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California sets fines for spyware The makers of computer programs that secretly spy on what people do with their home PCs could face hefty fines in California. From 1 January, a new law is being introduced to protect computer users from software known as spyware. The legislation, which was approved by Governor Arnold Schwarzenegger, is designed to safeguard people from hackers and help protect their personal information. Spyware is considered by computer experts to be one of the biggest nuisance and security threats facing PC users in the coming year. The software buries itself in computers and can collect a wide range of information. At its worst, it has the ability to hijack personal data, like passwords, login details and credit card numbers. The programs are so sophisticated they change frequently and become impossible to eradicate. One form of spyware called adware has the ability to collect information on a computer user's web-surfing. It can result in people being bombarded with pop-up ads that are hard to close. In Washington, Congress has been debating four anti-spyware bills, but California is a step ahead. The state's Consumer Protection Against Spyware Act bans the installation of software that takes control of another computer. It also requires companies and websites to disclose whether their systems will install spyware. Consumers are able to seek up to $1,000 in damages if they think they have fallen victim to the intrusive software. The new law marks a continuing trend in California towards tougher privacy rights. A recent survey by Earthlink and Webroot found that 90% of PCs are infested with the surreptitious software and that, on average, each one is harbouring 28 separate spyware programs. Currently users wanting protection from spyware have turned to free programs such as Spybot and Ad-Aware.
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Mobile TV tipped as one to watch Scandinavians and Koreans, two of the most adventurous groups of mobile users, are betting on mobile TV. Anders Igels, chief executive of Nordic operator Teliasonera, tipped it as the next big thing in mobile in a speech at the 3GSM World Congress, a mobile trade fair, in Cannes this week. Nokia, the Finnish handset maker, is planning a party in Singapore this spring to launch its TV to mobile activities in the region. Consultancy Strategy Analytics of Boston estimates that mobile broadcast networks will have acquired around 51 million users worldwide by 2009, producing around $6.6bn (£3.5bn) in revenue. SK Telecom of South Korea, which is launching a TV to mobile service (via satellite) in May plans to charge a flat fee of $12 a month for its 12 channels of video and 12 channels of audio. It will be able to offer an additional two pay TV channels using conditional access technology. Mr Shin-Bae Kim, chief executive of SK Telecom, also at 3GSM, said: "We have plans to integrate TV with mobile internet services. "This will enable viewers to access the mobile internet to get more information on adverts they see on TV." There will be 12 handsets available for the launch of the Korean service. LG Electronics of South Korea was demonstrating one at 3GSM that could display video at 30 frames a second. Footage shown on the handset was clear and watchable. A speech on mobile TV by Angel Gambino of the BBC also drew a large crowd, suggesting that even those mobile operators and equipment vendors which are not particularly active in mobile TV yet are starting to look into it. But all is not simple and straightforward in the mobile TV arena. There is a battle for supremacy between two competing standards: DVB-H for Digital Video Broadcasting for Handsets and DMB for Digital Multimedia Broadcasting. Dr Chan Yeob Yeun, vice president and research fellow in charge of mobile TV at LG Electronics, said: "DMB offers twice the number of frames a minute as DVB-H and does not drain mobile batteries as quickly." The Japanese, Koreans and Ericsson of Sweden are backing DMB. Samsung of South Korea has a DMB phone too that will be one of those offered to users of the TU Media satellite mobile TV service to be launched in Korea in May. Nokia, by contrast, is backing DVB-H, and is involved in mobile TV trials that use its art-deco style media phone, which has a larger than usual screen for TV or visual radio (a way of accompanying a radio programme with related text and pictures). Mobile operators O2 and Vodafone are among the operators trialling mobile TV. But even if the standards battle is resolved, there is the thorny issue of broadcasting rights. Ms Gambino says the BBC now negotiates mobile rights when it is negotiating content. For those not convinced mobile users will want to watch TV on their handsets, Digital Audio Broadcasting may provide a good compromise and better sound quality than conventional radio. Developments in this area are continuing. At a DAB conference in Cannes, several makers of DAB chips for mobiles announced smaller, lower- cost chips which consume less power. Among the chip companies present were Frontier Silicon and Radioscape. The jury is still out on whether TV and digital radio on mobiles will make much money for anyone. But with many new services going live soon, it won't be long before the industry finds out.
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Apple laptop is 'greatest gadget' The Apple Powerbook 100 has been chosen as the greatest gadget of all time, by US magazine Mobile PC. The 1991 laptop was chosen because it was one of the first "lightweight" portable computers and helped define the layout of all future notebook PCs. The magazine has compiled an all-time top 100 list of gadgets, which includes the Sony Walkman at number three and the 1956 Zenith remote control at two. Gadgets needed moving parts and/or electronics to warrant inclusion. The magazine staff compiled the list and specified that gadgets also needed to be a "self-contained apparatus that can be used on its own, not a subset of another device". "In general we included only items that were potentially mobile," said the magazine. "In the end, we tried to get to the heart of what really makes a gadget a gadget," it concluded. The oldest "gadget" in the top 100 is the abacus, which the magazine dates at 190 A.D., and put in 60th place. Other pre-electronic gadgets in the top 100 include the sextant from 1731 (59th position), the marine chronometer from 1761 (42nd position) and the Kodak Brownie camera from 1900 (28th position). The Tivo personal video recorder is the newest device to make the top 10, which also includes the first flash mp3 player (Diamond Multimedia), as well as the first "successful" digital camera (Casio QV-10) and mobile phone (Motorola Startac). The most popular gadget of the moment, the Apple iPod, is at number 12 in the list while the first Sony transistor radio is at number 13. Sony's third entry in the top 20 is the CDP-101 CD player from 1983. "Who can forget the crystalline, hiss-free blast of Madonna's Like A Virgin emanating from their first CD player?" asked the magazine. Karl Elsener's knife, the Swiss Army Knife from 1891, is at number 20 in the list. Gadgets which could be said to feature surprisingly low down in the list include the original telephone (23rd), the Nintendo GameBoy (25th), and the Pulsar quartz digital watch (36th). The list also contains plenty of oddities: the Pez sweet dispenser (98th), 1990s toy Tamagotchi (86th) and the bizarre Ronco inside the shell egg scrambler (84th). Almost everyone has a mobile phone, how many people own a Powerbook? or an iPod? The findings of this magazine are not very convincing. What about the magnetic compass? We still use it 1,000 years after it was invented. I am amazed by the obsession with individual gadgets rather than genre. For example the Sony walkman was the first truly portable way of listening to your own music on the move whereas Minidisc, Flash MP3, portable CD players etc. are really just improvements in technology. My favourite 'true' gadgets are probably my portable MiniDisc player and the little battery powered whizzy thing I use to froth up my coffee! Calm down it's only in their opinion, and any list that includes the Taser in the top 100 gadgets has to be suspect.... Swiss army knife and no question about it. How many of the other items are still relatively unchanged from the original idea and still as useful/popular? You don't need a laptop or even a pocket calculator to work that one out! This list merely illustrates interesting cultural divides between the American authors and the overwhelmingly British responses. Brits see no further than mobile phones and the over thirties Sinclair; whilst the Americans focus on Apple, TV remotes and TiVO (which probably is rather obscure in Europe). What about the Soda Stream. This gadget changed my pre-teen life. Lap tops may enable you to "think different, but you cant use them to "get busy with the fizzy" How about Astro Wars, one of the pioneers for computer games, i remember spending many an hour playing this and it still works today! However tried it the other day and it was rubbish, still a great gadget of its time. Why worry about mobile phones. Soon they will be subsumed into the PDA's / laptops etc. What about the Marine Chronometer? Completely revolutionised navigation for boats and was in use for centuries. For it's time, a technological marvel! Sony Net Minidisc! It paved the way for more mp3 player to explode onto the market. I always used my NetMD, and could not go anywhere without it. A laptop computer is not a gadget! It's a working tool! The Sinclair Executive was the world's first pocket calculator. I think this should be there as well. How about the clockwork radio? Or GPS? Or a pocket calculator? All these things are useful to real people, not just PC magazine editors. Are the people who created this list insane ? Surely the most important gadget of the modern age is the mobile phone? It has revolutionised communication, which is more than can be said for a niche market laptop. From outside the modern age, the marine chronometer is the single most important gadget, without which modern transportation systems would not have evolved so quickly. Has everyone forgot about the Breville pie maker?? An interesting list. Of the electronic gadgets, thousands of journalists in the early 1980s blessed the original noteboook pc - the Tandy 100. The size of A4 paper and light, three weeks on a set of batteries, an excellent keyboard, a modem. A pity Tandy did not make it DOS compatible. What's an Apple Powerbook 100 ? It's out of date - not much of a "gadget". Surely it has to be something simple / timeless - the tin opener, Swiss Army Knife, safety razor blade, wristwatch or the thing for taking stones out of horses hooves ? It has to be the mobile phone. No other single device has had such an effect on our way of living in such a short space of time. The ball point pen has got to be one of the most used and common gadgets ever. Also many might be grateful for the pocket calculator which was a great improvement over the slide rule. The Casio pocket calculator that played a simple game and made tinny noises was also a hot gadget in 1980. A true gadget, it could be carried around and shown off. All top 10 are electronic toys, so the list is probably a better reflection of the current high-tech obsession than anything else. I say this as the Swiss Army Knife only made No 20. Sinclair QL a machine far ahead of its time. The first home machine with a true multi-takings OS. Shame the marketing was so bad!!! Apple.. a triumph of fashion over... well everything else. Utter rubbish. Yes, the Apple laptop and Sony Walkman are classic gadgets. But to call the sextant and the marine chronometer 'gadgets' and rank them as less important than a TV remote control reveals a quite shocking lack of historical perspective. The former literally helped change the world by vastly improving navigation at see. The latter is the seed around which the couch potato culture has developed. No competition. I'd also put Apple's Newton and the first Palm Pilot there as the front runners for portable computing, and possibly the Toshiba Libretto for the same reason. I only wish that Vulcan Inc's Flipstart wasn't just vapourware otherwise it would be at the top. How did a laptop ever manage to beat off the challenge of the wristwatch or the telephone (mobile or otherwise)? What about radios and TVs? The swiss army knife. By far the most useful gadget. I got mine 12 years ago. Still wearing and using it a lot! It stood the test of time. Psion Organiser series 3, should be up there. Had a usable qwerty keyboard, removable storage, good set of apps and programmable. Case design was good (batteries in the hinge - a first, I think). Great product innovation. The first mobile PC was voted best gadget by readers of...err... mobile PC?! Why do you keep putting these obviously biased lists on your site? It's obviously the mobile phone or remote control, and readers of a less partisan publication would tell you that. The Motorola Startac should be Number One. Why? There will be mobile phones long after notebook computers and other gadgets are either gone or integrated in communications devices. The Psion series 3c! The first most practical way to carry all your info around... I too would back the Sinclair Spectrum - without this little beauty I would never have moved into the world of IT and earn the living that I do now. I'd have put the mobile phone high up the list. Probably a Nokia model. Sinclair Spectrum - 16k. It plugged into the tv. Games were rubbish but it gave me a taste for programming and that's what I do for a living now. I wish more modern notebooks -- even Apple's newest offerings -- were more like the PB100. Particularly disheartening is the demise of the trackball, which has given way to the largely useless "trackpad" which every notebook on the market today uses. They're invariably inaccurate, uncomfortable, and cumbersome to use. Congratulations to Apple, a deserved win!
