Thursday, October 15, 2009

iFUN • iPHONE • iPOD • iGAMES


iFUN: iPHONE-iPOD PLAY GAMES


The videogame business has been for years all about billion-dollar brands built by rock star game developers and backed by armies of coders and artists, voice actors and marketing executives. Nintendo has Shigeru Miyamoto, creator of "Super Mario" and "Donkey Kong." Microsoft has "Master Chief," the star of the "Halo" franchise. And everyone is fighting to land the Houser brothers and their blood-soaked "Grand Theft Auto" franchise on their console next. The geeks with the imagination have the momentum lately, and Apple is doing everything it can to keep them rolling. Since the launch of the App store eight months ago, Apple has turned the videogame industry's star system on its head with a 40,000-strong collection of developers who have built than 25,000 applications for the iPhone and iPod touch. 

Users have downloaded more than 800 million applications over the past eight months. Roughly a quarter of them are games, and most were created by independent developers, two- or three-person pickup teams with an idea and a little spare time. The result: Games that defy the old formulas, which have kept the gaming industry in a hit-driven rut for a decade. And new features introduced by Apple earlier this week will give developers the ability to sell in-game items such as virtual guns and pets, dole out extra levels, or find friends playing on their iPhones or iPods for a pick up match. "I'm totally ecstatic," says Shervin Pishevar, chief executive and co-founder of the Social Gaming Network.


The gaming developers who gathered in San Francisco at the iGames Summit say there's more to come. Unlike a typical smart phone, the iPhone sports a touch screen and an accelerometer, forcing developers to build applications that rely on users touching, tilting, shaking and even blowing on their iPhones. And unlike the portable gaming gadgets built by Sony and Nintendo , the iPhone and the iPod touch are built to do much more than just games. As a result, it's the one gadget even hard-core gamers admit they take everywhere. "It's a revolution," says Intel and Motorola veteran Jason Rubinstein, an entrepreneur whose latest project is now in stealth mode. Apple's smartest move, however, has been to bypass the giant game studios and the brick-and-mortar game stores to connect the geeks with the mass market directly.


IPhone and iPod touch users can download software to their phone, over the air, with the touch of a button. And to ensure there's always something in stock at its virtual store, Apple unveiled free software development tools that made all those features accessible to videogame developers. "I've worked on every console on the sun, and hands down, by far Apple has provided the best development environment," says Neil Young, chief executive and founder of ngmoco, told the iGames Summit audience. Steve Demeter, while working a day job for a bank, put together the game app Trism for the iPhone in his free time. The result: a hit that earned Demeter $250,000 in its first two months. To be sure, iPhone game developers are growing in size and sophistication. Venture capitalists such as Kleiner Perkins and Morgenthaler Ventures are moving in. And gaming powerhouses such as Sega have introduced games for the iPhone.



Tuesday, October 13, 2009

GOOGLE AdSense MAKES TONNES OF CENTS

HOW2: MAKE TONNES OF CENTS with GOOGLE AdSense


Google AdSense delivers text-based Google AdWords ads that are relevant to what visitors see on website pages - and Google pays web publishers for it. Google AdSense is for web publishers who want to make more revenue from advertising on their site while maintaining editorial quality. AdSense is free, so we encourage you to give it a try. If you have a website, and you comply with our program policies and eligibility criteria, just complete our online application. GOOGLE will review your application and follow up with an email within about a week, depending on the volume of applications we receive. If you are accepted into the program, you can sign in to your new account and get the HTML code that will display ads on your webpages. 




Google AdSense is a fast and easy way for website publishers of all sizes to earn money by displaying targeted, unobtrusive Google ads on their websites. AdSense also allows you to provide Google search to your site users, while earning money by displaying Google ads on the search results pages. You'll earn when users visit your website and click on or view the ads on your pages, depending on the type of ad. Learn more about earning with AdSense. For more information on the AdSense program, visit the AdSense Help Center.

Friday, October 9, 2009

CUSTOM DOMAIN AT GOOGLE'S BLOGGER


HOW2: GET A CUSTOM DOMAIN AT GOOGLE'S BLOGGER.COM
Have you ever wanted to set up your own FREE Custom Domain
through Google's Blogger? Just for $10/year + FREE HOSTING!


To Learn How >>> Check out this Video Tutorial:
And Don't Forget to Have Fun With It...

