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Tag: Video games

  • Video Games May Trigger Rare Heart Attacks in Kids: Study

    Video Games May Trigger Rare Heart Attacks in Kids: Study

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    Oct. 12, 2022 — When 16-year-old Jake Gallagher died of a heart attack while playing video games, the U.K. teen’s death made international headlines. Many reports called the 2013 case a rare isolated incident, noting the teen had an underlying heart condition that put him at risk.

    But new research suggests such cases are more common than you might think. 

    Australian scientists who reviewed nearly 70 studies and reports on cardiovascular risks from electronic gaming identified 22 children and teens who lost consciousness while playing video games and experienced heart rhythm problems and other cardiac complications.

    Nineteen of the mostly male gamers, aged 7 to 16, experienced serious irregular heartbeats known as ventricular arrhythmia. Six had heart attacks, and four died suddenly. The researchers also found only 7 of the 22 had received a prior diagnosis of arrhythmia or other heart problems.

    “Video games may represent a serious risk to some children with arrhythmic conditions; they might be lethal in patients with predisposing, but often previously unrecognized arrhythmic conditions,” notes lead investigator Claire M. Lawley, MBBS, PhD, with The Heart Centre for Children in Sydney, Australia, in a statement. “Children who suddenly lose consciousness while electronic gaming should be assessed by a heart specialist as this could be the first sign of a serious heart problem.”

    Such cases are rare, says Christian Turner, MBBS, a co-author of the report, published in the journal Heart Rhythm. Even so, the findings suggest parents monitor their children for signs of stress while gaming — such as sudden fainting or blacking out during periods of high excitement — that might signal an underlying heart condition that could put their lives in danger.

    “The population at risk is exceptionally small,” he says. “Children playing games electronically would be at no greater risk than playing school sports or being physically active. For a parent, if their child has a new blackout, faint, collapse or seizure, they should be checked out by their local or family doctor. The family’s doctor will then determine if further tests are necessary.”

    In an editorial accompanying the new report, Daniel Sohinki, MD, with the Department of Cardiology at Augusta University in Georgia, argues that the study’s findings suggest screening programs — similar to what’s recommended for collegiate sports — aimed at identifying underlying cardiac issues “should encompass athletes being considered for participation in eSports.”

    Sohinki says what’s needed is a better understanding of how stress — mental or physical — stimulates the cardiovascular system in ways that can be dangerous to gamers and traditional sports athletes alike. The same might also be said of other highly stressful activities, such as watching horror films or exciting competitive sporting events that get your heart beating faster.

    “What it comes down to is what kind of stress stimulates the cardiovascular system,” he says. “Whether that’s mental excitement or physical exertion, it’s something that increases your heart rate and increases the stimulated input to the cardiovascular system … that’s the common underlying theme between aerobic exercise and competitive video games.”

    He notes that new findings should prompt a rethinking of conventional belief that video games are safer for kids with underlying heart problems than traditional sports, such as basketball, soccer, and hockey, that can put young athletes at risk for sudden cardiac death.

    “I think in the past, there’s been a thought that if there’s a child who we believe is at risk for arrhythmia or some sort of cardiovascular complication from aerobic exercise, then maybe some sort of sedentary activity, like playing a video game, would be safer for them,” he says. “But what this paper argues is that if you have a child whom you believe to be at risk for a cardiac event for whatever reason, you can’t necessarily be assured that a competitive video game is going to be a safer activity for them.”

    The Australian investigators who conducted the new review based their conclusions on dozens of studies and reports on children who experienced sudden loss of consciousness while playing video games and were determined to have underlying heart conditions. 

    Among the researchers’ findings:

    • Of the 22 cases identified, multiplayer war gaming was the most frequent trigger. 
    • 19 males (86%) were identified as having experienced suspected or proven ventricular arrhythmia during electronic gaming.
    • Six (27%) experienced cardiac arrest and four (18%) died suddenly.
    • Underlying heart conditions were known in just seven (31%) patients beforehand, but confirmed in 12 (54%) afterward.
    • The most common underlying conditions were heart rhythm disorders known as CPVD (catecholaminergic polymorphic ventricular tachycardia) and LQTS (congenital long QT syndrome).

    The research team also found a high incidence of genetic variants (63%) among the gamers, which has significant implications for their families. In some cases, the investigation of a child who lost consciousness during video gaming led to other family members being diagnosed with an important familial heart rhythm problem.

    Turner says he believes the researchers’ findings, while troubling, shouldn’t lead to calls for widespread screening of all children — with echocardiograms, stress tests, or other procedures — before clearing them to play video games.

