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Israeli Cyber Official Arrested During Undercover Internet Crimes Against Children Sting
Gaming Gear

Israeli Cyber Official Arrested During Undercover Internet Crimes Against Children Sting

by admin August 18, 2025


A high-ranking member of Israel’s cybersecurity directorate was recently arrested in Las Vegas as part of an undercover sting operation involving internet crimes against children, according to the State Department.

A joint operation between city police and the FBI that targeted child sex predators resulted in the arrest of Tom Artiom Alexandrovich, a man who, according to many news outlets, has been identified as a member of Israel’s National Cyber Directorate, which operates out of Israeli Prime Minister Benjamin Netanyahu’s office.

Mediate previously reported that Alexandrovich’s since-deleted LinkedIn profile had also identified him as an official with the agency. The Jerusalem Post claims that Alexandrovich worked “in a technical role at the Cyber Directorate,” and KLAS-TV, a CBS news affiliate, also claims to have confirmed that an “Israeli government official was one of eight people arrested” during the weekend sting, and that Alexandrovich was in the city for “a cyber event.” Blackhat, the well-known cybersecurity conference, recently took place in Vegas.

Additionally, the U.S. government appears to have confirmed much of this information. The X account for the State Department’s Bureau of Near Eastern Affairs posted about the arrest, in an apparent effort to dispel internet rumors that the government had intervened on Alexandrovich’s behalf. “The Department of State is aware that Tom Artiom Alexandrovich, an Israeli citizen, was arrested in Las Vegas and given a court date for charges related to soliciting sex electronically from a minor,” the post states. “He did not claim diplomatic immunity and was released by a state judge pending a court date. Any claims that the U.S. government intervened are false.” When reached for comment by Gizmodo, the State Department simply referred us to its tweet.

Alexandrovich faces a charge of luring a child with a computer for sex acts, KLAS writes. He was allowed to leave after having posted a $10,000 bail, the outlet adds, citing court records.

An archived Haaretz report states that a “senior official in Israel’s National Cyber Directorate” had been questioned in Vegas for alleged online solicitation of a minor, but does not identify the official by name. However, the report also includes a statement from Israel’s cyber directorate, which admits that one of its employees was questioned by authorities during a trip to the U.S. The statement reads: “The employee updated the directorate that during his trip to the United States, he was questioned by U.S. authorities on matters unrelated to his work, and he returned to Israel on his scheduled date. The directorate has not yet received additional details through official channels. If and when such details are received, the directorate will act accordingly.”

Gizmodo reached out to the Las Vegas Police Department and the Israeli government for more information.



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August 18, 2025 0 comments
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Creating emotionally resonant content for a global audience in Sky: Children of Light
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Creating emotionally resonant content for a global audience in Sky: Children of Light

by admin June 24, 2025


Yingxian Lu is a content producer at Thatgamecompany, where she leads in-game event/season production and cultural localization for Sky: Children of the Light. Her work focuses on emotionally resonant, globally inclusive content. She previously led interactive campaigns at JD.com, and her work was also widely covered by media outlets in China.

In today’s global games industry, success isn’t just about going international – it’s about making players everywhere feel emotionally connected. As games like Sky: Children of the Light reach massive global audiences, we face a creative challenge: how do we design content that feels truly meaningful to people from widely different cultures, languages, and life experiences?

Image credit: Thatgamecompany

Thatgamecompany, the independent studio behind Journey, Flower, and Sky, is known for its emotionally rich, artful games that emphasize human connection over competition. Sky has received critical acclaim since its launch, including winning the Games for Impact Award at Gamescom 2023, and continues to earn praise for its innovative social gameplay and emotional depth.

The game has now surpassed 270 million downloads globally, with up to 8 million daily active users in China – a market I help support closely. Since joining Thatgamecompany in 2022 as a content producer on Sky, I’ve led the production of several major in-game events and season content, and have worked to localize emotional experiences in ways that resonate deeply with Chinese players.

My expertise has helped bridge cultural expectations, reduce misalignment across teams, and bring more inclusive, emotionally resonant content to one of Sky’s largest and most active player bases.

Leading with emotion, connecting across cultures

Sky’s core philosophy, shaped by our creative director Jenova Chen, is built on inclusivity. Players appear as ‘Sky kids’, characters without defined gender, age, or ethnicity. This design choice removes surface differences, allowing people to meet and connect as equals. It’s a space of quiet beauty and shared humanity.

Image credit: Thatgamecompany

That same philosophy guides our content design. At Thatgamecompany, we don’t start with features, we start with feelings. The first question we ask for every new event or season is: “What do we want the player to feel?” Should it be joy? Melancholy? Peace?

That emotional target becomes the foundation. And because emotions transcend language and borders, they’re one of the most powerful tools we have to build inclusive experiences.

