Kait Sanchez | The Verge The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts. 2021-11-01T13:32:00+00:00 https://www.theverge.com/authors/kait-sanchez/rss https://platform.theverge.com/wp-content/uploads/sites/2/2025/01/verge-rss-large_80b47e.png?w=150&h=150&crop=1 Kait Sanchez <![CDATA[The simple solutions to better games]]> https://www.theverge.com/22733077/video-game-accessibility-improvements-simple-solutions 2021-11-01T09:32:00-04:00 2021-11-01T09:32:00-04:00

In 2010, Ubisoft released Assassin’s Creed Brotherhood, an action-adventure game in which players use stealth and parkour to navigate a vibrant open world. It was one of the biggest games of the year, but it only came with two options that might generously be called accessibility features: players could customize the control scheme and turn on subtitles. 

The subtitles were an improvement — the first game in the series didn’t have any at all — but they didn’t have labels to show which character was speaking, making it difficult for players to follow conversations if they couldn’t hear the audio. There were no options specifically designed for people with vision, motor, or cognitive disabilities. For these players, Brotherhood, like many games of its time, fell on a spectrum from frustrating to completely unplayable. 

In the 10 years that followed, the landscape of game accessibility changed dramatically. Assassin’s Creed Valhalla, released in 2020, has more than 30 accessibility options, including closed captions and subtitles with adjustable sizes, backgrounds, and the option to display speaker names. There are options for text to speech, colorblind modes, alternative inputs, aim assistance, and multiple difficulty settings. The game is still far from perfectly accessible, but the evolution of the series points to growing investment in accessibility across the game industry over recent years. 

“It’s been a slow climb up to this point.”

“It’s been a slow climb up to this point,” says Steve Saylor, a blind game accessibility advocate. “But as the momentum has kind of grown, it just keeps getting faster and faster.”

Accessibility has gradually become more of a priority across the tech industry. Phones, tablets, and computers come with a range of features built-in, from screen readers to support for different input options. Streaming platforms are slowly adding audio descriptions to more movies and shows. Social sites more often give users the ability to add alt text or captions to their content, and more people are learning to use them. 

The shift toward accessibility is particularly tangible in games. The increased visibility of disability advocates and consultants across the internet, along with developments in tech and industry guidelines, has led to more focus on making games that are accessible to a wider range of people. “The amount of information you can get out there to help developers be aware of what changes they need to make, or what things to implement, is really, I think, more prevalent than it was 10 years ago,” says Kyle Abbate, a game accessibility advocate.

Plenty of games barely meet the minimum of accessibility options

Many players and developers credit Naughty Dog’s The Last of Us Part II for raising the bar of what’s possible — and expected — in new games. The game, released in 2020, includes over 60 accessibility settings, as well as presets for players with vision, hearing, and motor disabilities. Other recent blockbuster games, like Insomniac’s Spider-Man: Miles Morales and Ratchet & Clank: Rift Apart, have been recognized for their wide-ranging accessibility features. Indie studios and developers are also upping the ante, with games like Severed Steel and HyperDot being influenced by research about and feedback from disabled players.

But there’s still work to do. Plenty of games barely meet the minimum of accessibility options, and even those that exceed expectations have room for improvement. A more inclusive future is emerging in games — if the people making them care to reach for it. 

“Even with The Last of Us Part II coming out with the amazing amount of accessibility that’s there, that doesn’t mean that it’s the end of accessibility,’’ says Saylor. “It just means it’s the end of the beginning.”

More of the features that already exist

I asked people for their biggest dreams about the future of games: new gadgets, augmented reality, brain implants. But most of them pointed to fairly simple solutions that they want to see more of, rather than tech possibilities straight out of science fiction. “The future of gaming, for me, is going to be a number of features that have already been slowly developing over the years,” says Ben Bayliss, editor in chief of Can I Play That.

As much as accessibility options have expanded, many games are still missing basic features like consistent captions or customizable controls. “It’s not really like I wish games would do ‘X’ thing; I just think that there needs to be more consistency,” says Abbate. He relies on the ability to remap controls in games, but sometimes even games that enable remapping have certain keys that can’t be changed. “You assume every game has remappable keybinds — it’s 2021, they should,” he says, “but you’d be surprised.”

Abbate compares basic settings like control remapping to ramps for wheelchair users. “Just to get me into the game, that should be there,” he says. “Some games are still missing the ramp.”

Games still miss vital features, like the ability to change the size of text

Saylor uses a number of options — rescaled UI, subtitles, increased text size, screen magnification, high contrast modes, text to speech, menu narration — when they’re available. But he says that even though games increasingly have at least some features, like subtitles, they’re often missing other vital features, like the ability to change the size of text. 

