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PlayStation (Games)

Sony PS5 Is 'Currently the Fastest Selling Hardware Platform' In US History, NPD Says (cnet.com) 47

On Friday, NPD Group analyst Mat Piscatella tweeted that the PS5 is currently the fastest selling hardware platform" in U.S. history, in terms of total dollar sales. CNET reports: Piscatella didn't share an exact dollar amount for the PS5 but noted that consumer spending across video game hardware, software and accessories has already totaled $9.3 billion this year. Sony didn't include specific sales figures in its earnings report last month, but the company did indicate it shipped 4.5 million PS5 consoles in 2020 alone. Chief Financial Officer Hiroki Totoki said at a February news conference that Sony is aiming to sell upward of 14.8 million units in the coming fiscal year, which begins this month.

The PS5 did fall to second place for the month of February, according to NPD. It was superseded only by the Nintendo Switch, which may have seen a sales boost on the heels of Super Mario 3D World -- Bowser's Fury, the latest Switch title, released last month.

Businesses

Roblox's $45 Billion IPO Values User-Created Game Platform Higher Than EA (arstechnica.com) 57

An anonymous reader quotes a report from Ars Technica: Yesterday, Roblox made good on its plans to go public, with employees and previous investors selling hundreds of millions of shares in a direct listing on the New York Stock Exchange. In a private funding round in January, those shares were worth $45. When the market closed Wednesday, they were selling at $69.50, a price that valued Roblox Corp. as a whole at $45.3 billion (as of this writing, Roblox Corp.'s stock price peaked at $77.30 and currently sits at $72.72 in Thursday morning trading).

How did this company, whose single title has become a game platform unto itself, become worth more than major game publishers like Electronic Arts and Take-Two? To help answer that question, we put together this deep dive into the numbers that are powering the Roblox revolution. They paint a picture of a company with an extremely young and incredibly engaged user base that has ballooned during the 2020 pandemic lockdowns. But Roblox is also a company that is struggling to convert its huge and growing annual revenues into profitability.
Here are the valuations of Roblox and how it compares to the other gaming companies:

Roblox
- Jan. 2017: $500 million
- July 2018: $2.3 billion
- Feb. 2020: $3.9 billion
- Jan. 2021: $29.5 billion
- March 10, 2021: $45.3 billion

Other gaming companies (current valuations)
- Ubisoft: $9.58 billion
- Take-Two: $19.43 billion
- Electronic Arts: $38.09 billion
- Roblox: $45.3 billion
- Activision: $72.23 billion
- Tencent: $843.86 billion

Visit Ars' article for the full deep dive into the numbers, which are sourced from SEC documents and Roblox's own website.
Cloud

Stadia Lets You Play People's Screenshots (pcgamer.com) 49

Google Stadia has a "State Share" feature that lets people click on a screenshot or video clip of a game to play the level that was captured -- providing they own the game themselves. Andy Kelly reports via PC Gamer: This week I've been playing PixelJunk Raiders, a new roguelike developed exclusively for Stadia by Q-Games, which makes particularly good use of this feature. Levels in this game are procedurally generated, so if the algorithm spits out something especially cool, you can take a screenshot and share it online, letting people experience it for themselves. A small community has sprung up around this feature, with people sharing interesting, challenging, or otherwise interesting levels in public spreadsheets.

There's also an asynchronous multiplayer element to it. You can go into someone's game state and drop weapons or handy gadgets like turrets or jump pads, then share the state again, creating a chain of people helping each other. Some players are even using states as supply drops, dumping weapons that you can scoop up then take back to your own missionsâ"which is very handy for PixelJunk Raiders in particular, a game that is both punishingly difficult and frequently stingy with its loot drops. You'll take any help you can get. Players can also use emotes to silently communicate across these chains.
"Only a handful of Stadia games support State Share right now, including the Hitman trilogy," notes Kelly. "But even at this early stage it's impressive. Being able to show a friend something in a game and not just say 'look at this,' but actually let them play it themselves, feels kinda like the future."
Games

