10,000 Matching Annotations
  1. Last 7 days
  2. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. Listening just once to a song stored in the Cloud uses less energy than pur-chasing and shipping a CD, taking into account manufacturing and transportenergy. Listening to the song a couple of dozen times leads to more overallenergy used, largely because of greater use of the networks. The Cloud usesmore energy streaming a high-def movie just once than does fabricating andshipping a DVD.43Clearly, the cloud offers convenience and less visible clutter, at a price. Thereare power savings to be had with remote data storage and sharing if theservices are used infrequently, but many use the cloud less as archive thanwardrobe, a place to keep things that are used every day. If we downloadphotos often enough, we would do better to store them on our own comput-ers, rather than the cloud: “A laptop hard drive operates at ~1 watt whetheraccessing a photo twice a day (~0.1 downloads/hr) or accessing 100 photos.As download frequency rises the Cloud can consume over 10 times moreenergy to store and access information than storing on a laptop.”

      Consider, though, whether and how the CD will leave physical trash behind, in contrast to a game file, considering you need a machine for its sound nevertheless. Shall this machine be individual, or could it be shared?

    2. Is playing a game online an environ-mentally dubious alternative to playing a game off one’s own computer harddrive? Are single-player, or better yet analog games the most sustainablechoices?

      Playdate?

    3. Tuan claims that vertically oriented cultures, like those of peasantsand subsistence farmers, tend to live by cyclical time, to see themselves aspart of a religious cosmos and seasonal shifts, rather than the secularizedand aestheticized horizontal expanses of modernity, indicated in our termslandscape, scenery, and countryside.Tuan’s broad-stroke observations support an interpretation of game envi-ronments that prioritizes their manipulation of the player’s experience oftime and distance. Rather than the physicist’s formula, distance = rate × time

      Against linear progress models

    4. Like stock photos or even cell phone antenna trees,35 digital plants are for themost part mass- produced clichés that are simultaneously hypervisible andinvisible, ubiquitous enough to pass beneath notice, designed to be seen andignored. Yet this is the nature we increasingly consume on our screens, thatis praised by industry elites, and in some cases, as with Avatar’s Pandora,found preferable to our own world. Meanwhile only a little digging revealsthat, as with much game technology, SpeedTree has partial roots in the mili-tary, since its founders developed their expertise while serving in the navy.

      They are the background, of course, much like in current daily life.

    5. The deer cam pokes equal fun at connoisseurs ofthe GTA franchise and overly invested animal cam watchers, as in the caseof the now infamous Woods Hole Osprey Cam, which had to be takendown because of viewers’ irate behavior over a perceived “bad animal mom.”Whether or not Watanabe intended to gently lambast our tendency to proj-ect human morals onto animals, donations to the project ostensibly went tosupport the Humane Society.Even these select examples of animal gameplay invite new critical per-spectives from within and beyond the pale of conventional game scholar-ship, from the many varieties of posthumanist and multispecies thinking,prominent among them Donna Haraway’s work on the cyborg and compan-ion species and Anna Tsing’s “more-than- human sociality,”15 to the feministethics of care and its application to animal welfare. Caring for something,whether a toy creature, potted plant, or pet rock, is a potent and evolution-arily hardwired behavior, one which Turkle reminds us leads children tofeel compunction, even grief, over abusing a Furby or forgetting to feed aTamagotchi.

      Bam!

