Games

Virtual Guns in Videogames Could Soon Be Worth Real Money (wsj.com) 93

Game makers are increasingly selling virtual weapons and gear as NFTs, extending the trendy digital deeds' reach but rankling some players. From a report: More videogame makers are selling virtual guns, helmets and other gear in the form of NFTs, a move that is increasingly pushing the trendy digital deeds into the average household. Players have been paying for virtual goods in games like "Grand Theft Auto Online" and "World of Warcraft" for years, but turning those items into nonfungible tokens would let gamers trade and resell them, making them into potentially valuable assets. The change also could mean that players who buy an NFT in one game could use it later in other games, on social media and in other corners of the internet -- an important step in developing an economy for the so-called metaverse. "FarmVille" maker Zynga and "Assassin's Creed" creator Ubisoft Entertainment are among the first big, publicly traded gaming companies to say they are experimenting with the strategy. Electronic Arts, Playtika and others are also looking into NFTs' potential use for engaging players.

"We're doing this because this may be part of the future of gaming," said Matt Wolf, Zynga's new vice president of blockchain gaming. "This is all about community building." Nonfungible tokens are essentially digital deeds that verify the authenticity of the items they represent as unique. They are the latest internet-based collecting craze, and so far they have come in forms ranging from digital artwork and trading cards to virtual real estate and sneakers, as well as concert tickets and even sports highlights. The tokens are stored on a blockchain, a digital ledger that shows when they were purchased and for how much, and ensures NFTs can't be duplicated or changed. Amid all that activity, NFTs' advent in videogames holds particular significance because gamers spend so much time in virtual worlds. That makes them potential early adopters in the metaverse -- a virtual realm where proponents say people will work, play and shop and where technology experts say the ability to buy and sell NFTs will be key.

Intel

Intel's Mystery Linux Muckabout is a Dangerous Ploy at a Dangerous Time (theregister.com) 80

Open source is no place for secrets. From a report: This is a critical time for the Good Chip Intel. After the vessel driftied through the Straits of Lateness towards the Rocks of Irrelevance, Captain Pat parachuted into the bridge to grab the helm and bark "Full steam ahead!" Its first berth at Alder Lake is generally seen as a return to competitive form, but that design started well before Gelsinger's return and there's still zero room for navigational errors in the expeditions ahead. At least one of the course corrections looks a bit rum. Intel has long realised the importance of supporting open source to keep its chips dancing with Linux. Unlike the halcyon days of Wintel dominance, though, this means being somewhat more open about the down-and-dirty details of exactly how its chips do their thing. You can't sign an NDA with the Linux kernel.

Chipmakers are notoriously paranoid: Silicon Valley was born in intrigue and suspicion. Despite Intel's iconic CEO Andy Grove making paranoia a corporate mantra, Intel became relatively relaxed. Qualcomm and Apple would throw you into their piranha pools merely for asking questions if they could, while Intel has learned to give as well as take. But it may be going back to bad habits. One of the new things not open to discussion is something called Software Defined Silicon (SDSi), about which Intel has nothing to say. Which is odd because it has just submitted supporting code for it to the Linux kernel. The code itself doesn't say anything about SDSi, instead adding a mechanism to control whatever it is via some authorised secure token. It basically unlocks hardware features when the right licence is applied. That's not new. Higher performance or extra features in electronic test equipment often comes present but disabled on the base models, and the punter can pay to play later. But what might it mean in SDSi and the Intel architecture?

It is expensive for Intel and OEMs alike to have multiple physical variants of anything; much better if you make one thing that does everything and charge for unlocking it. It's a variant of a trick discovered by hackish school kids in the late 1970s, where cheaper Casio scientific calculators used exactly the same hardware as the more expensive model. Casio just didn't print all the functions on the keyboards of the pleb kit. Future Intel chips will doubtless have cores and cache disabled until magic numbers appear, and with the SoC future beckoning that can extend to all manner of IO, acceleration, and co-processing features. It might even be there already. From engineering, marketing, and revenue perspectives, this is great. Intel could make an M1-like SoC that can be configured on the fly for different platforms, getting the design, performance, and fab efficiencies that Apple enjoys while making sense for multiple OEMs. There could be further revenue from software upgrades, or even subscription models.