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Sun offers processing by the hour Sun Microsystems has launched a pay-as-you-go service which will allow customers requiring huge computing power to rent it by the hour. Sun Grid costs users $1 (53p) for an hour's worth of processing and storage power on systems maintained by Sun. So-called grid computing is the latest buzz phrase in a company which believes that computing capacity is as important a commodity as hardware and software. Sun likened grid computing to the development of electricity. The system could mature in the same way utilities such as electricity and water have developed, said Sun's chief operating officer Jonathan Schwartz. "Why build your own grid when you can use ours for a buck an hour?" he asked in a webcast launching Sun's quarterly Network Computing event in California. The company will have to persuade data centre managers to adopt a new model but it said it already had interest from customers in the oil, gas and financial services industries. Some of them want to book computing capacity of more than 5,000 processors each, Sun said. Mr Schwartz ran a demonstration of the service, showing how data could be processed in a protein folding experiment. Hundreds of servers were used simultaneously, working on the problem for a few seconds each. Although it only took a few seconds, the experiment cost $12 (£6.30) because it had used up 12 hours' worth of computing power. The Sun Grid relies on Solaris, the operating system owned by Sun. Initially it will house the grid in existing premises and will use idle servers to test software before shipping it to customers. It has not said how much the system will cost to develop but it already has a rival in IBM, which argues that its capacity on-demand service is cheaper than that offered by Sun.
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Kenyan school turns to handhelds At the Mbita Point primary school in western Kenya students click away at a handheld computer with a stylus. They are doing exercises in their school textbooks which have been digitised. It is a pilot project run by EduVision, which is looking at ways to use low cost computer systems to get up-to-date information to students who are currently stuck with ancient textbooks. Matthew Herren from EduVision told the BBC programme Go Digital how the non-governmental organisation uses a combination of satellite radio and handheld computers called E-slates. "The E-slates connect via a wireless connection to a base station in the school. This in turn is connected to a satellite radio receiver. The data is transmitted alongside audio signals." The base station processes the information from the satellite transmission and turns it into a form that can be read by the handheld E-slates. "It downloads from the satellite and every day processes the stream, sorts through content for the material destined for the users connected to it. It also stores this on its hard disc." The system is cheaper than installing and maintaining an internet connection and conventional computer network. But Mr Herren says there are both pros and cons to the project. "It's very simple to set up, just a satellite antenna on the roof of the school, but it's also a one-way connection, so getting feedback or specific requests from end users is difficult." The project is still at the pilot stage and EduVision staff are on the ground to attend to teething problems with the Linux-based system. "The content is divided into visual information, textual information and questions. Users can scroll through these sections independently of each other." EduVision is planning to include audio and video files as the system develops and add more content. Mr Herren says this would vastly increase the opportunities available to the students. He is currently in negotiations to take advantage of a project being organised by search site Google to digitise some of the world's largest university libraries. "All books in the public domain, something like 15 million, could be put on the base stations as we manufacture them. Then every rural school in Africa would have access to the same libraries as the students in Oxford and Harvard" Currently the project is operating in an area where there is mains electricity. But Mr Herren says EduVision already has plans to extend it to more remote regions. "We plan to put a solar panel at the school with the base station, have the E-slates charge during the day when the children are in school, then they can take them home at night and continue working." Maciej Sundra, who designed the user interface for the E-slates, says the project's ultimate goal is levelling access to knowledge around the world. "Why in this age when most people do most research using the internet are students still using textbooks? The fact that we are doing this in a rural developing country is very exciting - as they need it most."
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Tough rules for ringtone sellers Firms that flout rules on how ringtones and other mobile extras are sold could be cut off from all UK phone networks. The rules allow offenders to be cut off if they do not let consumers know exactly what they get for their money and how to turn off the services. The first month under the new rules has seen at least ten firms suspended while they clean up the way they work. The rules have been brought in to ensure that the problems plaguing net users do not spread to mobile phones. In the last couple of years ringtones, wallpapers, screensavers and lots of other extras for phones have become hugely popular. But fierce competition is making it difficult for firms to get their wares in front of consumers, said Jeremy Flynn, head of third party services at Vodafone. "If you are not on the operator's portal you are going to have quite heavy marketing costs because it's a problem of how people discover your services," he said. To combat this many ringtone and other mobile content sellers started using a new tactic to squeeze more cash out of customers. This tactic involved signing people up for a subscription to give them, for instance, several ringtones per week or month instead of the single track they thought they were getting. Mr Flynn said that the move to using subscriptions happened over the space of a few weeks at the end of 2004. Websites such as grumbletext.co.uk started getting reports from customers who were racking up large bills for phone content they did not know they had signed up for. "What made us uncomfortable was that these services were not being marketed transparently," said Mr Flynn. "People did not know they were being offered a subscription service." "We saw potential for substantial consumer harm here," he added. The swift adoption of subscription services led to the creation of a new code of conduct for firms that want to sell content for mobile phones. The drafting of the new rules was led by the Mobile Entertainment Forum and the UK's phone firms. "Everyone is required to conform to this code of conduct," said Andrew Bud, regulatory head of the MEF and executive chairman of messaging firm MBlox. "It's all about transparency," he said. "Consumers have to be told what they have got themselves into and how to get out of it." "The consumer has a right to be protected," he said. Christian Harris, partnership manager of mobile content firm Zed, said the new system was essential if consumers were to trust companies that sell ringtones and other downloads. "The groundrules must be applied across the whole industry and if that's done effectively we will see the cowboys driven out," he said. The new rules came in to force on 15 January and the first month under the new regime has seen many firms cautioned for not honouring them. Some have been told to revamp websites so customers know what they get for their money and what they are signing up for, said Mr Flynn. Also, said Mr Flynn, Vodafone has briefly cut off between eight and ten content sellers flouting the rules. "We have quite draconian contracts with firms," he said. "We do not have to say why. We can just cut them off." Under the rules consumers must be able to switch off the services by using a universal "stop" command sent via text message. He said the system had been designed to limit how much a consumer will pay if they inadvertently signed up for a service. "The mobile is so personal that people really resent the abuse of what is effectively part of their personality," said Mr Flynn.
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Mobile music challenges 'iPod age' Nokia and Microsoft have agreed a deal to work on delivery of music to handsets, while Sony Ericsson has unveiled its phone Walkman and Motorola is working on an iTunes phone. Can mobile phones replace the MP3 player in your pocket? The music download market has been growing steadily since record firms embraced digital distribution. Ease of use, relative low price and increased access to broadband has helped drive the phenomenal growth of MP3 players. Full-length music downloads on mobile phones have not taken off so quickly - held back by technical challenges as well as issues over music availability. But the mobile music industry is confident that the days of dedicated MP3 players are numbered. Gilles Babinet, chief executive of mobile music firm Musiwave, said: "Music downloads on mobiles have the potential to be the biggest-ever medium for music." Musiwave provides downloading infrastructure for the mobile phone market and Mr Babinet said the industry was enjoying "definite momentum." But there are hurdles to overcome. Mobile phones offer limited storage for music - certainly nothing to rival Apple's 60GB iPod. But the first mobile phones with hard disk players will be on the market soon and the current generation of mobiles using flash technology can store up to one gigabyte of music - enough for 250 songs. "We are working in the hard disk area and we will be bringing out exciting devices," Jonas Guest, vice president for entertainment at Nokia, told the BBC News website. But will mobiles become mere storage devices? "One of the problems we could have is that mobiles are used just for storage and playback while PCs are used for downloading," said Mr Babinet "We don't want people to cast aside their PCs - we want mobile users to hook up into the existing ecosystems," explained Mr Guest. "You must enable people to transfer music from a PC to a handset and vice versa." One of the key elements of the Nokia and Microsoft deal is the agreed ability to transfer songs between a handset and a PC. Microsoft will adopt open standards allowing music to cross boundaries for the first time. Songs can be downloaded on PC or mobile and transferred between the platforms. "The line between online and wireless is going to blur," predicted Ted Cohen, senior vice president of digital development and distribution at EMI. He said: "The market is more regional in its maturity. In Asia it is beyond belief. "The majority of our digital revenues in Asia comes from mobiles. In North America it is fixed line while there is equilibrium in Europe." EMI currently offers its entire 200,000 download catalogue for use by both by PCs and mobile phones. Mr Cohen said: "It's going to be just as important to connect through 3G or wireless as it is through your PC. "We want music to be a continuum." The seamless experience of mobiles and PC downloads is approaching, he predicted. Mr Babinet said the mobile phone had a number of advantages over PCs which would see it become the focus for music downloading in the future. "Getting music from your PC onto a device is not an easy experience. You have to switch the PC on, load the operating system, load the program, buy the music, download the music, and then transfer the music. "All of these steps can be done in one step on a mobile phone." He said the mobile phone's billing system would make it easier for teenagers to embrace downloads, because pre-paid cards were already accepted by the age group. "Certainly, we have a problem with battery, memory and bandwidth. But it's not about the current status. It's about the potential. "You will have all of your music on your mobile." All three men said that the social interaction of mobile music would drive the market. Mr Cohen said: "I can send you the song and it is either billed to me or I send it to you and if you listen to it and want to keep, it is billed to you. "It's a social phenomenon." Mr Babinet said: "Today you use radio and TV to discover music. Tomorrow you will discover and consume music via one device - the mobile."
