Playstation Studios Acquires Jade Raymond’s Haven Studios

GamesBeat Summit 2022 returns with its largest event for leaders in gaming on April 26-twenty eighth. Reserve your spot here! PlayStation Studios right this moment announced it has acquired Haven Studios. Neither PlayStation nor Haven have named the undertaking the latter is working on. They describe it as “ambitious” and “a trendy multiplayer expertise that brings gamers together in positive and significant ways.” But PlayStation did say it’s this undertaking that persuaded the corporate to amass the developer. Studio founder Jade Raymond mentioned in a statement, “SIE is a supportive associate that actually understands the inventive process and what it takes to make a blockbuster triple-A recreation. The Montreal-primarily based company had previously introduced a partnership with Sony, and now it has joined the conga line of studios acquired by the console maker. It’s one of many more nascent improvement groups to have been acquired by PlayStation. Haven continues to be a younger studio, Raymond having founded it final 12 months. Others embody Guerrilla Games, Naughty Dog, Insomniac, etc – studios that had an extended history of collaboration with Sony. GamesBeat’s creed when covering the game industry is “where ardour meets business.” What does this imply? Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will enable you learn concerning the trade and enjoy partaking with it. We wish to inform you ways the information matters to you — not simply as a choice-maker at a recreation studio, but in addition as a fan of video games. Learn more about membership.
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2020), the connection between attention dynamics and disinformation ranges continues to be largely unexplored. Here, we do not give attention to particular movies, but relatively on entire YouTube channels of reports media and their consideration dynamics. Specifically, we’re taken with differentiating the “attention cycles” Downs (1972); Leskovec et al. 2009) of YouTube channels, that’s to assess the rapidity and the steepness with which their videos rise and fall in the consideration of their audiences. We present experimentally that considering consideration cycles yields considerable efficiency positive factors on high of text representations for predicting the factuality of stories media. We propose to mannequin the factuality of stories media based on the person consideration cycles of their respective YouTube channels. Section three describes our dataset. The paper is organized as follows: Section 2 presents associated work. Section 5 presents the experiments and outcomes. Section 4 discusses our methodology. Section 6 presents analysis and discussion. Section 7 concludes. Points to directions for future work.
We searched the YouTube channels of reports retailers within the MBFC corpus. We monitored all the videos they printed from February’2020 to August’2020. Using the YouTube Data API,555http://developers.google.com/youtube/v3/docs/videos we collected the number of views, likes, dislikes and comments collected during the first seven days after the publication of each video. We observed that the proportion of media channels labelled with the Very High and the Very Low categories was 3.1% and 1%, respectively. We additionally saved its title. Finally, for the sake of information balancing, we excluded the channels with fewer than 20 movies, and we capped probably the most prolific channels at the most recent one hundred movies. Our system is composed of two principal parts focusing on (i) data preparation, and on (ii) sequential classification, respectively. We thus merged Very High with High; Mostly Factual with Mixed; and really Low with Low, ending up with a 3-approach labelling: High, Mixed, and Low. Below, we describe the illustration we use for video-degree and also for channel-degree classification.