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AI and Gaming: Microsoft Tests the Waters

Hi everyone,

I came across an article on Microsoft experimenting with AI recently and thought that I might make a quick post about it, given our discussions around AI in gaming.

Microsoft recently released an AI gaming model called Muse AI that “can dynamically create gameplay visuals and simulate player behavior in real-time”, which, in simpler terms, generates playable environments through AI without using a game engine.

Using this model, Microsoft recreated a classic game called Quake II that players can try online. Microsoft’s model drew criticism and sparked conversations around the use of AI in gaming. For example, one Bluesky user pointed out that the generated frames are not permanent and changes every time the player looks at the floor. Others criticize the low framerates and blurry textures. Further, the demo reportedly took an enormous amount of electricity to produce, which is another issue with AI that often sparks debate.

For those who are interested, you can try the demo here: https://copilot.microsoft.com/wham

What are your thoughts about the demo? Have you played the original Quake II? How does Microsoft’s demo compare and what might this say about the future of how AI is used in games?

Sources:

Switch 2 Prices Set Worrying Precedent For the Future of Gaming

Last week Nintendo dropped their Nintendo Switch 2 Direct, which announced many of the new games releasing alongside the hotly-anticipated console. While the Direct itself was met with overwhelming positive reception (if you haven’t already, please see the Moo Moo Meadows cow becoming a playable character in Mario Kart), much of this excitement was dampened by the subsequent reveal of the Switch 2’s price. 

Just look at him go!

The Switch 2 has been announced to be $449 USD, marking a drastic jump from its predecessor’s price of $299.99 USD upon release. In Canada, the Switch 2 will be $629.99 CAD, jumping up from the Switch 1’s $399.99 CAD. 

In addition to the price of the console itself, the price of new games exclusive to the Switch 2 such as the new Mario Kart World has also caused widespread outcry. The game is priced at $80 USD, with a bundle packaging the game with the Switch 2 set at $499.99 USD. In Canada, the game is expected to be somewhere in the $100-115 CAD range, with the bundle at $699.99 CAD. On the original Switch, Nintendo franchise games were typically priced at $60 USD ($79.99 CAD), marking a $20 USD jump between console generation, as well as the highest price Nintendo’s ever set for one of its games since Legend of Zelda: Tears of the Kingdom’s $70 USD price tag from 2023.

 

Mario Kart World is the first new entry to the Mario Kart series in 9 years since Mario Kart 8 was released for the Wii U in 2014 and its announcement has been met with widely positive reception, especially given the breadth of new gameplay features. In response to fan backlash about the pricing of the game, Nintendo of America’s Vice President of Product and Player Experience Bill Trinen has justified the $80 USD price tag by emphasizing the value of the game experience, stating that fans will “find this to be probably the richest Mario Kart experience they’ve ever had.” 

As someone who very begrudgingly paid the $90 CAD for TOTK on its release date, I take part in the shared concern among many over rising costs in the video game industry. While I don’t doubt that the new Mario Kart World will provide an unparalleled gameplay experience in comparison to Mario Kart 8, I don’t necessarily believe that this would justify a potential price point of over $100 CAD, especially since the increased price seems more to be simply because Nintendo can, rather than due to any pragmatic reasons such as rising costs. These new price announcements have me (and many of my friends) reconsidering whether the Switch 2 is really worth the buy. 

With Nintendo raising prices, the fear is that the rest of the industry will follow suit. There’s speculation online that the price of Grand Theft Auto VI, another hotly-anticipated game, could exceed even $100 USD. This is not even taking into account the potential impact of Trump’s tariffs, which have already delayed pre-orders for the Switch 2 in the US and Canada.

As consumers are faced with mounting economic uncertainty and increased costs across the board, this sets a worrying precedent for the costs of video games and the accessibility of gaming in the future. 

Class 11: “Consumer Protection in Video Games” + “Emulators and Game Preservation”

“Liberation Day” hits the video game industry

President Donald Trump ran on a promise to lower prices, and he finally delivered on that promise on April 2, 2025 through the introduction of global tariff policies which dramatically lowered the value of many stocks. These new tariffs caused losses in the stock market that haven’t been seen since March 2020, and are causing a great deal of uncertainty for many companies that rely heavily on manufacturing in Asia. For example, Apple’s stock has seen a loss of almost 16% (so far) due to fears the tariffs will disrupt supply chains and drive up the price of consumer goods. The United States has placed tariffs on key manufacturing countries such as China (34% + 20%), Taiwan (32%) and Vietnam (46%).

