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Call of Duty removing maps due to their similarity with real life places?

Modern Warfare 2 (2022) just released a few weeks ago. Many players are upset that a map (and supposedly another is about to be removed for similar reasons) in the multiplayer was removed due to legal issues. For reference, a map is the virtual battleground that multiplayer matches are played on, typically the game has a dozen or more of them.  GameRant reports that the map may have been removed due to its “similarity to the Getty Museum in Los Angeles” and that the developers did not have permission to use its likeness (see: https://gamerant.com/call-of-duty-modern-warfare-2-valderas-museum-return-demand/). GameRant also notes that this is not the first time the developer has gotten slack for using “real life” environments (see: https://gamerant.com/call-of-duty-modern-warfare-2-valderas-museum-return-demand/).

(image sourced from: https://gamerant.com/call-of-duty-modern-warfare-2-valderas-museum-return-demand/)

This is clearly an intellectual property issue and goes right back to our earlier discussions of meta-verses recreating life. Do you think the Getty Museum has a strong claim? The developers undoubtedly spent hours designing the map, should they have any recourse? As discussed, there are rumours that another map is going to be removed, likely for similar issues. This is quite upsetting as the game did not release with many maps and we will not have a content update for another few weeks.

Founder of Oculus Creates Murderous VR Headset

luckey

https://www.forbes.com/sites/paultassi/2022/11/08/oculus-founder-makes-vr-headset-that-will-actually-kill-you-if-you-die-in-a-game/?sh=1e3d07c75a16

Founder of Oculus, Palmer Luckey, announced that he has created a custom VR headset that will kill the user if they were to die in a game they are playing. The headset has charges that will explode upon death of the player which will result in the “destroying the brain of the user”.

I don’t have much to say on this other than ‘why?’. This just feels so dystopian, and unnecessary. Yes, it is interesting and mimics what we see in entertainment like Black Mirror. However, I am not sure what the real point of this invention is. The use that comes to mind is some dystopian e-Sports fight club that allows the ultra-rich to bet on users, similarly as you see in dystopian fight club movies and TV shows. So really no use at all.

I don’t really have much else to say about it, just thought I would share it with the class because it was so bizarre.

The Chronicles of Elyria Lawsuit and its Virtual Real Estate Controversy

On October 3, 2022 the United States District Court, Western District of Washington dismissed a class action complaint made by lead plaintiff James Falls against Soulbound Studios LLC, the developer of a would-be MMO  Chronicles of Elyria.

Falls spent over $20,000 on in-game content in support of the development of the game, which was cancelled in early 2020. The Plaintiffs raised issues about pre-release “game footage” that was actually cinematics, and claimed breach of contract with respect to refunds as well as violation of consumer protection legislation.

Ultimately, the Court dismissed the breach of contract claim on the basis that the refund policy offered by a third party vendor was not incorporated into Soulbound’s Terms of Use. They also dismissed the consumer protection claim, finding that the misleading announcement did not “have the capacity to deceive a substantial portion of the public.” They made this determination based on disclaimers in the Terms of Use, including ones expressing that the services provided may differ from those shown at the time funds were deposited.

I found this case interesting for two reasons:

Firstly, it seems unfair to me that users can purchase digital content in support of a game and have no recourse when the game is never finished. While the Terms of Use contained disclaimers and this was treated as a contractual issue, the website is very misleading. I think there is room stronger consumer protection in a situation like this.

Secondly, a component of the in-game item sales was in-game lands. The developers sold virtual real-estate for $65-$3500, that will likely never exist. I wonder as we move into the digital world in more meaningful ways, whether digital land should be treated differently than other types of in-game items.

What do you think?

The full complaint and decision as well as some website content can be found below:

https://www.classaction.org/media/falls-v-soulbound-studios-llc-et-al.pdf

https://www.casemine.com/judgement/us/633d0afaad47477d7e1aa5d7#

https://chroniclesofelyria.com/game

https://chroniclesofelyria.com/blog/34438/Welcome-to-the-Settlers-of-Elyria-Event

https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging

Do ebooks dream of the burning of Z-Library?

Just last Friday, November 4, 2022, marked the fall of Z-Library, an online free ebook repository hailed as the internet’s largest “shadow library”. Shadow libraries are online databases of readily available content, generally free of charge, offering sources normally inaccessible to readers due to financial costs or membership requirements. Z-library once boasted a collection of over 11 million books and 84 million articles at its peak, and was loved by students, academics, and book-lovers alike.

Now, users who visit the site will be faced with a page that reads: “This domain has been seized by the United States Postal Inspection Service in accordance with a court order.” So far, the US Department of Justice has refused to comment on the seizure of Z-library’s internet domains. Although the court order has yet to be publicized, many suspect that the seizure is due to the large amount of files uploaded onto the site and shared with authorization from the original authors.