TOKYO CEATEC: JAPAN COOLEST MOBILES ON DISPLAY

JAPAN'S COOLEST PHONES AT TRADE SHOW



Gadget makers here are going in two directions at once as they design mobile phones: handsets that do everything, and phones that do just one thing really well. The newest Japanese phones on display at the big CEATEC tech trade show reveal handset manufacturers' dual strategy. For instance, Sharp is exhibiting the Aquos Shot camera phone, with a 10 megapixel camera and a host of high-end features for the serious photographer. Why carry a separate digital camera? But elsewhere on the show floor, manufacturers' booths are teeming with phones so smart they ought to have Ph.D. degrees. CEATEC offers gadget geeks the chance to peek at the most cutting-edge phone designs.


Green is the color of choice this year in Japan, and several manufacturers are pitching phone models with eco-friendly aspects. NTT DoCoMo, the biggest Japanese carrier with fully half of the mobile market, is showing a prototype phone from Sharp, the Touch Wood, that features a wooden shell carved from the hinoki tree, a Japanese cypress. Phones are in vogue at CEATEC. In Fujitsu's design awards showcase, the washable Soap model, is aimed at children. DoCoMo, which essentially invented the mobile Internet with i-Mode a decade ago, continues to offer more ways to use a phone. It already sells a system that lets you turn on the lights and air  DoCoMo was also exhibiting prototype earbuds that sense head movement, allowing the user to control a phone -- for instance, skipping an MP3 track or lowering the volume. The next mobile-handset trend by DoCoMois is likely to be customized handsets.

WHAT'S-IN STORE: BERGDORF GOODMAN LUXURY

• HOT...UNPARALLELED...FASHION TRENDS
Top Fashion Trends: Living in Style 

Standing at the crossroads of fashion at Fifth Avenue and 58th Street in New York City, Bergdorf Goodman is known throughout the world for elegance, luxury, and superior service. Visit The Store Online: Discover the evolution of this New York legend. Discover the LUXURY trends by famous designers that store offers to fit your unique style.

This Just In: The Latest Fall Fashion Arrivals
• LUXURY ONLY AT BERGDORF GOODMAN
No purchase necessary. Entry deadline is 10/30/2009, 9:00 AM GST
NEW! NOW BG SHIPS ORDERS TO CANADA!


RESORT 2010 FASHION PREVIEW:
DISCOVER THE NEW SEASON -
FIND IT FAST: JUST SEARCH THE ENTIRE SITE:



A Totally New Fresh Approach to Style:
TOP FASHION DESIGNERS COLLECTIONS





Thursday, October 8, 2009

SALES COUPONS STILL IN VOGUE

STORES' SALES BEGIN TO RECOVER

The nation's stores saw their first sales gain in 14 months in September, a sign of life from shoppers that fuels some hope for the holiday shopping season. A late Labor Day and delayed school openings helped boost back-to-school sales in September. And stores' figures are looking better as they are compared last September when spending plummeted amid the ballooning financial meltdown. But analysts dissecting the figures say they feel encouraged by reports. "Let the retail recovery begin," said Michael P. Niemira, chief economist at International Council of Shopping Centers. "This is the start of a better performance and better fundamentals."
As stores announced their results, J.C. Penney Co., Macy's Inc., and Target Corp. all reported smaller-than-expected declines in sales at stores open at least a year. Limited Brands Inc., which runs Victoria's Secret and Bath & Body Works, and accessories chain The Buckle Inc. both posted increases for the month.

HOT CHRISTMAS TOYS


Countdown to Christmas

HOT TOYS FOR COOL HOLIDAYS



Save Money by Sharing. With budgets tight, families will be loading up on low-priced fashion toys, dolls, action figures and fake pets...


This year's focus: basic toys priced to move. With sales of videogames and other high-tech gadgets slowing, the industry's perspective is that families are looking to put a decent stash under the Christmas tree. Kids will have the action figure, the board game and a few other things made by Mega Brands, a Canadian toy manufacturer known mostly for plastic blocks and building sets. Mega is redoing the prices of the stuff it's pushing this year, from a $50 to $90 range to $40 and under.


Among the firm's hot items this year: the game board and figurine version of kiddie TV star Ni hao kai-lan, the bi-lingual, Chinese follow-up to the enormously popular Dora the Explorer, who engages kids in both English and Spanish. Suggested retail price: $14.99. Another item expected to be a hit this year: Printies, which allows kids to turn their PCs into personal toy factories by coloring in animal designs online and printing them out on specialized paper to create an open 3-D version they can stuff and dress with accessories.


