In Iran, the National Information Network allows access to web services while policing all content on the network and limiting external information. It is run by the state-owned Telecommunication Company of Iran.
One of the benefits of effectively turning all internet access into a government-controlled walled garden, is that virtual private networks (VPNs), often used to circumvent blocks, would not work.
Another example of this is the so-called Great Firewall of China. It blocks access to many foreign internet services, which in turn has helped several domestic tech giants establish themselves.
Russia already tech champions of its own, such as Yandex and Mail.Ru, but other local firms might also benefit.
Russia is considering a plan to temporarily disconnect from the Internet as a way to gauge how the country’s cyberdefenses would fare in the face of foreign aggression, according to Russian media.
It was introduced after the White House published its 2018 National Security Strategy, which attributed cyberattacks on the United States to Russia, China, Iran and North Korea.
Russia’s Communications Ministry also simulated a switching-off exercise of global Internet services in 2014, according to Russian outlet RT.
Roskomnadzor has also exerted pressure on Google to remove certain sites on Russian searches.
Director of National Intelligence Dan Coats told Congress last month that Russia, as well as other foreign actors, will increasingly use cyber operations to “threaten both minds and machines in an expanding number of ways—to steal information, to influence our citizens, or to disrupt critical infrastructure.”
In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.
Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.
His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.
Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.
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Educators Battle ‘Fortnite’ for Students’ Attention
Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.
Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.
North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)
“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”
Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.
Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.
Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.
Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.
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Instagram, Snapchat, Fortnite: The distractions are endless. Here’s how to help kids cope.
In January, two of Apple’s shareholder groups asked the company to look at the addictive effects of iPhones on children. Google’s recent developer conference highlighted tools to help users better control smartphone usage.
A 2015 survey of more than 1,800 teachers and 400 principals in Alberta, B.C., found that nearly three-fourths of teachers frequently or very frequently observed students multitasking with technology, and 67 percent of teachers believed that the number of students negatively distracted by digital technologies in the classroom was growing.
The best approach is to use empathy, compassion and collaboration to help the young people in your life find ways to manage their digital workflow.
Encourage visualization for inspiration and motivation. The first step is getting students to buy in and to want to make behavioral changes.
Focus on compartmentalization. A 2009 study from Stanford researchers found that people who juggled several streams of electronic information were not able to pay attention, remember key information or switch tasks as effectively as those who completed one task at a time.
Using the Pomodoro technique of spending 25 minutes focused on one task followed by a five-minute break can be an easy way to have students begin to shift from a multitasking to a monotasking mind-set.
Make focus fun. There are now numerous ways to use technology to help us be more productive with technology, and it doesn’t have to be arduous. Students in my office use apps such as Forest or Flipd to motivate them to stay off their phones during class or when doing homework. Forest has a simple interface that will build a digital tree for users who stay off their phones. Flipd allows users to hide certain apps, allot time off their phone based on their schedule and, for a premium, track their progress over time.
Provide structured support as needed. A middle school student with whom I worked recently was relieved when his mother used the Mac OS app SelfControl to block YouTube and ESPN while he was doing his homework (Cold Turkey is a similar PC-based app).
Allow opportunities for regrouping. Even the best plans can go awry (for adults and kids alike). It’s important to focus on progress rather than perfection. Create time daily or weekly for students to think about what went well in terms of managing distractions and improving productivity, and what they would like to do better. Ask open-ended questions without judgment or expectation
Only recently, the general view in the U.S. was that the less-free Chinese system created a poor environment for tech innovation. Put somewhat simply, the argument was that in a society without our kind of freedom of speech or unrestricted access to communication such as the Internet, people would miss out on information and ideas that come from a free system and feel more psychologically constrained from venturing off the beaten path with innovative ideas. The Chinese would be limited, in this view, to knock-offs of U.S. technologies.
The government has also cracked down on use of virtual private networks that Chinese, especially young people, have used to “climb the wall” (i.e. find sites outside the “Great Firewall of China”). And recently, there were media complaints that at the top elite universities such as Tsinghua the anti-VPN policy was not being enforced strictly enough.
Clearly, though, Chinese progress has taken place despite these restrictions.
we should not naively assume that all good (or bad) things go together. Maybe freedom of political and cultural expression is not as important as we have thought for advances, say, in information technology. But it still might be more important for development of less technical or scientific ideas such as public policy proposals or cultural expressions.