Actor Josh Hutcherson has shared his thoughts on the use of the internet and the negative reactions it often generates in users. In a recent interview with GQ magazine, Hutcherson referred to the controversy that arose last year after revealing that he is not a fan of Taylor Swift. This led him to reconsider his relationship with social media and online life, as the criticism and drama that unfold on these platforms have caused him to avoid digital interaction. If you’re not a swiftie, we’ll hunt you down Hutcherson
The actor Josh Hutcherson has shared his thoughts on the use of the internet and the negative reactions it often generates in users. In a recent interview with GQ magazine, Hutcherson referred to the controversy that arose last year after revealing that he is not a fan of Taylor Swift. This led him to reconsider his relationship with social media and online life, as the criticism and drama that unfold on these platforms have caused him to avoid digital interaction.
If you’re not a swiftie, we will hunt you down
Hutcherson, known for his role in the Hunger Games saga, made his re-entry to the internet during the promotion of the HBO series starring Rachel Sennott. However, the experience was not entirely positive, and the actor felt overwhelmed by the public’s reaction to his honesty about his musical tastes. This episode highlighted not only the risks of being exposed to public opinion but also the impact that cancel culture and instant judgments can have on the mental health of artists.
In his dialogue with GQ, the actor emphasized that the intensity of the criticism has led him to largely avoid social media. According to Hutcherson, the toxic atmosphere and the drama surrounding online discussions are factors that contribute to his decision to stay away from the digital world. Although many public figures suffer the consequences of unfavorable opinions, his testimony resonates especially at a time when toxicity on social media seems to be at its peak.
As Hutcherson steps away from online platforms, the discussion that has arisen around him could serve as a reminder of the need for a healthier debate about fandom culture and constructive criticism in the digital age.
The internet blackout in Iran has lasted over ten days, leaving approximately 90 million Iranians effectively disconnected from the world. According to data from Cloudflare, HTTP traffic in the country has fallen below 1% of pre-blackout levels, which began on February 28, 2026, coinciding with military bombings by the U.S. and Israel. This situation has caused an immediate 98% collapse in internet traffic, with a significant impact across all Iranian regions. Iran, offline The monitoring firm NetBlocks has confirmed that the disruption was […]
The internet blackout in Iran has surpassed ten days, leaving approximately 90 million Iranians effectively disconnected from the world.
According to data from Cloudflare, HTTP traffic in the country has fallen below 1% of pre-blackout levels, which began on February 28, 2026, coinciding with military bombings by the U.S. and Israel. This situation has caused an immediate 98% collapse in internet traffic, significantly impacting all Iranian regions.
JUST IN: The Iranian people remain without internet, as the regime is projected to continue the blackout indefinitely.
The drop in traffic was rapid and deliberate, affecting the entire country uniformly. In the most populated areas, such as Tehran, which accounts for 65% of the traffic, and other provinces like Fars and Isfahan, traffic has also decreased to near-zero levels since March 1.
Iran has now been largely offline for 18 hours, with an #Internet shutdown put into place following strikes by the US & Israel. However, small amounts of Web & DNS traffic are still getting through, and IPv4 routes remain available, suggesting some users and sites are allowlisted… pic.twitter.com/58nJLkLkvs
The Iranian Minister of Communications has acknowledged that the blackout generates an economic cost of approximately 35.7 million dollars per day. Online sales have decreased by up to 80%, reflecting a halt in economic activity.
Authorities have reported that only websites approved on Iran’s National Information Network are accessible. As the situation drags on, the blackout is becoming one of the most severe imposed by a government worldwide, with Iran experiencing approximately one-third of the year 2026 disconnected. The international community is closely monitoring the evolution of this critical event.