Responses to the seizure has been largely divided. On the one hand, writers such as those in the Author’s Guild (America’s largest professional organizations for writers) have voiced their concern over websites like Z-library stealing their work without due compensation. Digital book piracy have dire consequences on the livelihoods of authors, disproportionate affecting independent or self-published authors.

Meanwhile, Z-library has played a critical role in making educational sources such as academic textbooks and peer-reviewed articles free of charge for struggling university students and those from developing countries. While the Author’s Guild’s website describes the mission of the Guild to “advocate for the rights of writers by supporting free speech, fair contracts, and copyright,” a question to ask is whether banning online ebook databases truly promote free speech? And if yes, what are the consequences?

While the Universal Declaration of Human Rights expressly states that everyone has a right to education, how is this to be interpreted in face of digital ebook databases? Especially one upon which the education (or at least intellectual recreation) of millions depend upon?

 

Sources:

Author’s Guild: https://authorsguild.org/

Tiktok blocks Z-library hastag: https://torrentfreak.com/tiktok-blocks-z-library-hashtag-pending-piracy-investigation-221031/

Z-library banned, students in a frenzy: https://www.thedailystar.net/daily-star-books/news/z-library-banned-students-frenzy-3162551

Z-library gets taken down: https://www.thefridaytimes.com/2022/11/04/bad-news-bookworms-popular-e-book-pirating-site-z-library-gets-taken-down/

EU Investigates Microsoft-Activision Deal

FILE - The Activision Blizzard Booth during the Electronic Entertainment Expo in Los Angeles, June 13, 2013. The European Union has on Tuesday, Nov. 8, 2022 launched an investigation into Microsoft’s planned takeover of video game giant Activision Blizzard, fearing the $69 billion deal would distort fair competition in the market. Microsoft, maker of the Xbox gaming system, first announced the agreement to buy the California-based game publisher in January. (AP Photo/Jae C. Hong, File)

The European Union has formally launched an investigation into Microsoft’s $69 billion takeover of Activision Blizzard, citing the potential distortion of fair competition as the reason for doing so.

The development comes at the heels of Activision’s latest launch, Call of Duty: Modern Warfare 2, which has already generated over $1 billion in sales. Sony previously voiced concerns about losing access to one of the industry’s most successful franchises. Control over the release of future iterations of Call of Duty seems to be a central issue in the emerging dispute, and regulators are beginning to take notice.

The EU has already uncovered potential antitrust issues with Microsoft’s video game distribution model. Indeed, the Microsoft ecosystem has rapidly accumulated a growing selection of exclusive titles. Both Microsoft and Activision have indicated they will continue to cooperate with the European Commission, the body who authorized the investigation and who serves as the EU’s executive branch.

Antitrust regulators in the UK have voiced similar concerns. Notably, the United States Federal Trade Commission has not approved the deal yet.

The EU is one of the most important regulators that companies must comply with. Failing to do so would otherwise shut them out of a very lucrative market. I have not been following Call of Duty for a while, and Modern Warfare 2’s sales figures took me by surprise. It will be interesting to learn how the game’s success will weigh on the Microsoft-Activision deal moving forward. I am also curious to see how other regulators, namely the US FTC, will respond themselves to this development.

Article can be found here: https://apnews.com/article/technology-business-games-8d8340d840a531973c4c0be37b70a15f

the Cyberpunk series: form decides content?

September 13, 2022 marked the premiere of the web anime series Cyberpunk: Edgerunners on Netflix. The anime series, produced by Studio Trigger, is based on the video game Cyberpunk 2077 developed by CD Projekt Red.

The synopsis of the show reads “a standalone episode story about a street kid trying to survive in a technology and body modification-obsessed city of the future”. Set in the Cyberpunk universe, the animated series serves as a prequel to the game. The series features an original script and a cast of characters unique to the show, although it continues to take place in Night City borrowed from the game.

Immediately upon its release, fans of the Cyberpunk merchandise have been eager to place the two works side by side to measure up how they stack up against each other. So far, the show Cyberpunk: Edgerunners boasts a 100% rating on Rotten Tomatoes “average tomatometer”, and 96% in average audience score. Meanwhile despite Cyberpunk 2077’s global popularity, the game has been receiving mixed reviews ever since its release, boasting a rating of 7/10 on Steam.

In one gamer’s review: “Cyberpunk 2077 often tries too hard to be too many things at once”. Despite its promise of cyberpunk aesthetic, body modifications, and deep philosophical themes, the level of technological sophistication simply did not hold up. The level of specialization players could select for their avatars were extremely limited, and the presence of many bugs greatly affected the gaming experience.