NES (Games)

Masayuki Uemura, Creator Of The NES And SNES, Dies At 78 (kotaku.com) 26

Masayuki Uemura was the lead architect for the Famicom (aka the Nintendo Entertainment System) and the Super Famicon (aka the SNES). The mark he left on the gaming industry and popular culture is indelible. According to Oricon News, Uemura passed away on December 6. He was 78. Kotaku: Ritsumeikan University, where Uemura became the director of game studies after retiring from Nintendo in 2004, announced his passing earlier today. Originally, Uemura worked at Sharp, selling photocell tech to various companies, including his future employer Nintendo. Once joinging the company, he worked with Gunpei Yokoi to integrate the photocell technology into electronic light gun games. He would go on to work on plug-and-play consoles like Nintendo's Color TV-Game.

But everything changed in 1981 with a single phone call. "President Yamauchi told me to make a video game system, one that could play games on cartridges," Uemura told Matt Alt in an interview published last year on Kotaku. "He always liked to call me after he'd had a few drinks, so I didn't think much of it. I just said, "Sure thing, boss," and hung up. It wasn't until the next morning when he came up to me, sober, and said, "That thing we talked about -- you're on it?" that it hit me: He was serious."

Amiga

Amazingly, New Commercial Amiga Games are Under Development 53

Mike Bouma (Slashdot reader #85,252) writes: Pixelglass Games and BitBeamCannon are working on new commercial Amiga games. Metro Siege is a 2-player beat 'em up for the Amiga 500 with 1 MB of Ram. You can watch a teaser trailer here. Alarcity is a shoot 'em up for the Amiga 1200 and Amiga CD32. You can watch an earlier campaign trailer here.

If i.e. your classic Amiga broke down there's good news for you. The Amiga 500 mini (Essex Retro Gamer overview) is set to release in early 2022 It will be able to play Amiga 500, Amiga 600 and Amiga 1200 games in WHDLoad format. It's available for pre-order at Amazon.com and local shops worldwide.
Hardware

D-Wave Announces New Hardware, Compiler, and Plans For Quantum Computing (arstechnica.com) 23

On Tuesday, D-Wave released its roadmap for upcoming processors and software for its quantum annealers. The company is also announcing that it's going to be developing its own gate-based hardware, which it will offer in parallel with the quantum annealer. Ars Technica's John Timmer talked with company CEO Alan Baratz to understand all the announcements. An anonymous reader shares an excerpt from the report: The simplest part of the announcement to understand is what's happening with D-Wave's quantum-annealing processor. The current processor, called Advantage, has 5,000 qubits and 40,000 connections among them. These connections play a major role in the chip's performance as, if a direct connection between two qubits can't be established, others have to be used to act as a bridge, resulting in a lower effective qubit count. Starting this week, users of D-Wave's cloud service will have access to an updated version of Advantage. The qubit and connection stats will remain the same, but the device will be less influenced by noise in the system (in technical terms, its qubits will maintain their coherence longer). [...] Further out in the future is the follow-on system, Advantage 2, which is expected late next year or the year after. This will see another boost to the qubit count, going up to somewhere above 7,000. But the connectivity would go up considerably as well, with D-Wave targeting 20 connections per qubit.

D-Wave provides a set of developer tools it calls Ocean. In previous iterations, Ocean has allowed people to step back from directly controlling the hardware; instead, if a problem could be expressed as a quadratic unconstrained binary optimization (QUBO), Ocean could produce the commands needed to handle all the hardware configuration and run the problem on the optimizer. D-Wave referred to this as a hybrid problem solver, since Ocean would use classical computing to optimize the QUBO prior to execution. The only problem is that not everyone who might be interested in trying D-Wave hardware knows how to express their problem as a QUBO. So, the new version of Ocean will allow an additional layer of abstraction by allowing problems to be sent to the system in the format typically used by people who tend to solve these sorts of problems. "You will now be able to specify problems in the language that data scientists and data analysts understand," Baratz promised.