Asus Brings PC Gaming Excess To Android With New ROG Phone (bloomberg.com) 31

Asus, best known for its PC and gaming enthusiast gear, launched the latest in its Republic of Gamers smartphone line targeting Android gamers in markets like China. From a report: The ROG Phone 5 maintains the heritage of over-the-top specs and design: its exterior is decorated with angular motifs and its interior is populated with up to 18GB of memory and Qualcomm's latest Snapdragon 888 processor. It has a custom-made 6.8-inch Samsung OLED display, contains two battery cells and is cooled by a vapor chamber system -- and its higher-tier models bundle an attachable fan cooler for even more performance. In the commodified Android device market, Asus is betting on its brand association with gaming and the broad enthusiasm for a tailored user experience. The ROG Phone 5 comes with an app providing a console-like interface and Asus is working with game makers to add support for the highest refresh rates its display is capable of. Though to break past its 0.2% global market share, the company will need some help, according to Neil Mawston of Strategy Analytics.

Asus has found success partnering with Chinese internet giant Tencent Holdings. The two companies have collaborated on the marketing of ROG Phones and certification of games in China for several generations and the country is one of Asus' main focus markets, the Taiwanese manufacturer said. Unlike the PC market, where higher clock speeds and more memory can translate into being able to play at higher fidelity or on larger screens, in the mobile realm practically every company relies on the same basic architecture. And the leading duo of Apple Inc. and Samsung Electronics consistently tout their devices' gaming capabilities, pushing brands like Asus to focus on hardcore gaming fans.

EU

EU Approves Microsoft's $7.5 Billion Bethesda Acquisition (theverge.com) 27

The European Commission has approved Microsoft's $7.5 billion deal to acquire ZeniMax Media, the parent company of Doom and Fallout studio Bethesda Softworks. The Verge reports: Microsoft's deal has been approved by the EU without conditions, as it "does not raise serious doubts as to its compatibility with the common market." The acquisition required EU approval before Microsoft could finalize the Bethesda deal and bring future games to its Xbox Game Pass subscription. "The Commission concluded that the proposed acquisition would raise no competition concerns, given the combined entity's limited market position upstream and the presence of strong downstream competitors in the distribution of video games," says a European Commission statement. "The transaction was examined under the normal merger review procedure."

Once the deal is fully closed, Microsoft's list of first-party studios will jump to 23, following the addition of Bethesda sub-studios like Dishonored developer Arkane, Wolfenstein studio MachineGames, Doom maker id Software, and The Evil Within studio Tango Gameworks. Microsoft appears to be planning to keep Bethesda running separately, with its existing leadership. Microsoft originally announced its plans to acquire Bethesda in September, promising to honor PS5 exclusivity commitments for Deathloop and GhostWire: Tokyo. Games like The Elder Scrolls: Online will also "continue to be supported exactly as it was." How Microsoft handles future Bethesda titles will come down to a "case-by-case" basis, according to comments from Microsoft's gaming chief Phil Spencer in September.

Nintendo

Nintendo Plans Switch Model With Bigger Samsung OLED Display, 4K Output (bloomberg.com) 23

According to Bloomberg, Nintendo is planning to unveil a model of its Switch gaming console equipped with a bigger Samsung OLED display and support for 4K. It's expected to arrive before Christmas. From the report: Samsung Display Co. will start mass production of 7-inch, 720p-resolution OLED panels as early as June with an initial monthly target of just under a million units. The displays are slated for shipment to assemblers around July. The gaming community has speculated online about the introduction of an OLED or organic light-emitting diode screen, but Nintendo has stayed mum and President Shuntaro Furukawa said in February his company has no plans to announce a new Switch "anytime soon." Samsung's involvement is the strongest indication that Nintendo is serious about updating the console, and on a large scale.

Nintendo decided to go with rigid OLED panels for the new model, the people said, a cheaper but less flexible alternative to the type commonly used for high-end smartphones. The latest model will also come with 4K ultra-high definition graphics when paired with TVs, they said. That could intensify a longstanding complaint of developers, who have struggled with the difference in resolution between handheld and TV modes and now face a bigger gap between the two.