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China 'ripe' for media explosion Asia is set to drive global media growth to 2008 and beyond, with China and India filling the two top spots, analysts have predicted. Japan, South Korea and Singapore will also be strong players, but China's demographics give it the edge, a media conference in London heard. The world's most populous country - population 1.3bn - now has about 200 million middle-class consumers. Forty per cent fall in the key 16 to 35-year-old demographic. As a result, it is attracting huge foreign investment in media and communications, analysts told the Financial Times New Media and Broadcasting Conference last week. Interest in China among international media groups has surged in recent months after Beijing issued rules allowing foreign investment in joint-venture television, radio and film production companies. News Corporation, Viacom and Sony Pictures are among the big names involved in joint ventures with Chinese players. More than 700 million Chinese listen to 1,000 radio stations, while 200 TV stations broadcast 2,900 channels. China Central Television (CCTV), the state broadcaster, claims an audience of more than a billion people. Of the country's 360 million households, 100 million receive cable TV programmes. The rest could be a potential audience for satellite broadcasting which China plans to launch in 2006. The State Administration of Radio, Film and Television (SARFT), which regulates broadcasting, plans to move all programmes to digital by 2015. The continuing roll-out of new digital channels has boosted demand for quality content, creating significant opportunities for both Chinese and foreign content providers. But according to recent reports from China, the authorities have tightened controls over foreign investment in TV production joint ventures. It has limited most foreign companies to only one joint venture and banned the involvement of any found to be "unfriendly", according to reports. The SARFT said: "There is a very strong ideological component to production of broadcast television programmes." It added: "China must understand the political tendencies and background of overseas partners and prevent joint ventures or cooperation from bringing harmful foreign thinking or culture into our production sector." According to the Financial Times' China correspondent, the new rules highlight the political sensitivities that surround foreign involvement in China's media sector. This is despite Beijing's decision to open the state-dominated sector to international investment. As well as traditional broadcasting, Chinese and foreign entrepreneurs alike see fortunes waiting to be made in new media, like mobile services and online gaming. Mobile games already account for 15% of revenues from China's 340 million mobile users. Online gaming sales are predicted to top a billion US dollars next year, according to the UK-based journal Screen Digest. The video market is also seen as a big opportunity, although piracy levels are still very high despite an anti-piracy drive during the past year. In the cinema industry the deployment of digital screens is being accelerated. This is not just to modernise venues but also to curb piracy and regulate distribution. Li Ruigang, president of the commercial broadcaster Shanghai Media Group, told the conference that China's new media market "is already experiencing explosive growth". It was particularly strong in charged broadband services and mobile value-added services. Leading China-watcher, and founder of the CGA consultancy Jeanne-Marie Gescher, agreed that the time was ripe for foreign media groups to tap China's huge media market potential. "China's media are now driven by investors who do not care how people consume media - they just want people to consume more of it," Mrs Gescher concluded.
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Beckham virus spotted on the net Virus writers are trading on interest in David Beckham to distribute their malicious wares. Messages are circulating widely that purport to have evidence of the England captain in a compromising position. But anyone visiting the website mentioned in the message will not see pictures of Mr Beckham but will have their computer infected by a virus. The pernicious program opens a backdoor on a computer so it can be controlled remotely by malicious hackers. The appearance of the Beckham Windows trojan is just another example in a long line of viruses that trade on interest in celebrities in an attempt to fuel their spread. Tennis player Anna Kournikova, popstars Britney Spears and Avril Lavigne as well as Arnold Schwarzenegger have all been used in the past to try to con people into opening infected files. The huge amount of interest in Mr Beckham and his private life and the large number of messages posted to discussion groups on the net might mean that the malicious program catches a lot of people out. "The public's appetite for salacious gossip about the private life of the Beckhams might lead some into an unpleasant computer infection," said Graham Cluley from anti-virus firm Sophos. Simply opening the message will not infect a user's PC. But anyone visiting the website it mentions who then downloads and opens the fake image file stored on that site will be infected. The program that installs itself is called the Hackarmy trojan and it tries to recruit PCs into so-called 'bot networks that are often used to distribute spam mail messages or to launch attacks across the web. Computers running Microsoft Windows 95, 98, 2000, NT and XP are vulnerable to this trojan. Many anti-virus programs have been able to detect this trojan since it first appeared early this year and have regularly been updated to catch new variants.
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Video phones act as dating tools Technologies, from e-mail, to net chatrooms, instant messaging and mobiles, have proved to be a big pull with those looking for love. The lure once was that you could hide behind the technology, but now video phones are in on the act to add vision. Hundreds have submitted a mobile video profile to win a place at the world's first video mobile dating event. The top 100 meet their match on 30 November at London's Institute of Contemporary Arts (ICA). The event, organised by the 3G network, 3, could catch on as the trend for unusual dating events, like speed dating, continues. "It's the beginning of the end of the blind date as we know it," said Graeme Oxby, 3's marketing director. The response has been so promising that 3 says it is planning to launch a proper commercial dating service soon. Hundreds of hopefuls submitted their profiles, and special booths were set up in a major London department store for two weeks where expert tips were given on how to visually improve their chances. The 100 most popular contestants voted by the public will gather at the ICA in separate rooms and "meet" by phone. Dating services and other more adult match-making services are proving to be a strong stream of revenue worth millions for mobile companies. Whether it does actually provide an interesting match for video phone technologies remains to be seen. Flic Everett, journalist and dating expert for Company magazine and the Daily Express, thinks technology has been liberating for some nervous soul-mate seekers. There are currently about 1.3 million video phones in use in the UK and three times more single people in Britain than there were 30 years ago, With more people buying video mobiles, 3G dating could be the basis for a successful and safe way to meet people. "One of the problems with video phones is people don't really know what to video. It is a weird technology. We have not quite worked out what it is for. This gives it a focus and a useful one," she told BBC News. "I would never have thought online dating would take off the way it did," she said. "Lots of people find it easier to be honest writing e-mail or text than face-to-face. Lots people are quite shy and they feel vulnerable." "When you are writing, it comes directly onto the page so they tend to be more honest." But the barrier that comes with SMS chat and online match-making is that the person behind the profile may not be who they really are. Scare stories have put people off as a result, according to Ms Everett. Many physical clues, body language, odd twitches, are obviously missing with SMS and online dating services. Still images do not necessarily provide all those necessary cues. "It could really take off because you do get the whole package. With a static e-mail picture, you don't know who the person is behind it is." So checking out a potential date by video phone also gives singletons a different kind of barrier, an extra layer of protection; a case of WLTS before WLTM. "If you are trapped in real-life blind date context, you can't get away and you feel embarrassed. "With a video meeting, you really have the barrier of the phone so if you don't like them you don't have to suffer the embarrassment." There is a more serious side to this new use of technology though. With money being made through more adult-themes content and services which let people meet and chat, the revenue streams for mobile carriers will grow with 3G, thinks Paolo Pescatore mobile industry specialist for analysts IDC. "Wireless is a medium that is being exploited with a number of features and services. One is chatting and the dating element is key there," he said. "The foundation has been set by SMS and companies are using media like MMS and video to grow the market further." But carriers need to be wary and ensure that if they do launch such 3G dating services, they ensure mechanism are in place to monitor and be aware who is registers and accesses these services on regular basis, he cautioned. In July, Vodafone introduced a content control system to protect children from such adult content. The move was as a result of a code of practice agreed by the UK's six largest mobile phone operators in January. The system means Vodafone users need to prove they are over 18 before firewalls are lifted on explicit websites or chat rooms dealing with adult themes. The impetus was the growing number of people with handsets that could access the net, and the growth of 3G technologies.
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Progress on new internet domains By early 2005 the net could have two new domain names. The .post and .travel net domains have been given preliminary approval by the net's administrative body. The names are just two of a total of 10 proposed domains that are being considered by the Internet Corporation for Assigned Names and Numbers, Icann. The other proposed names include a domain for pornography, Asia, mobile phones, an anti-spam domain and one for the Catalan language and culture. The .post domain is backed by the Universal Postal Union that wants to use it as the online marker for every type of postal service and to help co-ordinate the e-commerce efforts of national post offices. The .travel domain would be used by hotels, travel firms, airlines, tourism offices and would help such organisations distinguish themselves online. It is backed by a New York-based trade group called The Travel Partnership. Icann said its early decision on the two domains was in response to the detailed technical and commercial information the organisations behind the names had submitted. Despite this initial approval, Icann cautioned that there was no guarantee that the domains would actually go into service. At the same time Icann is considering proposals for another eight domains. One that may not win approval is a proposal to set up a .xxx domain for pornographic websites. A similar proposal has been made many times in the past. But Icann has been reluctant to approve it because of the difficulty of making pornographers sign up and use it. In 2000 Icann approved seven other new domains that have had varying degrees of success. Three of the new so-called top level domains were for specific industries or organisations such as .museum and .aero. Others such as .info and .biz were intended to be more generic. In total there are in excess of 200 domain names and the majority of these are for nations. But domains that end in the .com suffix are by far the most numerous.