    “We, in Sydney, Australia, feel the potential harms of screening all children for such a rare condition outweigh the potential benefits,” he says. “Screening would entail performing an exercise stress test on every child in the community and is certainly not practical in the real world. The medical community is already well aware that syncope [loss of consciousness] during sport should be investigated. Our findings in this report suggest that syncope during electronic gaming should be similarly investigated.”

    But Sohinki argues that any child who has had symptoms of a potential heart condition should at least get a standard physical exam and be evaluated for any symptoms that might suggest video gaming could pose a potential risk. These recommendations are in line with guidelines of the National College Athletic Association (NCAA) for sports athletes, which estimates sudden cardiac death strikes between 1 in 40,000 and 1 in 80,000 players each year.

    “For the NCAA, the minimum is a comprehensive medical history and physical examination that’s aimed at identifying either cardiac symptoms or a personal or family history of cardiovascular disease,” he notes. “That’s recommended for all NCAA athletes. So I think there’s a strong argument to be made that … that should be extended to any person who is going to participate competitively in a video game. I think you could justify a history and physical examination as being is a cost-effective intervention. I would support that.”

    For Sohinki, who has a young son and is a gamer himself, the issue is both a personal and professional concern. He practices what he preaches.

    “I have a 3-year-old and he’s watched me play video games and asked to play games as well,” he says. “I also have a [heart] valve condition that is heritable, so he’s already had an echocardiogram screening. But if he didn’t have any symptoms or a known history of cardiovascular disease, I’m not sure I would have anything more than a medical history and physical screening before letting him play video games.”

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  • Dream, the Minecraft-playing YouTube star, finally reveals his face | CNN Business

    Dream, the Minecraft-playing YouTube star, finally reveals his face | CNN Business

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    New York
    CNN Business
     — 

    Dream, a YouTube star with more than 30 million subscribers, has finally revealed his face after hiding behind a smiley-face mask for years.

    “My name is Clay, maybe you’ve heard of me, maybe not,” he posted in a YouTube video Sunday night. “Maybe you clicked on this video out of pure curiosity and you don’t care who I am.”

    He explained that the purpose of the face reveal was that he was meeting a friend for the first time after chatting online for several years. He added that he wanted to live a more public life and “start doing things” including meeting fellow internet creators.

    The face reveal took place about one minute and thirty seconds in the five-minute video, which has amassed 16 million views in less than 12 hours.

    Dream has been an internet presence since 2014 and is best known for being a Minecraft gamer. He’s occasionally garnered controversy for cheating at the game and said he’s received some hate online. At one point the FBI reaching out to him about a “threat” on his life.

    “I feel like I got so desensitized to hate, that I find it funny,” he said in the clip.

    He ended the video said that his channel is “living proof that anyone can do anything” and that he doesn’t want his face reveal to take away from that.

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  • Nintendo carries out 10-for-1 stock split to lure new investors to the Japanese gaming giant

    Nintendo carries out 10-for-1 stock split to lure new investors to the Japanese gaming giant

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    Nintendo carried out a 10-for-1 stock split which reduces the price of an individual share. The 133 year old Japanese gaming giant hopes the move will make it more affordable for a wider pool of investors to buy the company’s shares.

    Zhang Peng | LightRocket | Getty Images

    Nintendo carried out its previously announced 10-for-1 stock split on Thursday aimed at reducing the price of one individual share to attract new investors to the more than century old Japanese gaming giant.

    Prices for Nintendo’s stock reflected the split on the Japanese Stock Exchange website. Nintendo shares closed at 6,043 Japanese yen ($41.76) on Thursday, after closing at 59,700 on Wednesday.

    Each share of common Nintendo stock has been split into 10 shares, hence the reduction in price per share.

    The move is designed to appeal to a wider pool of investors. In Japan, typically investors must buy a block of 100 shares in one company. At Nintendo’s old share price, that would cost a minimum of 5.97 million Japanese yen, or just over $41,200. With the split, 100 shares would cost 604,300 Japanese yen or just over $4,170 at Thursday’s closing price, potentially making it more affordable for individuals to invest in Nintendo.

    “That minimum investment of around 6 million yen is enough to put a student through an entire four-year study program at a Japanese university,” Serkan Toto, CEO of Tokyo-based games consultancy Kantan Games, told CNBC.

    “It was really about time for Nintendo as a consumer-facing company with such a strong brand recognition to reduce the share price.”

    “Now, Nintendo is more affordable especially for younger people, a type of investor that has been growing in Japan in recent years,” he added.

    A number of major tech firms, including Apple and Amazon, have announced stock splits over the past few years. While stock splits don’t fundamentally change the company in any way, they do make buying shares in the firm cheaper.

    The split comes at a testing time for Nintendo, a 133-year-old company, amid broader challenges in the video game industry. In the second quarter of the year, Nintendo’s operating profit fell 15% while sales of its flagship Switch games console also declined. The Japanese gaming giant is facing supply chain challenges which is hampering its ability to meet demand for the Switch.