Those features are also lacking at the console level. Several console systems have “amazing options to navigate the system itself, but they don’t really tap into the games themselves,” says Saylor. “I would love to be able to see that meshed together.”

Players also want more games to have options like assist modes, invincibility options, or adjustable difficulty levels. Hades, Celeste, and Control have compelling assist modes, some of which were added after launch in response to player feedback, but some developers (and fans) have been reluctant to sacrifice the difficulty that, for them, is a major part of a game’s appeal. Games like Dark Souls, celebrated for being notoriously punishing, create a high barrier to entry for disabled players.

“I want to be able to play Souls-like type games and be able to complete those and customize the experience,” says Abbate.

“I’d love to see, at some point, the industry come together”

Accessibility features could also be advertised more prominently when new games are coming out, included in trailers and demos, and clearly listed in online stores and physical packaging. Google Stadia lists the accessibility features of games in its store, though they’re only visible to Stadia members. Xbox recently launched accessibility feature tags for games in its stores, with games needing to meet specific criteria to get the tags. Many players also want the accessibility information within games to be easier to understand; menus packed with toggles and jargon can be overwhelming for people with cognitive disabilities or who just aren’t very familiar with games.

“I’d love to see, at some point, the industry come together to say, ‘Look, here’s some standard ways we can talk about this stuff and let people know about this stuff ahead of time, before they preorder a game, before they purchase a game,’” says Brannon Zahand, senior gaming accessibility program manager at Xbox.

More shared resources across the industry could make it easier to build in accessibility at all levels of game creation. Xbox has publicly available reference materials like the Xbox Accessibility Guidelines and Gaming and Disability Player Experience Guide, but the most robust guidance and testing go to developers that publish with Xbox. EA recently shared open patents and open-source code for its accessibility tech but doesn’t offer resources beyond those documents for how to implement the tech. Most large companies keep their tech solutions under lock and key, only sharing with their subsidiary studios.

Game accessibility could advance more rapidly if publishers, game engine developers, and studios went a step further in sharing what they know, even if it means sharing with the competition. 

Hardware improvements 

Another major element of game accessibility is hardware. There are existing devices like the Xbox Adaptive Controller, Logitech’s Adaptive Gaming Kit, and Tobii’s Eye Trackers, as well as various mix-and-match solutions cobbled together by players. But clever devices, while useful, come with their own problems. 

“Everything is so expensive. And that’s just why we always create our own stuff,” says Abbate, who has cerebral palsy. “My setup is a USB touchpad velcroed to a piece of cardboard underneath my keyboard because it’s just 30 bucks,” he says, compared to around $200 for an Xbox Adaptive Controller and Logitech switches.

The hardware exists, but it’s often expensive and hard to use

Whether a player goes for brand-name tech or homebrewed solutions, they need a fair amount of knowledge and effort to set it up. They have to decide which devices to try, figure out what adaptor cables are needed, map game controls to the equipment, and then get used to playing with something that’s not a conventional controller or keyboard — and all that work could be for just one game. Players might also have to reconfigure everything if they move from playing on a PC to a console and back. 

More people could use adaptive hardware if it was less complicated. “One of the challenges is that we have this great tech; you have an adaptive controller; we have switches; we have software accessibility settings of the platform and in the games. But if you don’t know about it, and you don’t know how to configure it, it’s kind of useless,” says Zahand. “So, I think part of it is in the future, we want to have more documentation to make it easier for people to understand this stuff. But I also think we want to use both some better inclusive design in how we build the tech itself, to make it easier to understand and comprehend.”

The price and complexity issues might be reduced if hardware had more compatibility across a number of devices and software. “One thing that I really hope will happen is we’ll start to see companies — and not just game companies, but hardware companies, technology companies — start to think more about interoperability,” says Zahand. 

The brain stuff

There’s also the dream of being able to play games with your mind, performing actions by simply thinking about them, letting even people with very low mobility play complex games with little effort. None of the tech we currently have quite measures up to the idea of controlling a game with your thoughts, but there are some things in the works that might get at least a little bit closer within the next decade. 

EEG headsets, which sense electrical activity in the brain, have built some hype but are generally more gimmick than science. An EEG can pick up patterns in brain waves, but the most accurate readings come from electrodes placed carefully on the scalp with conductive gel, not consumer headsets. Some headsets have tested well for specific uses, like as controls for very simple game mechanics, but we’re likely still a ways out from them replacing other adaptive hardware options.