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Camera phones are 'must-haves' Four times more mobiles with cameras in them will be sold in Europe by the end of 2004 than last year, says a report from analysts Gartner. Globally, the number sold will reach 159 million, an increase of 104%. The report predicts that nearly 70% of all mobile phones sold will have a built-in camera by 2008. Improving imaging technology in mobiles is making them an increasingly "must-have" buy. In Europe, cameras on mobiles can take 1.3 megapixel images. But in Japan and Asia Pacific, where camera phone technology is much more advanced, mobiles have already been released which can take 3.2 megapixel images. Japan still dominates mobile phone technology, and the uptake there is huge. By 2008, according to Gartner, 95% of all mobiles sold there will have cameras on them. Camera phones had some teething problems when they were first launched as people struggled with poor quality images and uses for them, as well as the complexity and expense of sending them via MMS (Multimedia Messaging Services). This has changed in the last 18 months. Handset makers have concentrated on trying to make phones easier to use. Realising that people like to use their camera phones in different ways, they have introduced more design features, like rotating screens and viewfinders, removable memory cards and easier controls to send picture messages. Mobile companies have introduced more ways for people to share photos with other people. These have included giving people easier ways to publish them on websites, or mobile blogs - moblogs. But the report suggests that until image quality increases more, people will not be interested in printing out pictures at kiosks. Image sensor technology inside cameras phones is improving. The Gartner report suggests that by mid-2005, it is likely that the image resolution of most camera phones will be more than two megapixels. Consumer digital cameras images range from two to four megapixels in quality, and up to six megapixels on a high-end camera. But a lot of work is being done to make camera phones more like digital cameras. Some handsets already feature limited zoom capability, and manufacturers are looking into technological improvements that will let people take more photos in poorly-lit conditions, like nightclubs. Other developments include wide-angle modes, basic editing features, and better sensors and processors for recording film clips. Images from camera phones have even made it into the art world. An exhibition next month in aid of the charity Mencap, will feature snaps taken from the camera phones of top artists. The exhibition, Fonetography, will feature images taken by photographers David Bailey, Rankin and Nan Goldin, and artists Sir Peter Blake, Tracey Emin and Jack Vettriano. But some uses for them have worried many organisations. Intel, Samsung, the UK's Foreign Office and Lawrence Livermore National Laboratories in the US, have decided to ban camera phones from their buildings for fear of sensitive information being snapped and leaked. Many schools, fitness centres and local councils have also banned them over fears about privacy and misuse. Italy's information commissioner has also voiced concern and has issued guidelines on where and how the phones can be used. But camera phone fears have not dampened the manufacturers' profits. According to recent figures, Sony Ericsson's profits tripled in the third-quarter because of new camera phones. Over 60% of mobiles sold during the three months through to September featured integrated cameras, it said.
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Mobile multimedia slow to catch on There is no doubt that mobile phones sporting cameras and colour screens are hugely popular. Consumers swapping old phones for slinkier, dinkier versions are thought to be responsible for a 26% increase in the number of phones sold during the third quarter of 2004, according to analysts Gartner More than 167 million handsets were sold globally between July and September 2004, a period that, according to Gartner analyst Carolina Milanesi is "seldom strong". But although consumers have mobiles that can take and send snaps, sounds and video clips few, so far, are taking the chance to do so. In fact, the numbers of people not taking and sending pictures, audio and video is growing. Figures gathered by Continental Research shows that 36% of British camera phone users have never sent a multimedia message (MMS), up from 7% in 2003. This is despite the fact that, during the same period, the numbers of camera phones in the UK more than doubled to 7.5 million. Getting mobile phone users to send multimedia messages is really important for operators keen to squeeze more cash out of their customers and offset the cost of subsidising the handsets people are buying. The problem they face, said Shailendra Jain, head of MMS firm Adamind, is educating people in how to send the multimedia messages using their funky handsets. "Also," he said, "they have to simplify the interface so its not rocket science in terms of someone understanding it." Research bears out the suspicion that people are not sending multimedia messages because they do not know how to. According to Continental Research, 29% of the people it questioned said they were technophobes that tended to shy away from innovation. Only 11% regarded themselves as technically savvy enough to send a picture or video message. The fact that multimedia services are not interoperable across networks and phones only adds to people's reluctance to start sending them, said Mr Jain. "They ask themselves: 'If I'm streaming video from one handset to another will it work?'" he said. "There's a lot of user apprehension about that." There are other deeper technical reasons why multimedia messages are not being pushed as strongly as they might. Andrew Bud, executive chairman of messaging firm Mblox, said mobile phone operators cap the number of messages that can be circulating at any one time for fear of overwhelming the system. "The rate we can send MMS into the mobile network is fairly constant," he said. The reason for this is that there are finite capacities for data traffic on the second generation networks that currently have the most users. No-one wants to take the risk of swamping these relatively narrow channels so the number of MMS messages is capped, said Mr Bud. This has led to operators finding other technologies, particularly one known as Wap-push, to get multimedia to their customers. But when networks do find a good way to get multimedia to their customers, the results can be dramatic. Israeli technology firm Celltick has found a way to broadcast data across phone networks in a way that does not overwhelm existing bandwidth. One of the first firms to use the Celltick service is Hutch India, the largest mobile firm in the country. The broadcast system gets multimedia to customers via a rolling menu far faster than would be possible with other systems. While not multimedia messaging, such a system gets people used to seeing their phones as a device that can handle all different types of content. As a result 40% of the subscribers to the Hutch Alive, which uses Celltick's broadcast technology, regularly click for more pictures, sounds and images from the operator. "Operators really need to start utilising this tool to reach their customers," said Yaron Toren, spokesman for Celltick. Until then, multimedia will be a message that is not getting through.
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Anti-spam laws bite spammer hard The net's self-declared spam king is seeking bankruptcy protection. Scott Richter, the man behind OptInRealBig.com and billions of junk mail messages, said lawsuits had forced the company into Chapter 11. OptInRealBig was fighting several legal battles, most notably against Microsoft, which is pushing for millions of dollars in damages. The company said filing for Chapter 11 would help it try to resolve its legal problems but still keep trading. Listed as the third biggest spammer in the world by junk mail watchdog Spamhaus, OptInRealBig was sued in December 2003 for sending mail messages that violated anti-spam laws. The lawsuit was brought by Microsoft and New York attorney general Eliot Spitzer who alleged that Mr Richter and his accomplices sent billions of spam messages through 514 compromised net addresses in 35 countries. According to Microsoft the messages were sent via net addresses owned by the Kuwait Ministries of Communication and Finance, several Korean schools, the Seoul Municipal Boramae Hospital, and the Virginia Community College System. Mr Richter settled the attorney general case in July 2004 but the legal fight with Microsoft is continuing. Microsoft is seeking millions in dollars in damages from OptInRealBig under anti-spam laws that impose penalties for every violation. In a statement announcing the desire to seek bankruptcy protection the company said it: "could not continue to contend with legal maneuvers (sic) by a number of companies across the country, including Microsoft, and still run a viable business." In its Chapter 11 filing OptInRealBig claimed it had assets of less than $10m (£5.29m) but debts of more than $50m which included the $46m that Microsoft is seeking via its lawsuit. "The litigation has been a relentless distraction with which to contend," said Steven Richter, legal counsel for OptInRealBig. "But, make no mistake, we do expect to prevail." For its part OptInRealBig describes itself as a premier internet marketing company and said the move to seek Chapter 11 was necessary to let it keep trading while sorting out its legal battles.
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Peer-to-peer nets 'here to stay' Peer-to-peer (P2P) networks are here to stay, and are on the verge of being exploited by commercial media firms, says a panel of industry experts. Once several high-profile legal cases against file-sharers are resolved this year, firms will be very keen to try and make money from P2P technology. The expert panel probed the future of P2P at the Consumer Electronics Show in Las Vegas earlier in January. The first convictions for P2P piracy were handed out in the US in January. William Trowbridge and Michael Chicoine pleaded guilty to charges that they infringed copyright by illegally sharing music, movies and software. Since the first successful file-sharing network Napster was forced to close down, the entertainment industry has been nervous and critical of P2P technology, blaming it for falling sales and piracy. But that is going to change very soon, according to the panel. The music and film industries have started some big legal cases against owners of legitimate P2P networks - which are not illegal in themselves - and of individuals accused of distributing pirated content over networks. But they have slowly realised that P2P is a good way to distribute content, said Travis Kalanick, founder and chairman of P2P network Red Swoosh, and soon they are all going to want a slice of it. They are just waiting to come up with "business models" that work for them, which includes digital rights management and copy-protection standards. But, until the legal actions are resolved, experimentation with P2P cannot not happen, said Michael Weiss, president of StreamCast Networks. Remembering the furore around VCRs when they first came out, Mr Weiss said: "Old media always tries to stop new media. "When they can't stop it, they try to control it. Then they figure out how to make money and they always make a lot of money." Once the courts decided that the VCR in itself was not an illegal technology, the film studios turned it into an extremely lucrative business. In August 2004, the San Francisco-based US Court of Appeals ruled in favour of Grokster and StreamCast, two file-sharing networks. The court said they were essentially in the same position that Sony was in the 1980s VCR battle, and said that the networks themselves could not be deemed as illegal. P2P networks usually do not rely on dedicated servers for the transfer of files. Instead it uses direct connections between computers - or clients. There are now many different types of P2P systems than work in different ways. P2P nets can be used to share any kind of file, like photos, free software, licensed music and any other digital content. The BBC has already decided to embrace the technology. It aims to offer most of its own programmes for download this year and it will use P2P technology to distribute them. The files would be locked seven days after a programme aired making rights management easier to control. But the technology is still demonised and misunderstood by many. The global entertainment industry says more than 2.6 billion copyrighted music files are downloaded every month, and about half a million films are downloaded a day. Legal music download services, like Apple iTunes, Napster, have rushed into the music marketplace to try and lure file-sharers away from free content. Sales of legally-downloaded songs grew tenfold in 2004, with 200 million tracks bought online in the US and Europe in 12 months, the IFPI reported this week. But such download services are very different from P2P networks, not least because of the financial aspect. There are several money-spinning models that could turn P2P into a golden egg for commercial entertainment companies. Paid-for-pass-along, in which firms receive money each time a file is shared, along with various DRM solutions and advertiser-based options are all being considered. "We see there are going to be different models for commoditising P2P," said Marc Morgenstern, vice president of anti-piracy firm Overpeer. "Consumers are hungry for it and we will discover new models together," agreed Mr Morgenstern. But many net users will continue to ignore the entertainment industry's potential controlling grip on content and P2P technology by continuing to use it for their own creations. Unsigned bands, for example, use P2P networks to distribute their music effectively, which also draws the attention of record companies looking for new artists to sign. "Increasingly, what you are seeing on P2P is consumer-created content," said Derek Broes, from Microsoft. "They will probably play an increasing role in helping P2P spread," he said. Looking into P2P's future, file sharing is just the beginning for P2P networks, as far as Mr Broes is concerned. "Once some of these issues are resolved, you are going to see aggressive movement to protect content, but also in ways that are unimaginable now," he said. "File-sharing is the tip of the iceberg."