    However, Nintendo games are still appealing to a wide range of consumers. The company said this month that sales of Splatoon 3 in Japan surpassed 3.45 million units — a domestic record for any Nintendo Switch software within the first three days of sales. Splatoon 3 was launched on Sept. 9.

    Nintendo is also gearing up to release popular titles in the coming months including a new game in the Pokemon franchise.

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  • Third Annual Intel Inspires Adds In-Person Esports Educational Summit, Live Tournament and Esports Grants for Schools

    Third Annual Intel Inspires Adds In-Person Esports Educational Summit, Live Tournament and Esports Grants for Schools

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    Largest educational event in esports takes unprecedented opportunities off-line with live esports educational summit and Finals LAN event

    Press Release


    Sep 19, 2022

    American Video Game League (AVGL), the leading scholastic esports platform and operator division of BoomTV, is proud to collaborate with Intel to launch its third series of Intel Inspires – the largest scholastic esports summit and competition event for high school and college student gamers.

    Entering its third consecutive year, Intel Inspires is the largest and most impactful scholastic event to date. Since its inception, Intel Inspires has attracted 18,000+ student gamers, 50MM+ impressions, and $500K in scholarships and prizing.

    This valuable initiative for schools and students will expand beyond online tournaments to also include an in-person educational esports summit, the opportunity to earn a grant towards developing an existing esports program or create a new one, and a LAN Championship in April 2023. 

    The Intel Inspires educational esports summit, to be held in April 2023, will feature some of the biggest leaders in scholastic esports and strive to unite educators from across North America. Intel Inspires will develop K-12 and collegiate level discussions, providing any educator the opportunity to learn best practices for growing esports and professional programs through keynote speakers, networking events, and group discussions.

    “Intel has proudly supported the esports community since the very beginning through gaming technology, partnerships, and world-class experiences,” said Marcus Kennedy, General Manager, Gaming, Creator, and Esports Segment. “Together with AVGL, we are thrilled to continue that tradition by empowering the gamers of tomorrow and schools of today with a powerful esports education initiative like no other.” 

    This October, high school and college students across the United States and Canada will have the additional opportunity to compete in Rocket League and Overwatch 2 tournaments, leading up to the LAN Championship in April 2023. Each tournament includes regional qualifiers, wild card qualifiers, national championship, and LAN. Only the top two teams from each tournament will compete at the live LAN Championship.

    “AVGL is beyond excited to build upon the success of our previous Intel Inspires programs,” said Michael Slandzicki, Scholastic Team Lead of AVGL. “With the addition of Overwatch 2 and in-person events, the program becomes more expansive and inclusive of any type of student gamer or school. Through this program, we will be able to witness some of the best student talent that scholastic esports has to offer.”

    For more information and sponsorship opportunities, please contact Natalie Clayton at natalie@boom.tv, or visit https://avgl.org/intel-inspires

    Source: American Video Game League

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  • Microsoft to pay $20 million to settle Xbox Live privacy allegations | CNN Business

    Microsoft to pay $20 million to settle Xbox Live privacy allegations | CNN Business

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    Washington
    CNN
     — 

    Microsoft will pay $20 million to settle US government allegations that the tech giant violated children’s privacy by illegally collecting their personal information through its Xbox Live gaming service.

    According to the Federal Trade Commission, Microsoft broke the law by failing to tell parents about the full breadth of information it gathered from kids under the age of 13.

    That information, the FTC said in a lawsuit filed Monday, included the fact that children may share images of themselves in their account profiles, as well as video and audio recordings of themselves, their real names and logs of their activity on the platform.

    Microsoft also allegedly kept for years the personal information of millions of people, including children, who started creating accounts with Xbox Live but who never completed the sign-up process.

    “Even when a user indicated that they were under 13, they were also asked, until late 2021, to provide additional personal information including a phone number and to agree to Microsoft’s service agreement and advertising policy, which until 2019 included a pre-checked box allowing Microsoft to send promotional messages and to share user data with advertisers,” the FTC said in a release.

    In a statement, Microsoft said: “We recently entered into a settlement with the U.S. Federal Trade Commission (FTC) to update our account creation process and resolve a data retention glitch found in our system. We are committed to complying with the order.”

    Parental settings give adults some control over what their children’s accounts show to other users. For example, Xbox Live’s default settings restrict who children can interact with on the service, the FTC said. But other default settings, the agency alleged, allow kids to access third-party games and apps with minimal friction.

    Microsoft failed to sufficiently disclose to parents what information the company was collecting from kids and how it was being used, the FTC said, alleging violations of the Children’s Online Privacy Protection Act (COPPA).