Also hot: Zhu Zhu Pets, last year's breakout smash from Bayou Toys that's currently got several versions of furry fake hamsters occupying the top six slots on Amazon.com's list of best-selling toys. The top-selling action figure of 2009, Bakugan, figures to keep flying off the shelves during holiday season. Funny what a slight quirk can do: Made by Toronto-based Spinmaster, Bakugan has consistently infatuated 5-to-10-year-old boys through the added nuance of having its warrior action figures emerge from an enclosed sphere. Most versions go for $15 or less. Making its holiday season debut at $149.99 is the Rubik's Touch cube, a modern version of the definitive 1980s game. Sounds perfect for boomer parents looking to get some fun from junior's toy for themselves. Maybe they can save money by sharing.


SONY VIDEOGAMES RATE HIGH

Sony Games Skyrocketing Sales
Don't Take my Words for it: Look at Numbers
 

Everybody should be interested in gaming in 3rd Millennium: Sony Computer Entertainment America, the North American: the Japanese electronics giant gaming business. Its sale numbers are skyrocketing. People were just waiting for the price point to get into their wheelhouse. Sony has constantly been evolving the PlayStation 3 (PS3), trying to improve production efficiencies, trying toreduce costs. PS3 is more than a gaming device now, is an entertainment hub. And that means Sony's ready to compete with all sorts of entertainment devices. Its last commercial and most recent TV campaign says, "It only does everything." And that's the key: PlayStation is gaming at its core, but it's so much more -- Blu-ray movies, downloading music content, downloading video content, surfing the Internet: With a guarantee quality across all those different platforms. If you look at the reviews of stand-alone Blu-ray players, PlayStation 3 is rated up there among the tops. In terms of gaming technology, it's unsurpassed. And the ability to have built-in Wi-Fi and the ability to browse the Internet is unprecedented.



In a digital and online-engaged world, where devices are all tethered, sometimes you're at the center of the value proposition in the marketing. You start with your core. If you knew what you could do with digital photography, you might buy a better digital camera. If you knew what we could do in terms of a home entertainment experience, you might buy an HDTV or you might buy a better HDTV. Sony has a influence on media purchase, because if people buy a PlayStation 3, the retailer can sell them games. They can sell them movies. They can sell them music. There are multiple forms of media that are being played through there that people are consuming, at the retail level. You buy a standalone Blu-ray player, you're going to sell them some movies--it doesn't help them sell games or music.


There's a big debate of whether it's physical media versus digital media. The great thing about the PlayStation 3 is if you want to consume digitally, Sony's there for you with a video delivery service and a PlayStation network that allows you to consume games. PS3 can play Blu-ray movies, stand-alone movies, and disc-based games. PS3 is much more nimble than other devices are, and it gets in so many forms of entertainment that other companies can't play in. There are certain forms of media that aren't well served through a digital medium, based on their size and the time it takes to put the medium through the device. But there are complimentary media and smaller bite-size media that is better-served through the network. The consumer doesn't have to get off their couch to consume it. So clearly, digital is here to stay. But at least in the gaming space, there's no period in the near future that is going to completely replace physical media. Five-ten years from now, we still expect to see brick-and-mortar gaming stores. No question.


Sony's biggest competitor is people's free time. And the company that can deliver the most entertainment for the least dollar is going to be the company that's most successful. SONY sells value. Gaming is at the core focus for Sony. Anything that is hooked up in the living room, to a television that's streaming media, whether it's a movie-playing device or a gaming device. It's something that is competing for eyeballs on a television set and fundamentally, that's where the experience begins for the games' company. Nintendo is almost the polar opposite. They know what they do well, and they stick to it. They deliver a casual, youth-oriented entertainment experience. It's very enjoyable and has been for 20 years. And they make money. They print money. That's enviable. Sony caters to a more mass-market audience. Who's coming up? What's it look like? There's always somebody on the horizon. Sega was a formidable competitor back in '95 when Sony got in there. And while they're a great software company, they're out of the hardware business. Microsoft was new in 2000. Rumours rumbling that Apple is now interested in gaming. And it's a $25 billion business. Everybody should be interested in gaming in 3rd Millennium.


