Pixel P&L: Weaponizing Influence

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Some gaming influencers have exploited their communities through rigged gambling schemes and dubious cryptocurrency ventures, leaving many young fans with financial losses. Today’s feature uncovers how these figures weaponize trust, explores past scandals and questions if platforms or governments can regulate these growing issues.

Our coverage also includes KRAFTON’s upcoming game unveilings at G-STAR 2024, the Fallout series’ strong debut on Prime Video, and the wave of record layoffs that have hit the gaming industry in 2024, underscoring a turbulent year for developers and publishers alike.

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Behind the Screen: When Gaming Influencers Become Con Artists

While multiple influencers have built multimillion-dollar empires by captivating audiences with gaming strategies and entertaining content, some have veered into murky territory, exploiting the very communities that support them.

Our investigation uncovers a troubling trend: from rigged gambling schemes to dubious cryptocurrency ventures, some of the industry’s biggest names have used their platforms not just to entertain, but to deceive. These scams have left thousands of fans—many of them young and financially inexperienced—reeling from broken promises and financial losses. As the influence of these personalities continues to grow, so does the potential for exploitation.

Today’s feature will explore how these influencers weaponize trust, the fallout from their actions, and what it means for an industry grappling with its own identity. We’ll revisit scandals like the Counter-Strike Lotto controversy and the “Save the Kids” crypto collapse, and explore whether platforms and regulators are equipped to tackle these ethical gray areas.

KRAFTON to Unveil New Titles at G-STAR 2024

KRAFTON will participate in the international gaming expo G-STAR 2024, set to run from November 14-17 at BEXCO in Busan. This marks the company’s eighth consecutive appearance at the event, reflecting its steady investment in new projects despite growing competition and shifting market dynamics.

At this year’s show, KRAFTON plans to showcase a range of titles, including the life simulation game inZOI, the mobile adaptation Dinkum Mobile, and the newly announced Project ARC. The company’s strategy appears focused on diversifying its portfolio beyond its blockbuster hit PUBG as the industry sees increased demand for immersive, narrative-driven experiences and tactical gameplay.

inZOI made its initial appearance at gamescom 2024 in August, where it drew lengthy queues, signaling interest in the life simulation game. Meanwhile, Dinkum Mobile represents KRAFTON’s effort to tap into the mobile gaming market, leveraging the success of its original PC version, developed by Australian indie creator James Bendon.

Project ARC will be publicly revealed for the first time at G-STAR. The game is a 5v5 PvP shooter, marking KRAFTON’s foray into the competitive, character-driven shooter genre. This could be a critical test for KRAFTON as it seeks to establish a foothold in the crowded market of tactical shooters.

‘Fallout’ TV Series Surpasses 100 Million Viewers on Prime Video

The Fallout TV series has surpassed 100 million viewers, according to an announcement by the show’s official account on X. The milestone comes just weeks after the series, based on the popular Bethesda game franchise, secured a few Emmy wins but was overshadowed by Hulu’s critically acclaimed Shogun. Released on Prime Video in April, Fallout quickly became one of the platform’s top three shows. A second season is currently in production, though no release date has been set. The show’s success marks another milestone in the evolving game-to-TV adaptation landscape.

Video Game Industry Sees Record 15,000 Layoffs in 2024 as Economic Pressures Mount

The video game industry has faced a record-breaking year of job losses, with 15,000 layoffs reported by October 2024—surpassing the 11,000 layoffs seen in 2023. Rising development costs, economic instability, and the push for continuous revenue growth are cited as primary drivers. The shift towards live-service games, which demand ongoing updates and in-game purchases, has led to widespread restructuring and cancellations of traditional single-player projects. Epic Games, Blizzard, Riot, and EA have all announced cuts, reflecting broader industry instability. As smaller studios struggle to survive, analysts predict further consolidation and heightened calls for unionization.

Ubisoft Reportedly Spent $650 to $850 Million on Troubled ‘Skull and Bones’

Ubisoft’s troubled pirate-themed game Skull and Bones has reportedly cost the company between $650 million and $850 million, according to a new report from YouTuber Endymion. The staggering figure—far exceeding the previously estimated $200 million—comes after more than a decade of development and multiple project overhauls. Despite the massive investment, Skull and Bones failed to generate significant player interest, with only around 850,000 players in its first week, many using a free trial. As Ubisoft struggles to regain its footing, the financial burden of Skull and Bones is seen as a key factor in the company’s ongoing difficulties.

Skyesports and Realme Wrap Up Collegiate Esports League

Skyesports and Realme wrapped up the Realme Campus Gaming League with an intense showdown at Sri Sairaam Engineering College’s SIGMA Auditorium in Chennai, where the top 16 collegiate teams from across India competed in Battlegrounds Mobile India (BGMI) for the championship title. Galactic Wolves clinched the victory, securing INR 200,000 out of the INR 400,000 prize pool after a nail-biting finale that saw them jump to the top of the leaderboard with a first-place finish in the penultimate game. The tournament, which drew over 2,700 teams from more than 200 colleges nationwide, reflects the growing interest and investment in grassroots esports within India’s collegiate scene.

Long before gaming consoles were equipped with cutting-edge sensors and augmented reality, the classic Nintendo Game Boy made a surprising leap into real-world utility with a unique accessory for anglers. Released exclusively in Japan in 1998, the Pocket Sonar—developed by Bandai—transformed the handheld device into a digital fish-finding tool. This quirky add-on was designed to help fishermen locate fish up to 65 feet deep underwater.

The Pocket Sonar connected directly to the Game Boy and used a small transducer that, when dropped into the water, emitted sonar waves. These waves detected fish and relayed their positions back to the Game Boy’s screen, displaying them as dots on a simplified sonar graph. The device also indicated water depth and temperature, giving fishermen more information to plan their catch.

To add to the fun, the Pocket Sonar wasn’t just a utilitarian gadget—it included a fishing mini-game that could be played on the Game Boy itself. Players could practice their casting techniques and catch virtual fish, making it both a tool and a toy.

Despite its innovative nature, the Pocket Sonar was a niche product and never saw release outside Japan. Today, it stands as one of the most unusual and little-known accessories ever created for the iconic Game Boy.

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