Air Date : Sept 1st, 2015
Season Number : 14
Episode Number : 4
Episode Name : Flirting With Kat-tastrophe
Networks : Oxygen
Genres : Reality

Cracks form in the twins’ relationship with Jela, Jasmine’s birthday celebration leads to a breakdown and Kat discovers that she’s on the girls’ hit list.

Go Behind the Scenes of TruTV’s “Impractical Jokers” 100th Episode with Yahoo Livetext

By Rachel Heit, Director, Product Marketing

Calling all fans of TruTV’s Impractical Jokers! This Thursday, September 3, during the Impractical Jokers’ 100th episode special, use Yahoo Livetext to go behind the scenes pre and post show. Just download Yahoo Livetext here and add “Jokers” as a friend. Casey Jost, the host, and other special guests from the show will livetext five lucky fans between 8 p.m. to 8:30 p.m. ET and 11 p.m. to 11:30 p.m ET.

Download Yahoo Livetext on your iOS and Android phone today and tune in for the 100th episode this Thursday at 10 p.m. ET.

you weren't worth it

“It’s not fun anymore”
that’s the thrill you chase
The euphoria of perfection
The encapsulated eyes
of a one man audience
Kissing the ground you walk on
Because you know you deserve it.
the breathtaking moments
where I provide the adventure
and you ride along
Clutching a ticket set to expire
When you feel the high wear off

“It’s not fun anymore”
I’m not your circus carnival
You ride in to town to enjoy
“For one night and one night only!”
I’m not a roulette of games
where you expect
to win every colorful prize
And when you’re bored
you leave your empty bag
of unpopped kernels
spilling out on my beaten up earth

I’m a Sunday morning
Easy and soothing
I’m a winter storm
Cold and reckless
And I am pain
I cut deep
and I dream deeper
I’m not just “fun”
I am so much more
Which is most likely why
I’m not good enough for you


WWE’s Seth Rollins Recites Classic Movie Lines The Yahoo Movie Show

‘The WWE World Heavyweight Champion Seth Rollins shows off his acting chops.‘

Can I just tell yall how much I love you. Can I just SAY that we were trending top in USA, and top three or higher in most European countries? We were number four in the world, at some point, I believe. We rocked the hell out of Twitter, and I am so proud of us, of all of you. Thank you guys so so much for showing your support tonight. I can’t imagine hulu , netflix , yahoo , amazon or anyone else being able to turn down this show after the turn out tonight. I did not expect us to get this far, especially number one in the USA? Do you know how long we have been working at that? We normally are always pretty high up there, but number one in more than one country and in the top five in the world!?!? Yall are crazy. Yall are true Fannibals. I expect nothing less than a renewal and a few more seasons after this, t r u s t. Thank you guys, really. It means a lot to people who care so much for this show and its actors.

Seven Years Into The Mobile Revolution: Content is King… Again

By Simon Khalaf, SVP Publishing Products

Last year, on the eve of the sixth anniversary of the mobile revolution, Flurry issued our annual report on the mobile industry. In that report, we analyzed time spent on a mobile device by the average American consumer. We ran the same analysis in Q2 of this year and found interesting trends we are sharing in this report.

After putting the desktop web in the rear view mirror in Q2 2011, and eclipsing television in Q4 2014, mobile and its apps have cemented their position as the top media channel and grabbed more time spent from the average American consumer. In Q2 of 2015, American consumers spent, on average, 3 hrs and 40 minutes per day on their mobile devices. That is a 35% increase in time spent from one year ago and a 24% increase from Q4 2014. In just six short months, the average time American consumers spend on their phones each day increased by 43 minutes.

To put things in perspective, there are 175 million Americans with at least one mobile device. This means that, in aggregate, since November 2014, the US connected population is spending an extra 125 million hours per day on mobile devices. This growth rate is especially astonishing after seven consecutive growth years.

The Browser: Sidelined

Looking at the chart above, today only 10% of the time spent on mobile is spent in the browser, down from 14% a year ago. The rest of the time, 90%, is spent in apps. Effectively, the browser has been sidelined on mobile. This has major implications on the digital industry in general and the content and media industry in particular. Historically, the media industry has relied almost entirely on search for user and traffic acquisition, building entire teams around SEO and SEM on the desktop web. But search engines are predominantly accessed from a browser. If mobile users aren’t using browsers, the media industry will have to look for new approaches to content discovery and  traffic acquisition.

The Media Industry: Absorbed by Apps

The chart below takes a closer look at app categories. Social, Messaging and Entertainment apps (including YouTube), account for 51% of time spent on mobile.

Entertainment (including YouTube) grew from 8% of time spent last year, or 13 minutes per day, to 20% of time spent, or 44 minutes per day this year. This is 240% growth year-over-year, or an extra 31 minutes. That is more than the time it would take to watch an additional TV sitcom for every US consumer, every day!

