The first Activision Blizzard game to join Xbox Game Pass will be Diablo IV, and it's due to land on March 28. The move means Diablo IV will be playable on Xbox and PC at no extra charge to Game Pass members — of which there are 34 million, Xbox announced today.
This is just the first step in Xbox's broader plan to offer Activision Blizzard titles in its monthly subscription service, now that Microsoft fully owns the studio.
"There will be even more to play as we begin to fulfill our commitment to offer Activision and Blizzard games with Game Pass, both new releases and classic games from its legendary catalog," the Xbox Wire reads. Xbox plans to share more information about additional Activision Blizzard titles hitting Game Pass "soon."
Diablo IV is a big get for Game Pass, and there are plenty of other popular franchises in Activision Blizzard's roster, including Call of Duty, Overwatch, Crash Bandicoot, Spyro, Tony Hawk, World of Warcraft and Starcraft.
Microsoft acquired Activision Blizzard in October 2023, after nearly two years of antitrust investigations from authorities in the United States and abroad. The deal was worth nearly $69 billion, the largest in Microsoft's history. As part of negotiations with regulators, Microsoft agreed to offload the streaming rights for Activision Blizzard games onto Ubisoft, opening the door for their inclusion in Game Pass, Ubisoft+ and other cloud services. That deal lasts for 15 years, and Microsoft signed similar 10-year agreements with Nintendo and a few other streaming hubs.
In the US, the FTC is continuing to investigate the acquisition and recently accused Microsoft of misrepresenting its plans for Activision Blizzard following layoffs in January that affected 1,900 employees across the company's gaming segments. In the process, at least one Blizzard game was canceled and Skylanders studio Toys for Bob was gutted.
This article originally appeared on Engadget at https://www.engadget.com/diablo-iv-will-be-the-first-activision-blizzard-title-on-xbox-game-pass-204734655.html?src=rss
YouTube just released a new feature that lets users remix music videos and turn them into Shorts. This allows you to adjust various parameters from a full-length music video to create something wholly unique. Does this sound like TikTok? It definitely sounds like TikTok.
Here’s how it works. Just tap “remix” on a music video. You’ll be presented with four options: Sound, Green Screen, Cut and Collab. You can only pick one, so choose wisely. The Sound tool does what you think. It strips the audio and lets you use it in your own YouTube Short. This is the kind of thing that’s hugely popular on TikTok, with many users lip-syncing to various audio clips. This Sound tool is available to any music video and most songs that were automatically uploaded to the platform.
Green Screen takes things a step further. It turns the video into a background, which you can then dance in front of or whatever. The Cut tool just clips out a five second portion of the video that you can add to any Short. Finally, Collab creates a side-by-side video that places your Short next to the original content. YouTube says this is the perfect option when “you and your friends” want to show off choreography alongside the original artist.
The feature’s already available on the mobile app, though it may not have rolled out to every user yet. If you want to check, just open the app, click on a music video and look for that “remix” option. It’s worth noting that many of these features were already available to Shorts creators, but not in one handy tab.
YouTube/Lawrence Bonk
YouTube Shorts was already a TikTok-alike when it released back in 2021, but these features make it even more, uh, TikTok-ier. With that in mind, YouTube picked the perfect time to officially launch the toolset. Universal Music has pulled its roster from TikTok after a breakdown in financial negotiations. UMG artists include Taylor Swift, Drake, Billie Eilish and many more.
This has forced TikTok creators to swap out music tracks, as anything sourced from Universal is automatically muted. The record label has accused TikTok of wanting to pay a “fraction” of rates offered by other social media sites. YouTube’s Remix tool has access to Universal’s entire roster.
This article originally appeared on Engadget at https://www.engadget.com/youtube-shorts-now-lets-you-chop-up-and-remix-music-videos-180655627.html?src=rss
YouTube just released a new feature that lets users remix music videos and turn them into Shorts. This allows you to adjust various parameters from a full-length music video to create something wholly unique. Does this sound like TikTok? It definitely sounds like TikTok.
