thetop10news.com http://www.thetop10news.com/ Tue, 18 Jan 2022 15:49:09 +0000 en-US hourly 1 https://wordpress.org/?v=5.7.5 Live casino dealers technology in casinos https://www.thetop10news.com/2022/01/03/live-casino-dealers-technology-in-casinos/ Mon, 03 Jan 2022 13:15:00 +0000 https://www.thetop10news.com/?p=17 Look at nearly any industry and you’ll notice that digitalization and automation are the norm. People are exploring new methods to give computers more power, from data analytics and artificial intelligence to robotic process automation. For example, in July 2021, AI startup Olive got an additional $400 million in investment to advance the development of ... Read more

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Look at nearly any industry and you’ll notice that digitalization and automation are the norm. People are exploring new methods to give computers more power, from data analytics and artificial intelligence to robotic process automation. For example, in July 2021, AI startup Olive got an additional $400 million in investment to advance the development of automated healthcare technologies.

By allowing AI algorithms to execute and monitor repetitive, high-volume tasks, the goal is to enhance productivity in healthcare environments.

This tendency is visible in many sectors, and it will continue to affect current concepts and procedures as technology advances. However, in the midst of this shift toward robots, computers, and automation, there is a need to preserve some level of control.

We are all humans, and as such, we value autonomy and interactions, no matter how much we enjoy technology. Let’s take a look at live dealer casino technology to illustrate this idea. This helpful advice emphasizes the usage of human-controlled games in online casinos.

The main idea of popular services like Lightning Roulette and Blackjack Party is that online gamers get to see and engage with live casino dealers. That’s remarkable since it differs from the conventional online casino experience.

Since the late 1990s, online casino gambling has been at the forefront of automated technology.

According to CasinosJungle, random number generators (RNGs) are used by developers to ensure that games like online blackjack imitate the procedures of shuffling and dealing cards. In effect, these games convert a human process into a computer one. However, as online casino gambling has progressed, producers have made a 180-degree turn. While digital casino games remain the most popular option at any online gambling site, live dealer technology is gaining traction. Why? Human connection appears to be significant. Players may watch cards being dealt and wheels spinning in real time. Furthermore, they may communicate with the dealer, which is what would happen in real life.

What’s noteworthy here is that live casino dealers technology isn’t a rejection of innovation or automation.

It is a collaboration between humans and robots.

We constantly hearing about the prospect of fusing people and computers through projects such as Neuralink. Live dealer games, on the other hand, may be viewed as the early phases of this development. The game is controlled by human dealers, but their movements are monitored and recorded by RFID sensors. Computers process this data and store it in a database. The results are then cross-referenced with the player’s activities, and any rewards are paid as applicable.

That is how live dealer casino games function, and why they are a human-machine symbiosis. Without digital technology, the dealers would be at a loss, and without humans, digital technology would be obsolete.

They are both collaborating to develop an interactive online experience.

We are not implying that the same symbiotic relationship will operate in all situations. The underlying notion of people working hand in hand with machines, on the other hand, is important.

Automation advancements are fantastic, but we can’t expect computers to control everything. We will still be a part of the world, and as such, we must regard innovations as a supplement to our life rather than a replacement.

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NFT blockchain games https://www.thetop10news.com/2021/10/05/nft-blockchain-games/ Tue, 05 Oct 2021 16:14:20 +0000 https://www.thetop10news.com/?p=9 Using the blockchain, NFTs let you acquire and sell ownership of one-of-a-kind digital objects while also keeping track of who owns them. NFT is an abbreviation for non-fungible token. It may potentially include anything digital, such as paintings, music, animated GIFs or video games. An NFT can be one-of-a-kind, like a real-world artwork, or one ... Read more

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Using the blockchain, NFTs let you acquire and sell ownership of one-of-a-kind digital objects while also keeping track of who owns them. NFT is an abbreviation for non-fungible token. It may potentially include anything digital, such as paintings, music, animated GIFs or video games. An NFT can be one-of-a-kind, like a real-world artwork, or one of many copies, like trading cards. But the blockchain maintains track of who owns the file.