    In agreeing to settle the claims, Microsoft committed to several additional measures beyond the financial penalty.

    Microsoft agreed to delete any personal information it collects from kids if they don’t complete the account registration process. It also agreed to tell third-party game publishers when a user may be a child, effectively putting the third-party publishers on notice to comply with COPPA in handling the user’s information.

    The settlement comes as the FTC has challenged Microsoft’s $69 billion acquisition of video game giant Activision-Blizzard, a proposed deal that would turn Microsoft into the world’s third-largest game publisher and give it control over popular franchises such as “Call of Duty” and “World of Warcraft.”

    US and UK officials have alleged that Microsoft’s acquisition could give it anti-competitive control over the games industry by being able to withhold titles from rival platforms, particularly in the nascent cloud gaming sector. To address the concerns, Microsoft has struck licensing deals with other companies to ensure their customers continue to have access to Activision games following the deal’s close.

    Those concessions have convinced the European Union to approve the deal, but litigation to block the deal involving US and UK regulators remains ongoing.

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  • Pentagon leak spotlights surprising interplay between gaming and military secrets | CNN Politics

    Pentagon leak spotlights surprising interplay between gaming and military secrets | CNN Politics

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    CNN
     — 

    The recent leak of classified US documents on social media platform Discord seemingly caught many at the Pentagon by surprise. But it wasn’t the first time that a forum popular with online gamers had hosted military secrets, underlining a major challenge for the US national security establishment and platforms alike.

    As recently as January 2023, someone on a forum for fans of the video game War Thunder reportedly published confidential information on an F-16 fighter jet. That followed reports of at least three other occasions since 2021 when War Thunder fans posted documents on British, French and Chinese tanks. These cases – which Axios also reported on in the context of the Discord leaks – typically involved users boasting of their inside knowledge of military equipment and claiming to want to make the game more realistic.

    Gaijin Entertainment, the company that produces War Thunder, took the posts down after forum moderators flagged them.

    The recent leaks on Discord exposed a shortcoming in how the US government alerts platforms that they are hosting sensitive or classified information, according to Discord’s top lawyer.

    There is currently “no structured process,” for the government to communicate whether documents posted on social media are classified or even authentic, Clint Smith, Discord’s chief legal officer, said in an April 14 statement that described classified military documents as a “significant, complex challenge” for Discord and other platforms.

    The episodes point to vexing challenges for social media platforms like Discord – where 21-year Air National Guardsman Jack Teixeira allegedly began posting classified information in December – and the US military, which has used Discord for recruiting.

    Discord and other platforms face a difficult balancing act in giving young gamers the space to be themselves while also detecting when they post illegal content.

    “A lot of these guys find their social circles in these online gaming spaces, and that can be great,” said Jennifer Golbeck, a professor at the University of Maryland’s College of Information Studies. “But if the culture of the platform shifts to rewarding things that you shouldn’t be doing, it can hard if you’re really invested in that that social group to give that up.”

    Teixeira allegedly posted the documents – which included sensitive US intelligence on the war in Ukraine – to a private Discord chat in an attempt to look after his online friends and keep them informed, one member of the chatroom has claimed.

    The Pentagon is trying to tap into online youth culture without it backfiring spectacularly, as it allegedly did with Teixeira.

    An Air Force Gaming program that allows service members to compete in video game leagues to, according to a Pentagon press release, “build morale and mental health resiliency,” has more than 28,000 members. The top of the Air Force Gaming website includes a link to join the program’s Discord channel.

    There were signs that Pentagon officials were growing wary of information young service members might share on Discord even before news of Teixeira’s alleged leak broke.

    “Don’t post anything in Discord that you wouldn’t want seen by the general public,” reads a pamphlet published by US Army Special Operations Command in March.

    That the warning came as classified documents allegedly shared by Teixeira sat on Discord appears to be entirely a coincidence; many US officials appeared unaware of the leak until news of it broke on April 6.

    “Past incidents show how hard it is to stop these leaks,” said Casey Brooks, an Army veteran and video game fan.

    “This is about maturity and how certain people seek value from interpersonal relationships and approval from peers and the competitive nature that gaming group members bond over,” Brooks told CNN.

    Classified or sensitive documents are also a unique problem for content moderators on social media sites.

    “With porn, you can at least have some kind of AI that will give a rough flag at the beginning that this looks vaguely like porn,” said Golbeck, the University of Maryland professor. “But what looks like a classified document? They’re just documents.”

    As social media platforms like Discord grapple with the challenges of detecting sensitive intelligence leaks online, current and former US officials worry that US adversaries like Russia may see an intelligence gathering opportunity.

