Privacy

Netflix Has Saved Every Choice You've Ever Made In 'Black Mirror: Bandersnatch' (vice.com) 102

According to a technology policy researcher, Netflix records all the choices you make in Black Mirror's Bandersnatch episode. "Michael Veale, a technology policy researcher at University College London, wanted to know what data Netflix was collecting from Bandersnatch," reports Motherboard. "People had been speculating a lot on Twitter about Netflix's motivations," Veale told Motherboard in an email. "I thought it would be a fun test to show people how you can use data protection law to ask real questions you have." From the report: The law Veale used is Europe's General Data Protection Regulation (GDPR). The GDPR granted EU citizens a right to access -- anyone can request a wealth of information from a company collecting data. Users can formally request a company such as Netflix tell them the reason its collecting data, the categories they're sorting data into, third parties it's sharing the data with, and other information. Veale used this right of access to ask Netflix questions about Bandersnatch and revealed the answers in a Twitter thread. He found that Netflix is tracking the decisions its users make (which makes sense considering how the film works), and that it is keeping those decisions long after a user has finished the film. It is also stores aggregated forms of the users choice to "help [Netflix] determine how to improve this model of storytelling in the context of a show or movie," the company said in its email response to him. The .csv and PDF files displayed Veale's journey through Bandersnatch, every choice displayed in a long line for him to see.

After sending along a copy of his passport to prove his identity, Veale got the answers he wanted from Netflix via email and -- in a separate email -- a link to a website where he downloaded an encrypted version of his data. He had to use a Netflix-provided key to unlock the data, which came in the form of a .csv file and a PDF. Veale is concerned by what he learned. Netflix didn't tell Veale how long it keeps the data and what the long term deletion plans are.
"They claim they're doing the processing as it's 'necessary' for performing the contract between me and Netflix," Veale told Motherboard. "Is storing that data against my account really 'necessary'? They clearly haven't delinked it or anonymized it, as I've got access to it long after I watched the show. If you asked me, they should really be using consent (which you should be able to refuse) or legitimate interests (meaning you can object to it) instead."
Businesses

Activision Blizzard Cuts 8% of Jobs Amid 'Record Results In 2018' (kotaku.com) 112

On an earnings call this afternoon, publisher Activision Blizzard said that it would be eliminating 8% of its staff. "In 2018, Activision Blizzard had roughly 9,600 employees, which would mean nearly 800 people are now out of work," reports Kotaku. "This afternoon, the mega-publisher began notifying those who are being laid off across its various organizations, which include Activision, Blizzard, and King." From the report: On the earnings call, Activision Blizzard CEO Bobby Kotick told investors that the company had "once again achieved record results in 2018" but that the company would be consolidating and restructuring because of missed expectations for 2018 and lowered expectations for 2019. The company said it would be cutting mainly non-game-development departments and bolstering its development staff for franchises like Call of Duty and Diablo. Development sources from across the industry told Kotaku this afternoon that the layoffs have affected Activision publishing, Blizzard, King, and some of Activision's studios, including High Moon. At Blizzard, the layoffs appear to only have affected non-game-development departments, such as publishing and esports, both of which were expected to be hit hard. "Over the last few years, many of our non-development teams expanded to support various needs," Blizzard president J. Allen Brack said in a note to staff. "Currently staffing levels on some teams are out of proportion with our current release slate. This means we need to scale down some areas of our organization. I'm sorry to share that we will be parting ways with some of our colleagues in the U.S. today. In our regional offices, we anticipate similar evaluations, subject to local requirements."

Thankfully, the letter promised "a comprehensive severance package," continued health benefits, career coaching, and job placement assistance as well as profit-sharing bonuses for the previous year to those who are being laid off at Blizzard. "There's no way to make this transition easy for impacted employees, but we are doing what we can to support our colleagues," Brack wrote.
Movies

'90s-Style 'Captain Marvel' Website Will Have You Nostalgic for Dial-Up (movieweb.com) 137

An anonymous reader quotes MovieWeb: The official Captain Marvel website is a blast from the past... Marvel Studios is preparing its final promotional push for the project. This includes TV spots, various forms of merchandise, posters, and in this case, a perfect retro website, tailor made to take us all back to a time when the internet was a whole lot simpler.

Instead of flashy high resolution images, we are treated to pixelated versions, which perfectly reimagines the 1990s websites. There's a lot of Word art, a ticker to count how many unique views that the site gets, a guest book, and even a game that lets fans spot the Kree. Instead of the trailers coming through YouTube, they are played using the "Kree Player," which is take on the old Real Player.

