China’s ban on kids playing online games for only three hours per week

This is a huge blow to the gaming industry in China that rely on loyal players and subscribers. But is this an attempt to regulate children’s exposure to “specific types of video games?”. On the other hand, is this an attempt to regulate children’s media exposure as a whole in China? In 2021 there over 110 million minors playing video games in China. It’s expected that this number will decline due to the reduction in time they’re allowed to play, which will also influence money spent by these players under 18. https://www.cnn.com/2021/08/31/tech/china-ban-video-games-minor-intl-hnk/index.html

In 2019, there were limits restricting play to 90 minutes a week for children. Authorities state that these new restrictions were created to attempt to prevent young people from becoming addicted to video/online games. They also stated that placing these specific restrictions will protect the healthy growth of minors in China. In reaction to this, investors such as NetEase (NTES) declined 3.4% during trading hours in New York Monday the 27th.

This may also impact the industry of eSports in China. Its the international gaming competition (Olympics) for online video gamers. If minors are limited to the amount of hours they are allowed to play, the momentum for this event could die down, impacting China’s economy. On the other hand, they are paying close attention to the potential behavior changes for children/adolescents after exposure to these games. Attempting to get ahead of the “problem” they see for their citizens. Will Chinese kids find a way around this restriction? And play video games as normal? What does the enforcement of these new restrictions look like?

” There are over 110 million minors that play video games in China today, and we expect the new limits to lead to a decline in the number of players…”

– Danial Ahmad
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The Backlash to the Upcoming Mario Film’s Cast Announcement

Cydney Contreras, https://www.nbcphiladelphia.com/entertainment/entertainment-news/chris-pratt-cast-super-mario-bros-movie-announced/2970163/

Star of 1993’s cult classic loose adaptation of the Super Mario Brothers property John Leguizamo recently expressed disapproval for the upcoming animated Super Mario Brothers film (Dick, 2021). The film in question is slated for release on December 21st of 2022. Leguizamo’s disapproval comes as a result of the notable absence of Latinx lead actors in the recently revealed voice acting lineup. The cast includes: Chris Prat as Mario, Charlie Day as Luigi, Anya Taylor-Joy as Peach, Jack Black as Bowser, Keegan-Michael Key as Toad, Seth Rogen as Donkey Kong, Kevin Michael Richardson as Kamek, Fred Armisen as Cranky Kong, and Sebastian Maniscalco as Spike. Veteran Mario voice actor Charles Martinet will also be in the film as unspecified cameos. About this matter, the former Luigi actor posted a tweet stating:

“So glad #superMariobros is getting a reboot!” Leguizamo says in the tweet. “Obviously it’s iconic enuff. But too bad they went all white! No Latinx in the leads! Groundbreaking color-blind casting in original! Plus I’m the only one who knows how to make this movie work script wise!”

The 1993 Mario Film was directed by Rocky Morton and Annabel Jenkle. The film was written by Parker Bennett, Tery Runte, and Ed Solomon. Bob Hoskins played Mario in this adaptation, Dennis Hopper played King Koopa, Samantha Mathis Played Princess Daisy, and Frank Welker played Yoshi.

Chris Prat made a point of noting just how excited he is to play Mario stating “dreams really do come true” on Instagram. Prat then recounted a time during his youth when he used to steal coins from a wishing well and use them to play Mario. This was followed by Prat’s stating:

“It just dawned on me right now. The quarter I stole out of the wishing well to play Super Mario Bros. has come true, that I get to be the voice of Mario. But, I clearly stole someone else’s wish, so, just waiting for that row of karma dominoes to come crashing down on me.”

I’m interested in the upcoming Mario film for the reason that the Mario intellectual property represents the best selling video game franchise of all time. Mario had approximately 620 million copies of his various games around the world as of January of 2020 (Adler, 2020). With this being the case I feel as though it is undeniable that this film will have a major cultural impact. Regarding the casting choices, while i’m not fond of the fact that the leads aren’t being played by Latinx people I am a big fan of all of the actors that have been chosen outside of that fact.

Adler, Matthew. “How Mario Outsells Every Other Game Franchise.” IGN, IGN, 14 Jan. 2020, https://www.ign.com/articles/2019/11/15/mario-sales-competition-infographic.