Supdrive

Dom Hofmann, one of Vine’s founders and developer of Byte and Peach, is working on a new program called Supdrive. In his announcement tweet for Supdrive, he refers to it as a on-chain fantasy gaming console. This doesn’t necessarily make it any clearer what this project would look like however. He’s since clarified in an announcement article, which you can read below, that it’ll be a video gaming system that plays classic games (like Pacman or Space Invaders), with NFTs functioning as a sort of virtual cartridge.

Hofmann stated in a Supdrive Discord that the games will be NFTs that operate on virtual firmware. Because games will be distributed as NFTs, there will only be a limited number of “editions” or copies available. Hofmann further claims that each copy of a particular game will be unique, with distinct color schemes, difficulty levels, and other features.

Art Blocks

While describing Supdrive, Hofmann compares it to another blockchain project, Art Blocks. This may give us a sense of what it would be like. The idea behind Art Blocks is that it allows authors to write programs that produce art procedurally which is then saved on the blockchain. The programs will always produce the same art for a given seed, but altering the seed causes the art to change. Then, users buy NFTs for an Art Block project, which contains a seed that allows them to create that art.

This appears to be consistent with Hofmann’s description of an on-chain console that will play unique games. The specifics, such as how it will operate, how many copies of each game will be available, and how much they will cost, will be disclosed later.

According to Hofmann’s article, if the initiative is successful, the aim is to allow the community to build games for the Supdrive. He also intends to improve the console’s capabilities, enabling more complex games; the initial collection of games will be arcade style. The first game, Origin, was created by Hofmann.

Supdrive also includes a metagame, with users divided into Red, Green, and Blue teams a la Pokémon. According to Hofmann’s announcement post, the team you’re on may have an impact on the game you’re playing.

Release date

According to Hofmann, the release date for Supdrive is set for October.
Hofmann stated in the Discord discussion that he hoped to start the project in October. He also stated that he will provide updates “every week or so” till the debut.

Hofmann’s post-Vine initiatives haven’t been as successful as the original video app; the app for his social network on iOS, Peach, hasn’t been updated in over three years, and the successor to Vine, Byte, was bought by a TikTok competitor named Clash. User App Store reviews have not been positive about the changes made. Only time will tell how Supdrive works out for Hofmann. But it appears to be an intriguing idea assuming you’re onboard with entering the NFT market to acquire the games.

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AI and its increased use in health technology https://www.thetop10news.com/2021/10/05/ai-and-its-increased-use-in-health-technology/ Tue, 05 Oct 2021 16:13:25 +0000 https://www.thetop10news.com/?p=19 Artificial intelligence compares the cells of ill patients to a healthy cell atlas. In practice, it may be used by clinicians to precisely detect sick cells. A new technique for clinical application has been created by researchers. It is based on artificial intelligence and compares the cells of ill people to a reference atlas of ... Read more

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Artificial intelligence compares the cells of ill patients to a healthy cell atlas. In practice, it may be used by clinicians to precisely detect sick cells.

A new technique for clinical application has been created by researchers. It is based on artificial intelligence and compares the cells of ill people to a reference atlas of healthy cells. In practice, it may be used by clinicians to precisely detect malignant cells. This is a big boost for tailored medication.

The Human Cell Atlas is the world’s biggest and most up-to-date single-cell reference atlas. It contains references to millions of cells from various tissues, organs, and stages of development. These references assist us in better understanding the effects of age, environment, and illness on a cell. Therefore helping to better treatment of patients. However, there are certain drawbacks to utilizing reference atlases. Single-cell datasets may contain measurement inaccuracies (the batch effect). Computing resources are limited globally, and raw data sharing is sometimes legally prohibited.

Researchers have created a new algorithm known as ‘scArches,’ (Single-Cell Architecture Surgery). Instead of exchanging raw data across clinics or research organizations, the system compares fresh data sets from single-cell genomics with existing references using transfer learning. This is referred to as process mapping. In this approach, the algorithm protects the patients’ online anonymity. This also makes annotating and understanding new datasets very straightforward and greatly decentralizes the usage of reference atlases.

The group has previously done COVID-19 research using scArches, comparing cells from COVID-19 patients’ lung samples to healthy reference cells. The system was able to tell the difference between diseased and healthy cells. Thereby allowing the researchers to properly identify damaged cells in both moderate and severe COVID-19 instances. The biological differences between patients had no effect on the mapping’s quality.

