16 Awesome Christmas Gifts for Gamers | Video Game Essentials

GAmmar can be a challenge to shop for. Many gamers opt for digital purchases from platforms like Steam, Xbox, Nintendo, or PlayStation’s online stores, meaning grabbing the latest Call of Duty isn’t as straightforward as it seems. Fortunately, there are a variety of practical accessories and enjoyable lifestyle gifts, as gamers often have diverse interests that complement their gaming hobby.

So, for the gamers in your life, regardless of age, here’s a selection curated by Guardian games writers. We kick things off with Lego…

adult

game boy lego

Photo: Lego

£54.99 at Lego
£44.99 on Amazon

This is a near 1:1 replica of the original Game Boy, featuring a buildable cartridge that plugs into the back and a stand for display. An absolute dream for retro gamers.

luxury video game books

Photo: Tune & Fairweather

£32 at Tune & Fairweather

The market for adult video game books is rapidly expanding, with companies like Tune & Fairweather and lost in a cult producing beautiful, high-quality works featuring deep dives into titles like Elden Ring (featured) and The Outer Wilds, as well as historical guides to classic consoles. If you know their favorite game, there’s likely an exquisite book dedicated to it.

Arzopa Z1FC Portable Gaming Monitor

Photo: Arzopa

£89.99 on Amazon

Weighing in at only a few pounds, this 16.1-inch display is perfect for handheld consoles like the Nintendo Switch and Steam Deck, enabling a grander screen experience on the go. Crisp, vibrant images and a 144Hz refresh rate keep up with fast-paced gaming.

clothing for coins

Photo: insert coin clothing

£84.99 from insert coin

For 15 years, insert coin has specialized in high-quality clothing inspired by both new and classic games. Recent offerings include a stylish Resident Evil 4 bomber jacket (featured), a Persona 5 blazer, a Cyberpunk 2077 beanie, and much more.

Vinyl Soundtrack Album (£35+)

Photo: Laced Records

£36 from Laced Records

For those who enjoy both video games and vinyl, numerous labels are producing high-quality, beautifully designed soundtrack albums. Check out titles from Laced Records featuring compilations from Doom, Zelda, and Hellblade, along with others from Data Discs, IAm8bit, and Black Screen for a selection including both new and retro audio tracks.

anime blu ray special edition

Photo: Zaku Zaku role

£29.99 at HMV

Anime has significantly influenced video game development, hence the player in your life might appreciate classics like Metal Gear Solid and Silent Hill. There are exquisite new Blu-ray releases available of iconic animated films such as Perfect Blue and Ghost in the Shell (shown), found at HMV, Amazon, and more. You can also opt for Akira, Mobile Suit Gundam, or Neon Genesis Evangelion.

board games based on video games

Photo: Competitive game

£86.99 at Zatu Games
£79.99 on Amazon

Invite gamers to abandon screens for a few hours with a board game inspired by video games. *Slay the Spire* offers an insightful twist on collectible card strategy, and for nostalgia, there’s the Pac-Man themed edition of *Quoridor*, which is quite classy.

cook and Becker art print

Photo: Cook and Becker

$135 at Cook & Becker

Cook and Becker collaborates with artists and game developers to sell exceptionally crafted prints inspired by various titles, from Astro Bot to World of Warcraft. The featured concept art of the ghosts of Mt. Yotei is particularly stunning.

kids and teens

Power A controller

Photo: PowerA

£19.99 at Currys
£19.99 on Amazon

Having a spare controller is a wise move for those gatherings with friends. PowerA offers sturdy and basic controllers for Xbox, Switch, and PC that serve their purpose well, particularly the Advantage controller for Switch 2 (featured).

oh my video game sticker poster

Photo: Oh my

€11.83 at Ohmy
£22.31 on Amazon

This chic poster is accompanied by various colorful stickers, each denoting a specific location on the artwork, inspired by nostalgic arcade games. Adorable and perfect for a young gamer’s bedroom decor. Available from Oh my and other UK retailers.

super micro game

Photo: Blaze Entertainment

£19.95 at Games Collection
£19.99 at Argos

This retro experience is portable, with the super micro range, a series of diminutive handhelds small enough for keychain attachment. Options include Asteroids, Centipede, Burger Time (each with two additional games), or the iconic Space Invaders.

Dungeons & Dragons: Heroes of Borderlands Starter Set

Photo: Hasbro

£45 at Hobbycraft
£42.99 on Amazon

Ideal for newcomers to D&D, this new standalone set includes a comprehensive guide for dungeon masters and players, plus dice, character sheets, and pre-designed quests.

Minecraft Chess Set

Photo: Noble Collection

£56.99 at Robert Diaz
£61.99 on Amazon

Encourage your favorite gamer to set aside their controller for a game of chess themed around Minecraft. In this setup, villagers engage in combat against vines on a lush green chessboard, although they can’t create massive fortifications or lay TNT traps.

Raspberry Pi 400 computer kit

Photo: Raspberry Pi

£76.80 at The Pi Hut
£97.91 on Amazon

For those keen on learning to code or experimenting with computers, the Raspberry Pi 400 is a compact computer equipped with a built-in keyboard. Running Raspberry Pi OS, it comes complete with all essentials, including mouse, cables, Wi-Fi support, and a beginner’s guide. Additionally, it features a 40-pin GPIO header for possible connections to other electronics projects, or even more powerful units like the Raspberry Pi 500, priced at £96.

Turtle Beach Atlas 200 Headset

Photo: Turtle Beach

£49.99 at Argos
£49.99 on Amazon

Gamers need dependable headsets, but they don’t have to break the bank. The new Turtle Beach Atlas 200 for consoles and PC is a lightweight, comfortable option providing immersive sound quality. Alternatively, consider the Razer Barracuda X (£70), which is among the top wireless headsets priced under £100.

The Legend of Zelda Bokoblin Chest Light

Photo: Paradon

£16.99 at HMV
£11.29 on Amazon

Fans of Zelda will recognize the Bokoblin treasure chests scattered throughout Hyrule, offering invaluable loot. This officially licensed version features somewhat eerie glowing eyes and plays the classic Bokoblin tune upon opening.

Source: www.theguardian.com

What My Passion for Challenging Video Games Reveals About Me

MMany avid gamers have a knack for becoming deeply engaged. Countless weeks lost in titles like Civilization, World of Warcraft, or Football Manager is a shared experience among many. For some, the thrill comes from dopamine hits as their statistics rise. Engaging in games like Diablo or Destiny, where you enhance your character while snagging impressive loot, can turn into an obsession. Conversely, the repetitive charm of Animal Crossing and Stardew Valley captivates players through its peaceful challenges.

Yet, it is the challenge that truly ignites my obsession. Being told you can’t achieve something in a game often triggers an urge to prove otherwise, sometimes to my detriment. While the grind may feel mundane, the challenge ignites a fire in my brain.

My first real gaming addiction started as a teenager with a music game: “Amplitude.” In it, you become a cosmic DJ, mixing sounds from a spaceship. I also enjoyed Gitaroo Man, a whimsical narrative about a guitar hero, and of course, Guitar Hero, where I was determined to master every song on Expert difficulty. Although Guitar Hero is often seen as a social game, I spent many hours practicing alone in a cupboard under the stairs of a less-than-ideal house in Bournemouth, perfecting “More Than a Feeling” after 30 attempts.

Years later, while living in Japan, I stumbled upon From Software’s Demon’s Souls. The game’s brutal difficulty seemed designed to make players quit. A mere three steps in any level could lead to instant death at the hands of a skeleton or a venomous swamp creature. Yet, I sensed something captivating beneath all this hardship. Indeed, Demon’s Souls and its successor Dark Souls gained immense popularity, birthing a notoriously challenging genre. The charm of these games lies in the need for a commitment to mastering them. Your skills matter little unless you’re willing to share insights and cooperate with others.

My persistence has largely benefited me throughout my life. This tenacity translates to life and career challenges, providing the drive not to give up. I once made a ridiculous commitment to learn complex fingerpicking patterns for specific guitar songs. write a book. However, gaming often captivates me when I should be focusing on other responsibilities.




Relentlessly difficult and painfully funny…baby steps. Photo: Devolver Digital

A recent example for me was Baby Steps, an incredibly challenging and amusing game where you guide the world’s biggest loser up a mountain. In this game, one wrong move can result in losing hours of hard-earned progress. One night, I found myself stuck in a sandcastle for four hours, slipping down the same sandy slope repeatedly while my kids expressed their annoyance at being asked to come in and witness my plight. After what felt like an eternity, I finally emerged from the sand trap at 1 a.m., adrenaline surging, making sleep impossible for another hour.

The wise choice would have been to set the controller down. Baby Steps has a way of teasing players into pressing on. The brave thing to do is to give up. One of the most notorious challenges is a winding ascent up a steep rock face called Manbreaker, complete with a swirling staircase nearby.

Another game I’ve spent considerable time with this year is Hollow Knight: Silksong. This beautifully crafted exploration action game straddles the line between playful and brutally challenging. It features notoriously tough bosses that can’t be avoided, each likely requiring hours of practice. One such boss, the Last Judge, swings a flaming censer that releases plumes of lethal fire. To make matters worse, the route back to that room is rife with threats: flying drill-headed bugs, perilous drops, and relentless guards. By the time you face the Last Judge, your nerves are frayed. Nonetheless, this only fueled my determination to conquer it.

Developers face a delicate balancing act. Logically, the aim should be to engage players, not dishearten them. For a time, the trend shifted towards creating easy-to-navigate open-world games that never impede progress. However, Dark Souls demonstrated the enduring market for players like me who appreciate a good challenge. I am irresistibly drawn to mastering pursuits that are inherently trivial.

Perhaps mastery is the crux of the matter. While mastery in life is capricious, and uncertainties can strike at any moment, video games allow for the anticipation of challenges. Here, with perseverance, you can always triumph.

What to play




A game focused on combat… Hyrule Warriors: Age of Imprisonment. Photo: Nintendo/Koei Tecmo

I’m quite enjoying Hyrule Warriors: Age of Imprisonment, a spinoff from the Zelda series. It explores what Princess Zelda was up to while time-traveling through Hyrule’s history, and it turns out, she was engaging with numerous suitors. This game centers on combat, whisking players through the battlefields of ancient Hyrule, filled with various monsters, unleashing spectacular attacks that light up the screen, from Zelda’s light magic to Minel’s mechanical creations. The aesthetic feels distinct from Zelda, leaning more towards a cinematic action experience while filling in the historical gaps concerning Hyrule, granting the princess a leading role.

Available: Nintendo Switch 2
Estimated play time:
15 hours

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What to read




I’m late again… Grand Theft Auto VI. Photo: Chris Delmas/AFP/Getty Images
  • Grand Theft Auto VI has seen another delay, shifting from May to November next year. The last such adjustment caused quite a stir in the industry, hinting at potential game shortages by year’s end, along with possible rescheduling of other titles.

  • During a staff presentation (via) Game File, Ubisoft’s CEO, Yves Guillemot, discussed Assassin’s Creed Shadows. Despite cultural controversies surrounding a black samurai and female ninja, he argued, “We needed to stop catering to our adversaries and shift focus toward our supporters.”

  • The Game Awards, orchestrated annually by the prominent gaming figure Jeff Keighley, has wrapped up its Future Class program that annually curates a list of developers signifying the “bright, bold, and inclusive future” of the gaming landscape. Former honorees have recently expressed their grievances about how they feel the initiative has failed them. “Don’t assemble the industry’s best activists, treat us terribly, and expect us to remain passive.”

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Share your favorite games of 2025

It’s that time of year again, as I reflect on the most enjoyable and enlightening games of 2025 while squeezing in time for those I may have missed. This December, we’ll host our annual gaming feature for Pushing Buttons readers. Please send a few lines about your Favorite games of 2025 by replying to this email. We aim to gather responses until early December.

As always, if you have any video game-related queries or feedback about our newsletter, feel free to reach out to us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Video Captures Orcas Preying on Great White Sharks and Consuming Their Livers

Certain killer whales have a preference for liver, particularly that of great white sharks.

A video captured by Mexican scientists demonstrates how an astute whale targets the apex predator’s fatty organs.

Researchers documented two killer whale hunts in the Gulf of California, one in 2020 and the other in 2022. The footage reveals a group of great white sharks flipping a young shark onto its back, disorienting it, before slicing open its side to extract its liver. The findings from this video study were published on Monday in Frontiers in Marine Science.

In one notable scene, all members of the shark clan feasted on the pink liver fat while the remainder of the shark’s body remained submerged in the ocean depths. A sea lion was seen lurking nearby, seemingly hoping to steal a meal, but orcas released bubbles to ward it off.

Marine biologist and documentarian Eric Higuera Rivas, who filmed the hunt from a nearby boat, initially did not grasp the significance of the footage until he began editing.

“On the monitor, we noticed the shark’s liver hanging out, already dislodged. Moments later, the shark emerged with the liver in its mouth,” recounted Higuera Rivas, a co-author of the study. “I was astonished to learn it was a great white shark. I could hardly believe it.”

Heather Bowlby, a researcher from Fisheries and Oceans Canada not involved in the study, noted that the footage serves as a strong reminder that even apex predators need to stay vigilant.

“We typically view great white sharks as the pinnacle of the food chain,” she stated. “It’s always beneficial to remind them that they can also be prey.”

Higuera Rivas and his team indicated that the hunt appeared to involve members of the same group of killer whales, which they have designated as Moctezuma pods. This pod regularly patrols the Baja California coast, primarily hunting elasmobranchs, including sharks and whales. Higuera Rivas has been monitoring these pods and recording their behaviors for over a decade, noting their adaptations based on the species they target.

Previously, evidence of killer whales preying on great white sharks was limited to South Africa, where they have been known to extract livers and wash the remains ashore.

Alison Towner, a marine biologist at Rhodes University specializing in the South African phenomenon, stated that while behaviors in Mexico and South Africa are similar, they are not identical; Mexican killer whales typically target younger sharks, whereas their South African counterparts focus on adults.

Towner indicated that individual killer whale pods likely learned their hunting strategies independently.

“Observing this behavior in Mexico implies that specific groups of killer whales have developed distinct methods for hunting sharks,” she mentioned via email. “Even though the same organs are the target, the manner in which they are approached varies from what we have documented in South Africa, indicating group-specific learning.”

A new study reveals that Mexican killer whales have discovered a vulnerability in great white sharks.

“When flipped over, a shark enters a state known as tonic immobility,” explained study co-author Francesca Pancaldi, a shark researcher at the National Institute of Marine Sciences. “They become immobilized, akin to a catatonic state. They simply freeze.”

The liver, a nutrient-rich and fatty organ, comprises about a quarter of a shark’s body, delivering “a substantial amount of energy,” he added.

Researchers from both South Africa and Mexico concurred that this hunting behavior is likely not new to killer whales. What has changed for scientists is the advancement of drone technology, which has enhanced the ability to observe and document these hunting events.

“I believe this has been occurring for centuries, but it’s challenging to witness such events,” Pancaldi remarked.

However, she also mentioned that climate changes may have heightened interactions between great white sharks and the octopus pods.

“In fact, we have noticed a growing presence of great white sharks in the Gulf of California over the past decade,” Pancaldi noted, explaining that the species is particularly sensitive to changes in ocean temperatures linked to weather patterns such as El Niño.

According to Towner, scientists in South Africa began observing attacks by killer whales on great white sharks nearly a decade ago. Such predatory behavior has caused great whites to abandon their usual feeding, resting, and breeding spots, referred to as assemblages.

“As a result of repeated predation, great whites have entirely vacated their traditional core gathering sites,” Towner explained. “Many sharks may have relocated offshore or to less monitored regions, which is reshaping coastal ecosystems.”

Following the exodus of the sharks, populations of Cape fur seals and sevengill sharks have surged, leading to conflicts with the primary prey species, such as small fish and smaller sharks, according to the report. This study was published in Frontiers in Marine Science earlier this year.

Mr. Towner noted that only two adult male killer whales, referred to as Port and Starboard, were responsible for the frequent attacks on great white sharks in South Africa. This predation puts pressure on great whites, which have slow growth and reproductive rates, and a similar situation could develop in Mexico if this behavior becomes more prevalent.

Source: www.nbcnews.com

Beyond Gaming: Transforming Video Games into Performance Art through Live Audiences

TOver the weekend, I, along with around 70 others, spent more than eight hours in a theater playing a video game focused on donkeys, reincarnation, and organized labor. Political, unpredictable, and brimming with donkey puns, Asses.Masses is a rather basic video game crafted by Canadian artists Patrick Blenkarn and Milton Lim alongside a small group of collaborators. However, the theater environment, surrounded by fellow players shouting suggestions and opinions, transforms it into a collective performance art piece.

Here’s the setup: a controller rests on a pedestal in front of a massive projected screen. Inside the seats: the audience. Anyone who wishes can stand up and take charge, embodying the crowd. The game kicks off with a series of questions, mainly concerning donkeys, some in various languages. It becomes evident that collaboration is essential for answering the questions accurately. Our group included some Spanish speakers and another who had insight into engineering. I surprisingly knew that female donkeys were referred to as genets.

This aspect makes games a collective endeavor. Typically, just one person holds the controller, but everyone contributes as they guide a team of donkeys on a long, surprising, and increasingly surreal journey to reclaim jobs taken by obsolete farm machinery.

Everyone participates as you guide a group of donkeys on a long and surreal mission… Asses.Masses. Photo: Patrick Blenkarn + Milton Lim

Within the span of 10 chapters (thankfully interspersed with meals and frequent breaks), we controlled a variety of humorously named donkeys, contemplated collective action, industrialization, and labor politics, debated actions and dialogue, and laughed a lot on the cheekier side. Without revealing too much, the show’s content warning gives a good glimpse of what to expect: it includes violence, strong language, simulated sexual situations (both donkey and human), police brutality, and even references to drug use and suicide. I was amused to learn that this Glasgow performance ignited a minor moral uproar from a group named ‘Parents Watch Education’, featuring coverage from the Daily Record under the title ‘Parents slam teen show featuring simulated donkey sex, murder and drugs‘ (The show is recommended for ages 14 and up and notably prioritizes humor over realism.)

Asses.Masses is a thought-provoking game with multiple innovative ways to engage. I must admit it was quite an endurance test. I had to bend down for a bit halfway through to rest. It’s been years since I sat down and played a video game for eight hours straight. Thankfully, I had a more physically fit friend with me who compensated for my breaks by taking over the controller for the final chapter. At one point, feeling overwhelmed by the audience’s varying opinions, I put down the controller, placed my hands on my head, and quietly empathized with all the union and labor organizers who have had to herd and prioritize the voices of their own passionate members.

This game could have utilized the concept of group dynamics more effectively. I suspect very few of our collective decisions truly made sense. In reality, we mostly observed someone else play rather than actively participating, akin to a Twitch live stream. Theater enthusiasts tend to get really excited about incorporating video game elements into performances, leaving me to ponder if they’re less familiar with the mass participation and engagement that video games offer during multiplayer, streaming, or interactive online conversations.

An intriguing game and a true test of endurance… Asses.Masses crowd. Photo: Undefined/Patrick Blenkarn + Milton Lim

I found myself wanting to invite friends over to use the controller all day, reminiscent of my early 20s. A friend recalled a video game book club he used to host. There, we’d gather as a group of six playing games like “What Happened at the Finch House” (which prompted plenty of laughter). While Asses.Masses is explicitly designed for group engagement, there are numerous other short, thought-provoking games that could also be adapted to this format, possibly evoking interesting reactions from audiences. Given the number of players joining Twitch, I suspect there’s a considerable appetite for such experiences.

As I stumbled out of the theater into the rainy Glasgow night, I felt a real sense of camaraderie with the few audience members I was with. Typically, when I finish a game, I’m alone in my living room in the middle of the night while my family sleeps, without anyone to discuss it with. This time, we debriefed as a collective, reminding ourselves of the necessity of human interaction in creating engaging dynamics in our games.

evaluation.Mass is to Global tour until September 2026

what to play

Spooky but not overly frightening… Ghost Town Pumpkin Festival. Photo: Adam Robinson Yu

Here are two spooky (but not overly scary, since I’m a bit of a wuss) selections for Halloween week. First up: The Séance of Blake Manor. This is a folk horror detective game that Keith enjoyed. It features a collection of quirky characters gathering at a Gothic hotel for a séance on All Hallows’ Eve. The second choice is the Ghost Town Pumpkin Festival, an annual, limited-time virtual Halloween celebration initially created as a lockdown alternative to in-person gatherings. You can create your own sheet ghost with a face, carve virtual pumpkins, step into a spooky microworld, and showcase it to other players. There’s plenty to explore from hayrides to spooky cinemas to haunted house escape rooms. It will be available for about a week following Halloween, and you can check it out the next day at itch.io on a pay-what-you-want basis.

Available: computer
Estimated play time: 15-20 hours (Blake Manor seance); 2 hours (Ghost Town Pumpkin Festival)

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A remake of Halo: Combat Evolved will launch on PlayStation next year. Photo: Microsoft
  • Last week’s biggest news was that Microsoft is bringing Halo to PlayStation, a notion unimaginable a few years back. Specifically, it’s a remake of the classic (and it’s awesome, don’t challenge me on this) Halo: Combat Evolved, set to release across all platforms next year. Xbox executives argue that console-exclusive games are becoming antiquated, as Former Blizzard president Mike Ybarra pointed out: “Please inform that to Nintendo.”

