PASADENA – Sgt. Randy Rousseau, a 17-year veteran of the Los Angeles County Sheriff’s Department, died May 2 after what family and friends called a courageous three-year battle with leukemia. He was 44. “It’s very hard to lose someone you grew up with,” said Deputy Keith Gibbons, 43, Rousseau’s longtime friend and partner. “We went through everything together from the time we were rookie cops up through the ranks.” Rousseau went in and out of remission three times before the disease, acute lymphocytic leukemia, which is most often found in children, claimed his life May 2, Gibbons said. He left active duty a second time after being transferred from his post at the Pitchess Detention Center to Crescenta Valley Station to treat the cancer about a year ago, Lt. Mike Bornman said. “You could see that he was hurting at times,” said Bornman, referring to the disease’s effect on Rousseau, “but he never complained. He fought like hell to live. It was tragic.” Most recently, he appeared to be recovering successfully from a bone marrow transplant undertaken at the City of Hope on Dec. 13, Gibbons said. “The headaches came back and became more acute for about a week before he slipped into a coma,” Gibbons said. “He never woke up.” Rousseau, who lived in unincorporated southeast Pasadena on Blanche Street, worked the graveyard shift with Gibbons at the sheriff’s Altadena Station from 1990 through 1993, among other assignments, Gibbons said. “He was an outstanding officer,” Gibbons said, noting his partner’s work on a mid-1990s case solved largely by Rousseau in which a father had murdered, then buried, two young sons. “The man’s 9-year-old son trusted Randy enough that he led him to a grave,” he said. About 300 sworn officers and civilian colleagues from around the region attended Rousseau’s service, according to Bornman. The sergeant leaves his wife Rebecca, 38, and three sons, Rory, 14, Jacob, 10, Joseph, 6. Gibbons said due to the great outpouring of financial support from the community since he was diagnosed,the Rousseau family asked that in lieu of flowers,donations be made to the Sheriff’s Relief Foundation, Survivors and Dependents Fund. firstname.lastname@example.org (626) 578-6300 Ext. 4461160Want local news?Sign up for the Localist and stay informed Something went wrong. Please try again.subscribeCongratulations! You’re all set!
sarah perez Role of Mobile App Analytics In-App Engagement What it Takes to Build a Highly Secure FinTech … The Rise and Rise of Mobile Payment Technology Related Posts Why IoT Apps are Eating Device Interfaces Tags:#mobile There’s an interesting case study over on Computerworld this week regarding mobile application revenue generation, and this time, it’s not an iPhone success story – it’s just the opposite. JR Raphael takes a look at one development firm that’s actually earning more revenue via its Android application, a popular mobile game called Pocket Legends, than it is on iOS.Not only is the game more profitable on the Android platform, its makers say, the Android users are more engaged, too. They play the game more often and click on more ads.According the article, Spacetime Studios, the development firm behind Pocket Legends, a 3D MMO with hints of “World of Warcraft,” says that its daily user activity on Android is more than twice that on iOS. It sees more downloads per day on Android (9,000 vs. 3,000-4,000 on iOS) and is used around three times more on Android compared with iOS.The end result is that the game earns – get this! – 30-50% more revenue on Android than on iOS.That’s certainly a story you don’t hear very much.How? In-app Purchases, Virtual Goods, AdsThe game itself is free, as many Android titles are. The revenue it generates comes from in-app purchases and virtual goods, as well as mobile ads.We already know that in-app purchases are a better form of monetization than mobile ads for mobile social networking and social gaming applications. And we know that in-app purchases are on a huge growth trend this year – expected to grow over 600% in 2011, to account for nearly 30% of all mobile app payments. So is it any surprise, really, to hear that such monetization is working? No.What is surprising is to hear that the game’s in-app purchases are higher on Android than iOS (iPhone, iPod Touch, iPad), especially because iOS has had official support for in-app purchases for some time, while official support from Google for Android apps has still yet to launch. (It’s expected this quarter). That means developers are currently using third-party services to fill their needs in this area for now.Another factor in Spacetime’s monetization scheme, it should be noted, is ads. Here, the trend it sees is higher clickthough on Android than iOS – again, up to three times as many clicks as on iOS. Comptuterworld quotes Spacetime CEO as saying: “this led us to stop advertising on Apple and throw all of our marketing dollars onto Android. It really just makes sense from a financial point of view.”Nope, that’s not something you hear much either.Outlier or Trend? You Tell UsOf course, one case study, while interesting, does not make a trend. But this has to at least pique your interest. It certainly did ours.Are you a mobile developer seeing similar revenue trends on Android vs. iOS? I’d like to know. Get in touch.
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