Google corteja a China tras años de enfrentamiento a través del juego del go – El Mostrador

Google, el buscador más popular de internet y una de las mayores empresas del mundo, está bloqueado en China desde 2010, pero esta semana la compañía estadounidense ha intentado ganarse de nuevo a las autoridades del país con más internautas del mundo con algo tan sorprendente como un torneo de un juego mental.

Fuente: Google corteja a China tras años de enfrentamiento a través del juego del go – El Mostrador


El aterrador juego de “la ballena azul” se viraliza en América Latina – El Mostrador

Autoridades colombianas investigan las muertes de tres adolescentes que podrían estar relacionadas con el “juego” en línea.

Fuente: El aterrador juego de “la ballena azul” se viraliza en América Latina – El Mostrador


My Friend Cayla: la muñeca prohibida en Alemania que espía a tu familia

La línea de muñecas “My Friend Cayla” ha sido prohibida en Alemania, luego que el gobierno del país europeo descubriera que éstas eran utilizadas para grabar y guardar datos de sus usuarios sin su consentimiento.

Fuente: My Friend Cayla: la muñeca prohibida en Alemania que espía a tu familia


¿Por qué China prohibió los juegos de realidad aumentada? – El Mostrador

El gigante asiático ha decidido prohibir aplicaciones para celulares como el mundialmente popular Pokémon Go porque “amenaza a la seguridad” de los ciudadanos. ¿A qué se refieren los censores y cuáles son esos riesgos?

Fuente: ¿Por qué China prohibió los juegos de realidad aumentada? – El Mostrador


Sexual harassment in virtual reality feels all too real – ‘it’s creepy beyond creepy’ | Technology | The Guardian

Sexual harassment has been a feature of online and gaming communities from the earliest days of the internet. Until now, the abuse has been largely limited to verbal and visual messages, but as virtual reality technology becomes more immersive, the line between our real bodies and our digital bodies begins to blur.

Fuente: Sexual harassment in virtual reality feels all too real – ‘it’s creepy beyond creepy’ | Technology | The Guardian


The best – and very worst – sex scenes in video game history | Technology | The Guardian

This article contains sexual references, including but not limited to: interspecies sex, taxidermilogical sex, extraterrestrial sex and post-coital human sacrifice

Fuente: The best – and very worst – sex scenes in video game history | Technology | The Guardian


Los datos personales que quedan expuestos al jugar Pokémon GO – Universidad de Chile

Siendo un fenómeno, con más de un millón de usuarios activos en nuestro país, el juego para dispositivos móviles donde se busca capturar a los 151 pokémon genera preocupación no sólo por la integridad física de los jugadores, sino que también por el nivel de información que se accede a dar a la app, así como también por el desconocimiento de estas normas por gran parte de la gente.

Fuente: Los datos personales que quedan expuestos al jugar Pokémon GO – Universidad de Chile


Privacy Scandal Haunts Pokemon Go’s CEO

The suddenly vast scale of Pokemon Go adoption is matched by the game’s aggressive use of personal information. Unlike, say, Twitter, Facebook, or Netflix, the app requires uninterrupted use of your location and camera — a “trove of sensitive user data,” as one privacy watchdog put it in a concerned letter to federal regulators.All the more alarming, then, that Pokemon Go is run by a man whose team literally drove one of the greatest privacy debacles of the internet era, in which Google vehicles, in the course of photographing neighborhoods for the Street View feature of the company’s online maps, secretly copied digital traffic from home networks, scooping up passwords, email messages, medical records, financial information, and audio and video files.

Fuente: Privacy Scandal Haunts Pokemon Go’s CEO


Hundreds of Pokémon Go players fined for playing while driving in Taiwan | Technology | The Guardian

Most of the 349 fines were issued to people playing the game on motorcycles since the game was released on Saturday

Fuente: Hundreds of Pokémon Go players fined for playing while driving in Taiwan | Technology | The Guardian


Positive link between video games and academic performance, study suggests | Technology | The Guardian

Students who played online games scored above average in maths, science and reading tests, although study does not prove games were the cause

Fuente: Positive link between video games and academic performance, study suggests | Technology | The Guardian


Los polémicos duelos que trae la tercera versión de los “#ElectoralDeathMatch” – El Mostrador

Este juego, realizado vía Twitter, tiene por objeto indagar en las preferencias presidenciales de los usuarios de redes sociales, específicamente en Twitter.

Fuente: Los polémicos duelos que trae la tercera versión de los “#ElectoralDeathMatch” – El Mostrador


Realidad virtual: de anécdota a realidad – El Mostrador

“Habrá un momento en que, a nivel general, todos habremos entendido el valor concreto de la realidad virtual, y lo que hoy vemos como una experiencia casi lúdica a través de imágenes de esparcimiento, luego sabrá ser entendido como una herramienta de desarrollo y aprendizaje”.

Fuente: Realidad virtual: de anécdota a realidad – El Mostrador


Los videojuegos que no amaban a Estados Unidos | Juegoreviews

Los videojuegos, como cualquier otra manifestación cultural, expresan la realidad de quienes los crean y de la cultura donde son creados. En anteriores textos hemos observado cuales son las imágenes que vierten sobre el continente africano y próximo oriente. Sin embargo, otros pocos enarbolan otra bandera y critican los lugares y la cultura donde han sido creados. En este texto vamos a centrarnos en ellos para conocer que imágenes arrojan sobra la cultura que los vio nacer y reflexionar sobre este aspecto, la crítica dentro de los videojuegos.

Fuente: Los videojuegos que no amaban a Estados Unidos | Juegoreviews


Your kids want to make Minecraft YouTube videos – but should you let them? | Technology | The Guardian

Don’t put your daughter on the stage, Mrs Worthington. But in 2016, what if the stage is YouTube, and your daughter (or son) is demanding to be put on it, playing Minecraft?That’s the dilemma facing a growing number of parents, whose children aren’t just watching YouTube Minecraft channels like The Diamond Minecart, Stampy and CaptainSparklez – they want to follow in their blocky footsteps.

Fuente: Your kids want to make Minecraft YouTube videos – but should you let them? | Technology | The Guardian


Virtual reality is waiting for its killer app – FT.com

So, there I was shuffling along a rickety plank spanning two tower blocks when the well-meaning Stanford professor urged me to jump. Like a fool, I did so and felt myself plummeting to the ground. I braced for the impact, but there was none.Virtual reality may be great at tricking the senses but it cannot rewrite the laws of physics. I was still standing in the middle of Stanford University’s Virtual Human Interaction Lab with a VR headset strapped to my face.

