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Sony to pull out of MWC over coronavirus outbreak

Japanese electronics firm Sony is the latest phone maker to announce it’s withdrawing from the Mobile World Congress (MWC) tradeshow, citing concerns about the coronavirus outbreak.

“As we place the utmost importance on the safety and wellbeing of our customers, partners, media and employees, we have taken the difficult decision to withdraw from exhibiting and participating at MWC 2020 in Barcelona, Spain,” Sony wrote in a press release.

MWC is due to take place in Barcelona between February 24-27.

Sony said it will now run a press conference planned for the event via its official Xperia YouTube channel at the scheduled time of 8:30 AM (CET) on February 24.

“Sony would like to thank everyone for their understanding and ongoing support during these challenging times,” it added.

In recent days, a number of companies have announced they’re pulling out or scaling back their presence at the conference as a result of concerns about the spread of the virus, including Amazon, Ericsson, LG, NVIDIA and ZTE.

The World Health Organization dubbed the emergence and spread of the novel coronavirus a global emergency late last month.

At the time of writing, the majority of infections and deaths from the virus remain in China, where the virus was first identified in the town of Wuhan in the Hubei province.

Several Chinese tech companies, including ZTE and Xiaomi, have said they will make changes to their participation in MWC related to coronavirus concerns, such as placing limits on staff travelling from China or requiring they self isolate in the period before attending.

Yesterday the organizers of MWC, the GSMA, also announced stringent rules to try to safeguard attendees, including a ban on travellers from Hubei and a requirement that all travellers who have been in China must be able to prove they have been outside the country 14 days prior to the event.

Attendees will also be required to self-certify they have not been in contact with anyone affected, the GSMA said. Temperature screening will also be implemented at the event.

Last year the annual mobile tech conference drew almost 110,000 attendees from 198 countries.

“While further planning is underway, we will continue to monitor the situation and will adapt our plans according to developments and advice we receive. We are contending with a constantly evolving situation, that will require fast adaptability,” the GSMA also said.

Attendance at MWC has regularly broken 100,000 in recent years, but 2020’s conference seems likely to mark a break with business as usual as companies face pressure to rethink their travel priorities.

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Startup says ‘Sober is the new black’

Maveron, Slow Ventures and Female Founders Fund have invested $10 million in a startup that claims it’s carving a new path to sobriety.

Tempest offers a $647 eight-week virtual “sobriety school” to help people, particularly women and “historically oppressed individuals,” get sober. The program is led by the company’s founder and chief executive officer Holly Whitaker, who conducts weekly video lectures and Q+As for participants. Offering their expertise as part of the package is marriage and family therapist Kim Kokoska; Valerie (Vimalasara) Mason-John, the co-founder of Eight Step Recovery; and wellness coach Mary Vance, among others.

Tempest teaches the underlying causes of addiction and the “importance of purpose, meaning and creativity in breaking addiction,” as well as how to manage cravings, how to navigate social situations as a non-drinker, how to develop a mindfulness practice and more. At the end of the program, participants can pay a $127 fee for an annual membership to the Tempest online community, where one can communicate with others who’ve completed the program.

Tempest Syllabus
Week 1: Recovery Maps + Toolkits
Week 2: Addiction & The Brain
Week 3: Habit and Night Ritual
Week 4: Yoga, Meditation and Breath
Week 5: Nutrition & Lifestyle
Week 6: Relationships & Community
Week7: Trauma & Therapy
Week 8: Purpose & Creativity
Week 8+ Wrapping Up + Next Steps

Dashboard Week 2

A snapshot of Tempest’s weekly coursework.

A holistic approach

Founded in 2014, New York-based Tempest has raised about $14.3 million in total VC funding. Whitaker previously spent five years at One Medical, where she was the director of revenue cycle operations. Since founding Tempest, which has enrolled 4,000 participants to date, Whitaker received a two-book deal from Random House to document her methodologies and path to sobriety. Her first book, ‘Quit Like a Woman: The Radical Choice to Not Drink in a Culture Obsessed with Alcohol,’ will be released on December 31.

Today, her business has 28 employees and plans to build out its team, invest in marketing — where it’s historically had very low spend — and explore business opportunities within the enterprise using cash from the $10 million Series A.

