Week 9

 3 things I found interesting or important

  1. Either something mystical and cultish is taking over my brain, or the company has created an experience more engaging and entertaining than any fitness company has before. In my opinion, it is the latter, and it has entirely to do with the instructors they’ve hired and the access we have to them on and off the bike.
  2. Originally launched in 2017, r/place ran for 72 hours. The lifespan of the new r/place was also short – ultimately lasting for just five days. Beginning initially as a blank canvas, r/place allows users to place one coloured pixel every five minutes (or 20 minutes for unverified accounts) as they attempt to build a collective art piece.
  3. Yet this platform of 32.6 million daily users—more than half of whom are under 13—has some dark corners. In some games, players’ blocky avatars simulate sex, engage in raunchy talk and “date” other avatars. While much of this isn’t new, Roblox’s explosive growth has drawn fresh attention to what’s happening at the fringes—and what responsibility the company has to protect its young audience.
2 ways I can relate
  1. I can relate to these video games being too oversexualized for young teenagers because my little brother plays Roblox and people be on thee saying crazy things.
  2. I can relate to the Netflix profiles being different because my mom's profile is more serious shows and my profile consists of reality tv game love shows.
1 question
What do you guys think it is going to take for these video game companies to get on top of these inappropriate behaviors?

    Comments

    1. I really think the main incentive for video game companies to fix these behaviors is if a significant amount of people stop playing the games. If they can see that their content is actually causing people to stop using the company, then they will understand the need to create more appropriate features. As much as I wish companies would be able to see this without losing a great amount of users, much of what they do is based off of revenue and buyers.

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    3. I agree with Ellie, I think what will make the company change inappropriate behaviors by losing revenue and players on the game. If they want it to be a game with inappropriate behaviors i think they should put an age limit on it like 18+ but if they want children to be the players than they need to change what they put into the games and remove things that are not appropriate.

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