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The WAN Show - Go to McDonalds, Get More Pokemon! - July 15th, 2016

Linus Tech Tips@LinusTechTips247.5K viewsJul 16, 201652:35
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linustechtips.com Sponsor: Visit Ministry of Supply and get 15% off your first purchase by clicking here: bit.ly Sponsor: lynda.com: lynda.com for a 10 day free trial Soundcloud Link: soundcloud.com Timestamps courtesy of Ghost, JJMC89, and Sam Tilling (IPickle) 00:03:30 - Pokémon GO tops Twitter daily users, sees more engagement than Facebook 00:07:50 - Two men fall off cliff whilst playing Pokémon GO 00:09:00 - 15 year old hit by car after playing Pokémon GO 00:10:30 - US Holocaust memorial asks Pokémon GO players to stay away 00:13:15 - Long Island pizza place sales are up 75% by using Pokémon GO lures 00:18:30 - McDonalds Pokémon GO partnership 00:25:20 - Man's Pokémon GO chat app so successful it's bankrupting him 00:29:40 - Sponsor: Lynda.com 00:31:52 - Sponsor: Ministry of Supply 00:36:17 - CSGO gambling debacle 00:38:49 - Group of trial attorneys taking on class-action requests in CSGO gambling lawsuit 00:41:45 - NVIDIA GTX 1080, 1070 displayport incompatible with Vive HMD (solution identified) 00:43:44 - PCs shipments in the US are growing for the first time in ages 00:44:53 - Terry Crews posts take over r/pcmasterrace/ on Reddit after building custom PC on Facebook 00:47:00 - Nintendo releasing a Miniature NES with 30 built-in games

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The WAN Show episode dated July 15th, 2016 plays as a high-energy tech and gaming discussion with a distinct focus on the newly enormous mobile phenomenon Pokémon Go and its wide-ranging cultural impact. The hosts open with an honest accounting of streaming and technical hiccups that cropped up just before air, including boot issues and audio quirks, which sets a practical, no-nonsense tone for the rest of the show. The first major topic centers on Pokémon Go’s dominance in social media metrics, with the hosts highlighting its rise to the top of Twitter daily active users, engagement levels surpassing Facebook, and the phenomenon’s ability to captivate millions of players across the United States. They discuss measured statistics such as daily active users, country-by-country adoption, and the app’s impact on other popular games, using national Android activity as a yardstick and drawing comparisons to Candy Crush and Clash Royale to illustrate scale. The conversation shifts to public safety and societal reactions, recounting alarming incidents such as players falling from cliffs and being struck by cars, as well as the US Holocaust Memorial Museum’s prudent request for players to avoid the memorial in the context of the game, underscoring a tension between entertainment and responsible behavior. The hosts pivot to positive local-business stories, including a Long Island pizza place that reports a sales spike from Pokémon Go lure usage, and they analyze how the app accelerates the commercialization arc of mobile platforms, comparing it to earlier evolutions in computing and smartphone adoption. A broader discussion on the rapid monetization of Pokémania follows, examining how venues like McDonald’s might become Poké Stops and gyms, and debating the implications of exclusive in-game content tied to physical retail locations. The show then explores a separate, serious tangent about a fan-made Pokémon Go chat app that ballooned to near a million users in days, and the financial and practical challenges of maintaining a free, ad-free service in the face of scale. Sponsors enter the frame with a transition into the value of online learning from Linda.com, and a new brand partnership with Ministry of Supply, which leads to a lighthearted yet informative pivot on professional apparel and branding as a modern, tech-savvy topic. The latter portion of the episode returns to core technology and gaming topics, including a Valve update on Steam’s trading system in relation to gambling sites, and Valve’s stance on policing external gambling ecosystems that leverage in-game items, coupled with discussion of related legal actions against CS:GO gambling networks and the ongoing scrutiny of virtual item economies. The show cycles back to hardware topics with Nvidia’s GTX 1080 and 1070 and a note about a display port compatibility issue with Vive VR headsets, along with a broader update on US PC shipments growth, and concluding notes about Nintendo’s plans for a miniature NES, signaling a blend of retro nostalgia with cutting-edge technology. Throughout, the hosts balance enthusiasm for new tech and games with warnings about commercialization, safety, and the responsibilities of platform creators and retailers, ultimately painting a portrait of a dynamic tech landscape where entertainment, commerce, and consumer behavior collide. The episode closes with a rapid-fire consideration of how these developments shape the future of gaming, hardware, and connected media, leaving viewers with a snapshot of a whirlwind moment in tech culture that marries nostalgia with next-gen innovation.

Topics · technology · gaming · podcast · consumer-electronics · online-media

Questions answered

What was the main social media impact of Pokémon Go discussed in this WAN Show episode?
Pokémon Go topped Twitter daily active users and generated more engagement than Facebook at the time, making it the biggest mobile game in US history by several metrics.
Why did the hosts discuss McDonald’s in relation to Pokémon Go?
They discussed a potential sponsorship where McDonald’s locations could become Poké Stops or gyms, illustrating how retailers might capitalize on the game's popularity.
What safety concerns were raised about Pokémon Go in this episode?
Incidents such as players falling off cliffs, being hit by cars, and exploring restricted or sensitive locations like memorials were highlighted as risks associated with the game.
What was the fate of the fan-made Pokémon Go chat app mentioned?
The app rapidly gained users, but its servers faced high costs, potentially risking bankruptcy for the developer who refused ads to monetize the service.