Fuente: Virtual reality is waiting for its killer app – FT.com


Gaming: don’t think it’s all bad for kids. It can be a step to a creative future | Technology | The Guardian

Gaming: don’t think it’s all bad for kids. It can be a step to a creative future | Technology | The Guardian.

The journey from playing to designing and making games can be a short one, and brings rich educational rewards for children

Project Spark
An image from Project Spark, a program that can be used to design and make games.

Despite their ubiquity, despite the vast sales and the increasing calls for the medium to be recognised as an artform, video games – that most obviously visual of media – still have an image problem. And it is more than superficial, it goes to the heart of the home, where concerned parents worry about the deleterious effect on their sons and daughters. However, while the evils of gaming rhetoric may make the most noise, parents who have fears may be intrigued to know that it is not the only story in town.

Children themselves are now refuting the stereotype that gaming is a mindless, pointless hobby, as the flexibility of the medium allows them to grow from player to creator. And the game-makers agree: “Games as a medium always involve creativity on the player’s part,” says Benjamin Donoghue, creative director at Blackstaff Games. “Creativity is about exploring what you can do within a defined set of rules.” Blackstaff is currently working on DogBiscuit: The Quest for Crayons, a drawing game for mobile devices in which the player designs parts of the game world.


Parents! Focus less on worrying about Minecraft and more on understanding it | Technology | The Guardian

Parents! Focus less on worrying about Minecraft and more on understanding it | Technology | The Guardian.

Millions of kids are obsessed with Mojang’s crafting game, but understanding it rather than fearing it is a good first step for parents

Children love Minecraft, but is that something to worry about?
Children love Minecraft, but is that something to worry about? Photograph: Voisin/Phanie/Rex

A lot of people are getting hot under the collar about the BBC’s article on Minecraft, children and parenting, written by journalist Jolyon Jenkins.

Should parents ever worry about Minecraft? asks whether Minecraft is entirely healthy for kids, from addiction and lessening interest in the real world through to the prospect of “children being digitally mugged” by other players.

Jenkins clearly knows that he’ll have critics, referring to “Minecraft’s champions”, “the other side” and “the opposition” in the piece when suggesting how they might try to counter his arguments, setting this up as a battle.

At this point, as someone who writes regularly about children and technology – Minecraft included – I’m probably expected to saddle up and charge into battle, laying waste to Jenkins’ arguments.

He does make some points worth talking about in a much more balanced and less adversarial way. But my main response boils down to this: wouldn’t it be better for parents to understand Minecraft rather than worry about it?

Because once they understand the game and what their children are getting out of it, they’ll have a much better base of knowledge to make parenting decisions about and around it – from setting time limits to ensuring it’s complemented by other activities.


MWC 2015: Enganchados a ‘Preguntados’ | Mobile World Capital | Eventos EL PAÍS

MWC 2015: Enganchados a ‘Preguntados’ | Mobile World Capital | Eventos EL PAÍS.

Máximo Cavazzani, creador de 'Apalabrados' y 'Preguntados'.Máximo Cavazzani, creador de ‘Apalabrados’ y ‘Preguntados’..

Villa Urquiza no es Silicon Valley. Es un barrio de Buenos Aires con casas de dos plantas donde viven familias de clase media. Nada de oficinas con ventanales espejados. Entre las viviendas se erige una planta textil de ladrillos gastados y vidrios esmerilados. Ningún cartel indica su nombre en la puerta de la calle Capdevila, pero se llama CD Way. Tampoco nada indica que la primera planta de la fábrica está alquilada a Etermax, la empresa argentina de videojuegos que creó Apalabrados, la aplicación más descargada en España durante dos meses de 2012; y Preguntados, que desde hace semanas también es la número uno allí y cuya versión en inglés, Trivia Crack, batió este año la marca histórica de 66 días como la app más descargada en EE UU.

Son las cuatro de la tarde y Máximo Cavazzani, el ingeniero en sistemas de 29 años propietario de Etermax, toca el timbre de la fábrica. Una secretaria le abre y sube a saltos por la escalera hasta su oficina. Delgado, con barba, vestido con camiseta como casi todos los 85 empleados que allí trabajan, Cavazzani rehusó trabajar en la CD Way, la empresa textil de su padre, pero le alquiló el espacio para las oficinas. Primero usó una pequeña sala con un escritorio en la que, con dos compañeros de la facultad, comenzó a idear en 2009 su primera aplicación para comprar y vender acciones, iStockManager. El operador bursátil en línea norteamericano Ameritrade contrató la app.


How have video games changed your life? | Technology | The Guardian

How have video games changed your life? | Technology | The Guardian.

Minecraft screenshot
Minecraft – a game that enables and encourages creativity, in an ordered, easily understandable environment. Photograph: Mojang
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Video games are often labelled as just another hobby, but often, they can be much, much more.

Our games writer Keith Stuart spoke in depth about the positive influence Minecraft has had on his son, who was diagnosed with autism. For him, its creator Markus “Notch” Persson helped give his son a voice:

But most important was the way in which, after talking to each other while playing, they came to talk to us. Zac never really tells us much about what he does at school; his short-term memory isn’t great and a lot of it doesn’t seem to filter through. Or perhaps he doesn’t want us to worry. We know he doesn’t play with other children at break times or lunch, he sits by himself – the other kids grew tired of the fact that he couldn’t deal with team games. But he talks to us about Minecraft. He talks and talks. We were getting bored of it, to be brutally honest, but then my wife read an article that said if you listen to your children when they’re young, they’ll tell you more when they’re older. It’s sort of an investment of care. So we always listen, even though we don’t really get what the ender dragon is, or why it matters.

With so many playing video games today, there are bound to be more stories out there: and we’d like to hear them. How was video gaming changed your life? Have games improved it in some way? Or perhaps they’ve introduced you to a new community?


How video games helped me come to terms with male pattern baldness | Technology | The Guardian

How video games helped me come to terms with male pattern baldness | Technology | The Guardian.

 

Dark SoulsDark Souls is one of the few video games that recognises the transition from a full head of hair to baldness Photograph: public domain

“Screw you, you baldy bastard,” cried the man I’d spent the last 15 minutes alongside, slaughtering Russian mobsters and seizing bag-loads of drugs. We were at the end of a Grand Theft Auto IV online mission and things had gone wrong; somehow, I was getting the blame, despite the fact that he was the one who nearly blew the plan by leaving me behind at the helipad. Nonetheless, a belligerent grenade, tossed at me in spite, marked the end of our contemptuous partnership. It was his words however, not the explosion, that cut deepest.


