Tech
Universal Studios Hollywood powers up with Super Nintendo World
Published
3 days agoon
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In 1981 Shigeru Miyamoto created a video game character whose entire personality was contained in what the designer first described as “16 dots by 16 dots.”
As that character evolved, those pixels would comprise red suspenders, a pouch of a tummy, an oversize nose, a bushy mustache and eventually a whole lot of jumpy pluckiness, making him an unlikely but confident hero as he sought to rescue a damsel in distress. Miyamoto at first called him Mr. Video, a prescient and self-assured designation for a character who by 1985 would come to dominate home television screens.
It wasn’t long before Mr. Video transitioned into Mario, the most recognizable video game character ever created. Mario would become so popular that Miyamoto would look to the Walt Disney Co. and its brand management of Mickey Mouse for direction. “Mickey Mouse sort of grew and evolved alongside cartoons and animation. I felt it would be best for Mario to grow and evolve alongside video games. Whenever we introduced new technology, we always paired that introduction with a new Mario game,” Miyamoto once told The Times.
Today, Mickey Mouse ears are a global symbol for theme parks around the globe. Could Mario’s trademark red newsboy-like cap challenge that dominance? Maybe, but that’s not the bet driving Universal Studios to build multiple Nintendo-inspired lands in its theme parks.
“I think it’s very clear,” says Jon Corfino, vice president at Universal Creative, the division of the company responsible for theme park experiences. “It means that entertainment is not static.”
Super Nintendo World at Universal Studios is blazingly bright and colorful.
(Dania Maxwell / Los Angeles Times)
The colorful ground where Corfino is standing in Universal Studios Hollywood was once home to blocky soundstages. Today, his feet are planted on an oversize yellow star in a space dedicated to Super Nintendo World, the first major video-game-driven land in a United States theme park.
It’s a historical and remarkable shift for a park that has long stood as a temple dedicated to cinema. For nearly six decades now, the backlot Studio Tour has provided fans, tourists and aspiring filmmakers with their first notable glimpse at behind-the-scenes studio magic — the haunted imagery of a Bates Motel, the thrill of a “Jaws”-like shark attack or the ability to imagine the “Back to the Future” clock tower being shocked to life with a lightning bolt.
But on Feb. 17 when Super Nintendo World officially opens to the public, Universal Studios will be making one of the boldest statements yet about the future of entertainment: It will be interactive. Such a belief has been driving the entirety of the theme park industry for much of the last two decades, and Super Nintendo World, a larger version of which opened last year at Universal Studios Japan, will be the most fully realized vision of a living, persistent land designed to respond to — and play with — guests.
“There is a story line behind this whole experience,” Corfino says. Guests, after walking through one of Mario’s hallmark green pipes, will find themselves in the castle of his beloved Princess Peach, who has just had her golden mushroom stolen. “Part of our mission is to help her get it back. That’s the rationale and the purpose behind a lot of the interactive games.”
And with the land, Mario again will be introducing players — now theme park guests — to a new technology.
Mario Kart: Bowser’s Challenge, the land’s sole ride, will, in a first for an American theme park, meld physical sets with movement-tracking augmented reality that will respond to guest positions. It’s part old-school, theme park dark ride — guests will board cars and follow a track — and part showcase for a new form of game playing.
Guests will be asked to steer, throw and aim along a predetermined path. The attraction, one that prioritizes gamification, special effects and theme park wizardry over high-speed thrills, will place attendees, four to a car, alongside Mario, Luigi, Princess Peach and a host of other recognizable Nintendo characters, all in a highly participatory racing challenge against the demonic, turtle-meets-dragon figure of Bowser, Mario’s longtime archnemesis.

The queue for Mario Kart: Bowser’s Challenge is ominous in scope and filled with game-inspired details.