Games

Programmer Got a Minecraft Server Running On His Canon DSLR (petapixel.com) 14

linuxwrangler shares a report from PetaPixel: A programmer who goes by the name Turtius has managed to install and run a Minecraft server on a Canon SL2 DSLR camera. Turtius was working on reverse-engineering Canon's network processor when he decided to try and see if it could be done. [You can view it in action here on YouTube].

It is important to note that the camera is just the server, not the client. The game itself is running on the computer, the "world" that is displayed in-game is simply connected to the camera. Theoretically, others could connect to the camera's network and join this same Minecraft server via their own computer. [...] The SL2 does seem to be at the limits of its capability, however, as Turtius says that it can barely make photos and videos in this state and sometimes will crash. He believes that if the camera processor were a bit more powerful, custom world generation could be supported.
"It's avrcraft," Turtius explains on Reddit. "It's fully running on the camera. I reverse-engineered the network module used by Canon which just so happens to expose Unix-like sockets and integrated avrcraft with Magic Lantern. It's running a custom implementation provided by Canon's operating system and using custom code to interact with the stuff provided by Canon on a lower level."

You can find the full source code here on GitHub. Just be warned that you could brick your camera if you try this yourself.
E3

E3's 2021 Live Event Has Been Cancelled (videogameschronicle.com) 30

E3's physical event for 2021 has been cancelled, according to Los Angeles city documents published last week. From a report: In a new report published by the Board of Los Angeles Convention and Tourism Development Commission, a sales update lists E3 2021 as a "cancelled live event." The document states that the Convention board is working with E3 organiser The Entertainment Software Association (ESA) on broadcast options at the Los Angeles Convention Center and the nearby LA Live complex. The City board also claims it's "working" on a 2022 and 2023 license for E3. The cancellation would mark the second year in a row the E3 event has been called off due to the coronavirus pandemic. As exclusively revealed by VGC this month, The ESA has been pushing forward with plans for a digital E3 event this summer, but it still requires the backing of major games companies. [...] "We can confirm that we are transforming the E3 experience for 2021 and will soon share exact details on how we're bringing the global video game community together," an ESA spokesperson said. "We are having great conversations with publishers, developers and companies across the board, and we look forward to sharing details about their involvement soon."
Google

Google's Stadia Problem? A Video Game Unit That's Not Googley Enough (bloomberg.com) 70

The tech giant likes to test and tweak. Stadia promised to change the industry and failed to deliver. From a report: Google's streaming video game service Stadia had ambitious plans to disrupt the gaming industry, which is dominated by consoles. The tech giant had planned to pack Stadia with original content, announcing two years ago that it was hiring hundreds of game developers and starting studios in Los Angeles and Montreal. But those teams barely had time to get started before they were dismissed earlier this month as Google shut down in-house game development. From the beginning, Google's approach to video games wasn't very Google-like. The Alphabet company tends to launch bare-bones products and test them as they grow. With Stadia, it came out big. Flashy press conferences and ad campaigns promised high-quality games with innovative features playable on Android smartphones or on the TV through Chromecast. Gamers would have access to a library of exclusive titles and well-known favorites like Assassin's Creed without having to dish out $500 for Sony Corp's PlayStation or Microsoft's Xbox.

So when Stadia launched in 2019, gamers were expecting the complete package, not the beta model. While the cloud streaming technology was there, playing to Google's strengths, the library of games was underwhelming and many of the promised features nonexistent. Other platforms offer hundreds of games a year, but Stadia offers fewer than 80, according to Mat Piscatella, an analyst at the NPD Group, which tracks video game sales data. Players also didn't like Stadia's business model, which required customers to buy games individually rather than subscribe to an all-you-can-play service a la Netflix or the Xbox's Game Pass. Paying as much as $60 for a single game, for it only to exist on Google's servers rather than on your own PC, seemed a stretch to some. After all the hype, gamers were disappointed. Stadia missed its targets for sales of controllers and monthly active users by hundreds of thousands, according to two people familiar with the matter, who asked not to be identified discussing private information. A Google spokesperson declined to comment for this story. "I think it would be fair to say the messaging leading up to and around the launch was inconsistent," with the final product, Piscatella says.
Further reading: Stadia Leadership Praised Development Studios For 'Great Progress' Just One Week Before Laying Them All Off.
Games