Here’s how it works. Just tap “remix” on a music video. You’ll be presented with four options: Sound, Green Screen, Cut and Collab. You can only pick one, so choose wisely. The Sound tool does what you think. It strips the audio and lets you use it in your own YouTube Short. This is the kind of thing that’s hugely popular on TikTok, with many users lip-syncing to various audio clips. This Sound tool is available to any music video and most songs that were automatically uploaded to the platform.
Green Screen takes things a step further. It turns the video into a background, which you can then dance in front of or whatever. The Cut tool just clips out a five second portion of the video that you can add to any Short. Finally, Collab creates a side-by-side video that places your Short next to the original content. YouTube says this is the perfect option when “you and your friends” want to show off choreography alongside the original artist.
The feature’s already available on the mobile app, though it may not have rolled out to every user yet. If you want to check, just open the app, click on a music video and look for that “remix” option. It’s worth noting that many of these features were already available to Shorts creators, but not in one handy tab.
YouTube/Lawrence Bonk
YouTube Shorts was already a TikTok-alike when it released back in 2021, but these features make it even more, uh, TikTok-ier. With that in mind, YouTube picked the perfect time to officially launch the toolset. Universal Music has pulled its roster from TikTok after a breakdown in financial negotiations. UMG artists include Taylor Swift, Drake, Billie Eilish and many more.
This has forced TikTok creators to swap out music tracks, as anything sourced from Universal is automatically muted. The record label has accused TikTok of wanting to pay a “fraction” of rates offered by other social media sites. YouTube’s Remix tool has access to Universal’s entire roster.
This article originally appeared on Engadget at https://www.engadget.com/youtube-shorts-now-lets-you-chop-up-and-remix-music-videos-180655627.html?src=rss
Meta says it will start making businesses and influencers cover the cost of a 30 percent fee Apple is charging when they pay to promote their posts on the Facebook and Instagram iOS apps. In 2022, Apple updated its App Store policy to apply the 30 percent cut it takes from digital purchases to boosted posts, claiming that they were effectively in-app purchases. Meta is now passing that additional cost along to advertisers.
Starting later this month in the US and in other markets later this year, Apple will take over billing of boosted posts through the apps. When the 30 percent fee becomes applicable, it will be more expensive for advertisers to pay for boosted posts on the Instagram and Facebook iOS apps. They can get around Apple's fee by going through the mobile web or desktop instead.
Meta says its hands are tied, since it either has to play by Apple's rules or remove the boosted post feature from its iOS apps. "We do not want to remove the ability to boost posts, as this would hurt small businesses by making the feature less discoverable and potentially deprive them of a valuable way to promote their business," the company wrote in a blog post.
Those who don’t mind paying extra to promote posts via the iOS apps will need to go through a different payment process too. They’ll have to add prepaid funds to their account and pay for boosted posts in advance of publishing them instead of after the ads run.
If advertisers add prepaid funds through the Facebook or Instagram iOS apps, they'll be subject to Apple's 30 percent service fee. Alternatively, they can add funds to their Meta account on desktop or the mobile web. That way, Meta says, they can use the funds to boost posts "from any tool, including from the Instagram or Facebook iOS apps, without incurring fees."
This article originally appeared on Engadget at https://www.engadget.com/meta-will-make-advertisers-cover-apples-30-percent-fee-on-boosted-facebook-and-instagram-posts-160823453.html?src=rss
Meta says it will start making businesses and influencers cover the cost of a 30 percent fee Apple is charging when they pay to promote their posts on the Facebook and Instagram iOS apps. In 2022, Apple updated its App Store policy to apply the 30 percent cut it takes from digital purchases to boosted posts, claiming that they were effectively in-app purchases. Meta is now passing that additional cost along to advertisers.
Starting later this month in the US and in other markets later this year, Apple will take over billing of boosted posts through the apps. When the 30 percent fee becomes applicable, it will be more expensive for advertisers to pay for boosted posts on the Instagram and Facebook iOS apps. They can get around Apple's fee by going through the mobile web or desktop instead.
Meta says its hands are tied, since it either has to play by Apple's rules or remove the boosted post feature from its iOS apps. "We do not want to remove the ability to boost posts, as this would hurt small businesses by making the feature less discoverable and potentially deprive them of a valuable way to promote their business," the company wrote in a blog post.