    1. User Interface

      I would move this to be the last section and make Environment and Map Representation with Game board, Tile system Grid structure, Saving/loading (JSON) to go right after System Architecture

    2. Summary and Motivation for This Tool

      Can you add a summary table here? Something like: | Feature | Visualizers | Game Engines | Robotics Tools | PathMaker | | ------------- | ----------- | ------------ | -------------- | --------- | | Visualization | ✓ | ✓ | ✓ | ✓ | | Benchmarking | ✗ | Partial | ✗ | ✓ | | Custom Maps | Limited | ✓ | Partial | ✓ | | Ease of Use | ✓ | ✗ | ✗ | ✓ |

    1. AB-MCTS(Adaptive Branching Monte Carlo Tree Search)です。これは、推論のプロセスを「木の探索」として捉え

      将蒙特卡洛树搜索(MCTS)——一个 AlphaGo 时代的博弈 AI 技术——应用于商业调研推理,这个跨领域迁移令人惊讶。MCTS 的本质是在不确定的巨大搜索空间中,通过「探索-利用」平衡找到最优路径。商业研究的本质也是如此:在无数假设和信息源中,判断哪条线索值得深挖。Sakana 用博弈论的搜索框架重新定义了研究工作流——这在学术上已被 NeurIPS 2025 认可为 Spotlight 级贡献。

    1. By late next year, the rate of model releases and the number of new evals required could be such that even keeping ourselves informed will be a challenge without effective AI assistance.

      METR 承认:仅仅「保持对 AI 动态的了解」,本身就即将超出人类能力的极限——不依赖 AI 就无法跟上 AI 的发展速度。这是一个深刻的自指悖论:AI 安全评估机构需要用 AI 来评估 AI 的安全性,因为 AI 的发展速度已经超出了人类组织的处理带宽。「用 AI 理解 AI」不再是选项,而是生存必需。

    2. two participants gave it 9/10 and one "11/10"

      一个 2 小时的桌游式推演,三位顶级 AI 安全研究员给出了 9-11 分的评价——这本身就是一个信号:严肃的 AI 研究机构正在用「角色扮演」的方式准备未来。这种方法论(预演未来能力下的工作流)在其他领域有先例——军事桌游、灾难演习、情景规划——但将其用于 AI 能力演进,是 METR 独特的研究品味的体现。

    3. Imagine every report has the following: Agent's best-guess about what comments you'd get from Beth, Hjalmar, Ajeya. Agent's best-guess about survey results. Agent's best-guess about benchmark results. Agent's best-guess about how this will be received on Twitter.

      「预测反馈」的概念令人惊讶:AI 在报告发出前,预测各位审阅者会说什么、Twitter 会怎么反应、调查结果会是什么——研究者先在「预测反馈」中迭代,只有当预期信息增量足够高时,才真正发出去等待真实反馈。这是一种「反馈的预计算」——把等待时间转化为优化时间,本质上是把「串行等待」变成了「并行模拟」。

    4. If agents can execute all your ideas nearly as fast as you can prompt them, there's no point in implementing only your best idea. It might be better to implement your top three ideas all in parallel, but this makes it harder to stay organized.

      「想法即执行」重构了创新流程的根本逻辑:当前的研究范式是「先筛选最优方案再执行」,未来将变成「并行执行多个方案再筛选」。这是从「精益决策」到「并行探索」的范式迁移——类似于从串行计算到并行计算的架构革命。代价是「组织复杂度爆炸」:同时管理十几个并行项目的结果,可能比串行执行三个更难,不是因为工作更多,而是因为理解和整合更难。

    5. a future project might take ~42 days of wall-clock time, with ~8 hours of agent work (not counting running the evals) and 1000 serial hours of human IC work, evals execution, and review.

      「瓶颈-执行比」超过 100:1——这是这篇文章最令人震惊的数字。一个 42 天的项目中,AI 执行工作仅占 8 小时,其余 1000 小时都是串行的人类瓶颈(审查、实验等待、反馈收集)。这意味着即便拥有无限 AI 执行能力,项目速度的实际瓶颈依然是「人类审批链」——组织架构,而非技术能力,将成为 AI 时代的核心竞争力。

    6. Overnight, agents can do maybe 200 human hours of work, but only for very agent-shaped tasks, so researchers need to deliberately sequence projects such that very long tasks suitable for agents happen overnight.

