74mm x 134mm x 21mm
WEIGHT
About 235g (including battery pack, stylus and SD Card)
CHARGING TIME
About 3.5 hours
BATTERY RUN TIME
When playing Nintendo 3DS Software – Approximately 3 to 5 hours
When playing Nintendo DS Software – Approximately 5 to 8 hours

For such a little unit, it does pack a wallop. From 3D Games to movies to a variety of downloadable internet content, including automatic console updates. This unit definitely makes thing easier with even built-in parental controls. These parental controls are ideal for limiting internet access or even turning off the 3D feature for children under 6. Apparently children under 6 and 3D don’t mix too well!

Appearance

With a slightly changed layout and the inclusion of a circle pad or “analog stick”, Nintendo have really thought outside the square when it came to the 3DS such as the embedded motion sensor, SD card slot and even an adjustable stylus length. It’s all about offering the user the big picture, without the need for the end-user being disadvantaged.

For example, the console also comes with pre-loaded software like the Mii Maker that attempts to use a photo of you to create your very own virtual Mii and built-int augmented reality (AR) capabilities that had me blasting balloons and dragons in the so-called real-world.

3D

It’s all about 3D! The 3D experience of the Nintendo 3DS <forgive the clichéd> must be seen to be believed. Although the preloaded applications on the unit seem a little forced and contrived, it does give the user a great insight into the potential of this technology. The unit can take 3D pictures that is kind of cool but some of the photos looked like those old 2D pictures with two images on it which required you to look at it from a certain angle. But with that said, the unit does come with some interesting special features for your photos like a mystery mode or sparkle to add some panache to your pics.

Social Media

There is even a social media aspect to the 3DS called StreetPass that basically allows two units to communicate to each other when you pass someone in the street. If someone has a 3DS, your unit will notify you via the green LED on the corner of the console. This allows you to share basic information and even the ability to interact with them via the Mii Plaza.

Backward Compatibility

Although the unit is compatible with traditional DS games (3D is not an option), the unit allows for software to be downloaded form the net and even classic GameBoy and GameBoy Colour games. It’s great that Nintendo are re-releasing these classic games as downloads because some of these games are still quite impressive.

Gaming & 3D

Where the 3DS did shine was for 3D gaming. There is a 3D depth slider that allows users to fine tune their 3D experience, depending on personal preference. Needless to say, when I testing out the unit(s), it was cranked to full 3D. I had a chance to play five games for this console that include Nintendogs + Cats, Kid Icarus Uprising, The Legend of Zelda: Ocarina of Time 3D, Steel Diver and Super Street Fighter IV 3D Edition.

All five games maximised the potential of this technology, especially Nintendogs + Cats that looked amazing and extremely realistic as I interacted with these animals. It almost gave the illusion that you could put your hand through the screen to interact with this adorable little critters.

My next favourite game was Kid Icarus Uprising that is an awesome shooting game with some out of this world 3D graphics. Whether I was flying through the skies with wings or running on the ground attacking strange mythical creatures, the 3D feature truly enhanced the experience. I cannot wait for the full version of this title to be released.

With so many great titles coming out for 3DS that include Metal Gear Solid Snake Eater, PES 2011 3D, Resident Evil Revelations and more titles that you can poke a stick at, it’s definitely a good time to be a 3DS owner. But all this 3D goodness does come at a little price. Average battery time for a 3D game is around 3 to 5 hours which means third party accessories might be a must. However what I did like about charging is that the unit comes with a docking station as opposed to a cable. It’s kind of cool to just slot your 3DS onto the dock and then walk away while it charges.

When released on the 31st of March, potential owners of the Nintendo 3DS will have a choice between an aqua blue or cosmos black, depending on their preferred colour. Both look quite striking if I might add. The unit comes with a Nintendo 3DS charging cradle, AC adapter, Stylus, 2GB SD Memory Card, 6 different AR Cards, quick-start guide and a manual for a very affordable recommended retail price of $299AUD.

