Examining Anti-Immigrant Themes in AI-Generated Content with Billions of TikTok Views

Numerous TikTok accounts are accumulating billions of views by sharing anti-immigrant and sexually explicit AI-generated material, as highlighted in a recent report.

Researchers found 354 accounts centered around AI that shared 43,000 posts created with AI tools, resulting in 4.5 billion views in just one month.

As per the Paris-based nonprofit AI Forensics, these accounts are attempting to manipulate TikTok’s algorithm—responsible for deciding what content appears for users—by posting large volumes of content in hopes of achieving viral status.

Some accounts reportedly posted as many as 70 times daily, indicative of automated activity, with most accounts established at the start of the year.

TikTok disclosed last month that it hosted at least 1.3 billion AI-generated posts. With more than 100 million pieces of content uploaded daily, AI-labeled material constitutes a minor fraction of TikTok’s offerings. Users can also adjust settings to minimize exposure to AI content.

Among the most active accounts, around half focused on content related to women’s bodies. The report notes, “These AI representations of women are often depicted in stereotypically attractive forms, which include suggestive clothing and cleavage.”

Research from AI Forensics indicated that nearly half of the content posted by these accounts lacked labels, and under 2% used TikTok’s AI tags. The organization cautioned that this could mislead viewers. They noted that some accounts can evade TikTok’s moderation for months, even while distributing content that violates the platform’s terms.

Several accounts identified in the study have been deleted recently, with signs suggesting that moderators removed them, according to the researchers.

Some of this content resembled fake news broadcast segments. An example is an anti-immigrant story and other materials that sexualize young women’s bodies, potentially including minors. AI Forensics identified that half of the top ten most active accounts were focused on the female body niche, with some of the fake news utilizing familiar news brands including Sky News and ABC.

After a mention by The Guardian, some posts were subsequently taken down by TikTok.

TikTok labeled the report’s assertions as “unfounded,” asserting that the researchers acknowledged the issue as one affecting several platforms. Recently, The Guardian revealed that almost one in ten of the fastest-growing YouTube channels primarily features AI-generated content.

“TikTok is committed to eliminating harmful AIGC [artificial intelligence-generated content], we are blocking the creation of hundreds of millions of bot accounts while investing in top-notch AI labeling technology, and providing users with the tools and education necessary to manage their content experience on our platform,” declared a TikTok spokesperson.




An example of AI “slop” is content that lacks substance and is intended to clutter social media timelines. Photo: TikTok

The most viewed accounts flagged by AI Forensics often shared “slop,” a term used to describe AI-generated content that is trivial, odd, and meant to disturb users’ feeds. This includes postings such as animals in Olympic diving or talking babies. Researchers noted that while some of the risqué content was deemed “funny” and “adorable,” it still contributes to the clutter.

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TikTok’s policies forbid the use of AI to create deceptive authoritative sources, portray anyone under 18, or depict adults who aren’t public figures.

“Through this investigation, we illustrate how automated accounts integrate AI content into platforms and the broader virality framework,” the researchers noted.

“The distinction between genuine human-generated content and artificial AI-produced material on platforms is becoming increasingly indistinct, indicating a trend towards greater AI-generated content in users’ feeds.”

The analysis spanned from mid-August to mid-September, uncovering attempts to monetize users via the advertisement of health supplements through fictitious influencers, the promotion of tools for creating viral AI content, or seeking sponsorships for posts.

While AI Forensics acknowledged TikTok’s recent move to allow users to restrict AI content visibility, they emphasized the need for improved labeling.

“We remain cautious about the effectiveness of this feature, given the significant and persistent challenges associated with identifying such content,” they expressed.

The researchers recommended that TikTok explore the option of developing AI-specific features within its app to differentiate AI-generated content from that produced by humans. “Platforms should aim to transcend superficial or arbitrary ‘AI content’ labels and develop robust methods that either distinctly separate generated and human-created content or enforce systematic and clear labeling of AI-generated material,” they concluded.