      「喂饱 Agent 过夜」这个概念令人震惊:未来的研究者需要像农民「播种」一样,在下班前精心设计好「足够 Agent 形态的」长任务,让 AI 在人类睡眠的 8 小时里完成相当于 200 人时的工作,然后早上来「收割结果」。这意味着人类工作的节奏将被彻底重组——不再是「我来执行任务」,而是「我来为任务执行做准备」。

    7. Most people estimated around 3-5x uplift compared to Feb 2026 (i.e. doing 1-2 weeks of work during this 2-day period).

      3-5 倍的组织效率提升——但这来自 17 倍时间地平线的 AI。效率提升与能力提升之间的换算比率约为 TH^0.39,意味着 AI 能力提升的大部分收益被「组织瓶颈」消耗掉了。令人惊讶的是,当执行速度接近无限时,人类组织的协调摩擦、审查流程、实验等待,成为了主要的速度限制因素——而非 AI 本身的能力。

    8. three METR researchers played themselves, with their current priorities, but pretending they had access to ~200-hour time horizon AIs – roughly what we expect 12–18 months from now.

      令人震惊的时间预测:METR 认为 200 小时时间地平线的 AI 将在 12-18 个月内出现——也就是 2027 年底前。当前(2026 年初)最强模型约为 12 小时时间地平线,这意味着在不到两年内,AI 能独立完成的任务复杂度将提升约 17 倍。这不是科幻预言,而是 METR 基于实测数据的指数外推——而他们已经在为这个未来做组织准备了。

    1. frontier AI companies can run more of the best AIs to speed up their own AI research, relative to their competitors. Right now these gains are maybe noticeable but not game-changing, but that'll probably change in the next few years.

      这是整篇文章埋下的最深的炸弹:当顶尖 AI 公司开始用 AI 加速自身的 AI 研究,算力优势将产生复利效应——算力领先 → AI 研究更快 → 更好的模型 → 更快的研究 → 更大的算力领先。这个「飞轮」一旦转起来,计算差距将不再是线性的,而是指数级加速扩大。对所有「追赶者」而言,这是一个潜在的「逃逸临界点」。

  3. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Internet Relay Chat. November 2023. Page Version ID: 1185446885. URL: https://en.wikipedia.org/w/index.php?title=Internet_Relay_Chat&oldid=1185446885 (visited on 2023-11-24).

      I love when IRC gets brought up, because its an "old internet" system that I actually have experience using. I am 25 now, but around 2011-2013 I became interested in some online gaming communities that used IRC. In this context, it was used with a game mod or server plug-in that connected the game chat to an IRC server. Anyone on the IRC server could chat with in-game players, and in-game players could chat with the IRC users. I believe this was used so that community administrators would be able to monitor their server while on the go or working.

  4. Apr 2026
    1. ossible to replace this language-game by

      We are tempted to pose our language games onto other people's language games, even though they don't need it to understand it - the analysis is the "real" analysis according to the onlooker - imposing their outlook onto other people who are fine without it

    1. Introduction

      After re-reading the Introduction, I'm finding it fragmented and hard to follow. You start with definition, then quickly jump to multiple algorithms, introducing representations (grids, NavMesh, probabilistic maps) mid-flow. “Issues with pathfinding” comes late, even though it should frame the need for PathMaker. And details about PathMaker come after a long technical buildup. I suggest you organize this chapter as follows:

      1 Introduction

      1.1 Pathfinding: Context and Challenges

      1.1.1 Common Pathfinding Approaches
      
      1.1.2 Challenges in Pathfinding
      

      1.2 PathMaker Overview and Contributions

      1.3 Design Choices (Brief Overview)

      1.4 Limitations of Existing Tools

      1.5 Contributions Summary

      1.6 Ethical Implications

      **What is Pathfinding? ** Keep: Define pathfinding Enhance: Give 2–3 application examples (GPS, games, robotics) Briefly introduce grid-based focus (move this up earlier)

      Move out / reduce: Detailed algorithm explanations (A*, Dijkstra) - shorten or defer emphasis Long discussion of representations - keep minimal here

