Facebook is ‘pausing’ work on Instagram Kids app amid growing scrutiny

Facebook has announced that it’s “pausing” its Instagram Kids project in order to “work with parents, experts and policymakers to demonstrate the value and need for this product.” The announcement follows criticism from 44 state attorneys general who asked Facebook to abandon the project, and a request from Democratic lawmakers for more detail about the project. 

The Instagram team said that it was building the app to get around the problem of kids accessing Instagram without parental permission. “We started this project to address an important problem seen across our industry: kids are getting phones younger and younger, misrepresenting their age, and downloading apps that are meant for those 13 or older,” wrote Head of Instagram Adam Mosseri. 

At the same time, the company rejected the idea it was capitulating due to criticism. “Critics of ‘Instagram Kids’ will see this as an acknowledgement that the project is a bad idea. That’s not the case,” Mosseri wrote. “The reality is that kids are already online, and we believe that developing age-appropriate experiences designed specifically for them is far better for parents than where we are today.”

An important part of what we’ve been developing for ‘Instagram Kids’ is a way for parents to supervise their child’s use of Instagram. While we’re pausing our development of ‘Instagram Kids,’ we’ll continue our work to allow parents to oversee their children’s accounts by expanding these tools to teen accounts (aged 13 and over) on Instagram.

Some of the issues raised about the project revolve around Facebook’s problems with privacy and particularly child safety. “Not only is social media an influential tool that can be detrimental to children who are not of appropriate age, but this plan could place children directly in the paths of predators,” New York state attorney general Letitia James said when the project first came to light. 

Most recently, TheWall Street Journal published an article claiming that Facebook has knowingly ignored its own research showing that Instagram is toxic to the mental health of younger people. Yesterday, the social network refuted that article as well, saying its research said that young people had “both positive and negative experiences with social media,” among other things.

Facebook pointed out that both YouTube and TikTok have versions of their apps for kids under 13. It also said that Instagram Kids would not be the same as Instagram is now, and is meant for tweens between 10 and 12 years old, not younger children. 

“It will require parental permission to join, it won’t have ads, and it will have age-appropriate content and features,” according to Mosseri. He also pointed out that Facebook has implemented several new measures on issues like body image, encouraging people to look at other topics or take a break if they’re dwelling on negative content. 

However, lawmakers don’t like even the idea of the app, regardless of intent. “The alternative approach that Facebook appears poised to take — specifically, pushing kids to sign up for a new platform that may itself pose threats to young users’ privacy and wellbeing — involves serious challenges and may do more harm than good,” wrote a group of Democratic lawmakers. 

Anker's one-day sale knocks up to 45 percent off portable batteries and chargers

Amazon’s latest one-day sale on Anker devices presents a good opportunity to grab a charging brick for that new iPhone you just bought. The sale includes up to 45 percent off a handful of Anker accessories, including the Nano 20W charger in the new lavender grey color that came out recently. That’s $5 off and down to $15, while the standard white Anker Nano charger with a foldable plug is on sale for $12.

Shop Anker one-day sale at AmazonBuy Anker Nano 20W (lavender grey) at Amazon – $15Buy Anker Nano 20W (white) at Amazon – $12

Either of these bricks makes a good substitute for Apple’s own 20W charger, which is bulkier and slightly more expensive at $19. Both support iPhone fast-charging with the proper USB-C to Lightning cable and they also work with other USB-C devices like other smartphones, wearables, earbuds and even the Nintendo Switch (just be aware that, for the latter, neither support charge-and-play in TV mode).

We’ve also been fans of Anker portable battery packs and two are included in this sale. The 10,000mAh PowerCore Slim is down to $28 and can charge an iPhone 12 up to 50 percent in 30 minutes. It includes one 18W USB-C port and one 10W USB-A port, so it’ll power up even your older devices. You’re only getting the battery pack with that deal, but Anker has another 10,000mAh, 18W PowerCore Slim bundle that includes the battery along with a USB-C cable and the compatible charging brick for $30, or 25 percent off its normal price. This is the bundle to get if you don’t want to worry about finding an appropriate brick to recharge the battery itself — the PowerPort III Nano charger that comes with it will fully power up the battery pack in 4.5 hours. 