The biggest part of today's announcement, however, may be that D-Wave intends to also build gate-based hardware. Baratz explained that he thinks that optimization is likely to remain a valid approach, pointing to a draft publication that shows that structuring some optimization problems for gate-based hardware may be so computationally expensive that it would offset any gains the quantum hardware could provide. But it's also clear that gate-based hardware can solve an array of problems that a quantum annealer can't. He also argued that D-Wave has solved a number of problems that are currently limiting advances in gate-based hardware that uses electronic qubits called transmons. These include the amount and size of the hardware that's needed to send control signals to the qubits and the ability to pack qubits in densely enough so that they're easy to connect but not close enough that they start to interfere with each other. One of the problems D-Wave faces, however, is that the qubits it uses for its annealer aren't useful for gate-based systems. While they're based on the same bit of hardware (the Josephson junction), the annealer's qubits can only be set as up or down. A gate-based qubit needs to allow manipulations in three dimensions. So, the company is going to try building flux qubits, which also rely on Josephson junctions but use them in a different way. So, at least some of the company's engineering expertise should still apply.

China

China Bans All New Video Games (scmp.com) 247

JustAnotherOldGuy writes: Chinese authorities have banned all new video games from being released indefinitely, as the government attempts to tackle what it calls gaming addiction in the under-18s. The suspension was revealed at a meeting with game company Tencent.

The ban was reportedly revealed during a meeting between Chinese gaming companies Tencent and the authorities. Neither company has commented on the suspension, which has not yet been given an end date. The suspension comes as part of a wider bid by the Chinese Communist Party to crack down on gaming addiction amongst children. Just last month, the Chinese government banned under-18s from playing online games for more than three hours per week, and restricted weekend play between 8PM and 9PM. Online gaming companies are required to enforce the ban, which came after state media labelled videogames "spiritual opium" and "electronic drugs" a few weeks prior.

E3

Low-Budget Games Steal Spotlight After Covid Delays Big Names (bloomberg.com) 42

The annual video game convention E3 is normally full of teasers for splashy, graphic-rich games from big-name studios and surprise announcements about new titles. But this year's online-only event was much quieter, with many hot releases delayed as a result of the pandemic. That gave games from independent studios a chance to steal the show. From a report: Some of the most impressive reveals this year were small-scale, indie games that may not have the wow factor of something like Ubisoft Entertainment SA's Assassin's Creed but appealed to fans with interesting story lines, quirky graphics or unusual gameplay. Highlights included Replaced, a gorgeous cyberpunk-themed action game and debut title from Sad Cat Studios, and Twelve Minutes, in which players must break a time loop full of betrayal and murder. The game, from a division of film company Annapurna Pictures, stars Daisy Ridley and Willem Dafoe. Entries like these delighted fans and showcased the breadth of possibilities of video games.

Most years, E3 takes place in Los Angeles, where fans and industry professionals convene at the convention center to play demos and watch trailers for the hottest new games. Commercials and giant posters from expensive series like Call of Duty compete for attendees' eyeballs, and fans come away excited about what's coming in the fall. This year, while there will be Microsoft's Halo Infinite, promised in time for the holidays after a year's delay, Nintendo's highly anticipated next game in the Zelda series won't come until next year. Same with Elden Ring, a much-hyped dark fantasy based on the book that inspired Game of Thrones. Fans didn't seem to mind, and left the show raving instead about Tunic, a Zelda-inspired action-adventure game starring a small fox developed by Canadian creator Andrew Shouldice, and Neko Ghost, Jump, a platforming game from Burgos Games, in which you can shift between 2D and 3D perspectives.

