دانیال ترۆک بەشداربووە لە کۆمپانیای DualShockers کە تایبەتە بە یارییەکانی کۆمپیوتەر و لیستەکان و پێداچوونەوەکان. لە ساڵی ٢٠١٨ەوە بە شێوەیەکی پیشەیی دەنووسێت و لە ساڵی ٢٠٢٠ەوە یارییەکانی ڕووماڵ کردووە، کارەکانی پێشووی ڕێنمایی، هەواڵ، لیست و پێداچوونەوە لە چەندین بڵاوکراوەدا دەگرێتەوە.
پێش ئەوەی پەیوەندی بە DualShockers بکات، دانیال بەشداری لە ڕێنماییەکانی GamerJournalist و لیستەکانی TheGamer کردووە. لە ئێستادا بابەتەکانی تەکنەلۆژیای SlashGear و BGR دەگرێتەوە. خاوەنی بڕوانامەی بەکالۆریۆسە لە دەروونناسی لە کۆلێژی ماریست و ماستەر لە هونەرە جوانەکان لە نووسینی داهێنەرانە و پیشەیی لە زانکۆی ویلایەتی وێستەرن کۆنتێکتیکۆت.
Fortnite, the all-encompassing amorphous mass of a video game that it is, has a positively gigantic playerbase. While a large quantity of these players are working adults, it’s well-known that a statistically significant portion of Fortnite’s userbase are children below the age of 21.
Putting aside whatever concerns you may have about children running free in an online multiplayer game that you could theoretically play forever, a particular pain point that’s been repeatedly raised over the years is the means by which Epic markets Fortnite’s internal economy, and a certain Dutch group is officially taking it to task over it.
According to a GamesIndustry.biz article published today, a Dutch consumer group called Stichting Massaschade & Consument (SMC) is officially filing a lawsuit against Epic Games on the grounds that its marketing practices in and related to Fortnite, such as with its official LEGO sets, have been deliberately designed to mislead younger players. The group is seeking over €100 million in combined refunds and damages, on top of additional compensation to underaged players whom it claims Epic harvested the personal data of without parental consent.
The backbone of SMC’s case against Epic is a research study focused on the spending habits of Dutch Fortnite players aged 16 to 19. According to the respondents in this study, roughly 60% of player purchases of Fortnite’s in-game currency, V-Bucks, “didn’t feel like real money.” Approximately half of respondents to the study also expressed immediate regret after purchasing V-Bucks under a perceived time constraint.
“Epic deliberately designed the game to pressure players into buying,” SMC chairperson Lucia Melcherts said in a statement obtained by GamesIndustry.biz. “Young consumers are supposed to be protected from exactly that. The bill belongs with the company that made the game, not with the players or their parents.”
Approximately half of respondents to the study also expressed immediate regret after purchasing V-Bucks under a perceived time constraint.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/dutch-consumer-group-sues-epic-for-misleading-fortnite-practices/