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Mobilicity moves to avoid shutdown of service if company sold

At a time when small Vaughan, Ont-based wireless carrier Mobilicity is considering a sale to an incumbent, its founder and employees have presented an offer to the federal government that would restructure the company in an attempt to avoid a pending shutdown of its operations in the event of an acquisition.

According to a news release published Monday, the group has offered to acquire the 155,000 current active subscribers, its dealer network of over 150 points of distribution, the existing call centre operators and other vital contractors by setting up a Mobile Virtual Network Operator (MVNO) relationship with any potential acquirer. Doing so would mean Mobilicity would pay a fee to use the network infrastructure of its acquirer but allow the company to continue operating in the five major markets where it currently serves Canadians.

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“The Big 3 telecoms want Mobilicity spectrum and this Group is not objecting to that sale,” the release says. “We owe it to the customers, dealers, contractors and employees to stay in business going forward and not face uncertain demise like Public Mobile or other past wireless operators in Canada.”

The wireless network of former new entrant Public Mobile was shut down months after it was acquired by Telus Corp. in late 2013, forcing its lower-paying subscribers to migrate to a cell-phone plan over at Telus. The news release states that re-categorizing Mobilicity as an MVNO would result in uninterrupted service.

Capital funding for the transaction would be provided by holding company Obelysk Inc., the private equity company of Canadian businessman John Bitove, who founded upstart Mobilicity in 2008.

The Financial Post has reported that Telus and rival Rogers Communications Inc. appear to be locked in an escalating bidding war for financially crippled Mobilicity, which has been operating under court-supervised creditor protection since September 2013. Mobilicity’s creditors and directors met Saturday by conference call to assess the two offers, which are said to exceed the $350-million figure Telus had offered when it failed to acquire Mobilicity in 2014. The negotiations are said to be ongoing.

cpellegrini@nationalpost.com

Winnipeg developed Clandestine: Anomaly aims to change how we think about alternative reality games

A cutting edge alternative reality game spawned in the wintry streets of Winnipeg?

Stranger things have happened.

ZenFri, a 10-person multidisciplinary studio based in the heart of The Peg, is releasing its first game – Clandestine: Anomaly – later this month for iOS devices.

Headed up by 29-year-old studio co-founder and chief executive artist Corey King, the project aims to put players in the role of a human involved in an intergalactic conflict who uses a suped-up phone to see things other people can’t.

King’s idea for an alternative reality adventure took root more than four years ago, mere hours after he purchased his first iOS device. But it took a while for his concept to take shape.

Experienced in film, writing, and art, King didn’t know any coders, so he needed to gather people to help build his game and realize his vision. He also hooked up with Joshua Ortega, an established novelist, comic book writer, and lead writer for the blockbuster console game Gears of War 2, who assisted with the story.

Along the way he managed to secure an investment from the Canada Media Fund, and even pick up a design award from at the GamAR 2013 Metaio Developer Competition based on an early prototype of the game.

Now Clandestine: Anomaly is just days from release. Post Arcade chatted with King to learn more about the game, the role that alternative reality plays (it turns out to be optional), and whether we ought to expect to see paranoid looking people on the street staring at the world through the screens of their phones anytime in the near future.

[youtube=http://www.youtube.com/watch?v=V8JhfI9ZkNc&w=620&h=349]

Post Arcade: It’s safe to say some people are flummoxed by the whole geolocation AR thing. Can you explain what it’s all about, and, more specifically, how it works in your game?

Corey King: Geolocative AR is about using technology already in your pocket to transform your environment. Using your smart device’s camera, compass, GPS, and gyroscope, we try to create the illusion that digital characters and objectives have been placed in the real world.

It’s kind of like Who Framed Roger Rabbit?, only the live action elements are the real world, as seen through your mobile device.