Wikipedia celebrated its 25th anniversary on January 15, 2026, marking a milestone in the history of the online encyclopedia that was founded in 2001. Since its creation, Wikipedia has revolutionized access to information, being recognized in 2020 as the largest encyclopedia in the world with over 50 million articles in various languages. A better Internet is among us In December 2025, the site reached the impressive figure of 27 billion visits, with 7 billion unique visitors, a record that reflects its relevance and popularity in the digital age
Wikipedia celebrated its 25th anniversary on January 15, 2026, marking a milestone in the history of the online encyclopedia that was founded in 2001. Since its creation, Wikipedia has revolutionized access to information, being recognized in 2020 as the largest encyclopedia in the world with over 50 million articles in various languages.
A better Internet is among us
In December 2025, the site reached the impressive figure of 27 billion visits, with 7 billion unique visitors, a record that reflects its relevance and popularity in the digital age. Unlike most online platforms that overwhelm users with ads, Wikipedia remains a bastion of free access to information, limiting itself to making donation requests once a year.
At the same time, Wikipedia has faced significant challenges in recent years. In 2025, the Wikimedia Foundation became involved in a conflict with the Online Safety Law in the United Kingdom. Likewise, the threat of revoking its nonprofit status in the United States, raised by the Trump administration’s lawyer, Eagle Ed Martin, highlighted the project’s vulnerability to political pressures and accusations of information manipulation.
In addition, the Foundation has reported an unusual increase in bot traffic related to artificial intelligence, while human reading has decreased by 8%, raising questions about the long-term health of the platform. Despite these challenges, Wikipedia continues to be an invaluable tool for researchers, educators, and the curious around the world. Undoubtedly, it is a significant achievement in an increasingly hostile and complex internet.
The developers of Team Cherry, Ari Gibson and William Pellen, have expressed their desire for players of Hollow Knight: Silksong to make discoveries without the need to consult the Internet. Their intention is to recreate the characteristic sense of mystery found in video games from earlier times, a feeling that has been affected by the ease with which information spreads in the digital age. It’s more fun when you discover it for yourself. Gibson and Pellen grew up in a time when access to forums and social networks was limited, which influenced the way in […]
The developers of Team Cherry, Ari Gibson and William Pellen, have expressed their desire for players of Hollow Knight: Silksong to make discoveries without the need to consult the Internet. Their intention is to recreate the characteristic sense of mystery found in video games from earlier eras, a feeling that has been affected by the ease with which information spreads in the digital age.
It’s more enjoyable when you discover it for yourself
Gibson and Pellen grew up in an era when access to forums and social networks was limited, which influenced the way they conceptualize their games. In a recent interview, Gibson commented that information about video games at that time mainly came from friends and rumors, which fueled a sense of surprise and exploration. “You felt like there was always more to discover in the game,” Pellen stated, highlighting the importance of exploring a constantly expanding world.
Hollow Knight: Silksong becomes a shared experience between the player and Hornet, the main character, allowing both to explore a world full of secrets together. This dynamic of mutual discovery, according to Gibson, is central to the game’s proposal, where each of them finds new elements and features for the first time.
However, Team Cherry acknowledges that preserving the sense of mystery is complicated nowadays, as players can decompile and obtain information about games almost immediately. “It’s hard to maintain that magical experience of discovery when the ins and outs of the game are available within days,” Gibson stated.
Finally, the study suggests that future games in the Hollow Knight universe could coexist without a specific order, giving players the flexibility to explore them at their own pace. With Silksong, the experience promises to be both an individual adventure and a return to the essence of discovery in gaming.
Regulation (EU) 2024/1309, also known as the Gigabit Infrastructure Regulation, has introduced a new regulatory framework that promises to significantly improve the quality of Internet in the European Union. Published on May 8, 2024, this regulation will begin to take effect progressively between 2024 and 2026, with most of its obligations applicable from November 12, 2025. Unlike community directives, this regulation is directly applicable in all member states, meaning it does not require transposition into national legislation. EU members must act with […]
The Regulation (EU) 2024/1309, also known as the Gigabit Infrastructure Regulation, has introduced a new regulatory framework that promises to significantly improve the quality of Internet in the European Union.
