Xbox Outage Stops Players From Launching Physical Disc Games

Around 11 PM, Eastern time, on Sunday, a server in a data center somewhere fell over. It’s becoming routine, really. Xbox’s status page logged it the way you’d log rain.

By Monday morning it had grown teeth. People lost their logins. Apps stayed shut, the store stayed dark, plenty of downloaded games stayed frozen. Fine. That’s the bargain you strike for digital, and everyone struck it with eyes open.

Then came the part nobody struck. The disc games balked too.

The disc. The physical object. The one in the tray, spinning, bought with actual money at an actual shop.

Xbox’s own status page conceded that players “may have problems” with disc games, and the internet duly confirmed it. The license, it said, couldn’t be verified.

The console, you see, phones home before it will let a disc spin. The disc is a pass that works only when a building three states away agrees to open the door for you.

Xbox was making progress on recovery. It said so itself at 5:26 PM, on X, assuring everyone that most players “should be able to launch titles and complete purchases again.”

GamesRadar clocked the support account at 7:54 AM, “just checking in” on the sign-in and game-launch business. By 9:43 AM it had “identified the issue,” resolution “pending.” Pending pulled a long stretch that day.

The company stayed silent on requests for comment. It had a lot goin on.

Days earlier, PlayStation had suffered an outage of its own. And back on the first of July, Sony had already posted the destination: physical disc production for new PlayStation games stops in January 2028Senior director Sid Shuman put it down to “shifting trends in consumer preference.” After that date, new games arrive as downloads.

Sony describes killing the disc as a chance to “align more closely with how most of our community prefers to access and play games today,” which is press-release for: we checked the register, and you’d mostly stopped buying them. Digital already brings in 20% of the company’s gaming revenue. The discs were the rounding error.

The numbers dig the grave regardless. Physical is 3% of Sony’s gaming revenue now, half what it was in 2020, the year the PS5 turned up with a drive still in it. TechRadar counted seven PlayStation games that sold more than 100,000 physical copies in the US this year. Seven.

There is a holdout. Shawn Layden, who used to run the place, reckons the PS6 won’t completely drop discs, on the theory that going all-digital might irritate the customers across 170-odd countries who still enjoy owning a thing.

By Monday evening the disc games came back, though Xbox warned that digital and backward-compatible titles might still stall. The tray whirred, the license got verified, the door swung open. And the disc you paid for went back to being what it had been around 11 PM: a shiny promise that a company somewhere will go on letting you use the thing you bought.

Own nothing, the slogan goes, and be happy. It’s half right.

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California’s Civil Rights Mafia

In 2018, two women filed a class-action suit against Riot Games, the video-game colossus responsible for League of LegendsValorant, and other popular titles. They claimed that the company had denied them and other female employees “equal pay,” favored men for promotions, and created a “hostile work environment.” The women wanted Riot Games to pay out and to “cause social change.”

One year later, the parties agreed to a $10 million settlement. It was a massive sum, but not enough for California’s Department of Fair Employment and Housing, which intervened to block the agreement and claim that Riot Games could be on the hook for a staggering $400 million. Facing a court battle against a deep-pocketed state agency, Riot Games later agreed to a $100 million settlement, about ten times the original amount.

California’s Department of Fair Employment and Housing, now called the Civil Rights Department, has turned the Riot Games strategy into an entire playbook. For years, the state’s civil rights apparatus has enabled nonprofits and lawyers to shake down major companies, spinning small-dollar claims into massive, multimillion-dollar settlements.

The system operates like a mafia. Its “don,” Governor Gavin Newsom, sits at the top. His capo, CRD director Kevin Kish, runs the shakedown campaigns. And the state advances the interests of the entire Democratic apparatus: the Civil Rights Department secures settlement cash for radical NGOs, labor leaders can use the cases to create pressure for unionization, and left-wing lawyers “cause social change” at scale. For the first time, we are revealing the inner workings of California’s civil rights mafia – and exposing the corruption of state government.

California’s Civil Rights Department was created in 1980 as the Department of Fair Employment and Housing. The department was initially tasked with enforcing nondiscrimination law, but in the wake of the #MeToo and George Floyd social movements, the state’s power structure saw an opportunity to turn the agency into a powerhouse. They rebranded the organization as the Civil Rights Department in 2022, in keeping with the agency’s focus on shaking down companies for “civil rights violations.”

