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Twitch continues to dominate the live streaming market, with approximately 2.5 billion hours watched by viewers in the third quarter of 2018, according to a new industry report out this morning. While YouTube still trails, it’s begun to close the gap with Twitch, it appears. YouTube’s live streaming platform, YouTube Live, started the year with 15 percent of the overall live streaming market’s viewership, but by September 2018, it had grown to roughly 25 percent of all live streaming hours viewed.
These findings, and more, were the subject of a “state of the industry” report released today by StreamElements, which also dug into what’s making these live streaming sites tick.
Of course, Twitch is still the market leader, with around 750 million monthly viewers, on average, who watched over 813 million hours in September. YouTube Live, by comparison, saw over 226 million hours that month, and Microsoft’s Mixer saw just 13+ million.

Also of note is that Twitch’s growth is now coming from the long tail, the report claims. Its top 100 channels haven’t grown much since the beginning of the year – in fact, they’re down a bit, according to the findings. In January 2018, viewers watch around 262 million hours on the top 100, which dropped to 254 million in September.
In addition, Twitch is growing viewership thanks to its expanded focus outside of gaming content. IRL streaming – meaning, watching creators “in real life” going about their day, vlogging, or participating in other activities, for example – is now one of the site’s most consistently growing categories, with 41 million more hours watched in Q3 2018 than in Q1.
This growth likely impacted Twitch’s recent decision to do away with the overarching “IRL” category to instead break down the content into subcategories like music, food & drink, ASMR, beauty, and more, and other organizational changes to its site.

StreamElements also claims that game streams and other content – but not the competitions known as “esports” – are what’s attracting viewers.
Esports viewership now makes up 9 to 17 percent of overall Twitch viewership, the report says. (This is consistent with findings Newzoo has reported in past years, as well.)

The report’s data, however, is not first-party – it comes from StreamElements’ position as a production and community management solutions provider for live streamers, which allows it some insight into live streaming trends. The company also partnered with streaming analysts StreamHatchet to compile this report, it says.
That being said, it’s not the only one to point to YouTube’s more recent growth. In StreamLabs’ Q2 report this year, it also found that YouTube’s live gaming streams were on the rise, as was viewership. But StreamLabs tends to look at concurrent streams and viewership, so it’s not a direct comparison.
YouTube recently did away with its standalone YouTube Gaming app, and incorporated gaming content more directly into its main site. This could impact its future growth even more than is reflected in this Q3-focused report.
Finally, the report also found that Fortnite’s popularity may have peaked – it’s still the most watched game on Twitch, but since reaching over 151 million hours watched in July, it’s been shedding viewers. The game saw 20 million fewer hours viewed in August, then dropped by another 25 million hours in September.
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Fresh off a $150 million round of funding, kids’ gaming platform Roblox is making its first acquisition. The company says it’s acquiring the small startup PacketZoom, bringing its team and technology in-house to help it improve mobile application performance as its platform expands further into worldwide markets.
Founded in 2013, and based in San Mateo, California, PacketZoom had raised a $5 million Series A late last year. The company combines a content delivery network (CDN) to speed up performance with an application performance management tool to identify issues in a single package, TechCrunch had explained at the time.
The company’s products allow developers access to analytics about the app and network-performance related issues, as well as optimize app delivery and content downloads – up to 2 to 3 times faster.
The system in particular is designed to overcome the limitations of slow and unreliable networks, like those found in emerging markets. It also helps to ensure faster and lower latency data transfers worldwide.
It’s clear how this acquisition makes sense for Roblox, which offers a platform where kids create and play in 3D worlds and games and has global expansion in mind. With PacketZoom integrated into its gaming platform, users will be able to join games faster and have a better experience when playing on mobile devices.
Roblox had said earlier this year it was cash-flow positive and continues to be profitable. It raised funds in order to stock its war chest and have a buffer, while focused on its international expansion efforts. It also said it would use the funds to make acquisitions and open offices outside the U.S. in some regions, like China.