Weirdly, the closest I’ve come to experiencing a geolocation AR game was inside another game: Watch Dogs. It has AR mini-games in which the protagonist blasts aliens only he can see (via his phone) in public spaces. Is that vaguely the same as Clandestine: Anomaly, or am I totally out to lunch?

It’s similar in that they are both about a hidden conflict you can only see with a phone, and that the deaths of aliens are involved, but that’s where the similarities end. We are inspired by ARGs (Alternate Reality Games), and trying to sell the fiction of the game as “real” as opposed to arcade-y or cartoony.  This informed a lot of design choices.

Looking at the Watch Dogs mini-game, and how your character runs around in public, they look foolish even within the context of the game world. A lot of AR games try to do this, and it’s a massive barrier to enjoying the game. No one wants to be embarrassed as they play. We actually put a lot of effort into building the mechanics around not looking foolish in public, and playing safe.

For starters, the entire game can be played without AR. AR allows powerful location-based abilities when you walk to the real-world location of a battle, but you can always stick to commanding units remotely from the comfort of home.

Should you choose to use AR it’s a special power-up with a limited duration. We aimed to make it so that you’re in AR for bursts no longer than the time it would take to snap a few photos, this is so that you are never obligated to hold your phone up in the air too long, and so that the whole experience is less socially awkward. We built this around the idea that your primitive human phone needs a “boost” to see the covert events around you, and that boost has to be within signal range of your units and can only last a short time.

We also don’t use the phone like a gun, which is the bane of so many AR games. In Clandestine: Anomaly, your phone is still just a phone, only it’s been supercharged with alien technology. You can command and control units, as well as call in airstrikes, but your phone itself doesn’t shoot, it’s a communication device. Like any normal mobile device it receives text and video messages from characters, as well as directs other in-game assets.

The whole idea that your phone is just a phone impacts even the tower tactics side of the game, as you need to build signal towers, which we call Pulsars, in order to help reveal the enemy’s location and see them.

Our game is designed to be played in your own neighbourhood. This locality provides an intimacy that is lost in the Watch Dogs example, as well as in location based games like IngressClandestine: Anomaly is about you, your phone, and your neighbourhood.

ZenFri

You sort of answered my next question, which is whether people will feel weird playing alone in public.

James Bond works alone. He has contacts, gets intel, and gadgets from Q and so on, but at the end of the day it’s just one man who gets his hands dirty. The covert nature of the story and where this game takes place in the larger story timeline dictates that you’re a single anomalous entity in a much, much larger context.

We do have ambitions to make future multiplayer games using GPS and AR and within the same IP, but Clandestine: Anomaly is about you.

By making this a single player game and setting Clandestine: Anomaly just within your neighbourhood we have the benefit of allowing users to access GPS and AR features without using any data after the initial setup. Once you download the app, and go through the initial setup phase, you have a feature-complete game, no other data required. I’m not sure there is another GPS game like that.

The story was co-penned by Gears of War 2 scribe Joshua Ortega. How did he become involved, and what has the presence of an experienced, award-winning game writer added to Clandestine: Anomaly?

As the other writer on the project, I got to work directly with Joshua. I’m still surprised by the whole thing, and have no idea what attracted him to the project.

He became involved through someone who I’d now consider a mutual friend named David Greene. David was a friend of Joshua, whom I had just met at Augmented World Expo in Silicon Valley. David saw my talk at that conference and thought I should meet Joshua knowing Joshua was interested in becoming involved with an AR project. It’s all kind of strangely inexplicable really, I met the right person at the right time, he liked what I was up to, and knew Joshua would, too.

Joshua took what I had written and improved it in a million tiny ways. There is no single instance that I can pin down and say, “Josh did that!” The Clandestine universe and plot were all pretty well laid out, but Joshua brought it all up to the next level, and helped develop the narrative to flow more quickly and effortlessly.

Beyond being an absolute professional, he brought a sense of confidence. I began truly believing that we may be onto something special, not just in this single game, but in the grand Clandestine universe, and story arcs that I’d created.

