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Striking video game actors hit picket lines over AI: 'The human element is irreplaceable'

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Striking video game actors hit picket lines over AI: 'The human element is irreplaceable'

It was déjà vu in Burbank on Thursday as hundreds of striking video game actors carried picket signs and marched outside the Warner Bros. studio lot roughly a year after their film and TV colleagues did the same.

The Screen Actors Guild-American Federation of Television and Radio Artists held its first picket this week since calling a strike on behalf of some 2,600 performers doing voice acting and motion-capture work in the video game industry.

The walkout began Friday after negotiations between the union and the video game companies broke down over concerns about artificial intelligence.

The companies “come to us to ask how heroes sound and what they look like and what they do, and we’re gonna show them,” Sarah Elmaleh, chair of the union’s negotiating committee, said at the demonstration.

In a statement provided last week to The Times, video game company spokesperson Audrey Cooling said, “We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations.”

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SAG-AFTRA has been bargaining with the video game companies for a new agreement covering interactive media since the contract expired in 2022. Game actors have demanded AI regulations, wage increases to keep up with inflation, more rest time and medical attention for hazardous jobs.

Nearly two years later, the remaining issue at the heart of the strike is AI.

The performers are seeking a deal that will require video game producers to notify them when planning to replicate their voices, movements or likenesses with AI, inform them about how their work will be used, obtain their consent before moving forward and compensate them accordingly.

“As long as AI is used as a tool and not a replacement, that’s fine,” said Chris Jai Alex, a striking video game actor known for portraying Tusk in “Killer Instinct” and Strife in “Darksiders Genesis.”

“I’m all about being efficient, but … the human element is irreplaceable.”

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SAG-AFTRA leaders Sarah Elmaleh and Duncan Crabtree-Ireland, center, march outside the Warner Bros. studio lot in Burbank.

(Myung J. Chun/Los Angeles Times)

LeQuan Bennett, a striking video game actor known for voicing Captain Trent in “Return to Monkey Island,” said he believes that a performer’s likeness, movements and voice should be regarded as their intellectual property in business negotiations with video game producers.

“Being technically minded, I understand that there’s no stopping AI,” Bennett added. “We are fighting to put guardrails that protect our rights.”

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Video game actors argue that they are especially vulnerable to AI because of the invisible nature of voice acting and motion-capture work. They worry that if a company uses AI to replicate their voices or movements without permission or compensation, they will have a hard time proving it.

“Studios and [developers are] trying to make the argument that if it’s recognizable as you and your natural speaking voice, then we can talk about protections,” said Alejandra Reynoso, an actor known for voicing characters in “Dota 2” and “Stranger of Paradise: Final Fantasy Origin.”

“But I think we all know that you love what video game performers and actors do because they can become so many characters.”

A major concern for actor Seth Allyn Austin — who has worked on “The Last of Us Part II,” “Star Wars Jedi: Fallen Order” and Insomniac’s “Spider-Man” series — is being sufficiently informed about how his performances will be used. He and other performers want to make sure game developers’ plans align with their values before giving them permission to replicate performers’ work.

“This is one of the first strikes where I’ve seen movements, stunts, voice and actors all really come together as one,” Austin said. “We’re all taking up different burdens on the same fight.”

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A person in a Spider-Man mask marching in a group and carrying a picket sign that reads "SAG-AFTRA video game strike"

Actor Zachary Luna marches outside the Warner Bros. studio lot in Burbank.

(Myung J. Chun / Los Angeles Times)

AI was also a key sticking point during the film and TV actors’ strike, which ended with contract terms requiring studios to obtain performers’ consent and compensate them when replicating their work with AI. Some actors were critical of that agreement, arguing that the AI protections weren’t strong enough.

“We’ve been continuing to evolve our AI provisions since the … strike last year,” said Duncan Crabtree-Ireland, SAG-AFTRA national executive director and chief negotiator. “There will always be SAG-AFTRA members who want there to be no AI. I get it. I understand it. I even sympathize with it. That’s not a reality that we can create.”

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Video: The Hidden Number Driving U.S. Job Growth

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Video: The Hidden Number Driving U.S. Job Growth

new video loaded: The Hidden Number Driving U.S. Job Growth

After a year of just 181,000 new jobs, January’s 131,000 increase in the U.S. workforce was surprisingly positive. Ben Casselman, The New York Times’ chief economic correspondent, explains the numbers.

By Ben Casselman, Christina Thornell, Christina Shaman, June Kim and Nikolay Nikolov

February 13, 2026

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Why Mattel now has a problem with Barbie

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Why Mattel now has a problem with Barbie

Barbie manufacturer Mattel took a hit this week after its superstar doll failed to deliver.

The El Segundo company behind many of the world’s most iconic toys was walloped in the stock market — its shares plunged 25% Wednesday — after it announced that holiday-season sales were weak and that it expects another slow year.

It was overoptimistic about how many Barbies and other products consumers would want and had to slash prices to move them, even as it grappled with higher costs from tariffs, analysts said.

“2025 was marked by uncertainty,” Ynon Kreiz, chief executive of the company, said after earnings were unveiled Tuesday.