“Though right now I can only play basic games, I still think that’s super cool.”

Myoelectric tech, which is more feasible for games, comes close to mind-reading by using electrical signals in muscles to control devices. Prosthetic limbs that are controlled with myoelectric sensors already exist, and some researchers have suggested that video games could be useful for training people to use them. Microsoft and Apple have both researched the potential of myoelectric sensors for controlling devices, and Meta (aka Facebook) wants to make myoelectric wristbands to complement its AR glasses.

At the more extreme end of these game control possibilities are brain implants. Nathan Copeland, who has a spinal cord injury, has spent six years participating in lab research on brain-computer interfaces, or BCIs. Most of his time in the lab is spent controlling a robotic arm with his BCI, but he’s also been able to use it to play Sonic the Hedgehog 2 and other older games with basic control schemes. 

Copeland has enough motion in his arms to use adaptive controls like joysticks, but the BCI gives him another way to play. “Though right now I can only play basic games, I still think that’s super cool,” he says. “Sonic the Hedgehog is just a good game, no matter what. So if I can do it with my brain, it’s just a little extra challenge. I could plug my joystick in, and I could do it better with the functionality and the equipment I have, but that’s not the funnest way to do it.”

The focus isn’t really on games

Researchers are able to record signals in Copeland’s brain when he thinks about different arm or hand movements and map them to a robotic arm, a process that can also be applied to controlling a cursor or pressing keys. “If you can imagine doing different hand postures, you could potentially map that onto buttons on a video game controller,” says Jennifer Collinger, one of the researchers who work with Copeland. 

“I think the field has really progressed a lot in the last 10 years in terms of the complexity of control that can be demonstrated at the same time,” says Collinger. But there’s still plenty of research to be done, and she doesn’t expect much of a consumer market for BCIs. Their potential is more as tools for restoring limb function, communication, and computer access for people like Copeland. “Because it requires a brain implant, I don’t think that anybody is specifically trying to develop an implanted technology for video game control,” she says. 

Cultural shifts

Beyond all the things that go into games and how they’re played, there are changes needed in the broader culture around gaming. There’s still a lot of ignorance about disabled players, even as awareness for accessible gaming has increased. 

“I want to see a gaming world in which players don’t feel excluded,” says Bayliss, “and where the community is more inclusive and understands and accepts features such as invincibility modes and doesn’t belittle people’s needs.”

“Let me play how I want to play; you go play how you want to play.”

The game industry is changing. Game makers are thinking about accessibility earlier in development, sometimes even making games specifically geared toward previously unconsidered players. Accessibility is on the rise, but a cultural shift has to happen to keep the momentum going. 

There continue to be public debates about difficulty options in games, which is tiresome for players who have to hear people argue against their inclusion. “We shouldn’t dictate to people how they play the game — just allow them to play,” says Abbate. “You’re not in my house. Let me play how I want to play; you go play how you want to play.” 

And as much as accessibility has entered more mainstream conversations, it’s still not often addressed in game reviews outside of dedicated sites. “I would love to be able to see that being talked about and accessibility be included as part of reviews and a part of coverage for video games because then, that allows disabled players to be a part of the hype,” says Saylor.

The hope is that players will be able to spend more time experiencing that hype and less time pleading for the same basic features. Steven Spohn, COO of AbleGamers, says that it’s impossible for any game to be completely accessible for every single person. But he does see a future where broader accessibility becomes the standard. 

“Is there a time I can foresee in 10 years where we have a lot of this is finally figured out,” says Spohn, “and a lot of it is just default and baked into engines and the different building platforms that these publishers use to make the games? Absolutely, I can see where it’s going to continue to get better and get better.”

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Kait Sanchez <![CDATA[Xbox is making it easier to find accessible games in its stores]]> https://www.theverge.com/2021/10/1/22702660/xbox-games-accessibility-feature-tags 2021-10-01T17:30:02-04:00 2021-10-01T17:30:02-04:00

Xbox is making it easier to find accessibility information for games, according to an announcement from the company at its Accessibility Showcase. Games in the Microsoft store will have accessibility feature tags, so players with disabilities can make sure games have the features they need before buying or downloading them. The tags are appearing in the store for members of the Xbox Accessibility Insiders League (XAIL) starting today and will eventually roll out to all Xbox users.

The tags address an issue commonly expressed by players with disabilities: they often have to do their own research to figure out which games they can play. Listing certain features in the store consolidates information that can be frustrating to track down, especially if it’s not available on developer websites or in reviews. Publishers will also be able to link to additional information from the store. While the tag system is starting in the Microsoft Store, Xbox says they’ll also start showing up on Xbox.com, the Xbox app on PC, and Xbox Game Pass apps in coming months.