Source: www.theguardian.com

Mafia: Old Country Reviews – Action Games Set in Sicilian Era Themes | Gaming Highlights

oIn time, this industry reached a standstill in a game of this nature. The single-player story-centric action experience intertwines weekend choreographic sequences with expansive worlds brimming with an enticing array of collectibles.

Indeed, the old country lacks fresh concepts for the cover shooter genre. Hangar 13 already released a remake of the original Mafia: The City of Lost Heaven in 2020, yet in this installment, it often feels as though the studio has recycled it in a new setting. Both the narrative and the framework of individual missions seem to honor Fedora, reminiscent of its 2002 classic.




You can see where this is going… Mafia: Old Country. Photo: 2K Game

A classic scenario: Mission trope “Win the race to impress your don.” This chapter was notorious in the original Mafia, as racing vehicles from the 1930s were notoriously tricky to manage and racing itself was rather uninviting. However, it presented a sophisticated multi-tiered mission filled with obstacles, thefts, and unexpected betrayals. In Mafia: Old Country, you’re merely cruising through a town prepping for the race, with the don needing a replacement rider, which offers a serene ride along a route filled with real challenges. While such experiences might have faced criticism a decade back, the scarcity of games like this today leads us to overlook basic mission design and rather appreciate its storytelling and the setting it represents.

It is the year 1904, and you embody Enzo Faraba, a young man down on his luck without family, working alongside peers in a sulphur mine, dressed in a yellow-dyed rag and sporting a shaved head. While the working conditions in the mine are dismal and perilous, Enzo contends with cruel employers, earning the ire of the local ‘businessman,’ Don Laggero Spadaro, who owns the mine. Fear not—after a narrow escape, he finds refuge with Don Trici, a rival of Spadaro who values the courage and diligence of the young man. You can see where this is leading.




A vibrant setting… Mafia: An Old Country. Photo: 2K Game

Next, you experience the typical quest for dominance within the criminal underworld, expressed through knife fights and vintage-style shooting with reloadable firearms. Local businesses are noncompliant. Workers are striking. Thieves and rival families threaten your reputation. You navigate environments where waist-high cover positions are conveniently placed, allowing for tactically advantageous standoffs.

Credit where it’s due: Enzo and his comrades’ missions aren’t solely about violence. Occasionally, you’ll employ stealth, tossing coins and bottles to divert guards away from your path. There is ample horseback riding and car driving, accompanied by rich dialogues that enhance the context surrounding your actions. While these non-combat mechanics may not be particularly thrilling, this is a mafia-themed game—not designed to be a grand, systemic experience, but rather to narrate the tale of a gangster.

Despite the odds, it manages to succeed in its endeavors. However, it accomplishes this through storytelling rather than intricate plots. The rhythm is predictable. Memorable moments neither stem from witty dialogue nor dramatic turns of fate, nor are they rooted in evocative historical specifics. There are scenes of peasants raiding the pantry and heaps of citrus fruits piled in the fields. Workers stamping grapes in the Torrisi Vineyard. Authentic recipes for Spezzatino di Maiale resting on the kitchen counter. The Sicilian dialect makes fleeting appearances in every conversation (it’s highly advisable to use English subtitles to enhance understanding amidst Sicilian audio). This game demonstrates thorough research, successfully portraying cultural and historic contexts rarely explored in previous titles. It earns its title as a mafia game—it embodies this well: a tribute to the old country.

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Knife fights and gunplay do operate effectively, yet I find the missions a bit too simplistic compared to a franchise once celebrated for its dynamic pacing. Nonetheless, despite these caveats, it’s worth engaging with for the allure of its setting and the undeniable passion it holds for its bleak subject matter.