Those who don’t mind paying extra to promote posts via the iOS apps will need to go through a different payment process too. They’ll have to add prepaid funds to their account and pay for boosted posts in advance of publishing them instead of after the ads run.
If advertisers add prepaid funds through the Facebook or Instagram iOS apps, they'll be subject to Apple's 30 percent service fee. Alternatively, they can add funds to their Meta account on desktop or the mobile web. That way, Meta says, they can use the funds to boost posts "from any tool, including from the Instagram or Facebook iOS apps, without incurring fees."
This article originally appeared on Engadget at https://www.engadget.com/meta-will-make-advertisers-cover-apples-30-percent-fee-on-boosted-facebook-and-instagram-posts-160823453.html?src=rss
There aren't enough games with queer characters and themes — and GLAAD, the world's largest LGBTQ media advocacy group, has the statistics to prove it. GLAAD's first annual report on the video game industry found that nearly 20 percent of all players in the United States identify as LGBTQ, yet just 2 percent of games contain characters and storylines relevant to this community. The report highlights three critical truths: Representation matters a lot to LGBTQ players, the remaining gaming audience largely welcomes these themes, and new generations of gamers are only becoming more open to queer content.
GLAAD has the numbers, so let's take a deeper look alongside a few bits of gaming news from the past week:
This week's stories
Xbox rumor mill
Xbox is preparing to address a bunch of rumors on Thursday about the company’s plans to bring its exclusive games to PlayStation, Switch and other platforms. The rumors have centered on major releases like Indiana Jones and the Great Circle and Starfield, but according to The Verge’s Tom Warren, the first titles scheduled to make the leap are Hi-Fi Rush and Pentiment. Nothing has been confirmed yet, but Xbox’s top gaming executives, Phil Spencer, Sarah Bond and Matt Booty, will chat about all of it on the next installment of the Official Xbox Podcast, which drops at 3PM ET on Thursday.
Ubisoft pledges to be good again
Ubisoft CEO Yves Guillemot said on an investor call last week that the studio is officially going to make good games again. Talking about the company’s positive third quarter, Guillemot said it “marks the beginning of our turnaround to consistently creating and delivering high-quality, long-lasting games,” which sounds like a tacit admission that Ubisoft hasn’t been producing great games recently. This is something I’ve talked about a lot — it feels like the studio has been coasting on NFTs and free-to-play mobile titles since a period of financial turmoil in 2015, and I’m actually excited to see a return to its weird, more focused roots. Assassin’s Creed Mirage and Prince of Persia: The Lost Crown were great first steps. Ubisoft plans to reveal more details about Star Wars Outlaws, the new Assassin’s Creed set in Japan and its mobile lineup in May.
Gaming has never been gayer
“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.” That’s one of the breakout lines from GLAAD’s first annual gaming report, which analyzes the state of the video game industry from the perspective of lesbian, gay, bisexual and transgender players in the United States.
In its survey, GLAAD — the world’s largest LGBTQ media advocacy group — found that 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Gen Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of media.
GLAAD ran the numbers itself: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with these themes, and the Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. All told, queer games composed roughly 2 percent of the stores’ libraries.
In contrast, GLAAD found that almost one in three films from the top distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars in 10 percent of primetime scripted broadcast shows in 2022 and 2023. GLAAD Associate Director of Gaming Blair Durkee said that, with queer representation at just 2 percent, gaming remains woefully behind other entertainment industries.
The report also tried to identify why this gap exists. It suggested some developers simply don’t think about including LGBTQ people, or they worry about pushing away a core audience that they assume is hostile toward LGBTQ content. However, the report says, “This imagined core audience is a myth,” considering LGBTQ people compose nearly 20 percent of the market on their own. Critically, GLAAD found that more than 60 percent of non-LGBTQ players weren’t bothered by queer protagonists in their games, and 70 percent said they were fine with titles that presented the option to play as an LGBTQ character.
So this type of representation doesn’t bother most straight, cisgender people, but it means a lot to LGBTQ players. 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. More than 40 percent of queer players said video games helped them cope with a lack of acceptance in the real world. These issues are more prominent than ever amid an avalanche of anti-LGBTQ legislation: Already in the first few weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youth.
While GLAAD found that 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.