Screenshot of Microsoft store titled “Accessibility spotlight” showing categories for featured games, gameplay, audio, and visual features.

Xbox says it plans to gather feedback from XAIL members over the next month before expanding the availability of the tags. Part of the fine-tuning for the tags involves determining specific sets of criteria that games need to meet in order to be labeled with each feature — a game with subtitles that can’t be resized, for instance, wouldn’t meet the bar for the subtitle options tag. The list of tags includes 20 features, like narrated game menus, input remapping, and single stick gameplay, and more could be added in the future based on feedback from players.

“We look at this as an opportunity to up-level the industry a little bit,” says Anita Mortaloni, Director of Accessibility at Xbox, who hopes the criteria for the tags will encourage more developers to build robust accessibility features into their games.

“As we continue on this journey, more and more titles will get [the tags] and hopefully inspire developers to look at those criteria and design their game with those in mind,” says Mortaloni, “because they know that once they publish, their titles can be tagged with those because they put that work in from the beginning.”

There’s also a new “Accessibility Spotlight” section in the store, with games in different categories based on the accessibility features they have, like audio or visual. Search results will be filterable by feature in coming months, according to Xbox.

Xbox also announced several other features that it says will launch soon:

  • Quick settings, which allow people to toggle accessibility features on or off without leaving a game or app.
  • Global color filters on Xbox Series X|S, for people with colorblindness to customize how colors are displayed across games, apps, and menus.
  • Night mode with adjustable filters and brightness, controller and power button light dimming, and scheduling options.
  • A free gaming accessibility fundamentals course for developers launching in Microsoft Learn in late October.

Watch the full Xbox Accessibility Showcase below:

Update October 1st, 5:30PM ET: Added comments from Anita Mortaloni.

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Kait Sanchez <![CDATA[Twitter lets you add Topics to Spaces, but they’re limited to start]]> https://www.theverge.com/2021/9/24/22691761/twitter-adds-spaces-topics-limited-android 2021-09-24T14:39:25-04:00 2021-09-24T14:39:25-04:00

Twitter is bringing Topics to Spaces so that hosts can tag their Spaces with up to three relevant Topics, according to the Spaces Twitter account. It’s a small addition to start: there are only 10 Topics to choose from, limited to English, for some people on the Android app. Twitter says it will expand to iOS and add more Topics and languages soon.

The initial 10 Topics — Business & Finance, Music, Sports, Technology, Gaming, World News, Entertainment, Arts & Culture, Home & Family, and Careers — align with the ones that currently exist across Twitter, which people can choose to follow to get related content on their timelines. Adding Topics to Spaces brings it even closer to how Clubhouse works, with different topics to explore and clubs to join based around those topics.

One of the nicer things about Twitter is finding people who share your possibly niche interests, so it makes sense to add at least some of its Topics to Spaces. There are several hundred available, and some of them get pretty specific: you can choose to follow the Topics for Dinosaurs, Bollywood Dance, Drone Racing, Unexplained Phenomena, and Adam Sandler, to name a few. (I’m losing hope that an Antique Glassware Identification Topic will materialize, but that might just be me.)

Twitter has been steadily updating Spaces since it started testing late last year. In recent months, it’s begun rolling out Ticketed Spaces and added more options for discoverability and moderation.

Update September 24th, 5:00PM ET: Added the full list of Topics available in Spaces.

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Kait Sanchez <![CDATA[Tumblr’s subscription feature is now open to everyone in the US]]> https://www.theverge.com/2021/9/21/22684089/tumblr-post-plus-subscription-monetization-beta 2021-09-21T10:00:00-04:00 2021-09-21T10:00:00-04:00
Post Plus for gamer content. | Image: Tumblr

Tumblr is expanding the beta for its Post Plus subscription feature to all users in the US today. Post Plus, similar to Twitter’s Super Follows, allows creators to designate some of their posts as only for paying subscribers. Tumblr is planning a full launch of the feature later in the fall.

Tumblr has made some changes since the limited beta that started in July. Post Plus creators can now directly block people who subscribe to them. Creators previously had to contact Tumblr support if they wanted to block a subscriber, which raised concerns among users.

There’s now an option to set a subscription price to $1.99 a month, in addition to the existing $3.99, $5.99, or $9.99 options. Creators can go back and paywall existing content, rather than being limited to only monetizing new posts. Tumblr is also removing the blue plus badge, similar to a Twitter verified badge, that appeared next to creators’ usernames.