  • A report from Business Insider highlights how EA’s leadership has urged employees to utilize in-house AI for “just about everything,” ranging from coding to marketing conversations. Some workers voiced apprehension about essentially being paid to train their future replacements while simultaneously creating more work to rectify the AI’s errors.

  • Following collaborations spanning everything from K-Pop Demon Hunter to Daft Punk, the next major Fortnite crossover has been revealed: The Simpsons, featuring the entire Springfield map and character skins. It is set to launch on Saturday.

What to click

question block

The greater the pain, the greater the gain…baby steps. Photo: Devolver Digital

This week’s leading question comes from Emily:

“I read your article about the game baby steps and it was very similar to Getting Over It with Bennett Foddy. It’s often challenging and requires players to start from scratch, which can be frustrating but also fascinating. What are some games that are purposely difficult yet still enjoyable to play?”

Emily, you’ve made a sharp observation here, as Bennett Foddy is one of the three main developers (and voice actors) of baby steps, extending his philosophy of crafting games that elicit groans of self-pity. (This is an interesting story where he discusses suffering and games.) Foddy’s work serves as a masterclass in this realm, especially since the ’90s, where games have been designed to minimize suffering and streamline experiences for players, removing something crucial that makes them engaging.

I often indulge in games that test my patience, and thanks to Foddy’s influence, I can now comprehend why. The more painful the experience, the greater the satisfaction (and the lesser the boredom – my personal torment). The standout titles include the aforementioned baby steps, Dark Souls/FromSoftware canon (excluding SEKIRO, which genuinely frustrated me), Cuphead, Super Meat Boy, Return, and of course, Hollow Knight: Silk Song, which will definitely be out soon.

If you have any questions for the question block or anything else you’d like to address in the newsletter, feel free to reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

How President Trump’s White House is Leveraging Video Game Memes for ICE Recruitment

JJust days after Microsoft unveiled Halo: Campaign Evolved, the anticipated installment in the renowned sci-fi franchise “White House” I posted an intriguing photo on X. The image, which seemingly originated from AI, depicts President Donald Trump clad in the armor of Halo’s legendary hero Master Chief, saluting in front of an American flag that has several stars missing. In his left hand, he holds an energy sword, a weapon associated with Halo’s alien adversaries. This was shared in response to a tweet from U.S. gaming retailer GameStop, with accompanying text reading “Power to the Players,” referencing the store’s slogan.

GameStop and the White House exchanged a few more Halo memes, and on October 27, the official Department of Homeland Security X account got involved as well. They utilized visuals from Halo showcasing soldiers from a futuristic realm to encourage enlistment in the increasingly militarized Immigration and Customs Enforcement (ICE) agency. The accompanying message, “Stop the Flood,” suggests a troubling analogy between America’s immigrant community and the parasitic aliens that Master Chief battles.

When I sought an official comment on this post, White House Deputy Press Secretary Khush Desai stated in an email: “Another war has concluded on President Trump’s watch. There’s only one leader who is dedicated to empowering his players, and that leader is Donald J. Trump.” “That’s why he enjoys significant support from the American public and gamers alike.” (Microsoft did not respond to requests for comment.)




The White House has shared an image of Donald Trump as Master Chief from the game Halo. Photo: @WhiteHouse on X

Though this string of video game imagery may seem bizarre, Trump and his associates have been integrating gamer culture for almost a decade. Since his initial election, Trump has been appealing to gamers, a constituency that includes a significant segment of disenchanted youth. Media executive Steve Bannon joined the campaign in August 2016, acting as chief strategist and senior advisor, bringing extensive insight into video game culture and the online behavior of its most ardent enthusiasts.

Bannon had previously collaborated with the Hong Kong firm Internet Gaming Entertainment to secure funding. This firm paid low wages to Chinese laborers to collect gold in the multiplayer game World of Warcraft. According to Joshua Greene’s book on Bannon: (The Devil’s Deal: Steve Bannon, Donald Trump, and the Assault on the Presidency), Bannon recognized, “These rootless white men wield immense influence.” In 2014, Bannon observed GamerGate, a murky online force in the dark recesses of the web, consistently targeting women and other marginalized individuals in the gaming industry. He noted that the movement’s actions prompted tangible events such as sustained harassment and doxxing (the public release of personal data).

Upon joining the Trump campaign, Bannon utilized his grasp of gamer culture to propel Trump into new political realms. “You can mobilize that force. They are engaging via platforms like Gamergate and transitioning into politics and Trump,” Bannon informed Greene.

Their ranks were primed for meme warfare at a moment’s notice, and indeed, they were. Throughout the campaign, Trump’s meme battalion monitored and disseminated every move of then-candidate Hillary Clinton. They circulated fabricated health-related claims using the hashtag #HillaryHealth. Pro-Trump memes were frequently produced based on internet humor and niche pop culture references. It was perhaps owing to this brigade that Trump secured victory over Clinton in the 2016 presidential election.

Following his defeat to Joe Biden in the 2020 election, Trump turned to his social media platform, Truth Social, where he persistently critiqued Biden and the Democratic Party throughout Biden’s four-year tenure. He continued to attract gamers and the online reactionary right until he regained the presidency. The second Trump administration remains reliant on the strategies and framework established by online agitators (or trolls), but this time, there is one crucial difference: Elon Musk.




The U.S. Department of Homeland Security’s X post features Halo visuals as part of an ICE recruitment campaign. Photo: @DHSgov on X

The South African entrepreneur acquired Twitter in October 2022 and swiftly reinstated Trump’s banned account alongside many others. Musk, who frequently engages with gamer culture and shares memes on his platform, has further facilitated this trend.

Since President Trump assumed office in January, the White House and various federal agencies have begun disseminating memes. Last month, both the official Department of Homeland Security X account and the official White House TikTok account released a video of an ICE raid set to Pokémon theme music, interspersed with arcs from the animated series and clips of agents making arrests, accompanied by the slogan, “We’ve got to catch them all.” Following this, The Pokémon Company International informed the BBC that “permission was not granted to use our intellectual property.” Nonetheless, the video remains available as of this writing.

The video game industry has often remained silent about the reactionary politics and ideology that are prevalent in its community. For the millions of Americans engaged in gaming, who are disheartened by an administration that discourages pregnant individuals from taking Tylenol and promotes the narrative that immigrants are parasites while suggesting that the diversity, equity, and inclusion movement produces incompetent workers, it is deeply frustrating to witness these events. As the administration increasingly embraces video game iconography and internet memes, video game companies will inevitably find themselves, whether they like it or not, linked to the polarizing and reactionary politics of the right.

Source: www.theguardian.com

High-Definition Video with Low Energy Consumption on Color E-Paper Screens

Gustav Klimt’s The Kiss presented on an iPhone (left) alongside a smaller e-paper display (right) showing the same artwork

Kingston Frameworks; Kunli Xiong et al. (2025)

A groundbreaking type of color e-paper is capable of showcasing vivid, high-resolution, full-color images and videos with minimal power consumption, heralding a potential new era for display technologies.

Unlike conventional LED screens, which produce colors through the emission of red, green, and blue light, e-paper screens utilize small molecules to generate images. Historically, these screens were restricted to black and white, but advancements have now allowed for color displays. However, they still face challenges in updating quickly enough for video playback.

To address this issue, Kunli Shion and their team at Uppsala University in Sweden have engineered electronic paper featuring pixels constructed from tungsten oxide nanodisks. Each pixel measures roughly 560 nanometers, resulting in an impressive resolution of 25,000 pixels per inch (PPI), whereas typical smartphone displays generally have resolutions in the hundreds.

The tungsten oxide nanodiscs are designed in various sizes and spacings to reflect distinct bands of light. By arranging them together, a range of colors can be created, with brightness adjustable through short electrical pulses that position ions within each disk. Once set, these ions maintain their placement, allowing the color to persist without a continuous power source.

The researchers constructed an e-paper display that measures just 1.9mm by 1.4mm, roughly 1/4000 the size of a conventional smartphone display, and utilized it to showcase a 4300×700 pixel segment of Gustav Klimt’s The Kiss – achieving remarkable resolution for such a compact device. It is also capable of refreshing approximately every 40 milliseconds, making it suitable for video display.

Another significant advantage of this novel e-paper technology is its remarkably low energy consumption, as noted by Xiong. The display utilizes about 1.7 milliwatts per square centimeter for video and around 0.5 milliwatts per square centimeter for still images.

“What I find impressive about this development is its capacity to support video at a rapid pace while consuming minimal energy, as each element remains switched after being activated,” comments Jeremy Baumberg from Cambridge University.

Topics:

Source: www.newscientist.com

The US Navy Trains Animals to Play Video Games: Here’s Why

You might be surprised to learn that there are many animal gamers out there. For instance, in California, U.S. Navy sea lions are trained to: manipulate a cursor on a screen using their noses to press four buttons (up, down, left, and right) to navigate through a maze.

The sea lions, utilized by the Navy for locating and retrieving underwater objects, earn real herrings as rewards for completing their tasks, as opposed to loot boxes or power-ups.

This game is specifically designed to assess the cognitive skills of the sea lions; however, they face tough competition from the Navy’s bottlenose dolphins, which have been trained to control a joystick with their mouths to play the same game.

On land, primates reign supreme as gamers. Chimpanzees and orangutans at zoos in Edinburgh, Scotland, and Leipzig, Germany, have recently been trained to forage for food in a virtual setting.

When one of them discovers a digital snack (with apples, grapes, and bananas scattered throughout the game), they are rewarded with a real-life equivalent of the food.

This game offers valuable insights into how these animals utilize landmarks, like trees, to navigate while searching for food.

Meanwhile, chimpanzees in the United States have showcased their ability to navigate virtual mazes. A 2014 survey conducted by the Language Research Center at Georgia State University revealed that they perform comparably to children aged 3 to 6 years old.

Chimpanzees in the United States demonstrating these remarkable skills – Illustration by Robin Boyden

However, like sea lions, primates also face strong competition. In 2021, four pigs in the United States were taught to operate a joystick using their noses to guide a cursor on the screen to a target, a task that requires a “conceptual understanding of the task and skilled motor skills.”

There are even digital mice and tablet apps for cats that let them “catch” fish with their paws.

Where will this all lead? A hedgehog playing Sonic Racing? A hamster playing Grand Theft Auto? Perhaps not, but these animal gamers reveal that we still have much to learn about their cognitive capabilities.


This article addresses the question posed by Guy Russell via email: “Can animals play video games?”

If you have further inquiries, feel free to email us at: questions@sciencefocus.com or send us a message on Facebook, on Twitter, or on Instagram (don’t forget to include your name and location).

Explore our ultimate fun facts for more amazing science insights!


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Source: www.sciencefocus.com

Zelda Williams Responds to AI-Generated Video of Her Late Father: “Stop This” | Robin Williams

Zelda Williams, the daughter of the late actor and comedian Robin Williams, has voiced her opposition to AI-generated content featuring her father.

“Please, stop sending videos of dad generated by AI,” Zelda posted on my Instagram story on Monday. “Stop assuming that I want to see it or that I’m interested; I don’t, I really don’t. If you’re just trying to annoy me, I encounter something worse, I block it and move on.”

“To reduce the legacy of real individuals to something like, ‘Just this vague appearance and sound, that’s sufficient,’ is disheartening.”

“You’re not creating art; you’re producing grotesque, over-processed versions of human life, derived from art and musical history.”

“And for heaven’s sake, stop referring to it as the ‘future’; AI is merely a mishmash of recycled content that badly reflects the past. It’s integrating superficial human content.”

Robin Williams with Zelda at the premiere of his film RV in 2006. Photo: Mario Anzuni/Reuters

This isn’t the first instance where Zelda Williams, an actor and filmmaker who directed the 2024 horror-comedy Lisa Frankenstein, has addressed the recreation of her father, who passed away at 63 in 2014. The potential for realism is concerning.

“I’ve encountered AI imitating his ‘voice’ and saying what people want to hear. While I find this intrusive personally, the implications extend far beyond my own sentiments.”

“These recreations are inferior imitations of great individuals and, at their worst, resemble horrifying Frankenstein-like constructs formed from the industry’s lowest points.”

Zelda’s recent commentary arrives amidst a surge of celebrity deepfakes on social media, which span various themes, including adult content, political messages, scams, and advertisements.

In January, actress Scarlett Johansson highlighted the “immediate dangers of AI” following her condemnation of Kanye West’s anti-Semitic comments, after deepfake videos surfaced featuring other prominent Jewish celebrities like Jerry Seinfeld, Drake, and Adam Sandler.

A fraudulent advertisement featuring Deepfark in August was falsely attributed to Crowded House frontman Neil Finn, who stated he was incorrectly represented discussing erectile dysfunction, prompting the band to issue a disclaimer.

The deepfakes of Robin Williams are part of a larger trend in AI-generated content, fueled by the rapid proliferation of low-quality material produced by entertainment-free generation AI applications.

The recent TikTok video featuring Robin Williams appears to have been created using Sora 2, OpenAI’s new video generation app, and includes a simulated interaction between the comedian and the late Betty White.

Within days of launch, Sora’s feed was inundated with videos featuring copyrighted characters from series like SpongeBob SquarePants, South Park, Pokémon, and Rick and Morty.

OpenAI informed the Guardian that content owners can report copyright violations through a “copyright dispute form,” although individual artists and studios cannot opt out broadly. Varun Shetty, Head of Media Partnerships at OpenAI, commented:

Source: www.theguardian.com

Cold War Tactics: The Stasi’s Involvement in a Video Game | Games

In 2019, researchers at the Berlin Computer Game Museum uncovered a remarkable find made from salvaged electronic gear for joysticks and plastic containers. The beige rectangular tupperware, containing wires, will display a functional version of Pon when connected to a TV.




Arcade Fire… A notable attraction from Cold Wargames in East Germany. Photo: Dora Csala/Alliiertenmuseum

Initially, they believed that these homemade devices were an isolated testament to creativity behind the iron curtain. However, earlier this year, they stumbled upon something else: seifendosen-pong (“Soapbox Pon”), accompanied by a national magazine called Funkamateur, featuring various DIY diagrams for Atari’s 1970s gaming hits.

This discovery contradicted the notion that the emergence of computer games was merely tolerated or heavily suppressed by socialist East Germany. Evidence arose suggesting that gaming received a degree of official backing from the regime’s notorious Secret Service.

A new collaborative exhibition from the Union Museum and the Computer Games Museum in Berlin aims to uncover the intrigue surrounding Cold War-era games from both sides of the iron curtain. This includes East Germany’s sole arcade cabinet, Polyplay, which visitors can experience. Featuring honey-colored wooden panels and vibrant signage, only 2,000 machines were produced. In the late ’80s, youth flocked to these cabinets in clubs and holiday retreats, enjoying games that were largely clones of Western originals.

However, Polyplay was developed “with assistance from national security,” explains Veit Lehmann of the Alliance Museum. Due to a lack of programming expertise, the manufacturer Veb Polytechnick turned to the Stasi, who provided personnel “with expertise and computing capabilities” to code games.

PAC – In place of Man, there was Hase und Wolf – a rabbit dodging a dog, while Namco’s infamous ghost from Pac-Man was replaced. Games included Hirschjagd (“Deer Hunt”), a reimagined version of the sci-fi shooter Robotron: 2084, and Schießbude, a carnival shooting game, along with titles like Schmetterling (butterfly collecting), memory puzzles, skiing games, and other racing contests.




Tame… Game featuring rabbits and wolves. Photo: Veb Polytechnik Karl-Marx-Stadt

For many in East Germany, Polyplay marked their first exposure to computing, “opening up an entirely different world,” states Regina Sewald of the University of Birmingham. “It was seen as a family-oriented machine.” Families would spend weekends enjoying leisure activities together. While perceived as innocent entertainment, it subtly encouraged technical skill development.

However, Polyplay eliminated themes of violence, contrasting with Western arcades that showcased tanks in combat scenarios and dragons targeting players propelled by jetpacks. The GDR aimed to present itself as a peaceful nation, viewing media law as a means to suppress any portrayal of violence. “The GDR’s approach to technology reflected a desire for a harmonious self-image, coupled with a fear of the unknown,” remarks Seiwald.

Despite the family-friendly concept of Polyplay, self-proclaimed “freaks” gathered at computer clubs to challenge the regime’s limits. East Germany identified technology as a critical economic focus by the late 1970s, but Western tech was often smuggled into the country as trade embargoes restricted access, with devices like the ZX Spectrum being disguised in car seats or hidden inside chocolate boxes for cross-border smuggling.




Long arms of the state… Displayed at coldwargames. Photo: Wikimedia Commons

State-run factories produced some of their own gaming devices, including the Bildschirmspiel 01 Pong clone and the Veb Robotron series of microcomputers, but accessibility was limited. High costs made it difficult for most citizens to obtain them.

As early enthusiasts began forming clubs at universities and youth centers across cities like Berlin, Dresden, and Leipzig, officials speculated whether this youthful engagement would help mitigate technical challenges. “They believed that if young people engaged with games and computers, it could lead to better outcomes,” notes Lehmann. Perhaps the regime hoped this interest would nurture a new generation skilled in microelectronics, ultimately developing a necessary homegrown industry.

A phrase often echoed among GDR officials was expressed by Martin Görlich, managing director of the Computer Games Museum: “Learning from the Soviet Union means learning how to win.” Thus, computing was embraced as mirroring Soviet dynamics, blending physical action with screen engagement in arcade games.




Eastern block…coldwargames. Photo: Dora Csala/Alliiertenmuseum

The Soviet Union also birthed Tetris, a dynamic puzzle game created by software engineer Alexey Pajitnov to test computer performance. Initially exchanged among engineers, it led to fierce competition for distribution rights involving Dutch game designer Henrogers and Kevin Maxwell, son of the disgraced media tycoon Robert Maxwell.

In East Germany, citizens often depended on bootleg versions to bypass restrictions and shortages. Fashion enthusiasts crafted their garments, musicians repurposed audio gear, and underground board games like a twist on Monopoly flourished in exchange for communist-themed titles.

This DIY ethos aligned with the state’s self-reliance policy, encouraging citizens to craft, build, and repair. Official publications such as Funkamateur and Jugend Und Technik advocated for “computer sports” and published programming guides. “The GDR was acutely aware of technological constraints,” affirms Sewald. “People became proactive in educating themselves and pushing the boundaries of available technology.”

For young enthusiasts, some clubs boasted advanced computing systems like the Commodore 64, far superior to state alternatives. Most members were young males, their primary interest often lying in gaming.

Some learned to program their own games on machines like the KC 85 from Veb Mikroelektronik, while others like René Meyer, who joined the Computer Club at the University of Leipzig at 16, explored this new digital realm.

“GDR’s home computers were compatible with various systems and cultivated a unique computing ecosystem in the East,” recalls Meyer, particularly one game called Bennion Geppy, which involved navigating dungeons while avoiding monsters and collecting keys.

Paradoxically, while the state seemed to endorse these groups, club members often found themselves under the close scrutiny of Stasi informants, and their computing activities were frequently viewed with suspicion. One Stasi report detailed the games circulating in Young Talent’s House, highlighting acceptable choices like Super Bowl and Samantha Fox Strip Poker, alongside more controversial titles reflecting violent themes.

As internal tensions within East German society escalated, Stasi grew increasingly paranoid about war-related themes in software, computer viruses, and anti-socialist messages. Their fears may have been exaggerated. Notably, in neighboring Czechoslovakia, underground game developers created titles like the Adventures of Indiana Jones, a text adventure where a fedora-clad hero could face peril from bloodthirsty authorities.

East Germany’s relationship with technology was complex. In 1984, West Germany penalized children for playing arcade games, viewing them as gambling hazards. Consequently, they imposed stringent age restrictions on violent games like Activision’s River Raid. This skepticism extended into the 21st century, with publishers altering titles to sidestep censorship, as seen in the German version of Call of Duty: Modern Warfare 2, where players faced penalties for actions during the controversial “No Russian” mission.

While East Germany advocated for decentralized computing, the state maintained strict control over communications, criminalizing home networking and hacking activities. In response, activists in West Germany founded the Chaos Computer Club, still active today, known for crafting DIY modems as a form of protest, referred to as Datenklo (“Dataloo”).

“The West has been very harsh on hackers and crackers,” observes Seiwald. “It surprised many to find that the GDR exhibited a degree of surprising tolerance.”

Source: www.theguardian.com

OpenAI Guarantees Enhanced “Granular Control” for Copyright Holders Following Sora 2’s Video Creations of Popular Characters

OpenAI is dedicated to providing copyright holders with “greater control” over character generation following the recent release of the Sora 2 app, which has overwhelmed platforms with videos featuring copyrighted characters.

Sora 2, an AI-driven video creation tool, was launched last week by invitation only. This application enables users to produce short videos from text prompts. A review by the Guardian of the AI-generated content revealed instances of copyrighted characters from shows like SpongeBob SquarePants, South Park, Pokémon, and Rick and Morty.

According to the Wall Street Journal, prior to releasing Sora 2, OpenAI informed talent agencies and studios that they would need to opt out if they wished to prevent the unlicensed use of their material by video generators.

OpenAI stated that those who own Guardian content can utilize a “copyright dispute form” to report copyright violations, though individual artists and studios cannot opt out of blanket agreements. Varun Shetty, OpenAI’s Head of Media Partnerships, remarked:


OpenAI Sora 2 Generated Video 1

On Saturday, OpenAI CEO Sam Altman stated in a blog post that the company has received “feedback” from users, rights holders, and various groups, leading to modifications.