(Dania Maxwell / Los Angeles Times)
To get to the ride, visitors will first traverse a blazingly vibrant land that will mash up multiple scenes from the popular “Super Mario Bros.” games. One can gaze out of augmented-reality-enhanced telescopes near icy peaks with blue, snow-lined trees or stand below desert vistas in which a Pokey — a cactus-inspired centipede-like creature — stalks from above. Throughout, there is constant movement — Piranha Plants chomp, a stony Thwomp slams with force, and yellow blocks, ripe for punching — or ill-advised head-butting — dot what feels like a lifesize obstacle course.
Gold coins, forever out of reach, spin and glint in the SoCal sun as bouncy-looking mushrooms look eager to be jumped upon. We won’t, however, be able to run and hop through the land like Mario, but we’ll certainly feel like we should; as side-scrolling platforms tempt us to go higher, the turtle-like Koopas will walk back and forth around us, and the mushroom-inspired Goombas will wobble, stack and practically taunt us to pounce on them. But good news: We will be able to play, as dotted throughout the land are four multiplayer challenges — mini-games that will culminate in a group battle against Bowser Jr.
If all goes as planned, Super Nintendo World will be the most participatory theme park universe ever envisioned.
“They could have made Super Nintendo World a big arcade,” says Jesse Schell, a game designer and longtime advocate for interactivity in public spaces, having worked with theme parks around the world.
“But it’s clear the mandate was that this is not going to be a place where you go to play video games. This is a place where you’re going to go to be in a video game.”
A LAND BUILT FOR CREATIVITY

Guests will walk through Mario’s hallmark green pipe to enter Universal Studios Hollyoood’s Super Nintendo World.
(Dania Maxwell / Los Angeles Times)
Theme parks, of course, have always been dedicated to interactive play. One can argue that a land such as Super Nintendo World — or the game-filled Star Wars: Galaxy’s Edge at Anaheim’s Disneyland Park — are rooted in this mission.
There is, as we’ve noted before, an aspect of this approach that dates back to Disneyland’s 1955 beginnings, most notably in the staged shootouts and pack mules that brought theatrics and activity to Frontierland. Tom Sawyer Island joined the latter in 1956, allowing guests to run free amid caves, trails and a suspension bridge. The change, however, is how guests are viewed. We were once seen largely as audience members. Today, we’re essentially actors in giant playsets; that is, if we want to be.
A pivotal moment: The 2014 introduction of interactive wands at Universal’s first Wizarding World of Harry Potter, which turned the entire land into a living universe by giving players the illusion of magic-making abilities. Instead of wands, Universal hopes Super Nintendo World guests invest in Power-Up Bands, interactive wristbands available for $40.
The bands will connect with an app, which will allow guests to track their progress in recapturing the golden mushroom, as well as allow them to collect virtual coins throughout the land and keep tally of their Mario Kart ride scores. Corfino says characters in the land — Mario, his brother Luigi and Princess Peach — will be able to respond to guests based on the progress recorded by their bands. More important, the bands and app will prod guests to play the games that dot Super Nintendo World, which will be broad in scope. Most of the games require participation among multiple parties of guests. Some are timed challenges, others are crank-led puzzles, and one is a chaotic, touch-fueled game that has players turning over digital blocks.

Super Nintendo World is full of movement, with blocks pouncing, characters walking and platforms sliding back and forth.
(Dania Maxwell / Los Angeles Times)
“My definition of games is maybe a little bit different,” Corfino says. “I know that some folks like to say if somehow the experience is keeping score, it’s a game. There are other attractions that have, on a one-dimensional level, kept score. But from a complete immersive aspect, everything that you’re doing here is being tied into your Power-Up Band. Then, delving into the reality of the Mario Kart ride experience, where you have AR goggles, physical sets, video mapping, LED projection — you are in a full-blown game that is unique every time based on what you’re doing. It’s pretty next level.”
The theme park industry will be watching.
“I think that this idea of being able to manifest the digital to the physical in a highly interactive, reactive social environment, which embraces a sense of agency, as well as a sense of urgency, is something where I’m seeing the future of theme parks and gaming colliding,” says Margaret Kerrison, author of “Immersive Storytelling for Real and Imagined Worlds” and a former theme park designer with Walt Disney Imagineering.