PacketZoom had raised $11.2 million to date from investors including Founder Collective, Tandem Capital, First Round Capital, Baseline Ventures, Arafura Ventures, and others.
According to PacketZoom’s website, it was working with customers like Glu Mobile, Sephora, Photofy, Inshorts, Upwork, News Republic, Wave, Belcorp, GOTA, Netmeds, Houzify, Wooplr, Fluik Entertainment, Wondermall, and others. These relationships will be wound down, as Roblox plans to only use the IP internally, not to support other customers.
Roblox declined to speak to the acquisition price, but notes it was an all-cash deal. It includes all of PacketZoom’s IP and code. PacketZoom’s founder and CTO, Chetan Ahuja, along with the PacketZoom’s four-person engineering team will join Roblox.
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YouTube will no longer maintain a separate app targeting gaming and live game streaming, the company announced today. The YouTube Gaming app, which first arrived in 2015, will be sunset sometime next spring as its host of features make their way over to YouTube’s main site.
Over the years, the YouTube Gaming app has been a place where YouTube experimented with features catering to game creators and viewers who like to watch live and recorded esports. Here, it tested things like Game Pages to make games more discoverable, Super Chat, and Channel Memberships – features which the Amazon-owned game streaming site Twitch had also popularized among the game community.
Some of YouTube Gaming’s features became so well-received that the company brought them to YouTube. For example, this June YouTube introduced channel memberships to its main site. And before that, it had brought Super Chat – a way for creators to make money from live streams – to its broader community, as well.
But while gaming remains one of YouTube’s top verticals, no one was really using the standalone YouTube Gaming app, the company says.
“We have 200 million people that are logged in, watching gaming content every single day,” Ryan Wyatt, YouTube’s Director of Gaming Content and Partnerships, tells TechCrunch. “And the majority of them, quite frankly, are just not using the YouTube Gaming app for their gaming experiences,” he says.
However, data from Sensor Tower shows the app had over 11 million installs across iOS and Android, and those installs have remained consistent over time. That indicates a large number of people were at least willing to try the app. But the firm also found that its daily users were a “tiny fraction” of Twitch’s on iOS, which confirms Wyatt’s point about lack of usage.

Instead, gamers are logging into YouTube to watch gaming, Wyatt explains.
They watch a lot of gaming, too – over the last twelve months, fans streamed more than 50 billion hours of gaming content, and YouTube has over 500,000 quarterly active live gaming streamers.
In other words, YouTube’s decision to sunset the standalone app should not be seen as an admission that it’s ceding this space to Twitch – rather, that it’s now deciding to use the power of YouTube’s flagship app to better compete.
On that front, the company is today launching a new YouTube Gaming destination at youtube.com/gaming. The destination is first available in the U.S., and will roll out globally in the months ahead.

A link to the new vertical will appear in the left-side navigation bar, where you find other top-level sections like Trending and Subscriptions.
The Gaming destination will feature personalized content at the top of the page, based on what you like to watch, along with top live games, the latest gaming videos from your subscriptions, and dedicated shelves for live streams and trending videos.
Another feature, “gaming creator on the rise,” will highlight up-and-coming gaming creators who are still trying to build an audience. That’s something that many say is still an issue on Amazon-owned Twitch – often, their early days are spent streaming to no one. They soon find that they need the blessing of an existing influencer to bring more viewers to their channel.
Wyatt points out, too, that YouTube Gaming won’t be all about live streams.
“The other thing that we learned through this process was that the gaming app, and the narrative around it, was very heavily live-focused. Everybody always talked about all the live streaming and live gaming,” he says. “But what that did was underserve the vast gaming
business. So by moving it over to YouTube main, you have this beautiful combination of both the living gaming streams that are continuing to grow massively on YouTube, as well as all the other VOD content on the platform.”

There are several things that YouTube’s new Gaming destination still lacks, however. Most notably, the ability to live stream gameplay right from your phone.
That’s why the YouTube Gaming app won’t immediately disappear. Instead, it will stick around until March or maybe even April 2019, while YouTube works on porting the experience over to its main site and app.