He mentioned that rights holders will gain more “detailed control” as well as enhanced options regarding how their likenesses can be used within the application.

“We’ve heard from numerous rights holders who are thrilled about this new form of ‘interactive fan fiction’ and are confident that this level of engagement will be beneficial for them; however, we want to ensure that they can specify the manner in which the characters are utilized.”


Altman noted that OpenAI will “work with rights holders to determine the way forward,” adding that certain “generation edge cases” will undergo scrutiny within the platform’s guidelines.

He emphasized that the company needs to find a sustainable revenue model from video generation and that user engagement is exceeding initial expectations. This could lead to compensating rights holders for the authorized use of their characters.

“Creating an accurate model requires some trial and error, but we plan to start soon,” Altman said. “Our aim is for this new type of engagement to be even more valuable than revenue sharing, and we hope it’s worth it for everyone involved.”

He remarked on the rapid evolution of the project, reminiscent of the early days of ChatGPT, acknowledging both successful decisions and mistakes made along the way.

Source: www.theguardian.com

OpenAI Video App Faces Backlash Over Violent and Racist Content: Sora Claims “Guardrails Are Not Real”

On Tuesday, OpenAI unveiled its latest version of AI-driven video generators, incorporating a social feed that enables users to share lifelike videos.

However, mere hours after Sora 2’s release, many videos shared on feeds and older social platforms depicted copyrighted characters in troubling contexts, featuring graphic violence and racist scenes. Sora’s usage of OpenAI’s services and ChatGPT for image or text generation explicitly bans content that “promotes violence” or otherwise “causes harm.”

According to prompts and clips reviewed by the Guardian, Sora generated several videos illustrating the horrors of bombings and mass shootings, with panicked individuals fleeing university campuses and crowded locations like Grand Central Station in New York. Other prompts created scenes reminiscent of war zones in Gaza and Myanmar, where AI-generated children described their homes being torched. One video, labeled as “Ethiopian Footage Civil War News Style,” showcased a bulletproof-vested reporter speaking into a microphone about government and rebel gunfire in civilian areas. Another clip, prompted by “Charlottesville Rally,” depicted Black protesters in gas masks, helmets, and goggles screaming in distress.

Currently, video generators are only accessible through invitations and have not been released to the public. Yet, within three days of a restricted debut, it skyrocketed to the top of Apple’s App Store, surpassing even OpenAI’s own ChatGPT.

“So far, it’s been amazing to witness what collective human creativity can achieve,” stated Sora’s director Bill Peebles in a Friday post on X. “We will be sending out more invitation codes soon, I assure you!”

The SORA app provides a glimpse into a future where distinguishing truth from fiction may become increasingly challenging. Researchers in misinformation warn that such realistic content could obscure reality and create scenarios wherein these AI-generated videos may be employed for fraud, harassment, and extortion.

“It doesn’t hold to historical truth and is far removed from reality,” remarked Joan Donovan, an assistant professor at Boston University focusing on media manipulation and misinformation. “When malicious individuals gain access to these tools, they use them for hate, harassment, and incitement.”

Slop Engine or “ChatGPT for Creativity”?

OpenAI CEO Sam Altman described the launch of Sora 2 as “truly remarkable,” and in a blog post, stated it “feels like a ‘chat for creativity’ moment for many of us, embodying a sense of fun and novelty.”

Altman acknowledged the addictive tendencies of social media linked to bullying, noting that AI video generation can lead to what is known as “slops,” producing repetitive, low-quality videos that might overwhelm the platform.

“The team was very careful and considerate in trying to create an enjoyable product that avoids falling into that pitfall,” Altman wrote. He stated that OpenAI has taken steps to prevent misuse of someone’s likeness and to guard against illegal content. For instance, the app declined to generate a video featuring Donald Trump and Vladimir Putin sharing cotton candy.

Nonetheless, within the three days following SORA’s launch, numerous videos had already disseminated online. Washington Post reporter Drew Harwell created a video depicting Altman as a military leader in World War II and also produced a video featuring “Ragebait, fake crime, women splattered on white geese.”

Sora’s feeds include numerous videos featuring copyrighted characters from series such as Spongebob Squarepants, South Park, and Rick and Morty. The app seamlessly generated videos of Pikachu imposing tariffs in China, pilfering roses from the White House Rose Garden, and partaking in a Black Lives Matter protest alongside SpongeBob. One video documented by 404 Media showed SpongeBob dressed as Adolf Hitler.

Neither Paramount, Warner Bros, nor Pokémon Co responded to requests for comment.

David Karpf, an associate professor at George Washington University’s Media Affiliated Fairs School, noted he observed a video featuring copyrighted characters promoting cryptocurrency fraud, asserting that OpenAI’s safety measures regarding SORA are evident.

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“Guardrails aren’t effective when individuals construct copyrighted characters that foster fraudulent schemes,” stated Karpf. “In 2022, tech companies made significant efforts to hire content moderators; however, in 2025, it appears they have chosen to disregard these responsibilities.”

Just before the release of SORA 2, OpenAI contacted talent agencies and studios to inform them they could opt-out if they wished to prevent the replication of their copyrighted materials by video generators. The Wall Street Journal reports.

OpenAI informed the Guardian that content owners can report copyright violations through the “copyright dispute form,” but individual artists and studios cannot opt-out comprehensively. Varun Shetty, OpenAI’s Head of Media Partnerships, commented:

Emily Bender, a professor at the University of Washington and author of the book “The AI Con,” expressed that Sora creates a perilous environment where “distinguishing reliable sources is challenging, and trust wanes once one is found.”

“Whether they generate text, images, or videos, synthetic media machines represent a tragic facet of the information ecosystem,” the vendor observed. “Their output interacts with technological and social structures in ways that weaken and erode trust.”

Nick Robbins contributed to this report

Source: www.theguardian.com

Occult Artifacts, Lost Dynasties, and Traveling Bookshops: 10 Cozy New Video Games This Autumn

IT is the season for all the warm and cozy entertainment options. This encompasses the longing to illuminate the night, gather around a roaring fire, and nestle into an armchair with something thrilling. Familiarity plays a crucial role in comfort, so I won’t stray from tradition. Here are 10 new games perfect for sinking into the sofa as evening falls and the warmth of heating prevails…

Strange Antiquities (PC)




Spooky stock… Strange antiquities. Photo: Iceberg Interactive

This sequel to the quirky gardening puzzle game has you temporarily working as a sales assistant in a shop bursting with odd artifacts, totems, and potions. Visitors present unique problems, requiring you to consult an encyclopedia, sift through eerie inventory, and locate the appropriate occult item. It’s fascinating enough, especially as you become absorbed in the broader mystery that keeps you captivated during many rainy evenings.

Two Point Museum (PC, PS5, Xbox)




Control… 2 Point Museum. Photo: 2 Point Studios/Sega

The Two Point series has previously managed hospitals and universities. Now, it tackles museums where you can discover artifacts and showcase them attractively to draw visitors. Filled with silly jokes and engaging mechanics, this game offers a rich, challenging experience perfect for cozy evenings by the fireplace.

Story of Seasons: Grand Bazaar (PC, Switch)

The beloved farming simulator makes its latest entry as Grand Bazaar, where you move to a quaint country town to establish farms, cultivate crops, raise animals, and sell goods at local markets. With its serene visuals, leisurely pace, and charming characters, it feels like living in your own cozy Sunday night television show.

Wonderstop (PC, PS5, Xbox)




It makes me feel better… Wonderstop. Photo: Annapurna Interactive

Crafted by the talented Davey Wreden (Stanley Parable, The Beginner’s Guide), Wonderstop follows a quirky warrior who abandons combat to operate a tea shop. Your tasks involve brewing drinks, cleaning up, tending to the garden, and gradually building a more positive outlook on life. A colorful and uplifting experience awaits.

Tiny Bookshop (PC, Switch)




Charming… a tiny bookshop. Photo: Neoludic Games

In a cozy and whimsical world, the notion of characters escaping their past to open a bookstore in a remote village has become a popular narrative. Now, you can join in on the fun. Navigate your mobile bookshop around Bookstonbury’s Seaside Hamlet, interact with locals, and discover which novels resonate with you. This delightful and engaging game is the perfect cuddle companion for avid readers.

Date Everything! (PC, PS5, Switch, Xbox)

Bring your whimsical persona to life, turning mundane household objects into charming characters as you explore suburban homes seeking potential romantic connections. Engage in amusing dialogues with items like your phone, detergent, and even the staircase. It’s not as absurd as reality shows like Love Island, I promise.

The Roottrees Are Dead (PC)




Unraveling the mystery… The Roottree Are Dead. Photo: Evil Trout Inc

The Roottree Dynasty, owners of a sprawling candy empire, faced devastation with a tragic plane crash. Use your in-game computer to uncover evidence through photos, articles, and documents, piecing together relationships and constructing a comprehensive family tree. This intriguing effort released last January now features a remastered version that adds even more mystery to unravel.

Is This Seat Taken? (PC, Switch)

A charming and clever puzzle game where you must arrange groups of individuals based on their preferences and mutual dislikes. Whether on a crowded bus, at the cinema, or a wedding reception, your task is to seat the right person next to another or deliberately create a scene. This fun twist could also prove beneficial if you’re planning a festive dinner party.

Flowers and Favors (PC, Switch, Coming Soon)




Lovely bouquet… Flowers and Favors. Photo: Misk Games

Yes, it’s yet another delightful shopkeeping simulation, but this one takes place in a florist’s shop catering to an endearing clientele. I gave this a whirl because I read Sarah Maria Griffin’s intriguing novel, *Eat the Rich*, and found the exquisite floral designs uplifting the overall ambiance of this sweet and charming bouquet game.

Mina The Hollower (PC, PS5, Switch, Xbox)




A nostalgic adventure… Mina The Hollower. Photo: Yacht Club Game

This feels like a cheat since it’s set to release on October 31st, yet it deserves a spot as the latest retro endeavor from Yacht Club Games, known for the revered platformer *Shovel Knight*. It captures the essence of classic Game Boy color games, making it an ideal nostalgic getaway.

Source: www.theguardian.com

Revolutionary Video Unveils Hidden Aspects of Human Fertility

For the first time, real-time footage of human embryos being implanted into an artificial uterus has been recorded.

This remarkable achievement, published in the journal Advances in Science, offers an unparalleled glimpse into one of the crucial stages of human development.

Implantation failure is a leading cause of infertility, responsible for 60% of miscarriages. Researchers aim to enhance understanding of the implantation process to improve fertility results in both natural conception and in vitro fertilization (IVF).

“We can’t observe this, due to the transplantation in the mother,” stated Dr. Samuel Ojosnegros, head of bioengineering at the Institute of Bioengineering (IBEC) and the lead author of the study, as reported by BBC Science Focus.

“Thus, we required a system to observe how it functions and to address the primary challenges to human fertility.”

Implantation marks the initial phase of pregnancy, where the fertilized egg (developing embryo) attaches to the uterine lining, allowing it to absorb nutrients and oxygen from the mother—vital for a successful pregnancy.

To investigate this process, the research team developed a platform that simulates the natural uterine lining, utilizing a collagen scaffold combined with proteins essential for development.

The study then examined how human and mouse embryos implant onto this platform, uncovering significant differences. Unlike mouse embryos that adhere to the uterine surface, human embryos penetrate fully into the tissue before growing from within.

https://www.youtube.com/watch?v=1p3in1fzrec

Video showing the implantation process of mouse embryos (left) and human embryos (right).

“Human embryos are highly invasive,” said Ojosnegros. “They dig a hole in the matrix, embed themselves, and then grow internally.”

The footage indicated that the embryo exerts considerable force on the uterus during this process.

“We observed that the embryo pulls, moves, and rearranges the uterine matrix,” stated Dr. Amélie Godeau, co-first author of the research. “It also responds to external force cues. We hypothesize that contractions in vivo may influence embryo transfer.”

According to Ojosnegros, the force applied during this stage could explain the pain and bleeding many women experience during implantation.

Researchers are currently focused on enhancing the realism of implantation platforms, including the integration of living cells. The goal is to establish a more authentic view of the implantation process, which could boost the likelihood of success in IVF, such as by selecting embryos with better implantation potential.

“We understand more about the development of flies and worms than our own species,” remarked Ojosnegros. “So enjoy watching the film.”

Read more:

Source: www.sciencefocus.com

Why Random Video Game Dialogues Get Stuck in Our Heads | Gaming Insights

Similar to iconic movie quotes, fragments of video game dialogue are instantly recognizable to many fans. From Street Fighter’s “Hadouken!” to Call of Duty’s “Remember, there’s no Russian,” and Bioshock’s “Would you kindly?”—these phrases often leave a lasting impression, making them perfect for social media memes.

Yet, some odd phrases from lesser-known games linger in our minds. I can recall most of the vocal barks from Commandos: Behind Enemy Lines, despite it being over two decades since I last played. Why do I misplace my headphones, wallet, and phone daily, yet Samuel Brooklyn’s quotes are etched in my memory? Why do I find myself humming “Finally, some action,” “It’s done, think of the boss,” or the timeless “Okey Dokey”? What is wrong with me?

Thankfully, I shared this on Bluesky and discovered I’m not the only one. Many gamers reached out about random game quotes that stuck with them. Some were lesser-known lines from famous titles: comic book writer Kielonghillen recalled the line, “I have never seen such courage” from Gauntlet, while gaming academic Cat Brewster mentioned the phrase “Oh, nutrition!” from the same game. Matthew Castle of the Game Podcast Back Page still can’t forget the infamous beedle exclamation, “Thank you” from The Legend of Zelda: Wind Waker. “Whether it’s a hot trot or a cold cat in my dad’s shop, I can’t escape the voices of random Pokemon trainers,” she shared. “It’s been looping in my head, driving me crazy.”

Some titles resurface frequently in conversations. Games like Worms, Grand Theft Auto, House of the Dead, and Monkey Island often provide hilarious yet odd quips. A fan of Bungie’s Shooter Marathon confessed he couldn’t shake the phrase “Frog Blast the Vent Core!” Its peculiar origin has made it memorable. Many gamers integrate these quotes into their daily lives, with some saying they recite “Wizards need food badly” every time they open the fridge.




In my head… Commandos: Behind Enemy Lines. Photo: Pyro Studios

So why do certain obscure lines stick with us? One reason is sheer repetition. In a lengthy action-adventure game filled with NPCs, you might hear the same “bark” (a brief piece of NPC dialogue that conveys surprise or context) repeatedly. This is why so many players remember every vendor line from Resident Evil 4; by the end, you’ve heard “What will you buy?” countless times. Additionally, the phenomenon of echolalia—repeating comforting words and sounds—serves as a coping mechanism. Since games are crafted with rhythm and repetition, it’s natural for us to internalize these elements into our daily habits.

Video game dialogue can also create inside jokes among friends, strengthen bonds, and evoke shared memories, much like quoting movie lines. On Bluesky, user Steve O’Gorman shared thoughts on F-Zero GX. In video games, our personal experiences are often as memorable as the stories crafted by developers. The realization that you might be the only one who encountered a peculiar character or heard a specific line can forge a deeply personal connection to the game.

Despite the many times I’ve sent him to his demise while he uttered his epic lines, I doubt I share a profound connection with the indomitable Samuel Brooklyn: “No problem, man.” Clearly, I was experiencing something while engaging with that game, or perhaps I simply found humor in the contrast between my serious battles with Nazis and the repetitive quips accompanying each mouse click. We may never fully understand why certain moments or lines from classic shows like Gilmore Girls or Twin Peaks linger in our memories, but it’s comforting to know we’re not alone in our quirky mental collections.

What to play




Scoundrel’s Tale…The Outlaw from Star Wars. Photo: Ubisoft

Originally overlooked, this title now shines with the delightful Nintendo Switch 2 version. Star Wars Outlaws has quickly become one of my favorite Star Wars experiences. It pivots away from the mysticism of Jedi lore, embracing instead a story of a scoundrel turned resistance hero, embarking on a thrilling escape across familiar planets against the Empire’s antagonists.

The environments you traverse and the various spaceship designs are stunning, evoking the slightly tarnished futuristic kingdoms reminiscent of early Ralph McQuarrie concept sketches. The dialogue is often engaging, with the protagonist, Kay Vess, being an original character in the Star Wars universe, which aligns beautifully with the narrative’s themes and resonates with the essence of the original films. Given its expansive storyline, the Switch 2 display is a fantastic platform to carry this galaxy wherever you venture.

Available on: PC, PS5, Switch 2, Xbox
Estimated playtime:
Over 25 hours

What to read




Bugout… Hollow Knight: Silksong. Photo: Team Cherry
  • Eurogamer has released a feature discussing controversial elements in video game design, particularly focusing on Boss Runbacks—the intervals and gameplay duration between checkpoints and boss encounters. Silksong posed quite a challenge (frustrating?) with its lengthy and often arduous runbacks after failing the 56th boss fight. But do they genuinely enhance the game’s rhythm? Personally, I consider them the worst—but that’s a debate for another day.

  • I never anticipated this newsletter would link to the United Nations, but they’ve shared insights on video games and democracy in commemoration of International Democracy Day (September 15th). The article reviews the history of advocacy and persuasive games developed by charities and ponders whether gaming can effectively enlighten players about their democratic rights and civic engagement.

  • A delightful retro gaming magazine, A Forgotten World, has just released a new issue dedicated to Sega—a nostalgic look back at the company’s “blue sky” era during the late 80s and early 90s when arcade and home console games dominated play. The issue includes interviews with Sega pioneers and journalists, alongside snippets from gaming magazines as well as contributions from Gary Cutlack of the prominent Sega fan site British Resistance. It’s a nostalgic treasure!

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What to click

Question block




On the shelf… a book about video games, politics, and culture. Photo: Aleksandr Volkov/Alamy

This week’s questions came via email from Amanda S.

“Given the surge of video games in the news lately, are there any books that explore the relationship between video games and politics?”

Indeed, there are, though not a plethora. Some titles delve into the themes we often encounter. Recommended readings include I Got Lost in a Good Game by Pete Etchell and Extra Life by Tom Bissell. For a more overt socio-political narrative, check out authors like Angelanagle with Kill All Normies, Silaches with Play Like a Feminist, and Marijam with Everything You Play.

Also noteworthy are Empire of Games by Nick Dyer-Witheford and Greig de Peuter, along with Blood, Sweat, Pixels by Jason Schreier, which illuminate the sometimes murky economics of the industry. Lastly, be sure to look for Power Play by George Osborne, which investigates how businesses and governments wield gaming’s influence for political gain (and leveraging clickers). That one’s out next year.

If you have a query for the question block or have feedback about the newsletter, feel free to hit reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Video Shown at House UAP Hearing Seems to Capture Missiles Targeting Objects Near Yemen

During a House Committee hearing on “unidentified, unusual phenomena,” videos were presented, allegedly depicting missiles being launched in 2024 at an object referred to as an “orb” off the coast of Yemen.

The videos were part of a task force convened to discuss the declassification of federal secrets, focusing on “unidentified anomalous phenomena” (UAP), which refers to unexplained objects spotted in the sky.

Rep. Eric Burlison (R-Mo.) indicated that the footage was captured on October 30, 2024, showcasing an unidentified object tracked by an MQ-9 drone, commonly known as a Reaper.

Burlison stated that a second MQ-9 drone, not visible in the video, launched a Hellfire missile at the object.

The footage appears to show a missile speeding from the left side of the screen, striking the object, which then appears to deform and fall, with a small item faintly emerging from behind it.

Burlison commented, “It continued, and it looked like the fragments were drawn to it. I’m not going to speculate on what it is, but why are we being kept from this information?”

He added that the video originates from whistleblowers and that an independent review is currently underway.

The Task Force on Declassification of Federal Secrets was established in February by the House Oversight Committee, led by Chairman James Comer, to “examine the Confidentialization of Materials in the Public Interest.” I stated it back then.

Tuesday’s hearing was titled “Restore public trust through UAP transparency and whistleblower protection.”

The public has long been intrigued by the existence of UAPs, often known as UFOs, which could signify evidence of extraterrestrial life or undisclosed programs, yet neither narrative has provided definitive proof.

In November 2024, the Pentagon released its annual report on UAPs, stating that some reported sightings were identified as balloons, birds, or unmanned aerial systems.

According to the report, several cases were closed due to insufficient evidence for analysis, while 21 cases were flagged for further investigation. The Department of Defense’s All Domain Anomaly Resolution Office is leading the charge to gather and analyze UAP reports.

The report emphasizes, “To date, AARO has not found evidence of extraterrestrial existence, activity, or technology.”

Furthermore, it noted that “none of these resolved cases demonstrate advanced foreign hostile capabilities or groundbreaking aerospace technology.”

Rep. Anna Paulina Luna (R-Fla.) expressed during the hearing that skepticism regarding UAPs leads to rushed conclusions.

“For too long, the matter of unidentified, unusual phenomena, commonly referred to as UAPs, has been shrouded in secrecy, stigma, and sometimes outright dismissal,” she stated. “Today, I want to clarify: this is not science fiction or conjecture.”

She emphasized that this issue pertains to national security and “the right of the American people to know,” noting she has engaged with many military whistleblowers.

U.S. Air Force veteran Dylan Boland recounted at the hearing that he encountered a UAP in 2012 while stationed at Langley Air Force Base in Virginia.