Kerrison, who worked extensively on Galaxy’s Edge, sees gaming and theme parks continuing to converge “into something that blurs the boundaries between what you do at home versus what you do in a theme park.”
The blending of theme parks and video games hasn’t always been an easy challenge to solve. Games, after all, are individualized experiences, as even multiplayer ones respond to a singular player’s actions. Theme parks, of course, are not that, as attractions are designed to captivate multiple thousands of people per hour. And yet modern attractions are increasingly gamified. The Disneyland Resort has recently opened the arcade-inspired Millennium Falcon: Smugglers Run and Web Slingers: A Spider-Man Adventure, the latter of which turns our hands into a video game controller.

Universal Studios Hollywood’s Super Nintendo World is filled with hidden nooks for guests to discover — and play in.
(Dania Maxwell / Los Angeles Times)
Universal Studios in Florida just launched the Great Movie Escape at its City Walk, escape rooms themed to “Back to the Future” and “Jurassic Park.” This follows Walt Disney World’s Star Wars: Galactic Starcruiser, a live-in hotel that doubles as a live-action role-playing game. Play can be derided as silly or frivolous, but it also facilitates curiosity. What is that? Why is it this way? And most important: What if I try this? And in a theme park setting, that drives communication among friends, families and even strangers, as play helps lower inhibitions in the name of engagement.
That is, if we believe it.
One of the first major successful implications of video games in a theme park attraction was Disney’s Toy Story Midway Mania!, which opened at Disney California Adventure in 2008. A key to its successes, says recently retired Imagineer Kevin Rafferty, one of the chief designers of the attraction, was to rethink how we view games in all-encompassing, physical settings. “The early video games that you played on your TV set at home always had a score or a number that would flash up,” Rafferty says. “But in a ride-through application, what that does is suddenly tell you it’s fake.
“It’s not a real space. It’s not a real midway game. In a real space, you wouldn’t have digital numbers pop up like you would in a pinball machine. We wanted the experience to feel real. I always like to say it’s OK to make-believe. But you can’t fake-believe. As soon as you break the rule that you’re in a real place in a real time, then suddenly it’s not a real game booth.”
Similarly, Super Nintendo World will treat its mini-games — and its Mario Kart ride — as real places. Games are around a corner, down a path or behind a giant mushroom rather than any particular booth announcing their presence. And the land is filled with hidden nooks — stairs that lead to a second level with augmented reality telescopes, or darkened, seemingly ominous caves filled instead with blocks to punch and whack.
It’s a land, like the best “Super Mario Bros.” games, built on discovery. And that, after all, was Miyamoto’s original mission with the games. Asked once for an explanation for the enduring power of Mario, Miyamoto had a simple yet ambitious answer: “The more creative the player is, the more things that they try, the more fun the game becomes.”
INSIDE THE CASTLE

Mario Kart: Bowser’s Challenge is a first for a theme park attraction in North America — an augmented reality-enhanced game-inspired ride.
(Dania Maxwell/Los Angeles Times)
Universal Studios is counting on players coming to be creative.
Unlike Japan’s version of the land, which is home to a ride inspired by Mario’s dinosaur-like pal Yoshi and has a Donkey Kong attraction currently under construction, Hollywood’s more confined space — this theme park, after all, is still a working studio — will have just a singular ride. But those who come to ride Mario Kart and bolt will be missing the point. Super Nintendo World is an invitation to play.
And yet the byzantine queue for Mario Kart: Bowser’s Challenge certainly indicates that Universal knows what the centerpiece of the land is. The line will take guests through numerous locales, starting with fantastical, forest-like atmospheres — said to be Yoshi’s new island — before transitioning to a second level that leads to Bowser’s castle. Nintendo fans will find numerous nods to the Mario Kart games, still one of Nintendo’s most successful properties. The recent “Mario Kart 8” for the Nintendo Switch has sold more than 48 million copies worldwide.