“Sobriety, and the refusal to partake in alcogenic culture, is subversive, rebellious, and edgy.” – Tempest

The company is careful to clarify it’s not a detox or 12-step program, like Alcoholics Anonymous, which is structured around the Twelve Steps to recovery. Rather, Tempest can be used in combination with other programs or therapies, or as a first step down the path to recovery. Whitaker explains Tempest isn’t only for the clinically addicted or those who consider themselves addicts or alcoholics. The company welcomes people who have rejected these labels or simply want to cut alcohol out of their life.

“Tempest grew out of my own experience,” Whitaker, who has previously struggled with alcoholism and an eating disorder, tells TechCrunch. “It was a response to the lack of desirable and accessible options to address problematic drinking, the lack of options available for people who don’t identify as alcoholics but struggle with alcohol and the lack of options that have been created for women and other individuals. Everything had been created for men.”

Tempest is tailored to the needs of women and historically oppressed individuals, says Whitaker, though all genders are welcome to complete its course. Taking a holistic approach to recovery, participants are encouraged to address the factors that led them to drink in the first place, including “love lives, poor nutrition, stress, anxiety, crap friendships, consumerism, lack of purpose, unresolved family of origin issues, disenfranchisement, poverty, tight or unmanageable finances, lack of connection, fear, shitty jobs we hate, depression, unprocessed trauma, lack of meaning, unfulfilled dreams, never-ending to-do lists, never-measuring-upness,” the company writes.

TempestWebsite

Tempest’s website

But what about A.A.?

I had the same question.

Alcoholics Anonymous (A.A.), the most popular and accessible approach to recovery, is free and open to anyone willing to acknowledge they have a drinking problem. A nonprofit organization, A.A. has more than 115,000 groups worldwide. The 84-year-old program is built on peer-support groups that gather regularly for discussion meetings. Over time, more seasoned members can become “sponsors,” helping newer entrants work through the Twelve Steps.

Tempest, alternatively, is taking a for-profit approach, charging for its tech-infused method. And where A.A. emphasizes in-person support groups, Tempest relies on video streams. Increasingly, telemedicine startups are enticing customers with convenient options for health and wellness care but whether people will truly pivot to telemedicine, tele-therapy or virtual sobriety schools is still up for debate. As for Tempest’s similarities to A.A., Whitaker says: “The only thing they have in common is that they are working to help people quit alcohol.”

“By just trying on sobriety or questioning our drink-centric culture, you are profoundly ahead of the pack.” – Tempest

In selling its sobriety school, Tempest evokes a sense of coolness, with phrases like “Sober is the new black” and “Your hangover goes away. Your social life doesn’t,” plastered on its website. In providing a priced and more exclusive route to sobriety, one might question Tempest’s ethics and motivations as it builds a business that capitalizes off of substance abuse. Whitaker, in defense, explains a virtual school fit for the historically powerless is a necessary addition to existing options: “Our program is centered on individuals who have been held out of power, who have been told to shut up and listen,” she said. “We aren’t looking at white, upper-class men. We are looking at a queer person from 2019.”

According to survey data published by Recovery.org, 89% of A.A. attendees are white, while 38% are female.

Refusing ‘alcogenic culture’

Tempest’s branding takes a cue from the D2C playbook. The company, led by women, has the opportunity to become the brand that represents sobriety, and it’s taking it. Tempest’s Series A, coupled with the influx of new-age non-alcoholic beverage brands backed by VCs, is representative of the perceived shift away from alcohol among the younger generations.

Millennials are drinking less alcohol and, according to the World Health Organization, there are 5% fewer alcohol drinkers in the world today than in 2000. Tempest’s school seems to cater more to the cohort of people who view ditching alcohol as a lifestyle perk, not those who stop drinking due to addiction.

Holly Whitaker

Tempest founder and CEO Holly Whitaker

Seedlip, a non-alcoholic spirits company, and India’s Coolberg Beverages, which makes non-alcoholic beer, recently raised VC to cater to a similar demographic. Meanwhile, CBD-infused beverage brands like Sweet Reason, Cann and Recess are trendy and raising venture money. None of these, of course, are solutions for someone struggling with alcohol. Capital flowing into these brands merely indicates venture capitalists’ belief that consumers are steering away from traditional liquor and toward new products fit for a generation that is drinking less alcohol.

“By just trying on sobriety or questioning our drink-centric culture, you are profoundly ahead of the pack and among good company,” Tempest writes on its website. “Remember: 70-80% of adults drink depending on where you live; drinking is basic. Sobriety, and the refusal to partake in alcogenic culture, is subversive, rebellious, and edgy.”