El poder del Remix: Tómate una Selfie en Doom | Manzana Mecánica

El poder del Remix: Tómate una Selfie en Doom | Manzana Mecánica.

Jueves 26 Feb 2015

Para quienes no estén familiarizados con el término, un “Mod” es básicamente una versión de un videojuego que ha sido modificada para entregarle nuevas características.

Las comunidades de Mods se encargan de mantener “vivos” muchos videojuegos gracias a la adición de nuevos contenidos, características estéticas o nuevas mecánicas. Estas comunidades son bastante funcionales para las compañías, ya que ayudan a mantener una base de lealtad y creación de contenidos gracias a los remixes de su propuesta original casi sin ningún costo.

Uno de los últimos ejemplos de este tipo de modificaciones puede observarse en el caso de Doom, clásico videojuego que cuenta con una enorme cantidad de versiones. En esta versión se le han agregado 37 filtros de Instagram y un “selfie stick” para que los jugadores puedan agregar una nueva modalidad de captura de imágenes al juego.

Si bien puede parecer algo superficial, la reflexión que ofrece Timothy Geigner de Techdirt es bastante interesante. Que un videojuego de más de 20 años, tiempo donde el concepto de un teléfono con cámara fotográfica estaba lejos de llegar al mercado, entregue la posibilidad de agregar referencias culturales actuales es algo genial. Doom en sí mismo es una referencia cultural innegable, y que la comunidad de Modders lo mantenga vivo y actualizado es algo increíble.


Cybercriminals ‘often start out with minor thefts in online games’ | Technology | The Guardian

Cybercriminals ‘often start out with minor thefts in online games’ | Technology | The Guardian.

A screengrab from World of Warcraft


 World Of Warcraft is an online role-playing game which can feature thousands of players from around the world interacting with each other in a virtual universe. Photograph: World of Warcraft screenshot

People who go on to commit serious cybercrime often start out with minor thefts in online games such as World Of Warcraft, a leading detective has said.

Looking at how people end up on a particular criminal path could help with early intervention, said Dr Jamie Saunders of the National Crime Agency.

In an interview with the Independent, the director of the National Cyber Crime Unit said cybercriminals can do “a great deal of damage, but not in a traditional criminal way”, and explained that the crimes can start out on a small scale.


e-Sports: Hacer fortunas a golpe de ratón | Tecnología | EL PAÍS

e-Sports: Hacer fortunas a golpe de ratón | Tecnología | EL PAÍS.


La competición profesional de videojuegos mueve premios y audiencias millonarias

Millares de personas durante la final de ‘League of Legends’ en Corea.

Más de 40.000 personas dejándose los ojos y las gargantas. Cerca de 32 millones frente a los monitores. Y dos equipos cargando sobre los hombros el peso de toda esa expectación. Pero no hay balón que corra por el césped. Ni pelota golpeada por bate o raqueta. Hay manos moviéndose a velocidad de relámpago sobre teclados de ordenador. Y una enorme pantalla en la que magos y guerreros cruzan espadas y hechizos.

Se trata de uno de los campeonatos de videojuegos celebrados en 2014, el del League of Legends (LOL), el mundial del medio. Sus participantes, los Ronaldo o Messi del videojuego, profesionales que dedican su vida a prepararse para competir con un joystick, teclado o ratón. Los siguen millares de personas que llenan estadios de fútbol para corear a sus estrellas. La prueba de que los videojuegos entendidos como una competición —deportes electrónicos o esports, se llaman en esta industria— están en alza son los 70.000 millones de euros que movieron en 2013, el doble que la taquilla del cine.

Las cifras son cada vez más espectaculares. En 2014 se han batido varios récords. El equipo chino Newbee se llevó cuatro millones de euros por ganar uno de los mayores torneos, el DOTA 2. Además, ese mismo equipo fue el responsable del primer fichaje que se realiza en este sector por encima de los 100.000 euros: el del jugador Wang Xiaotuji. Estrellas de la NBA como Roy Hibbert les han llamado en Twitter “the next big thing [el siguiente pelotazo]”. Y en España el torneo nacional de League of Legends —celebrado el 6 y el 7 de diciembre y que contó con más de 26.000 espectadores durante todo el evento— logró ser el trending topic nacional número uno en Twitter.


PlayStation Network back online, while Lizard hacker group basks in limelight | Technology | The Guardian

PlayStation Network back online, while Lizard hacker group basks in limelight | Technology | The Guardian.

The PlayStation Network, which provides the online infrastructure for Sony’s games consoles, is back online after a cyber assault on Christmas Eve. Photograph: Chesnot/Getty Images

The PlayStation Network is back online … for now.

The global gaming service used by 110m people was brought down on Christmas Eve, seemingly by a hacking group calling itself Lizard Squad. On Sunday however, Sony assured customers via its PlayStation blog that the system was now functioning.

The company also admitted for the first time that the disruption was caused by hackers who used a distributed denial of service (DDoS) attack to flood the PlayStation servers with traffic, bringing access to a halt.

“As you probably know, PlayStation Network and some other gaming services were attacked over the holidays with artificially high levels of traffic designed to disrupt connectivity and online gameplay,” read the post. “This may have prevented your access to the network and its services over the last few days.”

Microsoft’s Xbox Live infrastructure was also attacked, reportedly by the same group, which revelled in its achievement via a series of tweets throughout Christmas day. However, the Xbox online infrastructure was functioning again by Boxing Day.

Formed in mid-2013, Lizard Squad has been stepping up its media profile in the wake of the Christmas attacks. In a series of interviews, two self-declared founding members have claimed that their motivations are amusement, and to highlight the security weaknesses of the systems.

“If I was working [at Microsoft or Sony] and had a big enough budget, I could totally stop these attacks,” “Ryan Cleary” (a pseudonym borrowed from an infamous LulzSec hacker) claimed to tech news site Daily Dot. “I’d buy more bandwidth, some specific equipment, and configure it correctly. It’s just about programming skill. With an attack of this scale, it could go up to the millions. But that’s really no problem for Sony and Microsoft.”

Speaking to Sky News, “Cleary” added, “These companies make tens of millions every month from subscriber fees and that doesn’t even include purchases made by their customers.

“They should have more than enough funding to be able to protect against these attacks.”

Lizard Squad has claimed that its actions against Sony and Microsoft were more sophisticated than standard DDoS attacks, which don’t usually require hackers to gain access to the target’s online infrastructure.