Buy PowerCore Slim 10,000mAh (battery only) at Amazon – $28Buy PowerCore Slim 10,000mAh bundle at Amazon – $30

Those are the highlights in this sale, but there are a few other gadgets that have been discounted. A couple of wireless chargers are on sale, including a magnetic PowerWave disc that looks similar to Apple’s MagSafe charger, and you can get a two-pack of three-foot, MFi-certified Powerline+ II USB-C to Lightning cables for $20, or 46 percent off its normal price.

Follow @EngadgetDeals on Twitter for the latest tech deals and buying advice.

The Switch OLED is a strong contender for most gorgeous handheld ever

Nintendo makes good hardware, but I don’t know if I’d ever personally describe any of it as “beautiful.” The GameCube was cute, I loved the clamshell design of the Game Boy Advance SP and I still have fond memories of the SNES’s dogbone controller. But the Switch… I’m just sort of “okay” with it. It’s never been a piece of a hardware that screamed “touch me” until now, with the upcoming OLED model.

Metroid Dread, Samus Aran shooting at blobs
Kris Naudus / Engadget

Set to come out October 8th, the big marquee feature of the new Switch is its larger, sharper screen. It’s been bumped up to a 7-inch OLED from the 6.2-inch LCD of the original. I got to spend about an hour and a half with it and, though I couldn’t compare the two systems side-by-side, I certainly noticed the difference when I got home. I fumbled for the brightness settings on my OG Switch only to sadly realize they were at max. The OLED is bright, crisp and gosh darn beautiful. The original Switch display still looks good, but the new screen is genuinely great.

Left Joy-Con with screen and hand visible
Kris Naudus / Engadget

The game on offer was the upcoming Metroid Dread, which comes out the same day as basically a “launch title” for the refreshed system. It’s a good choice given the dark, sometimes claustrophobic settings of the Metroid series. It’s easy enough to see every passage and to distinguish the impassable bricks from the ones you’re supposed to blow up. The game will still be playable on a regular Switch or Switch Lite, but it feels like the game was meant to be seen on the new hardware.

Narrow power and volume buttons
Kris Naudus / Engadget

And it’s more than just that larger display. It’s still the same basic shape and size but somehow feels more svelte, despite being heavier than the original. The volume and power buttons along the top are narrower, a design choice I’m not crazy about even though I didn’t find them particularly hard to press. (I think I just prefer the feel of a circular button over an oval-shaped one.)

Back of Nintendo Switch with wider kickstand
Kris Naudus / Engadget

The new kickstand is pretty great, stretching all the way across the back of the system instead of the original’s flimsy vertical strip that fell off if you looked at it funny. Sure, the new one takes a little more effort to pull it out but it’s worth it for the extra sturdiness and reliability. And be still my heart, it’s actually adjustable, though I didn’t make use of this much since I preferred to play the system in handheld mode. It just felt… good. And the new black and white color scheme looks great in person. I’ve always been a sucker for the panda look, and would have preferred this to the all-gray system I started with back in 2017.

All that said, I didn’t have enough time to test the battery life with the new screen, or see how many games I can cram onto the 64 GB of storage. Until I know how long it’ll last in the wild I’m not sure if this is a must-upgrade, but just looking at a Switch OLED in person, I found it hard to resist.

‘Metroid Dread’ had me screaming my head off

Thanks to my parents, I was introduced to Monty Python pretty young. And the family that watches absurdist British comedy together… has a lot of in-jokes. For example, Any time we’re, say, outside when it starts raining and we all scurry for shelter, someone in my family is bound to scream in a silly voice, “Run away! Run away!” That person was me while playing Metroid Dread, not just because it’s a fun thing to say: it’s the only way to survive that game for the first hour or so.