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Broadband fuels online expression Fast web access is encouraging more people to express themselves online, research suggests. A quarter of broadband users in Britain regularly upload content and have personal sites, according to a report by UK think-tank Demos. It said that having an always-on, fast connection is changing the way people use the internet. More than five million households in the UK have broadband and that number is growing fast. The Demos report looked at the impact of broadband on people's net habits. It found that more than half of those with broadband logged on to the web before breakfast. One in five even admitted to getting up in the middle of the night to browse the web. More significantly, argues the report, broadband is encouraging people to take a more active role online. It found that one in five post something on the net everyday, ranging from comments or opinions on sites to uploading photographs. "Broadband is putting the 'me' in media as it shifts power from institutions and into the hands of the individual," said John Craig, co-author of the Demos report. "From self-diagnosis to online education, broadband creates social innovation that moves the debate beyond simple questions of access and speed." The Demos report, entitled Broadband Britain: The End Of Asymmetry?, was commissioned by net provider AOL. "Broadband is moving the perception of the internet as a piece of technology to an integral part of home life in the UK," said Karen Thomson, Chief Executive of AOL UK, "with many people spending time on their computers as automatically as they might switch on the television or radio." According to analysts Nielsen//NetRatings, more than 50% of the 22.8 million UK net users regularly accessing the web from home each month are logging on at high speed They spend twice as long online than people on dial-up connections, viewing an average of 1,444 pages per month. The popularity of fast net access is growing, partly fuelled by fierce competition over prices and services.
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Savvy searchers fail to spot ads Internet search engine users are an odd mix of naive and sophisticated, suggests a report into search habits. The report by the US Pew Research Center reveals that 87% of searchers usually find what they were looking for when using a search engine. It also shows that few can spot the difference between paid-for results and organic ones. The report reveals that 84% of net users say they regularly use Google, Ask Jeeves, MSN and Yahoo when online. Almost 50% of those questioned said they would trust search engines much less, if they knew information about who paid for results was being hidden. According to figures gathered by the Pew researchers the average users spends about 43 minutes per month carrying out 34 separate searches and looks at 1.9 webpages for each hunt. A significant chunk of net users, 36%, carry out a search at least weekly and 29% of those asked only look every few weeks. For 44% of those questioned, the information they are looking for is critical to what they are doing and is information they simply have to find. Search engine users also tend to be very loyal and once they have found a site they feel they can trust tend to stick with it. According to Pew Research 44% of searchers use just a single search engine, 48% use two or three and a small number, 7%, consult more than three sites. Tony Macklin, spokesman for Ask Jeeves, said the results reflected its own research which showed that people use different search engines because the way the sites gather information means they can provide different results for the same query. Despite this liking for search sites half of those questioned said they could get the same information via other routes. A small number, 17%, said they wouldn't really miss search engines if they did not exist. The remaining 33% said they could not live without search sites. More than two-thirds of those questioned, 68%, said they thought that the results they were presented with were a fair and unbiased selection of the information on a topic that can be found on the net. Alongside the growing sophistication of net users is a lack of awareness about paid-for results that many search engines provide alongside lists of websites found by indexing the web. Of those asked, 62% were unaware that someone has paid for some of the results they see when they carry out a search. Only 18% of all searchers say they can tell which results are paid for and which are not. Said the Pew report: "This finding is ironic, since nearly half of all users say they would stop using search engines if they thought engines were not being clear about how they presented paid results." Commenting Mr Macklin said sponsored results must be clearly marked and though they might help with some queries user testing showed that people need to be able to spot the difference.
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TV's future down the phone line Internet TV has been talked about since the start of the web as we know it now. But any early attempts to do it - the UK's Home Choice started in 1992 - were thwarted by the lack of a fast network. Now that broadband networks are bedding down, and it is becoming essential for millions, the big telcos are keen to start shooting video down the line. In the face of competition from cable companies offering net voice calls, they are keen to be the top IPTV dogs. Software giant Microsoft thinks IPTV - Internet Protocol TV - is the future of television, and it sits neatly with its vision of the "connected entertainment experience". "Telcos have been wanting to do video for a long time," Ed Graczyk, director of marketing for Microsoft IPTV, told the BBC News website. "The challenge has been the broadband network, and the state of technology up until not so long ago did not add up to a feasible solution. "Compression technology was not efficient enough, the net was not good enough. A lot of stars have aligned in the last 18 months to make it a reality." Last year, he said, was all about deal making and partnering up; shaping the "IPTV ecosystem". This year, those deals will start to play out and more services will come online. "2006 is where it starts ramping up and expanding to other geographies - over time as broadband becomes more prevalent in South America, and other parts of Asia, it will expand," he added. What telcos really want to do is to send the "triple-play" of video, voice, and data down one single line, be it cable or DSL (Digital Subscriber Line). Some are talking about "quadruple play", too, with mobile services added into the mix. It is an emerging new breed of competition for satellite and cable broadcasters and operators. According to technology analysts, TDG Research, there will be 20 million subscribers to IPTV services in under six years. Key to the appeal of sending TV programmes down the same line as the web data, whenever a viewer wants it, is that it uses the same technology as the internet. It means there is not just a one-way relationship between the viewer and the "broadcaster". This allows for more DVD-like interactivity, limitless storage and broadcast space, bespoke channel "playlists", and thousands of hours of programmes or films at a viewer's fingertips. It potentially lets operators target programmes to smaller, niche or localised audiences, sending films to Bollywood fans for instance, as well as individual devices. Operators could also send high-definition programmes straight to the viewer, bypassing the need for a special broadcast receiver. Perhaps most compelling - yet some might say insignificant - is instantaneous channel flicking. Currently, there is a delay when you try to do this on satellite, cable or Freeview. With IPTV, the speed is 15 milliseconds. "That gets rounds of applause," according to Mr Graczyk. Microsoft is one of the companies that started thinking about IPTV some time ago. "We believe this will be the way all TV is delivered in the future - but that is several years away," said Mr Graczyk. "As with music, TV has moved to digital formats. "The things software can do to integrate media into devices means a whole new generation of connected entertainment experiences that cross devices from the TV, to the mobile, to the gaming console and so on." The company intends its Microsoft's IPTV Edition software, an end-to-end management and delivery platform, to let telcos to do exactly that, seamlessly. It has netted seven major telcos as customers, representing a potential audience of 25 million existing broadband subscribers. Its deal with US telco SBC was the largest TV software deal to date, said Mr Graczyk. IPTV is about more than telcos, though. There are several web-based offerings that aim to put control in the hands of the consumer by exploiting the net's power. Jeremy Allaire, chief of Brightcove, told the BBC News website that it would be a flavour of IPTV that was about harnessing the web as a "channel". "It is not just niches, but about exploiting content not usually viewed," he said. "We are focussed on the owners of video content who have rights to digitally distribute content, and who often see unencumbered distribution. "For them to do it through cable and so on is price-prohibitive," he said. This type of IPTV service might also be a distribution channel for more established publishers who have unique types of content that they cannot offer through cable and satellite operators - history channel archives, for instance. What is a clear sign that IPTV has a future is that Microsoft is not the only player in the field. There are a lot of other "middleware" players providing similar management services as Microsoft, like Myrio and C-Cor. But it will up to the viewer to decide if it really is to be successful.