ZenFri

The trailer makes the experience look pretty futuristic. Did you have to develop or modify any technology to realize your vision, or are you simply employing existing AR and geolocation systems?

Thanks. I’m glad you find it to be impressive!

In the teaser where we meet the player’s companion, Nuncio, is actually the least sophisticated use of AR that you’ll find in the game. In the late game missions, if you walk to the mission locations and use AR, you’ll literally feel surrounded by the battle, with colossal machines of war firing on enemies that are attacking all around you.

A small taste of that is in our new gameplay trailer. But even that is an example of AR in an early mission.

We’re using a bunch of established technologies like Unity 3D, Open Street Maps, and Metaio (an AR SDK very recently purchased by Apple), but there is a lot of custom code working between all these systems to get it all working together nicely. The heaviest custom code was used to get the AR, GPS, and Maps to work together nicely, and to eliminate the “jitter” and other stability issues you normally get with GPS based AR.

Winnipeg is better known for Neil Young and Winnie-the-Pooh than innovative game studios. What’s it like working on games there? Is there a network of indie developers who know and rely on each other?

We have a very supportive community that’s small enough to work together, but large enough to have a few of us thrive. ZenFri is neither the largest, nor the oldest studio in the city.

My own creative temperament is to work pretty isolated from other companies, but still collaborate on community-wide issues and events.”

ZenFri

What’s your core demographic? Who do you expect to see wandering the streets of Winnipeg and other cities, phone in hand, rescuing humanity along with the broader galaxy?

Our core demographic is male, mid-core mobile gamers, although we hope it will expand far beyond that.

We believe that video games are for everyone, and that the exciting technologies used in conjunction with the optional active nature of Clandestine: Anomaly will intrigue those who do not typically consider themselves gamers. For us it’s about an overall experience, and we hope it’s a novel enough experience to reach further than it otherwise would.

We are aware that there is resistance with some hard-core gamers towards mobile games, and even to AR. We feel their pain; there isn’t a lot out there for them on mobile and in the case of AR most games are worthy of the ridicule.

Our goal has always been to try to sway those people into incorporating mobile games to their day. We believe that by leveraging cutting edge technology in order to create a large immersive experience on a small device, Clandestine: Anomaly will entice those who most often game on PC or consoles. The phone is merely the keyhole into what we feel is a very big experience.

Of course we’re getting close to finding out if we’ve succeeded or not.

As to seeing people out and about playing the game, we’re as curious as anyone to see what the uptake is on the outdoor features of the game. Of course, I also realize that a good covert agent who has been entrusted to fight an intergalactic war might be hard to detect even if they’re right in front of you.

Ideally, they’ll be everywhere and barely be noticed.

The preceding interview was lightly edited for length and flow.

BlackBerry Ltd faces sea of skeptics Tuesday as investors brace for another ugly quarter

When BlackBerry Ltd. reports its first-quarter results Tuesday before the bell, investors and analysts will scour the release to find one specific metric: revenue, especially sales in the nascent software business.

The Waterloo, Ont.-based company has continued trimming expenses, announcing a surprise batch of job cuts in May, this time for an undisclosed number of people in its rapidly-eroding device division. But investors are still looking for signs of stability and proof that consumers and enterprises are buying the products, services and promises that BlackBerry is selling – and whether chief executive John Chen has made any meaningful progress in the turnaround effort he was hired to lead.

“BlackBerry is blocking and tackling well near term, delivering cost reductions and launching products on time,” RBC Capital Markets analyst Mark Sue wrote in a note to clients. “It’s hard to cut your way to glory.”

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There is a lot of skepticism among investors that glory is on the horizon. Amid relentless speculation about M&A and products, shares of BlackBerry have slumped 18.9 per cent so far this year, closing at US$8.91 on Friday in New York.
Analysts expect BlackBerry will record revenue of US$693.9 million for the period ending May 30, more than 28 per cent lower compared to the same time last fiscal year, according to data compiled by Bloomberg.