The real key is that more gamers identify as LGBTQ than ever before, and resistance toward these themes is waning with each new generation of players. I’m part of the LGBTQ community, and I can say that overall, the GLAAD report rings true. It feels like the industry is saturated with games that weren’t made for me, and there’s an immense joy that comes with discovering a new title that speaks to my own life or lets me play in a world that doesn’t involve traditionally straight-male power fantasies. Queer people have fantasies, too, and the GLAAD report highlights how forgotten these stories have been in games. It’s not a matter of LGBTQ people asking for all games to be gay — we just want proportional access to fantasy and escape. Personally, I’d love to see more LGBTQ people in positions of authority in video games, a recommendation that GLAAD makes in its report as well.
And really quickly because I can already hear the keyboards melting: Woke ideas will not destroy the gaming industry, but stagnation will, and as the GLAAD report points out, we’re much closer to that reality than anything else.
Bonus content
FromSoftware's parent company has acquired Acquire, the team behind Octopath Traveller.
The FTC accused Microsoft of lying about its intentions with Activision Blizzard after enacting a huge round of layoffs at the end of January, and the FTC is continuing to investigate potential antitrust issues around the acquisition. Microsoft responded by saying its plans changed, so there.
Children of the Sun is a dark and trippy puzzle game that makes shooting a mechanic of elegance. Players find an angle, set up the shot and then control the path of a single bullet as it takes out every enemy on-screen. This is my kind of shooter. Children of the Sun is available on Steam as a demo only for now, and it comes from solo developer René Rother, published by Devolver Digital.
This article originally appeared on Engadget at https://www.engadget.com/glaad-says-games-are-failing-lgbtq-players--this-weeks-gaming-news-173003080.html?src=rss
“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.”
This sentiment has felt true for years, and now the statistics in GLAAD’s first annual gaming report prove it. The media watchdog and LGBTQ advocacy group today published GLAAD Gaming: The State of LGBTQ Inclusion in Video Games, offering a comprehensive breakdown of the industry from the perspective of queer players and developers.
According to GLAAD, 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Generation Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of entertainment media. GLAAD found that 28.5 percent of films from the top 10 distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars at a rate of 10.6 percent on primetime scripted broadcast shows in 2022 and 2023.
For the gaming stats, GLAAD ran the numbers: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with LGBTQ themes, and Nintendo’s Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. Together, these games composed less than 2 percent of the Xbox, Playstation and Switch digital libraries, and they made up just 1.7 percent of Steam’s offerings (without the adult-only content). For context, it’s estimated that about 1 percent of all games released in the 2010s included LGBTQ themes.
“Despite the significant progress we’ve seen, gaming remains woefully behind other forms of entertainment media when it comes to representation,” GLAAD Associate Director of Gaming Blair Durkee said.
GLAAD’s report identified the following reasons behind the lack of LGBTQ representation in video games:
“Some reasons for exclusion are passive. Often, game companies have not considered that they should represent LGBTQ people, nor do they see us as a major part of the core gaming audience. Some reasons for exclusion are active. Companies worry about pushing away a core audience that they assume are resistant or hostile to LGBTQ content. This imagined core audience, however, is a myth, and it is one of the reasons it was paramount for GLAAD to create this gaming report. LGBTQ gamers are a significant part of the existing active gamer market and, by and large, non-LGBTQ gamers are not nearly as resistant to this content as many assume.”
More than 60 percent of non-LGBTQ respondents said they weren’t bothered by LGBTQ protagonists and NPCs in their games, and 70 percent said they were fine with titles that presented the option to customize a bisexual, gay or lesbian character. Resistance toward these themes is waning with each new generation of players, GLAAD found.
One of the report’s key takeaways is the idea that developers seem to be building games for an outdated stereotype, rather than the reality of the market. Straight, white, cisgender men definitely play video games, but the actual gaming audience is much more diverse and it’s only become more variable.
“The lack of LGBTQ representation in video games is often explained by the assumption that the stereotypical core video game consumer is a white, heterosexual, cisgender man between the ages 18 and 34,” GLAAD said. “However, our data shows that 17 percent of active gamers are LGBTQ, a 70 percent increase from the 10 percent counted in Neilsen’s 2020 report.”
