video games
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The British news service is reporting that Nvidia has developed a version of its GeForce cloud gaming service that runs on Safari.
The development means that Fortnite gamers can play the Epic Games title off of servers run by Nvidia. What’s not clear is whether the cloud gaming service will mean significant lag times for players that could effect their gameplay.
Apple customers have been unable to download new versions of Epic Games’ marquee title after the North Carolina-based company circumvented Apple’s rules around in-game payments.
Revenues and rules are at the center of the conflict between Epic and Apple. Epic had developed an in-game marketplace where transactions were not subject to the 30% charges that Apple places on transactions conducted through its platform.
The maneuver was a clear violation of Apple’s terms of service, but Epic is arguing that the rules themselves are unfair and an example of Apple’s monopolistic hold over distribution of applications on its platform.
That’s going to create a lot of hassles for the nearly 116 million iOS Fortnite players, especially for the 73 million players that only use Apple products to access the game, according to the BBC report.
Unlike Android, Apple does not allow games or other apps to be loaded on to its phones or tablets via app stores other than its own.
Nvidia already offers its GeForce gaming service for Mac, Windows, Android and Chromebook computers, but the new version will be available on Apple mobile devices as well, according to the BBC report.
If it moves ahead, Nvidia’s cloud gaming service would be the only one on the market to support iOS users. Neither Amazon’s Luna cloud-gaming platform nor Google’s Stadia service carry Fortnite.
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Further confirmation that the esports market is booming amid the pandemic comes today with the news that esports “total solutions provider” VSPN (Versus Programming Network) has raised what it describes as “close to” $100 million in a Series B funding round, led by Tencent Holdings . Other investors that participated in the round include Tiantu Capital, SIG (Susquehanna International Group), and Kuaishou. The funding round will go toward improving esports products and its ecosystem in China and across Asia.
Founded in 2016 and headquartered in Shanghai, VSPN was one of the early pioneers in esports tournament organization and content creation out of Asia. It has since expanded into other businesses, including offline venue operation.
In a statement, Dino Ying, CEO of VSPN (see also our exclusive interview) said: “We are delighted to announce this latest round of funding. Thanks to policies supporting Shanghai as the global center for esports, and with Beijing, Chengdu, and Xi’an expressing confidence in the development of esports, VSPN has grown rapidly in recent years. After this funding round, we look forward to building an esports research institute, an esports culture park, and further expanding globally. VSPN has a long-term vision and is dedicated to the sustainable development of the global esports ecosystem.”
Dino Ying, VSPN CEO. Image via VSPN
Mars Hou, general manager of Tencent Esports, commented: “VSPN’s long-term company vision and leading position in esports production are vital for Tencent to optimize the layout of the esports industry’s development.”
We had a hint that Tencent might invest in VSPN when, in March this year, Mark Ren, COO of Tencent Holdings, made a public statement that Tencent would provide more high-quality esports competitions in conjunction with tournament organizers like VSPN.
As we observed in August, Tencent, already the world’s biggest games publisher, said that it would consolidate Douyu and Huya, the previously competing live-streaming sites focused on video games.
In other words, Tencent’s investment into VSPN shows it is once again doubling-down on the esports market.
This Series B funding round comes four years after VSPN’s 2016 Series A funding round, which was led by Focus Media Network, joined by China Jianteng Sports Industry Fund, Guangdian Capital and Averest Capital.
Now, VSPN has become the principal tournament organizer and broadcaster for PUBG MOBILE international competitions, and China’s top competitions for Honor of Kings, PUBG, Peacekeeper Elite, CrossFire, FIFA, QQ Speed and Clash Royale. This will tally-up 12,000 hours of original content. The company has partnered with more than 70% of China’s esports tournaments.
In March, another huge esports player, ESL, joined forces with Tencent to become a part of the PUBG Mobile esports circuit for 2020.
In addition to its core esports tournament and content production business, VSPN has branded esports venues in Chengdu, Xi’an and Shanghai. In May, VSPN launched its first overseas venue, V. SPACE in Seoul, South Korea.
