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Friday, July 9, 2010

Blizzard backs down over gamers using real names

By Maggie Shiels
Technology reporter, BBC News, Silicon Valley


World of Warcraft has more than 11 million monthly subscribers
Following a barrage of criticism, World of Warcraft publisher Blizzard has backed down on the need for gamers to use their real names on its forums.
The firm's about-face comes three days after saying it would introduce the feature as part of its Real ID product.
Blizzard said the intention was to cut down on "flame wars" and heated online arguments started to cause trouble.
Within 24 hours of announcing the plan, Blizzard received more than 1,000 comments, mostly critical.
Hours before the change of heart, there were around 50,000 comments stretching over some 2,500 pages.
"We've been constantly monitoring the feedback you've given us, as well as internally discussing your concerns about the use of real names on our forums," Mike Mourhaime, founder and chief executive of Blizzard wrote in an open letter on the company's forum page.
"As a result of those discussions, we've decided at this time that real names will not be needed for posting on official Blizzard forums."
REAL ID will still go ahead without the real names requirement and allow users to vote comments on the forum for World of Warcraft and Starcraft II up or down with low-rated posts slowly disappearing.
'Huge triumph'
The move has been described as a common sense one by those that cover the industry.
"Blizzard, like many firms, has been trying to figure out how to deal with the hateful flames that anonymous persons post by their thousands but getting gamers to use real identities wasn't the solution," said Dean Takahashi, lead writer with GamesBeat.com, an offshoot of the news website VentureBeat.

Critics of the real names plan feared it would chill free speech
"There is something to be said for being able to post anonymous comments especially when you want to say something truthfully but can't because you are worried about it say affecting your employment position or because of the backlash you might get," he told BBC News.
The Centre for Democracy and Technology called it a "huge triumph for gamers" given concern that the new policy could lead to identity theft, stalking, real-life harassment and encroach on privacy.
"Once again we have seen how a motivated group of users can take back their privacy by using the power of the internet to share a common concern, amplify the message and demand corporate action," said Sean Brooks, programme associate for the Centre.
Those very users who hit out at the move to end anonymity were just as quick to applaud Blizzard for its volte face.
Comments on the company's forum page ranged from "thanks for listening to us. We really appreciated the U-turn on Real ID forums" to simply "win".
One player who goes by the moniker Zwip, Ragnaros was more prosaic in their assessment of the publisher's move and wrote "elitism is the fall of man, To proclaim that you are a scrub is the realisation of true skill, for forever you are improving".

Saturday, October 17, 2009

Information Technology
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A select number of Oxford Companion to World Politics entries have been made available for your enjoyment. The complete publication (838 entries) is available through MyWire's Premium Access subscription ($4.95 per month, free for 30 days).
By Ben H. Bagdikian | Jan 1, 2008
As the world prepared for the twenty-first century, electronic media—particularly computers and satellites in space—altered the nature of mass media organizations, world news, and traditional government internal information controls. Because one satellite can cover a third of the globe, its messages and images ignore national boundaries and thus radically alter the historic balance of power between nation–states and media corporations. Media entrepreneurs, like individuals, can operate outside of their national home bases in relative independence of governmental control.
Two additional developments have altered government-versus-corporation relations. Increasingly, a single, large multinational media corporation can control the entire communications system from creation of content to distribution and delivery to home or office. It does this by ownership of newspapers, magazines, radio, television, books, motion pictures, videocassettes, production facilities for all these media, as well as national and international distribution networks and control of the telephone or satellite dish that brings media material into individual homes. The other change is digital techniques that permit conversion of material from one form into a different one, like a motion picture into a videocassette playable into individual homes or over a television station.
Media power and profit have encouraged large firms to acquire as many different media as possible under each major firm's control. Thus, for example, at the turn of the century, a German firm, Bertelsmann, controlled 10 percent of all world publishing in the English language. Similarly, News Corporation, an Australian firm owned by an American, Rupert Murdoch, became a major media producer worldwide, including in the United States. Major American firms like Disney, AOL Time Warner, Viacom, and General Electric, Britain's BBC, and Japan's Sony became worldwide creators and distributors of a wide spectrum of media products from daily news to computerized games, receivable from Siberia to South Africa.
As a result, societies under authoritarian rule have become less able to control corporate and private information transmissions. In 1989, for example, despite strict internal controls by the People's Republic of China, students with fax machines spread instant news of slaughter in Beijing's Tiananmen Square of hundreds of citizens demanding more democratic freedoms. Nevertheless, the utility for economic growth of such new media has been so indispensable to China's commerce and industry that devices for the distribution of information like taxes have been permitted to increase almost 100 times since the Tiananmen Square Suppression.
International regulation of global communications has consisted largely of adoption of desired general principles and purely technical standards. The United Nations Declaration of Freedom of Information calls for “free flow of information within countries and across frontiers.” Attempts to achieve technical compatibility of the world's communication systems are made by the International Telecommunications Union, which meets every four or five years. Within most countries governmental communications and utilities commissions create and monitor the rules for each country's domestic broadcasting and popular media. In the United States the Constitution forbids official control over printed matter, but permits broadcast regulation.
Numerous non-governmental organizations operate on national and world scales to lobby for legislation that would promote their ends. In the United States, for example, a Center for Media Education monitors national legislation to press for what it sees as more salutary public needs in television. A Cultural Environment Movement, started in the United States, presses globally against gratuitous violence and inadequate presentation of education in commercial television. Similar citizen efforts appear periodically in other nations as well.(See also Censorship; Information Society; Media and Politics; Public Opinion.)
Copyright © 2001 by Oxford University Press, Inc.
Portal:Information technology
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Information technology (IT) or information and communication technology (ICT) is a broad subject which deals with technology and other aspects of managing and processing information, especially in large organizations. Particularly, IT deals with the use of electronic computers and computer software to convert, store, protect, process, transmit, and retrieve information. Over the past 20 years, its prevalence has dramatically increased so that it is now a part of nearly every aspect of daily life.
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Computer-aided design (CAD) is the use of a wide range of computer-based tools that assist engineers, architects and other design professionals in their design activities. It is the main geometry authoring tool within the Product Lifecycle Management process and involves both software and sometimes special-purpose hardware. Current packages range from 2D vector based drafting systems to 3D solid and surface modellers.
CAD is sometimes translated as "computer-assisted", "computer-aided drafting", or a similar phrase. Related acronyms are CADD, which stands for "computer-aided design and drafting", CAID for Computer-aided Industrial Design and CAAD, for "computer-aided architectural design". All these terms are essentially synonymous, but there are a few subtle differences in meaning and application.
CAD was originally the three letter acronym for "Computer Aided drafting" as in the early days CAD was really a replacement for the traditional drafting board.
But now is the term is often interchanged with "Computer Aided Design" to reflect the fact that modern CAD tools do much more than just drafting.