Four Tumblr app screenshots showing examples of blogs for beauty tips and gaming. One shows the sign-up page for subscriptions, another shows a post being created, with options to set it for everyone or supporters only.

Tumblr says several of the adjustments to the beta were made in response to user feedback. Predictably, many Tumblr users weren’t happy about the initial Post Plus announcement. Some users even organized a log-off protest, specifically citing concerns about the legality of monetizing fan work, though those concerns likely stem from misunderstandings of copyright law.

Many Tumblr creators already link out to their Patreon or Ko-fi accounts, so Post Plus is pitched as a way to support creators without leaving the platform. Tumblr has struggled to build back its user base after the mass exodus that followed the site’s infamous 2018 porn ban. According to Tumblr, almost half of its current users are Gen Z, and it hopes monetization features will help attract more young creators.

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Kait Sanchez <![CDATA[A doctor’s quest for more organ emoji]]> https://www.theverge.com/2021/9/13/22665002/doctors-medical-emoji-organs-health 2021-09-13T13:55:58-04:00 2021-09-13T13:55:58-04:00
The anatomical heart and lungs emoji, as seen on iOS. | Image: Apple/Emojipedia

The medical world needs more emoji, according to Shuhan He, an emergency medicine physician who helped propose the anatomical heart and lungs emoji. Now, He and others have laid out the case for an even larger variety of health-related emoji, which they argue could improve communication between doctors and patients.  

In recent years, emoji related to medicine and health — like stethoscopes, hearing aids, bones, and microbes — have made their way into the Unicode Standard. In commentary published last week in JAMA, He and his co-authors hope Unicode will approve more emoji that could be used in medical contexts, including emoji for more organs, like the stomach, liver, and intestines, and equipment like an IV bag, CT scan, and pill pack. He also wants more medical professionals to push for such emoji and to establish a standard for emoji usage in medical communication.

“We know in medicine that when patients say specific words, that they tend to highly correlate with specific pathology,” says He. People often describe crushing chest pain, for example, as feeling like an elephant is sitting on their chest. “We also consistently always ask people, what is your pain like: sharp, stabbing, dull, or fiery? Those are all emoji that can be represented in pictorial form rather than verbal communication.” 

elephant emoji, heart emoji

Emoji-like images are already widely used in medical settings, He says. The Wong-Baker pain scale shows a smiley face at one end and a grimacing or crying face at the other to signify pain levels. That scale was initially developed for children but is now used in many doctors’ offices and hospitals for patients of all ages. If smiley faces are already a part of medical communication, why not also leverage the visual language that’s standardized across people’s phones?

He sees a range of uses for emoji in medicine. Patients who can’t speak or don’t know English could use emoji to describe their symptoms. For patients who do speak English but don’t have much health literacy, a common, standardized visual language could make it easier for them to understand and follow treatment instructions. The rise of telehealth also provides more opportunities for medical staff to supplement their communications with visuals. 

Jennifer 8. Lee, one of He’s co-authors, is a co-founder of Emojination, an organization that advocates for more inclusive and representative emoji. Emojination has helped proposals for a number of emoji make it through Unicode’s submission process, including medical emoji like the stethoscope, blood drop, X-ray, and adhesive bandage. (The fight for the blood drop emoji, initially proposed as a menstruation symbol, is included in a documentary about emoji creation.)

“The use of emoji in medicine is really interesting, precisely because in many cases we’re dealing with sort of high stakes, and also very strong cultural practices,” says Lee. “So the more we can move into a curated universal visual medium, the better it can be in the long run.”

it’s tricky to get more organs in the mix

Lee is also a vice-chair of the Unicode Emoji Subcommittee. She thinks there’s value in adding more major organ emoji, but she suspects she’s in the minority on that position. Though the brain, anatomical heart, and lungs emoji were all approved, it’s tricky to get other organs in the mix because they’re not necessarily as recognizable and don’t have as much demand, she says.

If medical organizations established a set of important potential emoji and pushed for them to be added, they might have more luck. “I would guess if the industry as a whole, the professional organizations, cared, they could move the needle,” says Lee. 

Though a few other doctors have expressed desires for more relevant emoji, we don’t know yet how much traction He’s proposal will pick up. There’d likely need to be more studies around patient’s perceptions of emoji before medical associations throw their weight behind any formal efforts.

It might not seem like emoji should be a big priority in the medical field, but He thinks anything that improves communication between doctors and patients is worthwhile. Being a doctor “means to listen, to hear their pain and hear their struggle, and to hear exactly what they’re trying to go through, and to help them,” He says. “If we can’t communicate, then we can’t be good doctors. And so this is at the very heart of being a good doctor.”