    “If it’s not already happening, my guess would be the Russians have assessed that digging around in some of these obscure online forums … could bear fruit,” Holden Triplett, a former FBI official who worked at the US embassy in Moscow, told CNN.

    Though there is no evidence that Teixeira was approached by foreign agents, Triplett said a young generation of online gamers might be a ripe target for recruitment.

    “Ego and excitement have always been strong motivations to spy,” said Triplett, who is founder of security consultancy Trenchcoat Advisors. But the group of Discord users that included Teixeira “seemed particularly indifferent to national security concerns,” which is a vulnerability for the US government, Triplett said.

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  • Microsoft faces off against US government over Activision deal, with top execs set to testify | CNN Business

    Microsoft faces off against US government over Activision deal, with top execs set to testify | CNN Business

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    CNN
     — 

    Microsoft

    (MSFT)
    and the video game giant Activision Blizzard

    (ATVI)
    will face off Thursday against the US government in a high-stakes battle over one of the largest technology acquisitions in history.

    The showdown in federal court will have the CEOs of both companies taking the stand to defend their $69 billion merger against claims that the combination could violate US antitrust law and harm millions of consumers.

    The outcome of the fight will shape the future of the multibillion-dollar games industry. It will also impact enormously popular gaming franchises such as “Call of Duty” and “World of Warcraft,” which Activision owns and would be transferred to Microsoft under the deal.

    Also testifying will be the top financial executives from both companies; senior leaders from Microsoft’s Xbox division; the CEO of Microsoft Gaming, Phil Spencer; and a vocal critic of the deal, Sony gaming CEO Jim Ryan.

    The days-long affair begins Thursday and is scheduled to run through next week.

    In bringing the case, the Federal Trade Commission is asking a US district court judge for an injunction that would temporarily halt the deal. That would keep the companies from closing their merger, at least until the FTC’s in-house court rules in a separate proceeding on whether the acquisition is anticompetitive.

    But this week’s fight over a preliminary injunction may prove decisive for the deal as a whole. Microsoft has said that a victory for the FTC at this stage “will effectively block the transaction” overall.

    In this hearing, the FTC does not need to prove that the deal is anticompetitive. It just needs to show that the agency would be likely to succeed in doing so if the case moves ahead, and that otherwise its ability to enforce US antitrust law would be harmed.

    The clash comes as Microsoft and Activision face down a contractual July 18 deadline to consummate the deal. Failure to close, or any permanent court order to block the merger, could force Microsoft to pay a $3 billion breakup fee to Activision, according to the deal’s terms.

    The FTC lawsuit has put Microsoft under the harshest antitrust scrutiny in the US in more than two decades. It also could be a crucial test for the FTC at a time when it’s trying to rein in the tech industry broadly, with mixed success.

    In its initial challenge to the merger in its in-house court last year, the FTC alleged the deal would harm competition by turning Microsoft into the world’s third-largest video game publisher — allowing it to raise video game prices with impunity, restrict Activision titles from rival platforms and harm game quality and player experiences on consoles and gaming services.

    Some of those concerns have also been raised internationally. The UK government has challenged the acquisition, and the New Zealand government on Tuesday warned that the deal could be anticompetitive.

    Microsoft has sought to address the concerns by hammering out multi-year licensing agreements with competitors such as Nintendo and Nvidia to ensure that their platforms will continue to receive popular titles if the deal goes through.

    The company has also put forth an 11-point pledge to keep its platforms open, a commitment that applies not only to the Activision Blizzard deal but to virtually all of Microsoft’s gaming business going forward.

    Last month, Microsoft said the European Union would require it to license Activision games “automatically” to competing cloud gaming services as a condition of allowing the merger to proceed in the EU. That commitment, Microsoft said, “will apply globally and will empower millions of consumers worldwide to play these games on any device they choose.”

    Although EU regulators have said the concession addresses their concerns, officials in the US and the UK are continuing with their legal opposition to the deal.

    The standoff particularly focuses attention on FTC Chair Lina Khan, a tech industry critic who has argued for litigating difficult cases and for introducing novel legal theories to help adapt US antitrust law to the digital age.

    Khan won a significant victory last year when the FTC forced Nvidia to abandon its attempted acquisition of the chipmaker Arm. The deal would have combined two companies in adjacent industries in what is known as a vertical merger, a type of deal that is rarely blocked in the United States.

    But Khan also suffered a setback when the FTC unsuccessfully tried to block Facebook-parent Meta from acquiring Within Unlimited, a virtual reality startup. The FTC had argued that the acquisition was an attempt by Meta to quash competition in the nascent VR industry, but earlier this year, a federal judge declined to issue a preliminary injunction of the kind the FTC now seeks against Microsoft. The FTC dropped its case against Meta soon after.