Mafia: Old Country is available now, priced at £49.99

Source: www.theguardian.com

Exploring Dark Themes: How Black Mirror Pushes Boundaries in Gaming Magazines of the 1990s

o
UT for all episodes of Black Mirror’s seventh season is a play thing that stands out from me, and I’m suspicious of anyone else who played video games in the 1990s. It tells the story of Cameron Walker, a socially troublesome freelance game journalist. Cameron Walker steals the code to a new virtual pet sim named Thronglets from a developer intended to interview. When he returns home from the game, he discovers that the cute, intelligent little creature he cares for on-screen has darker ambitions than simply playing for his entertainment.

The episodes are interesting to me. But more importantly, too, did Charlie Brooker. He began his career writing satirical features and ferocious reviews of PC Zone Magazine, one of the perpetually fighting PC Mags of the era (I shared the office with other PC Gamers). In Plaything, it is the PC zone written by Cameron Walker, with several scenes taking place in the office. The program depicts it as a reasonably adult office space with an organized computer workstation and huge windows. I don’t think the production design team has gained this vision from Brooker.

“The zone had a much less corporate workplace feel than the episode showed, and it had the feel of a youth club and nightclub for children in the basement,” says Paul Presley, who worked in the PC Zone at the time. “It was just a handful of messy, messy desks stuck in the windowless basement office around Oxford Street (later Tottenham Court Road) and were killed because of floor-to-ceiling windows! on CD.”

For journalistic thoroughness, I also contacted Richie Shoemaker, a graduate of another PC Zone, for his recollections. “There were windows along one side, but they were below street level and are smudged with London stains,” he says. “Silles was breaking dusty magazines, broken joysticks, empty game boxes. It was a permanent night in the best parts of eight years.”




Children in the Underground… Mid-1990s PC Zone Magazine Office Photo: Richie Shoemaker

This episode was more accurate in the game itself. The first scene in the office shows Cam playing Doom when the editor appears. He shows the front cover of the latest issue of the magazine with system shocks on the cover. Then ask Cameron if he has finished his review of Bruflog’s classic adventure game Magic Carpet. “[Plaything] It’s a good thing on the timeline,” says Shoemaker. “Of course, playing Doom in the office was the norm. When I joined the team’s earthquake, it was a death-death at lunch and work. Magic Carpet reviews. did It was featured in the question after System Shock (which was actually Charlie’s first cover review), but it went from 93% to 96%, written by Launch Editor Paul Lakin, who continued to work in foreign offices. ” He also believes that the old editor of the episode’s Grizzled might have been inspired by then-associated editor Chris Anderson. Shoemaker believes that “he was a rather vampire character who seemed to be present in Tobacco and Ultima’s online diet.”

What appeals to me is the origin of inspiration for the Thronglets Virtual Pet game. Most reviewers refer to Tamagotchi, the keychain pet toy that stormed the world in the late 90s. Brooker himself refers to it in an interview. But the much more likely candidate was the 1996 title creature, with players caring for cute creatures for generations. It looked like a cute pet game, but it was actually a very sophisticated experiment in artificial life, created by cyberlife technology that clearly sounds sci-fi. Players had to try to establish breeding groups of creatures known as Norns, but their control was limited as they were encoded in advanced neural networks and functioned internal body systems that regulate behavior and physical abilities. Cyberlife has created a great deal of the complexity and experimental nature of the game. The box comes with a warning sticker that says “digital DNA is surrounded by” and the blurb in the back warned players that it would unleash the world’s first artificial life science experiment.




Cuteer than it looks… a creature. Photo: CyberLife Technologies

Creature creator Steve Grand has similarities with Play Things (and Vander Snatch) coder Colin Rittman. He was a programmer who was tired of traditional games and wanted to try something very new. He went on to write books about creatures and their development, creation, that is, life and how to make them, and later became an internationally famous robotist and developed the famous robot orangutan. Certainly the most black mirror career trajectory ever. In 2011 he began working on a mental follow-up to a creature named Grandroids. Thronglets was to develop a race for intelligent AI aliens. Grand launched Kickstarter in 2016. Fantasy. Everything is very interesting.