Electronic Arts Cancels 'Gaia' Game After Years in Development (bloomberg.com) 42

Video game publisher Electronic Arts has canceled a game that was in development at its Montreal office for nearly six years, Bloomberg reported Thursday, citing people familiar with the matter. From a report: The game, code named Gaia, was first hinted at in 2015, but was never officially announced or given a title. Since then, EA executives have released a drip feed of information, sharing tidbits every few years on what it described as a brand new franchise. Last summer in a video showcasing future games, EA provided a few seconds of footage from Gaia, describing it as "a highly ambitious, innovative new game that puts the power and creativity in your hands." The cancellation is part of a recent resource shift by the company as it evaluates projects and decides which ones will move forward. Earlier this month, the publisher reviewed in-progress games including Gaia and a new iteration of the poorly received online game Anthem, which was also canceled. Gaia's development was turbulent and the game went through at least one major reboot, which may have been a factor behind its demise, according to the people, who requested anonymity because they weren't authorized to talk to the press.
Sony

PlayStation is Winding Down Sony Japan Studio (videogameschronicle.com) 19

Sony is winding down original game development at its oldest first-party developer, Japan Studio, game news outlet VGC reported, citing sources. From the report: The iconic developer behind Ape Escape, Gravity Rush and Knack has seen the vast majority of its development staff let go, the sources said, after their annual contracts were not renewed ahead of the company's next business year, which begins April 1. Localisation and business staff will remain in place and ASOBI Team -- the group responsible for the Astro Bot games -- will continue as a standalone studio within Sony Japan, it's claimed. Some Japan Studio staff will join ASOBI, we were told, while others have followed Silent Hill and Gravity Rush director Keiichiro Toyama -- who left Japan Studio last year -- to his new studio Bokeh. It's not entirely clear if the restructure has affected the studio's External Development Department, which collaborated on games such as last year's Demon's Souls, but one person VGC spoke to suggested it would continue.
Games

Lawmaker Proposing 'Grand Theft Auto' Ban Says Video Game Contributes To Carjackings (abc7.com) 329

Koreantoast writes: With the number of carjackings more than doubling in the city of Chicago during 2020, one lawmaker knows who to blame: the video game "Grand Theft Auto." According to Chicago ABC 7, Democratic State Representative Marcus Williams believes the video game is causing the rise in carjackings, stating that "Grand Theft Auto' and other violent video games are getting in the minds of our young people and perpetuating the normalcy of carjacking. Carjacking is not normal and carjacking must stop." He plans on introducing a bill to ban sales of the game in the state of Illinois.

Some are skeptical of Rep. Williams claims however. Columnist Joe Jurado of the Root points out that the franchise is hardly new and widely distributed, with the latest iteration, GTA V, released eight years ago and having sold 130 million copies. He adds that attempting to ban the game would be incredibly difficult writing, "Let me entertain this stupid-a** notion for a second. Say they're successful and get the game off store shelves in Illinois. What are you going to do about digital sales? You're telling me that the state of Illinois is willing to expend the time, money, and technical know-how to block the game off of PlayStation Network, Xbox Live, Epic Games, and the Rockstar storefront? I've worked for the state government, and I know damn well those Windows XP-using a**es ain't built for this life."

Sony

PlayStation CEO Says PS5 Will Get Its Own VR Headset (washingtonpost.com) 38

The PlayStation 5 will have its own virtual reality headset, however, consumers may face ongoing difficulties obtaining a PS5 console given a supply chain shortfall. From a report: Ryan revealed both developments in a Monday interview with The Washington Post. Ryan said developments kits for the PS5-specific VR headset will be sent out soon, though the company isn't ready to talk about the device's horsepower or specs. He did say the next headset will be considerably less cumbersome, as opposed to the current PSVR setup that requires wires running through a PlayStation 4, the TV and a separate black box called the PSVR processor. "Generational leaps allows you to sweep up the advances in technology that have taken place," Ryan said. "Given this was our first foray into virtual reality, it gives us a chance to apply lessons learned. One of the very vivid illustrations of that is that we will be moving to a very easy single-cord setup."