But even then, as an open-world game where players are free to approach objectives freely, surely it offers more freedom and agency than a show about cyberpunks — right?

As Canadian communication theorist Marshall McLuhan coins: “The medium is the message”. In the 1985 book Amusing Ourselves to Death: Public Discourse in the Age of Show Business, the educator Neil Postman agrees with McLuhan that “form determines content”. Postman contended that a particular medium is only capable of sustaining ideas on a particular level of depth. As such, the corrosive nature of television on our intellectual lives lies in its inability to communicate rational arguments, as it is a medium based on images.

To consider, what sort of content does the medium of video games command? What about animated series?

Moreover, if we assume that people’s tastes are consistent, will they be consistent across different genres? For instance, are fanatics of the cyberpunk genre more likely to adore both the game and the show? Or are fans of video games or fans of anime more likely to adore either the game or the anime?

 

Sources:

Amusing Ourselves to Death Book Summary: https://kadavy.net/blog/posts/amusing-ourselves-to-death-book-summary-neil-postman/

Cyberpunk: Edgerunner wiki: https://cyberpunk.fandom.com/wiki/Cyberpunk:_Edgerunners

Cyberpunk 2077 review: //culturedvultures.com/cyberpunk-2077-ps4-review/

The Medium is the Message: https://www.smashingmagazine.com/2011/07/the-medium-is-the-message/

Dating Simulators…but with Supreme Court Justices?

The video game/dating simulator Supreme Courtship prides itself in being “The world’s first judicial friendship simulator!” Though its premise sounds awfully silly, the game is actually intended to educate players about the American government by getting them to date Supreme Court Justices through a dating/befriending simulator. In the game, all of the Justices have been aged down into their 20s, and sporting hip clothing and ideological stances correspondent to their real life counterparts.

Unfortunately, despite being announced in 2018, the game has still yet to be released. In fact, the developer Just Us Games have placed the game on Kickstarter, and the game currently has $37,132 in funding in face of its $43,831 goal. Apart from insufficient funding, the game has also run into various other problems, such as investigations on the Supreme Court nominee Brett Kavanaugh’s alleged sexual assault (no one wants to fake-date a sex offender). And moreover, controversies have sprung up surrounding whether the sexualization Supreme Court Justices is appropriate at all.

As we approach the question of “why Supreme Courtship?” we may consider the reasons for why people like to play dating simulators at all:

Dating simulators, or dating sims, are a type of story-based game which has a primary goal of developing a romantic relationship between the player and the character(s). The gameplay consists of conversing with a selection of love interests, as the player attempts to increase the affection meter of those interests through a correct choice of dialogue/action. Meanwhile, a lot of dating sims allow for a variety of customization options for players to make to their own character through hairstyle, outfit, features, and insertion of their chosen name.

To date, the pandemic has no doubt spurred the exponential growth of the video game industry, including the number of dating simulators games out there! According to market research, COVID helped US video game sales reach a record of $56.9 billion in 2020, a 27% increase over the previous year. By the time 2021 rolled around, the market expanded. by 26%. The perfectly-timed release of Nintendo’s Animal: Crossing New Horizons released March 2020 sold 13.4 million units in its first six weeks, and was virtually all people talked in social media around that period of time (at least in my feed). Physically trapped indoors and socially isolated from peers, the chill vibes created by soft music, easy tasks, and friendly animals in Animal Crossing healed the hearts of many.

The psychological motivations driving dating (and befriending) sims is evident. People are desperate to build some genuine connections, particularly when they lack real life interpersonal ones. In fact, many players reported that gaming helped their mental health during lockdowns, and that there is something there to be learnt about interpersonal relationships through interactions with virtual characters. This leads us to consider the educational potential of video games, particularly dating sims.

What you take to be the pros and cons of using so-called “sexual motivation” to get people to download and play a game? Additionally, do you think that these games will re-enforce or subvert gender stereotypes?

Sources:

Gaming is booming: https://www.weforum.org/agenda/2022/07/gaming-pandemic-lockdowns-pwc-growth/

How to understand and play dating sims: https://www.polygon.com/2015/7/15/8970567/how-to-understand-and-play-dating-sims

Kickstarter for Supreme Courtship: https://www.kickstarter.com/projects/justusgamesstudio/supreme-courtship-comedy-adventure-justice?ref=551624&token=5124117a

Pandemic gaming statistics: https://www.bentley.edu/news/game

Video Game About Dating Supreme Court Justices Has A Different Ring To It These Days”: https://kotaku.com/video-game-about-dating-supreme-court-justices-has-a-di-1829443069

PSVR2 Release Date & Info

 

In a blog posted to their website yesterday, Sony announced the release of PSVR2 as their second foray into the world of Virtual Reality. On February 22 2023, the PSVR 2 will release for $550 US – interestingly, that price is $50 more than a full PS5 and $150 more than the digital-only PS5.