Published on May 8, 2024, this regulation will begin to take effect progressively between 2024 and 2026, with most of its obligations applicable from November 12, 2025.
Unlike community directives, this regulation is directly applicable in all member states, which means it does not require transposition into national legislation.
Acaba de entrar en vigor la nueva normativa europea para mejorar internet: cuatro cosas que cambian y que vas a notar https://t.co/aZGt4KkDIc
EU members must act quickly to avoid infringements
This means that the established provisions are mandatory in their current form, although each country must develop internal regulations to ensure their proper implementation.
In this regard, Europe is expected to approve regulations that encompass the creation of a single information platform, the management of deadlines for permits, and the coordination of works, in addition to a sanctioning regime to ensure compliance with these regulations.
The regulation’s main objective is to facilitate the deployment of high-quality networks at a reduced cost, which could transform connectivity across the entire European region.
Average Internet Speeds Across Europe In 2025
What is Romania doing right and Austria doing wrong?
The articles 3, 5, and 10 of the new regime stand out for their focus on accelerating the infrastructure needed to support the demands of an increasingly interconnected world. However, successful implementation will depend on each country’s ability to create an effective regulatory framework.
The failure of member states to develop these regulations could lead the European Commission to initiate infringement procedures, even though the regulation remains in force. In this context, countries have the responsibility to avoid gaps that hinder the practical implementation of the regulation and, consequently, the goal of improving connectivity for all European citizens.
More than 10.5 million individuals were affected by a significant data breach at Conduent Business Services, an incident that has highlighted the growing concern over cybersecurity in the business sector. The leak, which occurred in 2024, has underscored the magnitude of the problem, prompting a wave of criticism towards the company’s data security practices. One of the largest breaches in business history. Notifications to customers about this incident were issued in October 2025, leaving many users in a state of uncertainty regarding protection […]
More than 10.5 million individuals were affected by a significant data breach at Conduent Business Services, an incident that has highlighted the growing concern over cybersecurity in the business sector. The leak, which occurred in 2024, has underscored the magnitude of the problem, provoking a wave of criticism towards the company’s data security practices.
One of the largest gaps in business history
Notifications to customers about this incident were issued in October 2025, leaving many users in a state of uncertainty regarding the protection of their personal information. The repercussions of this breach are not only limited to the exposure of sensitive data, but also generate widespread distrust towards companies that manage critical information.
The incident has caught the attention of cybersecurity experts, who warn that the number of data breaches continues to rise. The situation underscores the urgency for companies to implement more robust security measures to prevent similar events from occurring in the future. Lax data handling practices can result not only in financial damage but also in a lasting impact on the reputation of the companies involved.
The scandal has sparked a broader debate about the responsibility of organizations towards their customers regarding cybersecurity. With a significant number of people affected, the need for stricter regulation seems to be on the agenda, prompting lawmakers to consider new laws that protect consumers’ personal information. While the current situation is alarming, it may initiate a necessary conversation about data protection in an increasingly digitalized world.
Nintendo has strongly denied claims that it is lobbying against generative artificial intelligence with the Japanese government. Through a post on Twitter, the company stated: “Contrary to recent discussions on the internet, Nintendo has not had contact with the Japanese government regarding generative AI. Regardless of the involvement of generative AI, we will continue to take necessary measures against the infringement of our intellectual property rights.” Nintendo says it is not confronting AI The controversy arose from a claim by Japanese House of Representatives member Satoshi Asano, who […]
Nintendo has strongly denied claims that it is lobbying against generative artificial intelligence with the Japanese government. Through a post on Twitter, the company stated: “Contrary to recent discussions on the internet, Nintendo has not had contact with the Japanese government regarding generative AI. Regardless of the involvement of generative AI, we will continue to take necessary measures against the infringement of our intellectual property rights.”