With just over a month to go, it’s going to be a very long wait for some us!

 
formats

All aboard the Dinosaur Train Success

Magna Home Entertainment’s, brand new release of Jim Henson’s Dinosaur Train: I’m a T-Rex is the hit new preschool phenomenon roaring on to shelves 2 March 2011.

From the powerhouse of the Jim Henson Company, responsible for classics such as The Muppets and Fraggle Rock comes every preschoolers dream; dinosaurs and trains mixed in with colourful CG animation and catchy songs. Board the wondrous Dinosaur Train alongside star of the show, Buddy a preschool aged T-Rex and his siblings Don, Tiny and Shiny as they learn basic scientific thinking and natural history. Officially launched in the US late 2009, Dinosaur Train, most recently moved to number one preschool show for kids aged 2- 5 above Dora, Spongebob and Curious George.

In Australia, Dinosaur Train was launched on Nick Jr. in September 2010 and currently airs twice daily Monday to Friday and Saturday afternoons. It is currently the number two boys’ animated series on Nick Jr. Dinosaur Train is also well received by female audience members. Under the sea themed episode make Dinosaur Train an on air event for Nick Jr. in January 2011.

Magna will be running television commercials for the month of March promoting Jim Henson’s Dinosaur Train: I’m a TRex DVD to promote consumer awareness.

The Dinosaur Train toy lines need no introduction, launched November 2010, they are literally are a roaring success with the toys sold out until February 2011. The Interaction Smart Talking technology allows the toys to speak to you and other toys in the range. Myer, Big W and Target are all on board to release the toys in 2011.

Jim Henson’s Dinosaur Train: I’m a T-Rex is the first DVD to be released in the series. This colourful, educational series is sure to capture the imagination of preschoolers as they learn all about dinosaurs and science. Gauging reactions of the audience so far, Jim Henson’s Dinosaur Train is sure to be a roaring success.

 
formats

New AVG Study Reveals Smartphone Users Not Aware of Significant Mobile Security Risks

Are iPhone, Blackberry and Android Users Getting Mugged by Their Mobile?

Melbourne and Amsterdam, 16 February 2011 – A new survey released today by AVG Technologies and the Ponemon Institute revealed that more than a third of smartphone users are not aware of the increasing security risks associated with using their phones for financial purposes and to store personal data. The study also showed that just 29 percent of smartphone owners have considered downloading free or paid anti-virus software to help protect their most personal devices.

The survey targeted 734 U.S. consumers over age 18 who own a smartphone such as an iPhone, Blackberry or Android device. Consumers also expressed a lack of awareness in respect to a number of key security issues faced by smartphone users, including:

Thirteen percent of smartphone users said location data had been unknowingly embedded on their handset enabling others to track their location. Only 21 percent of respondents were aware this could happen.

Six percent of respondents said that mobile applications had transmitted confidential payment information such as credit card details without the user’s knowledge or consent. Only 11 percent of respondents were aware this was possible.

Eight percent of smartphone users said their handset had been infected by malware called ‘diallerware’ that enables criminals to make use of premium services or phone numbers resulting in unexpected monthly charges. Only 10 percent of respondents were aware of this risk.

Lloyd Borrett, Security Evangelist for AVG (AU/NZ) Pty Ltd, said, “AVG and Ponemon Institute found that an alarmingly low percentage of smartphone users are aware of the security threats that exist today on many of the world’s most popular devices including Android handsets and the iPhone.

“A clear opportunity exists to better educate consumers on the steps they can take to minimise their risk and exposure, such as downloading low cost and even free anti-virus products specifically geared to protect their mobile lifestyle and investment.”

Dr Larry Ponemon, chairman and founder of the Ponemon Institute, said, “Our research suggests that smartphone users lack the awareness and knowledge to protect themselves from a rash of security vulnerabilities.”

More than seven million Android smartphone, tablet and e-reader users have installed AVG’s free mobile security solution, ANTIVIRUSFree, on their devices to date. According to AVG, more than 50,000 people are now downloading the world’s most popular Android anti-virus solution daily. Additionally, the company believes that this number will continue to grow as more consumers are made aware of mobile security risks and the simple steps that can be taken to prevent attacks from occurring.