MovieWeb writes that the site "also gives younger Marvel Cinematic Universe fans a chance to see what the internet looked like back in the day...."

And though the movie's slogan is "Higher, further, faster," they argue that "The only thing that could have made the Captain Marvel site even better is slow page loading, just to give it a real touch of what it was like surfing the net in the dark ages."
Movies

Sony Pictures Open Sources Software Used to Make 'Into the Spider-Verse' (variety.com) 38

An anonymous reader quotes Variety: Sony Pictures Imageworks has contributed a software tool used to create movies like "Spider-Man: Into the Spider-Verse," "Hotel Transylvania 3," "Alice in Wonderland" and "Cloudy with a Chance of Meatballs" to the open source community. OpenColorIO, a tool used for color management during the production process, has become the second software project of the Academy Software Foundation, an industry-wide open source association spearheaded by the Linux Foundation.

Sony Pictures Imageworks has for some time given the industry free and open access to OpenColorIO under a modified BSD license. By contributing the tool to the Academy Software Foundation, the studio hopes to encourage the community to take charge of the future of the tool, said Sony Pictures Imageworks vice president and head of software development Michael Ford. "We want to contribute OpenColorIO back to the community that relies on it, and the Academy Software Foundation is the natural fit," he said.

Advertising

Spotify Bans Ad Blockers In Updated ToS (theverge.com) 172

In an updated Terms of Service policy sent out on Thursday, Spotify is now explicitly banning ad blockers. "The new rules specifically state that 'circumventing or blocking advertisements in the Spotify Service, or creating or distributing tools designed to block advertisements in the Spotify Service' can result in immediate termination or suspension of your account," reports The Verge. From the report: The service already takes significant measures to limit ad blockers. In a DigiDay report from last August, a Spotify spokesperson revealed that the company has "multiple detection measures in place monitoring consumption on the service to detect, investigate and deal with [artificial manipulation of streaming activity]." After it was reported last March that 2 million users (about 2 percent of free Spotify users) were dodging ads with modded apps and accounts, Spotify began cracking down by disabling accounts when the company detected abnormal activity. Users were sent email warnings and given the chance to reactivate their accounts after uninstalling the ad-blocking software. In some rare cases where the problem persisted, Spotify would terminate the account. The new Terms of Service, which go into effect on March 1st, will give Spotify the authority to terminate accounts immediately, without warning.
Piracy

Pirate Bay 'Promotion' Increases Post-Release Box Office Revenue, Study Shows (torrentfreak.com) 42

New research suggests that post-release movie piracy through The Pirate Bay is linked to increased box revenue. The counter-intuitive finding is driven by word-of-mouth promotion. The effect, which does not apply to pre-release piracy, results in rather interesting policy implications. From a report: Hollywood's general logic is that piracy hurts box office revenues. However, there is also some evidence of positive effects through word-of-mouth promotion. Using the Pirate Bay downtime as a natural experiment, the researchers tried to find out if thatâ(TM)s indeed the case. "It is natural to focus on the downsides of piracy for movie makers -- and these can be significant -- but many will be interested to note that piracy can have an upside," Professor Shijie Lu informs TF. Through their research, Lu and his co-authors Xin Wang and Neil Bendle, investigated the effect of this "buzz" in detail. They published their findings in a paper titled "Does Piracy Create Online Word-of-Mouth? An Empirical Analysis in Movie Industry."

Movies shared on The Pirate Bay are the main focus. The researchers use the Pirate Bay downtime following the 2014 raid to measure its impact on word-of-mouth promotion and box office revenues. Based on a sample of hundreds of movie torrents and data from most popular movie review sites, Lu and his colleagues estimated this effect. Their results are rather intriguing. First off, the findings clearly show a negative effect of pre-release piracy on box office sales. This result is consistent with previous studies and an increase in "buzz" doesn't do enough to offset the negative effect. [...] This changes when the researchers look at post-release piracy. That is, piracy which occurs after a film has premiered at the box office. In this case, there's a positive effect on box office revenue through an increase in word-of-mouth promotion (WOM).