But the health of hardware is especially hard to gauge because BlackBerry records sales on a sell-through basis, an accounting policy that defers the recognition of revenue until a device is sold to the end customer by a wireless carrier. It reduces the likelihood of prematurely recording a sale that could be returned later. Chen has told reporters that he’d like to revise the policy, but needs to see stability in demand first.

The company has released new phones including the Classic and the Passport, models that RBC’s Sue says “may be receiving a good reception.” Conversely, analysts at Exane BNP Paribas “fail to see a meaningful traction of BlackBerry’s latest handsets in the highly competitive mid/high-end smartphone market.”

Many analysts, like the team at Credit Suisse, continue to publish research reports that call for Chen to exit the handset business altogether and go all-in on software. But that strategy isn’t fool-proof either.

There are strong reservations that Chen won’t be able to make good on his promise to double software sales in fiscal 2016 to US$500 million, plus another US$100 million from its BBM messaging service. “BlackBerry will have to start showing very brisk growth” to meet the benchmark, said analysts at Exane BNP Paribas. The revenue target is back-end loaded, with larger figures expected later this year.

Of the 32 analysts surveyed by Bloomberg, only four rate BlackBerry’s stock a buy, 19 a hold and nine a sell. The company’s stock has a 12-month price target of US$9.33. Analysts haven’t set a high bar so far for BlackBerry – what they seem to want the most from Chen is more visibility into his thinking.

“Whether the numbers hit or not,” said BMO Capital Markets analysts, “we hope management provides enough metrics to get some transparency on the underlying trends in the software-oriented recovery.”

cpellegrini@nationalpost.com

‘We don’t want something to unravel': Mobilicity weighs rival takeover offers amid government scrutiny

A group of creditors and directors of small Canadian wireless carrier Mobilicity met over the weekend to assess offers from two of the country’s telecommunications giants, which appear to be locked in an escalating bidding war to acquire the financially struggling Vaughan, Ont-based company.

Sources close to the negotiations told the Financial Post that top Mobilicity stakeholders met Saturday by conference call to evaluate the terms of two acquisition offers submitted by rivals Telus Corp. and Rogers Communications Inc. The offers are said to already exceed the $350 million that Telus had offered when it failed to acquire Mobilicity last year. The negotiations are said to be ongoing.

Telus spokesperson Shawn Hall confirmed Friday that the company is indeed still interested in purchasing Mobilicity and put forth a proposed transaction to Industry Canada for review. Hall declined to comment any further because the talks are confidential. Rogers spokesperson Aaron Lazarus declined to comment. Mobilicity spokesperson Joel Shaffer said Saturday that the company “continues to pursue a going-concern transaction” and “continues to engage with a number of parties,” but would not elaborate further.

Negotiations between the two incumbents and Mobilicity were renewed two or three weeks ago, but have really heated up during the past week, according to sources familiar with the discussion. The bidders’ willingness to increase their offers shows how big of a prize Mobilicity’s spectrum and tax losses are for Telus and Rogers, which have 8.1 million and 9.5 million wireless subscribers, respectively.

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“Guy is not Nadir,” said a source close to the negotiations, referring to the aggressive and assertive style of Rogers’ chief executive Guy Laurence compared to his more passive predecessor, Nadir Mohamed.

Laurence, who was hired in late 2013 with a mandate to improve Rogers’ customer service, is said to be willing to spend money in ways Mohamed was much more hesitant to. He offered a group of reporters a glimpse into his approach to spending at the company’s annual meeting in April, saying that “if it comes at a cost, whatever cost,” referring to any item that could contribute to his broader goal of making the client’s experience better, “I’ll find the money within the company. We’re a big company.”

Another source close to Mobilicity said its stakeholders, who have long-banked on a sale to an incumbent even though the government has had a rigid policy against it, are being “very, very cautious” and calculated not to fumble. “It’s really important that this not be done wrongly,” said the person who asked to remain unnamed. “There are a lot of players. The government is involved. We don’t want something to unravel.”

