PSP – Technology Liberation Front https://techliberation.com Keeping politicians' hands off the Net & everything else related to technology Mon, 27 Jul 2009 14:05:07 +0000 en-US hourly 1 6772528 “Parental Controls & Online Child Protection” PFF special report (Version 4.0 Release) https://techliberation.com/2009/07/27/parental-controls-online-child-protection-pff-special-report-version-4-0-release/ https://techliberation.com/2009/07/27/parental-controls-online-child-protection-pff-special-report-version-4-0-release/#comments Mon, 27 Jul 2009 14:05:07 +0000 http://techliberation.com/?p=19625

ThiererBookCover062007The latest edition (Version 4.0) of my PFF special report on “Parental Controls and Online Child Protection: A Survey of Tools & Methods” is now up.  For those not familiar with the report, it explores the market for parental control tools, rating schemes, education and media literacy efforts, and various other tools, methods, and initiatives aimed at promoting online child safety.  After evaluating that state of this market, I conclude: “There has never been a time in our nation’s history when parents have had more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children.”  Moreover, I believe that the parental controls and content management tools cataloged in the report represent a better, less restrictive alternative to government regulation.

Version 4.0 of the report is now over 250 pages long (up from 200 pages in Version 3.0) and it contains almost 70 exhibits (up from 50), 725 references (up from roughly 500), and numerous updates in all five sections of the book. Major updates have been made to the Internet, social networking, and mobile media sections, reflecting the growing importance of those sectors and issues. Other new sections or appendices have also been added to the report, including:

  • a new section examining how many households really need parental control tools;
  • a new appendix on the downsides of mandatory parental controls and restrictive default settings;
  • a new section on the dangers of “deputizing the online middleman” solution as an approach to solving child safety concerns;
  • a new appendix reviewing the findings of 5 past online safety task forces;
  • … and much more.

I issue major updates once a year and 1 or 2 minor tweaks during the course of the year to reflect the evolution of the parental control and online child safety marketplace and debate. The report is available free-of-charge on the PFF website, and the previous editions of the report are housed there too in case you want to see how it has evolved over the past couple of years. For those interested in taking a quick look at the report, I have embedded it down below the fold as a Scribd file. Finally, as is always the case, I encourage readers to send me updates and suggestions for how to improve the report and I will incorporate them into future versions.

http://documents.scribd.com/ScribdViewer.swf?document_id=2887320&access_key=key-um5xjvf98bfnuu8811v&page=&version=1&auto_size=true ]]>
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Version 3.1 release: “Parental Controls & Online Child Protection” https://techliberation.com/2008/09/16/version-31-release-parental-controls-online-child-protection/ https://techliberation.com/2008/09/16/version-31-release-parental-controls-online-child-protection/#comments Tue, 16 Sep 2008 21:46:20 +0000 http://techliberation.com/?p=12784

Just FYI, the latest update of my booklet on “Parental Controls and Online Child Protection: A Survey of Tools & Methods” is now live. The new version, Version 3.1, provides minor updates to all sections of the book and a new appendix of relevant research in the field. I issue major updates early each year and 1 or 2 tweaks during the course of the year to reflect the evolution of the parental control and online child safety market and debate. ThiererBookCover062007

For those not familiar with the report, it explores the market for parental control tools, rating schemes, education efforts, and initiatives aimed at promoting online child safety. I believe that the parental controls and content management tools cataloged in the report represent a better, less restrictive alternative to government regulation. As I conclude after evaluating that state of the market: “There has never been a time in our nation’s history when parents have had more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children.”

The report is available free-of-charge on the PFF website, and the previous editions of the report are housed there too in case you want to see how it has evolved over the past two years. For those interested in taking a quick look at the report, I have embedded it down below the fold as a Scribd file. Finally, as is always the case, I encourage readers to send me updates and suggestions for how to improve the report and I will incorporate them into future versions.

http://documents.scribd.com/ScribdViewer.swf?document_id=2887320&access_key=key-um5xjvf98bfnuu8811v&page=&version=1&auto_size=true <div style="font-size: 10px; text-align: center; width: 100%;”>Parental Controls and Online Content Protection-Version 3 0 (Thierer-PFF)Upload a Document to Scribd ]]>
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Too Much Platform Competition? https://techliberation.com/2008/08/19/too-much-platform-competition/ https://techliberation.com/2008/08/19/too-much-platform-competition/#comments Tue, 19 Aug 2008 17:57:30 +0000 http://techliberation.com/?p=12041

How much platform competition is too much competition? For example, what is the optimal number of mobile operating systems or video game consoles that will spur competition and innovation in those respective sectors?