The next version of PlayStation VR will also borrow from its groundbreaking DualSense controllers, which debuted with the PS5 and provide super specific haptic feedback from the game to the palms of a player's hands. "One of the innovations we're excited about is our new VR controller, which will incorporate some of the key features found in the DualSense wireless controller, along with a focus on great ergonomics," Senior Vice President, Platform Planning & Management Hideaki Nishino wrote in a post on PlayStation's website Tuesday. There's no set launch date for the new VR device, according to Ryan. In an October 2020 interview with The Post, Ryan said while Sony was still very much interested in VR, any more news about the company's VR investments may not come in 2021.

Bitcoin

NVIDIA Limits RTX 3060 Crypto Speeds As it Introduces Mining Cards (engadget.com) 161

Worried that the GeForce RTX 3060 will be sold out as cryptocurrency miners snap up every GPU in sight? NVIDIA thinks it has a simple way to help: make the new card unattractive to the crypto crowd. From a report: The company has revealed that it's cutting the hash rate (mining efficiency) of the RTX 3060 in half for Ethereum miners. The driver software can detect the Ethereum mining algorithm and throttle performance in response. The rationale is simple: NVIDIA wants to put GeForce cards "in the hands of gamers," not just those hoping to turn a profit by generating digital money. While the extremely high demand from miners has been good for NVIDIA's bottom line in the short term, it has frustrated gamers, professionals and everyday users who just want better than integrated graphics -- NVIDIA even brought back years-old GPUs just to give customers some options. Scalping and price gouging have been all too common for those GPUs that do become available.

It's not leaving miners empty-handed. The firm is launching a new CMP (Cryptocurrency Mining Processor) line of add-in cards that doesn't do graphics, but is fine-tuned for crypto mining performance. The absence of video ports allows for greater airflow and more densely-packed cards, for example. The first CMP designs are the 26 megahash per second 30HX and 36 megahash 40HX, both of which should be available this quarter from vendors like ASUS, EVGA and Gigabyte. More powerful 50X (45MH/s) and 90HX (86MH/s) boards are due in the second quarter.
The company said it won't limit the performance of GPUs that are already sold.
Science

Research Linking Violent Entertainment To Aggression Retracted After Scrutiny (sciencemag.org) 97

Science magazine: As Samuel West combed through a paper that found a link between watching cartoon violence and aggression in children, he noticed something odd about the study participants. There were more than 3000 -- an unusually large number -- and they were all 10 years old. "It was just too perfect," says West, a Ph.D. student in social psychology at Virginia Commonwealth University. Yet West added the 2019 study, published in Aggressive Behavior and led by psychologist Qian Zhang of Southwest University of Chongqing, to his meta-analysis after a reviewer asked him to cast a wider net. West didn't feel his vague misgivings could justify excluding it from the study pool. But after Aggressive Behavior published West's meta-analysis last year, he was startled to find that the journal was investigating Zhang's paper while his own was under review. It is just one of many papers of Zhang's that have recently been called into question, casting a shadow on research into the controversial question of whether violent entertainment fosters violent behavior. Zhang denies any wrongdoing, but two papers have been retracted. Others live on in journals and meta-analyses -- a "major problem" for a field with conflicting results and entrenched camps, says Amy Orben, a cognitive scientist at the University of Cambridge who studies media and behavior. And not just for the ivory tower, she says: The research shapes media warning labels and decisions by parents and health professionals.