And even offline events are coming back. VSPN hosted the first large-scale esport event with offline audiences in August this year. And the LOL S10 event will open 6,000 tickets. However, all tournaments will operate under strict COVID-19 prevention measures and approval processes by the Chinese government, and not all esports events are allowing offline audiences.
VSPN said it will continue to focus on building an esports short-form video ecosystem, improving the quality of esports content creation, and reaching more users via different channels. VSPN currently houses more than 1,000 employees in five business divisions.
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Analogue’s beautiful, functional retro gaming consoles provide a sort of “archival quality” alternative to the cheap mini-consoles proliferating these days. The latest system to be resurrected by the company is the ill-fated, but still well-thought-of TurboGrafx-16 or PC Engine.
The Duo, as Analogue’s device is called, is named after a later version of the TurboGrafx-16 that included its expensive CD-ROM add-on — and indeed the new Duo supports both game cards and CDs, provided they have survived all this time without getting scratched.
Like the rest of Analogue’s consoles, and unlike the popular SNES and NES Classic Editions from Nintendo (and indeed the new TurboGrafx-16 Mini), the Duo does not use emulation in any way. Instead, it’s a painstaking recreation of the original hardware, with tweaks to introduce modern conveniences like high-definition video, wireless controllers and improvements to reliability, and so on.
As a bonus, it’s all done in FPGA, which implies that this hardware is truly one of a kind in service of remaking the console accurately. Games should play exactly as they would have on the original hardware, down to the annoying glitches and slowdowns of that era of consoles.
And what games! Well, actually, few of them ever reached the status of their competitors on Nintendo and Sega consoles here in the U.S., where the TurboGrafx-16 sold poorly. But titles like Bonk’s Adventure, Bomberman ’93, Ninja Spirit, Splatterhouse and Devil’s Crush should be played more widely. Shmup fans like myself were spoiled with originals and arcade ports like R-Type and Blazing Lazers. The Ys series also got its start on the PC Engine (if you could afford the CD attachment). Here’s a good retrospective.
Analogue’s consoles are made for collectors who would prefer not to have to baby their original hardware, or want to upscale the signal and play wirelessly without too much fuss. I still have my original SNES, but 240p just doesn’t look as crisp as it did on a 15-inch CRT in the ’90s.
At $199, it’s more expensive than finding one at a garage sale, but good luck with that. The original and its CD add-on cost a fortune, so if you think about it from that perspective, this is a real bargain. Analogue says limited quantities are available, and will be shipping in 2021.
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Fortnite may not be available in VR (or on iOS), but Oculus Quest users will soon be getting their own Fortnite clone for virtual reality.
Nearly two years after its funding and initial launch announcement, BigBox VR is finally ready to roll out its battle royale game, “POPULATION: ONE” to players on the Quest (and the sunsetting Rift hardware).
Co-founders Chia Chin Lee and Gabe Brown started their game development for virtual reality with a shooter called Smashbox Arena, but “POPULATION: ONE” is the big gambit for the game studio.
The COVID-19 pandemic has managed to boost the sales of the Quest, turning it into more of a genuine consumer device instead of just something for the technorati and digital power users. If this new audience for virtual reality can take to the battle royale game in the same way that they’ve taken to Epic Games’ Fortnite title, it could go a long way toward giving Facebook’s platform a wedge to gain market share in what’s become the newest social network.
A lot has been written about how Fortnite has become the social forum for Gen Z and the cohort that’s coming up after them. As these users gravitate to TikTok and Fortnite, Facebook is becoming an afterthought for a new consumer demographic that the social network needs.
And as we wrote earlier, BigBox VR’s title shares more than a passing similarity to Fortnite.
To say the game shares some similarities with Fortnite is an understatement. Not only is it a battle royale title with a shrinking environment, but certain mechanics like gliding in at the beginning to scrounge for weapons and even Fortnite’s building feature are central to the gameplay. That being said, battle royale titles have exploded in the wake of PUBG and they seem to all share a lot among each other. For BigBox, VR is the distinguishing feature, with motion controls and the general feeling that everything is life-sized and in your control.
If the game can replicate Fortnite’s popularity in virtual reality, that could be a coup for Facebook and BigBox VR in a space where the social networking giant has traditionally been pwned.