VIDEOGAMES' VIRTUAL REALITY





VR: Wiimote Control Gets You Physically in Charge


GET PHYSICAL. For those couch potatoes who have loved smashing videogame monsters with no more than a thumb twitch, a word of warning: Videogames are getting very, very physical. Three years ago, Nintendo introduced its Wii, built around a simple motion sensor, the Wiimote control, which did away with complicated buttons and simplified game playing. The Wii not only saved the company, it started a chain reaction in the gaming business that is now playing out. Just what videogames are all about--and who wants to play them--is changing. By next year, all three of the game console manufacturers--Sony, Microsoft and Nintendo--will have motion-sensor controllers on the market. The potential upswing for the entire industry is huge. In Pictures: 10 Games That Put You In ControlWhen people actually experience it, they'll be amazed.


Nowhere has this trend been more pronounced than at E3. Nintendo continues to make more precise motion controls a focal point of development. Its MotionPlus device connects to the tip of the Wiimote controller is currently playable on Electronic Arts' "Tiger Woods PGA TOUR Golf 10" and "Grand Slam Tennis." The new controls are designed to make games more accessible to a wider audience: EA's Hasbro division has had numerous hits on the Wii-like Nerf N-Strike. Sony was actually the first game company to introduce motion-sensor controls to gamers as a separate peripheral with its EyeToy for PlayStation 2. Sony subsequently released the PlayStation Eye for PlayStation 3. In keeping with that tradition, Sony unveiled a motion controller at E3, slated for release in spring 2010 as a peripheral. (Nintendo will remain the only console maker to pack in its motion-sensor controllers with the hardware.) The same team behind the evolving EyeToy devices has created this next step in interactivity for Sony.
Insomniac Games: First, the controller's ability to sense depth and not just planar motion opens up a lot of design possibilities that aren't possible with other controllers. Second, the controller's apparent accuracy is extremely impressive. Responding to very slight controller movements is crucial for games where you're interacting with objects on the screen. The better and more accurate the response, the more designers can do. Demonstrations of Microsoft's Project Natal, which is due out next year, have managed to wow even the most the jaded videogame savants. Unlike Nintendo and Sony, Microsoft's new technology completely does away with the gizmo controller. In essence, your body becomes the controller and uses a collection of detectors--facial recognition, voice recognition and motion detection--to sense what you're doing. To achieve the effect, Microsoft fused together its own research with efforts that had been going on at independent companies including Israeli start-ups, 3DV Systems and Prime Sense.


Project Natal could open the Xbox 360 up to new styles of games similar--or even more involved-- than what gamers have experienced on the Wii. Your hand is the ultimate controller. The Wii knocked down the barrier to entry with its control scheme. But this is a two-way street as well: The games must be designed to take advantage of the controls. Regardless of the game, developers can find ways to incorporate [Project Natal], even in games that also use the standard controller. The new generation of highly interactive gaming makes the sci-fi world depicted in Steven Spielberg's Minority Report seem a lot closer to reality. It was fitting, then, that Spielberg is already working on games for Project Natal. The film director has had success with his Wii franchise for Electronic Arts, Boom Blox and Boom Blox Bash Party. So technologies like Project Natal are opening new creative outlets for him, along with the rest of the game industry.

"AVATAR" ON TWO SCREENS: SEEING DOUBLE

:: DIGITAL ENTERTAINMENT :: VIDEOGAMES :: 

In the future, Hollywood and videogame casts and crews will be one and same, working side by side on one integrated team--at least if the vision of Kevin Shortt comes to pass, the lead scriptwriter at French game publisher Ubisoft, which collaborated with filmmaker James Cameron to make a videogame based on his upcoming sci-fi battle epic Avatar. The videogame is scheduled for release Nov. 24, 2009; the movie is slated for Christmas 2009.

Convergence between Hollywood and the videogame industry has been happening for years, with big-budget games utilizing the same techniques, software and production values as blockbuster films, and actors and directors increasingly becoming involved with videogame projects. Will this collaboration model be useful for future projects? Certainly for Ubisoft, that's the model we want to use. What does "Avatar" the game do differently from other videogames? An effort was made to avoid scripted cinematics as much as they could. It would be exciting to jump ahead and be at that point where we've cracked storytelling in the games. Look for "Rock Band's" Potential.

