Gamers Without Borders: Gaming for Good

How Gamers Without Borders gave back to the world through renowned humanitarian aid partners by “Gaming For Good”

Now in its fourth edition, this year Gamers Without Borders provided a humanitarian aid prize pool of $10 million for the elite competitions taking place across six weeks of action.
Now in its fourth edition, this year Gamers Without Borders provided a humanitarian aid prize pool of $10 million for the elite competitions taking place across six weeks of action.
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Gamers Without Borders: Gaming for Good

Now in its fourth edition, this year Gamers Without Borders provided a humanitarian aid prize pool of $10 million for the elite competitions taking place across six weeks of action.
Now in its fourth edition, this year Gamers Without Borders provided a humanitarian aid prize pool of $10 million for the elite competitions taking place across six weeks of action.

Do you know how special it is seeing a refugee child’s face come to life as they relish the simple but wonderful thrill of playing a video game? Being able to witness renewed confidence instilled in women in need by gaming alongside other women, be it online or in person, in a similar situation? Or how powerful it is for an anxious, teenage gamer to realize that the pocket money they so generously donated is making a difference to the lives of people across the world?

“Gamers Without Borders: Gaming For Good”, the world’s largest charitable esports event, which is organized by the Saudi Esports Federation, is more than a gaming competition. It is an event that celebrates the power and joy of gaming while ensuring that gaming can be an immensely powerful force in helping people wherever they might be in the world. And with more than three billion active video gamers in the world – just under half the global population – the gaming and esports industry is one which has the opportunity and capability to impact a huge amount of people.

Now in its fourth edition, this year Gamers Without Borders provided a humanitarian aid prize pool of $10 million for the elite competitions taking place across six weeks of action. The proceeds are being donated to humanitarian aid partners Direct Relief, International Medical Corps (IMC), UNICEF, King Salman Humanitarian Aid and Relief Center, World Food Program (WFP) and UNHCR.

But there’s more than that. In addition to the donations made through the elite competitions, Gamers Without Borders offered the chance for everyone to donate and make a difference by choosing a charity and a cause they wanted to support.

The three previous editions of Gamers Without Borders also raised an incredible total of more than $10 million each year. The first edition raised the sum for COVID relief, the second for vaccine distribution, and the third, like this year, for various humanitarian aid partners.

This year, from a six-week period which began on April 10 this year, Gamers Without Borders hosted five tournaments across four major gaming titles: StarCraft II, Counter-Strike: Global Offensive (CS:GO), Rocket League, and Tom Clancy’s Rainbow Six Siege.

Recently, the first all-women CS:GO tournament at Gamers Without Borders took place, an event that Prince Faisal bin Bandar bin Sultan, chairman of the Saudi Esports Federation, said would play “a significant role in furthering women’s involvement in esports”.

With figures issued last year by Saudi Arabia’s Ministry of Communications and Information Technology showing 48 percent of the Kingdom’s 23.5 million gamers are female, the tournament was the latest in numerous initiatives by the federation to ensure that women are equally represented across the esports ecosystem.

As a huge incentive for the elite teams and the multitude of fans across the globe who adore watching them play, this year’s Gamers Without Borders saw an added and exciting twist. The winning teams and players from StarCraft II, Rocket League, and Tom Clancy’s Rainbow Six Siege, as well as two sides from the men’s CS:GO tournament, advanced to the finals at Gamers8: The Land of Heroes, the biggest gaming and esports festival worldwide.

The entertainment extravaganza – which also includes live concerts from global, regional, and local music stars, activities, attractions, and education platforms – will take place in Riyadh for eight weeks from July 6. A $45 million total prize pool is on offer across the elite gaming titles being hosted in the Saudi Arabian capital at the purpose-built venue at Boulevard Riyadh City this summer.

It also continues to showcase how popular and powerful gaming – with a global worth of around $170 billion, more than Hollywood and the music industry combined – can be. And what can be achieved through organizations such as Direct Relief, IMC, UNICEF, King Salman Humanitarian Aid and Relief Center, World Food Program (WFP) and UNHCR through “Gaming For Good”.



Rise in 'Harmful Content' Since Meta Policy Rollbacks, Survey Shows

The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
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Rise in 'Harmful Content' Since Meta Policy Rollbacks, Survey Shows

The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)

Harmful content including hate speech has surged across Meta's platforms since the company ended third-party fact-checking in the United States and eased moderation policies, a survey showed Monday.

The survey of around 7,000 active users on Instagram, Facebook and Threads comes after the Palo Alto company ditched US fact-checkers in January and turned over the task of debunking falsehoods to ordinary users under a model known as "Community Notes," popularized by X.

The decision was widely seen as an attempt to appease President Donald Trump's new administration, whose conservative support base has long complained that fact-checking on tech platforms was a way to curtail free speech and censor right-wing content.

Meta also rolled back restrictions around topics such as gender and sexual identity. The tech giant's updated community guidelines said its platforms would permit users to accuse people of "mental illness" or "abnormality" based on their gender or sexual orientation.

"These policy shifts signified a dramatic reversal of content moderation standards the company had built over nearly a decade," said the survey published by digital and human rights groups including UltraViolet, GLAAD, and All Out.

"Among our survey population of approximately 7,000 active users, we found stark evidence of increased harmful content, decreased freedom of expression, and increased self-censorship".

One in six respondents in the survey reported being the victim of some form of gender-based or sexual violence on Meta platforms, while 66 percent said they had witnessed harmful content such as hateful or violent material.

Ninety-two percent of surveyed users said they were concerned about increasing harmful content and felt "less protected from being exposed to or targeted by" such material on Meta's platforms.

Seventy-seven percent of respondents described feeling "less safe" expressing themselves freely.

The company declined to comment on the survey.

In its most recent quarterly report, published in May, Meta insisted that the changes in January had left a minimal impact.

"Following the changes announced in January we've cut enforcement mistakes in the US in half, while during that same time period the low prevalence of violating content on the platform remained largely unchanged for most problem areas," the report said.

But the groups behind the survey insisted that the report did not reflect users' experiences of targeted hate and harassment.

"Social media is not just a place we 'go' anymore. It's a place we live, work, and play. That's why it's more crucial than ever to ensure that all people can safely access these spaces and freely express themselves without fear of retribution," Jenna Sherman, campaign director at UltraViolet, told AFP.

"But after helping to set a standard for content moderation online for nearly a decade, (chief executive) Mark Zuckerberg decided to move his company backwards, abandoning vulnerable users in the process.

"Facebook and Instagram already had an equity problem. Now, it's out of control," Sherman added.

The groups implored Meta to hire an independent third party to "formally analyze changes in harmful content facilitated by the policy changes" made in January, and for the tech giant to swiftly reinstate the content moderation standards that were in place earlier.

The International Fact-Checking Network has previously warned of devastating consequences if Meta broadens its policy shift related to fact-checkers beyond US borders to the company's programs covering more than 100 countries.

AFP currently works in 26 languages with Meta's fact-checking program, including in Asia, Latin America, and the European Union.