Deep Learning Artificial Intelligence Improves Prediction of Breast Cancer Risk

A powerful sort of artificial intelligence called deep learning outperforms frequently used clinical risk variables in discriminating between mammograms of women who will eventually develop breast cancer and those who will not, according to a recent study. The findings, according to the researchers, highlight AI’s potential as a secondary reader for radiologists. Thereby reducing needless imaging and related expenses.

For women over the age of 40, annual mammography is advised to check for breast cancer. According to research, screening mammography reduces breast cancer mortality by lowering the incidence of advanced cancer.

Mammograms not only aid in the detection of cancer, but they also offer a gauge of breast cancer risk by evaluations of breast density. While denser breasts on mammography are associated with a greater risk of cancer, there are additional, as-yet undiscovered, risk factors buried in the mammogram.

Traditional breast cancer risk assessment approaches based on clinical risk factors have not proven particularly successful.

The researchers taught the deep learning algorithm to look for features, or signals, in the mammogram that might indicate an elevated risk of cancer. When the deep learning-based model was evaluated, it underperformed in identifying risk variables for interval cancer risk. But it exceeded clinical risk factors such as breast density in identifying screening-detected cancer risk.

The results indicated that the additional signal obtained with AI offers a higher risk estimate for screening-detected cancer. It helps achieve the aim of categorizing women as having a high or low risk of screening-detected breast cancer.

The findings have important implications for clinical practice where just breast density is used to guide many strategic decisions. Instead of being instructed to return for another screening the following year, women with a negative mammogram could be categorized into one of three risk groups; reduced risk of breast cancer, increased screening-detected threat, or raised interval invasive cancer in the next three years, the average follow-up study time.

A woman’s specific risk would be used to determine how frequently she should be monitored. Lower-risk women may not require mammography as frequently as those with a higher risk of breast cancer.

The deep learning model has also shown potential in assisting with decisions for further imaging using MRI and other modalities. Women in the high-risk deep learning group who also have dense breasts may benefit the most from the monitoring program. It incorporates supplemental imaging that maintains sensitivity in dense breasts, such as MRI, ultrasound, and molecular imaging.

Interval cancers often have more aggressive tumor biology and are identified at a later stage.

The current study, along with other recent studies, suggests a place for AI in breast cancer risk assessment. This is when combined with clinical risk variables.

By rating mammograms in terms of the likelihood of finding cancer in the image, AI will be a strong second reading tool to help classify mammograms.

The study will be replicated in Pacific Islander and Native Hawaiian women. These are two populations that have historically been overlooked in breast cancer research. They also intend to broaden their research beyond cancer risk to investigate the danger of different kinds of breast cancer.

A new artificial intelligence system can help detect lung cancer a year early.

When bad news arrives early, it can be good news.

According to recent studys scientists have unveiled an artificial intelligence (AI) tool capable of detecting critical indications of lung cancer in CT scans a full year quicker than existing approaches.

Cancer is a progressive disease that becomes less curable as it progresses. The AI technology offers the potential to save lives.

Lung cancer is the leading cause of deaths from the disease. It claimes the lives of almost 2 million people worldwide each year. However, lung cancer is usually discovered at a late stage. This is when therapy is least likely to be effective. This is why researchers are hopeful about AI, hoping to use it in the lung cancer screening operation. Perhaps speeding up the process and detecting patients at an earlier, more treatable stage. Conventional CT scans can already detect characteristics of lung tumors. A post-CT biopsy or surgery can verify the tumor’s malignancy.

However, each scan requires a skilled radiologist to sift through around 300 pictures for important indications of lung cancers, which can be very faint and microscopic.

Experiments utilizing CT scans to screen high-risk lung cancer candidates have looked impressive. However the real-world problem of having a radiologist sit down and analyze every single picture to determine which cancer candidates require additional testing and which are fine is slowing the process.

The software found malignant tumors in 172 of the 177 cases identified by the CT scan, resulting in a 97 percent success rate. Missing five tumors is obviously still a huge issue, but these near-misses were tumors at the middle of the chest. This is the most difficult area to distinguish them.