Borland, an expert in geospatial information, described returning to the barracks to witness “a long, 100-foot equilateral triangle taking off near the base’s NASA hangar.”

“The craft that disrupted my phone was silent, and its material appeared fluid or dynamic,” he reported. “I was directly beneath this triangular craft for several minutes, and in seconds it ascended to commercial jet elevation without any noticeable motion impairment, sound, or wind displacement.”

It remains unclear what the object was off the coast of Yemen when the missile was reportedly fired.

Luna shared with NBC News on Tuesday evening that she is uncertain about the object’s identity in the video, but believes the public deserves both answers and access to a video that has been overly classified by the government.

“I haven’t heard of balloons that can behave like this particular object,” she remarked.

“But what I assert is that, in the name of science and national security, we must obtain answers to these questions and treat this issue with the seriousness it warrants,” she concluded.

Military tensions around Yemen heightened after Houthi rebels targeted commercial vessels in November 2023. Iran-backed extremists claimed their objective was to support Hamas amid the conflict in Gaza.

Source: www.nbcnews.com

Tax Relief and Carmen Sandiego: Boosting Australia’s Former Video Game Industry

The perception that video games lack seriousness fails to recognize the benefits they provide to gamers who often feel disconnected.

“During the Covid pandemic, I realized that games serve as a vital means for people to connect and maintain relationships.”

Ross Simmons, CEO of Big Ali Studios, a Melbourne-based game development firm, recalls Tony Abbott’s dismissal of the national broadband network in 2010 when he referred to it as merely “internet-based television, video entertainment, and gaming.”

Simmons asserts that the industry’s marginalization has not endured over time.

Data from the Interactive Games and Entertainment Association (IGEA) indicates that Australians invested $3.8 billion in video games in the past year. Although this sector remains smaller compared to major development countries like Canada, it is gradually evolving.

In 2023, the Australian government introduced the Digital Game Tax Offset (DGTO), enabling local developers to claim a 30% refundable income tax offset for creating or porting games in Australia. This policy is applicable to companies that spend a minimum of $500,000 on development in Australia, with a cap of $20 million per company.

Ron Curry, CEO of IGEA, reports that the Australian gaming industry employed approximately 1,300 individuals between 2020 and 2021.




Industry experts believe that the government’s tax offsets and rebates are drawing international developers and fostering local talent.
Photo: Assanka Brendon Ratnayake/Guardian

The Game Development sector in Australia now employs 2,465 full-time staff and generated $3399.1 million in revenue for the fiscal year 2023-24. “This reflects nearly a 100% rise in employment and an approximate 85% increase in revenue,” he notes.

“The DGTO has activated numerous avenues. Previously, Australia was one of the most expensive places to develop games and the only developed nation lacking rebates or offsets. We have corrected this to align ourselves with other developed nations.”

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Curry expresses confidence in the industry, indicating that government support, along with state and territorial grants, has signified Australia as a “healthy environment for operation,” fostering trust among investors, game publishers, and prospective employees.

Interstate Competition and Legacy Building

Serge Xebian, a partner at Playlight Consulting which advises gaming firms on financial matters, states that the offset has substantially benefited companies hiring in Australia, spurring momentum in the sector.

“International studios are increasingly aware of this, particularly those with existing ties to Australian vendors. Now, many are actively looking toward Australia. My clients’ suggestions are rapidly moving up the agenda.”

Xebian notes that while New South Wales was once a film haven, Victoria now stands out as a game development center, although competition is intensifying. Queensland offers a 15% rebate in addition to the federal benefits, with a threshold set at $250,000, while Victoria’s rebates range from 10% to 15%, based on investment level, with a $500,000 threshold.

“We are seeing many independent game studios relocating to Queensland,” observes Xebian.

French game developer Gameloft inaugurated a studio in Brisbane in 2014, responsible for reviving the famous character Carmen Sandiego on Netflix, Xbox, PlayStation, PC, and Nintendo Switch this year.

Manea Castett, head of the Brisbane studio, reminisces about playing Carmen Sandiego games with his father, describing the character’s persona as both thrilling and adventurous. He appreciates the opportunity to reimagine the game and provide players with a “fun twist” on Sandiego’s adventures.

Castett mentions that their Brisbane studio stands out within the company for its rapid growth, expanding from 55 staff two years ago to 217 today. He highlights their ability to develop two games simultaneously, enabling a more comprehensive approach to game design, technology, audio, quality assurance, and marketing.

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“Globally, the landscape is shifting… there remains significant revenue potential. The Australian video game industry is on the rise.”

Development challenges

Big Ali’s studio became the center of a controversy during the launch of Rugby League 26 in July when users reported game bugs, which included incorrect jersey numbers and server issues that hampered gameplay.

Simmons described the day patches were deployed to enhance the game as “very satisfying,” explaining that the near deadline for release aligned with the NRL season forced hasty changes.




Simmons noted that Big Ant Studio’s latest rugby title temporarily overwhelmed its online servers, achieving sales over six times their anticipations. Photo: Assanka Brendon Ratnayake/Guardian

“In the week prior to the release, we implemented 1,200 changes, many of which involved alterations due to sponsorships related to betting, alcohol, and other elements,” he explains, describing the challenges involved.

Logos of gambling and alcohol companies present on player jerseys in real life were removed from the game due to increasing concerns about promoting these products to underage audiences. Simmons believes that they underestimated the game’s demand on launch day, which sold six times their initial projections, causing server issues they eventually addressed.

Before the tax offsets were introduced, Big Ant had around 50 employees; now, with the growth fueled by these initiatives, they expanded to 147. Simmons states, “This enables us to compete globally.”

The tight job market, wherein game development skills are sought after across diverse sectors including artificial intelligence, further complicates their growth trajectory.

Curry notes that while the industry boasts transferable skills that participants take pride in, it must vie for talent. Ensuring safe jobs, competitive salaries, and an immigration framework that attracts skilled professionals will aid in recruitment, he adds.

“Integrating senior talent into the country serves as an accelerator for the people they mentor,” he remarks. “In Canada, you can bring developers into the country in as little as two weeks. We’ve witnessed instances of individuals taking over two years to enter Australia.”

“In a fast-paced industry, such delays are problematic.”




Source: www.theguardian.com

Trolley Problem: The Internet’s Iconic Moral Dilemma Transformed into Video Games | Gaming News

In 1967, British philosopher Philippa Foot unwittingly sparked one of the most enduring memes on the internet. The infamous runaway trolley is racing toward five individuals tied to the tracks. You have the power to pull a lever to redirect the trolley toward another track where a single person is bound. Would you act to save five lives at the cost of one?

What if one of the tracks spiraled into a dramatic loop? Or if the trolley was replaced by a menacing Thomas the Tank Engine? Perhaps the entire dilemma morphed into a commentary on contemporary political debates? The trolley problem, initially posed as a meditation on ethical decision-making, found renewed life in the 2010s as the inspiration for a myriad of absurd, self-referential memes. Now, it appears poised to embark on a third chapter through the surreal interactive comedy game, The Trolley Solution.

Each level serves as a mini-game, ingeniously designed around thought experiments. There’s always a trolley, a lever, an ethical quandary, and a twist that derails expectations. Tracks are dissected into puzzle pieces that players must fit together against the clock. Commuters alongside the rail must maintain their emotional balance and enjoy serotonin boosts from scrolling through social media. One segment flows into a brief visual novel about a Japanese girl who develops feelings for someone on a streetcar that threatens to eliminate her high school rival.

Perfectly tailored for the social media era… trolley solutions. Photo: Bydandans

It’s undeniably absurd, echoing the ludicrous nature of the original trolley problem. “It’s a serious issue presented in an outrageous manner,” explains Baidandan, developer of Solochile. From a Reddit perspective, he puts it succinctly: “It’s a free real estate for shit posts.”

With the foundational joke already well-explored, Baidandan opted to take bold creative risks with the mini-games, striving to transform the dilemma into quirky scenarios that lead to final choices. “Some versions felt too bland and overly complex,” he notes. “Or I couldn’t conceive of a mini-game that adhered to the four guiding principles I established.” These principles state that each mini-game must be engaging, tied to the moral dilemma, introduce unique elements, and subvert expectations.

If all of this seems a bit gimmicky, it’s likely because Trolley Solutions functions best as a comprehensive interactive sketch inspired by a singular joke. Yet, it’s a joke filled with charm and abundant punchlines (each mini-game lasts mere seconds to minutes, and the level selection screen hints at a brief total runtime).

In many aspects, it is perfectly suited to the social media landscape. The humor is designed for the internet, and the quick-fire mini-games are ideal for casual gamers scrolling through TikTok. “I aimed to create something accessible and enjoyable,” Bydandans remarks. “My previous games were often too technical and hardcore for the average player. This time, I wanted to craft something everyone could appreciate.”

“Enjoyment” is a peculiar term when discussing ethical dilemmas. What would Baidandan do if confronted with the original trolley problem? “I would consider options with fewer legal repercussions,” he confides. “I’d call the police, yell for help, and attempt to untie the victims.” Thus, he disregards the constraints of the thought experiment, crafting a more engaging experience instead? That seems to fit the bill.

Trolley Solutions is anticipated to be released on PC this winter

Source: www.theguardian.com

Cat Video Fest: How Adorable Kitten Clips Sparked a Million-Day Film Franchise | Cats

Title: Cat video.

Year: 131.

Genre: Authentic entertainment.

Wait a second, Is the cat video really 131 years old? Clearly, you haven’t seen Boxing Cats, a 20-second clip featuring two cats in boxing gloves fighting in tiny rings. Created in 1894 by Thomas Edison’s studio, it is preserved at the Library of Congress.

So you’re suggesting that humanity has not progressed Significantly in nearly a century and a half? No, I assert that there’s something vital about the charm of cat videos and their concurrent evolution.

But also … Indeed, humans have always had a knack for simple pleasures.

Now that we’ve established this, why are we discussing them today? Ah, because CatVideofest 2025 is on the horizon.

What is CatVideofest? Keep your finger on the pulse. Since 2016, Will Braden has meticulously curated online videos and public submissions into CatVideofest.

Seriously, is this a thing? Not only is it a thing, but it’s also a massive hit. The 2021 edition grossed $94,000 at the box office, while last year surpassed $1 million. If the trend continues, CatVideofest 2036 could become the most successful film ever.

So is there any merit? Sort of. Anyone who took children to CatVideofest 2024 will remember the relentless wave of cat videos that kicked off with an extraordinary 20-minute segment.

Which cat videos are featured in the movie? Ah, all the fan favorites. You can expect to see videos of cats sneaking across people, a cat knocking items off a table, and cats climbing things.

What about the toilet cat video? Ah, a classic of the genre. I didn’t realize I was discussing this with enthusiasts.

Of course. When I miss the 2011 classic, the day just barely goes by without “Cats walking on two legs 2.” Yes, what’s my favorite part…are we actually linking to cat videos now? I thought this was a serious discussion.

No, this is a discussion about how cinemas are learning to adjust to fresh audiences during widespread industry contraction. Very insightful. Almost as clever as a cat opening the door for its owner who forgot their key.

What does this reveal about us as a society? Well, the world is chaotic. Let’s unwind with some cat videos.

Say: “CatVideofest will be our salvation.”

Don’t say: “Not worse than the Smurfs.”

Source: www.theguardian.com

How Video Games Nurture Romance – One Level at a Time | Gaming

LAST week on Radio 4’s Women’s Time, we delved into the role of women in the gaming industry. We showcased insights from Game Insiders and eSports presenters like Franc Keywords, and highlighted the inclusive online community Black Girl Gamers. It was refreshing to hear varied expert opinions on gaming culture throughout the episode.

One of the highlights was when presenter Nuala McGovern shared listener responses to the question: “Why play video games?” One listener noted, “I think they don’t entirely grasp that gaming is a couple’s activity.” They explained how their shared passion for gaming, particularly during their honeymoon playing Borderlands 2 while saving for a home, brought them closer together.

I found this particularly striking since I have a friend who met their partner through gaming, and many couples view it as a richer and more immersive experience than simply watching a series together. I’ve lost count of how many couples enjoy navigating survival horror games like Resident Evil and Silent Hill together, despite their single-player nature. Facing scary scenarios allows them to bond, reducing fear while exploring eerie environments. The act of passing the controller can feel like sharing intimate gifts.


An elaborate dating site… Final Fantasy XIV.

Moreover, playing games with a partner reveals new dimensions of their character and abilities. You might discover your partner’s knack for solving spatial puzzles or their determination in facing challenges. This knowledge is invaluable—much like understanding how you both tackle assembling IKEA furniture. Recently, I learned about using video games for child therapy, and one counselor, Ellie Finch, is even considering employing Minecraft for couples therapy. The task of building a simple house together could reveal interpersonal dynamics more effectively than a lengthy conversation.

There’s a sense of romance in exploring new worlds together, getting lost, and merging skills to navigate challenges. The sweetness of escaping into shared experiences in games like Stardew Valley or Animal Crossing is matched by the intellectual engagement found in titles like Blue Prince or Split Fiction. For too long, gaming was stereotyped as a pastime for lonely young men, but now it’s accessible to everyone, opening up digital spaces for connection. Many are now utilizing online games like Final Fantasy XIV and GTA as vibrant dating platforms. Real-life relationships are blossoming through gaming. These games can eliminate many barriers that traditional dating poses, such as costs and the awkwardness of meeting strangers. They serve as unique arenas that encourage romance.

I genuinely hope that as this generation ages, they continue to game together. I can envision them sharing stories with their grandchildren about the stunning virtual home they built in Super Mario Maker, or a digital scrapbook they created in The Sims. There’s so much to discuss when playfulness thrives within gaming.

What to Play


A small fun… Neo Geo Super Pocket. Photo: Blaze Entertainment

Last year, we reviewed the Blaze Entertainment Super Pocket, a quirky handheld device for playing cartridge-based retro games. Now, there’s something new: the Super Pocket Neo Geo Edition. Sporting its classic black and gold design, this device is inspired by the iconic 1990 console from SNK. It boasts 14 Neo Geo titles, including cherished classics like Metal Slug X and the Fatal Fury fighting games, along with hidden gems like the delightful beat-‘em-up Top Hunter: Roddy & Cathy and Mutation Nation. The Super Pocket is also compatible with all cartridges designed for Blaze’s Evercade console, providing access to a vast array of iconic retro games.

Available at: Super Pocket Console
Estimated playtime: Endless nostalgic hours

What to Read


There is nothing new under the sun… the Shadow of the Colossus. Photo: Sony Computer Entertainment
  • I came across a recent Japanese interview with Fumito Ueda, the designer of ICO and Shadow of the Colossus. His assertion is that developers focus less on creating new mechanics, placing more emphasis on existing designs and aesthetics. It’s a bold claim, reminiscent of Francis Fukuyama’s “The End of History.”

  • Valve has reportedly removed Adult Games from Steam due to pressure from credit card companies. An Australian group called Collective Shout recently published a letter to payment processors like PayPal and MasterCard, claiming that some games available digitally depict child abuse and incest. The reactions from Steam users have been noteworthy.

  • It’s surprising to learn about Nintendo’s low employee turnover. According to data shared by the gaming site GoNintendo, the average tenure of Japanese staff is about four years, while others in different offices average between eight and a half to ten years. It’s heartening to see that amid industry pressures, at least one major player knows how to nurture its workforce.

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What to Click

Question Block


It’s reminiscent of Silent Hill… Shepton Mallet Prison. Photo: Keith Stuart/Guardian

This question comes from Jamie via email:

“I recently visited Orford Ness, a National Trust site in Suffolk, which was heavily used by the Ministry of Defense in the 20th century. It struck me how much it resembled our last game, especially with elements reminiscent of Atom Fall. The whole experience felt like it could be a level in a video game, minus the zombies. Have you been to a place that felt like being in a game? Would you recommend it?”

That’s an excellent question! First off, Holly Gramagio, a game developer and author, recommends the Kelvedon Hatch Secret Nuclear Bunker for its quintessential Cold War vibes, evoking thoughts of secret bases or Umbrella labs. Last year, I spent the night exploring Shepton Mallet Prison, which felt eerily similar to levels in Silent Hill. This location is open to the public and hosts sleepovers. If you’re looking for something grander, consider visiting Kedleston Hall in Derby, the inspiration behind Croft Manor in the Tomb Raider series, or the stunning Milan Cathedral, rich in Gothic architecture, shadowy corners, and intricate carvings that influenced Dark Souls. I also recommend visiting the Rijksmuseum in Amsterdam, which certainly feels like a magnificent adventure game. Lastly, if you’re a fan of GTA V, a visit to Los Angeles is a must. The skyline, mountainous areas, and expansive neighborhoods at sunset are nothing short of surreal and provide an open-world experience like no other.

If you have any questions or comments about the newsletter, please reply or email us at butingbuttons@theguardian.com.

Source: www.theguardian.com

Gaming as Life: How Therapists Leverage Video Games to Support Vulnerable Children

oWhen Russia’s invasion of Ukraine commenced, Leksii Sukhorukov’s son was just 12 years old. For months, their family endured trauma and uncertainty. Sukhorukov had to leave his job in the entertainment sector, which included virtual reality and video games, leading to isolation from friends and family. Amid all this chaos, his son found solace in Minecraft. No matter the turmoil outside, he could enter Mojang’s block-building game to escape.

“After February 24, 2022, my perspective on the game shifted dramatically,” Skorkov reflects. He discovered a community of Ukrainian children playing together online. Some lived under Russian occupation, while others resided in government-controlled regions frequently targeted by missile strikes. Many had become refugees, yet they managed to connect, support each other, and construct their own worlds. Isn’t that fascinating? I felt compelled to explore how video games could be harnessed for this purpose.”

Sukhorukov, who holds a degree in psychology, chose to return to his roots, aiming to integrate his gaming experience with mental health practices. He is now the MC of the Ukrainian National Psychological Association’s Cyber Psychology Department. In 2023, he launched HealGame Ukraine, a project focused on utilizing video games for mental and emotional health support. “Currently, in collaboration with the Donetsk National Institute of Technology, we are developing a Minecraft server aimed at bringing together Ukrainian children who feel particularly isolated due to the conflict,” he explains. “The server will be facilitated by psychologists and social workers, and we also plan to create a Minecraft project for children with special educational needs.”




Lighthouse…Moment from Oleksii Sukhorukov’s Wonderworld project, where kids create towers to connect with each other on Minecraft servers. Photo: оacy

Play has been a foundation of child therapy for nearly a century, thanks to pioneers like Anna Freud, Melanie Klein, and Virginia Axlein. However, the integration of video games into therapy has been spearheaded by a new generation of practitioners who grew up gaming since the early 2010s. In 2011, Massachusetts-based therapist and gamer Minecra Grova published “Reset: Video Games and Psychotherapy,” a guide for clinicians seeking to understand gaming culture’s impact on adolescents. This piqued the interest of UK counselor Ellie Finch. Growing up with Mega Drive games, she began contemplating how to incorporate games into therapy after engaging with titles like Nie and Minecraft in 2012. However, the onset of the pandemic halted her plans.

“I transitioned from in-person youth counseling to online sessions overnight,” Finch recalls. “There are limitations to providing counseling via video calls, and I noticed many of the children were gamers. I began discussing video games with them.

Minecraft has shown to be particularly effective for several reasons: it’s one of the most popular games globally, with over 200 million players, making it familiar and accessible to many kids. Its open and creative structure allows players to express themselves freely, gathering materials to construct homes, explore, and fend off zombies.

Finch creates a private Minecraft environment exclusively for her and the children she works with. Clients can dictate parameters; some may prefer no hostile characters and opt for creative mode, while others desire a flat sky landscape. “I often begin the first session by asking my clients to design a safe space in their world,” Finch states. “This could be a house, castle, or underwater observatory. Their creations reveal much about their inner world right from the start.”




The ideal home… Ellie Finch guides clients in building a secure home within Minecraft. Photo: Microsoft/Ellie Finch

Therapists can navigate the game in various ways, allowing for a non-directed format where they follow the client to develop trust and employ therapeutic skills to decode the ongoing dynamics. “Minecraft provides a sense of adventure,” Finch notes. “Clients might wish to explore caves, swim underwater, battle hostile mobs, or construct intricate machines, opening a multitude of possibilities.

Therapists can also employ commands that engage clients in therapeutic or psychoeducational tasks. Recently, Sukhorukov and Ukrainian psychologist Anna Schulha, along with nonprofit Martesezer Werke, orchestrated a quest called Wonderworld for Ukrainian refugees aged 11-13 in Germany. These children, often feeling isolated and burdened by forced migration, participated in sessions where they had to find envelopes containing Minecraft-related resources hidden around their living spaces and nearby parks. They then utilized these resources in the game to create cakes and other items.

“At the conclusion of each session, we encouraged kids to reflect on the positive emotions and experiences they encountered during the game,” Skorkov shares. “It’s fascinating to observe the kids’ constructions and the choices they make. Are they vibrant and open, or concealed underground? How do they navigate this gaming realm?

Finch resonates with the notion that creativity within video games serves as a medium of communication, akin to drawing or building with LEGO. “The kids have shown me their fears and feelings of entrapment by guiding me into dark caves. They constructed slime block trampolines to relieve tension. Teenagers have utilized the game to venture outside their ‘safe spaces’ and explore unfamiliar territories beyond the guidance of therapists and trusted adults. In 2024, she plans to collaborate with the Cambridge University Faculty of Education on a project named ‘Chasm: Creating Accessible Services Using Minecraft’ to showcase these therapeutic uses.