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  • UK blocks Microsoft takeover of Activision Blizzard | CNN Business

    UK blocks Microsoft takeover of Activision Blizzard | CNN Business

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    London
    CNN
     — 

    The UK antitrust regulator has blocked Microsoft’s $69 billion purchase of Activision Blizzard, thwarting one of the tech industry’s biggest deals over concerns it will stifle competition in cloud gaming.

    The Competition and Markets Authority said in a statement Wednesday that it was worried the deal would lead to “reduced innovation and less choice for UK gamers over the years to come.”

    The acquisition would make Microsoft

    (MSFT)
    “even stronger” in cloud gaming, a market in which it already holds a 60%-70% share globally, the regulator added.

    Activision Blizzard is one of the world’s biggest video game developers, producing games such as “Call of Duty,” “World of Warcraft,” “Diablo” and “Overwatch.” Microsoft, which sells the Xbox gaming console, offers a video game subscription service called Xbox Game Pass, as well as a cloud-based video game streaming service.

    The deal to combine the businesses has been met with growing opposition by antitrust regulators worldwide. In December, the US Federal Trade Commission sued to block the takeover over similar competition concerns. A hearing is scheduled for August. The European Union is also evaluating the transaction

    Microsoft could seek to make Activision’s games exclusive to its own platforms and then increase the cost of a Game Pass subscription, the Competition and Markets Authority said.

    “The cloud allows UK gamers to avoid buying expensive gaming consoles and PCs and gives them much more flexibility and choice as to how they play. Allowing Microsoft to take such a strong position in the cloud gaming market just as it begins to grow rapidly would risk undermining the innovation that is crucial to the development of these opportunities,” it added.

    “The evidence available… indicates that, absent the merger, Activision would start providing games via cloud platforms in the foreseeable future.”

    Both companies plan to appeal the decision. “Alongside Microsoft, we can and will contest this decision, and we’ve already begun the work to appeal to the UK Competition Appeals Tribunal,” Activision Blizzard CEO Bobby Kotick said in a statement.

    Microsoft President Brad Smith added: “This decision appears to reflect a flawed understanding of the market and the way the relevant cloud technology actually works.”

    The Competition and Markets Authority, which launched an in-depth review of the blockbuster deal in September, said Microsoft’s proposed remedies to its concerns had “significant shortcomings.”

    “Their proposals… would have replaced competition with ineffective regulation in a new and dynamic market,” explained Martin Coleman, chair of the independent panel of experts conducting the investigation.

    “Microsoft already enjoys a powerful position and head start over other competitors in cloud gaming, and this deal would strengthen that advantage, giving it the ability to undermine new and innovative competitors,” Coleman continued. “Cloud gaming needs a free, competitive market to drive innovation and choice.”

    The UK cloud gaming market is expected to be worth up to £1 billion ($1.2 billion) by 2026, around 9% of the global market, according to the Competition and Markets Authority.

    -— Josh du Lac and Brian Fung contributed reporting.

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  • Call of Duty to remain on Playstation following Activision Blizzard Microsoft merger | CNN Business

    Call of Duty to remain on Playstation following Activision Blizzard Microsoft merger | CNN Business

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    CNN
     — 

    Microsoft

    (MSFT)
    has signed an agreement with Sony

    (SNE)
    to ensure “Call of Duty” remains available on PlayStation after Microsoft

    (MSFT)
    closes its $69 billion Activision Blizzard

    (ATVI)
    merger, the tech giant said Sunday.

    The agreement could resolve long-standing complaints by Sony that the merger — which aims to make Microsoft the third-largest video game publisher in the world — threatens competition. Sony didn’t immediately respond to a request for comment.

    “We are pleased to announce that Microsoft and @PlayStation have signed a binding agreement to keep Call of Duty on PlayStation following the acquisition of Activision Blizzard,” said Phil Spencer, Microsoft’s Xbox head, in a tweet. “We look forward to a future where players globally have more choice to play their favorite games.”

    Sony had been among the loudest critics of the acquisition. Addressing the company’s concerns about the continued availability of “Call of Duty,” one of the industry’s most popular franchises, could help Microsoft overcome any remaining opposition to the deal and usher it to a conclusion.

    In response to competition concerns from regulators around the world, Microsoft had already signed multiyear licensing agreements with rival companies including Nintendo and Nvidia, among others, to ensure Microsoft would not be able to restrict Activision titles from users of those businesses’ platforms and consoles.

    On Sunday, Microsoft did not disclose the duration of the agreement with Sony.

    “From Day One of this acquisition, we’ve been committed to addressing the concerns of regulators, platform and game developers, and consumers,” said Microsoft President Brad Smith in a tweet. “Even after we cross the finish line for this deal’s approval, we will remain focused on ensuring that Call of Duty remains available on more platforms and for more consumers than ever before.”