“We’re still working through that,” Wyatt admits, when asked how the live streaming component will come to YouTube proper. “We haven’t made a decision on if [live game streaming] will be in there by March, but we do need to have a solution for easy mobile capture from the phone,” he says.
The YouTube Gaming app was never a global release, as it was only live in select markets, we should note. YouTube’s Gaming vertical will eventually be launched worldwide. That could make it more of a challenge to Twitch, as it taps into the eyeballs of YouTube’s 1.8 billion users, while also expanding to take advantage of other new YouTube features like Premieres or Merchandise.
“It’s a great opportunity to use those features,” Wyatt notes, regarding the shift from YouTube Gaming to YouTube proper. “And we’re going to keep creating more features that will that will really lend themselves to live, but ultimately we’ll be thinking about really unique ways to apply them to VOD as well,” he says.
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HQ Trivia is aiming to attract more players following a slight decline in downloads with a new, large prize. The company announced today it has bagged Target to sponsor to sponsor a special Emmy-themed game featuring its biggest-ever single winner prize of $100,000. The game will air on Monday, September 17 at 9 PM ET, but will be played in a different fashion than usual.
Typically, HQ Trivia players compete to win or split a cash prize, which often doesn’t amount to much more than enough for a cup of coffee. But this time around, HQ Trivia will run in a “one winner takes all” format, meaning only one individual will earn the winnings from the game.
Instead of a normal 12-question round with 10 second to answer, the game will continue until only one winner remains. Players can still use their extra lives, but only until question number 15. After that, they won’t work.
The game’s content will be Emmy Awards-themed, featuring questions about shows, actors, the Emmy telecast, and other historical facts.
Target is stepping up as the game’s sponsor for this winner-takes-all milestone game. The game itself will also be branded, but the exact nature of the creative is something Target is keeping under wraps for the time being as it’s a first for the retailer.
HQ Trivia has worked with a number of other big-name brands in the past through its game, including Warner Bros, Nike, MillerCoors, National Geographic, Chase, Viacom, and NBCUniversal.
The news of the milestone game comes at a time when HQ Trivia’s downloads have been trending slightly downwards. As TechCrunch’s Josh Constine reported last month for the app’s Apple TV launch, the iOS version of HQ Trivia had fallen from being the No. 1 U.S. trivia game to No. 10, and the No. 44 game to No. 196.
Today, it’s the No. 135 game and No. 467 Overall app.
According to data from Sensor Tower, the app has 12.8 million downloads across platforms, the majority of which (11M) were this year.
HQ Trivia claims the app continues to have the “largest live audience on mobile daily.”

The company responded at the time that games are a “hits business” and “don’t grow exponentially forever.” Rus Yusupov, CEO of HQ Trivia parent company Intermedia Labs, also noted that HQ was working on new game formats as a result.
Despite the fickle nature of mobile gamers, HQ Trivia has spawned a number of clones and other live games, including Fox’s FN Genius, ProveIt, FameGame, Gravy, MajorityRules, Cash Show, and many others. Even Facebook caught onto the trend, launching its own gameshows platform to support interactive video.
However, it remains to be seen if live game-playing is a lasting interest for mobile gamers, or just a flash in the pan.
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Monument Valley, the award-winning and beautifully designed mobile puzzler from ustwo Games, is being turned into a movie, according to a report from Deadline. While the game involves a manipulating Escher-like architecture in order to guide a princess through her quest, the movie version will feature live-action characters being thrown into the game’s “mind-bending world,” the report says.
Paramount Pictures and Akiva Goldsman’s Weed Road Pictures have selected Patrick Osborne to direct the movie, which the studios hope to turn into a franchise. There’s already more material for them to use, if that’s the case – Monument Valley’s sequel continued the story, this time guiding a mother and a child through the magical architecture.
Osborne won an Oscar for Best Animated Short Film for “Feast,” and is now directing “Nimona” for Fox and Blue Sky, based on the popular graphic novel. That experience could serve him well for this unusual choice.