Today, an increasing number of therapists are exploring the potential of video games in diverse ways. Drawing influence from Sukhorukov, they’re doing essential work that elucidates the digital landscape, cyber trauma, and the realities children face in gaming.

It’s not just about Minecraft. Games like Fortnite, Roblox, and Animal Crossing are also becoming therapeutic tools. Regardless of the game, therapy is essential in reflecting the increasingly digital lives of our youth. “For individuals raised in a tech-rich world, digital play isn’t merely a pastime,” Stone asserts. “They utilize platforms, programs, and devices as their primary forms of creativity and connection, amplifying the foundations of psychotherapy rather than replacing them.

Finch is currently contemplating extending video game therapy to adults, recognizing that this approach can be beneficial across all ages, given her lifelong devotion to gaming.

For Sukhorukov, a profound dynamic exists between Ukrainian children and Minecraft. The therapeutic impact is expanding throughout the nation. “If you search for the term ‘майнкрафт’ on Ukrainian YouTube, you will find numerous videos created by Ukrainian children and teenagers within Minecraft. They reflect lives intersected by war, with military parents, loved ones, or displaced companions. The war has fragmented their connections, affecting every Ukrainian child.

“Moreover, there’s something else that may be challenging to convey. The homelands of many Ukrainians—Volnovakha, Sievierodonetsk, Soledar, Mar’inka, Bakhmut—only exist in Minecraft. Children lack the capacity to articulate their experiences in extensive articles about these realities.

Source: www.theguardian.com

The Soaring Popularity of Cozy Video Games: Will They Unveil a Darker Side? | Games

IN 2017, ThinkTank, a game design initiative known as Project Horseshoe, convened a group of developers to explore the delightful concept of video games. Since the inception of the medium, games with non-violent themes have existed. Early life simulators like Little Computer People from 1985 represented low-stake interactions, allowing players to engage with ordinary characters in their homes. Following the 1996 Chibi Award harvest, social farming simulations gained popularity.

The report produced, Cozy Games: Exploring Safety, Softness, Satisfied Needs, may represent the first systematic effort to delineate the genre. The group identified three core components: safety, richness, and softness. Cozy games (with the American spelling) avoid high-stake scenarios. “There’s no looming threat of loss,” they noted. They are designed to evoke a rich experience: “Nothing is lacking, pressing against you, or imminent.” Additionally, a soft aesthetic wraps everything in a warm embrace.

Puzzle game… Unpacking a room. Photo: Witch Beam

For example, in Witch Beam’s puzzle game, players unpack items from boxes and arrange them in a new home. Although there are constraints on placement, unlike traditional puzzle games, there’s no punishment for incorrect placements—no timers or scoring systems to contend with. The colorful pixel art enhances the experience.

Project Horseshoe’s definition aligns with the rise of handheld consoles made for communal play on sofas, particularly around the Nintendo Switch’s 2017 launch, coinciding with substantial genre growth. By 2019, indie designer Matthew Taylor began a Twitter account called Wholesome Games to feature titles reflecting their criteria. Eventually, the wholesome games movement—led by Taylor with partners Jenny Wyndham, James Tillman, and Victoria Tran—developed into a collective that hosts showcases for charming, non-threatening games, later evolving into a publishing company.

The success of wholesome games illustrates the genre’s broader expansion. The inaugural Wholesome Direct aired in 2020, coinciding with a surge in cozy game popularity during the COVID-19 pandemic lockdown, not least due to the massive success of Nintendo’s Animal Crossing: New Horizons, drawing in 25,000 viewers. The latest Wholesome Direct in June achieved an impressive 5 million views.

The solace of sadness… Spiritfarer. Photo: Thunder Lotus Game

This trend is reflected on Steam, where the number of games categorized as “cozy” is on the rise. In 2020, only 15 games were launched with cozy tags on Steam, according to SteamDB. By 2021, this figure doubled to 39 releases, and in 2022, it doubled again to 85. By 2024, a staggering 373 cozy games were released—over one game per day. Each time the genre appears to peak, it continues to soar. Major commercial hits include Animal Crossing, which outperformed any Call of Duty title with nearly 50 million copies sold, while popular farming game Stardew Valley has over 41 million copies sold.

Kelly Baudlow, an associate professor and head of Game Research and Design Programs at Harrisburg University, posits that cozy games signify more than just a genre; they represent “ideological shifts in game design.” This is evident in the diverse experiences cozy games provide. For instance, Unpacking centers on organizing household items, while A Short Hike invites players to explore a mountainous summer getaway. Spiritfarer delivers a management simulation focused on consoling souls and dealing with grief, and Venba weaves an emotional narrative around nostalgia and Tamil cooking.

A darker theme… Strange Horticulture. Photo: Bad Viking

Recently, even darker-themed games have been classified as cozy. Strange Horticulture, for instance, involves players managing a shop selling toxic plants, while Dredge introduces horror elements within a low-stakes fishing and sailing premise. “At their core, these games are fun, hopeful, and nurturing,” remarks Windom, a partner in the wholesome gaming initiative. “We want players to feel warmth and security when engaging with them. However, this definition has likely broadened to encompass games dealing with offensive or uncomfortable topics, all while remaining within a safe environment.”

Rhea Gupte and Prateek Saxena from India-based Imissmyfriend studio didn’t intentionally set out to create a cozy game, yet their debut title, Fishbowl, fits the bill perfectly. The game follows Alo, a 21-year-old woman who relocates to a new city for her video editing job, only to grapple with grief over her grandmother’s passing amidst pandemic lockdowns. Despite the heavy themes, little cozy touches can be found throughout Fishbowl, from its carefully curated color palette to its detailed pixel art and soft audio design.

So many cozy… fish bowls. Photo: Imissmyfriends.studio

“We began with the theme and the narrative we wished to convey,” explains Gupte, who serves as the game’s author and art director. “When contemplating the design and overall mood of the game, it became clear that a cozy atmosphere was necessary. Otherwise, the themes could become overwhelmingly heavy and difficult to navigate. Our goal was to introduce a sense of lightness, despite the more serious subjects involved.”

As the cozy genre continues to evolve, there’s a growing recognition that comfort is subjective. Nonetheless, Baudlow reminds us that not all non-violent games warrant the cozy label. “It’s not appropriate to simply stick that tag on everything,” she emphasizes.

The countryside dream… Stardew Valley. Photo: Concerns

Fishbowl differs from Stardew Valley in its portrayal of farming. Gupte and Saxena highlighted the disparity between how agrarian life is romanticized in games versus the harsh realities many face. “In India, farming embodies significant challenges,” Saxena noted. Games like Palace on the Hill, where the protagonist must cultivate land to settle debts, oppose the cozy narrative. Yet in alternative contexts, farming is often romanticized as a leisurely lifestyle.

TOEM, a meditative photography game developed by Something We Made in 2021, represents another facet of the genre. Although it is unmistakably a cozy game, it deviates from typical visuals by utilizing a monochrome palette. Lucas Gullbo, one of Toem’s developers, explains that while the black and white aesthetic may appear harsh, “the game conveys an emotional resonance that counters the daunting notion of being monochromatic.”

The nostalgia of food… Venba. Photo: Visai Games

Where will the cozy genre go from here? Recently, idle games have emerged as a sub-genre, featuring low-stakes elements like fishing in CornerPond or relaxing with a frog on Idle Island. Games such as Ronderets set in a cozy laundromat also include classic cozy features—farming elements and resource management paired with delightful graphics—but importantly, player effort remains minimal. Players can engage in decorations and small mini-games, but the games can progress without active participation, which contributes to their appeal. Is there an inherent comfort associated with leisurely idleness? This is a question worth exploring as the genre continues to expand.

“In the realm of cozy and wholesome games, and games at large, it’s a particularly nascent medium in the process of unveiling genres and mechanics,” remarks Wyndham. “It’s uncommon to witness something truly groundbreaking. As the wholesome and cozy game movements blossomed, they felt like uncharted territory. Why settle for typical first-person perspectives when you could opt for something more innovative? Change is often slow to emerge.

Source: www.theguardian.com

Quirky Dates, Bisexual Mix-Ups, and Game-Changing Kisses: The Most Unusual Moments in Video Games

Charming Dates in Life Are Weird

Life, as a series, is peculiar, but for me, it blends seriousness with a touch of whimsy, leaving me committed to showcasing queer characters prominently. This has proven fruitful in many respects. While the ambiguous relationship between timid blue-haired Chloe and the enigmatic Chloe from 2015’s Original Life is Strange remains partially undefined, Alex Chen stands out as the oddity in life. However, my favorite queer moment from the series surfaced in last year’s double exposure.

Max Caulfield has grown up and now holds a photography residency at a small-town university. She has come to accept herself. She is attractive but takes a leap with Vince, the not-so-great IT guy on campus. But what about Amanda, the cool lesbian bartender at a local pub? She is both intriguing and complicated. I adore the fact that all bisexual people can find the cool lesbians both intimidating and alluring. If you successfully navigate a date with Amanda, you’re in for one of the most delightful scenes in gaming. They attend an imaginary concert, sharing riffs and laughter over nostalgic chaotic shows. It’s reminiscent of how Nathan Drake and Elena played Crash Bandicoot together in Uncharted 4, creating one of the most genuine relationship moments in the game. (And yes, even after the date goes well, Max stays hesitant to kiss her.)
— Keza McDonald, Video Game Editor for The Guardian

Ellie and Dina from The Last of Us Part II

Our Last Ellie and Dina: Part II Photo: Sony/Naughty Dog

Ellie and Dina’s relationship in The Last of Us Part II has garnered much attention, and rightfully so. There are not many narratives in media that steer clear of trauma. While recognizing the difficulties faced by marginalized groups is vital, it also highlights the importance of joy. It’s remarkable that in a game heavily laden with deep themes and tragic character arcs, these two can engage in a lighthearted, collaborative relationship. They aren’t solely defined by their challenges, but rather by the choices they make. The narrative evolution and eventual conflict stem directly from Ellie’s actions and decisions.
— Amanda Hafford, Producer (and voice of Ducky) Date Everything!, Now

Same-Sex Marriage in Fable

No Cheat Codes Required… Fable Photo: Lionhead

As a teenager, I discovered a game called Fable. I played through the tutorial and sought to enhance my experience using cheat codes, buffing my character considerably.

However, I soon felt uneasy, not because of cheating, but due to not fully identifying with my character.

Does this character truly reflect me? Am I allowed to act this way? I wasn’t sure.

Upon reaching my first town, I met a merchant, bought everything he had, and returned all my items.

I sensed my thoughts beginning to crystallize. Can I genuinely do this? I thought so.

I gifted him a wedding ring. The gay married. I acquired a house and never revisited the game.

I was a closeted teen, and everyone around me seemed to know, except for me.

I was a chubby child, a fact frequently pointed out by others.

It’s amusing now, as I was caught in the game’s narrative, yet I never revealed my own truth. How oddly our teenage minds operate.
— Tanat Boozayaangool, Developer at Tan Ant Games Building Relationships, Coming This Year

Bisexual Mayhem in Thirsty Suitors

Mischief and Sincerity… A Thirsty Suitor Photo: Annapurna Interactive

My passion for queer games exists on both ends of the spectrum. At one end is the “delicate nuance and subtlety,” while the other revels in “delightful confusion.” It resonates with my experience as a bisexual individual.

In the realm of nuance, my initial affection was for the catharsis found in going home and recognizing the peculiarities of my sister Sam and her struggles after being rejected by their parents. There was also the narrative growth that allowed space for new relationships after hardship. More recently, I saw beautiful development in the relationship between Henry and Hans within their kingdom.

On the flip side, there’s ample mischief and sincerity. Thirsty Suitors captures the messy interconnectedness of peculiar dating scenarios and the aftermath when someone is caught up in their own world. As for my game, Crescent County, it leans towards the chaotic side. There’s often a pressure to portray “perfect” queer expressions, which detracts from the characters’ depth and humanity. I get the allure of pure chaos, but we shouldn’t homogenize ourselves for acceptance!
— Anna Hollinlake, Creative Director Crescent County, Coming Next Year

A Wholesome Queer Family Unpacking

Experience Dantel’s Masterpiece… Unpacked Photo: Witch Beam

Reflecting on my journey through the gaming era, my kids affectionately refer to it as the “late 1900s” (I feel Dust accumulating on my bones), I recall that villains were often the only characters coded with diversity. Healthy, quirky moments were as uncommon as writers crafting new, original narratives.

That’s why I absolutely cherished Unpacking. While the game revolves around unpacking belongings as you transition between places, it’s a brilliant show-don’t-tell piece. You leave your parents’ home, share a space with a roommate, eventually move in with your boyfriend, who quickly minimizes your space and expression. I turned to my wife, exclaiming, “She’s gay!” But she didn’t take note because I often relate to characters I admire. However, I was right. As the narrative progresses, she encounters her new partner, grows closer, and eventually they have a child and unpack the nursery together. It concludes with what I believe to be the healthiest representation of a lesbian relationship I’ve seen in any video game.
— Nikkijay, Author Quantum Witch, Now

Source: www.theguardian.com

Real Concern: Video Game Developers Face Accusations of AI Usage Despite Not Implementing It.

In April, game developer Stamina Zero made a significant marketing move with the launch trailer for their game, Little Droid, available on PlayStation’s official YouTube channel. The developers were taken aback by the reaction; while many found the game intriguing, it was “smashed down” by claims of AI-generated art. However, the cover art, featured in its YouTube thumbnail, was indeed created by a person. Developer Lana Ro stated, “We know the artist and have seen her work, so this negative feedback was unexpected. Initially, we were unsure how to react; it left us confused.”

There’s validity in people’s concerns regarding AI in video games. It’s important to ensure that the media you support aligns with your values. Discussions surrounding generative AI often touch on environmental impact, art theft, and overall quality. Video game developers are navigating how generative AI influences their work. However, the unexpected issue is the strong aversion to generative AI now translating to “Please don’t use it.” Veteran game developer Josh Caratelli, Digital Director of Chess Plus, remarked, “I’m all for caution, but collateral damage can be painful.”

Karatelli and his game, Chess Plus, faced a similar backlash when he shared art on Reddit, explicitly stating it was created without AI assistance. However, he received comments and messages accusing him of dishonesty or suggesting he was deceived. “It’s clearly handcrafted,” he asserted. “We spent a substantial amount to hire an indie artist for the artwork; it was a worthy investment.”




Darth Vader will be appearing in Epic Games’ Fortnite. Photo: Epic Games/Disney/Lucasfilm

Increasingly, games are being scrutinized for instances perceived as AI replacing human labor. (Epic Games has recently faced criticism for AI-generated Darth Vader, as noted). Sometimes, this anger is misdirected at individuals and small businesses, where the assumption is made that AI has been utilized. For example, an artist for Magic: The Gathering faced false accusations about using AI, prompting Wizards of the Coast to issue a statement. Even Nintendo was implicated in using AI-generated images for in-game signs in Mario Kart World back in May, leading to a denial from the company.

Major companies like Wizards of the Coast and Nintendo may weather unfounded accusations, but indie studios with lesser visibility can find it challenging. Released in April, Little Droid features small robots traversing a lush, pixel-art landscape. On the other hand, the cover art showcases the droid in a distinct style, known for the glossy finish typical of AI-generated art. YouTube commenters pointed out details that “prove” the art was AI-generated due to symmetry issues, even though the robot itself is asymmetrical. Stamina Zero consistently maintained that AI was not utilized in creating their game or art.

The studio eventually shared a video claiming to demonstrate the art process, highlighting early art concepts and various layers in Adobe Photoshop to illustrate how the piece was created. “We contacted the artist and insisted on all available intermediate sketches and source PSDs,” Ro explained. “I quickly posted a collection of videos based on the files we had. It was a damage control strategy—a way to calm the situation and promote more productive conversations. We have nothing to hide.”

Some viewers accepted the video as proof that AI was not involved, while others remained skeptical. The video didn’t contain the actual drawings, making it impossible to share the artist’s entire process unless recorded. Some artists do this already, but it adds to their workload. As Stamina Zero knows, there will always be those who refuse to believe.

“Honestly, we don’t have a clear strategy for the future,” Ro admits. “On Reddit, some suggested we avoid creating art resembling AI outcomes, which has triggered various reactions. This piece of advice might be effective.”

Karatelli also shares the community’s ethical worries surrounding AI, such as plagiarism, environmental concerns, and the ramifications for human creativity. However, he’s aware of the accusations against Chess Plus. “It’s exceptionally difficult for AI to create something meaningful. It’s a thousand small complexities that make a game exceptional… [That] work is often undervalued,” he concurred.

Both games illustrate how generative AI can taint creative processes. It doesn’t just end there. We can’t definitively know whether we’re witnessing human creation or AI output. For creatives and gamers alike, it ultimately boils down to a matter of trust.

Source: www.theguardian.com

Investigating Tesla’s Robotaxi Launch: Irregular Driving Captured in Video

Major US transportation safety regulators are seeking information from Tesla following videos that appear to show the vehicles exceeding speed limits and autonomous robotaxis driving in the wrong lanes. The company unveiled its service in Austin, Texas, over the weekend.

Tesla has notably expedited the initial limited rollout of its Robotaxis, with some influencers being paid to showcase their experiences. However, rather than serve as effective promotion, these videos seem to have drawn the scrutiny of the National Highway Traffic Safety Administration (NHTSA), particularly as the cars struggled to adhere to traffic regulations.

“The NHTSA is aware of the mentioned case and is in communication with the manufacturer to gather further information,” the agency stated.


The debut of Robotaxi over the weekend featured about 10 “safety drivers” in the passenger seats navigating Austin’s designated areas. Tesla CEO Elon Musk promoted the launch as a significant achievement and committed to enhancing driving safety, but some influencers shared videos that appeared to show glitches or speeding incidents involving the Robotaxis.

One video shared by a Tesla investor, who previously hosted a podcast regarding the brand, displayed a Robotaxi wobbling after misinterpreting a left turn, crossing over a double yellow line before correcting itself. During this time, there were no oncoming vehicles.

In another clip, a pro-Tesla YouTuber praised a car for maintaining speed within legal limits.

Musk has placed significant stakes on the future of the carmaker tied to the Robotaxi program, having long presented a vision where millions of self-driving cars traverse cities globally. Both regulators and investors are closely examining whether Tesla can convert these prospects into tangible outcomes and if it can sustain its operations. Musk’s prolonged history of unmet promises.

“We anticipate millions of Teslas to function entirely autonomously by next year,” Musk declared during an earnings call in April, having made a similar assertion in 2019.

The NHTSA has not pre-emptively greenlit new technologies or driving systems, the statement mentioned. Instead, the manufacturer affirms that the vehicle meets the agency’s standards, while investigators assess potential safety defects. The NHTSA reviews the reports and related information to determine how to tackle road safety concerns.

“NHTSA will persist in enforcing regulations for all automobile manufacturers in accordance with the Automobile Safety Act and our data-driven, risk-based investigation methodology,” the agency remarked.

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Robotaxis has gained heightened significance for Tesla this year, particularly as first-quarter sales declined and profits plummeted by 71% year-on-year. Despite diminishing revenues, Musk asserted that Tesla’s Robotaxis are destined to be the future of transportation.

In addition to a preliminary inquiry into Robotaxis, the NHTSA is also conducting an open investigation that began in 2024 to assess the safety of Tesla’s “full self-driving” mode under conditions of reduced visibility. Tesla was reported to have deployed autonomous functions which resulted in a fatality of a 71-year-old woman in 2023 while driving in Arizona during sunset when glare affected road visibility.

Source: www.theguardian.com

Video Star: Energizing VJ Culture to Adapt Hollywood Films for Uganda

oOn a recent Saturday afternoon in Kampala’s informal settlement in Uganda’s capital, a crowd of young men gathered on benches inside a dimly lit shed to enjoy the pirated version of the Hollywood comedy horror film “The Monkey.”

As the English action played out on the screen, a narrated translation in Bantu Luganda by VJ Junior, one of Uganda’s leading video jockeys, reverberated throughout the room.

By freely translating films and TV shows for local audiences, VJ Junior has become a key figure in the TV and film culture across rural and low-income areas of East Africa.

These VJs act as part narrators and part comedians, often simplifying scripts and placing them in relatable contexts. For instance, they might replace a character’s name with that of a local individual or swap out a Western concept for a Ugandan analogy.

Ugandans will view the film “The Monkey” in April at a video hall in Katwe, Kampala. Photo: Carlos Mureithi/The Guardian

In one notable scene, a father discusses his son’s absence, stating, “So I’m away because I have to carry all sorts of weird baggage and deal with it,” to which he adds, “It’s the bad… the evil… that I’ve inherited from my father, and I don’t want to share that with you.”

VJ Junior summarized this moment with: “The reason I didn’t want to be with you is that I am weighed down by burdens. I inherited mental anguish, demonic influences, curses, and more from my father.”

VJs have the ability to infuse humor, exaggeration, and distinctive sound effects into their translations, sometimes diverging significantly from the original script.

Having grown up in Kampala during the 1990s, VJ Junior, born Mary Smart Matobu, developed a passion for film and frequently enjoyed Hollywood movies translated by VJs.