SONY'S "VICIOUS" FUN

IT NEWS AND FUN :: SONY'S "VICIOUS" :: Videogame For App Store


SONY Computer Entertainment Europe's new partnership with games engine provider Vicious Cycle Software will make it easier for small developers to create downloadable games for the PlayStation Portable's Minis. The partnership, announced Tuesday, also highlights Sony's efforts to develop its own version of Apple's App Store with a community of independent developers. Game development is typically a time and cost-intensive process, so by building upon a preexisting games engine software, smaller developers can more quickly and cheaply create new titles. And while licensing the engine won't be free, Vicious Cycle Vice President Wayne Harvey says the company is "flexible" when it comes to pricing and willing to work with the budgets of smaller operations.


Like Apple, Sony will also approve or reject apps and share revenues with developers. But where the App Store is open to a wide variety of apps, Minis will focus exclusively on games. To get developers excited about the online store, however, Minis will have to first get more gamers excited. Not helping matters are the Sony PSP's relatively sluggish sales: About 50 million units have been purchased worldwide, half the number of Nintendo DS units sold. Another barrier to entry will be the new PSP Go's high starting retail price of $250. See Also: 'Halo 3' Drops Shock Troopers.




MICROSOFT NEW DATA CENTER

IT NEWS :: Microsoft's newest and largest data center


Alongside a Chicago highway, under the flight path from O'Hare airport, is a $500 million computer. Opened on July 20 in Northlake, Ill., it is Microsoft's newest and largest data center, a machine that unites several hundred thousand computer servers in the task of taking Microsoft, and much of corporate America, into a continually changing online world. The building's raw statistics suggest a powerful, monolithic force. The data center's 702,000 square feet of space consumed 3,400 tons of steel, 2,400 tons of copper and 26,000 cubic feet of concrete. Inside its vast open rooms are 190 miles of cable-holding conduit pipes, and 7.5 miles of chilled water to cool off the servers. It is the first point of consumption for the nuclear-fueled Elmhurst power grid, initially taking 30 megawatts of power, enough power to supply 20,000 U.S. homes, with plans to take 30 megawatts more. Aside from a few offices for the total of 45 engineers, outside security people and janitors who look after Northlake full time, there are no windows on a structure that could cover a couple of city blocks were it to be in an urban locale. The hallways are mostly empty, save for security cameras and biometric readers.


Microsoft also hopes to make a lot of money off Northlake, of course, and that means adding and experimenting. The second floor houses four large rooms, each 12,000 square feet, with perhaps 24 rows of server racks, each 50 machines high and six cabinets deep. This is the fixed baseline of computers for Northlake, consuming 10 megawatts of power from transformers across the hall. The computers managing the power at Northlake run on the older Windows XP software, since Microsoft does not want to take chances with the newer Vista operating system. The ground floor is reserved for more radical design and production shifts. The 20 megawatts headed there feed into modified trucking containers that are shipped from major computer manufacturers with 1,200 to 2,000 servers apiece inside. (Working at this scale, you don't want to be unpacking cardboard and throwing away Styrofoam). The unmarked white containers are lifted off long-haul trucks and pushed into one of 112 parking bays with crane hooks and compressed air, often with a power-management container placed atop, for a total of 120,000 pounds of computing. Northlake's power, cooling and network cables are hooked in, and within eight hours from arrival, 2,000 more machines are part of the giant node.


The containers are locked, and while it is possible to get inside them, they are mostly off-limits to the skeleton staff, only three of which actually work for Microsoft. At this scale, the virtualization and management is almost entirely automated. If one or two servers goes out, the problem is just ignored, and machine breakdowns are the vendor's problem to fix. The containers are built to be replaced every two to five years, and might never be opened in that time. Even as Northlake comes online, joining a similar data center Microsoft opened in Dublin last spring, the company is talking about the changes it has to make in the next generations of computing centers. Power will become as modular as the servers. Every machine will be inside a single layer of management and virtualization, worldwide. The competition--Google, Yahoo!, Amazon and Apple are all racing ahead with data centers of their own--will keep coming.


MAC: VIRTUALLY BEST APPLE

How Macintosh became a Mac? 