“Monument Valley is a one of a kind experience, at once small in its meditative, simple gameplay, as well as enormous in its sense of history,” Osborne told Deadline, in a statement. “I’m privileged to be handed the reins to Ida’s mysterious kingdom, to play in her world of impossible architecture where seeing things differently is everything. I am thrilled to bring this unique world to theaters with the talented storytellers of Paramount and Weed Road.”
Dan Gray, Head of Ustwo Games also noted the company has been waiting for the right opportunity to bring the game to the big screen.
While it’s common for movie studios to option game material for their films, in this case, the choice appears to be largely based the name recognition Monument Valley offers, and the success of films with virtual worlds, as in “Ready Player One.” The game itself has been downloaded over 160 million times worldwide, giving the film version a built-in audience, and has won a number of awards from Apple and others.
Still, it’s hard to contemplate how Monument Valley will make for a compelling movie – the game’s storyline is minimal, lacking in dialog, and really only uses the character as a means of moving players from one puzzle to the next. The beauty of the game is its gorgeous animations and overall design, which are combined with a mesmerizing soundtrack to make gameplay more of a meditative experience. Whatever story will be told by the movie will be largely original, then, it seems.
Deadline says the studio is now looking for a screenwriter to craft that tale alongside Osborne. A release date was not announced.
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Say goodbye to Twitch’s Communities. The game-streaming service says it’s soon killing off this still relatively new addition to its site in favor of implementing a tagging system instead. With the changes, users will be able to filter streams by tags within a directory or across different games on the Browse page, in order to better find the sort of streams they want to watch.
The closure of Communities and addition of tags is being planned for mid-September, says Twitch.
Twitch launched Communities just last year, with the goal of better catering to users’ unique interests. For example, different types of gaming, like retro, or different activities, like speedrunning, could then have their own community. There are also communities centered around titles like Fortnite Battle Royale, PUBG, League of Legends and others, as well as those focused on creative endeavors like music, drawing, cooking, cosplay and more.
But the system has become less helpful as Twitch itself, the number of streamers and the number of communities grew. Today, there’s a lot of overlap between different Communities or between Communities and games, says Twitch.
This is attributable, in part, to the open nature of Communities — there are many with similar names, and no good way to tell what makes them different from one another at first glance.
“Communities were one solution for giving viewers information to help them decide what to watch, but viewers weren’t able to see that information while browsing within a directory they were interested in,” the company noted in an announcement.
It also found that Communities weren’t driving viewers to watch streams — in fact less than 3 percent of Twitch viewership was from users who found streams through the Communities feature. That points to a pretty broad failure of Communities serving as a discovery feature.
Twitch now hopes that the implementation of tags will make things better on that front.
The company says it will add tags to the site in mid-September, and these will be used to identify a stream across Twitch’s directory pages, the homepage, search, channel pages and everywhere else. The main Directory pages and the Browse page will also be able to be filtered by these tags, some of which will be auto-generated.
Twitch says it will automatically add tags like game genres, and some in-game features it can auto-detect — another project it now has in the works. But most of the tags will be selected by the streamer — not user-generated, to be clear, but selected.
Streamers will be able to suggest new tags, however.
The tags will appear alongside the video thumbnail, stream title and the game or category being streamed.
The change is one that speaks to the limitations of portal-like interfaces being used to access a large amount of information — that is, browsing to a particular section to find things you like, then scrolling through those results takes too much time. It isn’t that helpful in the long run. Tagging lets users filter information, paring down, in this case, a large number of Twitch streams to find just those you like.
That being said, not all Twitch users are happy about the changes. But some are happy about it and others are cautiously optimistic about tagging.