“There’s plenty of people saying we’re not hackers and DDoS isn’t hacking. For attacks of this scale, you can’t really do them without either having access to insane amounts of funding or being able to gain access to the computers via hacking,” “Cleary” said to Daily Dot. “You can’t just do DDoS attacks from your home computer. It doesn’t work.”

The group has even suggested that it has access to undersea cables that facilitate internet connections between the US and Europe.

But its appetite for fame may prove to be Lizard Squad’s undoing, after security journalist Brian Krebs claims to have uncovered the possible true identities of at least two members, both of whom have conducted TV interviews in the wake of the attacks.


Xbox live and Playstation attack: Christmas ruined for millions of gamers | Technology | The Guardian

Xbox live and Playstation attack: Christmas ruined for millions of gamers | Technology | The Guardian.

Millions of gamers could not use their PlayStation 4 after an apparent cyber-attack at Christmas

 Millions of gamers could not use their PlayStation 4 after an apparent cyber-attack at Christmas. Photograph: Chesnot/Getty Images

Millions of people could not use their games consoles for a second day as disruption on the Xbox Live and Sony Playstation networks continued after an apparent cyber-attack.

A group calling itself Lizard Squad claimed responsibility for bringing down both networks on Christmas Eve, which could have affected nearly 160 million gamers.

Even an intervention by eccentric internet entrepreneur Kim Dotcom, who offered the hackers free lifetime use of his file storage service, does not appear to have ended the attack. Known as a distributed denial of service, or DDOS, the attack is overloading the systems of both services by generating fake access requests.

Such an attack can prevent people from playing games even when they have a physical copy as newer consoles often require online authentication as an anti-piracy measure.


¿De qué sirve triunfar en YouTube? | ICON | EL PAÍS

¿De qué sirve triunfar en YouTube? | ICON | EL PAÍS.


El hombre más seguido de la plataforma creará su propia empresa en protesta por la forma de trabajar de las demás compañías

El ‘youtuber’ PewDiePie grabando uno de sus vídeos / FACEBOOK

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A Felix Kjellberg se le considera el sueco más influyente del mundo, a veces, y el mayor éxito que ha dado jamás YouTube, siempre. Este hombre, más conocido por su nombre en la plataforma de vídeos, Pewdiepie, tiene 31 millones de seguidores pendientes de su canal. El triple de la población de su país. Más que nadie en la corta historia de la web. Pero esto no quiere decir que Kjellberg esté contento con el lugar que tanta visibilidad le ha dado. No mientras esté a la merced de agencias dedicadas a explotar y gestionar éxitos como el suyo (redes multicanal).

“Estas empresas se gestionan de una manera increíblemente pobre. Es vergonzoso”, comentaba hace poco este joven de 24 años. Tiene un contrato con Maker Studios, que controla 55.000 canales y por el que hace poco Disney pagó 750 millones de euros. Sin embargo, su compromiso termina en diciembre y Pewdiepie ha planteado la posibilidad de crear su propio proyecto para ayudar a sus compañeros.


Violent video games research: consensus or confusion? | Pete Etchells & Chris Chambers | Science | theguardian.com

Violent video games research: consensus or confusion? | Pete Etchells & Chris Chambers | Science | theguardian.com.

A new paper arguing that there is consensus that violent video games cause aggression highlights the pitfalls of peer review

 

Destiny video game
Do researchers agree whether violent video games cause aggression? We don’t seem to be any closer to answering that question. Photograph: PR

 

It seems like a simple question to ask, but it is one that is apparently very difficult to answer: what are the effects of violent media on our behaviour? It’s also a question that regularly produces heated debates, both in scientific journals and in the mainstream news. However, a new study published this week in the Psychology of Popular Media Culture (PPMC) argues that there shouldn’t be a debate at all. Instead, they claim to have found a “consensus” among media researchers, paediatricians and parents, that violent media can cause aggression in children.

 

The study, by Brad Bushman and Carlos Cruz at Ohio State University, and Mario Gollwitzer at Philipps University Marburg, asked participants to complete an online survey asking them how much they agree with the statement “violent X can increase aggressive behaviour in children”, where X included a number of different types of media, ranging from comic books and literature to movies and video games. They were also asked the extent to which they agree with two other statements: one asking whether there is a causal relationship between exposure to violent media and aggression, and another asking whether media violence is a factor in real life violence.

 

According to Bushman and his team, the results pointed to a broad consensus that exposure to media violence had a negative effect on children. In a related press release, Bushman states that they “found the overwhelming majority of media researchers, parents and paediatricians agree that violent media is harmful to children.”

 

What consensus?

 

We don’t think the data are anywhere near as clear-cut as Bushman and colleagues make out. Let’s take the statement “there is a causal relationship between exposure to violent media and aggression”. Here are the results for the four groups of people:

 

data visualisation from Bushman et al 2014
Data responses to the statement “there is a causal relationship between exposure to violent media and aggression”. Data taken from Bushman et al., 2014. Figure produced by Pete Etchells. Photograph: Pete Etchells

 

As you can see, of the researchers that are potentially active in this area, 61% of media psychologists and 56% of communication scientists agree or strongly agree with that statement. Averaging across all four groups of people, 66% agree with the statement, whereas 19% don’t, and 15% are on the fence. As Meatloaf would no doubt agree, two out of three ain’t bad, but it is hardly a “consensus”.


Microsoft ofrece más de 2 mil millones de dólares por la creadora de “Minecraft” – BioBioChile

Microsoft ofrece más de 2 mil millones de dólares por la creadora de “Minecraft” – BioBioChile.

 

MinecraftMinecraft

Publicado por Eduardo Woo | La Información es de Agencia AFP
 

El gigante del software Microsoft está negociando la adquisición del popular videojuego Minecraft, en un trato que podría alcanzar los 2.000 millones de dólares, según informó este martes el diario estadounidense Wall Street Journal.

Microsoft y la empresa sueca de videojuegos Mojan AB, dueña de Minecraft, no han querido comentar el informe, basado en una fuente no revelada.


Inside the mind of Derp, a hacking group with a taste for cyber chaos | Technology | theguardian.com

Inside the mind of Derp, a hacking group with a taste for cyber chaos | Technology | theguardian.com.

With cyber attacks on the rise, the Guardian meets the team behind one of the most famous incidents. This is the night DerpTrolling took down gaming superstar, Phantomlord

 

 

voltron angel
Derp is a loose collective of coders and computer experts, who have a taste and a talent for internet chaos. Photograph: Robert Anthony Provost/flickr

 

Friday 27 December 2013. The answer phone message was simple: “Get PhantomL0rd”. No one knew who it came from.

