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Nintendo to share up to 70 percent of ad revenue with game YouTubers (Kyle Orland/Ars Technica)

Alibaba Nintendo's somewhat indecisive stance on letting streamers and producers use video of its games online seems to be crystallizing with this week's beta launch of the Nintendo Creators Program . But the program comes with a number of restrictions that limit how video creators can use Nintendo games in their videos and how they can profit from those videos. YouTube creators who sign up for Nintendo's Creators Program can easily register individual videos or entire channels that contain content from games made by Nintendo. In exchange, Nintendo will let the video creator keep a portion of the ad revenue generated by the video: 60 percent for individual videos or 70 percent for entire channels. That's a change from the zero percent of ad revenue many video makers saw from videos that included Nintendo games in the past, though Nintendo does note ominously that "this rate may be changed arbitrarily." The revenue sharing only seems to apply to a small portion of Nintendo's game catalog, however. The Creators Program User Guide notes that only videos including a limited list of "whitelisted" games can be registered for revenue sharing. Program registrants are warned to "be sure their videos do not contain copyrighted material from third parties or content from unconfirmed game titles emphasis added." Nintendo's list of supported games leaves out a wide range of the company's publishing catalog , seemingly including every game even partially developed by an outside studio. The list of Nintendo-published games ineligible for the program includes recent Wii U titles like Captain Toad's Treasure Tracker and Bayonetta ; classics like Star Fox 64 and The Legend of Zelda: Ocarina of Time , and every game in the Super Smash Bros. series, to cite just a few examples. Presumably, unlisted games will continue to have their ad revenue captured by Nintendo, as the company has done in the past,  according to YouTube rules .

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Survey: security products send average large organizations 17K malware alerts per week, only 19% of which are reliable (Robert Lemos/Ars Technica)

For anyone who has freaked out when an antivirus alert popped up on their screen and spent time researching it only to find out it was a false alarm, a recent survey will hit home. A survey of information-technology professionals published on Friday found that the average large organization has to sift through nearly 17,000 malware alerts each week to find the 19 percent that are considered reliable. The efforts at triage waste employees’ time—to the tune of a total estimated annual productivity loss of $1.3 million per organization. In the end, security professionals only have time to investigate four percent of the warnings, according to the survey conducted by the market researcher Ponemon Institute. The survey results show the problems posed by security software that alerts for any potential threat, says Brian Foster, chief technology officer of network-security firm Damballa, the sponsor of the research. “At the end of the day, all of these security products are spitting out more alerts than humans have time to deal with,” Foster said. “And at the end of the day, if your software is overwhelming the analysts, you are part of the problem, not part of the solution.” The deluge of unreliable alerts—a problem known in the industry as “false positives”—is a well-known issue for many types of security systems. Typically, security-conscious users and IT security professionals have a choice: turn on more features in their security products and deal with the increased alerts or disable features and risk missing a real attack. Unfortunately, companies often choose the latter. But even when security professionals choose the most stringent options, the increase in unreliable alerts overwhelms users and those responsible for IT security. Instead of investigating every warning, they are trained to ignore the warnings. In 2013, for example, when cybercriminals broke into Target’s systems and loaded malware, the company’s FireEye security system issued an alert for the activity, but the company ignored the alerts. As a result, a District Court judge in Minnesota has given the go-ahead for banks to sue the retailer

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