      A*, Dijkstra, Weighted Grids - combine & condense to provide minimal technical grounding

      Keep very concise summaries (2–4 sentences each) Emphasize differences (optimality, cost handling, use cases) Avoid deep mechanics (no step-by-step descriptions)

      Issues with Pathfinding - Move earlier

      This is the main motivation Briefly connect to representations (grids vs NavMesh vs probabilistic) Keep probabilistic maps/NavMesh as examples, not deep dives

      Project Overview - Move earlier

      Refocus this section to explicitly answer:

      What is PathMaker? What problem does it solve? Why is it different from existing tools?

      Tighten: Avoid repeating motivation language Clearly list capabilities: map creation algorithm execution benchmarking metrics

      Implementation Details - Keep (But de-emphasize in intro)

      Keep short explanations of Rust + SDL2 Frame as: “lightweight, cross-platform, low-overhead” Avoid deep technical detail (belongs in methods)

      Current State of the Art - need to connect to your project to show gaps Structure it as: Visualizers - lack benchmarking Game engines - too complex APIs - too low-level Benchmark libraries - lack usability/integration

      End this section with a clear gap statement

      Motivation - Connect gap -> need for your tool

      Reduce repetition Focus on: - difficulty of evaluating algorithms in practice - need for controlled experimentation

      Goals of the Project Convert into a clean list of features: Custom map creation Algorithm implementation support Automated benchmarking Visualization + analysis

      Avoid repeating earlier explanations ** Ethical Implications**

    1. Tetris, using the game’s popularity to drive purchases of the unit. The unit’s simple design meant users could get 20 hours of playing time on a set of batteries, and this basic design was left essentially unaltered for most of the decade. More advanced handheld systems, such as the Atari Lynx and Sega Game Gear, could not

      its not a surprise to hear that the playing time for tetris was estimated at 20 hours because a game like that is designed to alluminate you and keep you occupied for longer periods of time.

    2. The first video game console for the home began selling in 1972. It was the Magnavox Odyssey, and it was based on prototypes built by Ralph Behr in the late 1960s. This system included a Pong-type game, and when the arcade version of Pong became popular, the Odyssey began to sell well. Atari, which was making arcade games at the time, decided to produce a home version of Pong and released it in 1974. Although this system could only play one game, its graphics and controls were superior to the Odyssey, and it was sold through a major department store, Sears. Because of these advantages, the Atari home version of Pong sold well, and a host of other companies began producing and selling their own versions of Pong.Leonard Herman, “Early Home Video Game Systems,” in The Video Game Explosion: From Pong to PlayStation and Beyond, ed. Mark Wolf (Westport, CT: Greenwood Press, 2008), 54.

      The Magnavox was the first to be a home game but when Atari produced a home version of Pong, it sold more. i believe this was due to the development probably was more advanced it seems to me as though the Magnavox was just demos.

  5. pinikana161309022010.wordpress.com pinikana161309022010.wordpress.com
    1. Hindi naman nagpahuli si Djokovic nang ipamalas nito ang solidong depensa matapos ibalik ang palo ni Alcaraz sa pagitan ng kaniyang mga paa.

      Mention the phase of the game in this point. We already lost the sauce.

    2. “One shot can change the game, one point can change the flow of the game,” pahayag ni Alcaraz. “Every time that I’m able to feel that aura from him on the other side of the net, for me it’s a privilege,” dagdag pa nito.

      we need a tactical POV of the game

    1. Arguably, video games even hold a place in the art world, with the increasing complexity of animation and story lines.Jona Tres Kap, “The Video Game Revolution: But is it Art?” PBS,

      it shows games aren't just toys anymore. They are now seen as a real form of artjust like movies or books and deserve to be studied and respected