The shakedown campaigns have been remarkably successful. In the last four years alone, the CRD has coerced corporations like Microsoft ($14 million), Snap Inc. ($15 million), and Riot Games ($100 million) to shell out eight- and nine-figure payments. These settlements have variously included provisions for class members, interest groups, and the CRD itself, which is allowed by state law to recoup fees associated with its prosecutions.

The CRD’s enforcement actions often include one or more predictable features. First, the CRD finds a handful of women or minorities who claim that a large corporation has mistreated them. Then the agency initiates or intervenes in an action against that corporation. Finally, to spin small-dollar claims into massive payouts, the CRD generates outrageous liability estimates, which goad the company to the negotiating table.

The point man on this scheme is Kevin Kish, a Yale Law School graduate and the CRD’s director. On its website, the agency notes Kish’s reputation for taking “a creative approach to advocacy,” which involves “collaborations” with nonprofits and “organizing campaigns” – in other words, using the department to advance the interests of unions, nonprofits, and other left-wing groups.

Kish mastered this approach during his time in the progressive legal movement. Before starting in state government, he worked as director of the Employment Rights Project for Bet Tzedek Legal Service, where, in one instance, he helped turn a small-time wage-and-hour case into a multimillion settlement against Walmart and one of its contractors.

Apparently pleased with Kish’s efforts, then-Governor Jerry Brown appointed him to lead the Department of Fair Employment and Housing in late 2014. Gay activists celebrated his appointment, with one LGBT group calling Kish a “strong and passionate legal champion.”

In his first few years at the DFEH, Kish oversaw several small-time suits: in 2015, he got a Mexican restaurant chain to cough up $130,000; in 2017, he induced a rural welfare nonprofit to shell out $152,000. Then, in 2019, he intervened in the Riot Games case, which later delivered a nine-figure payout and apparently encouraged him to expand his ambitions. For Kish, who has argued that “there is almost no [adult] transgender person who has not experienced . . . some form of discrimination,” the role represented an opportunity to enforce his broad understanding of “hate.”

By 2021, Kish had perfected the shakedown model and picked a new target: Activision Blizzard, the video-game giant that owns titles like World of Warcraft and Call of Duty. The CRD sued the company, alleging, among other things, that it had discriminated against female employees and cultivated a “frat boy” culture. According to a criminal referral that we obtained, which was filed by a group tied to former Activision CEO Robert Kotick, the pretext for the department’s action was an earlier federal complaint, which concluded that charging Activision would “send a message to the industry as a whole.”

The original class-action suit included just ten of Activision’s more than 9,000 employees. The complaint claimed, among other things, that “only about 20 percent” of the company’s employees were female, that some of its employees riffed “about their sexual encounters,” and that a female employee had committed suicide, potentially in connection with an alleged relationship with a supervisor.

Activision initially tried to placate the CRD. Kotick reportedly “pledged to add resources to ensure that Activision Blizzard’s hiring practices are more diverse.” The company’s then-president, J. Allen Brack, said that he “disdain[ed] ‘bro culture'” and had spent his “career fighting against it.” Activision apparently even offered paid time off to workers who wanted to participate in a staged “walk-out.”

It didn’t work. In fact, things got worse: later that year, sensing the company’s vulnerability, a labor union called the Communication Workers of America (CWA) filed a suit with the National Labor Relations Board. The union accused the company of trying to prevent workers from demanding a “more equitable, sustainable, and diverse workplace.”

The CRD and the CWA apparently had shared ambitions – to punish and to unionize Activision – and even hired the same law firm. Kish’s CRD hired the same firm (Outten & Golden) that represented the CWA in another suit. The firm’s lawyer said that he believed it was the “first time the State of California has retained a private firm to prosecute employment law claims in trial court.” (In response to a question about Outten & Golden, CRD pointed us to a ruling in California Attorneys, Administrative Law Judges and Hearing Officers in State Employment v. California State Personnel Board.)

In September, the federal Equal Employment Opportunity Commission brought its own misconduct suit against Activision. The agency claimed, among other things, that Activision had exposed “female employees to sexual harassment.” The two sides agreed to an $18 million settlement, but the CRD wasn’t satisfied.