What makes a Mac a Mac? Apple Chief Executive Steve Jobs has said it many times. Apple makes the "whole widget." It designs the hardware. It builds the software. No other personal computer maker does that. Virtualization, however, severs the link between hardware and software. No more "whole widget." No more Mac. But shouldn't that mean more business Macs, since virtualization, by allowing a Mac user to run Windows, eliminates the objection many people have to switching to Apple in the first place? A good theory; it doesn't seem to have happened that way. Apple's share of the worldwide market for business PCs remains just 1.6%, or 2 million units in 2008. That doesn't mean virtualization hasn't helped Apple. Virtualization software assures consumers purchasing Macs they can use whatever Windows software they may need at work or school.


Nevertheless, virtualization has failed to put Macs on many business desktops. It is, however, changing the computer industry in other ways. Before virtualization, you could only run one operating system at a time on a computer. Virtualization software allows a machine to run many separate "instances" of software. A single server, for example, can run different copies of an operating system for customers running different Web sites on the same machine. The result: Fewer machines can do more work. Now those changes are spilling out from the server room. Some companies are hosting virtualized desktops on servers. Employees can access their desktop files from any computer. In theory, at least, it also makes those desktops easier to administer. Microsoft has positioned itself to benefit from this trend. Apple has not. Microsoft encourages the virtualization of both its server and desktop software (if you pay for a software license).


You can, for example, use computers from a number of manufacturers to connect to Windows running on a server. You can even access a virtualized Windows desktop from a Mac. Apple, by contrast, only allows virtualized copies of its server software on its own hardware. You can't host a copy of its OS X software on a server from Dell, for example. It's an old story. Two decades ago, Microsoft won over businesses by building software that works on machines built by many manufacturers. Microsoft's software cannot match the grace and elegance of the Mac at its best. But by breaking the link between hardware and software, Microsoft dominated the personal computer industry. None of this means that Apple will face the woes it did after it lost the desktop battle with Microsoft. The iPhone shows Apple can thrive as the personal computer becomes less important. Moreover, there's no reason to think most of the world's desktops will be virtualized soon. Or ever. That's a good thing for Apple's computer business. It's still all about that old widget, the Macintosh.

REAL READING: eBOOKS & eTEXTBOOKS BOOM

eBOOKS LIBRARY BOOM :: VIRTUAL TOUCH :: REAL FUN



Enjoy what "early adopter" status you still have while you can, Kindle owners. After this holiday season, owning an e-reader may no longer seem quite so unusual. According to a report from tech analysis firm Forrester Research, 1.2 million digital readers will be sold in the U.S. in the fourth quarter, bringing the total sales estimate for 2009 to around 3 million devices, fully a million more than Forrester's previous projection. And in 2010, Forrester expects sales to double again to 6 million. Another survey by online marketplace Retrevo.com found that one in four men and one in six women intend to buy an e-reader before the end of 2009. That puts the devices behind netbooks and HDTVs in popularity, but ahead of game consoles and MP3 players. In Pictures: The New E-Book Landscape


The unlikely device behind that e-book boom may not be the Kindle or Sony's Reader so much as one that few Americans have heard of: a digital reader from British gadget-maker Interead known as the Cool-ER. Rotman Epps points to that no-frills $249 reader as the genesis of a price disruption that's brought both the Kindle and the Reader into a range that's far more appealing to U.S. consumers. Since the cheaper gadget launched in the U.S. last June, Amazon has shaved $60 off the price of a Kindle and begun offering refurbished e-readers for as little as $149. In August, Sony launched its own cut-price device, the so-called Pocket Edition, a reader with a 5-inch diagonal screen that retails for just $199. While the erosion of e-reader prices may have been inevitable, Rotman Epps argues that Cool-ER--built on the cheap by Taiwanese gadget assembler Netronix--has accelerated the process.


Update:  Amazon dropped the Kindle's price again to $259 and announced an international version. The Cool-ER had any direct influence on consumer perception--very few people have heard of it. But its very existence put pressure on Amazon and Sony to aggressively go after a lower price. Price is still the biggest barrier to mainstream e-reader adoption: 60% of respondents to a Forrester study still say they'd only buy a digital reader for less than $100. Other e-readers are expected to show up in a Best Buy section known as "Gadgets and E-readers" later this year, according to Forrester's Rotman Epps. The Forrester report predicts that 60% of all e-reader sales in 2009 will be Kindles and another 35% will be Sony's Reader devices, leaving just 5% to IREX. Sure, 10 million units in 2010 may seem small when compared to the 30 million iPhones Apple announced it had sold in March. But Amazon, Sony and their smaller competitors have plenty of space to expand the digital reading market.