Mobilicity, which had 157,000 active subscribers and leased roughly 450 cell sites at the end of April 2015, has been operating under court-supervised protection since September 2013. The company has been trying to restructure and find the most-optimal exit for both creditors and investors. According to the preliminary list of creditors compiled in 2013, Mobilicity has been extended at least $248 million in secured credit and another $292.5 million in unsecured credit.

But persuading Mobilicity will be only half of any deal, as a spectrum license transfer to fledgling upstart Wind Mobile Corp., which could use the additional access to coveted wireless airwaves despite bulking up in a March auction, appears to be the lynchpin to getting the required stamp of approval from Ottawa.

Telus confirmed Friday that it had proposed to Industry Canada a handover of a spectrum license to Wind at no cost, an idea that has been reportedly floated before to no avail from the federal government. Another piece of uncertainty for the telecom sector is Friday’s announcement that Minister of Industry James Moore will not run for reelection in the fall.

The one-sided results of March’s AWS-3 spectrum auction in Wind’s favour, and how it changed the competitive landscape, is said to have made the government more willing to consider a takeover involving Mobilicity. Wind was awarded set-aside licenses in Ontario, Alberta and B.C. for a bargain price after Mobilicity couldn’t come up with the financing to participate.

“We’ve had a clear position on these types of transactions for some time,” Minister Moore’s press secretary Jake Enwright said Sunday, “We’ll not approve spectrum transfer requests that decrease competition in the wireless sector.” Ultimately, the Ministry would assess the conditions of a final deal – if there ever is one.

Knowing that a deal for both Telus and Rogers is contingent on its co-operation, Mobilicity’s arch rival Wind will likely “want the full meal, not just the appetizer,” an industry source told the Post. Mobilicity owns licenses to spectrum, that was set-aside specifically for new entrant carriers, airwaves for which incumbents weren’t allowed to bid. Wind has declined to comment.

Telus publicly clashed with Industry Canada when it tried to buy Mobilicity three times in 2013 and 2014, offering first $380 million and then $350 million. But Ottawa insisted that a marriage of the two carriers would hurt wireless competition for consumers and blocked the proposed transactions.

These valuations for Mobilicity, which many on Bay Street have balked at, have become sticky benchmarks in the market. Wind, which had 800,000 subscribers as of December and multiples more cell stations than Mobilicity currently has, was sold to a consortium of investors last September for about $300 million.

Financial Post
cpellegrini@nationalpost.com

Telus trying again to buy Mobilicity, wants to appease Ottawa by handing spectrum to Wind

Wind Mobile Corp. could emerge as the kingmaker in Telus Corp.’s latest attempt to acquire Mobilicity.

The Financial Post has learned that the Vancouver-based wireless incumbent recently submitted the terms of a proposed transaction to the federal government in which it would purchase the financially strapped Mobilicity while agreeing to transfer the ownership of some of the new entrant’s coveted spectrum licences to Wind Mobile, which could use the additional access to wireless airwaves, including the bulked-up arsenal it built up in a March auction.

Ottawa has previously blocked previous repeated attempts by Telus to take over Mobilicity, on the grounds that further consolidation would harm competition. The free handover of spectrum licences to help the presumed fourth-carrier Wind would appear to be a strategy to appease Ottawa’s concerns.

“We continue to be interested in acquiring Mobilicity,” Shawn Hall, a spokesperson at Telus, said during an interview on Friday night. “We recently put forward a proposal to Industry Canada in which we committed to transferring at no cost some of that company’s spectrum to Wind, or if that company doesn’t want it the spectrum, to another new entrant or to Industry Canada for reallocation.”

Alek Krstajic, chief executive of Wind, declined to comment. A spokesperson for Mobilicity did not return a request for comment late Friday.

