Last week we reported on the story that a U.S. law firm was accepting submissions as part of a precursor to a possible class action lawsuit on behalf of users banned from Microsoft’s Xbox Live service.
AbingtonIP had put up a form on its website asking those affected by the ban for more information. The firm called the timing of Microsoft’s ban “convenient,” as it happened just before the release of Call of Duty: Modern Warfare 2 and may ultimately have resulted in an increase in subscriptions to Xbox Live.
A Microsoft Spokesperson is quoted in the Financial Post reiterating that the company is well within its rights in enacting the ban, “Piracy is illegal and modifying an Xbox 360 is a violation of the Xbox Live Terms of Use. Microsoft is well within its legal rights to ban these users from Xbox Live.”
Marc Whitten, General Manger of Xbox Live, told VentureBeat that the estimated number of Live members banned was way off and defended his company’s actions:
It’s a cat and mouse game. These were people that were pirating software. We try to keep sanctity of life from a safety and anti-cheating perspective and we protect our partners. We didn’t release the number. I cannot explain to you why people would think it was a million people. It wasn’t a million people. Check the veracity of that claim. It was one news source. I think we do a really good job understanding what people are doing on the system. That applies to intellectual property (piracy) and how we treat the community in terms of harassment.
In a bid to improve science and math comprehension for U.S. school pupils, President Obama has launched an open competition designed to encourage the creation of digital media-based learning experiences.
Launching December 14, the 2010 Digital Media and Learning Competition is being undertaken in conjunction with the MacArthur Foundation, the Humanities, Arts and the Science and Technology Advanced Collaboratory (HASTAC) and National Lab Day. Two categories are offered in the $2.0 million competition—21st Century Learning Lab Designers and Game Changers.
Game Changers will task entrants with creating content, using the PlayStation 3 game LittleBigPlanet, which incorporates science, engineering and math. Sony Computer Entertainment America (SCEA) and The Entertainment Software Association (ESA) are backers of the competition as well, with the former donating 1,000 PS3 systems and copies of LittleBigPlanet to libraries and community organizations in low-income U.S. communities.
Jack Tretton, president and CEO of SCEA added:
“When leveraging the innovative technology of LittleBigPlanet and the PS3 system, both advanced and novice gamers have access to an open canvas to learn, build, and explore entirely new kinds of gaming experiences. There’s no better training ground for anyone interested in digital media.”
Winners will be announced next spring. Winning LittleBigPlanet levels will also be made available to the public.
A Member of Parliament in Ghana is blaming videogames, at least partly, for declining standards of education in the country.
Dr. Kofi Asarae, MP for the southern Ghana town of Akwatia, is pushing for a bye-law that would force such videogame centers to remain closed during the day, in order to eliminate their ability to lure students away from school and their studies.
Dr. Asarae, reports PeaceFMOnline, would like to see the facilities remain closed until 1800 hours every day.
An story on BoingBoing cites a British Labour Government source that such a move may be underway.
The article, noticed by GPer DarkSaber, reports that changes could be introduced to the Digital Economy Bill, which would enable the Secretary of State to introduce legislation without debate in order to amend the Copyright, Designs and Patents Act and to introduce a Pirate-Finder General.
Current Secretary of State Peter Mandelson's is behind the proposal, which would feature the following measures:
1. The Secretary of State would get the power to create new remedies for online infringements.
2. The Secretary of State would get the power to create procedures to "confer rights" for the purposes of protecting rightsholders from online infringement.
3. The Secretary of State would get the power to "impose such duties, powers or functions on any person as may be specified in connection with facilitating online infringement."
The Electronic Freedom Foundation (EFF) was equally alarmed at the news and has introduced a form of action that urges UK citizens to call their MP.
The EFF labels the ability to to introduce legislation without debate “dangerous,” adding “This bill would grant the Secretary of State sweeping powers to mess with the very fundamentals of the UK copyright system law, ignoring the voices of UK citizens to meet the needs of one set of interest holders.”
The EFF further notes that Mandelson may also target “Cyberlocker” services like Amazon’s S3, Dropbox and YouSendIt, which allow users to swap and share large files.
The New York City Council Committee on Technology in Government is holding public hearings today on the subject of Net Neutrality.
A live stream of the hearings is available on LiveStream. The Council is live Tweeting coverage as well here. Also look for hashtags #netneutrality or #reso712A.
Entertainment Consumer Association (ECA) Vice President and General Counsel Jennifer Mercurio gave testimony earlier today in support of Net Neutrality.
