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Normale Ansicht

Mark Zuckerberg downplays Meta's own research in New Mexico child safety trial

Jurors in a New Mexico child safety trial heard testimony from Meta CEO Mark Zuckerberg today. During pre-recorded testimony, Zuckerberg was repeatedly asked about the company's understanding of social media addiction and other issues that had been studied by its researchers. 

During the deposition, which was recorded last March, Zuckerberg was asked about numerous findings from researchers at Meta who studied how the company's apps affect users and teens. The CEO downplayed the significance of many of these documents.

Early in the testimony, which was viewed by Engadget on Courtroom View Network, Zuckerberg was questioned about a document on the effect of feedback on Facebook users. The document stated that "contributors on Facebook are likely to learn to associate the act of posting with feedback" which will "lead contributors to seek rewards by visiting the site more often.” Zuckerberg said he wasn’t “sure if that's actually how it works in practice, but I agree that you're summarizing what they appear to be saying.”

Later, the CEO was questioned about a document that graphed the proportion of 11 and 12-year-olds who were monthly active users on Instagram. The chart indicated that at the time, around 20 percent of 11-year-olds were monthly users of the service. "I agree that the graph says that, I am not familiar with what methodology we were using to estimate this," Zuckerberg said. "I assume that if we had direct knowledge that any given person was under the age of 13, that we would have them removed from our services."

New Mexico's attorney general sued the company in 2023 for alleged lapses in child safety, including facilitating predators' access to minors and building features it knew were addictive. In court, Meta's lawyers and executives have disputed the idea that social media should be considered an "addiction." In public statements, the company has said that lawsuits have relied on "cherry-picked quotes and snippets of conversations taken out of context" and that it "has consistently put teen safety ahead of growth for over a decade."

As with his recent testimony in a separate trial over social media addiction in Los Angeles, Zuckerberg repeatedly rejected the "characterization" of questions that were posed to him. And he said that Meta's goal was to make its apps "useful" rather than to increase the amount of time people spend with them. 

Zuckerberg was also questioned about a document written by a company researcher that stated "there is increasing scientific evidence, particularly in the US, … that the average net effect of Facebook on people's well being is slightly negative." The CEO said that "my understanding is that the general consensus view is not that."

It's not the first time a Meta executive has tried to downplay the significance of internal research. The company used a similar strategy in 2021 after former employee turned whistleblower Frances Haugen disclosed documents showing that Facebook's researchers had found that Instagram made some teen girls feel worse about themselves.

Zuckerberg's testimony was played one day after jurors heard recorded testimony from Instagram chief Adam Mosseri. The exec was also asked about Haugen's disclosures and Meta's response to them. Some of those disclosures were based on "problematic research," he said. "Most research is surveys. We run hundreds of surveys every month."

This article originally appeared on Engadget at https://www.engadget.com/social-media/mark-zuckerberg-downplays-metas-own-research-in-new-mexico-child-safety-trial-222924340.html?src=rss

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Ubisoft confirms Assassin's Creed: Black Flag remake

Ubisoft has officially confirmed that it's working on a remake of Assassin's Creed: Black Flag. This remake has been rumored for years. After all, the 2013 original is one of the most beloved entries in the franchise.

The official title is Assassin's Creed: Black Flag Resynced, and that's about all we know for sure. The company released some concept art but it's just protagonist Edward Kenway hanging out on a boat.

Reports have suggested that this will be a substantial remake, with visual and gameplay upgrades to make it comparable with last year's Assassin's Creed Shadows. It's also been rumored that this version will cut out all of the modern day gameplay sections, focusing entirely on pirate-themed action.

We don't know when Ubisoft will release this thing into the world, but the company did recently say that a previously unannounced game would be released by the end of the coming financial year, which happens on March 31, 2027. At that time, Black Flag Resynced had yet to be officially announced. It's possible we could be playing this thing sooner rather than later, particularly if the company has been working on it for years.

This announcement came as part of a franchise roadmap, which included a slight mention of the next mainline Assassin's Creed entry. This is being developed under the name Codename Hexe, with Ubisoft promising a "unique, darker, narrative-driven Assassin's Creed experience set during a pivotal moment in history."

The creative director of that one, Clint Hocking, recently left the company after a 20-year tenure. He's been replaced by Jean Guedson, who had the same job for the original Black Flag 13 years ago.

This article originally appeared on Engadget at https://www.engadget.com/gaming/ubisoft-confirms-assassins-creed-black-flag-remake-193629862.html?src=rss

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© Ubisoft

Concept art.
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Humble Games' former bosses buy the studio's back catalog

Humble Games' library has returned home, so to speak. Indie publisher Good Games Group (GGG), led by former Humble leaders, has acquired the full back catalog of over 50 Humble Games titles from Ziff Davis. Alongside the purchase, GGG has rebranded to Balor Games, positioning itself as a force in "triple-I" gaming.

"For the developers we have worked with over the years, this moment is a reunion," Balor Games CEO Alan Patmore wrote in a statement. "[It has] the same leadership and the same commitment to thoughtful publishing remain in place. What changes is our scale and our focus. Balor Games is built for inventors and backed by believers. To that end, it exists to be a seal of quality for independent games."

The Humble Games lineup includes (among others) Slay the Spire, A Hat in Time, SIGNALIS, Forager, Coral Island, Monaco and Wizard of Legend. Separate from the Humble transaction, Balor also bought the complete catalog of Firestoke Games (which shut down last August) and publishing rights to Fights in Tight Spaces. In total, the young studio now owns the publishing rights to over 60 indie titles.

Humble Games is separate from the Humble Bundle storefront. The latter is still owned by Ziff Davis.

Alan Patmore (l) and Mark Nash
Alan Patmore (l) and Mark Nash
Balor Games

The seemingly happy ending comes after quite the rocky road. In July 2024, Ziff Davis laid off all 36 employees of Humble Games. But later that year, Humble Games' former leaders (Patmore and Mark Nash) formed GGG and cut a deal to help manage their old studio's back catalog. Now, with Ziff Davis in a selling mood, that library is back in Patmore and Nash's hands. Balor Games, it is.

The pair view the newly anointed Balor as a developer-friendly publishing house. As for its name, Balor is a supernatural being in Irish mythology. It's sometimes depicted as having three eyes. Triple-eye, triple-I… Clever devils!

The triple-I moniker is a more recent addition to the gaming lexicon. It typically means something defined by indie creativity and passion — with a budget far less than AAA but more than a tiny two-person passion project. (Balor says it's about "high-quality, impactful games.") You wouldn't be blamed for wondering how that's different from AA. But the slant here is to define the genre less by budget and more by "indie" intangibles.

Nash detailed the company's vision in an interview with GamesIndustry.biz (which, curiously, is a Ziff Davis property). "We felt that what's becoming more and more critical is that as game development becomes more diverse, more complicated, and expectations continue to rise, we feel it's important that a publisher can match the needs of each individual project," Nash said. "We are spending a considerable amount of time with anyone we are partnering with, figuring out what they need specifically."

This article originally appeared on Engadget at https://www.engadget.com/gaming/humble-games-former-bosses-buy-the-studios-back-catalog-183831194.html?src=rss

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Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn't feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You'll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you'll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you'll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you'll need to gradually unlock them again. 

You'll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won't need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany's Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time "allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system." 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn't use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss

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