PSVR2 comes with the headset itself, 2 “Sense” controllers for the player’s hands, and stereo headphones that assist with the immersion. Unlike other VR headsets released by companies such as Meta (the Quest & Quest 2), the PSVR2 does not function as a stand-alone device. Instead, it must be tethered to a PS5 console to be usable, as even a PS4 will not be supported.

One cool feature already announced is the live broadcast mode that combines PSVR2 footage with video recorded from the PS5 consoles camera to capture both the player and the gameplay. This is likely targetting popular streamers in an attempt to motivate them to play these games as a part of their streams given their large degree of influence over their viewer base.

There are also passthrough cameras on the headset that allow users to see the physical space around them. Additionally, the headset can “mesh” your physical space, scanning walls, floors and obstacles like chairs and desks to get a clear sense of play space and set protective boundaries.

Sony has also announced some of the games that will be available, including titles from franchises like Horizon, Star Wars, Resident Evil, Jurassic World, and The Walking Dead.

Do you think that Sony’s interest in VR is an indication that those within the games industry see Virtual Reality as overtaking console gaming in the near future? Or does this reinforce that it is seen as a luxury item just meant for those who can afford it as an add-on? Would you buy one if given the opportunity?

Sources:
https://blog.playstation.com/2022/11/02/playstation-vr2-launches-in-february-at-549-99/
https://www.cnet.com/tech/gaming/playstation-vr-2-ps5-everything-we-know-so-far/#:~:text=The%20PSVR%202%20isn’t,a%20PS5)%20to%20use%20it.
https://blog.playstation.com/2022/11/02/11-new-ps-vr2-games-announced-the-dark-pictures-switchback-vr-cities-vr-enhanced-edition-crossfire-sierra-squad-and-more/
https://www.gamespot.com/videos/psvr-2-is-more-expensive-than-a-ps5/2300-6459907/

Advertising Takes to the Sky

Hey everyone,

There has been a relatively recent interest from companies in using drones in the sky as a way of advertisement. For instance, the NBA implemented drones to light up the night sky of New York with 500 drones as a way of advertisement for the 2022 NBA Draft and its associated sponsor State Farm. For those interested in this, here is a short Instagram video that depicts part of the light show (https://www.instagram.com/p/CfG5k66AKIX/.)

However, now it appears video games are taking their first stab at this, with CandyCrush, the popular sweet-depicting puzzle game, set to send up at least 500 drones into the sky of New York City on Thursday `to celebrate their 10 year anniversary. This is an attempt, as stated by Chief Marketing Operator of Candy Crush, to to “turn the sky into the largest screen on the planet”.

This has raised a number of legal issues around aerospace, public safety, and animal well-being, and drones have been an on-going of litigation for companies like Uber who are attempting to incorporate them into their business model.

You do not have to go far to see that people are not totally on board with this either. Just scroll down to the comments on the bottom of the article attached to this post. I believe it raises some serious questions about consumer-protection, especially in relation to minors and if alcohol, tobacco, and gambling companies will be allowed to essentially broadcast their advertisements to the sky. While not totally on all fours with Video Game Law, the use of this advertisement method seems relevant as it is now being employed by a video game company.

Link to Article: https://gothamist.com/news/500-drones-to-swarm-nycs-skyline-thursday-in-new-advertising-ploy

 

 

Microsoft Invests In Blockchain Developer

Blockchain technology and NFTs have been mentioned a few times in this class. It certainly seems as though NFTs face growing pushback and have lost a great deal of popularity. Gamers have also voiced displeasure at increasing monetization and the emergence of “Pay-to-Earn” video games. Phil Spencer, the CEO of Microsoft’s gaming division, has himself expressed skepticism of the technology. Back in 2021, he described NFT and blockchain-enabled games as more “exploitative” and less “about entertainment”.

And so, it seems to me a little strange that Microsoft has invested in Wemade, a “blockchain-focused game developer” (whatever that means). Wemade released Mir 4 in 2018, describing it as “the world’s first well-made blockbuster blockchain game”. The developer confirmed that Microsoft was part of an investment round in the company that totalled nearly $46 million. How much of the total figure was contributed by Microsoft was not disclosed.

While Spencer may have significant influence in Microsoft, he heads the company’s Xbox division. As a result, his own views may be given less weight when it comes to investment decisions that will affect the corporation as a whole. Perhaps Microsoft, despite Spencer’s skepticism, does see a future in which NFTs and blockchain technology are a worthwhile platform to be invested in.

https://gamerant.com/microsoft-blockchain-developer-wemade-investment/