    During a five-day hearing last month in federal court, Microsoft executives including CEO Satya Nadella testified properties such as “Call of Duty” would not be restricted from competitors following the deal’s close.

    Last week, US District Judge Jacqueline Scott Corley wrote in her opinion the US government had “not shown it is likely to succeed on its assertion the combined firm will probably pull Call of Duty from Sony PlayStation, or that its ownership of Activision content will substantially lessen competition in the video game library subscription and cloud gaming markets.”

    Microsoft faces a contractual deadline of July 18 to close the merger with Activision, though the companies could mutually seek to extend that time frame.

    Last week, Microsoft won two successive court victories when a federal district court and a US appeals court declined to temporarily block the merger from being consummated. The Federal Trade Commission had argued a preliminary injunction was necessary to prevent video game consumers from being immediately harmed by the deal, which regulators said would enable Microsoft to withhold “Call of Duty” and other popular titles from competing consoles and cloud gaming services.

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  • US judge temporarily blocks Microsoft acquisition of Activision | CNN Business

    US judge temporarily blocks Microsoft acquisition of Activision | CNN Business

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    A US judge late on Tuesday granted the Federal Trade Commission’s (FTC) request to temporarily block Microsoft Corp’s acquisition of video game maker Activision Blizzard and set a hearing next week.

    US District Judge Edward Davila scheduled a two-day evidentiary hearing on the FTC’s request for a preliminary injunction for June 22-23 in San Francisco. Without a court order, Microsoft could have closed on the $69 billion deal as early as Friday.

    The FTC, which enforces antitrust law, asked an administrative judge to block the transaction in early December. An evidential hearing in the administrative proceeding is set to begin Aug. 2.

    Based on the late-June hearing, the federal court will decide whether a preliminary injunction — which would last during the administrative review of the case — is necessary. The FTC sought the temporary block on Monday.

    Davila said the temporary restraining order issued on Tuesday “is necessary to maintain the status quo while the complaint is pending (and) preserve this court’s ability to order effective relief in the event it determines a preliminary injunction is warranted and preserve the FTC’s ability to obtain an effective permanent remedy in the event that it prevails in its pending administrative proceeding.”

    Microsoft

    (MSFT)
    and Activision

    (ATVI)
    must submit legal arguments opposing a preliminary injunction by June 16; the FTC must reply on June 20.

    Activision, which said Monday the FTC decision to seek a federal court order was “a welcome update and one that accelerates the legal process,” declined to comment Tuesday.

    Microsoft said Tuesday “accelerating the legal process in the U.S will ultimately bring more choice and competition to the gaming market. A temporary restraining order makes sense until we can receive a decision from the court, which is moving swiftly.”

    The FTC declined to comment.

    Davila said the bar on closing will remain in place until at least five days after the court rules on the preliminary injunction request.

    The FTC has argued the transaction would give Microsoft’s video game console Xbox exclusive access to Activision games, leaving Nintendo consoles and Sony Group Corp’s PlayStation out in the cold.

    Microsoft’s bid to acquire the “Call of Duty” video game maker was approved by the EU in May, but British competition authorities blocked the takeover in April.

    Microsoft has said the deal would benefit gamers and gaming companies alike, and has offered to sign a legally binding consent decree with the FTC to provide “Call of Duty” games to rivals including Sony for a decade.

    The case reflects the muscular approach to antitrust enforcement taken by the administration of US President Joe Biden.

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  • EU approves Microsoft’s deal to buy Activision Blizzard | CNN Business

    EU approves Microsoft’s deal to buy Activision Blizzard | CNN Business

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    CNN
     — 

    European regulators have approved Microsoft’s $69 billion acquisition of Activision Blizzard, handing the technology giant a victory at a time when the deal is being challenged in other countries.

    While the merger could harm competition in some respects, particularly in the fast-growing market for cloud gaming services, concessions by Microsoft were enough to mitigate antitrust concerns stemming from the deal, the European Commission said in a statement.

    Among Microsoft’s offers were a 10-year commitment letting European consumers play Activision titles on any cloud gaming service. Microsoft also committed that it would not downgrade the quality or content of its games made available on rival streaming platforms.

    “These commitments fully address the competition concerns identified by the Commission and represent a significant improvement for cloud game streaming compared to the current situation,” the Commission said.

    The Microsoft deal, which would make the company the third largest game publisher in the world after Tencent and Sony, is being challenged in the United States and the UK.

    In a statement, Microsoft said its commitment on game streaming would go beyond the European Union.

    “The European Commission has required Microsoft to license popular Activision Blizzard games automatically to competing cloud gaming services,” said Microsoft President Brad Smith. “This will apply globally and will empower millions of consumers worldwide to play these games on any device they choose.”