The investigations were triggered by Illinois State University psychologist Joe Hilgard, who published a blog post last month cataloging his concerns about Zhang's work. Hilgard was initially impressed when he came across a 2018 paper of Zhang's in Youth & Society, another study with 3000 subjects. "I was like, holy smokes!" he says. The study found some teenagers were more aggressive after playing violent video games. Given the huge sample size, it had the potential to be a "powerful chunk of evidence," Hilgard says. But he found the paper's statistics mathematically impossible. Zhang and his co-authors reported high levels of statistical significance for their finding, but the reported differences in the effects of violent games versus nonviolent games were too small for that high statistical significance to be possible. Hilgard alerted Zhang and the journal, and Zhang submitted a correction. Hilgard says that made the statistics seem more plausible, but they were still incorrect. Hilgard says he found problems in other papers of Zhang's, such as nearly identical results reported in three different papers. He emailed Zhang and asked to see his data, but he says Zhang refused. Hilgard then contacted Dorothy Espelage, a psychologist at the University of North Carolina, Chapel Hill, and co-author with Zhang on multiple papers. She told Hilgard that Zhang had refused to send her the data, too. It was only after Hilgard asked Southwest University to investigate that Zhang sent Hilgard data for a Youth & Society paper on movie violence. But the data were odd, Hilgard says, and missing features normally found in similar experiments.

Businesses

Stadia Leadership Praised Development Studios For 'Great Progress' Just One Week Before Laying Them All Off (kotaku.com) 119

Developers at Google's recently formed game studios were shocked February 1 when they were notified that the studios would be shut down, Kotaku reported Tuesday, citing four sources with knowledge of what transpired. From the report: Just the week prior, Google Stadia vice president and general manager Phil Harrison sent an email to staff lauding the "great progress" its studios had made so far. Mass layoffs were announced a few days later, part of an apparent pattern of Stadia leadership not being honest and upfront with the company's developers, many of which had upended their lives and careers to join the team. "[Stadia Games and Entertainment] has made great progress building a diverse and talented team and establishing a strong lineup of Stadia exclusive games," Harrison's January 27 email read, according to sources. "We will confirm the SG&E investment envelope shortly, which will, in turn, inform the SG&E strategy and 2021 [objectives and key results]."

Five days later, Harrison appeared to reverse course completely, announcing in a public blog post that the head of Stadia Games and Entertainment, Jade Raymond, left the company, and Google would "not be investing further in bringing exclusive content from our internal development team SG&E." Stadia developers learned the news, first reported by Kotaku, at almost the same time as everyone else via an internal email and conference call with Harrison. The messy rollout came after an already grueling year working through the pandemic. It was reminiscent of Stadia's own launch, which appeared rushed and left out many features promoted during the service's reveal, only to be added months later. In this case, however, Stadia's own developers were the ones impacted by the botched planning. Released in November 2019, Stadia initially struggled due to its monetization model and a lack of games.

Movies

The Cinemas Now Hiring Out Their Screens To Gamers (bbc.com) 20

Some movie theaters around the world are renting out their screens to gamers to bring in a new revenue stream amid the coronavirus pandemic. The BBC reports: With many cinemas across the country closed due to coronavirus restrictions meaning that they can only open with 50% capacity, and far fewer movies being released to tempt cinemagoers, CGV [South Korea's largest cinema chain] came up with the idea of renting out its auditoriums to gamers to bring in a new revenue stream. Before 6pm up to four people can hire a screen for two hours for around $90. This then rises to $135 in the evening. Users have to bring their consoles, games and controllers with them. The auditoriums being hired out have between 100 and 200 seats, and by comparison CGV movie tickets cost around $12 each. So a 100-seat screen half filled for a film would bring in revenues of $600, rising to $1,200 for a 200-seat one at 50% capacity. And that is before the filmgoers buy their drinks and popcorn.

Yet while CGV isn't making anywhere as much money from the gamers, it is bringing in some additional income. The scheme is called Azit-X after "azit," the Korean word for hideout. Since the new service launched at the start of this year, auditoriums have been booked more than 130 times so far. While the majority of customers are said to be men in their 30s or 40s, couples and families have also taken part.