Screens will double as windows, showing us areas of the castle populated with ghosts. Elsewhere, we’ll see Bob-omb-making machines and we’ll learn of Bowser’s obsessions — mainly Mario and Princess Peach. Self-help books, such as one titled “How to Talk to Princesses,” will nod to the roots of franchise, but in this world Princess Peach is not an oft-kidnapped, damsel-in-distress. “It’s there,” Corfino says of Bowser’s obsession with Princess Peach, “but it’s not a creepy there.”
The ride was not available for media previews. Like most of Universal’s theme park experiences, expect open-to-the-public technical rehearsals for the land to begin well before opening, perhaps as soon as early to mid-January. These, however, can be sporadic and can close at any time. But based on videos of the ride from Japan, as well as interviews and reviews of the attraction, guests should expect Mario Kart to be one of the most ambitious video-game-inspired rides to date. It’s not one, however, that prioritizes speed, as capturing the feel of the games — the wildness of collecting and flinging items and constant turns — was the goal.

Bowser’s obsessions are shown throughout the ride Mario Kart: Bowser’s Challenge at Super Nintendo World at Universal Studios Hollywood.
(Dania Maxwell/Los Angeles Times)
“There is a learning curve,” says Corfino, noting that the mechanics are simple — press a button on a steering wheel to toss a shell and aim simply by looking in a certain direction — but mastery will come in time. While there is a track, it’s beneficial to one’s final score to steer in the direction the ride is moving, as the attraction will be asking for guests to fully participate throughout. “It’s a natural extension of evolving from behind the scenes to the immersive environments of films,” Corfino says. “So now we’re putting you inside one of the most popular games of all time and putting you inside that environment. How deep can you go in terms of immersion and, in this case, gamification?”
That’s a question that isn’t just being asked by Universal. Arguably, gaming brands — intellectual property, or IP, in industry speak — are just hitting their mainstream culture stride. In spring, Universal will release a “Super Mario Bros.” film, and gaming properties, including “The Last of Us,” “League of Legends” and “Sonic the Hedgehog,” are increasingly being adopted by Hollywood studios. The industry is also closely watching Netflix’s foray into gaming, as the company has been buying and building a cadre of game developers.
“It’s going to be interesting, as time moves on, to see which IPs end up being really meaningful,” says game and theme park designer Schell. “We see our theme parks moving into a more interactive zone. That implies that video games and video game brands are going to be bigger and bigger. It’s easy to imagine a ‘Fortnite’ theme park.”
Theme parks such as Universal Studios and Disneyland are places the public goes to experience popular myths, from classic fairy tales to more modern franchises such as “Star Wars” or “Jurassic Park.” We get to live in and among them, and experience the stories that help us make sense of the world and our emotions.
With “Super Nintendo World,” games — and play itself — have now entered a new storytelling pantheon. It’s a statement that those weaned on games have long known. We don’t play to win or compete; we play to imagine ourselves in a story.
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Tech
This Hollywood influencer company helps internet stars
Published
44 mins agoon
March 17, 2023By
admin
More than 1,000 people came to see Brian Oades.
Lined up outside the headquarters of its parent company, the FaZe Clan, in Hollywood, a line wraps around the block: a group of excited teens, street-dressed high schoolers and parents slowly besieged on Melrose Boulevard.
Many have waited hours to catch up with the vlogger, who regularly entertains an audience equivalent to the population of Sri Lanka.
“I would literally like to meet every single person,” Al-Awadi said, standing on a platform inside a warehouse-like office, to the already-arriving crowd. My team told me it was impossible.
Those outside of Awadi’s orbit might be puzzled as to how he could attract such a large crowd. With a handful of IMDb credits — all to himself — he’s hardly your standard celebrity; After a brief stint in Los Angeles, the 26-year-old San Diegan moved back south to be closer to home.