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After a series of closed alpha tests, Microsoft’s Xbox Game Studios and Asobo Studio today announced that the next-gen Microsoft Flight Simulator 2020 will launch on August 18. Pre-orders are now live and FS 2020 will come in three editions, standard ($59.99), deluxe ($89.99) and premium deluxe ($119.99), with the more expensive versions featuring more planes and handcrafted international airports.
The last part may come as a bit of a surprise, given that Microsoft and Asobo are using assets from Bing Maps and some AI magic on Azure to essentially recreate the Earth — and all of its airports — in Flight Simulator 2020. Still, the team must have spent some extra time on making some of these larger airports especially realistic and today, if you were to buy even one of these larger airports as an add-on for Flight Simulator X or X-Plane, you’d easily be spending $30 or more.
The default edition features 20 planes and 30 hand-modeled airports, while the deluxe edition bumps that up to 25 planes and 35 airports and the high-end version comes with 30 planes and 40 airports.
Among those airports not modeled in all their glorious detail in the default edition (they are still available there, by the way — just without some of the extra detail) are the likes of Amsterdam Schiphol, Chicago O’Hare, Denver, Frankfurt, Heathrow and San Francisco.
The same holds true for planes, with the 787 only available in the deluxe package, for example. Still, based on what Asobo has shown in its regular updates so far, even the 20 planes in the standard edition have been modeled in far more detail than in previous versions, and maybe even beyond what some add-ons provide today.
Because a lot of what Microsoft and Adobo are doing here involves using cloud technology to, for example, stream some of the more detailed scenery to your computer on demand, chances are we’ll see regular content updates for these various editions as well, though the details here aren’t yet clear.
“Your fleet of planes and detailed airports from whatever edition you choose are all available on launch day as well as access to the ongoing content updates that will continually evolve and expand the flight simulation platform,” is what Microsoft has to say about this for the time being.
Chances are we will get more details in the coming weeks, as Flight Simulator 2020 is about to enter its closed beta phase.
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Overwolf, the in-game app-development toolkit and marketplace, has acquired Twitch’s CurseForge assets to provide a marketplace for modifications to complement its app development business.
Since its launch in 2009, developers have used Overwolf to build in-game applications for things like highlight clips, game-performance monitoring and metrics, and strategic analysis. Some of these developers have managed to earn anywhere between $100,000 and $1 million per year off revenue from app sales.
“CurseForge is the embodiment of how fostering a community of creators around games generates value for both players and game developers,” said Uri Marchand, Overwolf’s chief executive officer, in a statement. “As we move to onboard mods onto our platform, we’re positioning Overwolf as the industry standard for building in-game creations.”
It wouldn’t be a stretch to think of the company as the Roblox for applications for gamers, and now it’s moving deeper into the gaming world with the acquisition of CurseForge. As the company makes its pitch to current CurseForge users — hoping that the mod developers will stick with the marketplace, they’re offering to increase by 50% the revenue those developers will make.
Overwolf said it has around 30,000 developers who have built 90,000 mods and apps, on its platform already.
As a result of the acquisition, the CurseForge mod manager will move from being a Twitch client and become a standalone desktop app included in Overwolf’s suite of app offerings, and the acquisition won’t have any effect on existing tools and services.
“We’ve been deeply impressed by the level of passion and collaboration in the CurseForge modding community,” said Tim Aldridge, director of Engineering, Gaming Communities at Twitch. “CurseForge is an incredible asset for both creators and gamers. We are confident that the CurseForge community will thrive under Overwolf’s leadership, thanks to their commitment to empowering developers.”
The acquisition comes two years after Overwolf raised $16 million in a round of financing from Intel Capital, which had also partnered with the company on a $7 million fund to invest in app and mod developers for popular games.
“Overwolf’s position as a platform that serves millions of gamers, coupled with its partnership with top developers, means that Intel’s investment will convert into more value for PC gamers worldwide,” said John Bonini, VP and GM of VR, Esports and Gaming at Intel, in a statement at the time. “Intel has always prioritized gamers with high performance, industry-leading hardware. This round of investment in Overwolf advances Intel’s vision to deliver a holistic PC experience that will enhance the ways people interact with their favorite games on the software side as well.”