This explosion of independent games, which are usually made by small teams that aren't funded by multi-billion-dollar corporations like Electronic Arts, or Activision Blizzard, is a relatively recent phenomenon. Until the late 2000s, developers mostly had to partner with big publishers to get their games to audiences. The rise of digital distribution on PCs and consoles combined with the increased accessibility of game-making tools such as the Unity Engine have made it easy for solo developers, or two or three people working in a garage, to release successful games on their own. Some companies, such as Annapurna Interactive and Devolver Digital, have thrived as independent publishers, partnering with developers to release exclusively small, creative games.

The Almighty Buck

The Fed's System That Allows Banks To Send Money Back and Forth is Down (cnbc.com) 54

The Federal Reserve's system that allows financial institutions to send money back and forth electronically went down Wednesday morning. From a report: The "operational error," as the Fed described it, impacted multiple services, including its pivotal automated clearinghouse system, which connects depository and related institutions send electronic credit and debt transfers. There were no initial indications that foul play was suspected. Along with the Fed ACH service, other systems impacted included the Check 21, FedCash, Fedwire and the national settlement service. A statement from the central bank said it became aware of a problem around 11:15 a.m. ET. "Our technical teams have determined that the cause is a Federal Reserve operational error. We will provide updates via service status as more information becomes available," the Fed said. The statement further noted that the glitch impacted payment deadlines and said the Fed "will communicate remediation efforts to our customers when available."
Businesses

EA Set To Pay $1.2 Billion For Codemasters and Its Stable of Racing Games (arstechnica.com) 28

An anonymous reader quotes a report from Ars Technica: The board of directors for British developer Codemasters has reached a purchase agreement with Electronic Arts which would sell the company to the mega-publisher for an estimated $1.2 billion (or just under $8 a share) in early 2021. The deal would put Codemasters' popular racing-game franchises -- including DiRT/DiRT Rally, Grid, F1, and Project CARS (which Codemasters acquired in 2019) -- under the same umbrella as EA's Need for Speed, Burnout, and mobile-focused Real Racing. That's not quite a monopoly in the genre -- thanks in large part to console exclusives like Microsoft's Forza Motorsport and Sony's Gran Turismo -- but it's as close as you're likely to find for any major genre in gaming.

More than that, the acquisition reflects a continuing trend toward consolidation among the game industry's biggest publishers. The acquisition would also likely make Codemaster's current and future titles part of the EA Play subscription service and, by extension, part of Microsoft's Xbox Game Pass Ultimate. Aside from its modern racing sims, Codemasters boasts a legacy catalog going back to the days of the ZX Spectrum and Commodore 64, with titles like Micro Machines and the Dizzy platform-adventure series that were especially popular in the UK.
"The combination of Codemasters and Electronic Arts will enable the development and delivery of a market-leading portfolio of creative and exciting racing games and content to more platforms and more players around the world," the companies said in a joint statement.

"Electronic Arts and Codemasters have a shared ambition to lead the video game racing category," Codemasters Chairman Gerhard Florin added. "The Board of Codemasters firmly believes the company would benefit from EA's knowledge, resources and extensive global scale -- both overall and specifically within the racing sector. We feel this union would provide an exciting and prosperous future for Codemasters, allowing our teams to create, launch and service bigger and better games to an extremely passionate audience."
Intel

Celebrate Intel's 4004 Microprocessor Turning 49 Today (4004.com) 29

Tim McNerney is the project leader at 4004.com, a site commemorating Intel's original 4004 microprocessor. He's also long-time Slashdot reader mcpublic, and shares news of a new open source adapter — plus a great moment chip history: Even though Intel debuted its groundbreaking 4004 on November 15th, 1971, 49 years ago today, in the pages of Electronics News, there is something about Intel's very first microprocessor that keeps inspiring engineers to pay tribute to this historic chip.

Turkish iPhone engineer, Erturk Kocalar, (now at Google) and the force behind 8bitforce.com, just added this 4-bit granddaddy to his open-source lineup of 8-bit "Retroshields." These elegant little adapters let you score your favorite, vintage microprocessor on eBay and actually play around with it without having to wire up a multi-chip memory and the peripherals needed to make your little "engine" jolly fun. An Arduino emulates the rest of the system for you in software and lets you program and poke at your relic via USB from the comfort of a modern laptop.