“Because emotions transcend language and borders, they’re one of the most powerful tools we have”

This approach doesn’t make content creation easy, but it does make it honest. I’ve embraced this process in every project I’ve led, whether shaping the mood of an event, adjusting reward pacing to align with emotional beats, or proposing content adjustments based on cultural sensitivities.

Next, I’d like to share a few concrete examples of how this philosophy comes to life in our work.

A tale of two events: Global design with local meaning

One of my favorite examples is Days of Moonlight, a 2024 in-game event. It originated as a quieter counterpart to our lively Days of Sunlight event. During brainstorming, someone asked: “If Sunlight represents energy and activity, what would Moonlight represent?”

Image credit: Thatgamecompany

As a Chinese content producer, I immediately thought of the Mid-Autumn Festival, a time of reunion, moon-gazing, and reflection. It’s a beloved tradition where families come together, admire the full moon, and eat mooncakes. I grew up celebrating it. It felt like a perfect emotional anchor for the event.

So while global players saw Days of Moonlight as a poetic seasonal celebration, Chinese players recognized something more personal: cultural validation inside a game they loved. That dual meaning made the event feel globally accessible yet locally resonant.

The response was overwhelmingly positive: players shared screenshots of moonlit gatherings, wrote stories inspired by the theme, and praised the emotional tone as peaceful and moving. It became one of the most discussed events on Chinese social media during its run.

Image credit: Thatgamecompany

We also added a riddle-writing feature, letting players create and guess riddles from one another. Originally, we planned to reward players for correct answers, but quickly realized the language complexity made that unfair. So we shifted the mechanic to reward participation instead. The fun stayed, the stress didn’t.

Not every idea lands as well. One summer, we introduced a marshmallow roasting prop, complete with firepit, roasting stick, and visual feedback. In the West, this evoked nostalgia and camping memories.

But in China, where roasting marshmallows isn’t a common tradition, the moment felt distant. That taught us that emotional references aren’t always as universal as we think – and why listening matters.

Bridging worlds: Production as cultural mediation

Sky’s success in China depends not only on our content, but also on how we work together behind the scenes.

I always try to think a few steps ahead: anticipating potential information gaps before they become issues, and constantly keeping our publishing partner’s needs in mind. Understanding what they care about helps me proactively surface details they might otherwise have to ask for, and ensures we’re aligned not just on output, but on priorities.

Image credit: Thatgamecompany

One of my key responsibilities is managing communication between our global development team and our Chinese publishing partner.

Before I joined, we sometimes had issues with content readiness and misaligned expectations, often caused by time zone gaps and language barriers. A 12-hour time difference can turn one decision into a three-day exchange. Miscommunication isn’t just inconvenient – it can directly impact the player experience.

To streamline collaboration and reduce costly miscommunication, we use a hybrid communication model that combines structured asynchronous documentation with real-time feedback loops. We also creatively used tools such as Slack bots to automate notifications and reminders, which helped maintain alignment across time zones and reduced avoidable delays.

“A 12-hour time difference can turn one decision into a three-day exchange”

Another ongoing consideration is navigating major holidays on both sides. For example, we’ve had to adjust production timelines around Christmas and Lunar New Year, which are the most important holidays in the United States and China, respectively.

This often means planning content windows well in advance, shifting internal milestones, or being flexible to respond quickly when plans change on short notice. These kinds of accommodations are vital for maintaining trust and momentum across regions.

In addition, we constantly need to factor in local regulations. For instance, China has strict playtime limits for minors, which directly affects how we approach scheduling, content pacing, and even reward structures.

These policy details might be overlooked if the team lacks regional awareness, so part of my role is to keep them visible throughout the design process.

Image credit: Thatgamecompany

This setup has helped reduce avoidable incidents and built stronger trust between teams. For a producer, communication isn’t just operational – it’s cultural infrastructure. When your game lives in many regions, your team has to think across those boundaries, too.

Looking ahead: Representation behind the curtain

In the industry, we often talk about diversity in character design. But for global games to thrive, we also need diversity in decision-making, in the rooms where creative calls are made, deadlines are set, and trade-offs are considered.

Being a Chinese producer working on a globally beloved game has helped me see things others might overlook – player expectations, emotional cues, even sensitivities around timing or symbolism.

I’m not the only one doing this work, but I know my perspective matters. That’s because content built for everyone starts with teams that reflect everyone.



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June 24, 2025 0 comments
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Stray Children, the oddball RPG from the devs behind cult classic Moon, is coming to PC in English later this year
Game Updates

Stray Children, the oddball RPG from the devs behind cult classic Moon, is coming to PC in English later this year

by admin June 6, 2025



Back in 2023, Nintendo held one of those Direct thingies it likes to do, and as it often does the Japanese version of the stream had some games the western one didn’t. In particular, there was one game that drew my attention: Stray Children. It caught my eye in part because it has a really unique pixel art look to it, but also because Yoshiro Kimura was its director, one of the original designers of cult-classic Moon: Remix RPG Adventure. And now, after a bit of a wait, developer Onion Games have confirmed it’s getting its English release later this year, and it’ll even be doing so on PC.


