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Get Ready: WhatsApp Is Getting Ads, Paid Channel Subscriptions
Get Ready: WhatsApp Is Getting Ads, Paid Channel Subscriptions

Yahoo

time2 days ago

  • Business
  • Yahoo

Get Ready: WhatsApp Is Getting Ads, Paid Channel Subscriptions

PCMag editors select and review products independently. If you buy through affiliate links, we may earn commissions, which help support our testing. Unlike other Meta apps, the company has traditionally kept WhatsApp ad-free. That's set to change, though ads will be limited to specific areas of the app, away from your messages. Meta will soon include ads within the Status feature. This section is similar to Instagram Stories, where you can share clips or photos from your day-to-day life with your contacts. In the coming months, ads will appear between people you follow. Meta hasn't shared how often ads will appear, but if it's anything like Instagram, it'll likely be after every fourth or fifth story you view. Meta won't use your personal data to target these ads. That means it can't use the topics in your messages, or the people you message, to figure out what ads to show you. Instead, Meta will use data such as your location, language, your interactions with Channels, or the ads you've been interested in before. The company is also introducing a new way for businesses, celebrities, and influencers to monetize their own WhatsApp Channels. A Channel on WhatsApp acts like a big group chat, where you can update everyone following you at the same time. Many businesses use them to update users on specific changes or promotions. Soon, owners of these channels will be able to charge for exclusive access to certain content. It sounds like this will work similarly to a Patreon subscription, where businesses can have a free tier for most users, and those who want exclusive access to additional services can pay for a subscription on top. Around 1.5 billion people visit Channels and Status each day. There's currently no sign of WhatsApp bringing ads to other parts of its app, but that may eventually happen if the company continues to see success in its ad expansion.

The video games industry is having its #MeToo moment. But there's a long way to go
The video games industry is having its #MeToo moment. But there's a long way to go

The Age

time5 days ago

  • Entertainment
  • The Age

The video games industry is having its #MeToo moment. But there's a long way to go