So in case you haven’t heard the news, @Twitch is removing Communities because “they werent being used” which means that The Cookout Community page that we’ve built up over this past year wont exist a month from now. We will have to come up with new ways to find each other. pic.twitter.com/95fKSgTwB0
— The Villain. (@DennyVonDoom) August 9, 2018
It is with a heavy heart i must share the sad news,That Twitch Communities will be removed,say goodbye to Communities we are being introduced to Tags. Unsure on how this will work out on twitch. I only have but one thing to say, Everything We Do Will Remain The Same #CESupport pic.twitter.com/OjkGXjoYgP
— Letseuq [CE] (@Letseuqion) August 10, 2018
We feel communities gave streamers a sense of self identity that was much needed
It is worrisome to see tags implemented instead of more freeform communties as it removes agency from the streamers in how they choose to define their stream and themselves.
What are your thoughts?
— TwitchKittens (@TwitchKittens) August 9, 2018
It’s a shame that @Twitch are removing Communities, but the implementation of tags is a really cool idea, and I look forward to the possibility of seeing a #StreamersConnected tag.
— Lt Zonda [SC] (@LTZONDA) August 9, 2018
I’m happy with it to be honest, 3 communities is extremely limiting anyway especially when the majority of people have more than 3. I dunno how anyone was supposed to find community pages easily, think more traffic came from external sources and game listings than community pages
— OK Sauce (@oksaucedesu) August 10, 2018
Honesty, I don’t see how this’ll hurt anyone. You can still make communities outside of Twitch. Then you can just use a tag instead. Same idea really. What is a community? A bunch of people using the same tag? I’m still not even part of a community.
— Vanilla Bizcotti (@VanBiztheRapper) August 10, 2018
The interesting thing about @Twitch rolling out this tags feature is that they’re gonna eventually include them on mobile….which they never did for Communities. So how can you accurately measure the usefulness of the Communities feature if not everybody had access to it?
— Jae. (@JaeTheTerrible) August 10, 2018
Everyone is getting up in arms about Twitch removing communities. Believe it or not, communities can be used to push away gamers just as much as bring them together.
— Vanilla Bizcotti (@VanBiztheRapper) August 10, 2018
Twitch says tagging will first launch on the web, and the company will then listen to feedback about missing tags before launching the feature on mobile.
The mid-September launch date could change, but is the target for now.
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When Fortnite Battle Royale launched on Android, it made an unusual choice: it bypassed Google Play in favor of offering the game directly from Epic Games’ own website. Most apps and games don’t have the luxury of making this choice – the built-in distribution Google Play offers is critical to their business. But Epic Games believes its game is popular enough and has a strong enough draw to bring players to its website for the Android download instead. In the process, it’s costing Google around $50 million this year in platform fees, according to a new report.
As of its Android launch date, Fortnite had grossed over $180 million on iOS devices, where it had been exclusively available since launching as an invite-only beta on March 15th, before later expanding to all App Store customers.
According to data from app store intelligence firm Sensor Tower, the game has earned Apple more than $54 million thanks to its 30 percent cut of all the in-app spending that takes place on apps distributed in its store.
That’s money Epic Games isn’t apparently willing to give up to Google, when there’s another way.

Unlike Apple, which only allows apps to be downloaded from its own storefront, Google’s platform is more open. There’s a way to adjust an Android device’s settings to download apps and games from anywhere on the web. Of course, by doing so, users are exposed to more security risks, malware infections, and other malicious attacks.
For those reasons, security researchers are saying that Epic Games’ decision sets a dangerous precedent by encouraging people to remove the default security protections from their devices. They’re also concerned that users who look for the game on Google Play could be fooled into downloading suspicious copycat apps that may be trying to take advantage of Fortnite’s absence to scam mobile users.
Google seems to be worried about that, too.
For the first time ever, the company is informing Google Play users that a game is not available for download.

Now, when users search for things like “Fortnite” or “Fortnite Battle Royale,” Google Play will respond that the app is “not available on Google Play.” (One has to wonder if Google’s misspelling of “Royale” as “Royal” in its message was a little eff u to the gamemakers, or just a bit of incompetence.)
In any event, it’s an unusual response on Google’s part – and one it can believably claim was done to serve users as well as protect them from any potential scam apps.