It is an interesting business question, but it also has some policy implications since some might propose laws or regulations to remedy a perceived lack of platform competition in various sectors. After all, many people would answer the above question by saying that there is never such a thing as too much competition. The more platforms the better. But there can be costs associated with too much competition. Let’s consider those two case studies mentioned above: mobile operating systems or video game consoles.

Mobile Operating Systems As my colleague Berin Szoka has pointed out, we are witnessing the rapid proliferation of mobile operating systems, especially on the open source front. So, we’ve got Apple’s iPhone platform, Microsoft’s Windows Mobile, Symbian, Google’s Android, the LiMo platform, and OpenMoko.

One one hand, all this platform competition sounds great. But as Ben Worthen of the Wall Street Journal’s “Business Tech Blog” points out in a piece today:

there’s a new platform war being waged, but this time the battleground is mobile devices. The bad news for businesses looking to standardize on a winner: The most likely outcome is multiple survivors. […] In fact, rather than consolidating, the number of platforms for which developers can write mobile-device software keeps growing, says Benjamin Gray, an analyst at Forrester Research. That’s a challenge for businesses, in part because workers increasingly want to be able to choose the device that they think is the best fit for their life. In the PC world, the answer would be simple: Write software that people access over the Internet through a Web browser, which isn’t dependent on an operating system. But most devices can’t connect to the Internet at the speed necessary to run such software, Mr. Gray says. And besides, screen size varies from device to device, meaning that software that looks good on one might not on another. Add it all together and it means that businesses need to pick and choose their battles. It’s probably wise to let workers who only need to access email or software that runs on multiple mobile platforms use whatever device they choose. But it probably won’t be cost-effective to give the same choice to workers who have to access custom-developed software through their devices — not unless a business wants to spend the time and money developing a version of the software for every platform out there.

This is the other side of the platform competition coin that many people never consider, especially in the policy arena. At some point, increased mobile OS competition is going to impose serious costs on application developers looking to push their innovations our far and wide, and as quickly as possible.

Consider a really exciting new mobile application like Loopt, which I have written about here before. Loopt is a great little mobile app that allows users to instantly geo-locate each other and network in ways unimaginable just a few years ago. Loopt has been working hard to make its service available on as many platforms as possible, but the company has to deal with dozens of handsets and a growing number of OS platforms used by multiple carriers. A friend of mine who works with Loopt was telling me this week how this is really making it difficult for Loopt to push its technology out as far and wide as they would like. With each new handset, carrier, and OS standard, the company faces formidable development costs. Essentially, Loopt needs an in-house development team for each standard.

Thus, it is possible to reach a point of diminishing returns in terms of platform competition. While few would call for an mobile operating system monopoly, a world of dozens of competing standards could hurt product development and diffusion.

Video Game Consoles The same principle applies to video game console competition and its effect on innovation. Some would say that there is already far too much platform competition in this field. Consider the platforms or consoles that game developers must code for just here in the United States: Microsoft Xbox 360 and the older Xbox, Sony PS3 and the old PS2, Sony PlayStation Portable, Nintendo Wii, Nintendo DS, sometimes the Mac, and finally the good old PC platform. Large developers have the scale and resources to develop new games for most of those platforms. (For example, EA’s latest “Madden 08” football game is being developed for all of those platforms. But most developers don’t have the resources to match Electronic Arts and can’t develop for all those platforms.

It is ironic, therefore, that EA has actually been making waves lately by calling for a single gaming platform or standard. Gerhard Florin, a senior executive at EA, told BBC News last year that proliferating platform competition has made life harder for developers and consumers. “We want an open, standard platform which is much easier than having five which are not compatible,” he argued.

So, when even Electronic Arts is saying there’s too much competition in this regard, you know something is up. After all, it would be in their competitive advantage to absorb the costs associated with multi-platform development since smaller competitors can’t match that sort of multi-platform capital outlay.

How steep are those development costs? And what does it mean for both developers and consumers of games? I think Matt Peckman over at PC World has done a pretty good job summarizing the costs:

Just remember, having too many choices can be just as onerous as having none. I don’t know about you, but I play games, not hardware. An open-standard approach to the engine under the hood sounds like it’d give me more choices in terms of software and peripherals long term, not fewer. […] A unified game hardware architecture would make life for software studios dramatically easier. It levels the playing field and simultaneously increases competition by pitting more developers against each other. It says “Everyone has access to the same toolset, so you can stop complaining about how hard X is to code for or worrying about allocating resources to different teams for different platforms, and instead simply focus on making really, really, really mind-bending stuff for one system.”