Mobilicity has been operating under court-supervised protection since September 2013 and is attempting to restructure. Last month, the carrier secured another reprieve from its creditors from an Ontario court, affording its stakeholders four more months to review “credible interest” from “various parties” for “an acquisition transaction,” according to a monitor’s report filed during the company’s last stay extension.

Telus publicly clashed with Industry Canada when it tried to buy Mobilicity three times in 2013 and 2014, offering first $380 million and then $350 million. But Ottawa insisted that a marriage of the two carriers would hurt wireless competition for consumers and blocked each of the proposed transactions.

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Court filings show Mobilicity’s creditor group has been trying to resurrect a sale to deep-pocketed Telus for some time, which would see the carrier fetch more than if it was sold to a cash-strapped smaller player. But Telus’ relentless pursuit of Mobilicity, which is perceived an attractive target because of its spectrum and tax losses, has left the telecom giant in bad odor with the country’s regulator.

Joe Natale, chief executive at Telus, told the Post in May that his company had not renewed talks with the struggling carrier. “We are not, and we have nothing active going with Mobilicity, nor would we comment on anything we might be doing in the marketplace with respect to business development or otherwise.”

Facing the prospect of insolvency, Mobilicity said in court filings that it is striving for a “value-maximizing transaction” for both management and creditors, a task that has proven to be a challenge for a group that can’t even seem to agree on how to reach the most-optimal exit, as illuminated in public legal documents.

The Globe and Mail has reported that Rogers Communications Inc. also submitted a proposal to Ottawa inquiring about a possible purchase of Mobilicity. A spokesperson for Rogers declined to comment.

Financial Post
cpellegrini@nationalpost.com

$1-billion fibre optic investment will make Edmonton Canada’s ‘first gigabit society,’ Telus Corp says

EDMONTON – Telus says its $1-billion fibre-optic Internet build out in Edmonton will give the city a technological and economic upper hand that will boost innovation, education and streamline health care.

The company announced Friday it is expanding its network of high-speed fibre optic cables in Edmonton, connecting 90 per cent of residents to super fast web browsing. The technology uses glass or plastic threads to transmit data as pulses of light rather than signals through metal cable.

Darren Entwistle, Telus executive chairman, called it the company’s single largest fibre optic investment in its history and the largest in the country.

“We are making a generational investment and creating the first, significant urban gigabit society in Canada,” Entwistle said.

“Our gigabit-enabled network will deliver speeds of 150 megabits per second right to the doors of more than 300,000 homes and businesses as well as medical, educational and community facilities to dramatically improve the way we live, work and socialize in a digital world,” Entwistle said.

U.S. cities, such as Chattanooga, Tenn. — it boasts Internet speeds as fast as one gigabit per second, about 50 times faster than the U.S. average — have posted a 1.1-per-cent increase in gross domestic product, Entwistle said.

Touting fibre optic networks as having virtually unlimited capacity, he said they are needed to handle soaring growth in communications traffic and Internet use.

“Our fibre network will future-proof Edmonton’s growing digital demands for decades to come.”

Entwistle promised faster and more reliable Internet connections for users to watch digital entertainment and share videos and photos.

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He also touted benefits for education and business, such as increased telecommuting capacity and virtual, interactive field trips.

“In the case of the resource sector, we will have the capability to provide remote camps with (Internet Protocol) TV and high-speed Internet. These services will improve the workers’ quality of life and, importantly, help them stay connected with their loved ones.”

In health care, the technology can support the digitizing of patient information and help electronically deliver primary care such as e-prescribing medication, Entwistle said.

We are making a generational investment and creating the first, significant urban gigabit society in Canada

Telus expects a return for its investment of market share.

“I think we’re going to attract a lot of customers with this particular technology and all the eco-systems enabled along the way,” Entwistle said.

Telus says it is investing $4.2 billion in new infrastructure and facilities across Alberta through 2018, including $1 billion this year.