Quinn, alongside other female, queer and non-binary gamers and developers were heavily targeted, with many facing ongoing harassment, doxxing and even death and rape threats. Independent games were also targeted, particularly if they appeared to skew more progressive. The online maelstrom became so severe that sites such as Kotaku, a popular gaming blog, banned their writers from contributing to crowdfunding appeals like Patreon. Tech company Intel also pulled an ad campaign from video game news site Gamasutra following complaints from GamerGaters about a column written by the editor-at-large that was critical of the male-centric gamer identity. The intensity of the GamerGate movement has since dissipated, but the sexist and bigoted attitudes it espoused live on. For example, the writer of a 2023 IGN report – which laid out a history of alleged sexism at the developer of Black Myth: Wukong, Game Science – became the target of a lengthy harassment campaign. And last year, rumours swirled that Ubisoft was allegedly forced by 'DEI [diversity, equality and inclusion] warriors' into making the main character of Assassin's Creed Shadows black, despite historical evidence that a black samurai warrior existed. Cue the #MeToo movement While GamerGaters were launching co-ordinated harassment campaigns against female and other minority gamers, developers and games journalists, trouble was also brewing inside the very companies that create the games they play. In August 2019, games designer Nathalie Lawhead posted about the alleged abusive behaviour and rape she says were inflicted upon her by former colleague composer Jeremy Soule. He vehemently denied the allegations and was never charged with a crime. Soule's management was contacted for comment. However, Lawhead's post had a domino effect, as several other women within the industry proceeded to share their own accounts of abuse in the workplace, including sexual harassment, gaslighting and retaliation. This included Zoe Quinn, who on August 27, 2019, accused Alec Holowka (who worked on the 2017 indie hit Night in the Woods) of sexual and verbal abuse. Holowka died shortly after on August 31. These weren't the first abuse allegations made within the industry. In 2018, a Kotaku investigation exposed a culture of sexism at developer Riot Games (makers of League of Legends). This resulted in five former employees suing the company over workplace harassment and discrimination. About 150 of Riot Games' employees protested over how the company was handling the lawsuit in 2019 – the largest video games protest of such nature at the time. The Ubisoft trial Arguably the most commonly referenced example, however, is the string of complaints made against executives at Ubisoft. In 2020, dozens of company employees filed complaints of sexual misconduct, bullying and harassment. While not accused of any misconduct individually, managing director Yannis Mallat left the company in the wake of the complaints. 'The recent allegations that have come to light in Canada against multiple employees make it impossible for him to continue in this position,' Ubisoft said in a statement reported by Bloomberg at the time. Global head of human resources Cécile Cornet was not accused of any misconduct personally but also departed Ubisoft and her division was reorganised. Chief creative officer Hascoët also departed at the time of Mallat and Cornet, and was last week found guilty in a French court of psychological harassment and complicity in sexual harassment. 'These departures come following the initiation of a rigorous review that the Company initiated in response to recent allegations and accusations of misconduct and inappropriate behaviour,' according to the Ubisoft statement to Bloomberg in 2020. According to Bloomberg, it was the 'most significant executive exodus in the $US150 billion industry since the #MeToo movement started gathering momentum'. The company proceeded to launch an internal inquiry. Following this, Ubisoft chief executive Yves Guillemot announced a plan to overhaul the company's creative editorial team, adding that his 'goal is to create an inclusive and open culture that embraces more diverse and multidisciplinary expertise'. This series of events culminated in the recent trial in Bobigny, in which Serge Hascoët, former Ubisoft game director Guillaume Patrux, and former Ubisoft editorial vice-president Thomas François were found guilty of enabling a culture of bullying and sexual harassment within the company. What were the results of the trial? Thomas François was found guilty of sexual harassment, psychological harassment and an attempted sexual assault, and was given a three-year suspended prison sentence and fined more than $53,000. Serge Hascoët was acquitted of sexual harassment and complicity in psychological harassment, but was found guilty of psychological harassment and complicity in sexual harassment. He was given an 18-month suspended sentence and a fine of more than $80,000. Guillaume Patrux was found guilty of psychological harassment and given a 12-month suspended sentence and a fine of more than $17,000. Could this foster real change? UNSW associate professor Michael Kasumovic, who has researched gender differences in video games, says this could be a turning point within the industry, particularly as games companies continue to realise that gender equity is not only positive socially, but also financially. 'Many companies are interested in improving the STEM pipeline to increase diversity on their teams. And with social media, people are more willing to share their experiences,' he says. 'This [Ubisoft] trial could definitely speed things up, especially in Europe, where they're cracking down on such things more strongly.' Dr Susannah Emery, a lecturer in game design and digital media at the University of South Australia, also thinks this trial will show game companies there are legal consequences for poor workplace practices, but emphasises it won't fix everything. 'For a long time, the games industry has been dominated and controlled by certain voices and cultures, and when those are the people making the games, those are the voices amplified within the games they make,' Emery says. 'Everything else is seen as an exception to this 'norm' – women make up about half of all game players, but in Australia, only make up around 21 per cent of game developers. Loading 'Real action in this space has been slow because the systems controlling this, such as leadership and the laws, weren't built with safety or equity in mind. This is starting to change due to verdicts like this, but there's still a lot of work to do be done here.' The fallout from both GamerGate and the #MeToo movement has resulted in greater regulation within companies, including the implementation of moderation, the ability for gamers to modify their voice, and bans. A spokesperson at the Interactive Games and Entertainment Association, Australia's peak industry body representing the video games industry, says creative environments flourish when people feel supported and empowered. 'All employees deserve a safe, inclusive and respectful workplace; one free from harassment, discrimination and intimidation ... It's vital that all workplaces within our sector continuously examine and strengthen their culture to uphold the highest standards and foster spaces where creativity and talent can thrive.' However, Kasumovic notes this is not just an issue within the video game industry, but a broader societal issue. 'One of the biggest things that needs to happen now is the education of young men so they realise their value isn't determined by their ability to compete,' he says. 'This is difficult because there are still so many spaces that allow men to behave in overtly aggressive and male-dominating ways … Society must continue to punish individuals who behave this way. Young people need to see and understand this sort of behaviour is unacceptable. 'Unfortunately, if history tells us anything, we have a long way to go.'

The video games industry is having its #MeToo moment. But there's a long way to go
The video games industry is having its #MeToo moment. But there's a long way to go

Sydney Morning Herald

time5 days ago

  • Entertainment
  • Sydney Morning Herald

The video games industry is having its #MeToo moment. But there's a long way to go