VJ Junior shares that his role involves “helping people understand, entertain, and draw inspiration from films.” Photo: Carlos Mureithi/The Guardian

In 2006, he entered the field, inheriting a recording studio from his older brother, VJ Ronnie, and later moved to the U.S. to pursue filmmaking. He recalled that his debut as a VJ, while working on “Rambo III,” “lacked finesse,” but he enhanced his skills by studying iconic figures like KK The Best and VJ Jingo.

VJ Junior’s big break came in 2009 with the translation of “Promise,” a Filipino soap opera for local channel Bukedde TV. “It was a massive success and became a significant brand for me,” the 40-year-old noted. “People began to trust my work.”


rRonnie’s Entertainment, the bustling video store in Katwe, drew shoppers eager to browse shelves crammed with thousands of VJ DVDs. Employees were busy copying movies onto customers’ flash drives. A DVD would sell for 2,000 Ugandan shillings (£0.41), with the flash drive copy costing 1,000 shillings.

Shop owner Ronald Zentongo reported vending hundreds of films and television shows daily, revealing that blockbuster titles include Marvel films and series like “Prison Break” and “24.” “Customers eagerly anticipate VJ Junior’s translations.”

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The culture of Ugandan video jockeys emerged from the colonial practice where evangelists provided microphones to translate Christian films for local audiences. The 1980s saw the rise of video halls as VHS foreign films became more accessible. To bridge the language gap, video hall operators enlisted VJs to translate these films into local languages in real time.

With advancements in technology, VJs have transitioned from VHS to VCDs, and now to DVDs and flash drives. Numerous websites have popped up, allowing viewers to stream and download content via subscriptions.

The industry is also diversifying; some VJs are now dubbing Ugandan films and TV shows, with new VJs translating into languages beyond Luganda, the predominant language in the country.

A DVD being sold at Ronnie Entertainment. Photo: Carlos Mureithi/The Guardian

By adapting foreign films and series for Ugandan viewers, VJs foster a sense of belonging, as noted by Imokola John Baptist, a lecturer at Makerere University. His research suggests audiences feel valued, recognized, and acknowledged, though he cautions against over-translation that may obscure core themes and messages.

Video jockeys and their distributors often find themselves at odds with authorities over copyright infringements, facing the risk of police raids on video stores leading to confiscation of DVDs and copying equipment. VJ Junior expressed that copyright issues pose significant hurdles for his business, making it “incredibly challenging” to obtain dubbing rights for foreign films.

Describing the VJ’s contribution to Ugandan society as pivotal in “helping individuals to understand, entertain, and inspire,” VJ Junior stated he typically dubs around 10 films and TV episodes each week.

“Research is essential. You need to be informed, educated,” he remarks about the skills vital for his role. “The industry is expanding, and the demand is increasing.”

Source: www.theguardian.com

Is My Favorite Podcast’s New Video Format the Future of Vodcasts or Just a Passing Trend?

In the afternoon, we gathered four people at Perich, a family-owned café on Besnard Green Road, London, which has been part of the East End for 125 years. The lively and renowned owners, British-Italian brothers Nevio and Anna, have been delighting patrons with fry-ups, soups, pasta, and jam rolly-polly since 8 am. Although the café is currently closed, Anna and Nevio are embarking on their second venture as hosts of a podcast series. The show features interviews exploring food and lifestyle, focusing on guests’ favorite meals. The discussions are fascinating, chaotic, and filled with surprises.

So far, they’ve welcomed the likes of actor Ray Winstone, Dexis’ Kevin Rowland, rapper Haku Baker, and 86-year-old YouTuber Marge Keefe, also known as Grime Gran. Today’s guests include TikTok star John Fisher, aka Big John, and his son, boxer Johnny Fisher. When I mention to Anna that she must be exhausted, she laughs and replies, “Tell me about it. Actually, tell him!” Their long-time producer, George Sexton Kerr, notes that he has been busy rearranging the Formica table for the film crew.

You might wonder why a film crew is involved. Podcasts are typically for the ears, not the eyes, right? However, recent trends have changed the way podcasts are consumed, with many shows now incorporating video. In February, YouTube reported that 1 billion users watch podcast content monthly, positioning the platform ahead of Spotify (which noted 100 million podcast listeners in 2023) and Apple in the podcasting space. With leading podcasts like The Joe Rogan Experience and The Mel Robbins Podcast, it’s no surprise that Spotify is working hard to catch up.

This year, the BBC launched visual adaptations of shows such as The Traitors: Uncloaked and Uncanny: Mortem in both video and audio formats. Business Insider reports that Netflix is also preparing to embrace visualized podcasts. To reflect this evolution, the British Podcast Awards introduced a new Visual Innovation Award to honor “Outstanding Visual Podcasts.” This indicates that whether one likes it or not, visualized podcasts, often referred to as “board casts,” are on the rise.

Conversations with both listeners and creators about this new audiovisual landscape reveal differing opinions. Dedicated audio enthusiasts reasonably question the need to watch a podcast when their TV watchlist is already overwhelming. Conversely, others delight in seeing familiar hosts in person. Independent audio producers, seeking anonymity, express concerns about YouTube’s dominance in the industry and worry that audio content might become “Crap Telly.”

It’s important to note that visualized podcasts aren’t necessarily competing with mainstream television. Just as celebrity interviewer Amelia Dimoldenberg, host of YouTube’s Chicken Shop Date, can coexist alongside BBC’s Graham Norton, visualized podcasts can exist beside high-quality television programming. Nonetheless, as a podcast enthusiast and critic, I admit I have my doubts. For me, the beauty of podcasts lies in the intimate experience of voice and soundscapes directly engaging my imagination. I often listen while multitasking, whether cooking or walking my dog. I don’t need yet another screen-based distraction.

That said, I’m excited about podcasts where the visuals serve a distinct purpose, such as the series launched by CAFF last year. Producer Sexton Kerr, who took two years to craft the series with Anna and Nevio, envisioned it as a comprehensive audiovisual experience. “I always wanted it to be multifaceted; it’s about food and this wonderful dynamic between Anna and Nevio. But it’s also about the beauty of sharing a conversation over tea.”

In the early episodes, Nevio admits, “There were moments of chaos because Anna and I were figuring it out, but mostly because George was guiding us,” [in both audio and visual formats].

When my producer friend discusses the pod, “Crunch Terry,” they refer to interview podcasts as ideal for visual mediums. Productions like Davina McCall’s Begin, Fashion Neurosis with Bella Freud, and Call Her Daddy illustrate how hosts and interviewees can thrive in visually engaging settings, complete with stylish decor and ambient lighting.

However, many productions fall short, either restricting camera angles to sound booths or presenting awkward Zoom calls. A prime example is The Rest Is Politics, a chart-topping series hosted by Rory Stewart and Alastair Campbell. Since the hosts rarely appear together, viewers see them on split screens, each illuminated from their respective homes. YouTube executive Pedlopina recently stated that the show “feels like high school” due to its lack of production quality, noting that “viewers will ultimately determine the production value they are willing to accept.”

Matt Deegan, partner at Podcast Discovery, a marketing firm for podcasts, remarked, “For some viewers, they may not frequently consume podcasts and instead watch shows. There is a younger audience that navigates YouTube without engaging with audio podcasts.”

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Regardless of production quality, the video format is easily shareable on social media, enhancing the show’s visibility. Deegan states, “Repetitive exposure to engaging, informative, or entertaining content makes it much more likely for someone to engage with the podcast app.” Sexton Kerr adds, “We’ve been steadily posting clips on Instagram and TikTok, amassing over 400,000 views on some. We couldn’t afford such advertising.”

For interview podcasts, the advantages of video content are clear and straightforward. Transforming a narrative podcast into an appealing visual format is a more considerable challenge, but podcasters are starting to explore this. George Mpanga (aka poet George) and Bembrick, creator of Have You Heard of George’s Podcast?, a Peabody Award-winning series on race, history, and culture, are currently reworking their audio episodes for a video audience.

“You have to go where the audience is,” explains Bembrick. “Even if your primary focus is audio, it would be unwise to exclude platforms like YouTube. If you venture there, you increase your chances of resonating with that content. We feel ready to experiment, and we’re curious about how it will turn out. I don’t believe we’ve reached the final form yet.”

Does all of this spell doom for audio? While some industry insiders worry that the rise of video podcasts may sideline indie podcasters in an increasingly competitive market, Bembrick is optimistic that it will create space for productions that truly prioritize audio.

Back at Perich, Nevio brings two jam tarts on giant plates to our table, and Sexton Kerr remarks that everything is interwoven. “It’s like the video of that song killed the radio star. But we still have radio stars. I still have podcasts I cherish listening to, so I believe there’s room for both.”

Source: www.theguardian.com

The Most Massive Homes in Video Game History: Top 12 Estates Unveiled

Mount Holly, Blue Prince

This year’s unexpected gem, Blue Prince, is a true marvel in the realm of video games. It features an architectural puzzle set within the enchanting mansion inherited from quirky relatives. The estate is brimming with mysteries, allowing you to choose from various rooms each time you reach a door. The game delves into the dynamics of the house and our existence, evoking feelings of nostalgia and melancholy, making our surroundings appear more austere.

Edison Mansion, Maniac Mansion



Photo: Lucasfilm Games

This Addams Family-inspired Queen Anne mansion boasts a sharp façade and ominous windows. Skywalker Ranch adds an intriguing twist to this early LucasArts adventure, where strange occurrences keep you on your toes, and the demons you encounter reveal unexpected charm. While it may not be the ideal living situation, the residents make for unforgettable neighbors.

Spencer Mansion, Resident Evil



Photo: Capcom

Nestled amidst the ominous Arkray Mountains by Raccoon City, the Spencer Mansion resembles what might happen if a movie villain dabbled in architecture. This expansive estate features Second Empire Style elements with oil paintings, vintage furniture, and beautifully concealed rooms. However, prospective buyers should be aware that it is essentially a sprawling trap filled with menacing puzzles and creatures.

Finch House, What Remains of Edith Finch



Photo: Giant Sparrow

Inspired by the Alaska Goose Creek Tower, Finch House serves as a tribute to the tragic family that once resided there, which is why the bedroom feels like a sealed museum. The chaotic stack of floors creates an ambiance reminiscent of navigating a pop-up book. Living here may seem appealing, but you’ll need a sturdy support for every step. On the bright side, the bookshelves are loaded with classics like Gravity’s Rainbow, Slaughterhouse-Five, and House of Leaves, perfect for indulging in postmodern literature.

Jetset Willy, Mansion



Photo: YouTube

Among the most remarkable video game homes, this peculiar mansion finds itself in disarray after indulging in a potent drink. The rooms evoke the dizzying sensation of a hangover, with chaotic elements like stomped boots and a toilet seat in disarray. The beauty of this iconic platformer lies in its blend of domesticity and surreal horror, where boundless bedrooms and an ominous fridge heighten the surreal experience. Intriguingly, there’s even an entrance to Hades within the floor plan.

Island Cottage, Animal Crossing: New Horizons



Photo: Nintendo

Nintendo’s dreamlike examination of capitalism approaches the essence of a dollhouse for adults, encouraging players to personalize their own living spaces. Beyond selecting wallpaper and incorporating indoor plants, you can even fill the atmosphere with music played by local animals. While this may seem whimsical, the pressure to meticulously curate one’s environment represents a middle-aged inclination, highlighting a reality where one cannot access such a home without being tethered to a hefty mortgage.

Snow Peak Ruins, Zelda: Twilight Princess



Photo: Nintendo

What’s your favorite Zelda dungeon? The charmingly snowy ruins can be considered the most beloved aspect of Twilight Princess, despite the game boasting superior puzzles and greater rewards for defeating adversaries. This warm refuge among the mountains stands out as the coziest space in the series, with a welcoming contrast to the frigid outdoors, enhanced by the presence of two gentle yetis who tend to a bubbling pot of stew.

Croft Manor, Tomb Raider



Photo: Square Enix

Lara Croft’s Country House initially served as a tutorial zone, but it quickly developed into a distinctive aspect of the series. Croft is not merely an acrobat but an enigma. Her abode features strangely proportioned rooms, characteristic of PS1 titles when they ventured indoors, alongside a hedge maze and even a gym. Interestingly, Croft has a dedicated room for her harpsichord, and her eternal butler, weary and trapped, makes for an amusing addition.

Luigi’s Mansion



Photo: Nintendo

Luigi’s Mansion stands as the first game to reveal the personalities of Nintendo’s plumbers. Interestingly, this is not solely because they traverse vibrant, whimsical realms, but because Luigi confronts the mundane chaos of domestic life. Although the mansion is teeming with ghosts, it retains the charm of bookshelves, rich carpets, ornate lighting, and a suitably-sized kitchen, making it the ideal refuge amidst the hustle of the Mario universe, encapsulating a serene representation of a singular location.

Lighthouse, Beyond Good and Evil



Photo: Mobygames

Jade, a photojournalist rather than a soldier, embarks on an adventure in a fantasy realm reminiscent of Europe instead of the US or Japan. Instead of conventional mansions or high-tech bases, she calls a lighthouse home along the foggy coast of a tranquil water world. This lighthouse serves as both a refuge and an orphanage, and it’s delightful to uncover the intricate details incorporated by the designers, from playful chaos in Jad’s living quarters to crayon artworks.

Botany Manor



Photo: White Thorn Game

Players are drawn into the charm of Botany Manor through engaging puzzles, focusing on identifying the right conditions for various flowers to thrive. However, the beauty of the surroundings ensures that players linger until the game reaches its conclusion. The setting resonates with the elegance of early 20th-century England, situated somewhere between the worlds of Jeeves and Flora Poste, with colors and calmness evoking a sense of tranquility amidst the quirky pottery decorating the cliffs.

Carnovas Estate, Phantasmagoria



Photo: Sierra

When novelist Adrian Delaney retreats to this secluded New England estate for inspiration, she revels in grand fireplaces, maze-like corridors, and real Gothic chapels. However, her enthusiasm wanes upon discovering the sinister presence looming over the estate, intent on dispatching her, resident by resident. Heavily influenced by the genius of Edgar Allan Poe, adventure designer Roberta Williams crafted this mansion into the epitome of gore and scattered horror—a must-see for fans of the genre.

Source: www.theguardian.com

Video: Flamingo Creates a Vortex with Its Beak to Capture Prey

Witnessing how flamingos feed is truly a captivating experience. They tilt their heads in the water and perform a charming waddling dance, sifting through small crustaceans, insects, microscopic algae, and other minute aquatic morsels in shallow waters.

Victor Ortega Zimenez, a biologist from the University of California, Berkeley, recalls being captivated by this behavior in 2019 during a family visit to the Atlanta Zoo. Since then, he has pondered what transpires beneath the water’s surface.

“While the birds were stunning to observe, my main question was, ‘What hydrodynamic principles guide the filter feeding behavior in flamingos?'” he shared.

Upon returning home, he was struck by the lack of scientific literature on the subject, prompting him to embark on his own research journey. After years of careful investigation, he and his team made remarkable discoveries, detailed in a recent publication by the National Academy of Sciences. They revealed that flamingos actively use the physics of water flow to sweep up prey and direct it into their mouths.

“We’re disputing the common notion that flamingos are merely passive filter feeders,” Dr. Ortega Zimenez stated. “Just as spiders create webs, flamingos generate vortices.”

Dr. Ortega Zimenez collaborated with three extraordinarily supportive flamingos from the Nashville Zoo: Matty, Marty, and Cayenne. Zookeepers trained these birds to feed in transparent containers, allowing researchers to capture their feeding behaviors using high-speed cameras and fluid dynamics techniques. The team introduced oxygen bubbles and food particles to visualize the water flow facilitated by the birds. After observing live flamingos, they constructed a 3D model of a flamingo’s head to further investigate its biomechanics.

The researchers found that flamingos frequently and quickly retracted their heads while feeding. Each movement generated tornado-like vortices, drawing particles from the bottom to the water’s surface. Additional experiments with mechanical beaks revealed that flamingos rapidly pound their beaks while partially submerged, directing the flow of water straight to their mouths and aiding in prey capture. Their uniquely shaped L-shaped beaks played a crucial role in creating vortices and recirculating water. They utilized the surface layer for feeding, reaping the benefits of their specialized feeding techniques.

Another “surprising discovery” involved the flamingos’ feet, as Dr. Ortega Zimenez noted. Researchers explored this through mechanical models of flamingo feet and computational simulations. The dance-like movements underwater contributed to the vortices, propelling additional particles toward the waiting mouths of the birds, which feed upside down in the water. Collectively, these findings indicate that flamingos are “superfeeding machines,” employing their entire bodies in the feeding process.

Biophysicist Sunghwan Jung from Cornell University commended the study for showcasing how biological morphology and motion interact functionally with surrounding fluids.

Alejandro Rico Gevala, an evolutionary biologist at Washington University in Seattle, who was not involved in the research, also concurred, stating that the new findings challenge the idea of flamingos as merely passive filter feeders. “Numerous hypotheses have attempted to explain how their peculiar bills function,” he remarked.

In addition to elucidating that mystery, the study reveals “a distinctly evolved method for capturing elusive small prey,” he added. This research hints at another possible evolutionary purpose for the birds’ webbed feet, beyond simply functioning as paddles.

Dr. Ortega Zimenez, fueled by curiosity about the dynamics of water flow used by flamingos, is now planning to investigate what occurs within the bird’s beak during feeding. Ultimately, such discoveries may lead to bioinspired technologies aimed at addressing issues like toxic algae and microplastics, he said.

“What is the essence of filter feeding in flamingos?” he questioned. “As scientists, we aspire to understand both the shape and function of these fascinating and enigmatic birds.”

Source: www.nytimes.com

When Video Game Journalism Turns Inward, Everyone Suffers | Games

Last week was a challenging period for video game journalism. Two key figures from the veteran site Giant Bomb, Jeff Grubb and Mike Minotti, announced their exit after the recent removal of a particular podcast episode. The 888th installment of the Giant Bombcast reportedly included the section on new brand guidelines, which has since been withdrawn from public access. Just days later, it was revealed that the prominent US site Polygon is set to be sold to Valnet, the parent company of Screen Rant and Game Rant. Consequently, job losses are expected. This follows the 2024 sale of Reedpop, which included four major UK gaming sites: Eurogamer, GamesIndustry.biz, Rock Paper Shotgun, and VG247. Redundancies have been rampant.

It’s disheartening to witness such long-standing platforms, known for their substantial audiences and solid reputations, being handled like mere commodities. Regarding the sale of Polygon, Vox CEO Jim Bankoff stated: “This transaction lets us focus our efforts and investments on other key growth areas in our portfolio.” Honestly, it feels disconcerting to see a decade of progressive gaming discourse turned into off-the-shelf assets. Valnet claimed: “Polygon is set to achieve new editorial standards through dedicated investment and innovation.” However, one must wonder how this will transpire with a significantly downsized team.

Undoubtedly, corporate press releases and the familiar robotic jargon from industry pundits have not quelled the anger and skepticism surrounding these exits. Writing for Aftermath, journalist Nathan Grayson remarked: “While Polygon’s traffic may have been less than stellar, Giant Bomb had a dedicated listener base thanks to its unique blend of personalities. One has to question whether any of the CEOs involved in these transactions have ever listened to a podcast that isn’t focused on maximizing shareholder value.




Jim Bankoff, CEO of VOX Media, captured at the 2022 Code Conference. Photo: Jerod Harris/Getty Images from Vox Media

Video game journalism has long been a precarious balancing act amid various commercial pressures. In the early days of gaming magazines, advertising revenue often came from the very companies whose products were scrutinized by the press. Throughout my tenure as a magazine editor, I witnessed advertisers withdraw their support following unfavorable critiques of their products. Yielding to such pressures jeopardizes the trust of our readership, which is our most valuable asset. While publishers may have significant influence, losing audience trust could lead to their downfall.

As these magazines transitioned to websites, advertising remained a crucial revenue source. Today, the landscape is more complex; with influencers on platforms like Twitch and YouTube emerging, the industry appears less reliant on dedicated gaming journalism sites. It seems that companies looking to acquire gaming sites are focused more on brand names than on the creative, experienced teams behind them. Recent investigations revealed that Valnet was accused of turning acquired properties into mere content mills focused on “SEO Bait.” Valnet hasSince been involved in legal disputes regarding this issue.

As gaming evolves into a live service sector with billions of paying customers, journalism’s compensation rates have stagnated.

The current tech landscape seems to reward the mechanization of creativity. Unquantifiable and costly, human insight is often perceived as an obstacle to streamlined growth and market penetration. While AI gains traction, one might wonder if automating content generation for video game walkthroughs, produced in milliseconds, could suffice.

The catch, however, is that writing game walkthroughs is labor-intensive and requires skillful gameplay, adept interpretation, and the capacity to foresee player needs. Reviews are inherently subjective, influenced by personal experiences. Podcasts offer a friendly chat-like atmosphere. Top-tier gaming journalism elucidates the industry while uncovering issues that might otherwise be obscured. Those who excel in this arena have years of gameplay, writing, and inquiry experience; they understand gamers’ thoughts.

This dilemma resonates across all artistic mediums, from film to music. Tech moguls anticipate that their brand acquisitions will engage audiences, expecting passive consumers to absorb whatever is presented. However, it’s not mindless content we seek, but innovative ideas and craft. Fortunately, independent sites are emerging at an impressive rate, such as the UK-based VGC and the US-based Aftermath, both of which are building substantial followings. While audiences may be deceived temporarily, it’s increasingly apparent that poorly staffed digital content machines can only churn out secondhand ideas, hoping that the hollow echoes of lost credibility will withstand the test of time.