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Kait Sanchez <![CDATA[Apple reportedly wants a Watch with more health tracking and could ship one next year]]> https://www.theverge.com/2021/9/1/22652120/apple-watch-blood-pressure-temperature-sleep-diabetes 2021-09-01T15:12:48-04:00 2021-09-01T15:12:48-04:00
Apple Watch Series 6 | Photo by Vjeran Pavic / The Verge

Apple apparently has a growing wishlist of health features for future versions of the Apple Watch, some feasible and some far-fetched. According to a Wall Street Journal report, Apple’s plans include various types of monitoring, including blood pressure, temperature, sleep, and blood sugar. The details come just after reports that the release of the next Apple Watch is likely to be delayed because of manufacturing issues.

Some of the planned features outlined by the WSJ involve adding new sensors to the Watch. Apple wants to develop a sensor that can act as a proxy for a blood pressure cuff without squeezing the wrist. Blood pressure measurement has been in Apple’s plans for years; the company filed a patent application in 2016 for a wearable blood pressure monitor.

Apple’s competitors are also interested in blood pressure tracking. Samsung’s Galaxy Watch was approved to track changes in blood pressure in South Korea last year. There’s been debate around the accuracy and usefulness of the feature, and it has to be calibrated with measurements from conventional blood pressure cuffs every four weeks.

Apple had plans to add a temperature sensor to this year’s Watch, according to earlier reports from Bloomberg, but the addition appears to have been pushed to next year. The first slated use for temperature sensing, according to the WSJ, might involve fertility tracking, with hopes that it could eventually detect fevers.

Other wearables, like Amazon’s Halo Band and Fitbit’s Sense, have sensors for skin temperature, though that measurement is different from the internal body temperature read by a thermometer. Earlier this year, the Food and Drug Administration cleared digital birth control Natural Cycles to use temperature data from wearables like the Oura smart ring.

Apple has been chasing some of these features for years

Apple also wants to expand the Watch’s sleep and blood oxygen tracking abilities, says the WSJ, to someday be able to detect sleep apnea, a disorder that causes people to stop breathing during sleep. Sleep disorders are complicated, and diagnostic sleep studies involve multiple kinds of monitoring through the night. For that feature to work, Apple would probably have to figure out the best times to take blood oxygen readings — keeping the sensor on all night would drain the battery pretty quickly.

Apple reportedly also plans to seek FDA clearance for existing Watch features, like heart rhythm tracking for people with irregular heart rhythms and alerts for drops in blood oxygen levels. The current FDA clearance for the Watch’s EKG feature doesn’t include use by people who have a diagnosed heart rhythm condition like atrial fibrillation, and the Watch’s blood oxygen monitor isn’t cleared as a medical device.

One of the furthest-out features that Apple is continuing to study, according to the WSJ, is blood sugar tracking and diabetes detection. Apple has been trying to develop noninvasive glucose monitoring for years and reportedly hasn’t had much success.

The anonymous sources cited by the WSJ caution that many of the features being considered “might never be rolled out to consumers.” Health tech advancements, and regulatory approval for them, take years of development and testing. As much as companies want to add a slew of health features to wearables — and even as wearables are more commonly used in medical research — they’re still not advanced enough to replace conventional diagnostic tools.

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Kait Sanchez <![CDATA[Twitter launches Super Follows on iOS]]> https://www.theverge.com/2021/9/1/22651138/twitter-super-follow-launch-subscription-ios 2021-09-01T14:00:00-04:00 2021-09-01T14:00:00-04:00

Twitter is starting to roll out Super Follows, its new feature that lets users charge for subscriber-only content. Creators can set their tweets to go out to Super Followers only, and the tweets will appear in the timelines of just those subscribers. The feature, announced in February, is currently only available on Twitter’s iOS app and is limited to a test group of people in the US who applied to try it out.

Phone screens showing a person making a tweet about a skincare q&a and setting it to Super Followers. The tweet has a pink note under it that says “Only your Super Followers can see this” and a reply to the tweet shows “Super Follows you” under the follower’s name.

iOS users in the US and Canada can Super Follow accounts that are in the initial test group. Super Followers are identified to creators by a badge that appears under their name when they reply to tweets. Twitter plans to roll out the feature on iOS in more countries in the coming weeks and says it will be available on Android and the web soon.