Before FPGAs and yes, even before electronic CAD, there was a tradition of emulating hardware using software. In fact, it is central to the 4004 Genesis story. Busicom, a Japanese maker of mechanical adding machines, had designed its own electronic calculator chip-set and eagerly approached the now-famous Silicon Valley chip-maker to manufacture it. Back in 1969 Intel was just a tiny startup hoping to obsolete core memory with commodity semiconductors, and they didn't have extra logic designers on-staff. But Intel did have a prescient counter-proposal: we'll build you a general purpose computer-on-a-chip and emulate your custom calculator architecture using a ROM-conserving byte-code interpreter. Busicom agreed, and Intel managed to hire Italian superstar Federico Faggin away from Fairchild to craft a novel, customer-programmable microprocessor, which later, in 1975, German mechanical taxi meter maker Argo Kienzle would go on to launch the world's first electronic taxi meter. Starting to see a pattern of progress in everyday automation?

For photos, schematics, mask artwork, code, graphical simulators, more history, and the findings of a dedicated team of "digital archeologists," visit 4004.com

Power

Solar Panels Are Starting to Die, Leaving Behind Toxic Trash (wired.com) 270

"Solar panels are an increasingly important source of renewable power that will play an essential role in fighting climate change. They are also complex pieces of technology that become big, bulky sheets of electronic waste at the end of their lives — and right now, most of the world doesn't have a plan for dealing with that," reports Wired. (Alternate URL here.) But we'll need to develop one soon, because the solar e-waste glut is coming. By 2050, the International Renewable Energy Agency projects that up to 78 million metric tons of solar panels will have reached the end of their life, and that the world will be generating about 6 million metric tons of new solar e-waste annually. While the latter number is a small fraction of the total e-waste humanity produces each year, standard electronics recycling methods don't cut it for solar panels. Recovering the most valuable materials from one, including silver and silicon, requires bespoke recycling solutions. And if we fail to develop those solutions along with policies that support their widespread adoption, we already know what will happen.

"If we don't mandate recycling, many of the modules will go to landfill," said Arizona State University solar researcher Meng Tao, who recently authored a review paper on recycling silicon solar panels, which comprise 95 percent of the solar market... And because solar panels contain toxic materials like lead that can leach out as they break down, landfilling also creates new environmental hazards.

Earth

Strange Bacteria Can Build Electricity-Carrying Cables in Mud (sciencemag.org) 11

Bacteria in mud samples have been transformed into microbial fuel cells generating enough electricity to power a toy car — just part of a larger phenomenon that one chemical engineer had originally dismissed as "complete nonsense."

Science magazine remembers how Lars Peter Nielsen's 2009 experiment at Denmark's Aarhus University changed the way the world viewed bacteria: At the start of the experiment, the muck was saturated with hydrogen sulfide — the source of the sediment's stink and color. But 30 days later, one band of mud had become paler, suggesting some hydrogen sulphide had gone missing. Eventually, the microsensors indicated that all of the compound had disappeared....

The first explanation, he says, was that the sensors were wrong. But the cause turned out to be far stranger: bacteria that join cells end to end to build electrical cables able to carry current up to 5 centimeters through mud. The adaptation, never seen before in a microbe, allows these so-called cable bacteria to overcome a major challenge facing many organisms that live in mud: a lack of oxygen. Its absence would normally keep bacteria from metabolizing compounds, such as hydrogen sulfide, as food. But the cables, by linking the microbes to sediments richer in oxygen, allow them to carry out the reaction long distance.

