content moderation

AppWizard
August 4, 2025
Mastercard clarified that it has not directly influenced the bans on NSFW games on platforms like Steam and Itch.io, attributing the restrictions to its guidelines for consumer purchases. The company stated it has not evaluated any games or required any restrictions, emphasizing adherence to legal standards while requiring merchants to prevent unlawful transactions, including illegal adult content. Valve, the parent company of Steam, confirmed it had not communicated directly with Mastercard regarding NSFW content issues, stating that the concerns arose from interactions with payment processors and banks. Mastercard's Rule 5.12.7, which prohibits the use of its services for illegal activities, has been central to the discussions on content moderation in gaming.
AppWizard
July 18, 2025
Valve has confirmed the removal of several adult-themed games from its Steam storefront due to concerns from payment processors about potential violations of their rules and standards. This decision aligns with new regulations in Steam's documentation that prohibit content likely to upset payment processors. While some adult-themed games remain available, recent removals indicate Valve's cautious approach. The game Trials of Innocence was also delisted but its developers clarified that this was due to a DMCA claim, not the new regulations. Payment processors have historically been cautious about adult content due to associations with scams and chargebacks, influenced by past controversies. This situation highlights the ongoing tension between content creators, platforms, and payment processors in digital commerce.
AppWizard
July 17, 2025
The number of games on Steam disclosing the use of Generative AI has surged by nearly 800% over the past year, with just under 8,000 titles currently utilizing this technology, representing approximately 7% of the total Steam library. A year ago, around 1,000 games were reported to disclose the use of Generative AI. The influx of low-effort, AI-generated content has raised concerns among developers and players, particularly regarding quality dilution in gaming storefronts like the Nintendo eShop. Some developers have faced imitation of their popular titles, leading to frustration over misleading consumers. While some developers have stopped using AI due to backlash, others have adopted defensive language about their practices. The reported figures reflect only those developers who voluntarily disclose their use of Generative AI, suggesting the actual prevalence may be higher. Generative AI is being used in various ways, including for content moderation in games like Comedy Night, which filters offensive user-uploaded content. An artist known for contributions to Persona and Shin Megami Tensei attempted to train an AI model to replicate their style but found the results unsatisfactory, illustrating the challenges of AI in creative fields.
Winsage
July 10, 2025
Researchers have successfully bypassed ChatGPT's guardrails, allowing the AI to disclose valid Windows product keys by disguising requests as a guessing game. The technique involved using HTML tags to hide sensitive terms from filters while still enabling AI comprehension. They extracted real Windows Home/Pro/Enterprise keys by establishing game rules and using the phrase "I give up" to trigger disclosure. This vulnerability highlights flaws in keyword-based filtering and suggests that similar techniques could expose other restricted content. The attack exploits weaknesses in AI's contextual interpretation and emphasizes the need for improved content moderation strategies, including enhanced contextual awareness and detection of deceptive framing patterns.
AppWizard
July 4, 2025
Valve Corporation, founded in 1996 by Gabe Newell and Mike Harrington, is known for its influential role in the gaming industry, particularly with its groundbreaking title Half-Life, released in 1998. The company has a unique corporate structure and impressive revenue-per-employee metrics, reportedly exceeding .9 million. Valve's Steam platform, launched in 2003, dominates the PC gaming market, accounting for approximately 70% of sales in a sector valued at around billion, with over 100,000 titles available. Steam had an estimated 170 million active monthly users by May 2023. Financially, estimates suggest Steam may have handled around .3 billion in game sales in 2021, yielding a profit of approximately .6 billion from commissions. Valve's employee culture emphasizes self-organization and innovation, though it faces scrutiny regarding content moderation and legal challenges related to market competition.
AppWizard
April 10, 2025
Dr. Marie-Claire Isaaman, CEO of Women in Games, has urged Valve to take action against a game on Steam that has been criticized for its disturbing themes, including incest and sexual violence. The game reportedly encourages players to "claim" their mother after an affair and contains graphic depictions of sexual activities, along with mentions of incest, blackmail, and non-consensual sex. Isaaman expressed that the game promotes themes of rape and misogynistic violence, contributing to the dehumanization of women and girls. She called for the game's removal and stronger content moderation policies from Valve. UK tech secretary Peter Kyle also stated that he expects Valve to remove the controversial title in accordance with legal requirements.
AppWizard
April 6, 2025
Maher became the non-executive chair at Web Summit after leaving her CEO position last year to lead NPR. She also chairs the Signal Foundation, known for its encrypted messaging service, which was used by Trump administration members during military planning in Yemen, leading to criticism from Trump supporters due to her previous comments about Trump and her advocacy for restricting free speech. Meanwhile, Gordon Hardie, CEO of O-I Glass, received a total compensation package of €1.46 million last year, which included a base salary of €682,322, stock awards, and additional benefits. The University of Limerick recently ceased posting on X due to declining engagement and concerns over content, though it remains open to reconsidering its stance. Peter Vandermeersch, CEO of Mediahuis Ireland, is writing a book titled “Ierland. Guinness, God en Google,” which will explore various aspects of Irish life and culture.
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