What to Play




Fear With Highrook is both terrifying and fascinating. Photo: Nullpointer Game

Each month, I review twelve indie video games that experiment with collectible card battle mechanics reminiscent of Magic The Gathering and Yu-Gi-Oh. One standout is Fear With Highrook, where a group of explorers delves into a haunted mansion to uncover the fate of a missing nobleman’s family. The game features a challenging world akin to a complex board game, combining item discovery with skill card upgrades for character enhancement. Drawing inspiration from Poe and Lovecraft, it offers a beautifully crafted experience filled with ideas and arcane treasures for aficionados of both space and Gothic horror.

Available on: PC
Estimated playtime: Over 10 hours

What to Read




Lucia Caminos, co-protagonist of Grand Theft Auto VI. Photo: Rockstar Game
  • Fraud has plagued video gaming since its inception, impacting countless players in online multiplayer shooters. Explore this feature detailing Riot Games’ battle against cheaters in League of Legends and beyond, highlighting the ongoing struggle between developers and hackers.

  • Many exceptional video games have been on the brink of disaster due to poor design choices during development. An extensive interview with former Sony President Yoshida reveals how he salvaged Gran Turismo by advocating for playable non-racing characters.

  • Although I adore video games, many modern tech products cultivate their own myths and folklore. This BBC feature explores fascinating cases, like Ben owned – the story behind the haunted N64 cartridge that captivated gaming forums in 2010.

  • After finishing your read, check out Rockstar’s latest teaser for the upcoming Grand Theft Auto VI. A recent trailer has emerged alongside new screenshots and details about key characters Jason and Lucia, hinting at the game’s delays until May 2026.

What to Click

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Question Block




Limited options exist… the gaming scene is grappling with breakthroughs in VR like The Meta Quest. Photo: Meta Connect/AFP/Getty Images

This week’s question comes from Guy Bailey who reached out to me via Blue Sky:

“I’m a fan of sim racing in VR, while my son loves Vrchat and the friendships formed within various worlds. Half-Life Alyx is a phenomenal experience, and most individuals who try VR rave about it. Is this the peak of VR?”

This query has lingered in the VR community since the Oculus Quest launched in 2019, which was meant to rejuvenate modern VR. While over 20 million Quest headsets and 5 million PlayStation VR sets have been sold, we are not collectively spending substantial time in virtual environments.

Several factors contribute to this trend. Motion sickness is one culprit—many individuals (particularly women, as outlined in studies) experience nausea after even brief usage. Regardless of how engaging the software, discomfort can prevent enjoyment. There are also neurological and physiological discrepancies when we navigate visual settings that conflict with our bodily sensations. We’ve all seen humorous videos featuring gamers colliding with walls while lost in VR.

Moreover, VR can make us feel exposed and awkward, particularly when wearing a bulky headset at home. Such elements likely explain why companies like Apple are favoring augmented reality over intensive virtual experiences. Thus far, their approach hasn’t succeeded in establishing a consumer-centric platform.

In most instances, the content available isn’t enticing enough for general audiences. It’s a cliché, but the fact remains: there’s no definitive “killer app.” I’ve got a PlayStation VR headset that’s gathering dust, while my sons only occasionally engage with the Meta Quest 3. Their favorite experiences are often limited to brief sessions.

For many of us, VR needs to evolve to engage our senses—touch, taste, and smell.

If you have a topic you’d like to discuss or a question for the newsletter, please reach out to me at pushingbuttons@theguardian.com

Source: www.theguardian.com

Does Video Game Monetization Impact Children? Australia’s Response Explained | Games

O Over the last ten years, Dean has built a robust collection of video games, ranging from mainstream blockbusters to niche favorites. His digital library is akin to a cinematic treasure trove, allowing instant access with a simple click. Yet, his son, Sam, has set his sights on just one game: Roblox. This expansive virtual universe and video game, Roblox is the leading title worldwide.

The company reports over 97 million daily active users on Roblox, with around 40% of them, like Sam, aged under 13. In 2024, Roblox generated approximately $5.6 billion (US$3.6 billion) in revenue, mainly from purchases of “Robux,” a form of in-game currency, with the average user spending about $25 a month.


Amid concerns about children’s exposure to bullying and inappropriate content, a recent report highlights the impacts of game monetization on young users.

Experts argue that Australia’s current classification system does not adequately assist child gamers and their parents in navigating the tricky monetization landscape.

New reports from Australian researchers scrutinize the manipulative “dark design patterns” in gaming that encourage spending and confuse children with unclear cryptocurrency transactions.

One recent report from Monash University and the Center for Consumer Policy Research (CPRC) focused on players aged 18 and older, revealing that games designed with dark patterns are almost unavoidable. Of the 800 surveyed, 83% reported “negative effects” from these designs, and 46% faced economic disadvantages, feeling pressured to purchase items and overspending.

Another recent study from University of Sydney researchers sought to understand how children, who represent one-fifth of the gaming population, recognize these mechanisms and perceive the design of video games.

“Concerns about children’s interaction with digital media often lead to panic and policy decisions that overlook the actual experiences of children,” states Taylor Hardwick, lead author of the study.

Hardwick and her team interviewed 22 children aged 7 to 14 and their parents. Each child received a $20 debit card and was instructed to explain their purchases.

Among the 22 children, 18 played Roblox, with 12 spending their entire $20 on Robux. The remaining five used the funds on other games like Call of Duty, Fallout 76, and Minecraft.

Participants expressed concerns about being misunderstood and frustrated by their purchases, especially if they suddenly lost access to their accounts or items.

Sam’s father shared that Sam has spent around $400 a year on Roblox over the past four years, with a recent purchase leaving him disheartened.

Sam had used some of his Robux to buy Godzilla “skins” (digital costumes) in a popular Roblox game called Monster Universe. However, upon logging in, he found his skin had vanished unexpectedly after the game was shut down by Toho, the copyright holder. He did not receive a refund from Roblox.

One major concern raised by Sydney researchers is the impact of “random reward mechanisms” (RRMs) on children. RRMs, like loot boxes, offer players mystery items through lottery-style draws.

While children in this study accepted RRMs as part of gaming, many expressed dissatisfaction with them.

“Even if children talk about game percentages in slang, they don’t entirely grasp the risks of navigating these digital experiences,” the authors note. “Gambling-like mechanisms such as RRMs are harmful and inappropriate for children’s games.”

Recommendations include eliminating RRMs, simplifying refund processes, enhancing account protections for children, and improving transparency regarding cryptocurrency.

Christopher Ferguson, a psychologist at Stetson University, found the study interesting but highlighted the small sample size and questioned the researchers’ definition of “harm.” He argued that while children may feel deceived, the monetization aspects could be more annoying than harmful.

“It’s encouraging that researchers are inquiring about children’s perspectives on their experiences,” he said.

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A USTRALIA has attempted to shield children from monetized RRMs by introducing a new classification system that was implemented in September 2024. Currently, games containing RRMs or loot boxes are not recommended for those under 15.

However, these new regulations apply only to newly classified games, and pre-existing games are not required to update their classifications.

Leon Xiao, a researcher from City University of Hong Kong studying loot box regulation, states that Australia faces implementation issues rather than legal ones. He argues that several video games were misrated after the new law came into effect, indicating flaws in consumer education.

A preliminary study by Marcus Carter, co-author of the University of Sydney research, suggests that about 20% of the top 100 grossing mobile games on the Apple App Store and Google Play Store do not comply with Australian regulations. Hardwick and Carter recently noted that Australia’s guidelines “do not fulfill their intended purpose.”

Roblox, with its extensive user-generated content, exemplifies the confusion surrounding ratings. Xiao argues, “Roblox should either be rated or not recommended for players under 15.” However, the game is rated PG on the Google Play Store.

In contrast, Apple’s App Store lists a regional age rating of over 15 years, which aligns with global ratings from Apple that set the limit at 12.

A Roblox spokesperson informed Guardian Australia that developers must use the PolicyService API to comply with jurisdictional requirements, ensuring access only for eligible users with paid random items. Due to an update rolled out to developers in September 2024, paid random items are currently unavailable to users in Australia.

“As a platform for user-generated content, we provide developers with tools, information, and guidelines applicable to various gameplay aspects within games and experiences.

“We are committed to addressing reported content that fails to adhere to guidelines or does not effectively use tools necessary to meet Australia’s local compliance requirements.”

The company strives to inform parents about their children’s purchasing habits, does not store billing information as defaults, and fails to give warnings that real money is being spent during initial transactions. Parents are also alerted via emails regarding high spending activity.

“Our parental controls enable parents and caregivers to receive notifications about their child’s spending on Roblox and set monthly spending limits for their accounts,” said the spokesperson.

Hardwick believes navigating monetization is challenging for parents, who are often busy, informed, and lack resources. She feels they aren’t equipped to manage children’s in-game spending effectively.

Dean is making every effort to guide Sam through these trends, discussing what Sam spends Robux on and why. While Dean acknowledges Sam’s disappointment over the Godzilla skin, he has encouraged Sam to explore a gardening game where he can utilize Robux to purchase new species.

*Name changed

Source: www.theguardian.com

Wrist Space Invader: Celebrating the Glory of Casio’s Video Game Clocks This Year

o
I’ve been tidying up my attic for the past few weeks, primarily to ensure its contents don’t collapse the ceiling. However, I have a side quest. My most treasured possession at age 12 was the Casio GD-8 car race watch. This digital timepiece featured built-in racing games on a small monochrome LCD screen. The two large buttons on the front allowed players to maneuver left and right to dodge oncoming vehicles, keeping the game alive for as long as possible. I lost count of how many times it was confiscated by teachers, as I often lent it to the toughest boy in class for protection against bullies. As a socially awkward nerd, this watch was crucial for my survival. I’m quite sure I still have it somewhere, and my resolve to find it has been strengthened by recent discoveries about its value.

Casio began producing digital watches in the mid-1970s, striving to compete on price with technology borrowed from the computer industry. As the decade drew to a close, however, the market became saturated, prompting the company to explore new methods to entice buyers. According to Polygon in 2015, “Casio returned to its original philosophy upon entering the watch market.” Yuichi Masuda, senior executive managing officer and Casio Board member, elaborated: “Watches are not merely timekeeping devices.” He noted a shift toward multifunctionality, incorporating features like phone number memory and music alarms alongside time display.




Takeoff… In 1980, kids play Space Invaders.
Photo: Eugene Adebari/Rex/Shutterstock

At that time, Taito’s Space Invaders was a sensation in Japan. Consequently, in 1981, Casio launched the CA-90/CA-901—a thick calculator watch featuring a space-themed shoot-’em-up, where players shot numbers instead of aliens. “Our aim was to create a lifestyle where games could be enjoyed anytime and anywhere,” Masuda explained.

Was Casio inspired by Nintendo’s Game & Watch series? The iconic handheld games debuted in 1980 with titles like Juggler and Ball, paving the way for classics like Donkey Kong, which later influenced the Nintendo DS. However, Shinji Saito, general manager and chief producer for Casio’s Watch Business Unit, disagrees: “In 1980, when Casio launched the CA-90, we also released the MG-880, a gaming calculator allowing users to enjoy digital invaders. While Nintendo’s Game & Watch also launched that year, the CA-90’s concept stemmed from our own development philosophy prioritizing lightness, thinness, shortness, and low power consumption; we were not inspired by Nintendo.”

In fact, during this period, Casio was innovating with features like data banks, thermometers, and pulse checkers. “The entire range of ’80s watches was vast,” watch enthusiast Andy Bagley notes. “I’ve been collecting for years and still discover models I’ve never encountered before. There were hundreds, including touchscreen watches from the ’80s.”




Past Time… Casio Gaming Watch Page from Vintage Casio Catalog
Photo: Casio

Regardless, the CA-90 became so successful that it spurred a golden age of creativity in Casio’s R&D. Between 1980 and 1985, dozens of game watches were produced—an impressive feat given the limitations of LCD technology at the time, which could display only preset shapes and lacked computer graphics or real animations. Various racing games, shooters like Helifizer and Zoom Zap, and rudimentary platformers like Jungle Star and Hungry Mouse were among them.

Some entries were more eccentric, like Aero Batics, a stunt flying game, and Hustle Monira, which involved catching dinosaurs (as opposed to just dodging falling eggs). There were also basic football and golf simulations. Similar to Nintendo’s Game & Watch titles, these watches showcased visually simplistic game designs that felt like science fiction at the time.

Notably, it wasn’t just tech giants creating game watches in the ’80s. The U.S. company Nelsnick obtained a license from Nintendo to make watches featuring games based on Zelda, Super Mario Bros., and Donkey Kong. Additionally, Seiko had its own ALBA game watches throughout that decade. The most aesthetically outrageous models came from veteran toy company Tiger, which produced bulky LCD game watches in the early ’90s based on movie licenses and arcade hits like Double Dragon and Altered Beast. However, as technology advanced and preferences shifted, the portable gaming market exploded with the arrival of the Game Boy in 1989, effectively ending the Game Watch era.

Today, a thriving collector’s scene exists. “These watches are incredibly sought after and can demand high prices,” Bagley shares. “The downside is that they weren’t very durable compared to all-stainless steel models like the Marlin, so few have survived. In pristine condition, rare and collectible game watches can fetch hundreds to over a thousand pounds.” For collectors like Bagley, these timepieces serve as nostalgic treasures, evoking memories of a time when students were distracted by digital watch beeps rather than social media alerts. “This served as my personal reference guide for the latest models. I eagerly checked the clock section whenever a new catalog arrived to scout for innovations.”

The watch industry continues to take a keen interest in classic video game themes. In 2022, Timex released a limited edition Space Invaders Watch featuring the game’s iconic sounds, and earlier this year, Casio unveiled a collection of beautifully crafted Pac-Man watches, sending fans like me racing to their website’s booking section. For those of us who were nerdy kids in the ’80s, these timepieces felt like the predecessors to smartphones and Apple Watches. Thus, my quest to find my car racing watch is not about its monetary value. It represents a connection to my 12-year-old self, a shared nostalgia for everything lost along the way.

Source: www.theguardian.com

Wordplay in Transition: Exploring the Shift Between Novelists and Video Game Writers

I“I’ve spent over 15 years in the gaming industry, and one of the most frustrating aspects is explaining it at social gatherings. People frequently respond with, ‘Oh, I’m not really into gaming.’ I don’t particularly enjoy croissants, but that’s not the first thing I mention to a pastry chef I meet.”

One of the highlights of publishing my debut novel last year was the chance to sidestep that entirely and say, “Oh, I’m a writer.” I penned a novel. I’m currently working on another project. Now that you’ve wrapped up with work, we can continue our conversation. Nobody says, “Oh, I’m not really reading a book,” which is at least somewhat unlikely to be true.

It’s become evident that I’m not alone in transitioning between these two mediums. Why is that? For many, it boils down to finances. Writing novels is notoriously challenging as a source of income, and novelists have traditionally depicted careers across various fields. A 2022 report by the Author’s License and Collection Association (ALCS) revealed that professional authors earn a median of £7,000 annually from writing. Romance author Mallory Marlowe, whose debut love story became a bestseller last year, notes that her day job in video games supports her writing endeavors. “Fortunately, I receive a steady paycheck,” she states.

At the same time, game writers are facing their own struggles. GDC’s 2025 Game Industry Report indicates that one story designer and writer was let go last year. Naturally, some game writers are now exploring opportunities in other sectors.




Scottish science fiction…like. Photo: Harry Josephine Giles

Occasionally, writers create a direct connection between the two mediums, allowing them to influence one another. Written in both Scottish and English, Harry Josephine Giles’ “Game Like” serves as a precursor to her book “Deep Wheel Orcadia,” a poetry novel capably expressed in the 2022 Arthur C. Clarke Award-winning Orkney dialect. Meanwhile, John Ingold, co-founder of Narrative Game Studio Inkle (known for “80 Days!”), has released two novels set within the studio’s “Game Heaven Vault” universe. Ingold self-published these works. For him, writing them was a means to immerse himself more in the gaming world, but he remarked that “the novel’s plot proved challenging to construct. The main character consistently hesitates to abandon things.”

When I inquire about the primary differences in form from fellow novelist game writers, I’m often surprised by the diversity of responses. For some, it relates to the creative process. The act of writing a novel can serve as an escape from collaborative compromises, while games require immersive teamwork. Joe Dunthorne (author of “Submarine,” “The Tullterants”) has written novels, poetry, and most recently, a memoir titled “Radium’s Child.” Despite setbacks in the gaming industry, he commented, “After the solitude and madness of novel writing, I found relief going into the office each day. Collaborating with game designers was especially inspiring; I marveled at their ability to conceptualize complex, dizzying structures.”




Apocalypse mystery… Salt Sea Chronicle. Photo: Digoot Fabric

Sharna Jackson creates children’s novels, including high-rise mysteries and nine-night quests. She has also contributed to the audio experiences of Die Gute Fabrik’s post-apocalyptic mystery games “Saltsea Chronicles” and “Yoto.” For her, the crucial difference lies in the volume of text available in games: “Many words remain unread or unheard, depending on the player’s choices within the experience.” Some of the most rewarding moments result in “rare occurrences and Easter eggs” that only a select few players may discover. Mallory Marlowe emphasizes the “strange independence” afforded to writers in gaming, yet acknowledges that novelists might take time to adapt to crafting narratives for players who approach story engagement with varying levels of commitment. “Some people just want to press a button and cause chaos,” she points out. “Others dive deep into the narrative.”

Ultimately, nearly everyone I converse with raises the distinct cultural status disparity between games and literature. Jim Munroe (author of “We Are Raccoons,” “Unmanned”) has been crafting games and books for over 25 years. He notes that books are culturally revered in a way that games are not. “Creators are engaged in gaming, despite its lower status,” he observes. Naomi Alderman, author of “Disobedience” and “Future,” echoes these sentiments. During a week when both her novel “The Power” and the game “zombies run!” (a co-creation involving six individuals) garnered awards, her book received attention on the front page of India’s Times, while “zombies run!” barely made a ripple within the specialized gaming press.




Naomi Alderman won the 2017 Bailey Women’s Award for her novel The Power. Photo: Stuart C Wilson/Getty Images

Conversations often circle back to the contrasting societal roles of gaming and literature, with varying responses to this reality. Munroe suggests that the gaming industry often attracts those with a penchant for independence. Marlowe appreciates the curiosity and confusion surrounding the notion of writing for games, cherishing the subsequent discussions. For Harry Josephine Giles, the unique space gaming occupies brings her joy; she underscores that games, being a newer form, have less rigid conventions. Early English novelists like Aphra Behn and Laurence Sterne disrupted norms, fundamentally altering the landscape, while today, only the most experimental novels enjoy similar flexibility. Games—carrying a lower cultural status—remain adaptable. As Dunthorne puts it, “Writing is often a lower priority in game design, and that’s alright. Games aren’t novels.”

Clearly, a new wave of young writers has emerged who grew up as native gamers, seamlessly transitioning between the two cultural forms without perceiving one as inherently superior to the other. Indeed, even in gaming, one might still encounter individuals at social events declaring, “Oh, I’m not really into them.” However, this might simply indicate the opportunity to create something extraordinary and unique while remaining unnoticed.

Source: www.theguardian.com

Video Exposes Lax Biosecurity in New York Poultry Market During Avian Flu Outbreak

Concerns are escalating among actors and experts after video evidence obtained by BBC Science Focus revealed that a New York City poultry market is neglecting essential safety measures to protect both staff and the public amid rising bird flu cases in the state.

The footage showcases employees at various locations in Queens handling birds without the minimal recommended personal protective equipment (PPE).

This revelation comes shortly after city officials ordered a temporary closure of over 80 poultry markets following the identification of avian flu cases in February.

Despite efforts by the New York State Department of Agricultural Markets to test birds for the virus before entering the live markets, conditions have raised alarms among advocates, as not adhering to biosecurity protocols could lead to further spread.

Taken from a video at the entrance to the live poultry market in Queens, New York, on April 13, 2025, this shows workers without masks and insufficient PPE. They are seen wearing only one glove, and possibly touching their faces with uncovered hands. – Crystal Heath

Doctor Crystal Heath, the veterinarian who filmed the footage, indicated that “These live poultry markets do not adhere to basic biosecurity protocols.” He emphasized the role of official negligence in allowing these sites to compromise public health.

Edita Birnkrant, executive director of Animal Rights New Yorker, a nonprofit organization, has inspected numerous markets, declaring that conditions within them pose risks to both workers and customers.

“Anyone walking by could be exposed to pathogens,” she noted in an interview with BBC Science Focus.

Both Heath and Birnkrant have urged public health officials to take decisive actions to mitigate the risk of avian flu in New York’s poultry markets, warning that locations in densely populated areas pose significant public health threats.

Heath explained that these markets bring together multiple bird species, creating an optimal setting for the virus to interact with other strains of influenza, potentially leading to new variants that could spread between humans.