Sci-Fi

How Arthur C. Clarke Predicted We'd Communicate in the 21st Century (paleotronic.com) 48

beaverdownunder quotes Paleotronic: While researching for our magazine we sometimes find nuggets buried by time that have been forgotten by the Internet. This particular nugget was found in the May 1977 issue of Creative Computing. Science fiction author and futurist Arthur C. Clarke's predictions of the future are fascinating, both for what he got right, and what he got wrong.
Quoting Arthur C. Clarke: [W]hat about verbal inputs? Do we really need a keyboard? I'm sure the answer is "Yes." We want to be able to type out messages, look at them, and edit them before transmission. We need keyboard inputs for privacy, and quietness. A reliable voice recognition system, capable of coping with accents, hangovers, ill-fitting dentures and the "human error" that my late friend HAL, the computer from 2001, complained about, represents something many orders of magnitude more complex than a simple alpha-numeric keyboard. It would be a device with capabilities, in a limited area, at least as good as those of a human brain. Yet assuming that the curves of the last few decades can be extrapolated, this will certainly be available sometime in the next century....
Noting that he coined the phrase "Don't commute -- communicate!" Clark adds "We are already approaching the point when it will be feasible -- not necessarily desirable -- for those engaged in what is quaintly called "white-collar" jobs to do perhaps 95 per cent of their work without leaving home. Of course, few of today's families could survive this, but for the moment let's confine ourselves to electronic, not social, technology."

But he wasn't excited about the possibility of telepathy in the future. "I find that my mental processes are so incoherent...that I should be very sorry for anyone at the receiving end."
Nintendo

Nintendo Reportedly Plans Smaller and Cheaper Switch For This Year (engadget.com) 96

According to a report from Nikkei, Nintendo is developing a smaller and cheaper version of the Switch focused on portability, and without some of the features in the original console. "A rumor in October suggested Nintendo was developing a new Switch, but instead of improving on the existing model, it's just as likely the company is looking for ways to streamline the system," notes Engadget. From the report: As Ars Technica speculates, the console's plastic dock could be the first thing to go. It's available separately for $90, and there are also cheaper ways to get your Switch to output to a TV (it's relying on a USB-C connection, after all). Nintendo could conceivably move towards a smaller and cheaper screen, and potentially even make the controller a physical part of the console, instead of the removable Joy-Cons. It also wouldn't be out of character for Nintendo to break existing functionality with a console revamp -- the 2DS was a cheaper spin on the 3DS that was still very playable without 3D.
Data Storage

UltraViolet Digital Movie Locker is Shutting Down (theverge.com) 66

UltraViolet, one of the entertainment industry's first attempts at creating a comprehensive digital locker service, is shutting down on July 31st. Users should link their libraries to the service of at least one retailer which can then be used to access their films and TV shows after the shutdown. From a report: UltraViolet's days were numbered ever since Disney, the only major Hollywood studio not to join, launched its expanded Movies Anywhere locker service in 2017. Not only did it offer broad studio support, but it could also be connected to major digital retailers like iTunes, Amazon, and Google Play, unlike UltraViolet. Additional resources: How to safeguard your UltraViolet library.
Television

Locast, a Free App Streaming Network TV, Would Love to Get Sued (nytimes.com) 156

Want to watch the Super Bowl and other network TV for free? A start-up called Locast will let you, and (so far) the big broadcasters aren't trying to stop it. From a report: On the roof of a luxury building at the edge of Central Park, 585 feet above the concrete, a lawyer named David Goodfriend has attached a modest four-foot antenna that is a threat to the entire TV-industrial complex. The device is there to soak up TV signals coursing through the air -- content from NBC, ABC, Fox, PBS and CBS. Once plucked from the ether, the content is piped through the internet and assembled into an app called Locast. It's a streaming service, and it makes all of this network programming available to subscribers in ways that are more convenient than relying on a home antenna: It's viewable on almost any device, at any time, in pristine quality that doesn't cut in and out. It's also completely free.

If this sounds familiar, you might be thinking of Aereo, the Barry Diller-backed start-up that in 2012 threatened to upend the media industry by capturing over-the-air TV signals and streaming the content to subscribers for a fee -- while not paying broadcasters a dime. NBC, CBS, ABC and Fox banded together and sued, eventually convincing the Supreme Court that Aereo had violated copyright law. The clear implication for many: If you mess with the broadcasters, you'll file for bankruptcy and cost your investors more than $100 million.