Other investors in the company include Liberty Technology Venture Capital, the investment arm of the media and telecommunications company, Liberty Media.
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Protests across the U.S. over police violence and systemic racism against Black Americans have sparked gaming companies like Electronic Arts, Epic Games and Sony Interactive Entertainment/PlayStation to publish statements of their support and make donations to relevant advocacy organizations.
These are positive actions, but the most impactful thing game companies can do is take action internally. Racial bias is baked, usually unintentionally, into games by those who develop them. This creates a recurring pattern of Black and Latinx characters being stereotyped or completely absent in games, which is invalidating and demeaning.
There are 2.5 billion gamers in the world, a group that includes consumers across every ethnicity and age (especially in mobile gaming, the largest market segment). Quartz has noted that “57% of video game players in the U.S. between the ages of 6 and 29 will be people of color in less than 10 years.” Black and Latinx youth in the US spend more time per day, on average, on both mobile games and console games than white youth. For hundreds of millions of gamers globally — particularly in demographics driving the industry’s rapid growth — there are very few games whose stories center on characters like them. That is also a missed business opportunity.
“Telling these stories isn’t as niche as people think it is. Look at [the Marvel movie] Black Panther,” says Rashad Redic, co-founder and Chief Creative Officer of Brass Lion Entertainment, “The content is defined by whether it’s entertaining, period.”
Beyond characters’ skin color, there are subtle aspects of game development that contribute to underrepresentation or misrepresentation. The consistent view among gaming executives and researchers I interviewed for this article is that the lack of diversity among employees at leading gaming companies results in leadership remaining largely oblivious to this.
Raising this simple critique isn’t always welcome. Games industry journalist Gita Jackson, for example, has described the criticism she gets anytime she mentions the race of characters within a game. “I think the presence of more video game characters who are women of color is good … These should not be controversial statements — I’m simply stating something I appreciate, something that’s relevant to me,” she wrote last year, “and yet some readers responded as if I’d suggested that all gamers should amputate their pinky toes.”
One of the most extensive studies of racial representation in games was a 2009 study that analyzed 150 of the most popular titles. Black characters comprised 10.7% of characters, roughly on parity with the then-most recent census data that 12.3% of Americans are Black, and only 2.7% of characters were Latinx (relative to 12.5% representation in the U.S. population). But Dmitri Williams, a professor at the University of Southern California and the lead author of that study, says that Black representation is even lower if you only look at primary characters and that in any case “athletes in sports games account for most of the Black characters in those games.”
Kishonna Gray, a professor at the University of Illinois—Chicago, highlights that merely tracking the number of Black characters present in games misses the point of how they are represented. “In film, there have historically been three roles you see Black characters in: Black as violent, Black as the sidekick, Black as the help. This has also been true in video games.”
Furthermore, she argues that “sports games should be removed from those analyses since they are just copying real people from the real world” and mask the statistics that would show how infrequently Black characters arise from the creative process at most game studios.
Casting specific demographics in a certain light in any form of media has an impact on consumers’ perception of those demographics in the real world. At least one academic study found that white participants were more likely to associate Black faces with negative words after playing a violent video game as a Black character than after playing a violent video game as a white character.
When the only option to experience the fantasy worlds of many games is through white characters, it internalizes in many gamers that those fantasy worlds weren’t designed for them. “Anything is possible in games,” Gray told me in reference to her passion for the industry, “But anything is only possible for white characters. When they add Black characters to a game they root them only in their real world context … why can’t Black characters ride dragons?”
Data has shown that the representation of different races within games correlates to the racial makeup of the game development community. According to Williams. “It was pretty much a one-for-one representation.”
The International Game Developers Association (IGDA) found in the 2019 edition of its annual survey that among game developers worldwide:
“People draw their inspiration from their experience,” explained Gray, “that’s why we still have a problem with representation.” Redic said that during his career — which includes roles at top gaming companies like Bethesda and Crytek — he has frequently been “the only — or one of very few — Black guy among hundreds of game devs at a company.”