Footage captured by Heath highlights clear violations of biosecurity recommendations. The New York Ministry of Agriculture Markets indicated to BBC Science Focus on April 15 that best practices for live poultry markets should include:

  • Discouraging unnecessary visitors
  • Utilizing biosecurity signs to prevent unauthorized entry
  • Ensuring footwear is covered and disinfected for visitors
  • Screening visitors for recent bird contact
  • Reporting any abnormal, sick, or deceased birds to authorities.
Captured from a video taken outside another live poultry market in Queens, New York, on April 13, 2025, this shows individuals leaving the market without any protective gear. The facility’s doors are wide open, allowing public access. – Crystal Heath

In response to inquiries from BBC Science Focus, New York State Health Department Director Dr. James MacDonald stated there is “no immediate threat to public health” and that no confirmed cases of highly pathogenic avian influenza (HPAI) have been reported among humans in New York. However, he advised those regularly in contact with livestock and wild birds to exercise caution by wearing PPE.

Despite these warnings, the Health Department has confirmed that there are currently no plans to mandate PPE use in New York’s live poultry markets.

While no human cases have been documented in New York thus far, over 70 infections have occurred nationwide, with some leading to fatalities. The Centers for Disease Control and Prevention (CDC) maintains that there is no confirmed human-to-human transmission, asserting that the general public remains at low risk.

Nonetheless, experts caution that each time a virus successfully infects a person, it presents potential for evolution. Research indicates that single mutations in the H5N1 strain responsible for ongoing outbreaks could facilitate easier human transmission.

Professor Jarra Jagne, a poultry expert and veterinarian affiliated with the US Department of Agriculture’s Livebird Market Working Group, stated that while PPE usage is highly encouraged, there are currently no legal mandates for its use.

This was taken from a video captured at the third live poultry market in Queens, New York, on April 13, 2025, showing individuals without masks or other PPE. The entrance to this market was also open to the public. – Crystal Heath

“We advise that these viruses can infect humans, and we recommend wearing masks and changing clothes when visiting the market,” she stated. “Ultimately, it’s a personal choice.”

Jagne emphasized the concern of irregular PPE use, but noted that New York’s live bird markets are better regulated than they were in the past. Regulations now dictate bird sourcing, handling, and testing procedures.

“Conditions used to be dire,” she remarked. “New York has more markets than any other state, and we had to lead the charge. For many years, flu cases in these markets have been minimal.”

Currently, flocks must be tested 72 hours prior to their market entry, with additional testing conducted upon arrival. However, Jagne pointed out that even rigorous testing cannot eliminate the wide array of risks, particularly as wild birds continue to circulate the virus across the nation.

The presence of unprotected customers in these markets poses a significant vulnerability. “Perhaps markets should provide masks at the entrance, similar to what we did during Covid,” Jagne suggested.

The poultry market featured in Heath’s video has not responded to requests for comment from BBC Science Focus.

About our experts

Crystal Heath: A veterinarian specializing in shelter medicine and high-quality castration neutrality (HQHVSN), and co-founder of Our Honor, a nonprofit organization focused on animal rights.

Edita Birnkrant: Executive director of Animal Rights New Yorker, a nonprofit established in 2008 with a mission to advocate for animal rights, including saving NYC carriage horses and promoting the Animal Rights Act.

James MacDonald MD, MPH: A health committee member of the New York State Department of Health. Before joining the department in July 2022, MacDonald worked with the Rhode Island Department of Health since 2012.

Jarra Jagne: A Practical Professor in the Public and Ecosystem Health Department at Cornell University’s Veterinary Medicine Department, with research published in journals like International Journal of Infectious Diseases, Avian Diseases, and Avian Pathology.

Editor’s Notes

This article is based on footage and information gathered during an independent investigation into live poultry market practices. All content is sourced legally and reviewed to adhere to editorial standards. To protect privacy, identifying details have been removed or obscured. The footage was filmed in a public setting; individuals or businesses depicted are not meant to be misrepresented, and every effort has been made to ensure accuracy and fairness.

read more:

Source: www.sciencefocus.com

Inside the Mission Where He Captured His First Video of a Giant Squid

As it emerged, it was yet another journey into the abyss, cloaked in darkness: mid-water, a delicate, ethereal shape transitioning into another realm.

A remotely operated vehicle, Subathian, recorded the first footage of a giant squid stable in its natural habitat in the southern ocean near Antarctica. The giant squid can grow up to 10 meters (33 feet) in length, making it the heaviest invertebrate on the planet, yet until now, it remained elusive.

This remarkable discovery occurred during a 35-day expedition to the Southern Sandwich Islands, a secluded volcanic arc in the Southern Ocean, aboard the Folcole (too).

The expedition aimed to expedite the discovery of deep-sea species, but nobody anticipated encountering one of the ocean’s most elusive giants.

“We were operating Subathian at a depth of about 2,000 meters that day for trench work,” stated Dr. Michelle Taylor, Chief Scientist of the Expedition and Senior Lecturer at Essex University, as reported by BBC Science Focus.

While Subathian navigated through the cerulean waters, we remained in the control room, surrounded by high-resolution cameras and screens displaying sensor data from the vehicle. A group of scientists observed intently as we monitored the water column.

https://www.youtube.com/watch?v=lzpog9h8hlo

On March 9th, at a depth of approximately 600 meters (nearly 2,000 feet), the pilot spotted something and began to hover.

“None of us aboard were squid specialists, but we quickly recognized it as a stunning glass squid,” Taylor recounted. “We documented it for about three minutes before resuming our mission to explore the ocean floor.”

The giant squid is among the planet’s most enigmatic creatures. Until now, they had only been seen as dead specimens—either accidentally caught by fishing boats or found in a whale’s stomach. Documenting a living specimen is akin to discovering a unicorn in marine biology.

Furthermore, the squid was not yet fully grown. “It was a juvenile,” Taylor explained. “It lacked some physical features of adult squid, but it was definitely not fully developed. Its size was quite modest for a giant squid.”

Remotely operated vehicle (ROV) Subathian is recovered by research vessel Folcole after another successful mission to explore the depths of the ocean – Alex Ingle/Schmidt Ocean Institute

The footage streamed live on YouTube during the dive was initially flagged by audience members.

Taylor consulted with Dr. Kat Bolstad, a cephalopod expert at Auckland Institute of Technology, along with other colleagues, who confirmed their identification with the aid of the 4K video footage captured during the dive.

Telltale clues included a distinctive hook along the squid’s arm.

“[Knowing it’s a colossal squid], I find it both beautiful and extraordinary,” Taylor remarked.

While the giant squid garnered headlines, it was not the singular highlight of the Folcole (too) expedition. About a month ago, researchers also captured the first in situ footage of a glacial glass squid.

Both sightings resulted from lengthy, meticulous dives conducted by Subathian, which can descend up to 4,500 meters (3 miles), enhancing the role of “telepresence” in scientific exploration.

This is the first confirmed footage of a glacier glass squid captured in January – Rov Subathian/Schmidt Ocean Institute

“It’s a new milestone, bringing the world into the deep sea in ways that were once impossible,” Taylor states. “Science enthusiasts and the general public can engage directly with our findings, often possessing extensive knowledge about what we observe.”

Taylor emphasizes that the mission’s deeper purpose transcends mere discovery; it aims to enhance the understanding and protection of deep-sea life.

“This is the last frontier,” she emphasizes. “It’s perplexing why we pursue other planets when we barely comprehend our own oceans.”

The Ocean Census seeks to expedite the discovery of new species, yet this process remains painstakingly slow. Often, it takes over a decade from specimen collection to formal recognition.

In its initial years, the project has already documented more than 800 new species, focusing on uncharted areas and fostering collaboration with a global network of taxonomists.

The sighting of the giant squid may have been serendipitous, but for Taylor, it marks merely the beginning.

“There is still much left to discover,” she asserts.

About our experts

Michelle Taylor is a senior lecturer in the Faculty of Life Sciences at the University of Essex. Her research focuses on the deep sea and its diverse habitats. As the lead investigator of the Ocean Census, she headed the Japan Foundation-Necton Marine Census team on the South Sandwich Islands expedition.

Read more:

Source: www.sciencefocus.com

British companies recommend conducting video and face-to-face interviews to combat North Korean employment scams.

British companies are being advised to conduct job interviews via video or in-person to avoid the risk of inadvertently hiring North Korean employees.

The caution comes after analysts noted that the UK has become a prime target for misinformed IT workers recruited by North Korea. These individuals are typically hired to work remotely, evade detection, and funnel earnings back to Kim Jong-un’s regime.

In a recent report, Google revealed an incident from last year involving a lone North Korean operative, with at least 12 aliases operating across Europe and the US. These IT workers were seeking positions in defense and government sectors. The new tactic involves fake IT professionals threatening to leak sensitive company data post-termination.

John Hultquist, chief analyst at Google’s Threat Intelligence Group, highlighted North Korea’s shift towards Europe, particularly targeting the UK.

He explained, “North Korea is feeling the heat in the US and has shifted its focus to the UK to expand its IT worker tactics. The UK offers a broad spectrum of businesses in Europe.”

Fraudulent IT worker schemes typically involve individuals with a physical presence in countries aided by “facilitators” or agents of North Korea.

These facilitators play crucial roles like providing fake passports and maintaining local addresses. Laptops used by these individuals often connect to servers in Pyongyang, not their current location. However, they seek jobs that offer unique devices for easier monitoring.

“Ultimately, having a physical presence in the UK is key to their expansion strategy across various sectors in the country,” mentioned Hultquist.

Hultquist suggested that conducting job interviews in-person or via video could disrupt North Korea’s tactics.

Sarah Kern, a North Korean specialist at cybersecurity firm SecureWorks, emphasized that the threat is more widespread than perceived by companies.

She recommended thorough candidate screening and HR education on deception tactics. Companies should prioritize in-person or video interviews to verify the legitimacy of potential employees.

“In the US, conducting in-person or video interviews to verify candidates’ background details is effective in ensuring you’re engaging with truthful candidates,” she added.

Kern noted that IT workers may propose unconventional methods like frequent address changes or the use of money exchange services over traditional bank accounts.

Bogus IT experts are infiltrating Europe through online platforms like Upwork, Freelancer, and Telegram. Upwork stated that attempts to use false identities go against their terms of service, and they take strict action to remove such individuals.

As pointed out by Kern, North Korean IT workers often try to avoid video interviews, likely due to their working conditions in cramped spaces resembling call centers.

Source: www.theguardian.com

A Giant Squid Captured on Video for the First Time Swimming Almost 2,000 Feet Below the Ocean’s Surface

The giant squid, the world’s heaviest invertebrate, was captured in a video of itself swimming in the deep sea for the first time since it was identified a century ago.

The video was recorded on March 9th The Schmidt Ocean Institute said in a news release by an international team of scientists and crew on an expedition near the Southern Sandwich Islands in the South Atlantic.

Scientifically named Mesonychoteuthis Hamiltoni, the squid was a long-time boy nearly a foot long, the release said. It was 1,968 feet deep when scientists and crew members of the Institute’s Forcole research vessel filmed the video on a remotely operated vehicle called Subastein.

The remotely operated vehicle Subastaian will be retrieved on the research vessel Forcol.
Alex Ingle/Schmidt Ocean Institute

“It’s exciting to see first in situ”We’ve been working hard to get the better of our customers,” said Kat Bolstad of Auckland Institute of Technology.

Bolstad was one of the scientific experts who helped verify the video.

“For 100 years, we mostly encountered them as harvested teeth predators, as prey remains mainly in the stomachs of whales and seabirds,” she said.

The squid was officially identified and named in 1925, but up until now, no one could have seen it lively on camera.

The squid is estimated to grow up to 23 feet long and weigh as much as 1,100 pounds, the institute said. Little is known about the life cycle, but as adults, they lose their transparent body.

A giant squid should not be confused with a giant squid. Natural History Museums in London. Both are giant cephalopods but belong to various families of squid. Giant squids have much longer tentacles, while giant squids have much larger bodies with shorter tentacles.

Bolstad and Aaron Evans, independent experts in the glass squid who helped validate the video, said the giant squid has distinctive properties, including a hook in the middle of its eight arms.

So far, ROV Subastein from the Institute has filmed the first confirmed video of at least four squid species in the wild, including last year’s Promachoteuthis and Ram’s Horn Squid in 2020.

Source: www.nbcnews.com

Synthesia’s AI Avatar Generator to Partner with Shutterstock for Video Trading

The UK startup, valued at $20 billion (£1.6 billion), is utilizing artificial intelligence to create lifelike avatars. They have recently partnered with Shutterstock, a stock footage company, to enhance their technology.

Synthesia is paying Shutterstock undisclosed amounts to access their video library for training their AI models. By incorporating these clips into their models, Synthesia aims to improve the realism, vocal tones, and body language of their avatars.

Synthesia has licensed the actors’ portraits for a three-year period and compensates them for up to six hours of filming work. Illustration: Synthesia.io

In a statement, Synthesia expressed their goal of enhancing the realism and expressiveness of AI-generated avatars through this partnership with Shutterstock. They aim to bring these avatars closer to human-like performance standards.

The collaboration has sparked discussions around the use of copyrighted material by AI companies without proper permission. The UK government’s proposal to relax copyright laws has faced criticism from creative industry experts.

Synthesia creates digital avatars using human actors, which are then utilized by various companies including clients like Lloyd’s Bank and British Gas. Their technology is also employed by organizations like the NHS, the European Commission, and the United Nations for different purposes.

Recently, Synthesia announced that they would provide stock options to the actors featured in their popular avatars. The company licenses the actors’ portraits for three years and compensates them for filming work.

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Synthesia prohibits the use of stock avatars for political or news-related purposes. Illustration: Synthesia.io

Synthesia does not allow the use of stock avatars for political or news-related purposes. Instead, they utilize Shutterstock footage to enhance their models’ understanding of body language and workplace settings. This helps in creating more realistic scenarios for the avatars.

Established in 2017 by two Danish entrepreneurs and two academics, Synthesia, based in London, reached a valuation of $2.1 billion this year through a funding round that raised $180 million.

Beeban Kidron, a vocal critic of the government’s copyright policies, highlighted the significance of the Shutterstock agreement as an indication of the government’s flawed stance on copyright issues.

The government argues that current copyright regulations need to evolve to support the full potential of AI and technology in the creative industry, media, and technology sectors.

Source: www.theguardian.com

Video Evidence Shows That These Monkeys are the World’s Best Yodelers

Enjoy the beautiful scene of Music sounds as Maria and von Trapp’s children sing about the lonely Jasteld Jodel in the Austrian Alps (lay-ee-odl-lay-ee-odl-lay-hee-hoo).

Despite the picturesque moment, I was unfamiliar with these characters. Comparing their yodeling to that of monkeys in the rainforest of Latin America, it seems somewhat embarrassing.

Recent research conducted by Anglia Ruskin University (ARU) and the University of Vienna in collaboration with experts from Japan, Sweden, and Bolivia sheds light on this topic.

Through recordings and analysis of black and gold Howler monkeys, tufted capuchins, black-cap squirrel monkeys, and Peruvian spider monkeys at Randa Verde Wildlife Reserve in Bolivia, scientists discovered that these primates can jump three or more musical octaves at once, unlike human yodelers who span sub-octaves.

https://c02.purpledshub.com/uploads/sites/41/2025/04/Monkey-call.mp4
Dr. Christian Herbst explains the tufted capuchin’s call in real-time

Dr. Jacob Dunn, an associate professor of evolutionary biology at ARU, highlighted how these voice leaps contribute to the primates’ communication abilities in complex social settings.

The unique vocalizations known as “ultra yodels” are made possible by the distinct anatomy of the monkey’s throat, specifically the vocal membrane. This thin tissue ribbon allows for extended pitch ranges, enhancing the monkeys’ vocal repertoire.

The evolution of monkeys’ vocal membranes contrasts with human vocal abilities, as they enhance pitch range but may lead to voice instability.

Capuchin Monkeys are known for their intelligence and tool use

While humans yodel by shifting between voice registers, monkeys utilize vocal membranes to produce complex vocal patterns without the need for intricate neural control.

Not all monkeys excel at yodeling, with Latin American monkeys displaying a particular proficiency due to their vocal membranes. This suggests the importance of these calls for certain species.

For more information:

Source: www.sciencefocus.com

Shenmue Named Most Influential Video Game of All Time in BAFTA Poll

IT is a game about love and identity, but there is also Forklift track races. It’s a game about bloody revenge, but while you’re waiting for retaliation, you can buy lottery tickets and visit the arcade. When BAFTA recently asked gamers to vote for the most influential game of all time, it’s unclear whether even the most enthusiastic Sega fans have gambled on the success of the singular Dreamcast adventure from 1999.

How did this happen, especially given that the game is considered a financial failure at release? It won’t be able to recoup the incredible development costs of that time (for the reported $70 million, you’ll now get about a third of Horizon’s banned West or Star Wars outlaws). Well, nostalgia is interesting. So is the concept of cultural influence. When it was released over 20 years ago, Shenmew was a strange thing. This is an open world role-playing adventure that follows martial arts student Ryozuki in search of revenge for his father’s murder. But there were plenty of fights and puzzles, but there were plenty more. The game used an internal clock to switch between day and night and cycled through seasons. In many cases, Ryo had to kill time by wandering the Yokoshiro streets in the mid-1980s, as people needed to speak (or beat) (or beat) at certain times were available. You can go to the shop, play old Sega Arcade games and visit the hot dog stands. The world was filled with quirky characters and odd mini-games, including the aforementioned forklift race.

What players also enjoyed was the systematic and strangeness of the story. While designer Suzuki spent the 1980s, he had made some of the best arcade games of all time including Burner and Outrun after Hang On, he was a stickler for credibility and simulation. He also loved experimenting with gameplay conventions. Shenmew has led to the adoption of quick time events. This is a highly choreographed action scene in which the player determines the action by following a specific button prompt. For example, it was controversial, but interesting. Even in the game, players are pretty wooden voice acting and closed clipped conversations. To this day, the idea of ​​Ryo wandering through the dock asks, “Do you know where I can find the sailor?” For those who know it, it’s comedy gold.

This was the first time an epic, immersive role-playing adventure has been portrayed in elements of life simulations and dating games to expand a player’s interactive repertoire. Later titles such as Grand Theft Auto III expand on this idea, but it can be said that the concept of a living, exploreable world came from Shenmuye and seasoned everything that continued from Assassin’s Creed to Skyrim.

Shenmew won the sequel and then the third title to close the trilogy. I was at video game event E3 in 2015 when Yu appeared on stage at a Sony press conference and announced that the Shenmue III was in development. It was a pandemonium. Certainly, Super Mario Bros. is more influential as they popularized the concept of platformers and video game mascot characters. It’s a destiny, as it made first-person shooter games the most important genre in PC games. But I like the fact that Shenmue won, I love Sega and it’s not just because I edited the Dreamcast magazine of the time. That’s because it shows that gamers still enjoy the weird and exotic games. If so, there will be some weird and exotic games. In Shenmuye’s non-gi-sama kids’ success, it certainly shows that action, dating and stupid games still have hilarious effects, like Yakuza and Dragon games.

I like to stop fighting for a moment, head to the dock and think that players looking for sailors are always happy.

Bafta largely Influence video game all Complete time list

1. Shenmew (1999)

2. Doom (1993)

3. Super Mario Bros. (1985)

4. Half-Life (1998)

5. The Legend of Zelda: The Ocarina of Time (1998)

6. Minecraft (2011)

7. Kingdom Come: Rescue II (2025)

8. Super Mario 64 (1996)

9. Half-Life2 (2004)

10. Sims (2000)

11. Tetris (1984)

12. Tomb Raider (1996)

13. Pong (1972)

14. MetalGear Solid (1998)

15. Worldof Warcraft (2004)

16. Baldur’sGate III (2023)

17. Final Fantasy VII (1997)

18. Dark Souls (2011)

19. Grand Theft Auto III (2001)

20. Skyrim (2011)

twenty one. Grand Theft Auto (1997)

Source: www.theguardian.com

Video games’ undeniable role in the radicalization of young men | Games

tCurrently, there is a lot of focus on young men and toxic masculinity. It’s about time. A 13-year-old accused of killing a girl after being radicalized by online manospheres has brought attention to the issue through his remarkable writing and powerful performance by teenager Owen Cooper. Former English football manager Gareth Southgate recently discussed the lack of moral leadership among young men in the UK, who turn to gambling and video games, disconnecting from society and immersing themselves in male-dominated online communities where racism is prevalent. The gaming industry has faced criticism for providing a less than ideal environment for boys, and even those who enjoy playing must acknowledge that game forums, message boards, streaming platforms, and social media groups struggle with hate speech and violent rhetoric.

This is not a new revelation. The 2014 harassment campaign Gamergate, supposedly about ethics in game journalism, was actually a response to increased inclusivity and progressive thinking in game development, leading to the radicalization of young white men by “Alt-Right” influencers and Breitbart. This toxic environment produced online harassment and doxxing aimed at women, LGBTQI+ developers, and developers of color.

Toxic fandom remains a significant issue in the gaming industry, with developers facing online abuse and death threats for diversifying characters and stories or delaying game releases. The toxicity has been ingrained in the gaming community for years.

The complexity of the problem often gets overlooked. While condemning toxic gaming communities, it’s important to acknowledge the positive impact online communities can have on teenagers’ lives, fostering connections and support. The gaming industry and social media platforms need to take responsibility for ensuring a safe environment with robust moderation and AI monitoring. However, addressing the root of the problem – the lack of direction and purpose among young men today – is essential for long-term change.

The gaming community, dominated by young men seeking power fantasies, needs to be part of the conversation about addressing toxic behavior and fostering a healthier environment. Society must address the challenges facing young men, including mental health services access, changing traditional masculine roles, and providing support and guidance in a rapidly evolving world.

Source: www.theguardian.com