This is one of the things I like about Black Mirrors, and it’s actually the use of technology and video games in traditional dramas. This is an inexplicable world filled with quirky people that no one outside the industry has ever heard of, but it has a huge impact on the toys they make. Personally, I wanted to see more PC zones, as imagined in the program, but I understand that ominous flocks are the real focus. Maybe one day there will be a Silicon Valley-style drama series about the 1990s gaming industry. It was hell. For now, it’s interesting to see both Brooker and me living in a world that is used as a venue for dystopian fiction.

Source: www.theguardian.com

UFO 50: A collection of retro-inspired low-resolution games with high-concept themes

circleWhen it comes to video games, they all have one thing in common: Releasing one game is hard. But releasing 50? All at once? That’s a whole other challenge. That’s the challenge for the team behind UFO 50. Seven years after it was announced, this long-awaited anthology of 8-bit, retro-style games is finally set to release this September. With 50 games included, it’ll be worth the wait.

UFO 50 is a giant variety pack of complete video games, each with its own title, genre, and story. “These aren’t mini-games,” asserts Derek Yu, creator and developer of the 2008 platform game Spelunky. Considered one of the greatest games of all time“All of the games could potentially exist as full releases on ’80s consoles or computers.”

The concept that holds this collection together is that these games were all developed by UFO Soft, a mysterious (fictional) 80s video game company that developed an entire catalog for an equally fictional gaming console. There’s a mix of single-player and multiplayer, and everything from puzzle games and platform games to tactical war games and RPGs. Some games don’t fit into typical categories at all, like Pingolf, a side-scrolling pinball-golf hybrid, or Waldorf’s Journey, where you try to crash your flying walrus into your friend’s flying walrus. Every game looks like it was released for the NES, but with a decidedly modern gaming feel. Think low-res, high-concept games.

While some genres in the mix didn’t exist in the ‘80s, like roguelike platformers and tower defense games, classic genres bring new mechanics to their retro roots. “Take Mini & Max, for example. It looks like a regular platform game, but you can make yourself small or big anywhere and explore the world. You might find an entire microscopic city on an unremarkable dirt tile,” hints Yu.




A simple arcade style experience…UFO 50 screenshots. Photo: Mossmouth

Some of the games are simple arcade-style, where the goal of the game is to get a high score, but others are on a grander scale. “Grimstone is one of the largest games in our collection. It’s an RPG, so I think it’s not crazy to say it takes 20 hours to play,” Yu reveals. “UFO Soft’s history stretches from 1982 to 1990, and games have become more technologically advanced over the years. If you go through the timeline, you’ll notice that there are games with sequels and recurring characters.”

One such character is the company’s mascot, the Pilot, who appears in many of its games, including in Pilot Quest, a dedicated top-down action game in which players explore dungeons and expand their base.

The not-so-fictional team behind UFO 50 is a six-strong supergroup of indie game developers known for cult hits like Spelunky, Catacomb Kids, Cadence of Hyrule, and Madhouse, as well as card games like Air and Land & Sea. For the group, the ‘80s gaming style is more than just an aesthetic: “Everyone on the team loves the mystery and charm of ‘80s games,” says Yu.




Adventurous design…UFO 50 screenshot. Photo: Mossmouth

“You didn’t always know what experience you were going to have, which only added to the tension and excitement. I wasn’t afraid to get a little lost while playing. The design was more adventurous, despite the limitations of the hardware.” The original Legend of Zelda was a particular reference for Yu. “I remember playing the game while my dad drew maps, marking dungeons and secret locations. It really felt like we were on an adventure together. Working together as a team, we began to understand where everything was and how it worked. The graphics weren’t realistic, but the world felt incredibly real.”

There’s a lot to explore in UFO 50. It could take you months to play through all of these games, unlock their secrets, and find their connections, but whether you’re familiar with video games from this era or not, you’ll have a ton of fun making those discoveries.

UFO 50 Available September 18 On PC It is scheduled to be released on consoles in 2025.

Source: www.theguardian.com