Mr. Goodfriend took a different lesson. A former media executive with stints at the Federal Communications Commission and in the Clinton administration, he wondered if an Aereo-like offering that was structured as a noncommercial entity would remain within the law. Last January, he started Locast in New York. The service now has about 60,000 users in Houston, Chicago, Boston, Philadelphia, Dallas and Denver as well as New York, and will soon add more in Washington, D.C. Mr. Goodfriend, 50, said he hoped to cover the entire nation as quickly as possible. "I'm not stopping," he said. "I can't now." The comment is basically a dare to the networks to take legal action against him. By giving away TV, Mr. Goodfriend is undercutting the licensing fees that major broadcasters charge the cable and satellite companies -- a sum that will exceed $10 billion this year, according to the research firm Kagan S&P Global Market Intelligence. For cable customers, the traditional network channels typically add about $12 to a monthly bill.

Piracy

Netflix, Amazon, and Hollywood Studios Shut Down Dragon Box (arstechnica.com) 54

The entertainment industry has shut down Dragon Media Inc.'s "Dragon Box" device, which connects to TVs and lets users watch video without a cable TV or streaming service subscription. According to Ars Technica, the company has "agreed to shut down the Dragon Box services and pay $14.5 million in damages to plaintiffs from the entertainment industry." From the report: Dragon Media was sued in January 2018 by Netflix, Amazon, Columbia Pictures, Disney, Paramount Pictures, Twentieth Century Fox, Universal, and Warner Bros. Dragon Media's lawyer initially predicted that the lawsuit would backfire on the entertainment industry, but the Dragon Box maker must have decided it had little chance of winning at trial. The plaintiffs and defendant filed a proposed settlement Monday at U.S. District Court for the Central District of California.

The settlement requires Dragon Media to "cease all operation of the Dragon Box system" and related services within five days. Under the settlement, "[j]udgment shall be entered against Defendants and in favor of Plaintiffs on Plaintiffs' claims of copyright infringement, and damages shall be awarded to Plaintiffs in the amount of U.S. $14,500,000," the document says. Dragon Media, Dragon Media owner Paul Christoforo, and reseller Jeff Williams "[s]hall be further enjoined from operating any website, system, software, or service that is substantially similar to the Dragon Box service," the settlement says. The settlement also prohibits the defendants from making its source code or other technology available to others.

Businesses

Game Retailer GameStop Says It Can't Sell Itself, Sees Stock Drive 27 Percent (arstechnica.com) 104

GameStop announced today that it has called off a decision to find a private buyer for the company and its subsidiaries. "The announcement ushered in the public company's largest stock-value dip in over 10 years, seeing it plummet in one day from $15.49 to (as of press time) $11.28 -- a dive of roughly 27 percent," reports Ars Technica. From the report: The Texas-based gaming retailer had been linked to acquisition rumors, as The Wall Street Journal reported earlier this month that multiple private equity firms had been circling GameStop -- and its subsidiaries, including the merch-focused ThinkGeek and the gaming magazine Game Informer. That report had suggested a deal might close by mid-February.

However, Tuesday's statement indicated that prospective deals fell through "due to the lack of available financing on terms that would be commercially acceptable to a prospective acquirer." The rest of the statement offers little clear hint of the company's next steps beyond pumping the cash from a recent subsidiary sale into options such as "reducing the company's outstanding debt, funding share repurchases, or reinvesting in core video game and collectibles businesses to drive growth."

Movies

Amazon Prime Video Has More Movies, But Netflix Has Higher-Rated Films, Study Says (usatoday.com) 200

When you want to watch a movie, which streaming service truly delivers? If you want quality, opt for Netflix. If you prefer quantity, peruse Amazon Prime Video. From a report: That's the conclusion from Streaming Observer. The tech news website looked at all of the movies on Netflix, Amazon, Hulu and HBO Now as of January 20 and analyzed the films' ratings on movie and TV review site Rotten Tomatoes. Also factored in: data from the streaming providers, as well as third-party search sites Reelgood and JustWatch. The site found Amazon had the most movies (17,461) -- four times that of Netflix (3,839) and many more times the amount on Hulu (2,336) and HBO (815). But Netflix had more movies -- 596, more than 15 percent of its library -- with a "Certified Fresh" rating from Rotten Tomatoes, a designation given to the best-reviewed films.
Software

Apple Plans Netflix-Like Gaming Subscription Services, Report Says (cheddar.com) 39