 

The message was left on a phone operated by “DerpTrolling”, a clandestine hacker group, active since 2011. Like many similar groups, Derp, as its tens of thousands of Twitter followers know it, is a loose collective of coders and computer experts, who have a taste and a talent for internet chaos. They identify a target – usually a large corporation, often a video game company – and attempt to break its online infrastructure.

 

But Derp has a unique approach. The group advertises a phone number on its Twitter page with the simple instruction: “call or text a request.” Dial the number and you can leave a message with the name of a website you would like to be taken offline. If they decide to act, the hackers then stage a distributed denial of service (DDoS) attack against the target.

 

A DDoS attack is not hacking, it does not require the perpetrator to gain illicit access to the system – instead it involves directing a colossal flood of network traffic at the site until its servers buckle under the load. During the past five years, many of the world’s largest and most powerful websites, including PayPal, Mastercard and even the US National Security Agency have been shut down by DDoS attacks instigated by amateur hacker groups like Derp.

 

This time, however, the target was not a website but a person.

 

Enter Phantomlord

 

Jason Varga is a popular internet TV presenter who earns his living playing and commentating on online video games. Varga, known to his channel’s subscribers as PhantomL0rd, is one of the most popular “casters” in the business: he earns an estimated $184,000 a year from YouTube advertising, which supplements his already sizeable income generated from subscribers who pay to watch to his channel on the popular Twitch service, recently bought by Amazon for $970m.

 

Jason Varga AKA PhantomL0rd
Jason Varga AKA PhantomL0rd. Photograph: Jason Varga

 

The person who called Derp was perhaps a rival presenter or a bored viewer who wanted to cause some trouble during the school holidays. But their simple request was accepted.

 

DDoS attacks have vastly increased in frequency during the past few years. While some of the attacks are financially motivated (groups have demanded a ransom to be paid before they call off the attack), many are motivated by anti-corporate sentiment. When Mastercard and PayPal blocked donations to Wikileaks in 2011, the best-known “hacktivist” group, Anonymous, launched a DDoS attack against both sites in a programme of chaos it called “Operation Payback”.

 

Other hacker groups aren’t doing it for money or activistism, they’re doing it for fun, and to boast about their success on social media. It is the electronic equivalent of graffiti with a vaguely anti-establishment theme. This is where Derp operates.

 

Three days after the answerphone message was left, perhaps drawn to the idea of one of their DDoS attacks being streamed live on air, Derp chose to act against Varga.

 

At 4:07pm GMT on 30 December, the group tweeted: “Something special planned for League of Legends”, a reference to the hugely popular online PC game that Varga was playing while streaming footage to his hundreds of thousands of viewers. During the next few hours the group staged multiple DDoS attacks on the League of Legends servers. They successfully took the game, its accompanying website and forum offline around the world.

 

Rather than report the incident, Varga entered into a dialogue with the hackers. Realising the spectator value of what was happening, he made a deal with them, concerning the next game he was planning to play on air – the popular arena battle title, Dota 2.

 

“If my team wins, we’ll keep going,” he said, live on air. “[But] if my team starts to lose, Derp Bros, take this shit down.” The hackers agreed.

 

When Varga’s team lost the match the hackers made good on their promise: at 21:12pm, DOTA2 disappeared from the internet.

 

Throughout the evening the hackers continued to follow Varga online. They convinced him to play a game on the Disney-owned Club Penguin before they took the entire site down. They were enjoying the attention. They got more ambitious.

 

During the next few hours they successfully brought down various game-related websites, including Origin, the online web store of giant video game publisher, Electronic Arts. Varga asked the group why they were doing this. “For the lulz,” they replied, before adding, perhaps to lend a sub-note of gravitas to their campaign, that they also wanted to target greedy game companies.


Amazon compra la web de videojuegos Twitch por 735 millones de euros | Economía | EL PAÍS

Amazon compra la web de videojuegos Twitch por 735 millones de euros | Economía | EL PAÍS.

 

Jeff Bezos, fundador y consejero delegado de Amazon. / EFE

El presidente de Amazon, Jeff Bezos, sigue ampliando el negocio. El gigante de comercio online ha anunciado este lunes la compra de la web de videojuegos en tiempo real Twitch Interactive Inc. por unos 970 millones de dólares (unos 735 millones de euros).

Se trata de la mayor adquisición en los 20 años de historia de la empresa norteamericana. Con esta operación, Amazon se anticipa a Google que mantenía conversaciones para adquirir la firma. Yahoo también había mostrado su interés por la compañía. La página en Internet, que permite ver y subir videojuegos y jugar a ellos en tiempo real entre los usuarios, cuenta con unos 50 millones de visitantes únicos al mes.

La compra forma parte de una estrategia para potenciar las actividades de entretenimiento. “Esperamos aprender de ellos y ayudarles a moverse incluso más rápido para crear nuevos servicios para la comunidad de videojugadores”, ha explicado el consejero delegado de Amazon, que tiene como objetivo competir con otras empresas del sector como Netflix o Hulu.

Por su parte, el consejero de Twitch, Emmett Shear, afirmó, en un comunicado, que “con el apoyo de Amazon tendremos los recursos para ofrecer un Twitch mejor aún”. Twitch, lanzado en 2011, genera ingresos a través de los anunciantes publicitarios y las suscripciones de los consumidores que pagan para ver los videojuegos online.


Los beneficios y desventajas de los videojuegos para los niños – BioBioChile

Los beneficios y desventajas de los videojuegos para los niños – BioBioChile.

 

Leo Hidalgo (@yompyz) (CC)Leo Hidalgo (@yompyz) (CC)

 

Publicado por Marcial Parraguez

 

Es los tiempos actuales es muy común que los menores de edad desarrollen adicciones a los dispositivos tecnológicos. Celulares, consolas de videojuego, notebooks y tablets han pasado por encima de los clásicos regalos como las bicicletas o las muñecas, incluso por sobre el desarrollo común de un niño y su relación con el entorno.

La pregunta ahora es ¿esto es positivo o negativo? Estudios recientes han demostrado la diversidad de beneficios que tienen estos gadgets y, al mismo tiempo, los efectos negativos que podrían llegar a causar.