Dick, Jeremy. “John Leguizamo BLASTS ‘Super Mario BROS.’ Animated Movie Cast for Lack of Diversity.” Movieweb, Movieweb, 28 Sept. 2021, https://movieweb.com/john-leguizamo-super-mario-bros-reboot-voice-cast-lack-of-diversity/.

Twitch Sues Users Over Allegations of Harassment

Twitch files lawsuit against two users responsible for targeting and harassing Black and LGBTQIA+ streamers 

Photo Via MIKKELWILLIAM/GETTY IMAGES on Wired.com

On Thursday, September 9th, Twitch filed a lawsuit in US District Court for the Northern District of California against two users for violations of terms of services. The users CruzzControl and Creatine Overdose are accused of spamming the chats and comments of black and LGBTQIA+ streamers with racist and homophobic hate speech. Thousands of streamers have been targeting in these ‘hate raids’.

The two accounts are believed to have used bot software to spam channels with hundreds of hate comments within minutes, forcing some users to suspend streaming. Twitch alleges the account CruzzControl operated nearly 3,000 bots in recent hate raids. The two accounts were initially suspended after complaints filed against them before permanently banning their accounts.

The lawsuit follows one week after Twitch users initiated a boycott on the streaming platform over hate speech, using the hashtags #ADayOffTwitch and #DoBetterTwitch. Thousands of users banded together for a one day boycott of Twitch to pressure the streaming platform to take action against recent hate raids. In response, Twitch banned thousands of accounts using hate speech and created new chat filters to block slurs and racist, homophobic and bigoted language from entering chats and comments.

China’s Weird War on Kid’s Playing Video Games

(https://www.foxbusiness.com/markets/coronavirus-spike-china-video-game, Frank Connor)

China’s national video game regulator The National Press and Publication Administration announced this past Monday that they’ll be banning children from playing video games Monday through Thursday and further limiting them to four hours of playtime on Fridays, weekends, and holidays. This policy went into effect last Wednesday. This regulation comes as a result of the Chinese government’s blaming video games for causing nearsightedness and addiction in youths. This is also not the first time China has restricted children’s ability to play video games as, in 2019, they banned the playing of video games by minors between the hours of 10 p.m and 8 a.m and restricted the amount of time children could play video games during weekdays to 90 minutes. The Chinese government intends to enforce the new playtime restrictions by way of requiring minors to register games under their real names and requiring video game companies to implement software that asks for said real names. China’s government has also expressed animosity towards video game publishers in the past. One such example being their 2018 nearly nine-month-long prohibition on the approval of video games. This being incentive for video game creators to implemented the aforementioned software. Some game companies like Tencent have already begun asking for user’s real names. Children can notably circumvent the software that’d restrict their playing games by simply using the gaming accounts of adults. It is for this reason that the Chinese government asks for family cooperation. The Chinese government has been implementing ways to prevent video game addiction in youth since 2018. Despite this, the government has also promoted e-sports and cloud gaming the former of the two incentivizing a video game training regimen that begins at a young age. China’s youths are also banned from spending more than 400 yuan (about $62) a month on games. Last week South Korea announced it would get rid of similar regulations that saw people under 16 banned from playing video games between midnight and 6 a.m. Console gaming in China was banned for more than a decade leading up to 2015. This led the Chinese populous to gravitate towards PC and mobile gaming. Companies like Nintendo and Sony are attempting to introduce their consoles into the market but are still experiencing “minuscule” sales because of this.

This article interests me because, while I was aware that the Chinese government was oppressive I didn’t know that they had and were reinforcing a stance on the hours during which children could play video games. Beyond that I think it’s interesting that a government as oppressive as China’s still can’t get around the fact that people can just use other people’s accounts to get around the playtime hours they’re trying to enforce. I also find it odd that the government is pro-e-sports; almost as if they expect and are promoting this illegal practice.

Liao, Shannon. “China Restricts Young People to Playing Video Games Three Hours a Week.” Spokesman.com, The Spokesman-Review, 3 Sept. 2021, http://www.spokesman.com/stories/2021/sep/05/china-restricts-young-people-to-playing-video-game/.