Quinn, alongside other female, queer and non-binary gamers and developers were heavily targeted, with many facing ongoing harassment, doxxing and even death and rape threats. Independent games were also targeted, particularly if they appeared to skew more progressive. The online maelstrom became so severe that sites such as Kotaku, a popular gaming blog, banned their writers from contributing to crowdfunding appeals like Patreon. Tech company Intel also pulled an ad campaign from video game news site Gamasutra following complaints from GamerGaters about a column written by the editor-at-large that was critical of the male-centric gamer identity. The intensity of the GamerGate movement has since dissipated, but the sexist and bigoted attitudes it espoused live on. For example, the writer of a 2023 IGN report – which laid out a history of alleged sexism at the developer of Black Myth: Wukong, Game Science – became the target of a lengthy harassment campaign. And last year, rumours swirled that Ubisoft was allegedly forced by 'DEI [diversity, equality and inclusion] warriors' into making the main character of Assassin's Creed Shadows black, despite historical evidence that a black samurai warrior existed. Cue the #MeToo movement While GamerGaters were launching co-ordinated harassment campaigns against female and other minority gamers, developers and games journalists, trouble was also brewing inside the very companies that create the games they play. In August 2019, games designer Nathalie Lawhead posted about the alleged abusive behaviour and rape she says were inflicted upon her by former colleague composer Jeremy Soule. He vehemently denied the allegations and was never charged with a crime. Soule's management was contacted for comment. However, Lawhead's post had a domino effect, as several other women within the industry proceeded to share their own accounts of abuse in the workplace, including sexual harassment, gaslighting and retaliation. This included Zoe Quinn, who on August 27, 2019, accused Alec Holowka (who worked on the 2017 indie hit Night in the Woods) of sexual and verbal abuse. Holowka died shortly after on August 31. These weren't the first abuse allegations made within the industry. In 2018, a Kotaku investigation exposed a culture of sexism at developer Riot Games (makers of League of Legends). This resulted in five former employees suing the company over workplace harassment and discrimination. About 150 of Riot Games' employees protested over how the company was handling the lawsuit in 2019 – the largest video games protest of such nature at the time. The Ubisoft trial Arguably the most commonly referenced example, however, is the string of complaints made against executives at Ubisoft. In 2020, dozens of company employees filed complaints of sexual misconduct, bullying and harassment. While not accused of any misconduct individually, managing director Yannis Mallat left the company in the wake of the complaints. 'The recent allegations that have come to light in Canada against multiple employees make it impossible for him to continue in this position,' Ubisoft said in a statement reported by Bloomberg at the time. Global head of human resources Cécile Cornet was not accused of any misconduct personally but also departed Ubisoft and her division was reorganised. Chief creative officer Hascoët also departed at the time of Mallat and Cornet, and was last week found guilty in a French court of psychological harassment and complicity in sexual harassment. 'These departures come following the initiation of a rigorous review that the Company initiated in response to recent allegations and accusations of misconduct and inappropriate behaviour,' according to the Ubisoft statement to Bloomberg in 2020. According to Bloomberg, it was the 'most significant executive exodus in the $US150 billion industry since the #MeToo movement started gathering momentum'. The company proceeded to launch an internal inquiry. Following this, Ubisoft chief executive Yves Guillemot announced a plan to overhaul the company's creative editorial team, adding that his 'goal is to create an inclusive and open culture that embraces more diverse and multidisciplinary expertise'. This series of events culminated in the recent trial in Bobigny, in which Serge Hascoët, former Ubisoft game director Guillaume Patrux, and former Ubisoft editorial vice-president Thomas François were found guilty of enabling a culture of bullying and sexual harassment within the company. What were the results of the trial? Thomas François was found guilty of sexual harassment, psychological harassment and an attempted sexual assault, and was given a three-year suspended prison sentence and fined more than $53,000. Serge Hascoët was acquitted of sexual harassment and complicity in psychological harassment, but was found guilty of psychological harassment and complicity in sexual harassment. He was given an 18-month suspended sentence and a fine of more than $80,000. Guillaume Patrux was found guilty of psychological harassment and given a 12-month suspended sentence and a fine of more than $17,000. Could this foster real change? UNSW associate professor Michael Kasumovic, who has researched gender differences in video games, says this could be a turning point within the industry, particularly as games companies continue to realise that gender equity is not only positive socially, but also financially. 'Many companies are interested in improving the STEM pipeline to increase diversity on their teams. And with social media, people are more willing to share their experiences,' he says. 'This [Ubisoft] trial could definitely speed things up, especially in Europe, where they're cracking down on such things more strongly.' Dr Susannah Emery, a lecturer in game design and digital media at the University of South Australia, also thinks this trial will show game companies there are legal consequences for poor workplace practices, but emphasises it won't fix everything. 'For a long time, the games industry has been dominated and controlled by certain voices and cultures, and when those are the people making the games, those are the voices amplified within the games they make,' Emery says. 'Everything else is seen as an exception to this 'norm' – women make up about half of all game players, but in Australia, only make up around 21 per cent of game developers. Loading 'Real action in this space has been slow because the systems controlling this, such as leadership and the laws, weren't built with safety or equity in mind. This is starting to change due to verdicts like this, but there's still a lot of work to do be done here.' The fallout from both GamerGate and the #MeToo movement has resulted in greater regulation within companies, including the implementation of moderation, the ability for gamers to modify their voice, and bans. A spokesperson at the Interactive Games and Entertainment Association, Australia's peak industry body representing the video games industry, says creative environments flourish when people feel supported and empowered. 'All employees deserve a safe, inclusive and respectful workplace; one free from harassment, discrimination and intimidation ... It's vital that all workplaces within our sector continuously examine and strengthen their culture to uphold the highest standards and foster spaces where creativity and talent can thrive.' However, Kasumovic notes this is not just an issue within the video game industry, but a broader societal issue. 'One of the biggest things that needs to happen now is the education of young men so they realise their value isn't determined by their ability to compete,' he says. 'This is difficult because there are still so many spaces that allow men to behave in overtly aggressive and male-dominating ways … Society must continue to punish individuals who behave this way. Young people need to see and understand this sort of behaviour is unacceptable. 'Unfortunately, if history tells us anything, we have a long way to go.'