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Cebit fever takes over Hanover Thousands of products and tens of thousands of visitors make Cebit the place to be for technology lovers. "Welcome to CeBit 2005" was the message from the pilot as we landed, the message on flyers at the airport, and the message on just about every billboard in town. CeBit fever has taken over Hanover. Hotels have been booked out for months; local people are letting out rooms in their homes to the hoards of exhibitors, visitors, and journalists. CeBit itself is huge, the exhibition site could almost be classified as a town in its own right. There are restaurants, shops, and a bus service between the halls - of which there are 27. There are more than 6,000 companies here, showing their latest products. The list of them that I was given when I came in is the size and weight of a phone book. One of the mains themes this year is the digital home, and one of the key buzzwords is convergence. The "entertainment PC" is being billed as the replacement for DVD players, stereos, telephones and computers - offering a one-box solution, wirelessly connected throughout a house. To show them off, one display has been modelled as a prototype "digital lifestyle home" by German magazine Computer Reseller News. "We wanted to show how this fits into a living room or workplace, to give people a feeling how it would work in their homes," said Claudia Neulling from the magazine. The house has webcams for security in each room, which can be called up on the high definition TV, connected to the PC in the living room. That PC provides home entertainment, movies or music. It can also be linked to the car parked outside, which is kitted out with a processor of its own, along with a DVD player and cordless headphones for the kids in the back. "Convergence for me is about how technology, the transfer of data, can do things that make it easier and more convenient for me as a consumer," said Mark Brailey, director of corporate marketing for Intel. "The real challenge is to show people it's easier than they think, and fun." He firmly believes that entertainment PCs are the future, but says they have to get past people's fears of frequent crashes and incompatibilities. That is something Microsoft is trying to do too - its stand has computers running Windows XP Media Centre edition 2005 for people to try out. Mobile phones do not escape the convergence theme. Samsung is showing off its SGH-i300, a handset with a three gigabyte hard drive, that can be used to watch compressed video or as an MP3 player. And if you would rather watch live TV than a downloaded movie NEC is showing a phone, on sale in China, which can show analogue TV on its colour screen. "I think the most probable application is at somewhere like the train station - if you want to check the status of the soccer game for example" said Koji Umemoto, manager of mobile terminals marketing for NEC. He admitted that the signal quality is not very good if you are on the move, and they do not have plans to launch it in Europe at the moment. Nokia was happy to demonstrate its 6230i, an upgrade to the very popular 6230. It now has a 1.3 megapixel camera, and a music player that can handle multiple formats, rather than just MP3s. It is also compatible with Nokia's new Visual Radio technology. The handset can receive FM broadcasts, and the user can interact with compatible broadcasts using a GPRS connection, to take part in competitions or get extra information such as the name of the song playing. Most companies are reluctant to show prototypes, preferring to display products that are already on sale, or just about to hit the market. Portable media player firm Creative showed off a new wireless technology, based on magnetic inductance rather than radio - a system some hearing aids use. "The benefits over conventional Bluetooth are the lack of interference, and longer battery life," said Riccardo de Rinaldini, Creative's European marketing manager. The firm has a prototype headset linked up to a Zen Micro player. The transmitter on the player creates a private, magnetic "bubble" around the user, which is picked up by the headset. The range is only about one metre so it is only suitable for personal use. A single AAA battery is said to last up to 30 hours. Creative expects it to hit the market in its final form later this year. Even clothing is likely to be part of the convergence trend. Adidas has a trainer which, according to Susanne Risse from the company, can "sense, understand, and adapt to your running style". It has a battery, processor, and motor embedded in the sole. Buttons on the side allow you to set the amount of cushioning you would like by adjusting the tension on a cable running through the heel. The processor then monitors the surface you are running on, and adjusts the tension accordingly. It is being billed as "the world's first intelligent shoe".
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New consoles promise big problems Making games for future consoles will require more graphic artists and more money, an industry conference has been told. Sony, Microsoft and Nintendo will debut their new consoles at the annual E3 games Expo in Los Angeles in May. These so-called "next generation" machines will be faster than current consoles, and capable of displaying much higher-quality visuals. For gamers, this should make for better, more immersive games. In a pre-recorded video slot during Microsoft's keynote address at the Game Developers Conference, held last week in San Francisco, famed director James Cameron revealed he is making a game in tandem with his next film - believed to be Battle Angel Alita. The game's visual quality would be "like a lucid dream," said Mr Cameron. But numerous speakers warned that creating such graphics will require more artists, and so next generation console games will be much more expensive to develop. The first new console, Microsoft's Xbox 2, is not expected to reach the shops until the end of 2005. Games typically take at least 18 months to create, however, so developers are grappling with the hardware today. According to Robert Walsh, head of Brisbane-based game developer Krome Studios, next generation games will cost between $10-25m to make, with teams averaging 80 staff in size taking two years to complete a title. Such sums mean it will be difficult for anyone to start a new game studio, said Mr Walsh. "If you're a start-up, I doubt that a publisher is going to walk in and give you a cheque for $10m, however good you are," he said. Mr Walsh suggested that new studios should make games for mobile phones and handheld consoles like the Sony PSP and the Nintendo DS, since they are cheaper and easier to create than console games. One developer bucking the trend towards big art teams is Will Wright, the creator of the best-selling The Sims games. The founder of California's Maxis studio surprised the conference with a world exclusive preview of his next game, Spore. Spore will allow players to experiment with the evolution of digital creatures. Starting with an amoeba-sized organism, the player will guide the physical development of their creature by selecting how its limbs, jaws and other body parts evolve. Eventually the creature will become capable of establishing cities, trading and fighting, and even building space ships. Advanced players will visit the home planets of creatures created by other Spore players. These worlds will be automatically swapped across the Internet. Mr Wright said that enabling players to devise and share their creatures would make them care more about the game. "I don't want to put the player in the role of Luke Skywalker or Frodo Baggins - I want them to be George Lucas or Dr Seuss," explained Mr Wright. Few games have hinted at the scope of Spore, but Mr Wright explained that he has nevertheless kept his development team small by hiring expert programmers. Instead of employing lots of artists to create 3D models of the digital creatures, Spore generates and displays the creatures according to rules devised by the programmers. "The thing I am coming away with [from the conference] is that next generation content is going to be really expensive, and creating it will drive the smaller players out of the market," said Mr Wright. "I'd like to offer an alternative to that." New development tools will be another important aid in making next generation games, and dozens of companies demonstrated their latest products at the conference. Oxford-based Natural Motion launched Endorphin v2.0, which enables artists to direct a 3D 'virtual actor'. The actor is realistically modelled according to the laws of physics. Endorphin simulates how the actor falls down stairs, for instance, or crumples up after a gunshot. Artists can blend together these visual sequences, and include the results in their games. The process is much quicker than having an artist animate each movement by hand, and so lessens the need for larger art teams. Another British company aiming to reduce the workload of artists is Manchester start-up Genemation. Its latest tool, GenCrowd, enables artists to create unique, photo-realistic human faces for games involving lots of people. GenCrowd works by blending together elements of an in-built supply of stock faces of differing ages and ethnicities. The software can create up to 2,000 new heads an hour. One area not yet dominated by graphical blockbusters is mobile phone games. Even the latest phones are not as powerful as the consoles of a decade ago, so smaller teams of half a dozen people can still create complete games for the devices. The Game Developers Conference included a special two-day summit dedicated to creating mobile games. A niche attraction for a few dozen conference attendees when it began five years ago, GDC's Mobile summit this year drew several hundred delegates. Mobile games are a fast-growing sector because newer phones have better graphics and sound, and are thus more suitable for playing games. Furthermore, the adoption of mobile phones continues to spread across the world. It's predicted that by 2006 two billion people will own a mobile phone. The growing importance of mobile gaming was reflected by a keynote given by John Batter, general manager at EA Mobile. EA Mobile is a division of Electronic Arts, the biggest games publisher. Until recently Electronic Arts had been dismissive of games for phones. "The last time you checked, EA wasn't in this business," Mr Batter admitted. But he said EA now planned on dominating the market by releasing mobile versions of its most popular franchises. EA plans to release up to 20 mobile games over the next 12 months. The first will be a version of its Need for Speed racing game, created by EA Mobile's 30-person development team. Mr Batter predicted that by 2006, mobile phones would be capable of running games of comparable quality to those on Sony's upcoming PSP handheld console. Owain Bennallack is the editor of Develop magazine.
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BT program to beat dialler scams BT is introducing two initiatives to help beat rogue dialler scams, which can cost dial-up net users thousands. From May, dial-up net users will be able to download free software to stop computers using numbers not on a user's "pre-approved list". Inadvertently downloaded by surfers, rogue diallers are programs which hijack modems and dial up a premium rate number when users log on. Thousands of UK dial-up users are believed to have been hit by the scam. Some people have faced phone bills of up to £2,000. BT's Modem Protection program will check numbers that are dialled by a computer and will block them if they have not been pre-approved, such as national and net service provider numbers. Icstis, the UK's premium rate services watchdog, said it had been looking for companies to take the lead in initiatives. "The initiatives are very welcome," a spokesperson from Icstis told the BBC News website. "We are very pleased to see they are putting into place new measures to protect consumers." The second initiative BT announced is an early warning system which will alert BT customers if there is unusual activity on their phone bills. If a bill rises substantially above its usual daily average, or if a call is made to a suspect number, a text or voice alert will be sent to the user's landline phone. As part of the clamp-down on rogue diallers, companies must now satisfy stringent conditions, including clear terms and conditions, information about how to delete diallers and responsibility for customer refunds. Any firm running a dialler without permission can now be closed down by Icstis. The watchdog brought in the action last October following a decision to license all companies which wanted to operate legitimate premium rate dialler services. There are legitimate companies who offer services such as adult content, sports results and music downloads by charging a premium rate rather than by credit card BT said it had ploughed an enormous amount of effort into protecting people from the problem. It has already barred more than 1,000 premium rate numbers and has tried to raise public awareness about the scams. "We now want to ensure there are even stronger safeguards for our customers, who we would urge to make use of these new options to protect themselves," said Gavin Patterson, group managing director for consumer the arm of BT. Both schemes have been undergoing trials in Ireland, and will be made available to 20 million BT customers from May.
