#heiseshow:-new-copyright-law-–-upload-filter-and-ban-on-the-use-of-snippets?

#heiseshow: New copyright law – upload filter and ban on the use of snippets?

The CDU has not covered itself with fame in the negotiations of the new EU copyright law and even now the actions of the ruling party must be given a big question mark. The full-bodied promises that there would be no upload filters (in Germany) were quickly overtaken by reality. Experts had already warned that even quibbling cannot distract from the fact that less suspicious formulations ultimately result in upload filters.

The But the bill was probably also made without the host. The European Court of Justice could overturn the directive in the coming year anyway if this would make upload filters mandatory.

A bigger dispute has now broken out again about snippets – the short reproductions of works. Sometimes artists run storm against free content snippets. For example, bands view the snippets very differently than influencers.

We want to take a closer look at what artists, interest groups and government parties are discussing here. What solutions are proposed by the CDU and SPD? How should works be licensed? How are the online platforms positioned? What are interest groups asking for? Which copyright will we get?

Martin Holland (@fingolas) and Kristina Beer (@bee_k_bee) discuss these and many other questions – including those of the audience – with Julia Reda (@senficon), the former MEP the pirate and now, among other things, head of the control © project at the Society for Freedom Rights, in a new episode of the #heiseshow.

Thursdays. 12 Clock. Live. heise online speaks to guests about current technical developments and network policy. Using tweets with the hashtag #heiseshow you can join the discussion before, during and after the broadcast. The #heiseshow is there …

Alternatively the stream is also broadcast on Twitch.tv/heiseonline.

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a-brief-chat-with-xqc

A brief chat with xQc

Last week, the streamer Félix “xQcOW” Lengyel was temporarily banned from Twitch for cheating at a GlitchCon Twitch Rivals event. It was the third time this year he’s been suspended from Twitch, and his teammates Rabia “Nightblue3” Yazbek and Lucas “Mendo” Håkansson were banned alongside him. I got in touch with Lengyel to chat about what happened, and what he’s learned from the experience.

According to him, the stream sniping incident — when he and his teammates queued into a competitor’s lobby with the intent to derail their game — was a bit of banter that went too far, though Lengyel is careful to note that he’s not trying to justify what happened. “The atmosphere was really like funny, banter-y — we went to their Discord, they went to our Discord, you know, we’re talking shit, whatever,” he says. “And now that I’ve computed it, it’s like, holy, this is just… this is like so stupid.” After the event, Lengyel says he messaged the people involved to apologize. Even so, he says he didn’t think anything would happen on Twitch.

Lengyel’s Twitch partner manager broke the news of his ban. He’s not mad, though; competitive rulings are competitive rulings, and through his career as an esports competitor he understands why these decisions are made. “I don’t want to do wrong stuff. I want to always be better. It’s why I’m rarely upset at competitive rulings and bans and whatnot,” he says. “And I think it’s sort of healthy, for people that have my platform to know for sure that I got punished for something, they know why it happened.” Lengyel’s interested, he says, in modeling growth. That said, he’s not without controversy. Lengyel’s been temporarily banned from Twitch on multiple occasions for streaming explicit content, and he was previously suspended from esports teams for using disparaging language.

“If I can be an example of wrongdoing, I can be an example of redemption,” he says. “And I think that matters, maybe even more.” He also says you shouldn’t stream snipe in games.

Lengyel says he wants his audience to know that he’s trying to be better — to move forward. “Even though sometimes we take like, 10 steps back, as long as we create a pattern of gaining steps forward again, and getting through it again, I think that matters a lot.” (The overarching message, though, he says, is: “don’t fuck with competitive integrity.”)

To that end, Lengyel is starting something he’s calling a streamer showcase: a show of some kind that features smaller Twitch creators. It’s an idea that grew out of his Among Us games with smaller streamers earlier this summer, where he started a Discord server and invited people who replied to a tweet. “It’s been really crazy to see all these smaller streamers grow, like, out of the blue — and all of them getting partnered and getting sponsorships.” It’s an example, he says, of using his platform for good. He’s a little light on details. Personally, though, I think it’s interesting because to me it seems like he’s starting to grapple with the dynamics of online influence — with what it means to be famous on the internet.