AVG ANTIVIRUSFree for Android devices enables users to scan, identify and remove viruses, check apps for malware before downloading from app stores and check web site content, emails and SMS before downloading data or content. If a device protected with ANTIVIRUSFree is lost or stolen, it can be locked and wiped to protect valuable data, and located quickly using GPS functionality.

AVG (AU/NZ) has a comprehensive range of security tips on its web site at http://www.avg.com.au/resources/security-tips/. For video tips from AVG (AU/NZ), see http://www.youtube.com/user/avgaunz.

Keep in touch with AVG

For breaking news, follow AVG (AU/NZ) on Twitter at www.twitter.com/avgau

 
formats

2K Games Announces Awesome Duke Nukem Forever® Pre-Order Incentives

Retailers now taking pre-orders for standard and Balls of Steel editions

Sydney, Australia February 16, 2011Come get some! 2K Games and Gearbox Software are proud to announce that retailers are now taking pre-orders for Duke Nukem Forever®, one of 2011’s most eagerly anticipated games. Several key partners are also offering incentives to those who pre-order either the standard or Balls of Steel edition for the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft and Windows PC!

Pre-order Duke Nukem Forever today from the following retailers to receive these awesome items while supplies last:

Australia:

  • EB GAMES – Duke’s Big Package – Unlocks in-game EGO boost, Big Head Mode and T-Shirt pack
  • GAME – Duke Nukem Forever  ‘speaking’ key ring.
  • JB HiFi – Duke Nukem Forever  ‘bottle-opener’ baseball cap.

 

New Zealand:

  • EB GAMES – Duke’s Big Package – Unlocks in-game EGO boost, Big Head Mode and T-Shirt pack
  • Mighty Ape (online e-tailer)Duke Nukem Forever ‘bottle-opener’ baseball cap.
  • JB HiFi Duke Nukem Forever  sunglasses.

In addition, those who pre-order from EB GAMES will be granted admission to the Duke Nukem Forever First Access Club, whose members will gain access to the Duke Nukem Forever consumer demo prior to the general public.

For a full list of pre-order and point of purchase incentives, please visit www.dukenukemforever.com/preorder.

Duke Nukem Forever Balls of Steel Edition is available for all three platforms and is priced at $149.95 AUD ($159.95 NZD) for console and $139.95 AUD ($149.95 NZD) for PC. This edition is available at selected Australian and New Zealand retailers and contains a copy of the game with exclusive Balls of Steel cover art and the following cool items:

  • Collectible bust of the greatest alien ass-kicker of all-time
  • Numbered, limited-edition certificate of authenticity
  • 100-page hardcover book: The History, Legacy & Legend: Duke Nukem Forever Art from the Vault
  • Duke Nukem Forever postcard series
  • Duke Nukem Forever radioactive emblem sticker
  • Duke Nukem Forever collectible comic book
  • Duke Nukem Forever foldable paper craft
  • Duke Nukem Forever poker chips
  • Duke Nukem Forever mini-card deck
  • Duke Nukem Forever radioactive emblem dice

 

Duke Nukem is one of the biggest and most recognizable brands in the interactive entertainment industry. Irreverent, politically incorrect, and uber macho, Duke Nukem is the perfect, uncompromising ass-kicking hero to remedy the overdose of today’s gaming archetypes. Duke brings his signature brand of babe-lovin’, cigar-smoking, beer-chugging and ass-kicking action as he saves the Earth and its babes from hordes of invading aliens. Where will you be when Duke Nukem Forever launches? Better mark your calendars, Duke’s legend is being told this May.

For more information on Duke Nukem Forever, including where to pre-order a copy, please visit www.dukenukemforever.com. Duke Nukem Forever is rated MA15+ by the Australian Classification Board and is not yet rated by New Zealand’s Office of Film and Literature Classification.

2K Games is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

* Supplies limited. Check with retailers for availability.