Messaging and Social apps grew from 28% of time spent last year or 45 minutes per day to 31% of time spent or slightly more than 68 minutes per day this year. This is a 50% year-over-year increase. However, the majority of time spent inside messaging and social apps is actually spent consuming media, such as videos on Tumblr and Facebook or stories on Snapchat. A study by Millward Brown Digital showed that 70% of social app users are actually consuming media. While we can’t correlate the 70% directly to time spent, we firmly believe that media consumption, either articles read in the web view in app, or video consumed in the feeds, constitute the majority of time spent in social apps. This is a big trend and one that will be watched very carefully by traditional media companies. These companies have to adjust to a new world where consumers act as individual distribution channels. The growth in entertainment on mobile proves once again that content is in fact king and is beating the gaming industry in its own game.  

The Gaming Industry: Time is Money

The completely unexpected result of our analysis this year is the dramatic decline in time spent for mobile gaming. Gaming saw its share decline from 32% last year (52 minutes per day) to 15% of time spent (33 minutes per day) this year. This is a 37% decline year-over-year. We believe there are three factors contributing to the decline.

  1. Lack of new hits: Gaming is a hit driven industry and there hasn’t been a major new hit the past 6 to nine months. The major titles like Supercell’s Clash of Clans, King’s Candy Crush, and Machine Zone’s Game of War continue to dominate the top grossing charts and haven’t made room for a major new entrant.
  2. Users become the game: Millennials are shifting from playing games to watching others play games, creating a new category of entertainment called eSports. This summer, Fortune named eSports, the new Saturday morning cartoons for millennials. In fact, some of the most watched content on Tumblr is Minecraft videos created and curated by the passionate Minecraft community.
  3. Pay instead of play: Gamers are buying their way into games versus grinding their way through them. Gamers are spending more money than time to effectively beat games or secure better standings rather than working  their way to the top. This explains the decline in time spent and the major rise in in-app purchases, as Apple saw a record $1.7B in AppStore sales in July.

What the mobile industry in general and the app industry in particular have achieved in the past seven years is amazing. Flurry now measures more than two billion devices each month and sees more than 10 billion sessions per day. That is 1.42 sessions for every human being on this planet, every day. And that is just Flurry! If there is anything to say about the mobile and app industry it is this: Mobile is on fire and it is showing no signs of stopping.


Ford 24-7 Coupe, 2000. Designed by Laurens van den Acker when he was working for Ford, the 24-7 Coupe was one of three 24-7 concepts created in collaboration with Yahoo. The entire instrument panel surface was a screen upon which reconfigurable displays were projected. These displays could be customised to the individual user with vehicle data, internet services or photos. It basically predicted the concept of apps years before the first iPhone 

Pick up Hannibal!

Dear networks out there!
In case you are reading this, I beg you to pick up NBC Hannibal! This series is more than just a simple TV show. Hannibal is a piece of art, there’s so much effort and passion put in every single episode and I think this deserves so much more attention. It deserves to be continued!

Just take a look at the third season’s finale. That was a finale that will be remembered. It was epic, beautiful, yet painful in the end, but it was an episode worth watching, just like the rest of this show it’s just amazing.

So please don’t miss the opportunity to pick up one of the best-made shows ever! Don’t let this hidden jewel get wasted!
hulu, netflix, yahoo, amazon

Yahoo and Girls Who Code Partner

By Olivia Khalili, Director of Yahoo For Good

What would the technological world look like if was designed by females? With only 14% of the engineering workforce comprised of  women*, and 1.4 million STEM jobs projected in the next 20 years*, conceivably, we might never know.

So yes, it’s a pipeline issue. And an awareness issue, but perhaps most importantly, one of identity. The interest in math and science that many girls display at an early age often becomes diluted amongst the aisles of pink toys, societal expectations that nudge them elsewhere or the lack of resources provided. With more awareness (and data) for this gender fallout, there’s a crop of organizations working to close the gender and minority opportunity divide in STEM.

How do you encourage interest from girls in coding? Give them the tools to imagine. Yahoo is partnering with Girls Who Code to develop new curriculum, based on the Tumblr and Flickr open-sourced APIs, that will roll out across 500 clubs this school year. Through these lessons, 6th-12th grade girls will learn to build queries to display the most popular content on Tumblr and Flickr - intermediate skills that build on students’ preliminary knowledge of website development.

Not only will participating girls learn to create using Tumblr and Flickr’s API, they will also have an opportunity to showcase their work during project demo days for local clubs in New York and the Bay Area. The partnership connects these young learners directly with the engineers, designers and project managers who work on Tumblr and Flickr products.

Following the course, students will have the foundational skills to continue to develop and create using APIs available through the Yahoo Developer Network.

Yahoo for Good works to enable the next generation of creative thinkers and doers by providing access to opportunities in STEAM (Science, Technology, Engineering, Arts, Math). Through partners like Girls Who Code, we’re able to give more people the tools to imagine, driving a diversity of ideas and perspectives that may ultimately allow us to know what the technological world would look like if it were designed by females?


* STAT: Where are America’s Women Engineers?

* STAT: U.S. Department of Labor