It's only a Game!

Capt. Wardrobe - December 2021

Will Children be playing?
They already are...
in their millions...

Will we have an age restriction on these metaverse based systems & the games therein?

What are the ethical concerns of mixing adults and children in gameplay? - we have already seen many cases of inappropriate behaviour from people posing as children to gain trust - the use of spray on identity as avatar would seem to pose a problem in identifying players. This is a problem no doubt, to me, at least...as we also see in introduction of the Online digital safety bill in the increasingly inept & bought & paid for, undemocratic, UK Parliament - this will be used to forment a digital identity access system needing biometrics to prove the veracity of the user. It could well be that we are seeing an evolution of this happening as the result of vaccine passports being introduced a gateway tool, introduced stealthily because of a global emergency, to manage populations health & wealth in a near future of an all encompassing social credit system.

Roblox already exploits Child Labour; by providing
a platform for users to design their own tokenised games

and paying 1/3 of the industry standard for doing it:

driving up Roblox's already staggering market value:

With Roblox Corporation now being valued at more than $45 billion, This Video asks whether the kids making the vast majority of its content are being taken advantage of,- This follow up video investigates darker themes with sex exploitation in chatrooms & bullying in the corporate structure, which has no rights / education / complaints dept or structure. It also delves into the rip off "collectibles market" that is part all of the game

Roblox’s shameless exploitation of child labor
is why we can’t have nice things

By Bree Royce -August 20, 2021

I didn’t think I’d be back so soon writing “Roblox” and “this is why we can’t have nice things” in the same post two days in a row, but here we are. People Make Games has put out a video confirming everything you already suspected about the game: that it’s overvalued and grotesquely exploitative.

In the video, Quintin Smith argues that Roblox isn’t all that different from a gaming platform like Steam in that it’s a hosting platform for games. The difference is that those games (“experiences”) are built by literal children. But as with many other platforms, the discoverability on a platform with 20 million minigames is terrible, so Roblox invites these children to pay it to promote their game. This is gross all by itself, but it gets worse, since almost no creators are actually making money off the game, and those rare kids who do are paid in in-game currency, and they can’t convert it into actual cash unless they pay for a monthly sub and meet the minimum $900 threshold. And then even when they withdraw Robux worth $900, Roblox only pays out $350 for it, which essentially means players get next to nothing of what they earned thanks to all the conversions and cuts – less than 17 cents on the dollar.

Smith notes that this withdrawal minimum is arbitrary and points to Second Life and Entropia Universe as having low and reasonable amounts by comparison. (Hell, Roblox makes Entropia look wholesome.) He characterizes Roblox as essentially an exploitative “company town” – only the workers are kids, and the kids are literally being subjected to crunch and burnout, according to one Roblox creator who needed to stay anonymous to protect his/her income from the company’s ire, which is a whole ‘nother problem.

Of course, Roblox isn’t just scamming kids; since going public and bizarrely being valued at $41B (more than Electronic Arts, or seven Ubisofts), it’s now posted two financial reports in a row claiming losses around $140M per quarter, presumably burning cash to keep roping in users/workers and then turning out its pockets when people wonder why they’re not getting paid.

Eventually, regulation will curb these abuses as it did in other sectors, but in the meantime, dear god don’t let your kids near this.

massivelyop

nothing to see here: Roblox funders?

what are the chances?

move along

Adult content maker reveals massive child grooming / abuse in VRChat



Via this reddit posting

I am an Adult Film maker and I have been fighting to shed light on the massive Child grooming going on in VRChat. I fear the Metaverse will make it much worse

I started making adult content with my wife after we lost our jobs to covid in early 2020. I fell in love with cameras and cinematography. By happen stance I came to VR and began making adult content in VR which became my full time job.

However, things took a dark turn when I uncovered the massive amount of pedophile rings and culture of child sexualization in VRChat. I went down a rabbit hole of journalism and ended with a video I released on my now terminated YouTube. After releasing that video I started getting DMCAs, twitch banned, YouTube banned, and banned in VRChat 39 times. The devs of the game told me to delete my porn, delete my videos exposing the pedos, but that I could keep doing sex stuff in private worlds.

This shocked me and then I understood the scope of what was going on. VRchat is a free "game" and the devs get their 10s of millions from investments from HTC and Vive. Simply put, they cannot have the public know how bad the child grooming situation is as it would jeopardize their bottom line.

But the problem is massive and growing, and this is with an indie game. When Facebook gets it's claws into VR, I fear all hope may be lost.