A sample of her testimony:
ECA is strongly in support the proposals you’ve outlined in Resolution 712A-2007 and of the concept of Network Neutrality, the principle that protects one’s choice of content and equal opportunity on the Internet. Like President Obama, who has pledged to make Network Neutrality the law of the land, we believe that Network Neutrality is a key right for consumers, insuring continued enjoyment and use of the Internet for a variety of applications including recreation, creativity and economic expansion. This is especially true for video game players (gamers), because our hobby is increasingly tied to the Internet. Of the 117 million active gamers in the US, 56 percent play games online, accounting for over 65 million Americans.
Disclosure: The ECA is the parent company of GamePolitics
Proving that there really is a study for everything, an interesting new analysis applies International Humanitarian Law (IHL) to a variety of war-themed videogames to see how they stack up.
Playing by the Rules was undertaken by a pair of Swiss organizations, Pro Juventute, a children’s rights group, and Track Impunity Always (TRIAL), an association with a focus on international criminal justice.
The aim of the study was to “raise public awareness among developers and publishers of the games, as well as among authorities, educators and the media about virtually committed crimes in computer and videogames.”
Titles were played by gamers under that watchful eye of representatives from both organizations, along with three lawyers that specialized in IHL. Games tested included Army of Two, Battlefield Bad Company, Call of Duty 4 & 5, Far Cry 2, Metal Gear Solid 4 (referred to as Metal Gear Soldier in the report) and Tom Clancy’s Rainbow 6 Vegas.
For each title the study offers general information as a lead-in, then offers up context of the conflict in question and lists violations encountered along with legal analysis.
From FarCry 2’s Violations Encountered and Legal Analysis section:
The scenes portray extensive shooting in civilian areas and the shooting of civilian objects, including shooting at a church. All these acts go unpunished in the game. Even if we assume the attacks are not directed against these objects, the excessive destruction of civilian objects amounts to a violation of the principle of proportionality.
IHL allows for some collateral damage to civilians and civilian objects in carrying out hostilities, however, any expected damage must be proportional to the direct and concrete military advantage anticipated.
Overall the study stated, “The result is as deflating as reality. The organisation calls upon game producers to consequently and creatively incorporate rules of international humanitarian law and human rights into their games.”
Among the recommendations offered were:
It would be very useful if developers would incorporate more specific rules on how to conduct an operation in their games, in terms of the weapons allowed, the behaviour allowed, the military targets sought, the degree of collateral damage permitted, etc. The message of the scenes should never be that everything is allowed, or that it is up to the player to decide what is right and what is wrong. In real life, this is not the way it works.
The full study can be viewed here (PDF).
Thanks Bart! (Soldat_Louis)
Founded in 1996, The National Institute on Media and the Family (NIMF) will close its doors at the end of the 2009 calendar year.
In a statement, the group said “that more work remains to be done,” and that NIMF’s board is in discussions with other non-profits organizations to see if its programs and research can be carried on.
NIMF’s most prominent work was its annual Video Game Report Card, which graded the Entertainment Software Rating Board (ESRB), game publishers, retailers and parents annually on the enforcement and education of videogame ratings. While the rated groups were knocked early and often by NIMF, the 13th annual Report Card gave grades that would have made any parent proud, except for the “Incomplete” for the Parental Involvement category.
Game groups eventually even cozied up to NIMF, culminating in a grant of $50,000 bestowed upon NIMF in 2008 by The Entertainment Software Association (ESA).
President and founder Dr. David Walsh (picutred), who indicated that he is not ready for retirement, and will continue to speak and write on parenting topics, had this to say:
The current challenging economic environment accelerated those discussions making this the right time to begin transitioning the programs to other organizations who share our mission and values. I look forward to transitioning the Institute’s programs to worthy organizations that I am confident will continue to educate parents and caregivers on our rapidly changing digital culture.
NIMF credits its annual Report Card with the adoption of a ratings system, additional scrutiny over age appropriate game purchases at retail and parental controls being incorporated into console systems.
In a blog post, Dr. Walsh added:
We’ve accomplished a lot of amazing things in the last thirteen years. And in that same amount of time there has been unprecedented technological innovation and an ever-increasing number of screens in young people’s lives, making the Institute’s mission just as relevant today as when we started. So while this chapter of the Institute’s work is coming to a close, I am excited to transition the Institute’s programs to organizations that will continue to foster the same important conversations and bring relevant solutions to parents.
Update: Via an article on the WCCO CBS affiliate website, comes definitive word that a lack of funding was the culprit behind NIMF’s closure. NIMF was funded by Fairview Health Services with an annual commitment of some $750,000, a figure that Fairview could no longer justify in the current economic climate.
The President of Fairview’s North Region stated, “It was back in the summer of this year that we really said, 'We can't continue. Fairview can't continue.’”
Brisbane, Australia is the site of a planned rally which hopes to show government authorities just how serious gamers Down Under are about receiving an R18+ videogame rating category.