However, on the internet, or at least in certain corners of it, he’s a pretty big deal. Twenty-two million people follow him on YouTube, his platform of choice, where he posts high-concept pranks and lavishly funded stunts. Still more kept up with his life on TikTok (9.6 million), Instagram (6.6 million), and Twitter (2.6 million). Under the handle of the FaZe Rug, he’s funneled all that online clout into a dedicated energy drink, a short-lived podcast, and most recently, a signature DoorDash sandwich called the “Rugfather.”
This was sandwich partnership Which made him and his legion of fans turn out in droves at Hollywood meet-and-greets.
“I love him,” said Ethan Comingore, 15, of San Bernardino. “I watch it day and night.”
There’s a lot of money in all of this — both from fans who dutifully wait for hours on the sidewalk hoping to bump their favorite YouTube star into a fist bump and brands that, as with DoorDash, want access to big soapboxes Awadis and other social media personalities with a The big names.
Enter FaZe Clan, the sprawling web content and lifestyle brand that staged the event this summer. It is among the many companies trying to capitalize on the massive demand. This summer, the company audience gone in a reverse $725 million merger – with mixed results.
That number is lower than a previous forecast of $1 billion, and the company’s share price has since fallen. After FaZe Clan for the first time At about $13 a share, but in the midst of a wider range The decline of the technology sectorthe price fell significantly to close at $2.44 on Friday.
Donald De Le Hay, aka FaZe Deestroying, Alex Prynkiewicz, aka FaZe Adapt, Kaysan Ghasseminejad, aka FaZe Kaysan, and Rani Netz, aka FaZe Ronaldo, at the FaZe Clan headquarters in Los Angeles.
(Christina House/Los Angeles Times)
“Our going public gave us a budget that we didn’t have before… to really invest in the existing business [and] “We are building the future,” said CEO Lee Trinc.
Located somewhere at the intersection of management agency, record label, and artist group, FaZe is largely built around influencers, streamers, and web personalities with ties to the world of video games. The company also builds esports teams and makes money from sponsorship deals with brands.
FaZe regularly tours hip-hop, professional sports, and fitness, and has considered ventures into gambling and encryption. Although it’s still heavy on players, Lil Yachty added, LeBron James Jr. and Snoop Dogg as subsidiaries. wore the latter FaZe branded series during his Super Bowl halftime show earlier this year.
It’s all part of a company-wide pivot from gamer to youth culture — a broader, if less defined market — that’s been creeping in since FaZe’s early days.
FaZe started in 2010 when a group of teens began posting “Call of Duty” hoax footage to YouTube. It grew from there, making a name for itself among video game fans and branching out into esports teams, influential “content houses” and other ventures. Today, it has nearly 100 employees.
Awadis was recruited for his gaming skills but has expanded into lifestyle vlogs and other character-driven content, as have some of his colleagues.
The result was a company that defies categorization. in 2021 Investor offerFaZe suggested that it combined the generational appeal of MTV, Disney’s cross-platform reach, Roc Nation’s iconic personality and fan loyalty to the NBA.
The company reported $14 million in revenue he won In the third quarter, an increase of 12% over the same period last year (about half of brand deals). The company also reported a pre-tax loss of $12 million in the quarter, reflecting costs of hiring and going public. That same loss was $4.1 million in the prior quarter.
It’s not the only company trying to turn “likes” and shares into a sustainable business model. In fact, with so much money flowing around the creative economy, there are plenty of financial incentives to break down individual influencers into larger business ventures.
Some started on their own retail brands. Others moved tocontent homes“So that they can live and work together under a shared identity. Still more are connected to structured creative collaborations, such as”Saturday Night Live” – neat Tik Tok comedy. FaZe isn’t alone in trying to blend gamer culture with social impact: Los Angeles-based brand 100 Thieves has tried something similar.
It is an industry that relies heavily on the unique charm of certain web personalities. This can make it profitable but also very risky; If these characters drain, get scrapped, or slowly start to lose interest in the internet’s fickle, a lot of the value and reach they had to provide goes with them.