If you haven’t heard of Stray Children before, here’s the lowdown of the oddball game: you play as a young, dog-like boy who gets whisked away to another world through a strange old console. In this new land, its inhabitants are all children, a wall set up around them keeping out The Olders, “monstrous adults, carrying the heavy load of their own inadequacies, self-doubt, and all of the grievances that grown-ups gather.”

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Much like Moon before it, it’s not a typical RPG adventure. Battles take place in small arenas with enemies sending out occasionally bullet-hell like attacks for you to dodge. You can either fight these messed up adults literally, or figuratively with your words, all of this adding up to something definitely reminiscent of Undertale, which is a bit ironic given how much of an influence Moon was on that game.


Stray Children actually released in Japan last year, but only on Nintendo Switch, and an English localisation was promised right from its announcement. The bad news is that there’s still no exact date in place just yet. It’ll arrive sometime in 2025, at least, and we’re basically halfway through the year already. No, you’re having a crisis about the passage of time, bog off, go and wishlist Stray Children on Steam or something.



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June 6, 2025 0 comments
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Depressed Teenage Girl Lying On Bed At Home Looking At Mobile Phone
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Texas Senate to vote on bill that restricts social media access for children, while parental consent for app downloads will be required from next year

by admin May 29, 2025



As is not unusual among folks of a certain age, it’s hard not to wonder about the effects of unfettered internet access on my impressionable younger self. Ah well, back to doomscrolling and staring into the vast content pit it is. Wait, what was I doing? Oh, yes, the news!

Earlier this week Texas governor Greg Abbott signed into law a bill that will require both Google and Apple’s app stores to verify the age of its users from January 1 (via Reuters). Once this law comes into effect in 2026, folks under the age of 18 throughout the state will have to get parental consent to download apps or make in-app purchases. Texas also has another bill awaiting a Senate vote that aims more specifically to restrict children’s access to social media apps, too.

Apple and Google are understandably less than keen, arguing that the blanket age verification requirements overreach and making the case it’s really only necessary for select apps. Apple issued a statement to Reuters, saying, “If enacted, app marketplaces will be required to collect and keep sensitive personal identifying information for every Texan who wants to download an app, even if it’s an app that simply provides weather updates or sports scores.”


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Still, this isn’t necessarily a done deal. Last year in Florida, Governor Ron DeSantis signed into law a ban on social media accounts for anyone under the age of 14. This February, a judge considered blocking the ban amid concerns it would unconstitutionally curtail free speech. As of right now, the ban stands in Florida, but a similar free speech challenge could find its way to slowing down the Texas bills.

The Apple and Alphabet-backed Chamber of Progress already has something to say on that front. The group’s vice president, Kathleen Farley, told Reuters, “A big path for challenge is that it burdens adult speech in attempting to regulate children’s speech. I would say there are arguments that this is a content-based regulation singling out digital communication.”

Utah was the first US state to pass an app store age verification bill into law back in March of this year. This followed laws directly addressing minors’ access to social media back in 2023, though obviously concerns about young people’s access to apps and social media more broadly has been bubbling the world over. For instance, last year Australia proposed a ban on social media for everyone under the age of 16 that will ultimately come into effect later this year. Tech-savvy teenagers across the land have likely already cracked a way to get around it.

As for the social media companies themselves, they’ve been surprisingly positive about these legislative developments stateside—though that’s likely out of buck-passing relief. Meta, Snap, and X issued a joint statement in response to the Utah law’s passing this year that said, “Parents want a one-stop shop to verify their child’s age and grant permission for them to download apps in a privacy-preserving way. The app store is the best place for it. We applaud Utah for putting parents in charge with its landmark legislation and urge Congress to follow suit.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Though I see the free speech argument, I only trust each of the big tech companies tangled up in this as far as I can throw them—to say nothing of the state of Texas pulling the ‘think of the children’ card. I’m not going to stand here and pretend I only ever had positive experiences with social media as a young’un, but it would also be remiss to not acknowledge how it opened up my world when the walls of my day-to-day looked miserably narrow. Age verification and a blanket ban would’ve protected me from some things, while also potentially reinforcing how hopeless I felt…if I didn’t bother to figure out how to sideload my apps or otherwise circumnavigate the need for age verification.

The trouble with bans, in my humble opinion, is that they often present a tough image without actually addressing the core issue. Arguably the ‘core issue’ here is not one straightforward thing—but the rollback of both content and fact-checking moderation policies by major players like Meta certainly doesn’t help. In fact, there arguably aren’t any well-moderated online spaces for young people, with even the CEO of the extremely popular Roblox saying, “Don’t let your kids be on Roblox.” The very real risks posed by social media to children aren’t going to go away simply because all the young’uns have been banned, instead likely only creating more cracks for young people to disappear down.



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May 29, 2025 0 comments
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