The rally is planned for December 5th at 11:00 AM in King George Square. Treat Us Like Adults, a website/organization founded by game developer Ethan Watson, is behind the movement. Watson has a personal stake in the lack of an R18+ rating as he wants to “make games that, due to thematic content, would likely be refused classification in his home country.”
Watson also plans to give a speech at the event.
Given that a previously planned, and subsequently postponed, demonstration scheduled for Australia earlier this year was going to feature protestors dressed in cosplay, Watson felt the need to note, “Just keep in mind that if you want this rally to be taken seriously by the public at large, you should probably leave your zombie gear for the Zombie Walk or Supanova.”
Thanks Ryan!
A law firm that specializes in consumer class action lawsuits is probing the recent purging of Xbox Live accounts in what may be a setup for future litigation.
Inc Gamers noticed that AbingtonIP currently has a form on its website asking those affected by the ban—and who were not refunded a prorated sum for their time remaining on Xbox Live—to send in pertinent information. The law firm writes, “Microsoft has chosen to use one of the most indiscriminate 'weapons' in its arsenal in an effort to combat piracy -- as a result, use of this 'weapon' has resulted in a great deal of collateral damage -- many people were affected who had nothing to do with piracy.”
AbingtonIP calls the timing of the widespread ban “convenient,” in light of the pending, post-ban release of Call of Duty: Modern Warfare 2 and thinks the ban may have resulted in a boost to Xbox Live subscription revenues. If the ban had been enacted before the release of MW2 and Halo 3: ODST, the law firm supposes that sales of both games would likely have been “greatly diminished.”
Erik Estavillo, the Resistance: Fall of Man gamer who sued Sony Computer Entertainment America (SCEA) over being banned from the PlayStation Network has targeted the remaining two major console makers in a new lawsuit.
Microsoft Corporation and Nintendo of America are defendants in a federal complaint, which was filed November 18 in the U.S. District Court, Northern District of California.
Microsoft is being sued for a “red ring of death” affecting the plaintiff’s Xbox 360 console. Estavillo notes that as he is disabled, he cannot afford to pay the “well over $100” fee to fix the console, nor can he afford to purchase a new one. He feels “that Microsoft should have to bear the burden that is now put on the shoulders of this disabled plaintiff.”
Estavillo is seeking $75,000 from Microsoft, due to the “undue stress” he has undergone since the 360 broke and the “sadness he will have in the mean time of finding one he can afford.”
The same complaint targets Nintendo over a Wii system update. Estavillo claims that update 4.3 disabled his Homebrew Channel, which he used to unlock characters in Mario Kart Wii. Plaintiff states that the only way to unlock characters in Mario Kart Wii is to purchase Super Mario Galaxy, which will unlock a single character in the former title. “In essence, Nintendo is forcing customers to buy another game to unlock one character in a different game.”
Damages to the tune of $5,000 are sought from Nintendo, for interfering in plaintiff’s “pursuit of happiness.” An injunction is also being sought to prohibit Nintendo from “deleting, blocking or prohibiting the Homebrew Channel and Ocarina applications.”
Estavillo says he suffers from depression, obsessive-compulsive disorder, panic disorder, agoraphobia and Crohn’s disease, all of which lead to his leaning on videogames “heavily” for happiness.
Estavillo plans to file a lawsuit in state court as well, which he wrote will “pretty much” be identical to the federal suit.
|Image from Flickr|
A new Canadian study has tried to take an objective look at video games as learning tools, particularly since the medium is so popular among children and teens.
Under the headline "The Video Game Debate: Bad for Behaviour, Good for Learning?", the Canadian Council of Learning article cites several sources for its analysis, going back as far as 1991. It begins by acknowledging the popualrity of video games (citing U.S. numbers) as well as looking at whether video games can be helpful or harmful.
While some studies seem to go in with predetermined conclusions, this one seems to sit on the fence in its early analysis:
Frequent and unrestricted use of recreational video games may compromise academic performance. Several studies have shown that students of all ages who spend more time playing video games have lower grades than their peers who devote less time to video gaming. This type of correlation should be interpreted cautiously: while research implies that playing video games causes students to perform poorly in school—it could also be the case that students who do poorly in school are more inclined to play video games. Interpretive issues aside, devoting long hours to recreational video game playing clearly does not contribute to academic achievement. (Ed.: emphasis added)
While the study acknowledges the potential tie to violence and aggression, the opposite was also studied, citing video game advocate James Paul Gee's argument that video game players become engaged in powerful forms of learning because:
- They engage players in a problem-solving cycle similar to that in experimental science, based on hypothesis, experimentation, deduction and renewed experimentation.
- Players can customize games to suit their learning styles, encouraging creativity (e.g., designing new skate parks in Tony Hawk skateboard games).