Amid this uncertainty, Nintendo has delayed pre-orders in the United States for the recently announced Nintendo Switch 2. US pre-orders were initially planned to start on April 9 in anticipation of the June 5 launch date for the gaming device. However, Nintendo has postponed pre-orders until for the time being “in order to assess the potential impact of tariffs and evolving market conditions.” It is highly likely that the price of the Nintendo Switch 2 (at 450 USD) will be increased in the United States to account for the added costs of tariffs. Pre-orders of the Nintendo Switch 2 in Canada and Europe will however commence as scheduled on April 9, and there is no indication that prices will be increasing in Canada.

It is likely that other video game console manufacturers and other companies in the consumer electronics space will also adjust their prices in the United States to account for these tariffs. Analysts believe that the prices of products such as iPhones can increase by 30-40%.

 

 

Billy Mitchell, the Former “Donkey Kong Champion” Wins Defamation Case

Hi everyone,

The topic I am covering today was more popular a couple years ago but is gaining traction once more. Some of you may be familiar with Billy Mitchell the “Donkey Kong Champion” who previously held world records for scores in Donkey Kong and Pacman in the Guinness Book of World Records. The records were taken away from Billy Mitchell as he came under scrutiny for cheating for those records.  Billy Michell has been notorious for suing people who called him a cheater for defamation and one of the most popular Billy Mitchell haters has been Karl Jobst.  A popular youtuber who makes videos in relation people speed running games.

For years Karl Jobst has been covering Billy Mitchell’s story, calling him a cheater, and showing very convincing evidence that Billy Mitchell did cheat in relation to his high scores. Most people keeping up with the story between the two of them have been on Karl Jobst side as Billy Mitchell was always seen as the villain. Billy Mitchell also typically has been on the losing side of the legal battles he has started with others. There has been a recent defamation case between Billy Mitchell and Karl Jobst however, unlike previous cases this one has gone in favor of Mitchell and painted Karl Jobst in a negative light.  The court has ordered Karl Jobst to pay Billy Mitchell $350,000 for defamation against Mitchell. This outcome came as a shock to the community as there is so much convincing evidence that shows Mitchell is likely a cheater, the community could not understand how Jobst could have lost the case. Well it turns out Jobst lost the case because it was never really about Mitchell being a cheater this time.

Most community members believed the case was about Jobst calling Mitchell a cheater as he had in the past, and Jobst reinforced this belief in the community. He made YouTube videos suggesting the legal battle was about the cheating allegations and even created a GoFundMe to fund his legal fees. Jobst received a lot of monetary support as the community viewed Mitchell to be the villain who was filing another strike suit against Jobst as he normally did. However, it was revealed that this case was actually about Jobst suggesting the suicide of another YouTuber name Apollo Legend stemmed from the stress arising from a settlement between Mitchell and Apollo Legend. Jobst also suggested Mitchell required Apollo Legend to pay him large amounts of money. The court found these claims were based on a fallacy and Jobst was recklessly indifferent as to whether the claims were actually true. Many community members were shocked to find out the case was about this and not just the usual cheating allegations. This has caused Jobst to come under some fire in the public eye and people worry Mitchell may use this as an opportunity to say everything Jobst has said about Mitchell was untrue, including the cheating allegations.

 

Have any of you heard of Billy Mitchell before and were you aware of the ongoing litigation between him and Karl Jobst? If you were aware of the litigation between the two did you assume it was just a case about the cheating allegations as well?

 

Sources:

https://www.theguardian.com/technology/2025/apr/01/donkey-kong-champion-billy-mitchell-wins-defamation-case-australia-youtuber-karl-jobst-ntwnfb

https://www.gamesradar.com/games/donkey-kong-player-billy-mitchell-to-receive-over-usd218k-in-damages-from-youtube-creator-karl-jobst-following-defamation-case/

https://www.videogameschronicle.com/news/former-donkey-kong-champion-billy-mitchell-wins-220000-defamation-case-against-youtuber-karl-jobst/

 

The End of Steam’s Arbitration Agreement – When Class Action is Preferred

In 2024, gaming company Valve removed the mandatory arbitration clause from the subscriber agreement for its online gaming platform Steam. In a shift in legal policy, Valve now directs users to the courts to resolve disputes instead of through arbitration. The updated terms take effect either on user agreement, which includes actions like purchasing a game, or automatically on November 1, 2024, for active Steam users.

Though the reason for this change was not explicitly stated, commentaries suggest that the company may be attempting to avoid arbitration overload.

Valve has been involved in a series of legal proceedings in recent years. In 2021, 30 000 game developers filed suit against Valve in Washington, alleging antitrust violations from inflated game prices caused by Steam’s 30% commission on every game sold. The class action was certified in November and scheduled for trial in 2025. Consumers attempted to sue as a class as well but were seemingly stopped by Steam’s subscriber agreement to arbitration.