Tanya DePass, founder of the non-profit I Need Diverse Games, makes the point that for companies wanting to improve diversity in their content, “the biggest thing is diverse staff, and diverse staff at leadership level.” Moreover, her advice to game studios is to hire outside experts who can review their development plans and give feedback on where their content may stereotype or misrepresent an ethnic group: “Bring in diversity consultants in the beginning, not a month before launch, and treat it seriously.”
One company that uses consultants is Niantic, the studio behind Pokémon Go and Harry Potter: Wizards Unite. It has also implemented “Diversity and Inclusion check-ins through a game’s concept, preproduction and postproduction phases,” according Trinidad Hermida, the company’s Head of Diversity and Inclusion. “These check-ins look at everything from character design to evaluating whether the internal Niantic team working the product is diverse,” she explained, “Every new game we publish must go through this process to launch.”
That IGDA survey last year also found that 87% of game developers said “diversity in game content” is “very important” or “somewhat important,” which offers optimism that representation can improve as developers are pushed to think of diversity less in the abstract and more in the context of the specific games they work on.
The number of Black or Latinx characters across popular games is indeed growing, even if that progress is quite slow relative to the pace at which the demographic makeup of the gaming community is diversifying. Examples can be found in Moby Games’ list of games with Black protagonists through 2017 and the list of Black video game characters on Wikipedia.
Giving users lots of options to customize their avatar’s appearance goes a long way in helping different demographics of gamers feel welcomed and emotionally attached to a game. This is increasingly common in games, but there are often more limited options for Black avatars, like the ability to choose natural hair styles. DePass says that game developers “are often not thinking about the fact that there are other people who also want to see themselves [in creating their avatar].” And when they do, the homogeneity of their team can lead to foreseeable mistakes. For example, DePass expressed that “If Black hair is available at all, it looks bad. Sometimes there’s 5 inches between braids; or Afros look like steel wool. It’s like, ‘Have you ever met a Black person or seen photos of black hairstyles?’”
Cyberbullying is a big issue in games, MMOs in particular, and in their efforts to combat it, gaming executives should recognize that both female gamers and Black and Latinx founders are particularly targeted with abuse, often denigrated with slurs and racist jokes.
A small but important step that developers can take, according to Gray, is giving players the option to mark racist behavior as the reason for submitting a complaint against another user. Many games have added the ability to mark a complaint as being due to gender discrimination, she notes, but the lack of a similar option for racism permits game studios to remain ignorant about how often racism occurs on their platform. Collecting data on a problem allows for more measurement of that problem and more effective action to address it.
As DePass noted in our call, “There aren’t a lot of Black creators of games, but there are a lot of Black buyers of games.” There is business opportunity in creating content that better speaks to often-overlooked segments of the gamer community.
The natural question here is: If making games with narratives that center on Black or Latinx characters is a compelling business opportunity, why hasn’t it already been tapped? Leadership at established gaming companies “have a sense of who is a gamer, and who isn’t, that is very archaic” says Glow Up Games CEO Mitu Khandaker, whose studio is developing a mobile game leveraging IP from the HBO show “Insecure.”
Likewise, she explains, entrepreneurs who found their own studios with this thesis quickly find that the major funding sources (publishers and venture capitalists) are composed of ethnically homogenous teams who are quick to judge such games as niche.
As a result, the game developers focused on building games that speak to Black and Latinx audiences remain stuck in the indie games space, lacking the resources or industry credibility to develop a AAA title.
There’s a long list of societal problems that contribute to the disproportionately small number of Black software engineers entering the games industry or in leadership roles in the industry, from less access to high-quality STEM education in K-12 to employers devaluing degrees from historically Black colleges and universities to the well-researched pattern of resumes with white-sounding names receiving dramatically more job interviews.
Khandaker noted that the perceived lack of representation and role models for Black engineers looking at the gaming industry causes many to avoid the sector altogether, and many who enter the industry leave it in frustration.
On our recent call, Williams shared his memory of speaking on a panel about racial bias in games at the DICE Conference for game executives: “In the few minutes of transition between the prior session and my panel, roughly 90% of the audience left.”
