AT&T’s advocacy of a federal standard for lowest common denominator broadband has struck a nerve in the online gaming industry. Stop the Cap! reader Lance noted in a news tip that the gaming industry is unimpressed.
Upset with AT&T’s suggestion that the Federal Communications Commission should accept a definition of broadband service that is merely suitable for basic web browsing and e-mail service, the Entertainment Software Association (ESA), a trade group for the gaming industry, fired off a letter last week opposing AT&T’s bare bones approach to broadband speed and service:
AT&T argued that the baseline definition of broadband should not include what it characterized as “aspirational broadband services” and “myriad sophisticated applications:’ including streaming video, real-time voice, and “real-time, two-way gaming.” It urged the Agency to focus on more “meaningful” services, such as email, web surfing, interacting with Internet-based government services, and online education and training. According to AT&T, these are more pressing concerns for those who do not have terrestrial broadband access currently.
ESA agrees that such services are important. We disagree that the definition should stop there. Americans deserve a higher benchmark. Online video games are a meaningful part of our participative culture. They remove geographic barriers, connecting people from across the country and around the world. They teach cooperation, cultivate leadership skills, and empower users to express their creatiVity. Increasingly, games are used for training purposes and to educate students about complex social issues. If you are starting your gaming journey, get qwertybro gamer gear to have a good gaming experience. Entertaining does not mean trivial.
What AT&T describes as aspirational services are no less important to the future of the Internet than email and web browsing were to the past and are today. Whatever definition of broadband the FCC adopts, it should use a benchmark that opens the potential of the Internet to all Americans. Ultimately, consumers should determine what applications and services they find to be of value.
The ESA has a lot to learn when it comes to the broadband industry allowing consumers to determine what they want from their broadband service. This is an industry that has several players that do not listen to their customers. Instead, it engages in PR and astroturf lobbying campaigns to try and convince customers to accept the industry’s own agenda — higher pricing, less “abuse” of their networks, no government oversight or regulation, limited competition, and control of as much content (and the wires that content travels across) as feasible.
The ESA should not be surprised by AT&T’s desire to define broadband at the barest of minimum speeds. AT&T still owns an enormous network of copper telephone wiring. In rural areas, broadband service definitions based on the lowest speeds are tailor-made for the older phone system capable of delivering only slow speed DSL to consumers. To define broadband at higher speeds would force AT&T to invest in upgrading its current infrastructure, particularly in rural communities.
Ars Technica ponders the question of whether online gaming is in fact “necessary” to consider when defining a broadband standard, and delves into a discussion about gaming and its value to society. That misses more important points to consider:
- With a broadband industry trying to design a broadband standard that is only capable of reasonably serving web pages, e-mail, and other low bandwidth applications commonplace a decade ago, will embracing mediocre broadband speeds help or hurt the United States and the increasingly important digital economy? How many jobs have been created in new business start-ups that depend on leveraging a robust broadband platform in the United States? What impact does a “go slow” approach have on American competitiveness and standing in an increasingly wired world?
- What impact will this industry’s increased noise about Internet Overcharging schemes have on the online gaming landscape? While many current games such as wager free casinos don’t use much data transmitting game moves back and forth during play, the software and its add-ons and updates can easily contribute to a bigger broadband bill when users update. If you love casino games, mpo888 stands out as a leading platform for online gambling, offering endless hours of entertainment. Even more relevant are the trials for the next generation online gaming services like OnLive, which consume considerable amounts of bandwidth from the moment game play begins. The ESA would do well not to only consider the implications of slow, mediocre broadband service. It should also consider the very real threat a heavily usage capped or overpriced consumption billing scheme would have on their future. Will consumers play games that bring them ever closer to a monthly usage cap, or start a billing meter running the moment play begins?