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Spam e-mails tempt net shoppers Computer users across the world continue to ignore security warnings about spam e-mails and are being lured into buying goods, a report suggests. More than a quarter have bought software through spam e-mails and 24% have bought clothes or jewellery. As well as profiting from selling goods or services and driving advertising traffic, organised crime rings can use spam to glean personal information. The Business Software Alliance (BSA) warned that people should "stay alert". "Many online consumers don't consider the true motives of spammers," said Mike Newton, a spokesperson for the BSA which commissioned the survey. "By selling software that appears to be legitimate in genuine looking packaging or through sophisticated websites, spammers are hiding spyware without consumers' knowledge. "Once the software is installed on PCs and networks, information that is given over the internet can be obtained and abused." The results also showed that the proportion of people reading - or admitting to reading - and taking advantage of adult entertainment spam e-mails is low, at one in 10. The research, which covered 6,000 people in six countries and their attitudes towards junk e-mails, revealed that Brazilians were the most likely to read spam. A third of them read unsolicited junk e-mail and 66% buy goods or services after receiving spam. The French were the second most likely to buy something (48%), with 44% of Britons taking advantage of products and services. This was despite 38% of people in all countries being worried about their net security because of the amount of spam they get. More than a third of respondents said they were concerned that spam e-mails contained viruses or programs that attempted to collect personal information. "Both industry and the media have helped to raise awareness of the issues that surround illegitimate e-mail, helping to reduce the potential financial damage and nuisance from phishing attacks and spoof websites," said William Plante, director of corporate security and fraud protection at security firm Symantec. "At the same time, consumers need to continue exercising caution and protect themselves from harm with a mixture of spam filters, spyware detection software and sound judgement."
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Be careful how you code A new European directive could put software writers at risk of legal action, warns former programmer and technology analyst Bill Thompson. If it gets its way, the Dutch government will conclude its presidency of the European Union by pushing through a controversial measure that has been rejected by the European Parliament, lacks majority support from national governments and will leave millions of European citizens in legal limbo and facing the possibility of court cases against them. If the new law was about border controls, defence or even the new constitution, then our TV screens would be full of experts agonising over the impact on our daily lives. Sadly for those who will be directly affected, the controversy concerns the patenting of computer programs, a topic that may excite the bloggers, campaigning groups and technical press but does not obsess Middle Britain. After all, how much fuss can you generate about the Directive on the Patentability of Computer-Implemented Inventions, and the way it amends Article 52 of the 1973 European Patent Convention? Yet if the new directive is nodded through at the next meeting of one of the EU's ministerial councils, as seems likely, it will allow programs to be patented in Europe just as they are in the US. Many observers of the computing scene, including myself, think the results will be disastrous for small companies, innovative programmers and the free and open source software movement. It will let large companies patent all sorts of ideas and give legal force to those who want to limit their competitors' use of really obvious ideas. In the US you cannot build a system that stores customer credit card details so that they can pay without having to re-enter them unless Amazon lets you, because they hold the patent on "one-click" online purchase. It is a small invention, but Amazon made it to the patent office first and now owns it. We are relatively free from this sort of thing over here, but perhaps not for long. The new proposals go back to 2002, although argument about patentability of software and computer-implemented inventions has been going on since at least the mid-1980s. They have come to a head now after a year in which proposals were made, endorsed by the Council of Ministers, radically modified by the European Parliament and then re-presented in their original form. Some national governments seem to be aware of the problems. Poland has rejected the proposal and Germany's main political parties have opposed it, but there is not enough opposition to guarantee their rejection. Early in December the British government held a consultation meeting with those who had commented on the proposals. Science Minister Lord Sainsbury went along to listen and outline the UK position, but according to those present, it was embarrassing to see how little the minister and his officials actually understood the issues concerned. The draft Directive is being put through the council as what is called an "A" item and can only be approved or rejected. No discussion or amendment is allowed. So why should we be worried? First, there is the abuse of the democratic process involved in disregarding the views of the parliament and abandoning all of their carefully argued amendments. This goes to the heart of the European project, and even those who do not care about software or patents should be worried. If coders are treated like this today, who is to say that it will not be you tomorrow? More directly, once software patents are granted then any programmer will have to worry that the code they are writing is infringing someone else's patent. This is not about stealing software, as code is already protected by copyright. Patents are not copyright, but something much stronger. A patent gives the owner the right to stop anyone else using their invention, even if the other person invented it separately. I have never, to my shame, managed to read Lord Byron's Childe Harold's Pilgrimage. If it was pointed out that one of my articles contained a substantial chunk of the poem then I could defend myself in court by claiming that I had simply made it up and it was coincidence. The same does not hold for a patent. If I sit down this afternoon and write a brilliant graphics compression routine and it happens to be the same as the LZW algorithm used in GIF files, then I am in trouble under patent law, at least in the US. Coincidence is no defence. The proposed directive is supported by many of the major software companies, but this is hardly surprising since most of them are US-based and they have already had to cope with a legal environment that allows patents. They have legal departments and, more crucially, patents of their own which they can trade or cross-license with other patent holders. Even this system breaks down, of course, as Microsoft found out last year when they initially lost a case brought by Eolas which claimed that Internet Explorer (and other browsers) infringed an Eolas patent. That one was eventually thrown out, but only after months of uncertainty and millions of dollars. But small companies, and the free and open software movement do not have any patents to trade. Much of the really useful software we use every day, programs like the Apache web server, the GNU/Linux operating system and the fearsomely popular Firefox browser, is developed outside company structures by people who do not have legal departments to check for patent infringements. The damage to software will not happen overnight, of course. If the directive goes through it has to be written into national laws and then there will be a steady stream of legal actions against small companies and open source products. Eventually someone will decide to attack Linux directly, probably with some secret funding from one or two large players. The new directive will limit innovation by forcing programmers to spend time checking for patent infringements or simply avoiding working in potentially competitive areas. And it will damage Europe's computer industry. We can only hope that the Council of Ministers has the integrity and strength to reject this bad law. Bill Thompson is a regular commentator on the BBC World Service programme Go Digital.
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US cyber security chief resigns The man making sure US computer networks are safe and secure has resigned after only a year in his post. Amit Yoran was director of the National Cyber Security Division within the US Department of Homeland Security created following the 9/11 attacks. The division was tasked with improving US defences against malicious hackers, viruses and other net-based threats. Reports suggest he left because his division was not given enough clout within the larger organisation. Mr Yoran took up his post in September 2003 and his first task was to get the Cyber Security Division up and running. The organisation had a staff of about 60 people and a budget of about $80m (£44.54m). The division was charged with thinking up and carrying out action to make US networks more impervious to attack and disruption by the viruses, worms and hack attacks that have become commonplace. In the last 12 months Mr Yoran oversaw the creation of a cyber alert system that sends out warnings about big hitting viruses and net attacks as they occur. The warnings also contained information about how firms and organisations could protect themselves against these attacks. The Cyber Security Division also audited US government networks to discover exactly what was sitting on which network. The next step was to be the creation of a scanning system to identify vulnerabilities that made federal networks and machines susceptible to attack by malicious hackers and virus writers. Mr Yoran's division was also doing work to identify the networks and machines that had been broken into by cyber criminals. Despite this success Mr Yoran left his post abruptly at the end of last week, reportedly only giving one day's notice to bosses at the Department of Homeland Security. "Amit Yoran has been a valuable contributor on cyber security issues over the past year, and we appreciate his efforts in starting the department's cybersecurity program," said a Department of Homeland Security spokeswoman. Some reports have suggested that Mr Yoran felt frustrated by the lack of prominence given to work to protect against net-based threats in the wider homeland organisation. An attempt by US politicians to pass a law to promote Mr Yoran and raise the profile of his department's work is now mired in Congress.