A repeated sentiment among several of those I interviewed for this post was that the problem is not gaming executives with harmful intent so much as gaming executives lacking the interest or empathy to treat diversity as an issue that they personally should dedicate time to address. Discussion of diversity, whether at conferences or otherwise, is still too often treated as a token matter for purposes of political correctness, not a pressing business problem to solve.
If the current news cycle is helping change that attitude and energize executives in the industry to step up, the most impactful action they can take is to approach diversity as a product development priority not as a PR issue.
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Amazon-owned game-streaming site Twitch announced today the formation of a new group that will guide decision-making around new policies and products: the Twitch Safety Advisory Council. The eight-person council consists of both online experts and Twitch creators, who have a deep understanding of the Twitch platform, its content and community, the company says.
“When developing this council we felt it was essential to include both experts who can provide an external perspective, as well as Twitch streamers who deeply understand creators’ unique challenges and viewpoints,” Twitch explained, in an announcement introducing the new council members. “Each member of the council was carefully selected based on their familiarity with the Twitch community and their relevant personal and professional experiences.”
Twitch says it felt the need to create a group like this to allow communities to thrive on Twitch, particularly at a time its platform is seeing record levels of engagement. Due to the coronavirus outbreak, streaming services have seen sizable increases in usage — and Twitch has been no exception.
According to recent data from Arsenal.gg, StreamElements’ analytics partner, Twitch saw 48% month-over-month growth in hours watched between March and April, including game streams and non-gaming content combined, reaching 1.65 billion hours watched last month. Year-over-year, Twitch was up by 101% in hours watched as of April, thanks to sizable growth of Twitch’s “Just Chatting” category of non-game content that alone climbed 138% year-over-year.
Twitch confirmed some of these metrics, noting hours watched were up over 50% in the past four weeks since social distancing began. It also said that, in 2019, it was seeing an average of over 4 million unique streamers per month, totaling 10 billion hours watched.
But the growth in viewers and content means there’s also a lot more to manage to keep the community safe, which is where the advisory council is meant to help.
The group will offer their input on the drafting of new policies and policy updates; the development of new products and features aimed at improving safety and moderation; the promotion of healthy streaming and “work-life balance” habits; the protection of interests from marginalized groups; and the identification of emerging trends that could impact the Twitch experience.
In its announcement, Twitch introduced the new members as follows (its words):
Alex Holmes
Alex is Deputy CEO at non-profit The Diana Award, which is a legacy to Princess Diana’s belief that young people have the power to change the world. He is the founder of the peer to peer support program Anti-Bullying Ambassadors, a network of trained young people dedicated to preventing peer on peer violence (on and offline) and bullying, particularly in schools. Alex sits on the global safety advisory boards of a number of the major social media and tech companies advising them on their approach to safety and online harms.
CohhCarnage is a Twitch Partner and one of the original variety streamers on Twitch. He plays most major releases and indie darlings and is well known for his 100% franchise playthroughs leading up to major game releases. He is also a regular host on Dropped Frames, which covers the hottest news and games on the streaming scene. CohhCarnage is known for his positive community “The Cohhilition” and his slogan “happy, helpful, respectful.”
Cupahnoodle is a partnered Twitch Ambassador and host/commentator, the Mayor of Cupton, a lover of zombies, and a music connoisseur. Her streams range from playing games, to hosting conventions and on site interviews, to providing colorful commentary at esports events.
Emma Llansó
Emma is the Director of the Center for Democracy & Technology’s Free Expression Project and leads CDT’s work to promote law and policy that support Internet users’ free expression rights in the United States, the European Union, and around the world. The Project’s work spans many subjects, including human trafficking, privacy and online reputation issues, counter-terrorism and “radicalizing” content, disinformation, and online harassment. Emma’s areas of focus include intermediary liability law, the capabilities and limitations of automated content analysis, transparency reporting, and best practices in content moderation for empowering users and online communities.
Steph has been a full time streamer since her debut playing competitive collegiate Heroes of the Storm in 2016. She was one of the first transgender streamers to ever be partnered on Twitch, and the first to bring a transgender pride flag emote to the platform. Her fight for inclusivity includes creating a competitive team composed entirely of marginalized gamers, and vehemently opposing non inclusive mechanics such as voice chat.