While Mattel’s Hot Wheels were hot, and its party card game Uno attracted new fans, Barbie has been struggling. Mattel’s Fisher-Price line, which makes educational toys for infants, toddlers and preschoolers, also lagged.

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The doll and its many variants have been losing momentum since her latest 15 minutes in the spotlight following the 2023 hit movie “Barbie.” This year, Mattel says it will increase its focus on making more digital games and toys tied to movie franchises.

Last year, its net sales were about $5.3 billion, down 1% from the year before, according to the company’s unaudited financial statements. Its projection for this year also disappointed investors. The company lost close to $1 billion in market value as investors dumped its shares.

The movie that was the fun half of the “Barbenheimer” summer took in close to $1.5 billion at the box office and rejuvenated buzz around the 60-something Barbie, sparking more than $150 million in sales from dolls and other related products. At the time, it seemed to validate the toymaker’s strategy of turning its legacy brands into modern media properties, with live-action films. It has not been able to repeat that success yet, and that failure has weighed on its earnings.

Despite efforts to create buzz around the Barbie brand — including a diabetes Barbie and an autism Barbie — gross billings for Barbie products slid 11% last year, following a similar decline in 2024.

Mattel on Tuesday said it plans to double down on its strategy to become, as its CEO called it, an “IP-driven play and family entertainment business.” That means it wants to make more money from video games and movies.

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Though toys are foundational to Mattel, the company said it is trying to broaden its reach by focusing more on content licensing and digital games, which tend to be more profitable.

Mattel has long worked with Disney to make princess dolls and has partnered with Netflix to make toys inspired by characters from the 2025 movie “KPop Demon Hunters.” The K-pop-inspired products will ship in the spring, and Mattel expects them to boost doll sales.

This week, it announced a deal to develop and market toys tied to the Teenage Mutant Ninja Turtles franchise, which is scheduled to have a new movie next year. It can also expect a jump in interest around its toys connected to the Masters of the Universe franchise and Matchbox brand, both slated to have movies this year.

“Success in our toy business will drive success in entertainment, and success in entertainment will drive greater success in toys,” Kreiz said. “We are looking to fully capitalize on this virtuous cycle.”

The company literally doubled down on one of its biggest bets on digital games.

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Mattel announced plans to spend around $160 million to acquire the other half of mobile games studio Mattel 163, a joint venture between Mattel and the Chinese internet and video game company NetEase.

The studio has released four games based on Mattel’s intellectual property since it was established in 2018.

Mattel plans to make more “games based on Mattel IP that drive sustained engagement for fans,” Kreiz said in a statement.

The acquisition will temporarily impact Mattel’s bottom line but is intended to “accelerate growth in top and bottom lines in 2027 and beyond,” Kreiz said on the call.

For some, Mattel’s big plans to diversify away from toys haven’t been successful enough to spark confidence that the company can pull it off this year.

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Morningstar analyst Jaime Katz said Mattel’s digital strategy has not panned out in the decade since company leadership started touting it.

“Every year we’re expecting the next year to be a growth year,” Katz said. “It looks now like we’re going to have another year where it’s stuck.”

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Disney to pay $2.75 million to settle alleged violations of the California Consumer Privacy Act

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Disney to pay .75 million to settle alleged violations of the California Consumer Privacy Act

Walt Disney Co. will pay $2.75 million to settle allegations that it violated the California Consumer Privacy Act by not fully complying with consumers’ requests to opt out of data sharing on its streaming services, the state attorney general’s office said Wednesday.

The Burbank media and entertainment company allegedly restricted the extent of opt-out requests, including complying with users’ petitions only on the device or streaming services they processed it from, or stopping the sharing of consumers’ personal data through Disney’s advertising platform but not those of specific ad-tech companies whose code was embedded on Disney websites and apps, the attorney general’s office said.

In addition to the fine, the settlement, which is subject to court approval, will require Disney to enact a “consumer-friendly, easy to execute” process that allows users to opt-out of the sale or sharing of their data with as few steps as possible, according to court documents.

“Consumers shouldn’t have to go to infinity and beyond to assert their privacy rights,” Atty. Gen. Rob Bonta said in a statement. “In California, asking a business to stop selling your data should not be complicated or cumbersome.”

A Disney spokesperson said in a statement that the company “continues to invest significant resources to set the standard for responsible and transparent data practices across our streaming services.”

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“As technology and media continue to evolve, protecting the privacy and preserving the experience of Californians and fans everywhere remains a longstanding priority for Disney,” the spokesperson said.

The settlement with Disney stemmed from a 2024 investigation by the attorney general’s office into streaming devices and apps for alleged violations of the California Consumer Privacy Act, which governs the collection of consumers’ personal data by businesses.

Under the law, businesses that sell or share personal data for targeted advertising must give users the right to opt-out.

Disney’s $2.75-million payment is the largest such settlement under the state privacy act, Bonta’s office said.

The attorney general has also reached settlements with companies such as beauty retailer Sephora, food delivery app DoorDash and SlingTV for alleged violations of the privacy act.

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