In Edmonton, the $1 billion will be spent over five or six years, with half of it going to civil engineering and half to the fibre-optic technology.

The project is expected to create 1,500 jobs.

EBay Inc sells 28.4% stake of Craigslist back to company, ending years-long legal battle

SAN JOSE, Calif. — E-commerce company eBay has sold its 28.4 per cent stake in Craigslist back to the online classified advertising site, ending years of legal wrangling between the two companies.

The move announced Friday comes as eBay prepares to split with its online payments system PayPal. Financial terms were not disclosed.

EBay, which is based in San Jose, California, bought a stake in Craigslist in 2004. But the two companies have tussled in the legal arena. Craigslist has long accused eBay of using confidential information to start its own classifieds site in the U.S. in 2007.

In 2010, a judge ruled that Craigslist founder Craig Newmark and CEO Jim Buckmaster violated their responsibilities to eBay with changes they implemented that diluted eBay’s share from 28.4 per cent to 24.9 per cent and made it harder for eBay to sell the stake.

EBay said with the repurchase, all litigation between eBay and Craigslist will be dismissed. It declined to comment further.

Craigslist posted an excerpt of eBay’s statement on its blog along with an excerpt of Shakespeare’s “All’s Well That Ends Well,” including the line “Love all, trust a few.”

Shares in eBay Inc. rose 37 cents to $61.06 in afternoon trading.

The Associated Press

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Top court orders wireless carriers to release information on Apple contracts

The Federal Court has ordered eight Canadian wireless carriers that sell the iPhone to produce quantitative information about their commercial relations with Apple Inc. and its local subsidiary.

These rulings arrived three days after motions were brought to an Ottawa court on Monday to advance the Competition Bureau’s probe into whether the Cupertino, Calif.-based behemoth has had an influence on wholesale and consumer pricing of the iPhone that has been in violation of the law. The carriers, which include the three incumbents and five regional operators, have 90 calendar days to respond.

The Bureau began its investigation in March of 2014 after becoming aware of potentially anti-competitive clauses that Apple Canada Inc. was employing in its commercial agreements with Canadian mobile service providers. Neither a conclusion of wrongdoing has been made nor has an application been filed with the Competition Tribunal or any other court to seek remedies for alleged anti-competitive conduct.

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Court filings state that Apple’s contractual obligations with carriers “may have or may likely have the effect of lessening or preventing competition substantially in a market.” These clauses may “increase the price Canadians have paid, are paying or will pay for handset devices and/or other wireless services.”

The data requested by the law enforcement agency are outlined in four pages in each decision. They include confidential details about consumer contracts, revenues, costs, margins, order amounts, inventory levels, and the terms these carriers must abide to sell Apple in their retail stores, among others. For comparison purposes, similar details were requested for other handset manufacturers sold to subscribers as well.

All carriers will submit these facts last updated on June 18. If a carrier can’t obtain a fact after conducting a diligent search, it must explain in writing why it doesn’t exist or never existed. The earliest date submitted will vary depending on the carrier, the nature of the request and when iPhones were sold or activated.

For some data points, BCE Inc.’s Bell Mobility, Rogers Communications Inc. and Telus Corp. will have to retrieve data from as far back as January 1, 2008. Quebecor Inc.’s Videotron Ltd., MTS Inc., Tbaytel, Bragg Communications Inc. and Saskatchewan Telecommunications have different periods of time to fulfill.

According to Reuters, Apple lost an appeal earlier this week in Taiwan, as the court upheld a decision that found the U.S. tech company’s influences on prices and its practices toward local telecom providers to be anti-competitive. Apple, which was fined T$20 million ($794,000), can still appeal.

cpellegrini@nationalpost.com

Women get more of the spotlight at E3 2015, both in game and on the show floor

LOS ANGELES — It seems the Electronic Entertainment Expo is no longer a man’s world.