And Lengyel’s organizational partners are behind him as well. He’s part of Luminosity Gaming, a professional esports outfit. “Being partners is more than just celebrating the good times. Felix knows he made a mistake and we’re encouraged to see how seriously he is taking his return,” wrote Corey Mandell, executive vice president of Enthusiast Gaming, Luminosity Gaming’s parent company, in an emailed statement. “We remain committed to supporting his personal journey and help realize his ambitious plans.” Lengyel is set to return to Twitch on Wednesday.

50-years-of-video-game-history-in-one-graph

50 years of video game history in one graph

The video game industry has registered sales for 165 billions of dollars in 2020: a study by Pelham Smithers shows how the success of the sector has increased over time, even if the factors that have decreed it continue to change

by Rosario Grasso published , at 15: 51 in the Videogames channel

Commissioned by Visual Capitalist and carried out by Pelham Smithers, the market survey aims to highlight how much and how the video game market has grown i over the years, summarizing the statistics in a single graph . We can see how in the recent period it is mainly the mobile gaming that has taken over, with the PC sector which has been able to resist and renew itself by exploiting the pull of Twitch and more recently the advent of cloud gaming services .

Click to enlarge

The history of video games is also marked by technological evolution: indeed, in some ways it is a sort of clarification of the latter. If the first video game prototypes in the years’ 50 were real laboratory experiments, the beginning of the video game industry is usually identified with the arrival of Pong in 1972. Atari was the undisputed queen of that period, first launching the home version of Pong in the 1975 and then the glorious Atari 2600 in 1977.

The history of video games: from Pong to 165 billions of dollars in sales in one year

But it was mainly the years of the coin-op arcade : beyond Pong, in fact Space Invaders, Pac-Man and Donkey Kong

arrived . However, the industry struggled to handle such disruptive growth. Especially Atari invested heavily and badly, thinking that the amount of stocks on the market could give further impetus. The cases of some blatant failures are famous, such as the videogame adaptation ET the Extra Terrestrial . The resulting market saturation caused the video game industry crisis in 1983, which led to a substantial compression of sales.

In the same years we witnessed the first merger between personal computers and video game systems, sealed by the market entry of Commodore 64 . Nintendo, on the other hand, focused on the quality of the games to regain the market and in the 1985 launched the Nintendo Entertainment System (NES) . It was followed by another Japanese giant, Sega, which in 1988 conquered important shares of market with the glorious Mega Drive , and subsequently also triumphed in the portable console segment with the Game Gear .

As everyone knows, the real revolution would come in 1994 with the first PlayStation , equipped with a CD-ROM reader and hardware capable of processing large and polygonally complex virtual worlds. The next two PlayStation still focused on the evolution of optical media, first with DVD ( PS2 ) and then with the Blu-ray ( PS3 ). Consoles that were hugely successful, especially the PS2, to the point that Sony is still the company that has sold the most video game systems today.

Meanwhile, the development effort Microsoft on graphics libraries DirectX merges into the project Xbox , whose first incarnation dates back to 2001. Xbox was the first console equipped with an ethernet port, specifically designed for online services and multiplayer gaming. Microsoft had to wait until 2006 with Xbox 360 to obtain benefits with respect to the investment made in the sector. That generation of consoles was very important in decreeing the success of consoles, especially thanks to Nintendo Wii , launched on the market in 2006 and author of a series of important records.

Video games: a mass phenomenon

Another very important moment surely corresponds to the launch of World of Warcraft , massively multiplayer game that attracted many players to the PC. At the height of its success, the Blizzard title boasted 01 millions of subscribers. Another saga that led to many sales on PC was that of The Sims , with the first chapter released in 2000.

The world of mobile gaming begins its unstoppable ride with the launch of Apple’s first iPhone in 2007. In the world of video games this translates into the success of memorable games such as Angry Birds and Candy Crush Saga , which with the business model free-to- play revolutionize the video game industry and the way of doing business.

Dal 2014 today the video game audience is much larger than in previous years. This is demonstrated by the market yields of games such as Pokemon Go , which has made more than a billion dollars in turnover. one year, or Grand Theft Auto V , with its sales record of one billion dollars in three days of marketing. The billionaire acquisitions of Oculus VR , by ) Facebook , of Mojang and of Zenimax by Microsoft, by King , ended in Activision , of Supercell , over at Tencent , and of Twitch (Amazon) , are the basis of a very solid growth in the turnover related to video games, which only in 2020 amounts to 165 billions of dollars.