*By Max Godnick*
Some child psychologists are starting to see young patients struggling with the effects of playing too much Fortnite, the apocalyptic survival video game played by more than 125 million people since it launched last summer.
"They are seeing kids who are coming in, their parents are concerned, they're having a lot of trouble putting the game down," Sara Miller, the health editor at Live Science, said in an interview with Cheddar about some anecdotal reports from mental health professionals.
Miller said some of the child psychologists who spoke to Live Science [described](https://www.livescience.com/62796-fortnite-addiction-therapy.html) children developing an addiction to the battle royale-style game from Epic Games. One psychologist told Live Science that parents should cap their children's Fortnite gameplay at no more than six hours a week.
Children obsessively playing video games is not a new phenomenon, but there may be some aspects of Fortnite that have a particularly strong pull on young gamers. The game's colorful cartoonish aesthetic obscures its violent goal ー kill everyone. It's relatively short rounds (about 20 minutes) keep gamers coming back for more. "It's like pulling a slot machine," said Miller.
Fortnite's popularity can also be attributed to its accessibility: It is available on XBox One, PlayStation 4, Microsoft Windows, iOS, and Nintendo's Switch. It's also free.
"That makes the barrier of entry really, really low," said Miller.
Some Fortnite proponents said the game is potentially beneficial to young gamers' development by helping them figure out how to construct solutions to unexpected problems. Users can build walls and other structures for cover during firefights. Microsoft leveraged similar world-building tactics for learning purposes when it launched Minecraft: Education Edition in 2016.
Miller says constructing barriers to protect from grenade launchers is no substitute for actual social interaction.
"Nothing really beats going out and making eye contact with people and interacting with them in person," she said.
For the full interview, [click here](https://cheddar.com/videos/is-fortnite-sending-kids-to-therapy).
A 2021 report from UK Research and Innovation found that the shipping industry makes up at least 2.5 percent of the world's total CO2 emissions. It's a problem that energy solutions company, Leclanché, is trying to solve. Founded in 1909, the company has been developing and producing batteries for more than 100 years. Today, Leclanché's lithium-ion battery is used to electrify not just ships, but also railroad locomotives, trucks, and specialty vehicles. Cheddar News spoke with Pierre Blanc, chief technology and industrial officer of Leclanché, to discuss.
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Logitech posted better-than-expected earnings in its third quarter, reporting sales of $1.63 billion dollars, down 2% from the year ago quarter, but well ahead of the Wall Street consensus of $1.48 billion dollars. The PC and gaming peripherals company also raised its annual guidance for both sales and profitability. Bracken Darrell, Logitech CEO, joined Cheddar to break down his reaction to the results, how the pandemic played a role in its growth, and where he wants to take the company next.
GM is scheduled to report its Q4 earnings after the bell on Tuesday February 1. Wall Street expects a miss as the automaker navigates the global chip shortage, which has hit car sales hard. Investors are looking for an update on production, as well as outlook for the electric vehicles that GM is investing billions to bring to market. Karl Brauer, executive analyst at iseecars.com, joined Cheddar to give a preview of the automaker's report.