-Caveat Lector-

HAPPY PUPPY SHEDS LIGHT ON VIOLENCE IN VIDEOGAMES
theglobe.com's Premier Online Gaming Lifestyle Publication Polls Users on
Controversial Topic
NEW YORK, NY -- (INTERNET WIRE) -- 05/11/99 -- Happy Puppy, a leading online
gaming lifestyle publication since 1995, and part of theglobe.com network
(Nasdaq: TGLO), today announced the results of its Violence in Video Games
Survey. In light of the recent tragedy in Colorado and the attention
surrounding violence in entertainment, Happy Puppy surveyed gamers to
determine their opinion on whether or not video game violence translates into
violent behavior in the real world. Happy Puppy ran the survey for four days
and garnered nearly 3,000 responses. Over three-quarters of those surveyed
were male, 39 percent age 13-17 and 36 percent age 25 and over.

The majority of survey respondents were frequent players of games with violent
content, with 68 percent agreeing that the level of violence in video games is
acceptable for this form of entertainment. Only five percent claimed that
violent games increase the likelihood of violent tendencies, while 73 percent
stated that gaming violence has no affect on their behavior. More gamers felt
it was worse to kill human characters in games versus fantasy monsters or
animals. However, 85 percent felt that lawsuits brought against game
publishers for violent acts in society were an ineffective attempt to decrease
violence in our culture.

"Any discussion of the mutual influence of violence in society and in
entertainment needs to be handled delicately," said Elisabeth Crocker,
publisher of Happy Puppy and general manager of theglobe.com network. "We felt
it was important for gamers to have a voice in a public debate that could
potentially impact creative freedom within the games industry."

In comparison to other forms of entertainment, 80 percent of respondents felt
that the amount of violent content in video games is equal to, if not less
than, the amount of violence in feature films. Like movies, video games are
subject to a ratings system to alert consumers about the content of the game.
However, according to the survey less than one-third of gamers pay attention
to ESRB ratings and the majority of children under 18 have no parental
supervision while playing video games.

About Happy Puppy

Happy Puppy (http://www.happypuppy.com) was launched on Valentine's Day 1995,
establishing itself as the first-ever commercial games site. With traffic
numbering in the millions, Happy Puppy has been the leading gaming lifestyle
publication on the Web since its inception. Throughout its existence, Happy
Puppy has generated revenues primarily through advertisements and syndication.
It has maintained a vast and loyal community through holding fast to its
reputation of being the true voice of today's gamer. Happy Puppy is today part
of theglobe.com (Nasdaq: TGLO). theglobe.com network is one of the world's
leading online destinations in the United States and abroad. Approximately
*10.2 million individuals visited the site in March 1999, according to
DoubleClick, as audited by ABC Interactive. The intuitive design has been
constructed to foster a user's creative and interactive experience, and is
setting a standard for online networks by providing members with a wealth of
services and content.

* This number does not include the Attitude Network audience.



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