The Puppet Hideaway Announces The Launch Of Multi-Platform Live Series
The Puppet Hideaway Announces The Launch Of Multi-Platform Live Series

Associated Press

time5 days ago

  • Entertainment
  • Associated Press

The Puppet Hideaway Announces The Launch Of Multi-Platform Live Series

07/10/2025, BELLEVUE, WA // PRODIGY: Feature Story // The Puppet Hideaway In an ambitious new chapter for digital puppetry, Eric Thomsen, puppeteer, media creator, and founder of The Puppet Hideaway, has officially launched his live shows across five major platforms: Substack, Twitter, Patreon, OnlyFans, and YouTube. With the curtain now lifted on a project years in the making, Thomsen is inviting audiences of all ages into an immersive and collaborative puppet experience like no other. A lifelong puppetry enthusiast, Thomsen's journey began during his youth, when a love of puppets became a refuge and creative outlet during challenging times. 'I was a teen, an American kid living in the U.K., and I just fell in love with puppets,' Thomsen recalls. 'It was how I built a world of my own, and it grew from there.' From local community shows to a degree in radio, television, and film, Thomsen's passion led him to start a successful career in entertainment merchandising, working behind the scenes with well-known household names. Eric Thomsen in 1993 with His Original Puppets But even as his resume expanded, something vital was missing: the chance to create his own show. That opportunity finally arrived in 2020 when, at age 50 and mid-pandemic, Thomsen made a bold leap, leaving his high-paying job to fully pursue The Puppet Hideaway, a vision that had been building for decades. Today, Thomsen is embracing the creator economy with a self-funded, platform-diverse puppet series that's accessible to fans around the world. Each day of the week is dedicated to a different aspect of the creative process: Monday is the writer's workshop, Tuesday dives into technical production, and Wednesday through Friday deliver multiple 'takes' of the live show across YouTube, Patreon, and OnlyFans. On Saturday mornings, the final edited show premieres on YouTube, blending the week's best content into a polished episode. Subscribers can choose to support one or all of the platforms, $5 each, or $20 for full access, to not only watch the shows but also participate in them. Supporters get access to archives, behind-the-scenes dress rehearsals, live interaction, polls, and even the chance to shape storylines. 'Fans can watch for free, but supporters are part of the show,' Thomsen explains. 'They can chat live, vote on plot directions, and even introduce their own puppet characters.' Eric Thomsen with Ima Fraida Nuttin Puppet Thomsen's programming is intentionally varied. He doesn't anchor the show to a recurring cast, but instead showcases a wide range of puppets to highlight diversity in design, storytelling, and voice. 'It's all about the puppets,' he says. 'I want to show the richness of what puppetry can be, not just one story, one character, one world.' In addition to episodic series like Halloween Candy Hunt, The Little Merman, and Bunny Club, the Puppet Hideaway features standalone segments such as Puppet World Tour and Career Day, designed to both entertain and educate. Thomsen also hopes to expand into children's books based on his stories, with plans to publish in the future. The overarching mission of The Puppet Hideaway is simple yet powerful: promoting puppets and puppery. Thomsen sees puppetry as a tool to spark joy, connection, and creativity. 'Puppets are a shared experience,' he says. 'I have seen kids and parents light up when handed a puppet; they begin talking to each other in a whole new way. That's what I want to bring to the world.' Media Contact Name: Eric Thomsen Email: [email protected] Source published by Submit Press Release >> The Puppet Hideaway Announces The Launch Of Multi-Platform Live Series

I left my advertising job to create furniture in The Sims 4. I didn't think I could make a living modding — until I did.
I left my advertising job to create furniture in The Sims 4. I didn't think I could make a living modding — until I did.