  6. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. Organized by the art collective Project 51, Play the LA River offered fifty-one weeks of river-based play between September 2014 and September 2015to parallel the fifty-one miles of the Los Angeles River, from its inland head-waters in the San Fernando Valley to its ocean mouth in downtown LosAngeles. Described as a game of “urban exploration and imagination,” thegame invited Angelenos to discover their local river, one that many did noteven know was there or had thought lost to pavement and pollution. Playthe LA River invited participation on three fronts: first, through a playablecard deck divided into four geographical suits, with each card giving direc-tions to a particular site on the river and suggesting activities tailored to thatlocation (Figure 10)

      More public and art/researcher collective collabs are needed! Long term too

    2. In part inspired by World without Oil and the Continuous City work of theBuilders Association, Black Cloud began as a game proposal for the DigitalMedia and Learning Competition sponsored by the MacArthur Foundation.Designed for high-school students in South Central Los Angeles and down-town Cairo, Egypt, Black Cloud was described as “a game, where studentsstudy local air quality by searching for secret neighborhood air quality sensorstations based only [sic] the air quality data the sensors transmit.”

      Citizen science games are like Mozilla Open Source projects. In a way they are like Maps too, OpenFoodFacts, or Wikipedia...

    3. At present, most gamescommit at least one if not all of the following missteps in their realizationof in-game environments: relegating environment to background scenery,relying on stereotyped landscapes, and predicating player success on extrac-tion and use of natural resources.

      Think how many movies, shows, games, are about police and military compared to social workers, or firewomen...

    1. Ever-changing colonial and national contexts have, ofcourse, added layers of complexity to the histories ofpopulations that derived from the precolonial commu-nities, and with the best will in the world it may not bepossible to return to a pre-Columbian state of nature.

      why even attemp to, this is not a metric of comparison or return to prove validitiy. a game of finger pointers, when one sid has massive devestating wins

    Annotators

    1. Knows in-game design tools and Adobe Photoshopthoroughly

      This is a perfect example where games had an improvement on a players life outside of the game. Alex learning a new skill which helped deepen her love for the game resulted in a skillset that could be useful in other contexts. Graphic design being one off the top of my head.

    1. I'll give GPTZero this: at least its tool will be based on the process of editing, rather than inventing completely imaginary advice based on ingesting a body of writing. But the product itself remains offensive: the company offered me a one-time fee of $2,000 to help craft a template of a game reviewer. I wonder if Emmy-nominated TV producer Greg Altman, who agreed to train an AI model that will "critique comedy sketches with a focus on the grounded base reality, the clarity and escalation of the 'unusual thing', and the effectiveness of comedic dialogue heightening," negotiated for more? He was one of three examples GPTZero sent me of experts who have already signed on.GPTZero explained that each "template" is built on top of an underlying AI model (GPT-4.1) which means that however I tried to distill my editing process, it would ultimately be massaging outputs that come from a vast corpus of stolen material. The New York Times, authors including George R.R. Martin, Encyclopedia Britannica, even Merriam freakin' Webster are suing OpenAI, Anthropic, Meta, and other AI companies over using their work as training data.

      Big tech companies are wanting the human writers to train their AI engines to make sure things sound like them. This is not going over well with companies and authors who have built their entire legacies on good, human writing.

    1. women’s basketball title game garnered more viewers than the men’s game,

      Women athletes are becoming very popular.

      Personal Connection: I have noticed an uptick in women's sports on TV in bars and in daily conversations.

    1. On 2021-08-21 22:44:12, user Ands Hofs wrote:

      Can we please introduce more calibrated PCR that measures the mucosa DNA count and gives out<br /> Viral Load = viral units / mucosa DNA units?<br /> Only then the force and technique of swabbing is not changing the resulting viral load wildly.

      Even RTLAMP.org is able to do this, open science test, might be liked by some in the comments here, done in a parallel test, and Boston Children's Hospital did a very good job showing children sometimes have 10x higher calibrated viral loads, which has to be treated early with determination in nasopharynx and mouth, like with xylitol + Grape Seed Extract nasal spray, puff and breathe in a bit to protect vocal chords, upper trachea, whole nasopharynx. Vulnerables: add azelastine as pre-spray dito. Report on CARVIN (11.8.2021) shows excellent efficacy.