Nintendo says it is not confronting AI
The controversy arose from a statement by Japanese House of Representatives member Satoshi Asano, who had made a post suggesting that Nintendo was involved in lobbying activities to oppose the use of generative AI. However, after Nintendo denied these accusations, Asano offered a formal apology, acknowledging that he had not properly verified the facts.
The incident coincides with a delicate moment for OpenAI, whose new video generation platform, Sora 2, has been criticized for creating content that included copyrighted material from Nintendo, Pokémon, and other iconic franchises. One of the generated videos even showed a character resembling Sam Altman, CEO of OpenAI, commenting: “I hope Nintendo doesn’t sue us,” while photorealistic Pokémon ran in the background. This situation has led OpenAI to reconsider its policies regarding the use of copyrighted material.
While Nintendo is known for being very protective of its intellectual property, the company’s stance on generative AI is still not entirely clear. Although its president, Shuntaro Furukawa, has previously expressed concerns about rights protection, he has also stated that the company is open to leveraging technological developments. Nintendo is considering keeping the door open to generative AI, following the growing trend in the video game industry in Japan, where more than half of the companies in the sector already employ this technology in some way.
Judge Amit Mehta of the District of Columbia has ruled that Google must share its search data with its competitors and cannot maintain exclusive search agreements, a decision that represents a significant blow to the core of the company’s business. This ruling is the result of a lawsuit filed by the Department of Justice (DOJ) in 2020, which accused Google of illegally sustaining its dominance in the search market. Google could very well stop being the best search engine out there. Mehta’s decision directly affects the way Google […]
Judge Amit Mehta of the District of Columbia has ruled that Google must share its search data with its competitors and cannot maintain exclusive search agreements, a decision that represents a significant blow to the core of the company’s business. This ruling is the result of a lawsuit filed by the Department of Justice (DOJ) in 2020, which accused Google of illegally sustaining its dominance in the search market.
Google could very well stop being the best search engine out there
Mehta’s decision directly affects the way Google operates, as its search revenue largely depends on exclusive contracts that have established the company as the default search engine on high-relevance devices, such as those from Apple, to whom it pays around 20 billion dollars a year. Although Google will be able to continue operating its Chrome browser, losing the ability to have these exclusive agreements transforms the competitive dynamics of the market.
Google has expressed its intention to appeal the judge’s decision, arguing that these restrictions will negatively impact its ability to provide an efficient service to users. The company has always maintained that its business model benefits consumers by offering quick and effective access to online information.
The court’s ruling resonates with a growing concern over monopolistic practices in the tech industry, where companies like Google have come under intense scrutiny for their dominance in multiple sectors. As the case moves toward an appeal, it could set an important precedent in the regulation of large tech companies in the United States.
The impact of this decision could change the face of the search market, fostering a more competitive ecosystem. However, it remains to be seen how the situation will develop with Google’s possible appeal and the implications this could have for its future operations and for the sector in general.
Hoy en día, ni siquiera somos capaces de imaginar una consola que no tenga Internet, ya sea para juegos en línea, descargar juegos y parches, o incluso recibir ayuda de otros jugadores. Sin embargo, a mediados de los 90, nadie lo tenía tan claro. Sí, desde la Atari 2600, se habían realizado experimentos, pero…
Nowadays, we can’t even imagine a console that doesn’t have Internet, whether it’s for online gaming, downloading games and patches, or even receiving help from other players. However, in the mid-90s, no one was so sure. Yes, experiments had been made since the Atari 2600, but in the midst of the computer revolution, the definitive leap to the network was still missing. In 1996, the first consoles that finally had Internet appeared: the Apple Pippin, the Philips CD-i, and we all know what their cruel and bitter fate was. However, perhaps everything would have been different if Nintendo had dared to take the step with the Nintendo 64. And believe us: it was very, very close.