Arbitration clauses have long been a point of contention in the realm of consumer protection, as they limit the consumers’ ability to seek compensation through lawsuits. However, in this case, Valve may have abandoned its own arbitration clause because law firms and consumers have found a way to use arbitration clauses against the company by launching mass arbitration claims.

In early 2023, a law firm’s social media campaign recruited over 50 000 Steam users to bring antitrust claims against Valve in arbitration. Later that year, Valve sued the law firm, Zaiger LLC, alleging that it targeted Valve in a scheme to recruit large numbers of clients for arbitration claims to burden Valve with over $225 million in arbitration fees. The arguments in that case noted that prior to Zaiger LLC’s involvement, Valve had only 2 arbitration cases between 2017 and 2022. Now, Valve faces overwhelming financial costs due to mass arbitration claims and has cancelled its arbitration clause. Further, Valve petitioned to enjoin all pending arbitrations on the basis that there was no longer an arbitration agreement between the parties.

This may mark a turning point for the use of mandatory arbitration clauses, not just for gaming companies like Valve, but more broadly among large corporations. As mass arbitration becomes a more common tactic used by consumers, corporations may find themselves unable to handle such a caseload or its associated costs.

For example, in 2020, Comcast and AT&T faced a similar conundrum when consumers under forced arbitration banded together to file arbitration requests all at once. This tactic also saddled DoorDash with costs in the millions, resulting from 6000 claims. Amazon also dropped its arbitration clause in 2021.

If mass arbitration attempts continue, arbitration may no longer be the quicker and more cost-effective alternative to court proceedings, and companies are likely well aware of the threat this poses.

What do you think about arbitration clauses and how they can be used to help or hurt consumers? Are class action lawsuits a better way to demand compensation? Or does the removal of arbitration clauses mean that we are back where we started with broad consumer protection schemes?

Sources:

  • https://www.reuters.com/legal/litigation/why-gaming-company-valve-would-rather-face-consumer-class-action-than-2025-03-10/
  • https://www.pcgamer.com/gaming-industry/valve-will-see-you-in-court-no-really-steam-s-just-updated-its-subscriber-agreement-so-that-all-disputes-and-claims-proceed-in-court/
  • https://www.legal.io/articles/5540864/Valve-Removes-Mandatory-Arbitration-from-Steam-Subscriber-Agreement

 

Class 10: “IP & Free Speech in Streaming” + “Violence & Video-Games” + Term Paper Advice

Video Game Emulators and Game Preservation – Presentation Discussion Outline

We have all probably experienced seeing gameplay of an old game and thinking it would be fun to play that game, only to find out how unrealistic buying the game really would be. Even trying to play an old Pokemon game from our childhoods, on its original hardware has become very difficult. As a result, people have turned to alternative means to play older games, namely emulators. 

Video games emulators are becoming increasingly commonplace as retro games are becoming harder to acquire. People scalping old games is occurring more frequently, especially after COVID, causing prices for some retro games to skyrocket. People also have to acquire the old consoles to play the retro games which only adds to the difficulty of playing retro games. With all the difficulties surrounding  playing retro games in modern times, many use emulators to experience the games they were too young to play growing up. While emulators themselves are becoming more popular, there is little discourse discussing whether emulators themselves are legal. With Nintendo taking a more proactive role in shutting down emulators, people may presume emulators themselves are illegal. 

Our presentation is going to dive into the legality of video games emulators and how emulators interact with Copyright Law and Fair Use. We will cover the Sony Computer Entertainment v Connectix Corporation (2000), 203 F.3d 596 case which directly answers the question of whether video game emulators themselves are legal, at least in the American context. 

All of this leads into the second half of our presentation which is on the critical topic of video game preservation. Video game preservation is the process of collecting, preserving, archiving, cataloging, and making available to play, older video games. As you may imagine, this task brings forth many technical challenges that need to be worked out. In addition, those working to preserve video games for future generations find themselves often sticking their hands in the hornet’s nest that is the legality of game preservation.

Video game preservation is the final boss of video game law and intersects with most of the legal issues already discussed in this course including end-user agreements, copyright, licensing, and fair use/dealing exemptions. For the purposes of our presentation, we focused on a single recent development, an attempt by organizations who are trying to attain an exemption under 17 U.S.C 1201 of the Copyright Act to be able to circumvent copyright protection systems for the legitimate purpose of saving, protecting, and distributing video games for research purposes.

In the course of our presentation we will explain the position of both sides of the debate and discuss the Register’s decision (which can be found here if you would like to see it before class: https://www.copyright.gov/1201/2024/2024_Section_1201_Registers_Recommendation.pdf , see pages 191-192 for the Register’s decision). 