Muchos pasaron tardes divertidas jugando Atarai o Nintendo, otros prefirieron el fútbol o “las princesas”. Y las razones varían, desde lo económico a la posibilidad de socializar. Sin embargo, lo que produce en los niños cualquiera de estas dos actividades es algo muy distinto, según un estudio de Andrew Przybylski, psicólogo del Instituto de Internet Oxford publicado en la revista médica Health News.

En la investigación participaron más de 5.000 niños británicos de entre 10 y 15 años. Los menores debían decir el número de horas que jugaban ya sea frente a una consola o un computador.

El horario y sus efectos

¿Cuánto juegan los menores versus cuánto deberían jugar? En la investigación descubrieron que quienes pasaban menos de una hora con sus videojuegos eran “más propensos a ser felices, a ayudar y a ser emocionalmente estables”.

Por otro lado, estar tres horas o más produce un resultado totalmente diferente y perjudicial para la salud de cualquier menor. “Son más propensos a estar malhumorados, infelices y a portarse mal”, señala la publicación.

Y quienes juegan entre una hora y tres no sufren ningún efecto. De hecho, el equipo de investigación determinó que jugar dentro de esos rangos horarios no produce características positivas o negativas, y que los pequeños se desarrollan “más o menos como un niño que nunca juega”.


Tech-savvy kids, don’t become a digital obsessive like me | Keith Stuart | Comment is free | theguardian.com

Tech-savvy kids, don’t become a digital obsessive like me | Keith Stuart | Comment is free | theguardian.com.

I’m glad my sons – aged six and eight – are digitally literate and handy with a tablet. But I don’t want the tablet to use them
Boy with digital tablet
‘My own sons were smearing mashed banana all over iPad screens and Xbox controllers before they could talk.’ Photograph: Alamy

As a “tech-savvy” parent (I write about video games, for heaven’s sake), I was probably slightly less perturbed by the revelation from Ofcom’s consumer survey that six-year-olds understand more about digital technology than 45-year-olds. I actually think that’s incredibly positive. My own sons (aged six and eight) had the latest gadgets to hand from birth, due to my inability to put anything away. Their inquisitive, sticky fingers were smearing mashed banana all over iPad screens and Xbox controllers before they could talk. There have been many occasions where I’ve sat in my home office happily slaughtering enemies in Call of Duty only to turn around and find my boys staring open-mouthed from the doorway (“Daddy, what are you doing?”). Now games like Minecraft and Terraria are part of their daily lives. They text their nan, they download apps, they can take a photo and make it a smartphone wallpaper. That’s all fine; they are going to need that level of digital literacy to survive – that’s what I tell myself.

But there are some elements of my digital lifestyle that I’d rather protect them from; some routines I hope don’t become inveterate to them. I mean, imagine if their daily lives started to work like mine – a digital obsessive with a compulsive need to share everything. They wouldn’t just be able to go out into the garden for a casual kickabout – they’d need to set up a live stream over Twitch, with ongoing commentary – then edit the funny bits into a YouTube video, promoted via Twitter. Playing hide and seek in the park would involve GPS tracking. I’d think I had geo-located one of them, only to find that he’d attached his smartphone to a squirrel. I don’t want to deliver their bedtime stories via a series of Snapchat mimes.


Prohíben en Tailandia videojuego que simula una dictadura – BioBioChile

Prohíben en Tailandia videojuego que simula una dictadura – BioBioChile.

Tropico 5Tropico 5

Publicado por Gabriela Ulloa | La Información es de Agencia AFP
 

La junta tailandesa prohibió un videojuego que permite entre otros crear una dictadura militar en una isla paradisíaca ficticia en la que coexisten “playas soleadas y corrupción política”, indicaron el martes las autoridades.

El juego de simulación Tropico 5 propone a los jugadores construir su propia forma de gobierno en esta isla, ya sea una “utopía socialista en la que cada ciudadano cuenta” o un sistema tiránico que convierta a la Nación en una mina de ingresos para una cuenta bancaria en Suiza.

“Tropico 5 ha sido prohibido pero no quiero indicar los motivos sin la autorización de nuestro director general”, indicó simplemente el lunes a la AFP un responsable de la oficina de vídeos y de películas del Ministerio de Cultura.


Violence, video games and fun – a beginners' guide for parents | Technology | theguardian.com

Violence, video games and fun – a beginners’ guide for parents | Technology | theguardian.com.

The Guardian Games’ session at Camp Bestival this weekend explained some of the benefits and ground rules of video games for mystified parents

Camp Bestival performers
Not Keith Stuart and Jemima Kiss talking to Camp Bestival parents about video games Photograph: Caitlin Mogridge/Redferns via Getty Images

A festival is not a natural place to think about video games. At Camp Bestival this weekend, the sun was out, the crowds were swarming between stages; there were circus acts, acoustic sets, storytelling sessions for children. Everybody was enjoying being outside, surrounded by friends, music and the Dorset countryside – there were very few screens, apart from at the Skylanders Trap Team promotional area which drew excited kids and wary parents, mumbling to each other that they’d wanted to escape that kind of thing …

But for an hour on Sunday, in front of a surprisingly large audience at the Guardian’s tent, I talked about video games on stage with Jemima Kiss. What we wanted to do was place games in a cultural context to show how they’ve evolved, what they have to offer and why the newspaper covers them. We wanted to show that games have a place at this table.

The history of games

Sometimes people are surprised by just how long these things have been around – since 1958, in fact – so we started there. The sports sim Tennis for Two was programmed on an ancient analog computer by William Higinbotham at the Brookhaven National Laboratory. It ran on an oscilloscope screen.

From here, our talk took in landmark titles in the history of games as an industry; from Pong through to Candy Crush Saga. There was Space Invaders, which popularised the shoot-em-up genre and introduced reactive sound, the looping four-note background music speeding up as the alien invaders neared your ship. We considered Pac-Man, one of the first marketable game protagonists, which introduced the idea of merchandising to the sector.

We talked about Tetris and its perfection of “tidying up” as a game mechanic, and Street Fighter 2, and the way an error in the game’s character animation had the unexpected benefit of revolutionising the fighting game genre. Grand Theft Auto and Call of Duty, also figured, the former for kickstarting the open-world action adventure, the latter for, well, becoming the biggest entertainment franchise in the world.

Games and violence

Aware that there were lots of parents in the audience, we wanted to talk about violence. A myth I still encounter from non-players is that most games are about shooting and graphically depicted death. Actually, although shooting obviously remains a vital game mechanic, 75% of games released during 2013 were suitable for children under 16, and less than 10% were rated 18. However, we were keen to emphasise that 18 means 18; it’s not a casual suggestion, titles with this rating are absolutely unsuitable for children. Games aren’t a bogeyman but parents have a role in ensuring that children are protected from graphic violence. That’s a message people don’t often want to hear.