Over 100 Million People Watched League Of Legends Championship, Making It Top Dog In E-Sport

https://apple.news/AB_Obdp8QQPaNSYM_Q_7lqw

There were over 100 million people watching the championship with a peak of 44 million concurrent viewers during the final round of the tournament. There were teams from 13 different regions around the world, and the matches were broadcasted in 16 different languages. That just shows the global impact that the game has as well as the developers catering to those different markets. They could of easily just appealed to their biggest markets, but from a revenue stand point as well as just brand inclusion they wanted everyone to be belt o experience the championship. The game is 10 years old, but it is still one of the most played video game titles in the world. At peak hours, more than 8 million people are logged on, and playing the game on a daily basis.

The game is at the top of its class and the next closet title would be Fortnite. League of Legends has been able to grow due to the constant community engagement and partnerships that expand the franchises recognizable characters beyond the gaming industry. The tournaments do not offer as much prize money as other games like Fortnite, but it provides stability for professional players. Players in the most successful regional leagues earn annual salaries as well as other benefits from their teams.

What’s Coming to Netflix in December?

Every month, Netflix adds new content to their media streaming platform. Netflix has had a great year and is still considered to be the number one video streaming app; which may not last for long given that AppleTV and Disney+ released this year. The company recently released the list of tv shows and movies releasing on the platform for December.

One of the highlights that Netflix is releasing is The Witcher series. This show is based on a video game series named The Witcher as well. The show stars Henry Cavill and is set in a magical world with a variety of creatures. In the show, he’ll team up with a powerful sorceress and young princess to battle inter-dimensional monsters. Netflix will release all eight episodes on December 20th. Based on the first impressions of critics, it sounds very action-packed and entertaining!

Also coming to Netflix is Two Popes starring Anthony Hopkins and Jonathan Pryce. Lost in Space and You will return over Christmas break as well. If you are interested in viewing the full list that details the shows and movies coming to the platform you can look at the list here.

Do we still need Bethesda?

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Image : https://www.vg247.com/2019/10/28/the-outer-worlds-best-ending/

Video game developer Obsidian has released their latest title, The Outer Worlds and I has been met with acclaim from both critics and fans alike. Obsidian gained notoriety when the worked-on Fallout:  New Vegas, under publisher Bethesda, the owners of the Fallout series.  However, once that game was completed Obsidian turned away from the series and Bethesda in general to strike out on their own. Without Bethesda to back them up many people wondered if Obsidian was capable of retain the game quality fans expected from them. With the recent acclaim their new title is getting it is safe to say that such fears where not founded. Fans were quick to note the similarities between this new game and the fallout games of recent years. Many fans consider Obsidians game to be better than Bethesda, delivering the complexity and feeling of a fallout game the Bethesda has failed to catch with their recent titles. At the same time this comes when Bethesda has continued to foolishly bumble from one mistake to the next. Their latest installment of the Fallout series, fallout 76 was labeled by fans as nothing but a cheap cash grab. This coupled with constant negative press featuring the games features and updates has severely hurt Bethesda’s public image. This begs the question of what lies in the future for Bethesda, as fans that once stood by them leave in order to get the product, they want elsewhere. This also makes said fans question if their original love for the Fallout series is because of the work Bethesda does or despite it.

Article : https://www.forbes.com/sites/paultassi/2019/11/02/outer-worlds-makes-me-want-to-give-all-bethesdas-money-to-obsidian/#5133040a5eae

Borderlands 3 divides its fans

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Image link :https://www.polygon.com/2019/9/14/20865983/borderlands-3-pc-problems-stuttering-framerate-fps-dropping-steam-forums

Borderlands three has become divisive in the eyes of the audience. Of these split opinions neither really spell well for the game, with both sides pointing to serious issues on the games part.On the one hand you have the long term fan of borderlands who find that this latest installment of their favorite series does not cater to them. They accuse the developers of the game, Gearbox  of having dumbed down their game for the sake of it having a broader appeal. Specifically they oppose the frequent tweaks and changes the developers have made to the game in the weeks following its release. They argue that feeling overpowered and exploiting weaknesses has been and should remain part of the Borderlands experience. One the other hand what the article refers to as the “destiny crowd” argue that such balancing efforts are necessary on the part of the developer to ensure that all options in game are equally fun to play. I’m inclined to agree with this crowd, as I see this as a necessary step if Borderlands 3 is to survive in the modern video game market. In the heady days of Borderlands 1 and 2 , there were few games that followed the “loot and shoot” model, so the weakness of the games in terms of both mechanics and narrative were willing to be overlooked by the player base if it meant experiencing this exciting new format of game. However this was several years ago, and now a days suck Looter Shooters are everywhere. Gearbox has been placed in a difficult position, having to keep pace with its competitors while still delivering fans what they want from the series. Having played the game mys;ef, i can see the divide between fans. While the gunplay and movement have been vastly improved by following in other games success, the narrative lack the true feel previous games had. While I still think Borderlands is a good game, it falls short of being the great game its predecessor Borderlands 2 was.