Tempest says it has completed an efficacy study performed in consultation with researchers affiliated with the University of Buffalo and Syracuse University. In several years’ time, we’ll know whether the countless think pieces claiming millennials are done with alcohol were indeed true and whether the VC money into these upstarts was wasted or pure genius. As for Tempest, even if just providing a designated place on the internet for discussions around the struggles or benefits of sobriety, it has the potential to make a big impact on those in recovery or those seeking a lifestyle change.

“Alcohol is very similar to cigarettes,” Whitaker said. “We are in a time that we think drinking alcohol is natural, that we are supposed to do it. I thought that would change because to me, alcohol is entirely toxic. We are approaching this tipping point of realizing how toxic and unnecessary it is.”

Tempest is also backed by AlleyCorp, Refactor and Green D Ventures. Maveron’s Anarghya Vardhana has joined the startup’s board of directors as part of the latest deal.

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Loot boxes in games are gambling and should be banned for kids, say UK MPs

UK MPs have called for the government to regulate the games industry’s use of loot boxes under current gambling legislation — urging a blanket ban on the sale of loot boxes to players who are children.

Kids should instead be able to earn in-game credits to unlock look boxes, MPs have suggested in a recommendation that won’t be music to the games industry’s ears.

Loot boxes refer to virtual items in games that can be bought with real-world money and do not reveal their contents in advance. The MPs argue the mechanic should be considered games of chance played for money’s worth and regulated by the UK Gambling Act.

The Department for Digital, Culture, Media and Sport’s (DCMS) parliamentary committee makes the recommendations in a report published today following an enquiry into immersive and addictive technologies that saw it take evidence from a number of tech companies including Fortnite maker Epic Games; Facebook-owned Instagram; and Snapchap.

The committee said it found representatives from the games industry to be “wilfully obtuse” in answering questions about typical patterns of play — data the report emphasizes is necessary for proper understanding of how players are engaging with games — as well as calling out some games and social media company representatives for demonstrating “a lack of honesty and transparency”, leading it to question what the companies have to hide.

“The potential harms outlined in this report can be considered the direct result of the way in which the ‘attention economy’ is driven by the objective of maximising user engagement,” the committee writes in a summary of the report which it says explores “how data-rich immersive technologies are driven by business models that combine people’s data with design practices to have powerful psychological effects”.

As well as trying to pry information about of games companies, MPs also took evidence from gamers during the course of the enquiry.

In one instance the committee heard that a gamer spent up to £1,000 per year on loot box mechanics in Electronic Arts’s Fifa series.

A member of the public also reported that their adult son had built up debts of more than £50,000 through spending on microtransactions in online game RuneScape. The maker of that game, Jagex, told the committee that players “can potentially spend up to £1,000 a week or £5,000 a month”.

In addition to calling for gambling law to be applied to the industry’s lucrative loot box mechanic, the report calls on games makers to face up to responsibilities to protect players from potential harms, saying research into possible negative psychosocial harms has been hampered by the industry’s unwillingness to share play data.

“Data on how long people play games for is essential to understand what normal and healthy — and, conversely, abnormal and potentially unhealthy — engagement with gaming looks like. Games companies collect this information for their own marketing and design purposes; however, in evidence to us, representatives from the games industry were wilfully obtuse in answering our questions about typical patterns of play,” it writes.

“Although the vast majority of people who play games find it a positive experience, the minority who struggle to maintain control over how much they are playing experience serious consequences for them and their loved ones. At present, the games industry has not sufficiently accepted responsibility for either understanding or preventing this harm. Moreover, both policy-making and potential industry interventions are being hindered by a lack of robust evidence, which in part stems from companies’ unwillingness to share data about patterns of play.”

The report recommends the government require games makers share aggregated player data with researchers, with the committee calling for a new regulator to oversee a levy on the industry to fund independent academic research — including into ‘Gaming disorder‘, an addictive condition formally designated by the World Health Organization — and to ensure that “the relevant data is made available from the industry to enable it to be effective”.

“Social media platforms and online games makers are locked in a relentless battle to capture ever more of people’s attention, time and money. Their business models are built on this, but it’s time for them to be more responsible in dealing with the harms these technologies can cause for some users,” said DCMS committee chair, Damian Collins, in a statement.