As for the long-term link between game and real-world violence – after 30 years of interrogation, none has been scientifically established. Research into the matter is often limited (and, arguably, flawed) in its methodology and focus; short term spikes in aggression can be given undue prominence, while meaningful studies are often misrepresented by tabloid newspapers looking for something easy to blame the latest gun tragedy on. It is impossible to apportion specific blame when violence happens – myriad socio-cultural influences are involved.


Google compra la plataforma de juegos en ‘streaming’ Twitch por 742 millones | Economía | EL PAÍS

Google compra la plataforma de juegos en ‘streaming’ Twitch por 742 millones | Economía | EL PAÍS.

El grupo integrará los servicios del portal en Youtube con vistas a potenciar el negocio de la tele


Un ciudadano navega en su ordenador por la página de Youtube. / EFE

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Google ha anunciado este jueves la compra de la empresa Twitch por la icónica cantidad de 1.000 millones de dólares (742 millones de euros). La cifra que el gigante de Internet desembolsará para hacerse con esta plataforma que emite partidas de videojuegos en directo es la misma que Facebook pagó por Instagram el pasado mes de abril.

Desde sus comienzos en 2011, Twitch contó con un éxito inusual. Solo en su primer mes sumó 3,2 millones de usuarios activos. En la actualidad, llegan a 50 millones, de los que 1,1 ejercen también como emisores al compartir sus aventuras en mundos virtuales. La capacidad de retención de la plataforma está al alcance de muy pocos: De media, se consumen 106 minutos de vídeo al día por usuario. Según la empresa de infraestructura de redes Sandvine, ya soporta el 1,35% del tráfico de todo Internet.

Sin embargo, a los mayores de 30 años les sonará muy poco esta empresa nacida en San Francisco hace solo tres años y fundada por Justin Kan, consejero delegado, y Emmett Shear. Kan. sin embargo, no es ningún recién llegado al sector dado que en 2007 ya creó Justin.tv, dedicada a la emisión de eventos a través del móvil y que llegó a ser una plataforma muy popular entre los ciberactivistas. Al lanzar Twitch, Justin.tv se integró con la nueva startup, por lo que ahora pasa a manos de Google. La operación también supone integrar en el grupo de Mountain View a sus 152 empleados.

Junto al éxito entre los usuarios, Twitch también suscitó desde el principio la curiosidad de los inversores, entre los que se encuentran Bessemer Venture, Alson Louis y WestSummit capital. En total, la empresa captó 35 millones de dólares (26 millones de euros) en sus primeras rondas de financiación, lo que supone una cifra muy baja en comparación con lo que paga Google.

Para el grupo dirigido por Larry Page, la compra no solo sirve para aumentar las horas de uso de Youtube, sino también para conquistar el salón de los usuarios a través de su integración con Chromecast, el complemento de Google para el televisor y que está a su vez necesitado de contenido diferente del de Amazon Fire, Roku y Apple Tv, sus competidores. También es una operación positiva con vistas a impulsar los juegos para Android, tanto en móvil como en tableta, un campo que por ahora lideran Sony con PS4 y Microsoft con Xbox One. Twitch tiene acuerdos con ambas. Por 9 dólares al mes (6,6 euros) se puede acceder a la plataforma eliminando los anuncios.

La frontera entre el ocio digital pasivo, lo que sería el consumo de vídeo tradicional, y el activo, como el uso de videojuegos, se diluye en este caso. Los medios especializados en juegos fueron los primeros en promover la emisión de campeonatos online como si se tratase de eventos deportivos. De hecho, los participantes entran en Estados Unidos con el mismo visado que los deportistas profesionales.


Dónde está el engaño de las aplicaciones “gratuitas” – El Mostrador

Dónde está el engaño de las aplicaciones “gratuitas” – El Mostrador.

La Comisión Europea aseguró que firmas como Apple no están haciendo lo suficiente para proteger a los consumidores de que realicen compras inadvertidas en aplicaciones que afirman ser gratuitas.

1

¿Alguna vez descargó un juego “gratuito” y descubrió que, en algún momento de la diversión, usted debía pagar para conseguir algo que quería?

Ya sea para avanzar más rápidamente y saltarse fases o para alimentar a esa mascota virtual que nos quita el sueño, los expertos advierten que cada vez más aplicaciones que se califican de gratuitas nos proponen sacar nuestra billetera virtual y dejarnos dinero real en el proceso.

Es por ello que la Comisión Europea decidió emitir una serie de recomendaciones para que compañías que lidian con pagos como Google y Apple introduzcan medidas que prevengan los gastos involuntarios.

Y aunque parece que Google hizo los deberes, la respuesta de Apple no pareció ser muy satisfactoria.

“No es que no les creamos, es que no nos han dicho claramente cómo ni cuándo van a implantar las medidas que prometieron”, aseguró a BBC Mundo David Hudson, portavoz de políticas del consumidor de la Comisión Europea.

Google dejó claras las medidas que implementaría (entre las que figuran sacar la palabra “gratis” de aplicaciones que permiten pagos) y que lo haría a finales de septiembre.

“Desgraciadamente Apple no ha hecho nada hasta la fecha para abordar estas cuestiones, especialmente las que tienen que ver con la autorización de los pagos”, afirma la Comisión en un comunicado.

La compañía de la manzana mordida se defendió asegurando que es una de las que más protege a los consumidores y al grupo especialmente vulnerable en este caso: los niños.


Will digital eat the children's media world? 'It's totally going to happen!' | Technology | theguardian.com

Will digital eat the children’s media world? ‘It’s totally going to happen!’ | Technology | theguardian.com.

But that doesn’t necessarily mean printed books and linear television will die out by 2020, suggest experts

Toca Boca's most recent app is Toca Mini.
Children’s apps by companies like Toca Boca – Toca Mini pictured – are still much less lucrative than mobile games like Clash of Clans

Are these the best of times or the worst of times for the children’s entertainment industry? A panel session at the Children’s Media Conference explored the question, concluding… well, it might be both.

The key topic: how television companies, book publishers and other children’s brands can adapt to changing digital habits of their young audiences.

“TV is pretty mature: the growth is on tablets, mobiles, it’s in gaming, it’s in online video, and that ultimately is going to change the way the market operates,” said Jon Watts, director of research firm MTM London, who chaired the session.