This figure is even higher for younger players, the next generation of gamers. Roughly 25 percent of players under the age of 35 identify as LGBTQ, a higher concentration than reported in the human population as a whole. This trend drives home another conclusion of GLAAD’s gaming report — the idea that LGBTQ players are drawn to games in particular because they offer an immersive outlet for expression, experimentation and escape.
“The interactive nature of games, the opportunity to build community in gaming, and the long history of LGBTQ game industry professionals makes this medium a uniquely powerful tool for LGBTQ people to safely discover, connect, and express themselves,” GLAAD president and CEO Sarah Kate Ellis said. “Particularly for LGBTQ gamers, gaming can not only be an escape and source of entertainment, but also an important outlet of self-expression.”
In the GLAAD survey, 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. Notably, GLAAD found that gamers of color are less resistant to titles with queer content than white players.
More than 40 percent of LGBTQ players said video games helped them cope with a lack of acceptance in the real world. At the same time, 51 percent of LGBTQ players said they wanted video games to do more in terms of inclusion, and 74 percent wished for more opportunities to explore and express their true selves in games.
“Games are a medium in which players can be anything, but the game industry has continued to rely on very narrow representational options,” GLAAD said.
Transgender content faced the most resistance among all respondents. Concerning LGBTQ players, 63 percent said they were more likely to buy a game that supports a bisexual, gay or lesbian protagonist, while 46 percent said the same about a transgender main character. However, 94 percent of LGBTQ respondents said they were just as likely or more likely to purchase a game that includes the option to embody a transgender protagonist. Among non-LGBTQ gamers, 80 percent responded the same way.
The importance of representation in video games has only grown amid an avalanche of anti-LGBTQ violence and legislation in the United States. In the first weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youths. This is already a dramatic spike from 2022 and 2021, both record-setting years in terms of anti-LGBTQ legislation.
Queer players are more likely than their counterparts to use gaming as an escape, according to GLAAD, and this is even more true for people living in states that have proposed or passed anti-LGBTQ legislation. While 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.
“For these LGBTQ gamers, gaming is necessary to cope with real-world discrimination and targeting,” GLAAD said in its report. “Game developers need to understand the role gaming plays for LGBTQ gamers in the United States and especially LGBTQ gamers in states where they are disproportionately targeted and attacked.”
Researchers offered the following recommendations for increasing LGBTQ representation in games:
The percentage of games with LGBTQ representation should be proportional to the share of gamers who are LGBTQ.
Game developers should strive for representation that promotes inclusivity and acceptance.
The game industry should take responsibility for making their communities more inclusive.
The game industry should consult LGBTQ media content experts.
LGBTQ game industry workers should be hired in positions of authority.
Amid all of the percentages, GLAAD identified a clear pattern in its first gaming report: Representation matters a lot to most LGBTQ players, and the majority of the remaining audience isn't too bothered by queer content. Sometimes, it's even preferred.
“We are nearly invisible in game representations, despite being a significant percentage of gamers,” Ellis, GLAAD’s president, said.
The report’s survey data was collected in collaboration with Nielsen Games and includes responses from 1,452 active PC and console players in the US, with a boost sample of LGBTQ gamers to ensure accuracy for the community-specific questions. The survey was distributed between June and August 2023.
This article originally appeared on Engadget at https://www.engadget.com/glaads-first-annual-gaming-report-is-here-to-tell-us-how-gay-games-are-140021089.html?src=rss
Last week, The Browser Company, a startup that makes the Arc web browser, released a slick new iPhone app called Arc Search. Instead of displaying links, its brand new “Browse for Me” feature reads the first handful of pages and summarizes them into a single, custom-built, Arc-formatted web page using large language models from OpenAI and others. If a user does click through to any of the actual pages, Arc Search blocks ads, cookies and trackers by default. Arc’s efforts to reimagine web browsing have received near-universal acclaim. But over the last few days, “Browse for Me” earned The Browser Company its first online backlash.
For decades, websites have served ads and pushed people visiting them towards paying for subscriptions. Monetizing traffic is one of the primary ways most creators on the web continue to make a living. Reducing the need for people to visit actual websites deprives those creators of compensation for their work, and disincentivizes them from publishing anything at all.