Slashdot reader sciencehabit calls it one of the discoveries "forcing researchers to rewrite textbooks; rethink the role that mud bacteria play in recycling key elements such as carbon, nitrogen, and phosphorous; and reconsider how they influence aquatic ecosystems and climate change. Scientists are also pursuing practical applications, exploring the potential of cable and nanowire bacteria to battle pollution and power electronic devices."
Games

Amazon Delays Next Video Game Half a Year After Latest One Flops (bloomberg.com) 8

Following scathing reviews of a computer game it released in May, Amazon.com is delaying its next big-budget game by at least six months. From a report: The decision represents another setback for the technology giant's ambitions to break into the gaming industry. The next game, New World, was supposed to debut in late August but is now scheduled for spring 2021, Rich Lawrence, director of Amazon's game studio, wrote in a blog post Friday. The company wants extra time to implement changes suggested by players who have been testing the game, he wrote. Delays are fairly common in the video game industry, but this was an important opportunity for Amazon to redeem itself after a recent flop. Amazon is trying to make a name for itself as a maker of big-budget video games that can compete with those from the likes of Activision Blizzard and Electronic Arts. But Amazon's Crucible, a free-to-play PC game introduced in May, was panned by critics, prompting Amazon to take the highly unusual step of pulling the game from wide circulation.
Businesses

Amazon Stops Selling 'Active Content' Games in Kindle Reader's Store (the-digital-reader.com) 27

Once upon a time, you could play Scrabble on your black-and-white Kindle readers. Or chess or sudoko, or even solve New York Times Crossword Puzzles. Amazon's Kindle Store had included 500 slick Java-based "Active Content" downloads...

Electronic Arts even produced Kindle-specific versions of Monopoly, Yahtzee, and Battleship, while Amazon created original games with titles like Every Word and Pirate Stash — and even a choose-your-own-adventure game named Dusk World.

Amazon soon moved into color touchscreen tablets, where there are many more games to choose from. But while any old downloaded "Active Content" will still work on their black-and-white Kindle readers, Amazon has now stopped selling it in its Kindle Store, reports The Digital Reader: The feature launched in 2010/2011, and was essentially abandoned by 2014 when Amazon launched the Kindle Voyage. Amazon decided to not support Active Content on its then newest ereader. Later Kindle models also lacked support for Active Content, and that meant it was only a matter of time before Amazon also removed the section from the Kindle Store.

And now one of the last remaining holdovers from that crazy time when ebooks were new is now gone.

There was a time, back in the early ebook era, when everyone was throwing really cool ideas up against the wall to see what stuck. Enhanced ebooks, for example, got tried a dozen times in around 7 years, and failed to find a market every time. Augmented reality ebooks was also tried several times, and for the most part failed because the tech wasn't there (AR was always going to be a niche product, but it's time will come). Digital textbooks were tried and failed several times because students could see they didn't make economic sense, but then publishers found a way to force them down students' throats (site licenses)...

And now Kindle Active Content is joining all the other formerly great ideas in the ebook graveyard.

Businesses

India Plans $6.6 Billion in Incentives To Woo Smartphone Makers (bloomberg.com) 14

India is offering financial incentives and plug-and-play facilities with an outlay of about 500 billion rupees ($6.6 billion) to attract investments from global companies in the manufacture of mobile phones and related components. From a report: The government will initially target five global suppliers and extend a financial incentive of as much as 6% on incremental sales of goods made in the country for a period of five years, according to the ministry for electronics and information technology. An incentive of 25% on capital expenditure will be provided for production of electronic components, semiconductors and other parts. Electronic manufacturing clusters with ready-to-use facilities will be offered. The move has the potential to make India as global hub for mobile phone manufacturing and make it the largest exported item out of India while generate half a million jobs, Ravi Shankar Prasad, minister for electronics and information technology, said at a press conference in New Delhi Tuesday.
AI

Gamemakers Inject AI To Develop More Lifelike Characters (wired.com) 39

moon_unit2 writes: The AI technique that DeepMind used to teach machines to play Atari can now bring new video game characters to life. WIRED reports that researchers at Electronic Arts and the University of British Columbia in Canada developed a reinforcement learning method for animating humanoid characters. The approach feeds on data gathered through motion capture, but then uses reinforcement learning to have a computer work out how to move a soccer character so that it achieves a particular objective, like running towards a ball or shimming past defenders. As the article notes, this is part of a wave of AI techniques that promise to revolutionize game development in coming years.
E3