“[FaZe Clan] We have a group of influencers and creators, of course, but Twitch, YouTube and TikTok are much larger, and none of them have an answer on how to monetize and scale,” the portfolio covers gaming and digital entertainment.
Conflicts can arise with influencers as well. Influencer Alyssa Marie Violet Butler lawsuit FaZe Clan received last year shares of the company it said it was owed (the company dismissed her complaints). In the same year, FaZe Removal three members for allegedly promoting a cryptocurrency “pump and dump” scheme; A fourth was suspended but later invited. And in 2020, Turner Tenney’s character is streaming Settlement A contract dispute with the company after claiming to have exploited it.
In a presentation to investors in 2021, FaZe cited as a risk factor how “historically a limited number of esports professionals, influencers and content creators account for a significant portion of our revenue”.

FaZe Adapt is suspended in the FaZe repository.
(Christina House/Los Angeles Times)
A big part of FaZe’s offer of fresh talent is its logistical support. It offers affiliate creators assistance in disputes over sponsorship deals and access to internal management teams, publicity, legal, marketing, and sales, and thinks of itself as an incubator for budding creators.
“Any business like that, if you’re going to be at the forefront of youth culture, you better have the people who are closest to the ground,” Trink said.
Among those new voices is Gabriel Gelinas, a Canadian streamer from Quebec who was accepted into the list earlier this year under the name FaZe Proze after winning a recruiting contest.
“FaZe has been doing a great job of trying to evolve and innovate,” said Gelinas, 24. “That’s why I feel like they’re always looking for new people.”
Another recent addition to the list — Donald De La Haye, or FaZe Deestroying — said the company had everything one could ask for in a partnership: “infrastructure, business brain, capital, and know-how.”
De La Haye was a former college football player deemed ineligible in favor of the NCAA in 2017 after he refused to stop earning ad revenue from his YouTube channel. These days, he makes videos about football and the culture of the sport with the logistical support of FaZe.

FaZe Destroying rides a motorcycle.
(Christina House/Los Angeles Times)
“They definitely helped me get things off my plate,” said De La Haye, 25.
It’s not always clear how much of FaZe’s popularity comes from the overall brand versus the star power of individual members.
“I don’t really watch FaZe — I just watch FaZe Rug videos,” Kevin Isis, 13, said while standing in line to meet DoorDash.
In fact, FaZe Clan’s YouTube channel has less than 40% more followers than Awadis’ personal channel.
Awadis is one of the most followed creators on the company’s roster, so he’s not necessarily an actor — and FaZe still has more fans than him on Instagram and Twitter. However, it raises the question: who needs whom more?
“I’m like the CEO of my own company, but then I also became part of FaZe,” Awadis said. “So my stuff helps FaZe and vice versa.”
But maintaining the stability of the larger organization can sometimes mean shifting around its component parts.
Youssef Abdel-Fattah, better known online as FaZe Apex, was a member of the brand when a few teens were posting “Call of Duty” shenanigans online. But as FaZe grew, Abdelfattah began to handle some of the day-to-day administrative work.
“I always did — I don’t want to say unpleasant work, but less exciting things,” he said. “In 2016-2017, when the business was more mature and when we had an office, we had employees, I started balancing content creation with…decision making.”
These days, Abdel-Fattah spends much of his time mediating between company management and talent — the resident player whispering, as it were.

(Christina House/Los Angeles Times)
He said, “The content industry is very demanding, and that spark, I think, has kind of fizzled out. … I got very lucky that when I hit that wall, I was able to continue to be very involved in the company that I love.”
The 26-year-old has adopted a mentoring role among the recruits. One of the new teenage members calls him “Boomer”.
Internet culture is changing rapidly, and 12-year-old FaZe is considered an old brand at this point. However, change continues—even if it means evolving beyond the people and ideas you started with.
“It’s a team effort now,” Abdel-Fattah said. “all of us [early members] It brought in people who we know understand the internet, who understand this world, and who can help us stay on the right track. … We’re constantly trying to put together a monster team of internet geniuses.”