I have been outcasted from every corner of the internet because conservatives hate me as I make porn and liberals hate me because I love Jordan Peterson. Unfortunately, even though I am one of the biggest VRchat adult channels, my audience wouldn't lift a finger to help with this issue. I need help, I am depressed and defeated. I have pled to every media contact I have and yet no one seems to care. Vice news, rolling stone, every blogger that has done a piece on my work won't touch the story. These kids are getting eaten alive. Please help, Jordan. Even just a word from you would be enough.

I made this video today and it rocked me. I don't know if I have the strength to continue without help. https://youtu.be/NFhqt3KAB84

Here is the original video with interviews from kids who were molested https://youtu.be/vmO1Zb28qAE

a lot of people have been messaging me with stories from their VRChat experiences

Would it be seen as acceptable to allow children to engage in earning tokens as real life crypto - pitted against possible ruthless socio/psychopathy we may see evolve out of a system that could mean survival of the best players?

Will we witness a merging of realms?

Infantilization of Adult realm
Adultification of Child realm

What would it mean to not survive this? To be not very good at games at all.

I have personally witnessed naughty children take their parents credit cards & using it to buy an upgrade in a game.

Would such ethical dilemmas seek to normalise Universal Basic Income & Digital ID?

Would Setting a normal level of "economic safety" - matter to the terminally greedy, cruel & ruthless?

Would it be ok to digitize child labour in such circumstances?

In all sincerity - One would hope not.

"the pandemic offers a great window of opportunity for a reset" - Klaus Schwab (WEF)

The WEF, Social Media & Vaccine mandates

In the bizzare future modelling essay by Danish MP & WEF member Ida Auken which was promoted alongside a page & a video (left), shareholders are told humanity will own nothing and be happy...

“I don't own anything. I don't own a car. I don't own a house. I don't own any appliances or any clothes,”

Danish MP Ida Auken.

Creep factor to warp 9 -

Big tech, Big Pharma...NGO's & deep State intelligence agencies want to own your kids attention to reap the yummy data inside as a global private public partnership

Considering the actions of supposedly rational human beings over the course of the Pandemic & the way ever fascist authorities have sought to undermine the responsibility & rights of Parents over the actions & decisions of their children in the process of trying to mandate genetic therapy on the population globally. These disgusting tactics in bribery & coercien should be a massive warning indicator of what is to come in terms of parental rights in the coming 20 years.

Drug dealing, seems to be the new boom industry - whether it is big pharma pushing opiates on the public - genetic therapies promoted via authoritarianism, as vaccines or Big Tech pushing a potentially addictive double dose of gaming within social media that has unknown affects on dopamine levels on kids & adults alike.

Just how much time are people
to be expected to spend inside this metaverse?

is it feasable to expect a virtual global economy to rise from such a system?

It must also be noted that social media platforms have been investigated for illegally / unethically collecting data & socially experimenting on sections of its users - gathering & storing databases of behavioral responses.

What would it mean to have an exponentially learning & possibly sentient aware Artificial intillegent behind the scenes?

Humans are having all their experiencial learning as participation, interaction & play, logged as a database in both meatspace society & the game/virtual world. This is already happening.

Could this be utilized as a way of totally controlling a society? A type of rigged operantly conditioned feedback loop within a social credit scoring managed environment?

What makes online games addictive?

As with any addiction, video game addiction is a multifaceted issue. Video games are designed to be addictive-not in the clinical sense of the word, but game designers are motivated to make their games more interesting so that users increase the amount of time they spend playing. Consequently, games are devised to be just difficult enough to be truly challenging while allowing small accomplishments that compel players to keep playing. In that respect, the design of video games is similar to the design of gambling casinos that allow players to have small wins that keep them playing.

Hooks.

Often “hooks” are built into video games, with the intent of making them addictive. Showing a high score is one of the most easily recognizable hooks, because players try to beat their own or someone else’s high score. In online role-playing games, players try to “level up” to achieve higher status, power, and recognition, creating emotional attachment to their game characters.

Social factors.

The social aspect is a primary factor in many game addictions. Frequently players are lonely and may never have felt as if they were part of a social group. Players can get a sense of belong-ing from the game, which may provide the only “friends” with whom they interact. When players rely on these new online personas, the distinction between what is real and what is a fantasy role-play game can become blurred. The more the gamer has emotionally invested in his or her character, the more likely that he or she will identify with that character.

Pseudosocial relationships drive modern gaming:

game play begets alliances. Most online games include the option of “chats,” allowing players to interact with one another in the guise of the characters they represent. Patients with preexisting anxiety or developmental disorders (eg, social anxiety/phobia, acute stress disorder) are particularly vulnerable to the allure of this virtual escape.

Distorted thinking.