Kate Wilson, managing director of book and apps publisher Nosy Crow, said this feels like the best of times for creating great work, but “arguably the worst of times in terms of consumers’ willingness to pay” for that work.

Rob McMenemy, CEO of book publisher Egmont’s international division, agreed that these are tough and exciting times in equal measure. “Life cycles seem to get ever sorter: the time that you have to make your business and make your money gets ever more condensed,” he said.

“Yet there has never been a better time for the amount of content and rights out there to go for… And of course you can get quickly get to mass audiences. That’s something we’ve never really had before.”

The panel talked about business model struggles, with Tina McCann, SVP and managing director of Nickelodeon UK and Ireland, admitting that: “Advertising is very challenged right now: kids are watching less linear TV. They are still sampling lots of content, but it’s across a proliferation of platforms.”

McMenemy said Egmont makes the vast majority of its money from its traditional business: printed books and magazines. “Actually making money from other forms is extremely difficult, whether they be apps or online communities or whatever it may be,” he said. “How much do you risk? It’s not easy to get the money out, and it’s fairly small.”

Wilson talked about pressure on reading time for children, and her company’s attempts to prove that “reading is not the most boring thing you can do on a touchscreen”, while Alice Taylor, chief executive of startup Makielab, addressed the challenges of making mobile games for children.

“We’re seeing that digital games that are smash hits that produce a crapton of money, generally started on computers and consoles. If they’re ported to or start in app stores, maybe not so much,” she said.

“There’s a real pressure in the ecosystem of app stores which means kids can’t pay, because they don’t have credit cards, and parents don’t want them to buy stuff… You can count the number of games that are smash hits that are for kids, not just played by kids, on the fingers of one hand.”

By that, she meant that a lot of the most popular and lucrative games being played by children are actually meant for adults: Supercell’s Clash of Clans, for example, which she suggested is being played by children as young as five years old.

Even the most successful children’s app companies, like Toca Boca, can’t expect to ever make the kind of money that a Supercell or King (the publisher of Candy Crush Saga) is. “If you compare Toca Boca’s success to Supercell’s success, it’s an order of magnitude tinier,” said Taylor.

The session also explored four potential scenarios for children’s media by 2020, challenging the panel to say whether they will come true or not.


My year of video game sex | Technology | theguardian.com

My year of video game sex | Technology | theguardian.com.

From iPad orgasm simulators to strip tease puzzlers, sex in video games takes shape in surprising ways

How Do You Do It
How Do You Do It – a game about discovering sex via dolls

I’ve spunked a heck of a lot of time on video games in the past few years. However, before I started researching the column affectionately titled “S.EXE” at RockPaperShotgun I had never thought: “This game is a bit erotic.” Games are not really known for their ability to articulate anything with less than the rhetorical power of a brick through a dollhouse, never mind being able to convey eroticism, innuendo or subtext.

And yet here I am, a few months down the line, and I’ve learned quite a lot about how human bodies might relate to each other, just from writing about how sex and relationships are approached through the humble medium of the “video” “game”. They can convey subtext and eroticism and gender politics and attachment just as well as almost anything else.

Fingle, for example, is a surprisingly intimate iPad game where you rhythmically rub your fingers against another person’s to complete fingertip obstacle courses. In Japanese “otome” dating games you get to know your suitor intimately before they will even let you kiss or “win” them, illuminating many interesting things about Japanese culture.

Recently I interviewed the game designers Auriea Harvey and Michaël Samyn, who met and cybersexed via an online art commune in the early 90s. They began making sexy digital art together. They recently released the award-winning Luxuria Superbia on PC and iPad, which is an abstract game you touch in different ways until it explodes with colour and movement. It’s not a subtle metaphor, but it’s executed with taste and sensitivity, a nod and a wink. It transmits the idea that sex might in fact be communication, about a multitude of touches, sensations and responses rather than “bash A to win”.


Cultura digital y rentabilidad: una compleja misión | Actualidad | EL PAÍS

Cultura digital y rentabilidad: una compleja misión | Actualidad | EL PAÍS.

 

De izquierda a derecha, José Luis Hervías, José Luis Sáinz, Fernando Carro, Luis Elías y Antonio Fernández Galiano en una de las charlas de Cultura en Red. / JUAN LÁZARO

Hace ya un cuarto de siglo que navegamos online. Internet ha invadido la vida, el trabajo, hasta los móviles de los seres humanos. Sin embargo, pese a ser ya pan de cada día, la Red sigue guardando sus misterios y atrapando a muchos de los que se aventuran por ella. Por ejemplo, a la industria cultural. El sector lleva años preguntándose cómo conjugar su negocio tradicional con el digital y “no morir en el intento”, por usar las palabras de José Luis Hervías. El director ejecutivo de Universal Pictures España fue uno de los que ayer trataron de ofrecer respuestas, en el marco de la segunda edición del ciclo de conferencias Cultura en Red, organizado por la multinacional de comunciaciones Bertelsmann en Madrid.

La jornada inaugural de la cita, que continúa hoy, fue la ocasión para la presentación de un estudio sobre la oferta legal de contenido cultural online en España. El informe, realizado por el profesor Francesco Sandulli, de la Universidad Complutense de Madrid, proporciona números, esperanzas y algún que otro elemento de preocupación. Así, la oferta cultural digital ha crecido en España un 50% a lo largo de los últimos cinco años, según el estudio. Es decir, los portales de libros, películas, videojuegos y música online se han multiplicado a la vez que sus catálogos.

Sin embargo, un vistazo a la facturación deja menos razones para el optimismo. En la música, por citar al sector que más se ha volcado en el entorno digital, la recaudación del negocio online representa ya el 40% del total, y aun así está lejos de compensar la caída en picado de las ventas tradicionales. Y en vídeos, libros y videojuegos la facturación digital a duras penas supone un 5% o 6% de sus ingresos totales.

Ante tamaño escenario, José Luis Sainz, presidente ejecutivo de Prisa Noticias y consejero delegado de EL PAÍS, indicó la hoja de ruta, al menos en los que a los medios de comunicación se refiere: “Hay un cambio radical que viene de fuera de la industria, de los usuarios, y no contamos con un modelo de negocio apropiado. Hemos de tener claro que no somos distribuidores ni innovadores, pero sí somos referentes y prescriptores”. Al fin y al cabo, la apuesta por la calidad de los contenidos y por las marcas de referencia se repitió a lo largo de las intervenciones, que también identificaron los enemigos comunes de siempre: la gratuidad y la piratería.