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Stop Killing Games: Campaign Forms NGOs to Fight Game Delisting

by Chief Editor February 22, 2026
written by Chief Editor

Stop Killing Games: From Petition to Powerful NGOs – A New Era for Digital Ownership

The Stop Killing Games campaign, born from frustration over publishers’ control of digital game access, is taking a significant leap forward. Creator Ross Scott announced plans to establish non-governmental organizations (NGOs) in both the European Union and the United States. This move signals a shift from a grassroots petition drive to a sustained, lobbying force aimed at protecting players’ rights.

The Roots of the Movement: The Crew and Beyond

The campaign initially gained momentum following Ubisoft’s decision to remove The Crew from players’ libraries. This sparked widespread concern about the precarious nature of digital game ownership – the idea that a game you’ve purchased can be revoked at any time. The issue resonated with gamers, leading to a petition that garnered over 1.3 million signatures, mandating consideration by the EU.

From Petition to Political Pressure: The Power of NGOs

Scott explained in a YouTube video that forming NGOs is a strategic move to ensure the campaign’s longevity. “The first is this will allow us to do long-term counter lobbying on this issue,” Scott stated. Unlike a petition, which has a limited lifespan, NGOs can engage in continuous advocacy and legal challenges. This includes pursuing avenues like the EU’s Citizens Initiative, the Digital Fairness Act, and revisions to the Digital Content Directive.

What Do These NGOs Actually Do?

NGOs, like Oxfam or Doctors Without Borders, are organizations dedicated to specific goals, often political, and can receive funding from governments without being part of the government itself. For Stop Killing Games, the NGOs will focus on several key areas:

  • Counter-Lobbying: Actively working to influence legislation and regulations in favor of game preservation and digital ownership rights.
  • Watchdog Action: Monitoring publisher practices and providing resources for players to report issues to consumer protection agencies. Scott referenced a multilingual site created to help players report issues with The Crew.
  • Legal Challenges: Potentially pursuing legal action against publishers who revoke access to purchased games.

Ubisoft’s Response and the Path Forward

The campaign’s efforts haven’t gone unnoticed. Ubisoft responded to the outcry by adding an offline mode to The Crew 2, allowing players to continue enjoying the game even without an internet connection. However, Scott emphasizes that this is just one battle won, and the larger war for digital ownership continues.

Upcoming EU Commission Meeting and Legal Preparations

The Stop Killing Games team is preparing for a meeting with the European Commission to present the petition and discuss potential legislative solutions. They are also compiling a 500-page legal document outlining controversial industry practices. This demonstrates a commitment to a well-researched and legally sound approach to advocating for change.

FAQ: Your Questions Answered

  • What is “digital ownership”? It refers to the rights a consumer has when purchasing a digital game, including the right to continue playing the game even if the publisher stops supporting it.
  • What is the Digital Fairness Act? It’s a potential legislative framework in the EU that could address issues related to digital content and consumer rights.
  • What was the issue with The Crew? Ubisoft removed the game from players’ libraries, preventing them from accessing a game they had purchased.
  • What is a Citizens Initiative? A mechanism in the EU that allows citizens to propose legislation directly to the European Commission.

Pro Tip: Stay informed about the Stop Killing Games campaign and its progress by following Ross Scott’s YouTube channel and checking for updates on related gaming news websites.

Want to learn more about digital rights and game preservation? Explore our other articles on digital ownership and the future of gaming.

February 22, 2026 0 comments
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Entertainment

Film Studios Target Young Viewers in Roblox & Minecraft

by Chief Editor September 5, 2025
written by Chief Editor

The Future of Film: How Gaming and Social Media Are Reshaping the Movie Experience

In the dynamic world of entertainment, the lines between movies, video games, and social media are blurring. Film studios are no longer just creating films; they’re building immersive universes. This article delves into how the film industry is evolving, leveraging gaming platforms like Roblox and social media giants such as TikTok to engage younger audiences and boost box office numbers. It’s about creating experiences, not just watching movies.