According to a new report from Cheddar, Apple is planning a Netflix-like subscription service for games. "The service would function like Netflix for games, allowing users who pay a subscription fee to access a bundled list of titles," reports Cheddar. "Apple began privately discussing a subscription service with game developers in the second half of 2018, said the people, all of whom requested anonymity to discuss unannounced plans." From the report: It's unclear how much the subscription will cost or what kind of games Apple will offer. The service is still in the early stages of development, and Apple could ultimately decide to abandon it. The company has also discussed partnering with developers as a publisher, according to two people familiar with the talks, which could signal Apple's ambition to assume distribution, marketing, and other related costs for select games. While it's unclear what kinds of games would be included, a subscription service for App Store games could provide a boost to Apple's recurring revenue at a time when iPhone sales are slowing and gaming and esports are booming. Mobile gaming is expected to become a $100 billion industry by 2021, according to the gaming and esports intelligence firm Newzoo.
Music

The Mystery Tracks Being 'Forced' on Spotify Users (musicbusinessworldwide.com) 63

It's been nearly two years since news blog MusicBusinessWorld kicked off a global conversation over 'fake artists' on Spotify. That debate is about to roar back into life. From a report: Multiple Spotify users have been complaining that their official listening history on Spotify appears to have been infiltrated by acts that they don't simply recognize. The trend was spotted by the BBC, which reported on Friday that plays of 'mystery' tracks from artists such as Bergenulo Five, Bratte Night, DJ Bruej and Doublin Night were being credited within individual Spotify user accounts -- despite these same users knowing nothing about this music.

"Apart from being musically unremarkable, they generally have a few things in common: short songs with few or no lyrics, illustrated with generic cover art, and short, non-descriptive song titles," said the Beeb of these acts -- some of whom had managed to rack up tens of thousands of plays. Albums from these artists contained more than 40 songs apiece, with each track just a minute or two in duration. After the BBC alerted Spotify to the trend, all of these artists disappeared from its platform entirely.

Medicine

Internet Addiction Spawns US Treatment Programs (reuters.com) 80

SpzToid shares a report from Reuters: When Danny Reagan was 13, he began exhibiting signs of what doctors usually associate with drug addiction. He became agitated, secretive and withdrew from friends. He had quit baseball and Boy Scouts, and he stopped doing homework and showering. But he was not using drugs. He was hooked on YouTube and video games, to the point where he could do nothing else. As doctors would confirm, he was addicted to his electronics. "After I got my console, I kind of fell in love with it," Danny, now 16 and a junior in a Cincinnati high school, said. "I liked being able to kind of shut everything out and just relax." Danny was different from typical plugged-in American teenagers. Psychiatrists say internet addiction, characterized by a loss of control over internet use and disregard for the consequences of it, affects up to 8 percent of Americans and is becoming more common around the world.

"We're all mildly addicted. I think that's obvious to see in our behavior," said psychiatrist Kimberly Young, who has led the field of research since founding the Center for Internet Addiction in 1995. "It becomes a public health concern obviously as health is influenced by the behavior." At first, Danny's parents took him to doctors and made him sign contracts pledging to limit his internet use. The "Reboot" program at the Lindner Center for Hope offers inpatient treatment for 11 to 17-year-olds who, like Danny, have addictions including online gaming, gambling, social media, pornography and sexting, often to escape from symptoms of mental illnesses such as depression and anxiety. âoeRebootâ patients spend 28 days at a suburban facility equipped with 16 bedrooms, classrooms, a gym and a dining hall. They undergo diagnostic tests, psychotherapy, and learn to moderate their internet use.

Music

Spotify Data Shows How Music Preferences Change With Latitude 40

A paper in Nature Human Behaviour this week drew on the listening data of nearly a million Spotify listeners from around the world, describing the daily and seasonal variations in how people listen. The researchers suggest that the results point to a universal human habit that probably sounds familiar: choosing your music to both match and change your mood. Ars Technica reports: The researchers took data from listeners in 51 countries, making sure that their samples matched the demographics of each country but otherwise selecting users randomly. Using Spotify-provided data on the music, they tracked a variable they called musical intensity, "ranging from highly relaxing (acoustic, instrumental, ambient, and flat or low tempo) to highly energetic (strong beat, danceable, loud, and bouncy)." Those intensity preferences tracked daily rhythms more or less exactly as you might expect: lower-intensity songs in the morning, rising until normal work hours, then staying steady before dropping off in the evening, with weekends looking a little different. These results matched up neatly with a previous study tracking emotions in Twitter users' speech, but it differed on one point: language showed an afternoon slump, but there was no such slump in the music choices. It's possible, the authors suggest, that people might be choosing music that gives them a boost.