Metroid Dread is the fifth of the 2D adventures (not counting remakes) and the first new 2D installment in 19 years, since Metroid Fusion in 2002. And yet, I probably haven’t played a Metroid game since the ‘80s or ‘90s, so I was happy to see that the basic formula hasn’t changed. It’s still an exploration game where you’re trapped in a series of underground facilities and must find your way out by destroying enemies, blowing up walls, and squeezing through tight passages. That last one has been upgraded at least; while you’ll still eventually gain Samus’ famous morph ball technique, at the start of the game you can instead do a crouch-slide through tunnels by hitting L1. It’s kind of fun, except that there’s a bit of a learning curve in figuring out which passages are for sliding and which are for rolling. As you unlock new abilities, you can, of course, revisit old locations to attain items you couldn’t reach the first time around.

Samus sliding under a wall
Nintendo

The story kicks off a little while after the end of Metroid Fusion, with Samus Aran once more being called upon to track down and destroy the parasitic creatures known as “X.” Familiarity with the previous game isn’t vital to understanding Dread, except that Samus can still absorb X nuclei to recharge her energy, and she remains susceptible to cold. Both of these traits come into play rather early in the game. Early on Samus is attacked by what appears to be a super-strong Chozo, losing her old equipment and abilities in the process (as is tradition). This puts her and the player back to square one, which certainly draws out the story but may frustrate long-time players. I understand why the game does this, but I still get annoyed because it’s a huge cliché at this point. I can only hope the payoff to the mystery of who this huge, unstoppable enemy is ends up being worth it.

In fairness it doesn’t seem any of those old tools would help with the new stealth elements of the game. You see, the facility is guarded by gangly giant robots called EMMI (“Extraplanetary Multiform Mobile Identifier”) that will stab you in the neck if they catch you. It’s a pretty visceral bit of animation, even if it cuts out before anything particularly gory. You can attempt a melee attack to knock them off, but in my dozen close encounters with the robots I never got that tactic to work once.

Samus clings to a wall while firing at a creature
Nintendo

Instead, the game debuts a few new tools as you play that will help, like a spider magnet that lets you cling to ceilings and other high surfaces. The most valuable ability we’ve seen in previews so far is a cloaking field that will hide you from an EMMI while draining your energy (and eventually, life) bar. But both of these, along with more powerful weaponry, have to be picked up later in the game.

When you’ve just arrived on the planet, however, the biggest survival tactic in your arsenal will be running. Lots and lots of running and jumping and getting the hell out of there. The game will sort of warn you when one of the robots is nearby, and you can attempt to stay just out of range. A blue field means it’s just sort of around, yellow means it’s aware of your presence, and on red you better run like hell. Your best bet is to stay unnoticed, a task somewhat made somewhat trickier by the fact that this stealth game lacks a lot of stealth game mechanics. Crouching behind boxes does nothing, and you can’t slide up against the wall to go unnoticed. Nor do the EMMI subscribe to the “out of sight, out of mind” philosophy: They will follow you into another room and, if you slip into an area where they cannot follow, they will try to find a way in.

Samus Aran firing the Omega Stream at an EMMI
Nintendo

The EMMI are quite fast, which makes the game itself quite ruthless. A few of my untimely deaths were due to being chased by one of the robots and not knowing where to go next. This game can be very unforgiving when you’ve just started exploring.

Still, despite being a Metroid newbie I found it engaging. Even as I got stabbed in the neck repeatedly I was always scanning the environment before the game blacked out, looking for the point where I screwed up and could do better. I only had 90 or so minutes with the game, so I didn’t have the luxury of slamming my head up against the wall to figure it all out. But when Metroid Dread comes out on October 8th, I am looking forward to having all the time to scream my head off and… run, run, run.

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