During this year’s video game extravaganza, a variety of women – virtual and otherwise – have been featured more prominently than in past years of the annual trade show where game makers highlight their forthcoming creations. In presentations and on the expo floor, a sizeable number of women have appeared on stages, within games and in crowds.

Microsoft, for instance, kicked off its E3 presentation with 343 Industries head Bonnie Ross introducing a “Halo 5: Guardians” cooperative gameplay demo that featured men and women playing together as male and female members of Spartan Locke’s squad. The company later hyped “ReCore” and “Rise of the Tomb Raider,” which both feature female heroines.

“We’re about everybody playing games, and we want to represent that in the content that we put on screen,” said Phil Spencer, Microsoft’s head of Xbox. “We opened the show with Bonnie. She’s got such authenticity as someone who has been with Xbox a long time, running our biggest franchise and being a spokesperson for the platform, the industry and `Halo.'”

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Ubisoft, which came under fire at last year’s E3 for revealing that female avatars wouldn’t be an option in “Assassin’s Creed: Unity,” reversed course Monday by focusing on female “Assassin’s Creed: Syndicate” co-star Evie. The publisher also brought Angela Bassett on stage to announce she was portraying the first-ever female boss in “Tom Clancy’s Rainbow Six: Siege.”

Others introduced all-new female protagonists, including bow-wielding huntress Aloy of “Horizon Zero Dawn” and 10-year-old blind girl Rae of “Beyond Eyes.” Bethesda Softworks announced Sunday that stealth sequel “Dishonored 2″ would feature a female co-star and post-apocalyptic “Fallout 4″ would allow players to create male or female avatars of different races.

“We’ve always believed that this is not a boys’ club and should never be a boys’ club,” said Reggie Fils-Aime, CEO of Nintendo of America, who is Haitian-American. “That mentality permeates our games and our corporate environment. We believe in a full range of diversity. I mean, look at me in terms of representing a diverse point of view for our company.”

The boost in visibility for women at E3 was just as noticeable in the real world as it was in the virtual world with such developers as “Star Wars: Battlefront” senior producer Sigurlina Ingvarsdottir and “Mirror’s Edge: Catalyst” senior producer Sara Jansson on stage at Electronic Arts’ briefing to present their titles.

Christian Petersen/Getty ImagesMicrosoft Vice President and Head of 343 Industries (the developers who make Halo) Bonnie Ross speaks during the Microsoft Xbox E3 press conference at the Galen Center on June 15, 2015 in Los Angeles, California.

“It creates a different dynamic,” said Patrick Soderlund, executive vice president at EA Studios. “I’ve always tried to have a good balance of men and women on the teams I lead. I think the balance is the right one. The important part is that if you’re a man or woman, it doesn’t really matter, as long as you’re the right person for the job.”

In recent years, the industry has rallied in support of gender diversity, especially over the last year when an online campaign began targeting women and others in gaming for criticizing the lack of diversity and how women are portrayed. For game makes, diversity must start in studios before it can extend into living rooms.

“Creatively, it’s far more inspiring to have a diverse group of viewpoints to incorporate into your storytelling and experiences,” said Shannon Loftis, head of publishing at Microsoft Game Studios. “The more diverse people that we can get behind and into game development, the more diverse characters we see represented in game development.”

While the change has been remarkably noticeable at this year’s E3, there are still several games that feature provocative imagery of women and a few female models – so-called “booth babes” – who are hired to attract attention and lure attendees into E3 booths within the cavernous Los Angeles Convention Center.

“If you look at the number of industry talks at this past D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit, Game Developers Conference and South by Southwest, it’s a primary topic among developers,” said Michael Gallagher, president of the Entertainment Software Association. “I think the outcome of such discussions is something like `FIFA’ now including women’s teams. We’ll see more of it.”

AP Entertainment Writer Ryan Pearson contributed to this report.

Ubisoft via APThis photo provided by Ubisoft shows the female character, Evie Stealth, left, in the video game, "Assassin's Creed: Syndicate."

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