The data also showed some cultural differences -- more energetic music, on average, in Latin America, more relaxing music in Asia -- and a gender difference that depended on hemisphere: women listen to less intense music in the Northern Hemisphere and more intense in the Southern Hemisphere. But the annual variation is where things really get intriguing, suggesting that music choices track day length. Peaks in intensity matched the summer solstice in each hemisphere, and these swings were more extreme at more extreme latitudes. Near the equator, changes in intensity were much flatter across the whole year, while more northerly and southerly places (which have greater variation in day lengths) had larger changes in music preferences. Day length accounted for musical intensity better than a range of other options.
Nintendo

Nintendo Throws Out Metroid Prime 4 Work, Restarts With Retro Studios (arstechnica.com) 77

Nintendo is essentially restarting development on the highly anticipated Metroid Prime 4, saying the game as it currently exists "has not reached the standards we seek in a sequel to the Metroid Prime series." Ars Technica reports: The surprise announcement comes from Nintendo General Manager for Development Shinya Takahashi. He said in a YouTube video posted this morning that current Metroid Prime 4 producer Kensuke Tanabe will begin "collaborating" on the game with Retro Studios, the studio responsible for the original Metroid Prime trilogy. Tanabe has previously worked as producer on multiple Retro-developed Metroid Prime titles.

"The current development status of the game is very challenged and we have made a very difficult decision as a development team," Takahashi said in the subtitled video. "We have decided to reexamine the development structure and change it." "This change will essentially mean restarting development from the beginning, so the completion of the game will be delayed from our initial internal plan," Takahashi continued. "It will be a long road until the next time we will be able to update you on the development progress, and development time will be extensive."

AI

DeepMind AI AlphaStar Wins 10-1 Against 'StarCarft II' Pros (newscientist.com) 103

In a series of matches streamed on YouTube and Twitch, DeepMind AI AlphaStar defeated two top-ranked professionals 10-1 at real-time strategy game StarCraft II. "This is of course an exciting moment for us," said David Silver at DeepMind in a live stream watched by more than 55,000 people. "For the first time we saw an AI that was able to defeat a professional player." New Scientist reports: DeepMind created five versions of their AI, called AlphaStar, and trained them on footage of human games. The different AIs then played against each other in a league, with the leading AI accumulating the equivalent of 200 years of game experience. With this, AlphaStar beat professional players Dario Wunsch and Grzegorz Komincz -- ranked 44th and 13th in the world respectively. AlphaStar's success came with some caveats: the AI played only on a single map, and using a single kind of player (there are three in the game). The professionals also had to contend with playing different versions of AlphaStar from match to match. While the AlphaStar was playing on a single graphics processing unit, a computer chip found in many gaming computers, it was trained on 16 tensor processing units hosted in the Google cloud -- processing power beyond the realms of many.
Software

Nearly Half of Game Developers Want To Unionize (engadget.com) 115

An anonymous reader quotes a report from Engadget: Unionization isn't a new idea for the game development industry, but it is a particularly hot and contentious topic right now. A handful of events in 2018 thrust the unionization conversation to the forefront, including Rockstar boss Dan Houser's comments about developers working 100-hour weeks to finish Red Dead Redemption 2, and the tragic implosion and bitter residue of Telltale Games. Groups like Game Workers Unite have been pounding the pavement (physically and digitally) and gathering support for unionization across the globe, with a goal to "bring hope to and empower those suffering in this industry." In December, a UK chapter of Game Workers Unite became a legal trade union.

With all of this conversation swirling around studio life, the folks behind the Game Developers Conference added new questions to the seventh annual State of the Industry Survey, which included responses from nearly 4,000 developers. The questions were broad: should the games industry unionize, and will the games industry unionize? Forty-seven percent of respondents said yes, game developers should unionize, while 16 percent said no and 26 percent said maybe. However, developers weren't exactly hopeful about unionization efforts. Just 21 percent of respondents said they thought the industry would unionize, and 39 percent said maybe. Twenty-four percent said it simply wasn't going to happen.
The survey also found that 44 percent of developers worked more than 40 hours per week on average. Just over 1 percent said they worked more than 110 hours in a week, while 6 percent reported working 76 to 80 hours, "suggesting that deadline-related crunch can go far beyond normal working hours," according to the survey.

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