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Child Safety Groups Urge FTC To Investigate Roblox

Two child safety groups filed a complaint against online interactive gaming platform Roblox with the Federal Trade Commission (FTC) on May 20, alleging that children face sexual and financial harm on the platform.

Filed by nonprofits National Center on Sexual Exploitation (NCOSE) and Fairplay, the complaint claims that certain Roblox features are “developmentally inappropriate for the platform’s massive young user base and pose a substantial risk of harm.” Such features include engagement-maximizing design features, a complex virtual currency system that can result in more user spending, and chat and communication features that expose children to sexual exploitation.

These components “capitalize on young users’ developmental vulnerabilities, exploit their desire for authentic self-expression, monetize their lack of impulse control, and turn in-game purchasing power into a form of social status,” the complaint states.

“As a result, young users say they feel a constant pressure to keep up with their peers on the platform, and are thereby driven to buy and spend Robux in order to enjoy Roblox’s experiences.

“At the same time, the voice and text chat features that make the platform social repeatedly expose children to sexual content and harmful adults, resulting in sexual exploitation and abuse.”

According to the complaint, Roblox requires users to be at least 5 years old to open an account.

Last month, Nevada Attorney General Aaron Ford said at a press conference that Roblox, which has roughly 151.5 million daily active users, is used by almost half of all American children under 16. Around 42 percent of the platform’s users are children under the age of 13.

The nonprofits asked the FTC to investigate Roblox for violation of Section 5 of the Federal Trade Commission Act and check whether the company is in compliance with the Children’s Online Privacy Protection Act.

Meanwhile, Roblox’s share price has crashed. On July 31, 2025, the company’s share price hit its year-high of $150.59. On May 21, 2026, prices closed at $46.14, a decline of nearly 70 percent. Since Sept. 29, Roblox’s market capitalization has tumbled from $98.7 billion to $32.8 billion as of May 21, a loss of almost $66 billion.

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Roblox Loses 12M Daily Users After Age ID Check Rollout

Roblox is paying for its surveillance push on users. The platform shed 12 million daily active users between Q4 2025 and Q1 2026, dropping from 144 million globally to 132 million, with the company pinning a meaningful share of the decline on its mandatory age-verification rollout.

Revenue still climbed to $1.4 billion and year-over-year DAU growth came in at 35 percent but the sequential numbers tell the story Roblox tried to bury under positive financial framing.

The fall is steeper when measured from the peak. Roblox hit 152 million daily active users in Q3 2025, meaning roughly 20 million people have stopped showing up daily since the company began demanding facial scans and identity checks to access basic chat features. The trajectory inverted almost exactly when the age checks rolled out globally in January.

Roblox’s own language gives the game away. The company says Q1 growth was “tempered by greater-than-expected headwinds” from the age-check rollout, which “slowed new user acquisition.”

Translated out of investor-speak, fewer people want to hand over biometric data or government ID to a gaming platform than Roblox’s models predicted and existing users who haven’t verified are pulling back from a service that now treats them as second-class accounts.

The verification mechanism deserves a closer look than corporate filings tend to give it. Roblox runs facial age estimation, a system that scans users’ faces to guess how old they are and supplements that with identity verification documents.

Facial scanning of a user base that skews young, with a substantial portion under 13, means the company is processing biometric data from millions of children. Roblox says this is for safety. The system being constructed is a database of face scans tied to platform identities, retained on terms the company has not publicly defined.

Earlier this month, Roblox widened the restrictions to gate game access by age bracket and it has signaled more changes ahead. The company plans to “implement additional improvements designed to facilitate age-appropriate access to content and product features” over coming quarters, and has openly said its safety push will lower Roblox’s “expectations for topline growth in 2026.”

Full-year revenue guidance dropped to 20 to 25 percent growth, down from 22 to 26 percent. Bookings guidance was cut by nearly $1 billion. Wall Street responded by knocking the stock down a whopping 20 percent.

The verification numbers themselves point to a two-tier platform taking shape. Through the end of Q1, 51 percent of global daily active users had completed age checks, with US adoption running at 65 percent.

The other half of the user base is interacting with a degraded version of Roblox where communication is restricted, certain games are off-limits and the path back to full functionality runs through a face scan or an ID upload. It’s a tollgate and the toll is biometric data.

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Children pushed to suicide by online grooming network targeting kids through games and chat apps

A grieving British Columbia father is going after an online extremist group after his teenage daughter was allegedly groomed into taking her own life by a disturbing online network that targets children through popular gaming and messaging platforms.