- Players are able to view the world through multiple identities.
- Players are encouraged to take risks and try new things.
The study goes on to examine various types of video games and discuss their possible usefulness as educational tools. In the end, the article concludes:
The tremendous popularity of video games means they have enormous potential as learning tools that capture students’ attention and fire their imaginations. Harnessing that potential requires careful attention to design features and appropriate training for teachers. The understanding of links between video games and learning is still very much at a nascent stage both with regards to game design and effective delivery. As video games in education are gaining attention, it becomes more and more critical to understand why and how games can affect students.
The study comes at a time when Canadian Heritage has funded $375,000 for the creation of a video game and web site to teach "First Nation" youth about their heritage. Tracy Lavin, principle researcher for the CCL article, said:
"It is important to utilize all the resources at our disposal to enhance student learning in any setting. It makes sense to draw on students' fascination with video games in order to expand their learning opportunities and improve their learning outcomes."
The Canadian Heritage game is in open beta and is being developed by BlackCherry Digital Media.
A pair of Electronic Frontier Foundation (EFF) Directors penned an article which delves into some of the issues surrounding the Anti-Counterfeiting Trade Agreement (ACTA) negotiations.
The Impact of the Anti-Counterfeiting Trade Agreement on the Knowledge Economy (PDF) was published in the Yale Journal of International Law. Authors Eddan Katz, EFF International Affairs Director, and Gwen Hinze, EFF International Policy Director, call the secret ACTA negotiations a threat “to undermine the balance of IP at the foundation of sustainable innovation and creativity.”
The EFF is concerned as well with the “unprecedented” secrecy around ACTA negotiations. The organization attempted to gain information using freedom of information laws, but only received 159 pages of information, while 1,362 were withheld due to national security concerns.
The U.S. is negotiating ACTA as a sole executive agreement, meaning that agreements “are concluded on the basis of the President’s independent constitutional authority alone.” The authors note that such agreements are not subjected to congressional vote, thus removing “the inter-branch accountability mechanisms essential to balanced policymaking.”
Circumventing the involvement of organizations such as World Intellectual Property Organization (WIPO) and the World Trade Organization (WTO), who typically account for “a range of interests” also removes “checks and balances” from ACTA negotiations.
Why should you and I be concerned about ACTA? The EFF has three responses for that question:
…though it was originally portrayed as an agreement to coordinate best practices on border enforcement of physical goods, ACTA will extend to regulation of global Internet traffic.
...implementation of ACTA may require amending U.S. law and upsetting developments in controversial areas of public policy.
…using trade agreements to set global norms for intellectual property enforcement risks distorting national information regulation.
The EFF authors offer the following proposals as ways to improve the transparency and accountability of ACTA:
• Reform trade advisory committees for more diverse representation;
• Strengthen congressional oversight and negotiating objectives;
• Institutionalize transparency guidelines for trade negotiations;
• Implement the State Department’s solicitation of public comments under the Circular 175 procedure
ACTA negotiations are scheduled to resume in January.
Activision CEO Bobby Kotick has sold another chunk of his stock options, benefiting from the stock rise after the enormous sales of Call of Duty: Modern Warfare 2 after one week.
Kotick, who netted about $20 million from selling options last week, sold another 1.68 million shares at around $11.61 to $11.72 a share. This was from the same pool of options that vested in 2000 for $1.035 a share. The resulting profit was around $17 million, according to a Gamasutra story.
In August, Kotick brought in another $25 million when he sold about 2 million shares.
GP: There was no indication whether Kotick blew his nose, or had a gold-encrusted bowel movement, but we'll keep watching just for loyal reader Darksaber.
File under bad ideas: one component of a Danish anti-violence campaign features an online game that allows players to virtually beat up a woman.
“Hit The Bitch” is the work of The NGO for Children Exposed to Violence at Home and lets players smack around a girl in a bid to elevate scores from the level of “pussy” to “gangsta.” Users who possess a webcam also have the ability to go interactive, as physical swings and slaps will be translated to on screen violence against the girl.
The site is currently only offered to Danish Internet users due to a high amount of traffic to the site, though the game’s makers note that “domestic violence is a global problem, so please support the fight against it in your local country.”
By all accounts, the game ends with the girl on the ground bleeding and crying. One user reported that the game calls the player an idiot for participating.
|Via Adverblog|
A Buffalo Grove, Illinois boy called 911 after his parents took away his Xbox console as punishment.
The boy hung up, reports The Chicago Tribune, but as a matter of routine, an officer was dispatched to the home just in case. The boy apparently admitted to making the call and asked a cop whether his parents were within their rights taking away his game system. A police officer assured him that they were.
A Police Commander told the paper that he did not know why the boy was being punished. Police further advised the boy to listen to his parents.