However, the message could lead to some pressure on Epic Games, too. It could encourage consumer complaints from those who want to more easily (or more safely) download the game, as well as from those who don’t understand there’s an alternative method or are confused about how that method works.
In addition, Google is serving up the also hugely popular PUBG Mobile at the top of Fortnite search results followed by other games. In doing so, it’s sending users to another game that can easily eat up users’ time and attention.
For Google, the move by Epic Games is likely troubling, as it could prompt other large games to do the same. While one odd move by Epic Games won’t be a make or break situation for Google Play revenue (which always lags iOS), if it became the norm, Google’s losses could climb.
At present, Google is missing out on millions that will now go directly to the game publisher itself.
Over the rest of 2018, Sensor Tower believes Fortnite will have gained at least $50 million in revenues that would otherwise have been paid out to Google.
The firm expects that when Fortnite rolls out to all supported Android devices, its launch revenue on the platform will closely resemble the first several months of Apple App Store player spending.
It may even surpass it, given the game’s popularity continues growing and the standalone download allows it to reach players in countries where Google Play isn’t available.
Meanwhile, there have been concerns that the download makes it more difficult on users with older Android devices to access the game, because the process for sideloading apps isn’t as straightforward. But Sensor Tower says this will not have a large enough impact to affect Fortnite’s revenue potential in the long run.
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Twitch wants more people to stream, so it’s going to begin teaching them how. The video game streaming site today announced the launch of Twitch Creator Camp, a new educational resource that helps newcomers learn the basics of streaming, as well as how to build up a channel, connect with fans, and earn rewards.
The launch of the how-to site comes about a week after an article by The Verge detailed the long tail of Twitch streamers, with a focus on those who spend years broadcasting to no one in the hopes of one day gaining a following.
The article raised the question that, in the age of live streaming, where every major social company – including Facebook, Instagram and YouTube – today offers easy streaming tools, there many not be enough of an audience for all the content creators are producing.
Twitch, apparently, believes the issue is one that can be addressed – at least in part – by training new streamers.
On Twitch Creator Camp, the company is bringing in successful creators to help educate the would-be streamers on a variety of often-discussed topics. These insights will be shared as articles, videos and live streams.

At launch, the site includes content focused on a variety of streaming best practices, including the basics of setting up a channel, building a brand, leveraging their stats, using Twitch features like emotes, badges and extensions, and more.
Streamers will also learn how to better network with others and engage their audience, as well as how to optimize their channel for monetization through subscriptions, merchandise, ads and sponsorships.

In addition, creators will begin live streaming on Creator Camp, starting on July 31 at 2 PM PT.
At this time, a number of Twitch Partners will answer general questions about streaming. A calendar of upcoming streams is also available on Twitch’s site, as the company aims to host weekly sessions going forward.
“Hosting a good stream isn’t easy. We’ve heard from many of our creators that they spend a lot of time searching for advice on effective tools, features, and techniques in order to make their broadcasts more engaging and to grow their communities,” said Jessica Messinger, Creator Growth Marketing Manager at Twitch, in a statement.
“Twitch Creator Camp makes things simpler by centralizing the most relevant information to a creator’s success, all of which is provided by Twitch and many of our successful Partners. We want to help our creators succeed and this is just the beginning,” she added.
Twitch says the partners it’s working with for Creator Camp are being compensated for their efforts. Currently, those participating include: Jericho, gassymexican, teawrex, JGhosty, pokket, firedragon, venalis, tominationtime, sypherpk, xmiramira, iamBrandon, DeejayKnight, Lobosjr, sacriel, PmsProxy, itmeJP, kaypealol, and Pokimane.
Twitch today has over 2.2 million broadcasters serving up streams on its site every month, which are consumed by 15 million daily active viewers who watch an average of 95 minutes of content daily. However, much of the on-site activity – just like on YouTube and elsewhere – is dominated by top creators.
Meanwhile, many of Twitch’s smaller streamers may already understand the basics and tips that Twitch’s Creator Camp is offering. For them, the issue is not one of following all the steps being laid out, but rather one of discovery.
