game company
Is Sega restarting Nintendo rivalry with new Sonic Racing game?
The slogan, from the 1990s, is one of the most famous in video game history. It was a time when the bitter rivalry between the two Japanese game companies was at its fiercest. Today, that relationship has softened. You can play Sonic games on Nintendo consoles and the characters have even appeared in games together. But is Sega trying to restart the beef?
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Game companies will standardize accessibility labels on storefronts and product pages
Console makers and game developers like Microsoft, Nintendo and Electronic Arts have created a new initiative, managed by the Entertainment Software Association (ESA), that aims to make it easier to know what accessibility features games have. The new Accessible Games Initiative has defined a set of 24 accessibility tags that will appear in participating game storefronts and product pages so players can know what features a game has before they buy it. The tags have easy to understand definitions and cover a range of accessibility features games offer, like subtitles, input remapping for controls, text-to-speech and speech-to-text in chat and narrated menus. All of the tags and definitions are available to view on the Accessible Games Initiative's website. The ESA also says it will provide developers with criteria for the tags so they can develop accessibility features with them in mind.
'It's very easy to steal someone's voice': how AI is affecting video game actors
When she discovered her voice had been uploaded to multiple websites without her consent, the actor Cissy Jones told them to take it down immediately. "Others who have more money in their banks basically sent me the email equivalent of a digital middle finger and said: don't care," Jones recalls by phone. "That was the genesis for me to start talking to friends of mine about: listen, how do we do this the right way? How do we understand that the genie is out of the bottle and find a way to be a part of the conversation or we will get systematically annihilated? I know that sounds dramatic but, given how easy it is to steal a person's voice, it's not far off the mark."
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- Information Technology > Artificial Intelligence > Games (0.45)
Chinese video games are on the rise, but I wish they got more respect
One of the most popular video games in the world today is Chinese. Not that everyone would be aware of the fact, or would care, but that game is Genshin Impact and it was created by Shanghai-based miHoYo. Its style and characters are greatly influenced by anime, and many players might have thought Genshin was Japanese-developed; it is telling that miHoYo is inspired by that country's culture. Despite being the world's biggest video games market, China still remains relatively minor as an international cultural force in games. Video games are one of the few creative media not dominated by the US. In consoles, two of the platform holders are from Japan, while developers in the UK and Europe are powerhouses of creativity.
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- Asia > China > Shanghai > Shanghai (0.25)
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- Government > Regional Government > Asia Government > China Government (0.50)
Pushing Buttons: Why it's getting harder to play your old favourite games
Grim news heralded in a report published this week by the Video Game History Foundation, which claims that 87% of video games released before 2010 are no longer commercially available. This equates to a lacuna of tens of thousands of works, many of which represent key moments in the medium's evolution. It's an excruciating loss of source material for the people who worked on these games, as well as for historians and archivists, for gem-hunters and for any younger player who might wish to enjoy interactive works created in different socio-political circumstances, against different technological constraints and fashions or within different market conditions. The void is not unique to video games – there are books that are no longer published even in digital form, some films can only be watched on defunct formats, others disappear from streaming services mere months after release – but the scale of the video game void is unmatched in other media. According to the report, less than 5% of games from the Commodore 64 are still available today.
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What is generative artificial intelligence (AI)?
We are excited to bring Transform 2022 back in-person July 19 and virtually July 20 - 28. Join AI and data leaders for insightful talks and exciting networking opportunities. Many artificial intelligence (AI) algorithms are used to classify, organize or reason about data. Generative algorithms create data using models of the world to synthesize images, sounds and videos that often look increasingly realistic. The algorithms begin with models of what a world must be like and then they create a simulated world that fits the model. Generative AIs are frequently found in various content creation roles.
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Washington Post accused of activism for urging video game companies to take a stand on Roe v. Wade
'Special Report' All-Star Panel reacts to the Senate voting to block a bill that would'codify' abortion nationwide. The Washington Post is facing accusations of activism over a report urging video game companies to take a stand on Roe v. Wade as the Supreme Court mulls overturning the decades-long precedent protecting the legalization of abortions on a federal level. On Wednesday, video game reporters Nathan Grayson and Shannon Liao penned a piece with the headline, "As Roe v. Wade repeal looms, video game industry stays mostly silent," documenting how giants in the gaming world are largely staying out of the abortion debate. The article began by citing Bungie, the "Destiny 2" studio owned by Sony that published a statement "in support of reproductive rights" that decried the overturning of Roe v. Wade among other studios and indie developers. The reporters appeared to side with the company as it faced viral backlash from critics, writing, "Bungie, for its part, stood firm."
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Will Microsoft's acquisition of Activision Blizzard finally bring scrutiny on the video game industry? Akin Olla
Microsoft recently announced plans to purchase Activision Blizzard – one of the world's largest video game companies – for nearly $70bn, making it the biggest acquisition in tech to date. While big tech always seems to be facing some sort of – usually well-deserved – public criticism lately, the ire has mostly focused on social media. Facebook, YouTube and Twitter executives have all had to testify before Congress about their platforms' roles in spreading misinformation and being used as organizing tools for events like the January 6 storming of the US Capitol. This is all on top of a history of alleged labor violations, including complaints that traumatized content moderators are paid poverty wages and reports that Black employees face racial discrimination. Video game companies mirror many of the alleged problems of social media yet have long evaded accountability, outside of the occasional attempt to ban a violent video game.
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- Information Technology > Artificial Intelligence > Games (1.00)
COVID-19 is forcing video game companies to rethink remote work
Jordan Lemos, a writer for video games, has lived in three different cities over the past five years. He moved from Los Angeles to Quebec to Seattle -- working on blockbusters such as Assassin's Creed Odyssey and Ghost of Tsushima -- because the jobs required it. So when he was looking for a new gig last year, he told prospective employers he wasn't going to do it again. He would only work remotely. Several big game companies were quick to say no once they heard his ultimatum.
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These Deepfake Voices Can Help Trans Gamers
Fred, a trans man, clicked his mouse, and his tenorful tones suddenly sank deeper. He'd switched on voice-changing algorithms that provided what sounded like an instant vocal cord transplant. "This one is'Seth,'" he said, of a persona he was testing on a Zoom call with a reporter. Then, he switched to speak as "Joe," whose voice was more nasal and upbeat. Fred's friend Jane, a trans woman also testing the prototype software, chuckled and showcased some artificial voices she liked for their feminine sound.
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