This is a significant step forward in the embryonic application of AI technology in medical sectors, and it has the potential to significantly simplify the cancer screening process, potentially saving lives. Furthermore, deploying AI systems to detect dangerous tumors would only help radiologists, and would not replace them.

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Netflix video gaming https://www.thetop10news.com/2021/09/15/netflix-video-gaming/ Wed, 15 Sep 2021 12:29:00 +0000 https://www.thetop10news.com/?p=7 The popularity of pay-per-month subscription services for games, such as Xbox Game Pass and PlayStation Now, has popularized the pay-per-month subscription service for games. Services like this provide gamers with a wide library of titles. These can be accessed at any time without the need to spend more money on games. Streaming behemoth Netflix recently ... Read more

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The popularity of pay-per-month subscription services for games, such as Xbox Game Pass and PlayStation Now, has popularized the pay-per-month subscription service for games. Services like this provide gamers with a wide library of titles. These can be accessed at any time without the need to spend more money on games. Streaming behemoth Netflix recently revealed that game streaming will be coming to the famous platform. They announced that selected Netflix customers would be able to begin testing the new service.

Since its inception in 1997, Netflix has become a household name among streaming services. The streaming service has over 200 million members and a vast library of TV series and movies. It is also familiar with the gaming business, having produced many “Netflix Originals” based on video games such as Castlevania and The Witcher.

The huge streaming service is now focusing on the gaming sector, releasing a limited test run of the service.

Netflix said today that the streaming service’s gaming offerings would initially be confined to Android devices. The two initial titles based on the famous Netflix series Stranger Things will be available to prospective gamers. Stranger Things: The Game and Stranger Things 3: The Game will be available for Netflix members to try out. The streaming provider did however declare that the game’s initial testing phase will be restricted to Netflix customers in Poland.

Netflix has stated that there will be no advertisements or in-app purchases in games offered on Netflix’s gaming service. The statement went on to say that game streaming will be included with the basic Netflix membership; at no extra cost to users. Netflix emphasized that the service’s product is still in its very early stages. They sounded upbeat about the future of games on the enormous streaming platform however.

There was no word on when the service will be accessible outside of Poland.

For months leading up to the launch of the streaming giant’s gaming service, Netflix was believed to be exploring the possibility of game streaming. The company has significant links with the gaming industry. There are animated versions of popular games such as Dota 2 and League of Legends available on the service. The effective integration of games into the streaming service would only serve to solidify Netflix’s position as one of the top streaming providers. However, it appears that gamers will have to wait a while longer to see what Netflix’s full-fledged gaming offerings will look like.

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Bitcoin becomes legal tender in El Salvador https://www.thetop10news.com/2021/09/07/el-salvador-bitcoin-legal-currency/ Tue, 07 Sep 2021 12:40:00 +0000 https://www.thetop10news.com/?p=11 El Salvador has become the first government to accept bitcoin as a national currency. Thus launching a bold monetary experiment that might jeopardize the country’s weak economy. President Nayib Bukele revealed that his administration had acquired 200 bitcoins in preparation for El Salvador’s formal acceptance of the currency. On Tuesday, he added another 150 bitcoins, ... Read more

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El Salvador has become the first government to accept bitcoin as a national currency. Thus launching a bold monetary experiment that might jeopardize the country’s weak economy.

President Nayib Bukele revealed that his administration had acquired 200 bitcoins in preparation for El Salvador’s formal acceptance of the currency. On Tuesday, he added another 150 bitcoins, bringing the country’s total to 550.

Bitcoin, like the US dollar, is now legal money in El Salvador.

The hazards of the strategy were exposed when bitcoin values fell dramatically on what Bukele has dubbed “Bitcoin Day.”

Bukele, a right-wing populist who came to power in 2019, said in June that he intended to begin employing bitcoin as an official currency. According to the statute that makes bitcoin legal tender, all economic agents operators must accept the cryptocurrency as payment. Tax payments can also be done in bitcoin, according to the website.
Salvadorans will be able to download the Chivo Wallet; a government-created program that will provide them with $30 worth of bitcoin in order to promote its adoption.

The Bitcoin methodology in El Salvador will have a period of adjustment.