    Activision CEO Bobby Kotick called the requirements “stringent” and pledged to expand investments in EU workers.

    “Our talented teams in Sweden, Spain, Germany, Romania, Poland and many other European countries have the skills, ambition, and government support needed to compete effectively on a global scale,” Kotick said in a statement. “We expect these teams to grow and prosper given their governments’ firm but pragmatic approach to gaming.”

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  • Playtime Has Never Been More Fun Than With Ayden

    Playtime Has Never Been More Fun Than With Ayden

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    Press Release



    updated: Jul 18, 2019

    ​Despite the influx of online children’s content, one YouTube channel brings a refreshing honesty to the worldwide web unlike any other — Playtime with Ayden.

    Playtime with Ayden is a kid-friendly and family vlog Youtube channel where a little boy named Ayden does toy reviews, 3D animations and goes on fun adventures and explores the world around him with his loving family. 

    “Playtime with Ayden has been growing in popularity since it started,” said Ryan McMackin, Ayden’s father and producer of Playtime with Ayden,

    “It has grown to the point where Ayden is one of the preferred toy reviewers in the industry, and many use his cool critiques as a guide before purchasing for their own children.

    “The impact has been enormous.” and “He isn’t tomorrow’s leader, he is today’s entrepreneur,” said McMackin.

    Not only is Playtime with Ayden a meeting point for information on toys but also an insight into the joyous world Ayden has with his loving family and a glimpse into his creative mind.

    “Ayden is a little champion, and he has a lot of positive things in front of him,” said Ryan.

    “His channel is attracting interest from across the world, such is its burgeoning popularity, and it can only grow from here.

    For those who want to see what all the fuss is about, simply go to the
    Playtime with Ayden Youtube channel.

    So come meet Ayden and his family and join in on the fun.

    PLAYTIME WITH AYDEN WEBSITE
    INSTAGRAM
    FACEBOOK
    TWITTER

    Source: Samera Entertainment

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  • SMOS – the Ultimate Game Controller for Android Phones Launches on Kickstarter

    SMOS – the Ultimate Game Controller for Android Phones Launches on Kickstarter

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    Press Release



    updated: Jan 9, 2019

    SMOS, the most advanced gaming controller for Android phones, launches today on Kickstarter, available now here:

    https://www.kickstarter.com/projects/1630207356/2032328965?ref=4cyyp6&token=cfeee98b

    Smartphones have ushered in a mobile gaming revolution, and everyday games get more impressive. But one persisting problem is the fact that mobile phones are difficult to play games on. Today that changes with the release of SMOS – the most advanced game controller available for Android phones.

    Mobile gaming has become serious business, and now innovative companies have responded with game controllers that give phone users arcade-like quality, finesse, and control. SMOS is equipped with 18 different configurable keys, two thumbsticks, D-pads, and two paddles, along with an array of buttons that deliver ultimate control for any gaming action. Answering consumer desires for a high-quality controller that can handle the latest Android mobile games, the team at SMOS set out to create a phone controller that would rival consoles and arcades.

    “We are not just engineers and makers; we are also mobile gaming enthusiasts. Like many people, we enjoyed mobile games but lacked the proper control to achieve a high level of play. Our goal was to create a controller that had the same performance as the best console controllers on the market, yet was light, portable, and stylish. After 3 years of research and development, we are ready to bring SMOS – the ultimate Android game controller, to the world,” said Steven Li, the CEO of SMOS.

    Unlike other mobile gaming controllers, SMOS is the first controller made for Android phones with universal game compatibility. As long as the game is available on your phone, it will work with SMOS with no phone root or modification needed. With SMOS, you get into the action fast with plug-and-play simplicity.

    What makes SMOS different is the high quality, precision, mechanical keypad, and control design. The thumbsticks have the same quality, feel and finesse of PlayStation and use the same ALPS sensor that Sony puts in their controllers. SMOS uses the latest mechanical triggers with short key travel distance and buttons with low resistance that result in faster input actions.

    This design improves input recognition and eliminates dead-zones. The SMOS buttons feature advanced circuitry for instant reaction with no lag time, and the hollow case design allows airflow through the controller that makes long-term gaming comfortable and cool. With 18 keys, two thumbsticks, and D-Pads, SMOS can perfectly control every possible gaming function. This controller is comfortable, ergonomic, and designed for maximum efficiency.

    SMOS launches on Kickstarter with special discounts for early adopters. For more information about SMOS visit the campaign here: https://www.kickstarter.com/projects/1630207356/2032328965?ref=4cyyp6&token=cfeee98b

    Media Contact: vip@smos.com

    Source: SMOS

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