Twitch has been working to address its discovery issues, too, having last month detailed a number of projects it’s working on across this front which are in various phases of development.
“We don’t believe Twitch should be a popularity contest” the company said at the time.
Twitch Creator Camp is open as of today, with the live streams starting at the end of the month.
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There’s a special place in Hell for people who think it’s funny to rape a 7-year-old girl’s avatar in an online virtual world designed for children. Yes, that happened. Roblox, a hugely popular online game for kids, was hacked by an individual who subverted the game’s protection systems in order to have customized animations appear. This allowed two male avatars to gang rape a young girl’s avatar on a playground in one of the Roblox games.
The company has now issued an apology to the victim and its community, and says it has determined how the hacker was able to infiltrate its system so it can prevent future incidents.
The mother of the child, whose avatar was the victim of the in-game sexual assault, was nearby when the incident took place. She says her child showed her what was happening on the screen and she took the device away, fortunately shielding her daughter from seeing most of the activity. The mother then captured screenshots of the event in order to warn others.
She described the incident in a public Facebook post that read, in part:
At first, I couldn’t believe what I was seeing. My sweet and innocent daughter’s avatar was being VIOLENTLY GANG-RAPED ON A PLAYGROUND by two males. A female observer approached them and proceeded to jump on her body at the end of the act. Then the 3 characters ran away, leaving my daughter’s avatar laying on her face in the middle of the playground.
Words cannot describe the shock, disgust, and guilt that I am feeling right now, but I’m trying to put those feelings aside so I can get this warning out to others as soon as possible. Thankfully, I was able to take screenshots of what I was witnessing so people will realize just how horrific this experience was. *screenshots in comments for those who can stomach it* Although I was immediately able to shield my daughter from seeing the entire interaction, I am shuddering to think of what kind of damage this image could have on her psyche, as well as any other child that could potentially be exposed to this.
Roblox has since issued a statement about the attack:
Roblox’s mission is to inspire imagination and it is our responsibility to provide a safe and civil platform for play. As safety is our top priority — we have robust systems in place to protect our platform and users. This includes automated technology to track and monitor all communication between our players as well as a large team of moderators who work around the clock to review all the content uploaded into a game and investigate any inappropriate activity. We provide parental controls to empower parents to create the most appropriate experience for their child, and we provide individual users with protective tools, such as the ability to block another player.
The incident involved one bad actor that was able to subvert our protective systems and exploit one instance of a game running on a single server. We have zero tolerance for this behavior and we took immediate action to identify how this individual created the offending action and put safeguards in place to prevent it from happening again. In addition, the offender was identified and permanently banned from the platform. Our work on safety is never-ending and we are committed to ensuring that one individual does not get in the way of the millions of children who come to Roblox to play, create, and imagine.
The timing of the incident is particularly notable for the kids’ gaming platform, which has more than 60 million monthly active users and is now raising up to $150 million to grow its business. The company has been flying under the radar for years, while quietly amassing a large audience of both players and developers who build its virtual worlds. Roblox recently stated that it expects to pay out its content creators $70 million in 2018, which is double that of last year.
Roblox has a number of built-in controls to guard against bad behavior, including a content filter and a system that has moderators reviewing images, video and audio files before they’re uploaded to Roblox’s site. It also offers parental controls that let parents decide who can chat with their kids, or the ability to turn chat off. And parents can restrict kids under 13 from accessing anything but a curated list of age-appropriate games.
However, Roblox was also in the process of moving some of its older user-generated games to a newer system that’s more secure. The hacked game was one of several that could have been exploited in a similar way.
Since the incident, Roblox had its developers remove all the other potentially vulnerable games and ask their creators to move them over to the newer, more fortified system. Most have done so, and those who have not will not see their games allowed back online until that occurs. The games that are online now are not vulnerable to the exploit the hacker used.
The company responded quickly to take action, in terms of taking the game offline, banning the player and reaching out the mother — who has since agreed to help Roblox get the word out to others about the safeguards parents can use to protect kids in Roblox further.