“Web creators are trying to share their knowledge and get supported while doing so”, tweeted Ben Goodger, a software engineer who helped create both Firefox and Chrome. “I get how this helps users. How does it help creators? Without them there is no web…” After all, if a web browser sucked out all information from web pages without users needing to actually visit them, why would anyone bother making websites in the first place?
The backlash has prompted the company’s co-founder and CEO Josh Miller to question the fundamental nature of how the web is monetized. Miller, who was previously a product director at the White House and worked at Facebook after it acquired his previous startup, Branch, told Goodger on X that how creators monetize web pages needs to evolve. He also toldPlatformer’s Casey Newton that generative AI presents an opportunity to “shake up the stagnant oligopoly that runs much of the web today” but admitted that he didn’t know how writers and creators who made the actual website that his browser scrapes from would be compensated. “It completely upends the economics of publishing on the internet,” he admitted.
Miller declined to speak to Engadget, and The Browser Company did not respond to Engadget’s questions.
Arc set itself apart from other web browsers by fundamentally rethinking how web browsers look and work ever since it was released to the general public in July last year. It did this by adding features like the ability to split multiple tabs vertically and offering a picture-in-picture mode for Google Meet video conferences. But for the last few months, Arc has been rapidly adding AI-powered features such as automatic web page summaries, ChatGPT integration and giving users the option to switch their default search engine to Perplexity, a Google rival that uses AI to provide answers to search queries by summarizing web pages in a chat-style interface and providing tiny citations to sources. The “Browse for Me” feature lands Arc smack in the middle of one of AI’s biggest ethical quandaries: who pays creators when AI products rip off and repurpose their content?
“The best thing about the internet is that somebody super passionate about something makes a website about the thing that they love,” tech entrepreneur and blogging pioneer Anil Dash told Engadget. “This new feature from Arc intermediates that and diminishes that.” In a post on Threads shortly after Arc released the app, Dash criticized modern search engines and AI chatbots that sucked up the internet’s content and aimed to stop people from visiting websites, calling them “deeply destructive.”
It’s easy, Dash said, to blame the pop-ups, cookies and intrusive advertisements that power the economic engine of the modern web as the reason why browsing feels broken now. And there may be signs that users are warming to the concept of having their information presented to them summarized by large language models rather than manually clicking around multiple web pages. On Thursday, Miller tweeted that people chose “Browse for Me” over regular Google search in Arc Search on mobile for approximately 32 percent of all queries. The company is currently working on making that the default search experience and also bringing it to its desktop browser.
“It’s not intellectually honest to say that this is better for users,” said Dash. “We only focus on short term user benefit and not the idea that users want to be fully informed about the impact they’re having on the entire digital ecosystem by doing this.” Summarizing this double-edged sword succinctly a food blogger tweeted at Miller, "As a consumer, this is awesome. As a blogger, I’m a lil afraid.”
Last week, Matt Karolian, the vice president of platforms, research and development at The Boston Globe typed “top Boston news” into Arc Search and hit “Browse for Me”. Within seconds, the app had scanned local Boston news sites and presented a list of headlines containing local developments and weather updates. “News orgs are gonna lose their shit about Arc Search,” Karolian posted on Threads. “It’ll read your journalism, summarize it for the user…and then if the user does click a link, they block the ads.”
Local news publishers, Karolian told Engadget, almost entirely depend on selling ads and subscriptions to readers who visit their websites to survive. “When tech platforms come along and disintermediate that experience without any regard for the impact it could have, it is deeply disappointing.” Arc Search does include prominent links and citations to the websites it summarizes from. But Karolian said that this misses the point. “It fails to ponder the consequences of what happens when you roll out products like this.”
Arc Search isn’t the only service using AI to summarize information from web pages. Google, the world’s biggest search engine, now offers AI-generated summaries to users’ queries at the top of its search results, something that experts have previously called “a bit like dropping a bomb right at the center of the information nexus.” Arc Search, however, goes a step beyond and eliminates search results altogether. Meanwhile, Miller has continued to tweet throughout the controversy, posting vague musings about websites in an “AI-first internet” while simultaneously releasing products based on concepts he has admittedly still not sorted out.