Business Insider

time7 days ago

  • Entertainment
  • Business Insider

I left my advertising job to create furniture in The Sims 4. I didn't think I could make a living modding — until I did.

Fanny Deroubaix left her job as a freelance art director to pursue modding The Sims 4 full-time. Learning to modify video games was challenging at first, but she enjoys the creative freedom. This article is part of " Trends to Bet Your Career On," a series about trending professional opportunities. This as-told-to essay is based on an interview with Fanny Deroubaix, a 38-year-old self-employed video game modder known online as Syboulette and based in France. It has been edited for length and clarity. Business Insider verified the source's income with documentation. I didn't even know my job was a possibility before I changed careers. Becoming a full-time modder who makes custom content, such as furniture and decor assets, for The Sims 4 was a happy mistake. I used to be a freelance art director in commercial advertising. Because all my commercial shoots were canceled during the pandemic, I played a lot of video games. One day, I decided to build a bakery in The Sims 4, which I had not played in a long time. I wanted a kitchen set in a different color than was available, so I thought if I searched for tutorials, I could recolor it myself. I spent maybe a week recoloring the items, and I was so proud of myself that I posted them on The Sims Resources, a website unaffiliated with The Sims 4 that lets artists share custom content for free. Since I posted it, the set has been downloaded more than 33,000 times. Now, I do this full-time. I expanded from recoloring to creating original items Because I had fun recoloring the set, I learned more about 3D modeling and texturing, and I began creating original items. After a couple of months, I opened a Patreon just to help me pay for the modding software, which costs about €80 a month. My subscriptions grew, and after six months, I was earning enough money to stop freelancing. Even though it was less money at first, I was completely free. I didn't have any clients, deadlines, or anyone to tell me what to do. I kept a few freelance jobs during the transition, but after a year or so, I was earning more than I did in my advertising job, so I thought, I'm never going back. I now make more than I did in advertising. My work schedule I've been doing this for four years now. Every month on my Patreon, I post a set, which includes 20 to 30 items inspired by a theme or room. All of my subscribers get early access to my sets. I start by making a mood board and looking on Pinterest and Google for anything that inspires me. Once I've gathered references, I'll pick a number of items to create. I try to spread my work throughout the month. I can create one item in five to eight hours, so I usually make one per day. Then, I test every item in the game and take screenshots to show my subscribers. How I make money as a modder Not all games endorse monetized mods. The Sims 4 modders are not allowed to officially sell their creations, but The Sims allows modders to release content for free with monetized early access. This means people who subscribe to my Patreon get my items three weeks in advance, and then my custom content becomes free for everyone. When I started, I only had Patreon and The Sims Resource, which pays featured artists. After a year, I created my own website with ads, which also created some income. Patreon is still my biggest source of income. Occasionally, I'll have an opportunity from an outside company, like the collaboration I did last year with The Sims for my official Creator Kit. The Sims also collaborated with CurseForge to create an official platform for custom content, and I earn income from that website as well. The challenges and rewards of modding The learning curve to modding was very steep in the beginning. I taught myself using online courses for design software like Blender and Adobe Substance 3D. Over time, I tried to modify more difficult items, but it required a lot of patience. I also became a more public figure as a Sims 4 modder by sharing on social media and streaming on Twitch. Some players have negative opinions about my job, and some pirate my creations, but this comes with any creative career. Still, it's the perfect job because I don't rely on anyone. Even though I have a suggestion channel on my Discord so fans can suggest ideas, I can do whatever I want. It's full creative liberty. I've always wanted to do something more creative than what I was doing in advertising. It's so nice to have people playing with your creations and sending you screenshots, like "Look what I made with your set." My advice to aspiring modders Just making a beautiful thing is not enough. Communication is very important. Be on every social media and try to reach content creators on YouTube and Twitch, because they'll show your work to the players. You should make what you like, not what you think people will want. Everyone's trying to create stylish interiors, but sometimes we don't want what we see everywhere on Pinterest. Also, start small. Some new creators are very gifted but start with a €5 donation subscription. That assumes people trust you, but trust needs to be earned. When I started my Patreon, my subscription was €1, and I gradually raised the price to €5. If you've never modded before, don't create one of the most difficult items first, either. Maybe start with a table.

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