Tech
Elon Musk has officially lost more private money than anyone else in history
Published
2 hours agoon
March 17, 2023By
admin
Bill Buckner. Justin Guarini. Everyone who “ran” against Vladimir Putin. Now Elon Musk has joined the ranks of the biggest losers in history. the Awarded by the Guinness Book of World Records CEO of Tesla, SpaceX, and Twitter, a record-breaking loss of personal wealth. Forbes has estimated that in the past year or so, Musk’s wealth has declined by $182 billion.
In November 2021, Musk’s wealth peaked at nearly $320 billion, making him the richest man in the world. Most of that, however, was Tesla stock, which dropped in value precipitously through 2022. His purchase of Twitter in October 2022 for $44 billion — which he financed with some of his Tesla stock — also caused a huge buzz in his bottom line.
In December, Musk’s losses stripped off His top of Forbes existingAnd the title of the richest person in the world went to Bernard Arnault of the LVMH group, which owns luxury brands such as Louis Vuitton, Dior and Sephora. Forbes noted That many other billionaires will take big losses in 2022, when technology stocks will be hit hard. Jeff Bezos lost $85 billion, and Mark Zuckerberg saw $77 billion of his wealth disappear.
Softbank CEO Masayoshi Son previously held the world record for the largest personal wealth loss, losing more than $59 billion during the 2000 internet crash. Today, Son is ranked 67th on Forbes’ list of billionaires.
Tech
US officials said Apple’s anti-union tactics in Atlanta were illegal
Published
3 hours agoon
March 17, 2023By
admin
Prosecutors at the U.S. Labor Council determined that Apple violated federal law by questioning and coercing employees in Atlanta, the latest legal response about the company’s response to the regulation effort.
The regional director for the National Labor Relations Board in Atlanta also concluded that Apple held mandatory anti-union meetings during which management made coercive statements and would issue a complaint if the company did not settle, the agency’s press secretary, Kayla Bladeau, said Monday.
Apple, based in Cupertino, California, did not immediately respond to a request for comment.
The Communications Workers of America petitioned to unionize an election for its Atlanta store this year, but in May withdrew its petition the week before the planned vote, citing alleged misconduct by the company.
“Apple executives believe the rules do not apply to them,” the group said in a statement on Monday. “Holding an illegal forced captive audience meeting is not only union busting, but an example of psychological warfare. We commend the NLRB for recognizing captive audience meetings for exactly what they are: a direct violation of workers’ rights.”
Apple, the world’s most valuable company, faced an unprecedented wave of regulation at its retail stores this year. The staff at a Maryland location voted in June to join the AFL International. Many of the Machinists and their Oklahoma City counterparts opted in October to join the CWA.
Regulators suffered a setback last month in St. Louis, where IAM withdrew a union petition a week after it was submitted, blaming the company’s conduct. Some employees on site later complained about this process, They say they felt The electoral effort has been accelerated. But workers at dozens of the 270 US Apple Stores have been debating the issue of unionizing, according to employees.
A regional director at the NLRB in New York issued a complaint against Apple in September, accusing the company of questioning employees at a World Trade Center store and discriminating against union supporters in enforcing its no-solicitation policy. Apple said it did not agree with the allegations.
Whereas the NLRB had previously considered that companies could require employees to attend anti-union meetings, the agency’s current general counsel, Jennifer Abruzzo, considers “captive public” gatherings coercive and illegal in nature. Her office is pursuing cases that could set precedent, including at Amazon.com and Starbucks, both of which deny wrongdoing.
Complaints by the NLRB’s regional directors are heard by the agency’s judges, and their rulings can be appealed to board members in Washington, and from there they can go to federal court. The agency can seek damages, such as posting notices and rescinding policies or penalties, but it does not have the authority to impose punitive damages on companies.
Bloomberg staff writer Mark Gorman contributed to this report.

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