On a recent episode of The Vergecast that Miller appeared on, he compared what Arc Search might do to the economics of the web to what Craigslist did to business models of print newspapers. “I think it’s absolutely true that Arc Search and the fact that we remove the clutter and the BS and make you faster and get you what you need in a lot less time is objectively good for the vast majority of people, and it is also true that it breaks something,” he says. “It breaks a bit of the value exchange. We are grappling with a revolution with how software works and how computers work and that’s going to mess up some things.”
Karolian from The Globe said that the behavior of tech companies applying AI to content on the web reminded him of a monologue delivered by Ian Malcolm, one of the protagonists in Jurassic Park to park creator John Hammond about applying the power of technology without considering its impact: “Your scientists were so preoccupied with whether or not they could they didn’t stop to think if they should.”
This article originally appeared on Engadget at https://www.engadget.com/who-makes-money-when-ai-reads-the-internet-for-us-200246690.html?src=rss
Meta will no longer recommend political content to users on Instagram or Threads, according to Instagram boss Adam Mosseri. He said that users will still see political content from accounts they follow, but the apps will no longer “proactively amplify” such posts.
The change, which will be rolling out “over the next few weeks,” will apply to public accounts in places where Meta’s recommendation algorithms suggest content or posts, like Instagram’s Reels and Explore, and suggested users on Threads.Mosseri didn’t elaborate on how Meta will determine what counts as “political,” but a Meta spokesperson said it would include election-related topics and social issues.
“Our definition of political content is content likely to be about topics related to government or elections; for example, posts about laws, elections, or social topics,” the spokesperson said. “These global issues are complex and dynamic, which means this definition will evolve as we continue to engage with the people and communities who use our platforms and external experts to refine our approach.”
Meta
While Meta will limit its suggestions related to these topics by default, those who do want to see such content will be able to opt-in via Instagram and Threads’ settings. The company said the update won’t affect how people see posts from accounts they’ve chosen to follow. “Our goal is to preserve the ability for people to choose to interact with political content, while respecting each person’s appetite for it,” Mosseri said.
The change is the latest way Meta has tried to discourage Threads users from discussing topics it considers potentially problematic. The company blocks “potentially sensitive” topics, including vaccine and covid-related terms, from search results in Threads. Mosseri has also said that Meta doesn’t want to “encourage” users to post about “politics and hard news” in the app.
But the change could also cause a new backlash among users and creators, some of whom already believe Meta unfairly suppresses certain types of content. Meta said that people with “professional” accounts on Instagram can use the “account status” feature to check if their posts are currently considered eligible for recommendations.
This article originally appeared on Engadget at https://www.engadget.com/instagram-and-threads-will-no-longer-recommend-political-content-180521125.html?src=rss
WWE has been shaking up its broadcast platforms recently, with the latest development coming via a partnership with X, formerly known as Twitter. The pair have signed a two-year deal for a new weekly series called WWE Speed, according to The Hollywood Reporter. The show will be exclusive to X and feature timed matches lasting under five minutes.
Well-known wrestlers across the WWE franchise are set to participate in WWE Speed. The plan is for the show to be shot with a studio audience, with new episodes airing every week, starting this spring. WWE Speed will be the latest sports show on X. The platform aired exclusive content in partnership with Fox during the last FIFA World Cup. This year, it will work with NBC Universal to stream segments during the Paris Olympics.
As for the WWE world, X isn't the only company getting in on the action. The news follows Netflix's recent acquisition of WWE's flagship show, Monday Night Raw, for a reported $5 billion over 10 years. The deal includes weekly shows in the United States, Canada, United Kingdom and more, along with airings of the WWE shows NXT and SmackDown in countries outside of the US. International audiences will also get access to documentaries, new shows and more original series starting next year.
Netflix users in the US will likely have to wait a while for access to more WWE programs. NBC Universal is reportedly paying $1.4 billion over the next five years to broadcast Smackdown on USA Network, while the CW is paying between $100,000 and $250,000 for the same time period to air NXT.
This article originally appeared on Engadget at https://www.engadget.com/x-will-host-a-new-wwe-speed-weekly-series-starting-in-the-spring-103013383.html?src=rss