But the incident raises questions as to whether kids should be playing these sorts of massive multiplayer games at such a young age at all.
Roblox, sadly, is not surprised that someone was interested in a hack like this.
YouTube is filled with videos of Roblox rape hacks and exploits, in fact. The company submits takedown requests to YouTube when videos like this are posted, but YouTube only takes action on a fraction of the requests. (YouTube has its own issues around content moderation.)

It’s long past time for there to be real-world ramifications for in-game assaults that can have lasting psychological consequences on victims, when those victims are children.
Roblox, for its part, is heavily involved in discussions about what can be done, but the issue is complex. COPPA laws prevent Roblox from collecting data on its users, including their personal information, because the law is meant to protect kids’ privacy. But the flip side of this is that Roblox has no way of tracking down hackers like this.
“I think that we’re not the only one pondering the challenges of this. I think every platform company out there is struggling with the same thing,” says Tami Bhaumik, head of marketing and community safety at Roblox.
“We’re members of the Family Online Safety Institute, which is over 30 companies who share best practices around digital citizenship and child safety and all of that,” she continues. “And this is a constant topic of conversation that we all have – in terms of how do we use technology, how do we use A.I. and machine learning? Do we work with the credit card companies to try to verify [users]? How do we get around not violating COPPA regulations?,” says Bhaumik.
“The problem is super complex, and I don’t think anyone involved has solved that yet,” she adds.
One solution could be forcing parents to sign up their kids and add a credit card, which would remain uncharged unless kids broke the rules.
That could dampen user growth to some extent — locking out the under-banked, those hesitant to use their credit cards online and those just generally distrustful of gaming companies and unwanted charges. It would mean kids couldn’t just download the app and play.
But Roblox has the momentum and scale now to lock things down. There’s enough demand for the game that it could create more of a barrier to entry if it chose to, in an effort to better protect users. After all, if players knew they’d be fined (or their parents would be), it would be less attractive to break the rules.
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Facebook is adding support for in-app purchases to its Instant Games platform, the company announced during a session on gaming at its F8 developer conference this afternoon. The feature will allow game developers to add another form of monetization beyond advertising to their games on select platforms, but not on iOS.
Instead, support for in-app purchases will be available to Instant Games on Android and on Facebook.com on the web.
First launched in 2016, Facebook opened up Instant Games to all developers last month. The platform allows developers to build mobile-friendly games using HTML5 that work across both Facebook and Messenger. The idea is to give game developers access to another sizable platform for their work, in addition to the existing app stores run by Apple and Google.
Facebook has had in-app purchases on its roadmap for Instant Games for some time, and began testing the feature with select developers around six months ago.

Similar to the app stores, the revenue share model for Instant Games is 70/30 on Facebook.com. However, on mobile, the games will follow the in-app billing terms from each platform, the company notes. That means purchases made in games running on Android devices, the 30 percent revenue share will apply after the standard mobile platform revenue share — aka Google’s own 70/30 cut.
That’s not ideal, of course. And all the hands in the pie may lead to game developers pricing their in-app purchases higher, as a result.
Facebook seems to acknowledge this concern in its blog post announcement, saying: “Our primary goal is to build [in-app purchases] in a way so that our developer partners can sustain and grow, and we’ll continue to evaluate rev/share with that goal in mind.”
Facebook wouldn’t confirm if or when support for in-app purchases is coming to iOS.
In addition to helping developers generate revenue outside of using ads in their games, in-app purchases in games could prove beneficial to Facebook as well. The company’s payment revenue has dwindled over the years, with things like Messenger payments never really seeing significant attention. Plus, Facebook made it possible for third-parties like PayPal to operate over Messenger, which signaled its disinterest in the payments space in general.
In-app purchases in games turns things around, a bit.
The submission process for in-app purchases will open up to developers on May 7, allowing them to implement the monetization features on Android and the web. In the meantime, Facebook is offering documentation about the feature here.

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