Every step forward is like this, and we will not accomplish everything in a day or a month Bukele has said. However, we must break free from old paradigms.
Some individuals have welcomed technology, while others remain skeptical. Some believe that dealing with bitcoin is simple. However, others still prefer the more traditional methods of cash and bank cards.

El Salvador has collaborated with the digital banking firm Strike to build the necessary infrastructure.

Cryptocurrencies are stored in digital wallets rather than traditional bank accounts. This means that people in impoverished regions with limited access to banks may be able to utilize bitcoin to get more access to their finances.
However, social organizations have petitioned the Salvadoran government to rescind the law. Mostly because they are concerned about the cryptocurrency’s high volatility.
Bitcoin has regained some of its lost territory after a spectacular fall earlier this year, but it is still considerably below its April high of almost $65,000.

The International Monetary Fund, which granted an emergency loan to El Salvador last year and is currently discussing another round of funding, has expressed reservations about adopting bitcoin as legal money, citing a range of economic, financial, and legal concerns.
“How can we know how much we collect in taxes when bitcoin rises and falls? How do we budget for expenses? Remember how bitcoin reached $65,000 in April, only to lose nearly half of that amount? That is a issue that the Ministry of Finance will have to contend with. And it’s not an easy one, either “The IMF’s managing director, Kristalina Georgieva, recently stated.

Moody’s Investors Service downgraded El Salvador’s debt rating to junk status in late July, citing “a decline in the quality of governance,” including the government’s decision to accept bitcoin as legal money.
According to Moody’s, the country is still vulnerable to financial shocks. This might endanger the government’s capacity to repay creditors beginning in January 2023.
El Salvador’s administration believes that legalizing bitcoin will attract fresh investment. The government also hopes to cut the fees charged for transferring remittances from overseas.

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Fake Banksy NFT sold for £244,000 https://www.thetop10news.com/2021/09/01/fake-banksy-nft-sold-for-244000/ Wed, 01 Sep 2021 13:12:00 +0000 https://www.thetop10news.com/?p=15 In retrospect, it seemed too good to be true; the opportunity to purchase Banksy’s maiden venture into the lucrative realm of non-fungible tokens (NFTs). But at a fraction of his skyrocketing market pricing. The work (titled Great Redistribution of the Climate Change Disaster) was convincing enough to persuade a customer – confusingly dubbed Pranksy – ... Read more

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In retrospect, it seemed too good to be true; the opportunity to purchase Banksy’s maiden venture into the lucrative realm of non-fungible tokens (NFTs). But at a fraction of his skyrocketing market pricing.

The work (titled Great Redistribution of the Climate Change Disaster) was convincing enough to persuade a customer – confusingly dubbed Pranksy – to spend hundreds of thousands of pounds. Eventually the money was returned after turning out to be what looks like an elaborate prank by a fraudster.

It has been described as a stunt for publicity. But whatever the actual reasons are, the event has shone attention on the weaknesses of NFT trading. This has already been highlighted by artists who claim their work was sold without their knowledge or agreement.

The photograph depicts a man smoking in front of several industrial chimneys.

It was put up for sale on the Open Sea site, dubbed eBay, but for NFTs.

Banksy’s official website did contain a page named NFT that has since been removed. It featured a link to an auction site offering a work of the same name.

Pranksy is famed for his collection of NBA Top Shots NFTs and was persuaded to bid £244,000 in bitcoin despite the fact it didn’t look genuine. He claimed he realized he had been duped when the offer was instantly approved.

He claims that the vendor ultimately refunded all of the money except for the transaction charge of £5,000.

The event calls into question one of the features that made NFTs so appealing; their ability to provide cryptographically secure authentication.

Authenticity is reliant on the vendor being who they claim to be.

Other artists, notably Damien Hirst, have embraced the NFT market, although some of their work has been sold without authorization. Banksy’s staff has been eager to disassociate the artist from the forgery. “The artist Banksy has not been involved with any NFT artworks,” his team said in a statement. They didn’t elaborate in any way on how his website was hijacked.

Artists have expressed concern about the ease with which some NFT platforms allow them to “tokenize” other people’s material. Some, for example, let users transform every tweet into a marketable digital commodity, while artworks have become attractive tokenisation products.