Super Follows users can charge $2.99, $4.99, or $9.99 a month, with payments processed through Stripe. Twitter says users can earn up to 97 percent of subscription revenue after third-party fees, until they reach a lifetime earnings limit of $50,000 across all Twitter monetization products. After hitting that limit, Twitter says users can earn up to 80 percent of revenue after third-party fees.

A person’s Twitter profile with a pink Super Follow button, and a subscription page saying “get bonus content when you subscribe” with an example that the person will share skincare tips that they don’t release to the public.

People who don’t have the Super Follows feature can apply for a waitlist under the monetization tab in the Twitter app. To be eligible, people need to have at least 10,000 followers, be at least 18 years old, have tweeted 25 times in the last 30 days, be in the US, and comply with Twitter’s Super Follows policy.

Twitter has been exploring various monetization strategies for creators recently, including a tip jar feature, ticketed Spaces, a shopping section, and a newsletter subscription button. Twitter says it plans to add newsletters, anonymous subscriptions, exclusive Spaces, and Patreon-like subscription tiers to Super Follows.

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Kait Sanchez <![CDATA[TikTok, Reddit, and Facebook are struggling with ivermectin misinformation]]> https://www.theverge.com/2021/8/27/22644579/tiktok-reddit-facebook-ivermectin-covid-19-misinformation 2021-08-27T15:57:09-04:00 2021-08-27T15:57:09-04:00
Ivermectin tablets. | Photo by Soumyabrata Roy/NurPhoto via Getty Images

TikTok, Reddit, and Facebook are dealing with waves of content about ivermectin, an anti-parasite drug that has picked up traction among anti-vaxxers as a COVID-19 treatment. Sales of ivermectin meant for animals, as well as calls to poison control centers, have increased enough that the FDA issued a consumer update explaining why people shouldn’t take it to treat or prevent COVID-19.

On TikTok, Rolling Stone found videos, some of which had more than a million views, promoting ivermectin as a COVID-19 treatment under tags like #ivermectin4covid and #ivermectinworks. TikTok has since removed the videos for violating community guidelines and blocked the tags, and a spokesperson says TikTok will continue removing related videos and hashtags. The #ivermectin tag is still up, though many of the most popular videos in the tag are of healthcare professionals debunking misinformation.

On Reddit this week, moderators of several hundred subreddits called on the platform to take action against COVID-19 misinformation, including banning subreddits that spread medical disinformation.

Disagreeing with the requests for outright bans, Reddit CEO Steve Huffman shared a response in r/announcements, saying “Reddit is a place for open and authentic discussion and debate. This includes conversations that question or disagree with popular consensus.” The post goes on to say that Reddit will take action when people promote fraud or encourage harm, as well as quarantine certain subreddits so that they don’t appear in searches and can’t be accessed without logging in.

Moderators criticized Huffman’s post, saying subreddits that promote the use of ivermectin encourage harm but have been allowed to stay. According to a spokesperson, Reddit is currently reviewing r/ivermectin and related communities on the site. Reddit recently quarantined r/NoNewNormal, an anti-mask, anti-vax subreddit.

People in Facebook groups have also been sharing misinformation and making sponsored posts that promote and advertise ivermectin for treating or preventing COVID-19. Facebook has been widely criticized for the amount of COVID-19 misinformation that circulates on the site.

According to a spokesperson, Facebook removes content “that attempts to buy, sell, donate or ask for Ivermectin.” They added, “We also enforce against any account or group that violates our COVID-19 and vaccine policies, including claims that Ivermectin is a guaranteed cure or guaranteed prevention, and we don’t allow ads promoting Ivermectin as a treatment for COVID-19.” Still, public and private anti-vax groups try to dodge moderation by using euphemisms like “ivm” or “moo juice” for ivermectin.

TikTok, Reddit, Facebook, and other social sites have struggled throughout the pandemic to reckon with the rapid spread of medical misinformation. Platforms have updated their policies, added links to authorities like the CDC, and removed millions of posts. But as the pandemic continues and misinformation evolves, real solutions — social distancing, masking, and vaccines — remain the same.

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Kait Sanchez <![CDATA[EA is opening the patents for some of its accessibility tech]]> https://www.theverge.com/2021/8/24/22638535/ea-accessibility-patent-pledge-apex-legends-ping-system 2021-08-24T16:02:06-04:00 2021-08-24T16:02:06-04:00
A player uses the Ping System in Apex Legends to alert their team of the presence of a “Shield Battery”. | Image: Electronic Arts

Electronic Arts is pledging to open the patents for some of its accessibility-related tech, including the much-celebrated Apex Legends ping system, the company announced today. EA says it won’t file infringement lawsuits against people or companies for using tech that falls under patents listed in the pledge. 