Of course, there is another side to the story. Video game platform competition has yielded remarkable innovations at the console level. I can think of at least three ways this is true:

(1) The race to constantly increase processing power: Just look at the competition between Microsoft and Sony to produce state of the art graphical capabilities by packing massive processing power into their the new machines. (2) Unique innovations in console peripheral devices: If we only had one gaming console or standard, would we have ever seen Nintendo’s amazing motion sensitive controller for the Wii? (3) The race to develop consoles that are not just gaming devices, but are full-blown integrated entertainment hubs. I use my XBox 360 and Sony PS3 to download all sorts of movie and TV content — especially high-def movies and new movie trailers. I can also use those consoles to ship my media around my house from computer to computer.

But do such benefits outweigh the costs? Would it be the case, as Matt Peckman suggest above, that reallocating resources to single platform development would result in “really, really, really mind-bending stuff for one system”? The problem with that logic is that we already have some really mind-bending stuff being developed for the multiple platforms these days. Think “Gears of War” (exclusive to XBox), “Metal Gear Solid” (exclusive to PS3), and “World of Warcraft” (exclusive to PC). Then again, why should we need to own 3 different platforms to play these 3 wonderfully innovative games?

In sum, there are profound trade-offs at work when we think about platform competition, whether we are talking about video games or mobile operating systems. There is no right answer to the question of how many platforms is too many. Markets decide these things in an evolutionary way over time. I think it is exciting that we are lucky enough to live in a world where intense platform competition is possible and new entrants are free to jump in the game at any time. That being said, I am equally comfortable with the fact that markets might eventually settle for fewer platforms — perhaps even a single standard — at other times. So long as that process is the result of natural market evolution, and not artificial government choices, I am fine with it.

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“Parental Controls and Online Child Protection” – Version 3.0 release https://techliberation.com/2008/03/26/parental-controls-and-online-child-protection-version-30-release/ https://techliberation.com/2008/03/26/parental-controls-and-online-child-protection-version-30-release/#comments Wed, 26 Mar 2008 13:35:34 +0000 http://techliberation.com/2008/03/26/parental-controls-and-online-child-protection-version-30-release/

PFF has just releasing an updated edition of my booklet on “Parental Controls and Online Child Protection: A Survey of Tools & Methods.” The new version, Version 3.0, includes two new appendixes and updates to each section to reflect new parental control tools and programs developed in the last nine months. ThiererBookCover062007

The updated report is timely as it comes on the heels of the recently-announced Internet Safety Technical Task Force, which is being chaired by the Berkman Center for Internet & Society at Harvard Law School. I am privileged to serve as a member of the Task Force, which is evaluating various online safety technologies and strategies and then reporting back to state attorneys general with our findings.

Those issues and much more are covered in the latest edition of my report. The report explores the market for parental control tools, rating schemes, education efforts, and initiatives aimed at promoting online child safety. I believe that the parental controls and content management tools cataloged in the report represent a better, less restrictive alternative to government regulation. As I conclude after evaluating that state of the market: “There has never been a time in our nation’s history when parents have had more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children.”

Version 3.0 of the special report, now over 200 pages, contains over fifty exhibits and numerous updates in all five sections of the book. Major updates have been made to the Internet, social networking, and mobile media sections, reflecting the growing importance of those sectors and issues. A greatly expanded section on video empowerment technologies has also been included. Finally, two appendices have also been added: a comprehensive legislative index cataloging over thirty bills introduced in Congress on these issues (complied with John Morris of Center for Democracy & Technology), and a glossary of 35 relevant terms and cases.

The report is available free-of-charge on the PFF website, as are the previous editions. And I am happy to provide hard copies to those who are interested.

http://documents.scribd.com/ScribdViewer.swf?document_id=2887320&access_key=key-um5xjvf98bfnuu8811v&page=&version=1&auto_size=true ]]>
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Parental Control Perfection https://techliberation.com/2007/10/11/parental-control-perfection/ https://techliberation.com/2007/10/11/parental-control-perfection/#respond Thu, 11 Oct 2007 20:36:29 +0000 http://techliberation.com/2007/10/11/parental-control-perfection/

PFF has just released my latest paper entitled “Parental Control Perfection? The Impact of the DVR and VOD Boom on the Debate over TV Content Regulation.” In the report, I focus on the extent to which new video technologies, such as digital video recorders (DVRs) and video on demand (VOD) services, are changing the way households consume media and are helping parents better tailor viewing experiences to their tastes and values. I provide evidence showing the rapid spread of these technologies and discuss how parents are using these tools in their homes. Finally, I argue that these developments will have profound implications for debates over the regulation of video programming. As parents are given the ability to more effectively manage their family’s viewing habits and experiences, it will lessen—if not completely undercut—the need for government intervention on their behalf.

This 16-page report can be found at: http://www.pff.org/issues-pubs/pops/pop14.20DVRboomcontentreg.pdf

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