Korea's CGV is not the only cinema chain now letting gamers book cinema screens, as U.S. group Malco Theatres has been doing the same since November. Memphis-based Malco allows up to 20 people to hire a screen at its 36 cinemas across Arkansas, Kentucky, Louisiana, Mississippi, Missouri and Tennessee. The prices for service, which is called Malco Select, are $100 for two hours or $150 for three. Other U.S. chains, such as AMC and Cinemark, have been allowing customers in small groups to book auditoriums for private screenings.

Security

CD Projekt Red Hackers Reportedly Sold the 'Cyberpunk 2077' Source Code (engadget.com) 54

The hackers behind this week's ransomware attack on Cyberpunk 2077 studio CD Projekt Red appear to have found a buyer for the stolen data. Engadget reports: They ran an auction on a hacking forum but, as The Verge notes, they shut it down after reportedly accepting an offer from elsewhere. The starting price for the auction was said to be $1 million and there was the option for an interested party with a spare $7 million to buy the data outright. It's not clear who has acquired the data, how much they paid for it or what they're planning to do with the information.
Businesses

The Korean Cinemas Now Hiring Out Their Screens To Gamers (bbc.com) 25

An anonymous reader shares a report: Eui Jeong Lee and three of her friends sit in an otherwise empty 200-seat cinema auditorium and play a video game on the giant screen. As Ms Lee blasts her gaming opponents with her wireless controller, the sound whips loudly around the dark room from the numerous cinema speakers. "The sound quality is particularly amazing," says the 25-year-old student. "The sound of the gunshots is just so vivid, and when something flew directly at me from the screen I even screamed." Ms Lee and her mates had hired the screen for two hours at a branch of South Korea's largest cinema chain, CGV. With many cinemas across the country closed due to coronavirus restrictions meaning that they can only open with 50% capacity, and far fewer movies being released to tempt cinemagoers, CGV came up with the idea of renting out its auditoriums to gamers to bring in a new revenue stream.

Before 6pm up to four people can hire a screen for two hours for around $90. This then rises to $135 in the evening. Users have to bring their consoles, games and controllers with them. The auditoriums being hired out have between 100 and 200 seats, and by comparison CGV movie tickets cost around $12 each. So a 100-seat screen half filled for a film would bring in revenues of $600, rising to $1,200 for a 200-seat one at 50% capacity. And that is before the filmgoers buy their drinks and popcorn. Yet while CGV isn't making anywhere as much money from the gamers, it is bringing in some additional income. The scheme is called Azit-X after "azit", the Korean word for hideout. CGV employee Seung Woo Han came up with the idea after he realised that films and video games share many similarities.

PlayStation (Games)

PlayStation 5 Controllers Are Suffering From Drift (extremetech.com) 54

Similar to Nintendo's "Joy-Con drift," Sony's PlayStation 5 DualSense controller is apparently suffering from drift: movement on-screen that doesn't correspond to any button press or input. ExtremeTech reports: Users have reported DualSense drift as quickly as 10 days after purchasing a PlayStation 5, which tracks with some of the shorter reports we've heard about Nintendo as well. We can assume that some DualSense controllers will suffer drift because no consumer company can guarantee that literally 100 percent of its products will not contain a defect of some kind. One key factor to look for when judging the seriousness of claims like this is how many people encounter the same issue repeatedly. [...] Kotaku reports that Sony is honoring requests to repair DualSense controllers under warranty, but you'll have to pay the shipping fee to send your controller to the company. Return shipping and the cost of repairs or replacement will be covered by Sony. According to IGN, the U.S.-based law firm of Chimicles Schwartz Kriner & Donaldson-Smith LLP has set up a questionnaire page on its website, allowing PS5 owners to report problems with their DualSense controllers.

No action has been take yet, but CSK&D stated that it is "investigating a potential class action based upon reports that Sony PS5 DualSense controllers for the PlayStation 5 console can experience drift issues and/or fail prematurely," reads the page introduction. "Specifically, it is reported that the joystick on certain PS5 DualSense controllers will automatically register movement when the joystick is not being controlled and interfere with gameplay." The firm was one of the firms that handled the Nintendo "Joy-Con drift" situation last year.

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