Pranksy claims that, despite his moniker, he didn’t want to jeopardize any future possibility to talk with Banksy’s crew or any other artists regarding NFTs. He claims instead that the rapid return of the money meant it was more likely it was someone seeking to make a broader point.

“I did not anticipate anything to be returned; it appears the hacker had more goals than money,” Pranksy explained. When asked what such motives could be, he responded, “to point out weaknesses in the website and with validation inside NFTs?”

Banksy’s art has previously been the topic of NFT debate.

The Burned Banksy NFT, which included a picture of a Banksy print named Morons, was sold for about £300,000 and featured an image of a Banksy work titled Morons. The tokenised print, which was originally sold in an edition of 500, was publicly burnt when the token was coined. Its makers said it moved the value of the actual artwork onto the NFT.

Pranksy said he wanted to hear from Banksy’s team regarding the security of his website and if it had been hacked; but that the event had not affected his interest in NFTs.

He stated he had not lost trust in NFTs as a result of the experience. When he finds one connected through an artist’s website, he’d just be a bit less excited, he added.

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China restricts video game use https://www.thetop10news.com/2021/08/30/china-restricts-video-game-use/ Mon, 30 Aug 2021 16:14:00 +0000 https://www.thetop10news.com/?p=13 China has adopted sweeping restrictions allowing minors under the age of 18 to play computer games for only three hours each week. On Fridays, Saturdays, Sundays, and public holidays, youth in China will be permitted to play games only between 8 p.m. and 9 p.m. Gaming addiction has had a significant impact on studies and ... Read more

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China has adopted sweeping restrictions allowing minors under the age of 18 to play computer games for only three hours each week. On Fridays, Saturdays, Sundays, and public holidays, youth in China will be permitted to play games only between 8 p.m. and 9 p.m.

Gaming addiction has had a significant impact on studies and people’s everyday life.

Many parents have become deeply unhappy as a result of this. Earlier this month, a publication associated with China’s state-run newswire Xinhua chastised gaming firms for marketing to children. Even referring to internet gaming as spiritual opium at one point.

China’s new playtime guidelines may be the most restrictive gaming legislation for youngsters in the world. Nonetheless, the regulations, however harsh, attempt to address what China’s officials regard as a serious societal problem; Chinese youngsters spend excessive amounts of time playing online games.

According to Daniel Ahmad, a gaming researcher at Niko Partners, China has over 720 million players, with about 110 million of them under the age of 18. Ahmad thinks it’s impossible to determine how many young Chinese gamers are hooked to video games. But considering the prevalence of such articles in Chinese media, Ahmad believes it’s a sizable proportion. According to Chinese official media, 13.2 percent of China’s minors play video games for more than two hours each day on weekdays, totaling tens of millions of youngsters.

According to a recent poll of 4,000 video gamers over the age of 18 from eight nations, Chinese gamers spent more hours playing video games per week than any other country.

Cloud services provider Limelight Networks have found that Chinese gamers played an average of 12.4 hours per week. This surpasses the US average of 7.7 hours per week and the worldwide average of 8.5 hours per week.

The pervasiveness and addictive nature of Chinese gaming can be attributed to, at least in part, the country’s regulations regarding the video game industry. After a 15-year ban on gaming consoles, the gaming industry focused their efforts instead on making extremely addictive games available to anyone with a smartphone. Indeed, the government aided China’s smartphone-driven gaming sector in its bid to become the world’s largest gaming market.

Now, Beijing is attempting to break the deep link that it helped build between its young and video games. They belive the only way to do it may be to impose intrusive ID checks and face recognition technologies. It is hoped these may be enough to keep children out of virtual worlds.

From 2000 until 2015, China prohibited the sale of video game consoles such as Sony’s PlayStation and Microsoft’s Xbox.

They attributed their decision to concerns that gaming would have a detrimental impact on youngsters.

The restriction coincided with a surge in smartphone use in China. Also the development of Internet behemoths such as Tencent and Alibaba. In 2010, 303 million Chinese individuals utilized mobile phones to access the Internet. This compares to 911 million Chinese people who own smartphones now.

According to Ahmad, the smartphone-oriented structure of China’s gaming business created a low barrier to entry for players. This just enhanced the appeal of online gaming.