Article link :https://www.forbes.com/sites/paultassi/2019/10/20/this-isnt-destiny–borderlands-3-players-wrestle-with-the-games-identity/

Blizzard silences Pro-Hong Kong player.

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Image: https://metro.co.uk/2019/10/14/blizzard-gives-back-blitzchung-prize-money-reduces-ban-six-months-10912872/

Perhaps one of the fastest growing media markets in the global community is the Chinese market. Everyone from movie producers to videogame streamers have been attempting to grab a share of this market. However, in order to have access to this revenue stream these companies must comply with the authoritarian Chinese government and the most recent case of this is in connection to game publisher Blizzard. In a recent interview during their tournament for the popular online game Hearthstone, e-sports player Ng Wai Chung, better known in the community as Blitzchung, expressed his support for the ongoing protests in Hong Kong that seek to resist the growing power the Chinese government has on the city. In response Blizzard banned Blitzchung from competitive play for up to one year and refused to deliver the prize money he would have received for competing in the tournament. Word quickly spread of Blizzards actions, sparking consumer outrage. Many Consumers began calling for a boycott of Blizzards products, and memes and image lampooning the company spread throughout the internet like Wildfire. In addition, several streamers of Blizzards twitch channel followed in Chung’s example, knowing that they would be removed in a similar manner to the e-sports player. I understand the outrage at Blizzard and fully support Chung and the streamers action.  By attempting to cater to China and its market Blizzard has irrevocably damaged both their reputation and their profit margins domestically. This only fitting, as it is dangerous and immoral for Blizzard or any company to allow itself to be compliant in the actions and wishes of a totalitarian regime in the name of monetary game.

Article: https://www.cnn.com/2019/10/09/tech/blizzard-gaming-backlash-hong-kong-intl-hnk-scli/index.html

Sony’s PlayStation 5 set to release Holidays 2020

Sony Interactive Entertainment CEO Jim Ryan announced the release details of the next-generation console, the Playstation 5, in a blog posted on Sony’s page. This is a huge deal for video gamers because many wondered what the system would be called and are happy to hear that they can get their hands on it during the holiday season of 2020. The blog post talked about some improvements made to the Playstation system. Wired journalist, Peter Rubin, shared the information he learned from Sony’s CEO regarding the vision for the Playstation 5.

Sony plans to make loading times within games shorter to nonexistent. Rubin spoke with the chief studio Officer for EA, Laura Miele, for more insight as to how video game companies are transitioning to new consoles. Miele stated that “We’re stepping into the generation of immediacy. In mobile games, we expect a game to download in moments and to be just a few taps from jumping right in. Now we’re able to tackle that in a big way.” This is a good improvement. Shortening loading screens help keep the gamer in the game longer and more smoothly.

The Playstation 5 will allow players to transition instantly between games, apps and social platforms. Sony’s system architect Mark Cerny explained to Rubin that, “Multiplayer game servers will provide the console with the set of joinable activities in real-time. Single-player games will provide information like what missions you could do and what rewards you might receive for completing them—and all of those choices will be visible in the UI. As a player, you just jump right into whatever you like.” Making the Playstation more interactive is exciting to think about.

The DualShock 5, Playstation 5’s new controller is designed for making gameplay more interactive and immersive. Rubin explained that the controller has “‘adaptive triggers’ that can offer varying levels of resistance to make shooting a bow and arrow feel like the real thing—the tension increasing as you pull the arrow back—or make a machine gun feel far different from a shotgun. It also boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.” With all of this new technology, it is no doubt that the Playstation 5 will pick up where the Playstation 4 left off and change the way we play video games on its console.