The ping system in Apex Legends, which allows people to play the team-based game without hearing or speaking, has been praised both as an impressive alternative to voice chat and as a great accessibility feature for players with a variety of disabilities. A patent that covers the system (US 11,097,189) was issued the same day as EA’s announcement of the pledge. 

Along with the ping system patent, EA is opening patents for the tech it uses in Madden and FIFA to make them more accessible for people with colorblindness and low vision. The tech includes automated systems for improving visibility by detecting and modifying colors (US 10,118,097) and contrast ratios (US 10,878,540).

Screenshot from Madden 21, showing different options of plays, with color contrast adjusted for color blindness.

The pledge also includes a patent for a “personalized sound technology” (US 10,878,540) that will modify or create music for people based on their listening preferences and level of hearing, though EA says this tech hasn’t been developed yet.  

In addition to opening some of its patents, EA is open-sourcing code that helps address issues with brightness, contrast, and colorblindness in digital content. The code is published on EA’s GitHub under the Apache 2.0 license, so developers can use or adapt it for their own games.

“We hope developers will make the most of these patents and encourage those who have the resources, innovation and creativity to do as we have by making their own pledges that put accessibility first,” says Chris Bruzzo, EVP of positive play, commercial, and marketing at EA. “We welcome collaboration with others on how we move the industry forward together.”

EA doesn’t have plans to help other developers implement its tech beyond sharing the patents. “We absolutely respect individual developers and their own expertise in determining how to use our accessibility inventions in a way that works with their software,” says Bruzzo. The company says it plans to add patents for future accessibility-related tech to the pledge, as well as open-sourcing more of its tech.

Update August 24th, 4:02PM ET: Added details about EA’s colorblindness code and how tech sharing will work.

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Kait Sanchez <![CDATA[Spawn Together campaign surpasses $1 million fundraising goal for AbleGamers charity]]> https://www.theverge.com/2021/8/19/22630693/spawn-together-campaign-1-million-ablegamers-charity 2021-08-19T18:58:46-04:00 2021-08-19T18:58:46-04:00
Steven Spohn at The Game Awards in 2017. | Image: Greg Doherty/Getty Images

Steven Spohn passed a goal this week that he’s been chasing for nearly a year. He raised over a million dollars for AbleGamers, a charity that seeks to improve accessibility in games and connects disabled people with peer support and adaptive tech for gaming. Spohn has been its COO for 15 years.  

The charity’s mission, he says, is about giving people with disabilities access to “that sense of independence and that feeling of exploration or excitement or relaxation, whatever it is you’re going for, to help you mentally get through the tough times.” 

Spohn has multiple progressive illnesses that impact his functioning. He started the fundraising campaign, Spawn Together, in September of last year to celebrate his 40th birthday. He says he hoped that more funds for AbleGamers would enable it to continue its work as he eventually loses more mobility or the ability to talk or type. “I just want to make sure that when I’m not able to do that stuff, that everything’s gonna keep going as well as it can,” he says.

Though Spohn’s goal was a million dollars, he didn’t think he’d actually reach it. “I thought, ‘hey, you know, I’ll raise a couple thousand, maybe $100,000. It’ll be great, we’ll spend some money on hiring a new peer counselor and then we’ll be good,’” he says. “Well, that just kept leading into more and more opportunities.” 

In November, streamer Ben “DrLupo” Lupo announced during GlitchCon that Twitch was donating $1 million to AbleGamers. Spohn was ecstatic, but he decided not to count Twitch’s donation toward his personal goal. He wanted to continue gathering smaller amounts at a time through his campaign, rather than only relying on big companies. “I can’t depend on one large corporation to decide to hand over a million bucks every single year,” he says, “there had to be a way to do it where we didn’t have to depend on one CEO saying, ‘you know what, give it to them.’”

Hundreds of streamers helped raise money over the course of the campaign, with Twitch matching donations up to certain amounts. Last week, Kayla “lilsimsie” Sims raised nearly $60,000 during a birthday stream, and Twitch matched $35,000. A few days later, Spohn checked the Spawn Together page and realized the total had surpassed the goal.

“I think the most important thing about Spawn Together,” says Spohn, “was trying to prove a point that if people banded together, they could do a good thing, and really move the needle for a cause together by doing tiny good things all at the same time.”

Spohn says there’s still plenty of work to do. “I’ve definitely grown up over the year and realized that although million dollars is big, it doesn’t leave the organization to run for 20 years on its own.” He says the money will help AbleGamers hire more peer counselors, occupational therapists, and other experts to keep expanding its work.

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