The group, known as 764 or “the Com,” has been described as an international extremist network that preys on children as young as nine through apps such as Roblox, Discord and Telegram. Members are accused of manipulating young users into self-harm, harming pets, committing violent acts and ultimately attempting suicide, often while being watched online.

The father said his daughter Penelope loved amusement parks, zombie movies and creating digital art through games like Minecraft and Roblox. But over time, her behaviour changed dramatically. Her grades collapsed, she stopped attending school and began self-harming.

He later discovered she had allegedly been groomed by individuals connected to the group.

He said members sent him videos of his daughter trying to harm the family cat and that multiple suicide attempts may have been livestreamed. Penelope died in February 2025, three days before her 16th birthday.

Authorities in Canada have reportedly classified 764 as a terrorist organization, with investigations and charges emerging in multiple jurisdictions.

Public awareness remains dangerously low, and this is another reminder that parents should closely monitor children’s online activity. Once vulnerable youth are drawn into these networks, reversing the psychological damage can be extremely difficult.

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Pokémon Go — The Largest Mapped Data Collection Ploy in History

When Pokémon Go was released, it appeared to be a harmless game encouraging people to go outside and explore, yet beneath that surface was a far more sophisticated system that directed human movement into very specific locations where data was needed most, turning millions of users into mobile data collectors. The placement of Pokémon, Gyms, and PokéStops was not random, but concentrated around landmarks, businesses, and dense urban corridors, meaning players were repeatedly funneled into high-value mapping zones, often returning to the same locations over and over again, capturing them from multiple angles, at different times of day, and under varying conditions, which is exactly how high-quality spatial datasets are built.

For many reading this, particularly those who never played the game, it is important to understand what this actually looked like in practice, because this was not some passive background process, it required people to physically walk through neighborhoods, parks, shopping districts, and even residential areas while holding up their phones, actively scanning their surroundings to “catch” virtual creatures that did not exist. The game encouraged users to point their cameras at real-world objects, move around them, and interact with the environment. The system was capturing detailed imagery not just of public landmarks but also of surrounding areas, including streets, entryways, and private homes, all embedded in what appeared to be a simple entertainment experience.

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Xbox Now Wants Your Face to Let You Play Games You Already Own in Singapore

Singapore gamers who bought and downloaded Xbox titles years ago are now being told they need to prove they’re adults before they can keep playing them.

Microsoft has started rolling out identity verification requirements across its Xbox and Microsoft Store platforms in Singapore, demanding face scans, government ID uploads, or authentication through the country’s national digital identity system, Singpass.

The price of accessing games you already own is now a biometric selfie or a copy of your passport.

The trigger is Singapore’s Online Safety Code of Practice for App Distribution Services, a regulation from the Infocomm Media Development Authority (IMDA) that took effect on April 1, 2026.

The rule requires app stores to prevent anyone estimated to be under 18 from downloading apps rated for adults, including dating services and content with sexual material. Five storefronts are covered: Apple’s App Store, Google Play, Samsung Galaxy Store, Huawei AppGallery, and Microsoft Store (which includes Xbox).

Each company has chosen its own methods for compliance. The methods vary, but they all share one thing in common: they collect sensitive personal data that didn’t exist in the platform’s records before this regulation.

Microsoft announced its approach on March 17, 2026, framing the verification as optional, while making it mandatory for anyone who wants full access.

“Microsoft users in Singapore will have multiple options to complete age assurance for our stores, giving people flexibility while prioritising privacy,” the company wrote, listing those options as Singpass verification, “secure facial age estimation using a selfie,” or uploading “an official government ID such as a national ID, driver’s license, passport, or residence permit.”

The company describes this as a one-time process. What it doesn’t describe is who processes the data, how long it exists in transit, or what happens if the system holding it gets breached.

Discord learned this lesson last year when its own partner leaked user data. The company that promises to delete your face scan still has to receive it first.

Singapore residents have started receiving emails from Xbox notifying them about the verification requirement, prompting confusion and concern.

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FAA Targets Video Gamers to Alleviate Air Traffic Controller Shortage

In an effort to solve the decades-long shortage of air traffic controllers across U.S. airspace, the Federal Aviation Administration (FAA) has announced a new hiring campaign targeted at video gamers interested in new career opportunities.