These games are highly accessible via the smartphone platform, Ahmad explains. You can get them quite simply, and they are free to download. Because these games have had such a wide reach, he believes the government’s fears about addiction have grown.

The combination of making games shorter and free increased their popularity and accessibility. Meanwhile, encouraging players to pay to help them advance kept them involved and game businesses lucrative.

Ahmad points out that when it came to producing games for smartphones and PCs, China’s gaming sector was among the first to embrace free-to-play games. Also the popular, and sometimes condemned for being akin to gambling, practices such as loot boxes. Loot boxes allow players in free games to purchase a box of things that deliver gameplay bonuses. But without the user knowing the worth of the contents in any particular box.

The games are meant to push players to spend money on game boosters or skins. Or anything that will help them win in terms of impacting gameplay, Ahmad adds, making the games popular and addictive.

Chinese developers kept consumers coming back by incorporating social networks into games in a variety of ways.

Tencent, for example, has used the strength of its social messaging app WeChat which has over 1 billion active users in China. It has led to the increase in popularity of games and immediately connects players with other gamers.

Online gaming has become a fundamentally significant social activity for teenagers in China. Teenagers use online gaming to form and maintain crucial peer relationships but also as a significant outlet for them to relieve stress.

China’s government has always flip flopped between promoting and suppressing gaming culture.

Following the unprecedented growth of gaming in the early 2010s, China’s main state-owned newspaper, the People’s Daily, hit out in 2017 at gaming firms such as Tencent for delivering “poison” to Chinese culture. They claimed that the games had grown too addictive and corrupted Chinese values. That year, the government imposed limits on loot boxes. This forced firms to publish the odds of obtaining certain rewards in boxes purchased by players. In 2018, China imposed a nine-month ban on new game licenses and clamped down on violent game depictions.

Despite increased regulatory monitoring, Chinese gaming creators thrived, due in part to government assistance.

In 2019, China’s National Bureau of Statistics officially recognized e-sports as a professional sport. The municipal governments of Shanghai and Beijing launched subsidies and promotion campaigns the next year. This helped to further grow e-sports in their respective cities. In 2020, China’s state-run television aired a six-part documentary series. It focused on e-sports, and colleges throughout the nation have carried out e-sports courses.

2020 was the most successful year for the Chinese gaming sector yet. The mobile gaming market grew to $29.2 billion in yearly sales, up 30.9 percent from the previous year.

Some feel that on the one hand, the government has hailed and pushed online gaming, e-sports, and techno-culture in general as symbols of China’s technical growth and modernization. But on the other side, the government has created an anti-gaming societal narrative, with ‘Internet addicted’ teenagers vilified for threatening ‘social stability.’

Some teens will almost certainly be able to avoid the new gaming law.

Experienced players will discover methods to circumvent the restrictions. Even with the restrictions, breaking gaming habits among China’s youth will be difficult. China’s kids have become increasingly skilled at circumventing previous restrictions by playing offline games. Also by using VPNs to access foreign games or logging in to games using their parents’ or grandparents’ accounts.

Tencent, the world’s largest gaming business, has spent years striving to stay a step ahead of the rules. They used the game Honor of Kings as an experiment in how to verify age restrictions. Honor of Kings began implementing face recognition checks in 2018, amid government scrutiny. This was after the business implemented regulations prohibiting children under 12 from playing the game for more than one hour each day. Tencent launched the functionality on more than 60 games in July. The games, dubbed Midnight Patrol, tracked late-night users and those with high spending patterns. It enforced a prompt to check that the users were not minors playing on their parents’ phones.

Face recognition is Tencent going above and beyond what is expected of them. They have essentially attempted to demonstrate that they are taking responsibility to combat addiction.”

According to a representative for Tencent, face recognition technology is merely one component of a broader system. Tencent and parents of gamers will be able to watch and regulate kids’ playing time and spending patterns.

Tencent’s initiatives have been effective. As of the second quarter of this year, just 2.6 percent of Tencent’s gamers were under the age of 16.

The company’s face scans may also serve as a model for the rest of the gaming sector in terms of how to implement the three-hour gaming restriction.

The gaming industry will require time to adjust to the strict restrictions, but facial recognition may be used in more games in the long run.

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