Internet 64
In 1995, all video game producers knew that a change was coming. We were leaving behind the 16-bit graphics of Super Nintendo to focus on three-dimensional graphics and a new way of playing that seemed futuristic in every way. Sony, which, as we know, did not secure a deal with Nintendo to create a console that used CDs (the Nintendo PlayStation), was about to launch a direct competitor, and Sega was not far behind with Dreamcast. Everyone wanted a piece of the pie, but in this boom, there was something that could have changed the game board and that everyone hesitated about: the Internet.
Meanwhile, elsewhere in the world, Jim Clark and Marc Andreessen had come together to found Mosaic, the first company in history that wanted to profit from the Internet. And of course, who did they turn to first? The brand that had been revolutionizing everything for years: they prepared a 20-page document and went to Nintendo’s offices offering them an online gaming service for their new console. In the offices of the Big N, there was a small commotion, but ultimately… it was all for nothing.
After all, they made the presentation in early 1994, and the console was released at the end of 1995. At Mosaic, they were very eager, and they thought it was too long of a wait, so they put the Nintendo project aside and started creating something else: a web browser. On October 13, 1994, even before the launch of Windows 95, the world saw the arrival of Netscape, one of the first browsers, which quickly captured three-quarters of the market. It wasn’t very big, to be fair.
Nintendo eventually launched the Internet on the Nintendo 64 years later. It was not their intention: the company intended to launch it in 1996, just two years after the console’s release, but it ended up being delayed until 1999. However, it arrived either too early or too late, and the 64DD peripheral never really caught on: it sold only 15,000 units exclusively in Japan before fading into obscurity (the junkyard, that is), and one can’t help but wonder what might have happened if the creators of Netscape had decided to wait just a little longer.
The browser fared better, although now only those of us who were there in the early days of the Internet remember it. In 1999, it was bought for 10 billion dollars, and with its source code, it ended up creating the Mozilla Firefox browser. Netscape eventually ceased to exist in 2008, but Firefox remains standing as one of the best browsers on the market. And to think that perhaps everything would have been very different if, instead of diving into the complex waters of the World Wide Web, they had devoted all their resources to elevating the Nintendo console. If you are under twenty years old, indeed, all of this may sound like Chinese to you, but there was a time when we lived without the Internet. It wasn’t worse. It was simply different.
In 2025, the National Institute of Information and Communications Technology of Japan has set a new milestone in data transmission speed, reaching 1.02 petabits per second. This record far surpasses the previous one of 402 terabits per second, also achieved by NICT in 2024. The feat was accomplished using standard fiber optic cables over a distance of 1,808 kilometers, marking a significant advancement in network technology. A speed at which weights become irrelevant To put this incredible speed into perspective, if a […]
In 2025, the National Institute of Information and Communications Technology of Japan has set a new milestone in data transmission speed, reaching 1.02 petabits per second. This record far surpasses the previous one of 402 terabits per second, also achieved by NICT in 2024. The feat was accomplished using standard fiber optic cables over a distance of 1,808 kilometers, marking a significant advancement in network technology.
A speed at which weights become irrelevant
To put this incredible speed into perspective, if a user had access to this capability, they could download heavy games like Baldur’s Gate 3, Red Dead Redemption 2, and Fallout 4, which total 330 GB, in just 0.002588 seconds. This possibility offers a fascinating outlook for the gaming community, suggesting a future where wait times for game downloads are a thing of the past.
However, the current reality is less optimistic. Despite the impressive technical achievements, the infrastructure needed to enjoy such transmission speeds is not available to the average user. Even high-end computers, loaded with the most advanced components, cannot handle such a volume of data in the required time. Most households are still connected to the Internet with speeds that hover around only 20 megabits per second, a figure that pales in comparison to the capabilities demonstrated by the NICT.
The tests conducted point to a future where data transmission technology could revolutionize vast sectors, from entertainment to telecommunications. However, until the infrastructure and hardware technology adapt to those standards, these speeds will remain a distant promise for many consumers.