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Losing yourself in online gaming Online role playing games are time-consuming, but enthralling flights from reality. But are some people taking their fantasy lives too seriously? When video game World of Warcraft hit the shops in Europe last week fans wrote in to the BBC website to express their delight - and to offer a warning. "An addiction to a game like this is far more costly in time than any substance could impair - keep track of time," wrote Travis Anderson, in Texas. Some of the comments were humorous: "This game is so good I'm not going to get it, there's no way I could limit the hours I'd spend playing it," wrote Charles MacIntyre, from England. But some struck a more worrying tone about the Massively Multiplayer Online Role Playing Game (MMORPG): "'You need to get out more' could be the motto of any MMORPG. Shame they are getting more popular, as you know this problem is just going to mushroom," wrote Stuart Stanton-Davies, in Huddersfield. Scare-mongering articles about "addictive video games" have existed since the days the first game of Pong stopped everyone from working at the Atari offices. Gaming is like any other pastime - it can quickly become an unhealthy obsession, whether it is spending too much time in the gym, in front of the television, or reading poetry. Unfortunately, gaming and addiction is a far too easy association to make. However, stories about gamers spending 10 to 15 hours a day in front of some video games are becoming more frequent. And the impact that is having on their families is quite distressing for some. Massively multiplayer online role playing games - MMORPGs - allow thousands of gamers to share a common experience of sharing fantasy or science fiction worlds. The scope of these games - like Warcraft, EverQuest, Ultima among others - is epic, and exploration and adventure is almost infinite. Part of the "problem" is grinding - by which gamers have to perform long-winded, mindless tasks, to bring up their levels and gain access to more adventure. Such open-endedness brings with it a desire to keep playing; not for no reason is EverQuest (EQ) nicknamed EverCrack. E Hayot, writing in the culture blogzine Print Culture, said recently: "I used to play the online role-playing game EverQuest a lot. "By 'a lot', I mean probably 15 to 20 hours a week on average, and on weeks where I didn't have to work, as many as 30 or 40 hours." He says that in the world of online gaming such behaviour "wasn't that unusual; lots of people I knew in the game played EQ that much". "You lie; you don't go into work because you "had stuff to do at home"; you cancel or refuse invitations to dinner, you spend much less time watching TV (a good thing, presumably)," he wrote, explaining how EverQuest took over his time. He quit the game, he says, because he realised life was more fun than EverQuest. Let us be clear - such obsession is rare. But the huge growth in online gaming means a growth in the numbers of people who take their passion for a hobby too far. Almost 400,000 people bought a copy of World of Warcraft in the first two days on sale earlier this month. Only a fraction will descend into obsessives. The thoughts of families and friends of gamers who have been affected by EverQuest can be found on one blog EverQuest Daily Grind. Jane, who runs the website, compiles a chronicle of heart-rending stories. "I am actually convinced at this point that there are more than 'some' people who spend more times in MMOPRGs than in reality," she said. One unnamed correspondent - all are anonymous - wrote: "On the rare nights when my husband does come to bed at the same time as I do, I find that I am so used to sleeping by myself that it is difficult to get to sleep with another body laying next to me. "I can't talk to him while he is playing. There is absolutely no point as he doesn't hear me or is so distracted that I get a 'ummm... ya' a few minutes after I ask him a question." "Gaming widows" has become a comedic term for women who have been shut out by male gamers. But for some it is not in the least funny. Another correspondent wrote: "I believe that he is addicted to the online gaming, and that is the cause of his depression and restlessness." And some of them are even sadder: "Today our son was five days old. "The sad truth is my husband spent 11 hours today playing his Warcraft game. He did not interact with our sweet tiny baby because there were important quests waiting online." Video game fans often complain that their hobby is misunderstood or marginalised. But as gaming becomes ever more mainstream, and games ever more immersive, there will be no hiding place for social problems. I wish 30-40 hours a week was unusual but I think it probably isn't. An 11 hour stretch isn't that surprising - I've known people to play 15+ hours at a stretch. I know of people who are spending their week's holiday from work playing Warcraft. I know of people who would play Ever[Crack] in shifts...waking at 3am to take over from their friends and resume waiting for an item they 'needed' to appear. I understand that the key sign of an addiction is if you alter your life around it rather than fit it into your life. By all standards many of us are addicts. So is the solution to force ourselves to stop playing..or do we just need to make real life a bit more interesting? Sadly with all the talk of people becoming obsessed with gaming, I find myself longing to have the time to join them. I have been in a long term relationship for over 4 years - since that began, games have become more and more complex. And more and more so I find I have less and less time to play them, with and marriage and work being the main drag on my time. I think the line between playing a game a lot and a gaming addiction is really quite distinct. I play games a lot, definately over 20 hours a week, but I don't go missing work or other commitments in order to play games. I have, about a year ago, deleted every game on my computer. RPGs are the worst - the real world fades and all your worries sorround a new magic staff or mighty sword. Unlike books, or perhaps even TV, you gain absolutely nothing. When you stop playing you're at the same point as when you started; all the achievements of your 10 hour session are irretrievably locked in the game and, since you've gained nothing in the real world, you may as well pile on more achievement in the fake one. Despite having little monetary value, the "rewards" and encouragement offered by these MMORPGs is enough to hook games for hours daily. If only business could learn to leverage that very simply human need for easily measurable progress and recognition. Perhaps the unhealthily obsessed simply need more recognition for their achievements in reality? My advice to gaming widows is "if you can't beat 'em, join 'em". That is, try playing it yourself. If he wants to play as well, well at least you'll be together somewhere... I was an addict and it cost me my relationship. I still play now, but without the guilt , hehe, How long have i played in one sitting? From morning till the early hours of the next day, the birds were singing out side and i had to hobble to the bath room cos my bladder was so full i was in pain, i would hardly eat, perhaps some toast, smoke endlessly and drink. Now, thankfully the fascination has worn off and I have a girlfriend but still no job. For the most part online gaming give me an adiction to illusory achievement, and as there is no end in sight you keep going for the mirage of the ultimate. Obsessive behaviour is, of course, always cause for concern, but it always bothers me when articles about gaming talk in terms of "reality". Obviously, somebody who spends thirty hours a week playing EverQuest has a problem. This problem, however, has nothing to do with a dysfunctional sense of reality. An obsessive EQ player does not consider the game to be "real" any more than - for example - an obsessive automotive tinkerer considers their car to be human. If MMORPGs have a unique danger, in terms of encouraging obsessive behaviour, it is not that they create an absorbing virtual world, but rather that they can be easily accessed 24/7. The problem here does not lie with the nature of gaming, but with the nature of modern 24 hour culture. The problem with these so called MMORPGS is that you can never really complete them, there's always another quest to do. A few of my friends have only had about 10 hours sleep since it was released friday... Championship Manager consumed my life for years. One particular session started at about 2pm on a Sunday, paused for a brief sleep at 5am on the Monday and after visit to University for classes restarted at about midday for another 10 hour session. The people who tend to hark on about about the problems of "hardcore gaming" seem to be those who have rarely allowed themselves to become immersed in a game. I would expect their perspective to change if they were to do that. I used to be an EverQuest addict while I was in college. It came to the point where the gaming world felt more real than the real one. I failed alot of my courses and was able to barely graduate. I was lucky that I came to my senses when I did, others were less fortunate and dropped out of college. Now that I am holding a job, I avoid online RPGS like the plague. When I was made redundant I told my partner I had a new job for three months whilst every day I played EverQuest from 7:30am till 5:pm. When She came home I pretended I had just got in as well, hence justifying playing it all evening. I have since quit playing MMORPG and have a good job. When I got to the point where I was eating my dinner in front of the PC I realised things were getting silly so I'm trying not to spend so much time on there. It's not easy. I feel as if I've got a real addiction going on here. For me the problem is that I love to complete a goal. Once it is completed that is it, I am finished, time to move on. I become obsessed to complete the goal, so from that standpoint it is an addiction. In a game where you will never complete an "ultimate" goal, well it would be like falling into a black pit. It is easier to escape into a controlled fantasy world than face reality at times - in other words the goal offered in the PC game are "easier" and more fun than the real world. Pretty scary implications if you think about it. I can't buy World of Warcraft as it would destroy my marrage, I just know it!! I played Star Wars Galaxies for about a year and can attest to the addictiveness of these games. They are all engineered in such a way that early on in the game you progress quickly, but this progress becomes exponentially slower, requiring more and more time to reach the next level. I'm sad to say that at the peak of my addiction I was spending entire weekends in front of my monitor, slowly building up my character, stopping only for food and toilet breaks. Thankfully I made a clean break, and actually managed to sell my Jedi account for £800 - which is my only sanity check in an otherwise completely unproductive time vacuum. Seven years ago, I began playing Ultima Online. This game dominated 2 years of my life. They were 2 wonderful years and I still have vivid memories of the experiences and friends I had. Online gaming can be a world of escapism where you can be yourself without fear of the thoughts of others. Something that cannot always be achieved in the day to day running of a normal life. Whilst I would warn against people giving to much of there life to these games, I believe they are a better way to spend your time than say watching TV. Gaming is addictive and should be made a recognised addiction. When I was single I used to play upto eight hours a night after work every night for about a year, building up my stats, completing evermore quests and battling ogres. But somehow I found time to get out, even met someone and got married! Has my life changed? Hell no! I still cast spells and battle till the early hours of the morning. On with the fun! Online gaming should be enjoyed just as much as you would enjoy watching television, or going to the cinema or the pub with your mates. Many people use recreational drugs on an occasional basis and are able to lead succesfull lives with families, relationships and good careers. A minority allow drugs to take over and destroy their lives and become addicted. According to this article the same is true of MMORPGs. The message to the government is clear, either legalise drugs, or outlaw online gaming!! Sounds like there are some sad stories here - and I can believe them all. I play alot of Warcraft myself, and know full well how addictive it is. I am resolute that it will not take over my life. It certainly gets in the way though. I think that some people simply do not know how to draw this line, or lack the willpower to stop themselves stepping over it. I think I'm obsessed with gaming in general, I spend far too much time playing games like Everquest 2 and Football Manager rather than going out and interacting with real people and when I do try to, I'm always thinking in the back if my mind that I'd rather be in front of the computer winning the league with Cambridge United. I am obsessed with online role playing games. It's not so much quests but it has the adrenaline of a real life situation - goals to achieve etc. I spend about five hours per day online playing it and I rarely get more than four to five hours sleep before getting up for work the next morning... As many of the players spend their time in MMORPGs rather than in front of the TV I fail to see how it will affect players social lives negatively. Furthermore these types of games contain a huge social aspect, whereas other games and some other pursuits (such as being a couch potato) the players could be indulging in are solitary by nature. These games are like most things -- too much of anything is a bad thing, but as long as you can walk away from the computer to do other things too, they can be great fun. Living in Korea at the moment, they have lots PC Bangs (Internet Cafes). Nearly most of South Koreans are addicted to online games, and one Korean died because of the lack of food and water he had through playing online games. I play xbox live every day. I find my self lying and rescheduling everything around my gaming fix. The longest I played was a 24 hour straight session. I know I play for to long but it's an obsession that I can't control. Can you reccomend a counsellor - this is not a wind up... but something I'm increasingly concerned with... Me and my mate play online for an hour or two a day, we're both aware of how much time can disappear by sitting in front of a TV, trying to 'frag' some individual. It's getting the balance between getting home and relasing the stress of a day by an hour or so gaming, and enjoying 'real' life... I bought the US version of World of Warcraft when it came out. The longest period I played was 23 hrs straight. I gave up the game after a month because it was so addictive, but have subsequently just bought the European version (couldn't help myself). In future, I'm going to regulate my time far more strictly. Great game! Having played MMORPG games for some years I agree that these type of games can be life sucking. But my concern is for the younger generation of gamers that play for hours on end in an adult enviroment. Most MMORPG games you need a credit card to play but I dont think parents know just what they are letting there children into. Unless there is undeniable medical proof that staring at a computer screens for hours at a time can damage a person¿s health, you can expect this not to decline but to get worse. These people are pathetic. They need to get off their machines and notice that our world is being swiftly overcome by issues and troubles that make the trifling worries of and "online universe" absolutely meaningless. 24hours, when i was a kid at school and i was on half term, Ultima Online was the game, ahhhh them was the days ! LOL
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