“To reach the next generation of air traffic controllers, we need to adapt. This campaign’s innovative communication style and focus on gaming taps into a growing demographic of young adults who have many of the hard skills it takes to be a successful controller,” Transportation Secretary Sean Duffy said in a statement on April 10.

Announced last Friday, the FAA’s new air traffic controller hiring window opens at 12 a.m. ET on April 17, allowing interested candidates to apply for what the agency calls “one of the most dynamic jobs in the world.”

The FAA has faced a significant shortage of air traffic controllers since the 1980s, with thousands of retirements during the COVID-19 pandemic exacerbating the deficit. Congress has provided the agency with supplemental funding over the past two years to increase staffing, and the Trump administration said it has thousands of trainees in the pipeline.

The FAA is also not the first federal agency to target video gamers with keen hand-eye coordination and quick decision-making skills for high-stakes positions. Both the Pentagon and the Department of Homeland Security have deployed similar strategies for tech-related roles in complex environments that require hours of focus.

The FAA is rolling out a new YouTube ad with bright and fluid graphics asking gamers, “Are you up for the challenge? You’ve been training for this.”

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New York Sues Valve Over Loot Boxes, Calls Them Illegal Gambling

Valve, the maker of Steam and many of PC gaming’s most popular titles, is being sued by New York for its use of loot boxes. New York Attorney General Letitia James filed the lawsuit, claiming that loot box systems enable gambling habits and are particularly harmful for younger people.

The lawsuit specifically cites three games: Counter-Strike 2, Dota 2, and Team Fortress 2. It wants the video game developer to stop using loot boxes in its titles and to pay fines for previously promoting them.

press release from Attorney General James notes that Counter-Strike 2’s loot box system resembles a slot machine, featuring a spinning wheel that reveals a virtual item. Loot boxes are common in online titles, acting as a randomized treasure chest that may provide valuable in-game items.

It explains that valuable items found in loot boxes can be sold on Valve’s Steam Community Market and other third-party stores, indicating they have real-world value. It points to reports of a virtual gun skin within Counter-Strike 2 that sold for over $1 million in 2024.

However, the likelihood of gamers finding a valuable item is low, and the lawsuit alleges that Valve intentionally makes some items harder to win than others to increase value.

“Illegal gambling can be harmful and lead to serious addiction problems, especially for our young people,” said Attorney General James. “Valve has made billions of dollars by letting children and adults alike illegally gamble for the chance to win valuable virtual prizes.”

“These features are addictive, harmful, and illegal, and my office is suing to stop Valve’s illegal conduct and protect New Yorkers.”

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‘Roblox’ Programmer Faces 40 Child Porn Charges.

Jamie Borne, a 30-year-old probationer, was arrested in New Orleans after probation officers discovered a child-sized sex doll and electronic devices suspected of containing child sexual abuse material during a routine visit to his home. Borne, who identified himself as a programmer for the Roblox gaming platform, was serving probation for a 2023 conviction involving smoke grenades and a firearm.

Louisiana Attorney General Liz Murrill confirmed that ICE Homeland Security Investigations (HSI) and the Louisiana State Police were involved in the arrest. During the visit on February 26, probation officers reportedly found the child-sized sex doll in Borne’s bedroom, along with child clothing, condoms, and electronic devices believed to contain material related to children under 13 years old.

Borne was booked on 40 counts of possession of child sexual abuse material and one count of possession, trafficking, or importing a child sex doll. He is being held on a bond of $50,000 per count. Louisiana state law stipulates severe penalties for these offenses, including hard labor sentences of up to 20 years without parole for possession of child sexual abuse material and additional penalties for trafficking or importing child sex dolls.

Roblox, the gaming platform where Borne worked, has faced scrutiny in recent years for its lack of age restrictions and alleged facilitation of predatory behavior. According to Louisiana Attorney General Murrill, Roblox allows access to millions of games, including some that allegedly feature explicit content. Murrill has filed a lawsuit against Roblox, citing its failure to implement proper safeguards for minors.

The platform reportedly has 151.5 million daily users, with a significant portion being minors. Twenty percent of the user base is under nine years old, and another 20 percent falls between the ages of nine and twelve. Critics argue that this demographic makeup makes it especially urgent for Roblox to address safety concerns.

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