E3 2020 Has Been Canceled (arstechnica.com) 40

E3 2020 as we know it is over. From a report: Multiple sources familiar with the Entertainment Software Association (ESA)'s plans have confirmed to Ars Technica that the organization, which is responsible for the annual Electronic Entertainment Expo (E3), will soon cancel the three-day expo. Like in prior years, E3 2020 was scheduled to play out in early June as a three-day event at the Los Angeles Convention Center. Shortly after we received the tip, indie game publisher Devolver Digital posted a brief, ominous message on Twitter: "Cancel your E3 flights and hotels, y'all." The ESA had not made any announcements about E3 2020 at that time.

One source who spoke to Ars on background said they'd heard the news of E3 2020's cancellation "directly from ESA members" and that an official, public statement on the matter "was supposed to be today [Tuesday, March 10] and slipped." Representatives for the ESA did not immediately respond to Ars Technica's questions about the state of E3 going forward or whether the event's seismic shift may instead mean a delay, a move to a completely different venue, or a wholly virtualized, live-streamed event.

Privacy

Uber Embraces Videotaping Rides, Raising Privacy Concerns (nytimes.com) 80

For several months, some Uber passengers in Texas have been recorded on video as they have been driven to their destinations. The video has been stored online and could have been reviewed by members of Uber's safety staff if the driver had reported a problem with the passenger. From a report: The video recordings are part of a broad initiative at the ride-hailing company to capture more objective data about what happens inside vehicles during Uber trips, where disputes between riders and drivers often play out without witnesses. Uber has experienced years of complaints about the safety of its riders and drivers, who are often left to sort out episodes without the help of the company, and it has settled lawsuits claiming that it does not do enough to protect passengers. But as Uber increases the practice of recording drivers and passengers, the company is facing new privacy pressures. "Uber already has this treasure trove of highly personal data about people," said Camille Fischer, a staff lawyer at the Electronic Frontier Foundation. "When you pair surveillance during those trips, whether it's over the driver or over the passenger, you are getting a more fine-tuned snapshot of people's daily lives." Uber began the video recording program in Texas in July, and is conducting smaller tests of the program in Florida and Tennessee. In November, it announced a similar effort in Brazil and Mexico to allow riders and drivers to record audio during a trip.
Games

EA Comes Back To Steam With New Games (arstechnica.com) 33

DarkRookie2 shares a report from Ars Technica: For the first time since 2012, Electronic Arts is once again publishing new games on Valve's Steam platform, the publisher announced today. [You still need an Origin account.] A preorder page for next month's Star Wars Jedi: Fallen Order is already up on the Steam store, and EA promises that "other major titles," like The Sims 4 and Unraveled Two, will be available on Steam in "the coming months." Multiplayer titles like Apex Legends, FIFA 20, and Battlefield V, meanwhile, will be available on Steam "next year," with cross-play between the Steam versions and those on EA's existing Origin service.
Android

'Call of Duty: Mobile' Smashes Records With 100 Million Downloads in First Week (reuters.com) 43

The mobile version of video game franchise "Call of Duty" racked up 100 million downloads in its first week, industry site Sensor Tower said on Tuesday, dwarfing the debuts of previous smashes including "Fortnite" and "PlayerUnknown's Battlegrounds" (PUBG). From a report: PUBG, Fortnite and Electronic Arts' "Apex Legends" scored 26.3 million, 22.5 million and 25 million respectively in their first week of release. "This is by far the largest mobile game launch in history in terms of the player base that's been built in the first week," said Randy Nelson, head of mobile insights at Sensor Tower. "Call of Duty: Mobile" was launched by its publisher Activision Blizzard Inc on Oct. 1 and Sensor Tower said the numbers reflected worldwide unique downloads across Apple's App Store and Google Play in the period since.

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