Gaming as a Pre-Release Playground: Building Hype Before the Premiere

Remember the anticipation before a big movie release? That’s what studios are trying to capture by using online gaming platforms like Roblox. These digital worlds offer a unique opportunity to immerse fans in a film’s universe before it even hits theaters. The “How to Train Your Dragon” experience on Roblox, for example, allowed players to interact with characters and environments from the movie. This type of engagement builds anticipation and fosters a deeper connection to the film.

Did you know? The average Roblox user spends about 2.5 hours a day on the platform, making it a prime spot for targeted marketing campaigns.

The Power of Virtual Worlds: Case Studies and Success Stories

The success of “How to Train Your Dragon” on Roblox is just one example. The “Beetlejuice Beetlejuice” Roblox game, which included a virtual Fandango box office, boosted awareness and theater attendance intent. This shift is a strategic pivot, making theaters more relevant to younger audiences by meeting them where they already spend their time. This trend isn’t slowing down. Sawhorse Productions is a leading example of this innovative approach. They’ve created games for “Wicked” and “Beetlejuice Beetlejuice”.

Pro Tip: Studios are increasingly including virtual merchandise like avatar accessories and in-game items to deepen player engagement and create additional revenue streams.

Social Media: The New Marketing Frontier

Social media platforms, particularly TikTok, are becoming essential tools for movie marketing. Lionsgate’s campaign for the “Ballerina” spin-off partnered with TikTok. They used livestreaming and even sold bundled tickets. This type of campaign proves the power of leveraging the unique characteristics of each social platform to reach specific demographics and boost awareness for a film.

Data Point: TikTok users are over 44% more likely to go to the cinema than non-users.

Gen Z and the Box Office: Understanding the Core Audience

Gen Z is driving a significant portion of movie ticket sales. This demographic spends time in gaming environments, and is very active on social media platforms. They are highly receptive to immersive experiences, making them the perfect audience for these innovative marketing tactics.

Key Insight: A National Research Group report highlights Gen Z’s importance to moviegoing, with a substantial percentage seeing multiple films in theaters.

Beyond the Premiere: Sustained Engagement Through Gaming

The goal isn’t just a short-term burst of attention. Studios are building games that keep people coming back. The “How to Train Your Dragon” game on Roblox adds new challenges and items to keep engagement long after the film is released.

Consider this: Building a lasting community around an intellectual property is the ultimate goal.

Looking Ahead: Trends and Predictions

We can expect to see continued integration between films, gaming, and social media. Studios will likely invest more in metaverse experiences, virtual reality, and personalized marketing campaigns tailored to different platforms. The focus will be on creating interactive, community-driven experiences.

The future of filmmaking lies not only in great storytelling but also in creating immersive, engaging experiences that resonate with audiences on their terms. By embracing gaming, social media, and virtual worlds, studios are reshaping the way we consume and interact with movies.

Frequently Asked Questions

Q: Why are studios turning to gaming platforms like Roblox?

A: They provide unique ways to build anticipation, engage with younger audiences, and create immersive experiences before a movie’s release.

Q: How is social media impacting film marketing?

A: Platforms like TikTok are key for reaching new audiences and promoting films through innovative campaigns, ticket sales, and user-generated content.

Q: What role does Gen Z play in these trends?

A: Gen Z is a critical demographic, with a strong interest in immersive experiences and significant influence on box office success.

Q: What can we expect in the future?

A: Increased integration of films, gaming, and social media, with a focus on interactive and community-driven experiences.

Q: Why are virtual merchandise and in-game items important?

A: They increase engagement and create additional revenue streams.

Explore more about how film studios use technology to attract audiences. Explore the latest industry insights here: [Insert Internal Link Here].

Are you excited about these new movie marketing trends? Share your thoughts and favorite examples in the comments below!

September 5, 2025 0 comments
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