Addicted gamers may suffer from cognitive distortions that keep them compulsively engaged in the game. They may feel tense, lonely, restless, or depressed, but in an online game, the player is a great warrior who feels confident, well-liked, and proud. A person with low self-esteem who perceives himself as undesirable can use online gaming as a way to boost self-esteem.

Pychactric Times

What Is Social Media Addiction?

Checking and scrolling through social media has become an increasingly popular activity over the last decade. Although the majority of peoples’ use of social media is non-problematic, there is a small percentage of users that become addicted to social networking sites and engage in excessive or compulsive use. In fact, psychologists estimate that as many as 5 to 10% of Americans meet the criteria for social media addiction today. Social media addiction is a behavioral addiction that is characterized as being overly concerned about social media, driven by an uncontrollable urge to log on to or use social media, and devoting so much time and effort to social media that it impairs other important life areas.

Addiction Center

Do we really trust people like Mark Zuckerberg with both our childrens data & their emotional & behavioral well being in the metaverse?

Facebook:

Zynga - "hacking" into platform incorporation

Zynga Inc

is an American social game developer running social video game services and founded in April 2007 with headquarters in San Francisco, California, United States. The company primarily focuses on mobile and social networking platforms.

Zynga states its mission as "connecting the world through games."

Zynga launched its best-known game, FarmVille, on Facebook in June 2009, reaching 10 million daily active users (DAU) within six weeks. As of August 2017, Zynga had 30 million monthly active users (MAU). In 2017 its most successful games were Zynga Poker and Words with Friends 2, with about 57 million games being played at any given moment; and CSR Racing 2, the most popular racing game on mobile devices. Zynga, began trading on NASDAQ December 16, 2011, under the ticker ZNGA

wikipedia

You can take that inferrence of potential child abuse & addiction -
to places as dark as you like...

This stunning video examines former Child star Brock Pierce and his strange journey from Hollywood DEN sex parties with Twink pedophile elite into Gold Gaming exchange slavery and his formation of the Crypto currency Tether, oh and connections to Steve Bannon & Jeffrey Epstein

Brock Pierce is the Chairman of the Bitcoin Foundation and co-founder of EOS Alliance, Block.one, Blockchain Capital, and Mastercoin

Ties to 2 pedophiles

Marc Collins Rector - Fast Company - A high-flying Web start-up, DEN imploded among allegations of drug use, guns, and pedophilia

Fraud complaint legal document

The Strange Saga of Jeffrey Epstein’s Link to a Child Star Turned Cryptocurrency Mogul

WoW Gold Farmers IGE, Peons4Hire Targeted In Lawsuits WoW Gold Farmers IGE, Peons4Hire Targeted In Lawsuits

DEN-Bryan Singer Sex Abuse Case: The Troubling History Behind the Accusations

Found: The Elusive Man At The Heart Of The Hollywood Sex Abuse Scandal - Digital pioneer Marc Collins-Rector

Brock Pierce hippy king of cryptocurrency

The Strange Saga of Jeffrey Epstein’s Link to a Child Star Turned Cryptocurrency Mogul

The Decline and Fall of an Ultra Rich Online Gaming Empire

Bannon - World of warcraft gold exchange scam

More on Bannons ties to Pierce

Not creepy at all is it?
[legal disclaimer; no intention to the company below - no inference intended]


Gold Medal Gymnastics Centers

(Pictured Left) Robot Little Sophia built By Hanson Labs

Astonishing isn’t it, people are appalled over Jeffery Epstein’s involvement in pedophilia, but a little robot made possible by his financing is going to find this robot in the bedrooms of thousands of little girls in the near future?

Considering this: Is society as it stands; really ready for all this?

you have to ask:

was an app/program developed for society college kids in frats to gossip about each other and plan parties, really the ideal model to use for the complete dominance & behavioral control via algorithms / data surveillance over most of the globe?

yup!

people are vain, vapid, jealous & bitchy...

Even more so when detached from their physical social environments. Indeed, upon learnng of the links between Hollywood, Silcon Valley big tech & pedophilia, one can't help wondering that maybe facebook in it's college days was set up for elite pedophiles to track, obsess & groom college kids for sexual exploitation parties.

Are we really observing the rise & global hegemony of anti-social media?

Public Image Ltd

There seems to be a billion dollar Public relations exercise in full effect to convince humanity it can somehow miraculously change its ways by entering a magical hypnotisingly attractive (to some), brightly colored garish and ill conceived all encompassing virtual space.

I seriously have to doubt that these people have not considered any of the above.

as of the date of writing this, the Public relations exercise of discussing & debating such issues, remains elusive to me & many others in the Alt Media scene.

(Concerned Social Impact bloggers

and Crypto gaming developers have differing takes on such matters.)

Next Part 8 - Bending reality - literary drug references: partial origins