Dr. Sameer Hinduja
Dr. Hinduja is a Professor in the School of Criminology and Criminal Justice at Florida Atlantic University and Co-Director of the Cyberbullying Research Center. He is recognized internationally for his groundbreaking work on the subjects of cyberbullying, sexting, and social media abuse, concerns that have paralleled the exponential growth in online communication by young people. As a noted speaker and expert on teens and social media use, Dr. Hinduja also trains students, educators, parents, mental health professionals, and other youth workers on how to promote the positive use of technology. Dr. Hinduja is also the Co-Founder and Co-Editor-in-Chief of the International Journal of Bullying Prevention, a new peer-reviewed journal from Springer.
T.L. Taylor
T.L. Taylor is Professor of Comparative Media Studies at MIT and co-founder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades. Dr. Taylor’s research explores the interrelations between culture and technology in online leisure environments. Her 2018 book, Watch Me Play: Twitch and the Rise of Game Live Streaming, is the first of its kind to chronicle the emerging media space of online game broadcasting.
Zizaran is a Twitch Partner who has been streaming since 2015. His streams mostly focus on ARPGs, particularly Path of Exile. He believes that Twitch has a culture you can’t find anywhere else and looks forward to helping Twitch make rules clearer and reducing community confusion, specifically when it comes to bans and suspensions on the platform.
The council’s launch isn’t just about keeping Twitch safe and welcoming. It’s also arriving at a time when Twitch is pitching itself to advertisers, whose marketing efforts have been impacted due to the cancellations of live events and sports amid the pandemic. Advertisers, burned by YouTube in the past, are looking for brand safety.
This coronavirus pandemic has increased demand from clients who have accelerated their interest in Twitch, the company recently told The Drum in an interview. In addition, the game-streaming site can help address viewers’ demand for sports content through its sports sims, and their demand for competitions to watch through esports.
On the latter front, Twitch just weeks ago launched an esports directory on its site to cater to its growing streaming audience. It also recently partnered with Comscore to bring gaming and esports stats to advertisers.
The site generated $230 million ad revenue in 2018, which increased to $300 million in 2019, according to a report by The Information. But ad rates are down in 2020 due to the pandemic. That means Twitch may gain more interest and more advertisers, but not see a significant jump in revenue to reflect that until further down the road.
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During this period of shelter-in-place, people have had to seek out new forms of entertainment and social interaction. Many have turned to a niche party series made by a company best known for an irreverent trivia game in the ’90s called “You Don’t Know Jack.”
Since 2014, the annual release of the Jackbox Party Pack has delivered 4-5 casual party games that run on desktop, mobile and consoles that can be played in groups as small as two and as large as 10. In a clever twist, players use smartphones as controllers, which is perfect for typing in prompts, selecting options, making drawings, etc.
The games are tons of fun and perfect for playing with friends over video conference, and their popularity has skyrocketed, as indicated by Google Trends. I polled my own Twitter following and found that nearly half of folks had played in the last month, though a full third hadn’t heard of Jackbox at all.
Have you played Jackbox Games in the last month?
— Jason Shen (@JasonShen) April 9, 2020

There are more than 20 unique games across Jackbox Party Packs 1-6, too many to explain — but here are three of the most popular:
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The idea of an in-game Travis Scott concert might seem a little silly — particularly if, like me, you’re not really a Fortnite player.
Yes, the popular multiplayer game has hosted other promotional events for movies and music. But even if all this COVID-19 imposed isolation has left you hungry for live performances, why not watch actual footage of Travis Scott in concert?
What Scott and Fortnite-maker Epic Games delivered, however, is a gloriously surreal “astronomical” event, with an enormous, kaiju-sized Scott avatar looming over players and teleporting around the venue while the visuals around him get increasingly psychedelic. It’s something that could only happen in a virtual concert, and that’s what makes it delightful.
Plus, the event was viewed by far more people than could ever pack into even the largest concert venue. Epic Games said 12.3 million concurrent players participated, a new record for the game.
You can watch for yourself in the video above, but if you want to actually interact with a giant Travis Scott while he sings “Sicko Mode,” Epic Games is planning encore events throughout the weekend.
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