Finally, we will explore if anything could be done differently through evaluating the proposed exemption from the perspective of Canadian law. Our presentation focuses on the unique provision for Orphan Works in section 77 of the Copyright Act and the SCC position on fair dealing for educational purposes, in particular Justice Abella’s obiter comments from York University v. Canadian Copyright Licensing Agency (Access Copyright) 2021 SCC 32 (at paras 87-106), where she explains that any assessment of fairness in a fair dealing case cannot ignore user’s rights in its analysis. 

The EU is Taking Action Against Virtual Currencies in Video Games

We have all probably come across virtual currencies in video games before. Fortnite has V-Bucks, League of Legends has RP (Riot Points) and Call of Duty has COD Points. Since microtransactions have become so prevalent in modern gaming, many companies have come up with their own in-game currency that players have to use in order to purchase premium items. However, these virtual currencies can often times make it unclear just how much you are spending on an item.

An investigation into a game called Star Sable Online (which appears to be an online horse raising, racing and adventure game), has lead the European Commission to combat the potential harms these virtual currencies can pose to children. Star Stable Online appeared to be engaging in practices regarding virtual currencies that were particularly harmful to children.

Some of the specific harms were:

  • direct appeals to children in the advertisements, urging them to buy, or persuade adults to buy for them, in-game currency or items;
  • the use of pressuring techniques such as ‘purchase through time-limited practices’ to unduly influence children to purchase in-game virtual currency or in-game content;
  • a lack of clear and transparent information, adapted to children, about buying and using in-game virtual currency, leading consumers to spend more than they intend to;
  • failure by the company to ensure that the influencers promoting their products clearly disclose commercial content and do not unduly influence children with their marketing techniques.

 

In response to the investigation, the European Commission decided to create guidelines that will create a safer gaming environment for children. In doing so the European Commission, created key principles that form the basis for the guidelines. The key principles are as follows:

  • clear and transparent pricing and pre-contractual information;
  • avoiding practices hiding the costs of in-game digital content and services, as well as practices forcing consumers to purchase virtual currency;
  • respect of consumers’ right of withdrawal;
  • respecting consumer vulnerabilities, in particular when it comes to children;

These principles result in game companies being unable to use virtual currencies to hide the actual prices of items purchasable in-game. While virtual currencies will likely remain in games, companies will have to post that actual price of the items that are being purchased alongside the virtual currency price. It should be noted that these are only guidelines and have not been written in law, so it would appear companies can choose to not follow the guidelines if they do not want to.

Discussion Questions:

Do you think the practice of using virtual currencies is harmful to children and does it really result in people spending more than they were intending to? Do you think that these key principles should be made into law instead of just being guidelines in the EU? Should Canada create similar guidelines?

 

Sources:

https://ec.europa.eu/commission/presscorner/detail/en/ip_25_831

https://www.thegamer.com/european-union-guidelines-combat-predatory-microtransactions-virtual-currencies/

This is the game that lead to the guidelines being made: https://www.starstable.com/

 

Consumer Protection in Video Games

The world of video games is vast, with a multitude of genres to entertain any member of society who wishes to delve into them. This vastness, however, allows for games including violent, crude, and destructive content to be widely available. While it could be argued that this is a positive, allowing for those who wish to engage with said content to do so with ease, these games are broadly marketed and thus can fall into the hands of those not suitable to see such material (such as children). 

Additionally, the immense saturation of video games in the market forces developers to become aggressive with their marketing strategies, drawing the player’s interest in a game. There are instances where this is done through inaccurate representations of what the game truly is, to the detriment of the purchaser. 

This thus begs the question: is the video game industry growing at the expense of the consumer? If so, how can the consumer/player be protected? Or do they even need protection from the video game industry? 

Through this presentation we will delve into the world of consumer protection in the video game industry, discussing whether the methods, legislation, and case law presently available sufficiently protect the video game consumer or not.

-Keely McConnell & Brooklyn Fowler

Sources to check out:

-Timothy Law & Anastasia Reklitis, “No Cheat Codes Here – Deceptive Gameplay Marketing in Mobile Game Advertising” (5 May 2021), online (blog): <competitionchronicle.com> [https://www.competitionchronicle.com/2021/05/no-cheat-codes-here-deceptive-gameplay-marketing-in-mobile-game-advertising/]

-Sydney L. Forde, Erika Solis, & Yasemin Beykont, Address (Paper at the 2023 Annual CCA Conference at York University) [unpublished], [https://crtc.gc.ca/eng/acrtc/prx/2023fordsolisbeykont.htm].