“Loot boxes are particularly lucrative for games companies but come at a high cost, particularly for problem gamblers, while exposing children to potential harm. Buying a loot box is playing a game of chance and it is high time the gambling laws caught up. We challenge the Government to explain why loot boxes should be exempt from the Gambling Act.

“Gaming contributes to a global industry that generates billions in revenue. It is unacceptable that some companies with millions of users and children among them should be so ill-equipped to talk to us about the potential harm of their products. Gaming disorder based on excessive and addictive game play has been recognised by the World Health Organisation. It’s time for games companies to use the huge quantities of data they gather about their players, to do more to proactively identify vulnerable gamers.”

The committee wants independent research to inform the development of a behavioural design code of practice for online services. “This should be developed within an adequate timeframe to inform the future online harms regulator’s work around ‘designed addiction’ and ‘excessive screen time’,” it writes, citing the government’s plan for a new Internet regulator for online harms.

MPs are also concerned about the lack of robust age verification to keep children off age-restricted platforms and games.

The report identifies inconsistencies in the games industry’s ‘age-ratings’ stemming from self-regulation around the distribution of games (such as online games not being subject to a legally enforceable age-rating system, meaning voluntary ratings are used instead).

“Games companies should not assume that the responsibility to enforce age-ratings applies exclusively to the main delivery platforms: All companies and platforms that are making games available online should uphold the highest standards of enforcing age-ratings,” the committee writes on that.

“Both games companies and the social media platforms need to establish effective age verification tools. They currently do not exist on any of the major platforms which rely on self-certification from children and adults,” Collins adds.

During the enquiry it emerged that the UK government is working with tech companies including Snap to try to devise a centralized system for age verification for online platforms.

A section of the report on Effective Age Verification cites testimony from deputy information commissioner Steve Wood raising concerns about any move towards “wide-spread age verification [by] collecting hard identifiers from people, like scans of passports”.

Wood instead pointed the committee towards technological alternatives, such as age estimation, which he said uses “algorithms running behind the scenes using different types of data linked to the self-declaration of the age to work out whether this person is the age they say they are when they are on the platform”.

Snapchat’s Will Scougal also told the committee that its platform is able to monitor user signals to ensure users are the appropriate age — by tracking behavior and activity; location; and connections between users to flag a user as potentially underage. 

The report also makes a recommendation on deepfake content, with the committee saying that malicious creation and distribution of deepfake videos should be regarded as harmful content.

“The release of content like this could try to influence the outcome of elections and undermine people’s public reputation,” it warns. “Social media platforms should have clear policies in place for the removal of deepfakes. In the UK, the Government should include action against deepfakes as part of the duty of care social media companies should exercise in the interests of their users, as set out in the Online Harms White Paper.”

“Social media firms need to take action against known deepfake films, particularly when they have been designed to distort the appearance of people in an attempt to maliciously damage their public reputation, as was seen with the recent film of the Speaker of the US House of Representatives, Nancy Pelosi,” adds Collins.

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‘Gaming disorder’ is officially recognized by the World Health Organization

Honestly, “gaming disorder” sounds like a phrase tossed around by irritated parents and significant others. After much back and forth, however, the term was just granted validity, as the World Health Organization opted to include it in the latest edition of its Internal Classification of Diseases.

The volume, out this week, diagnoses the newly minted disorder with three key telltale signs:

  1. Impaired control over gaming (e.g. onset, frequency, intensity, duration, termination, context)
  2. Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
  3. Continuation or escalation of gaming despite the occurrence of negative consequences

I can hear the collective sound of many of my friends gulping at the sound of eerily familiar symptoms. Of course, the disorder has been criticized from a number of corners, including health professionals who have written it off as being overly broad and subjective. And, of course, the potential impact greatly differs from person to person and game to game.

The effects as specified above share common ground with other similar addictive activities defined by the WHO, including gambling disorder:

“Disorders due to addictive behaviours are recognizable and clinically significant syndromes associated with distress or interference with personal functions that develop as a result of repetitive rewarding behaviours other than the use of dependence-producing substances,” writes the WHO. “Disorders due to addictive behaviors include gambling disorder and gaming disorder, which may involve both online and offline behaviour.”

In spite of what may appear to be universal symptoms, however, the organization is quick to note that the prevalence of gaming disorder, as defined by the WHO, is actually “very low.” WHO member Dr. Vladimir Poznyak tells CNN, “Millions of gamers around the world, even when it comes to the intense gaming, would never qualify as people suffering from gaming disorder.”

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