      If you want "life" reproduction rate, you have to train a dog, see scent dog identification of samples .. covid. Work of TiHo, small animals university Hannover. Built a training device they call scent learning box, like a game for the dog. In one week it is on 95% congruency of PCR, but better: 4 days before infectiousness, and quasi live. It doesn't over-diagnose and does diagnose viral replication. <br /> There is a group that built a speech interface for a dog. This would enable to train the dog on many illnesses, differentiate flu from covid, and even predict severe case, as it can smell susceptibility to autoantibodies (or in another picture: prevalence of MCAS, see Prof. Afrin on Covid. Having deep implications on therapy and prevention. The tricky part is to diagnose MCAS with its 200 mostly congruent symptoms to Post-Covid. So obviously related except scarred tissue of course.)

      Even better: build an electronic nose as sensitive as a dog's nose on some marker molecules for covid and a tensor flow neural network in a mobile phone to read it out. The do progress with mice conk cell detecting proteins they use as film on a chip based electronic nose.

    1. On 2020-05-20 06:50:14, user Chris Valle-Riestra wrote:

      Thank you, I can see that this is a very important finding for understanding the development of the epidemic in any nation, region, or city. That heterogeneity in susceptibility would have this effect can be understood intuitively, as soon as one really starts to think about it. Determining an average R nought for an entire nation, and making projections based on that alone, plainly doesn't tell the whole story.

      A simple thought experiment will demonstrate this. If an entire population is split into two sub-populations of equal size, and the individuals in one of the sub-populations all have low susceptibility, effective R just for that sub-population can be well below 1.0, in spite of a generally high virulence of the virus. Very few in this sub-population will ever become infected. The other half of the full population will be highly susceptible, and a substantial majority of that sub-population would be expected to become infected over time. Adding it all up, something well under 50% of the total population will ultimately become infected, and herd immunity will have been achieved.

      Recent small serological studies around the U.S. have typically indicated a middle-of-the-road level of infection, ranging between perhaps 6 and 30 percent from place to place, many weeks into the epidemic. This has struck me as perplexing. Based on the usual naive model of the development of an epidemic, one would have thought it likely to find either (1) a very low level of infection, such as under 5 percent, implying great success in suppression efforts, or (2) infection levels moving steadily past 50 percent, implying a high R nought that suppression efforts were inadequate to suppress. Basically, either suppression would work or it wouldn't. It would be surprising to find that that the virus had enough power to infect a major fraction of the population, carrying a big head of steam going forward, and yet be able to be halted that late in the game.

      Your finding points to a likely explanation for this phenomenon. It suggests to me a likelihood that the epidemic in the U.S. has been working its way through the most susceptible sub-populations, not successfully checked, but that it has made little progress in infecting less susceptible sub-populations.

      I think it should be recognized that to the degree that an individual's susceptibility is based on his social conditions, that may change over time. An individual living far out in the country may have little connectivity, and therefore little susceptibility. If he moves into the heart of a city, that may change. This implies that herd immunity is likely to "erode" over time. COVID-19 is likely to remain endemic and to continue to cause a low level of disease, serious and otherwise, for a long time to come.

      Be that as it may, there's a strong likelihood that public health officials and political leaders have been seriously misinterpreting the progress of epidemic. This has major implications for public policy choices. Further research is urgently needed, and decision makers need to develop a more nuanced understanding. They are currently making weighty decisions based upon a probably badly flawed model.

    2. On 2020-05-23 07:34:51, user Chris Valle-Riestra wrote:

      Thank you, I can see that this is a very important finding for <br /> understanding the development of the epidemic in any nation, region, or city. That heterogeneity in susceptibility would have this effect can <br /> be understood intuitively, as soon as one really starts to think about <br /> it. Determining an average R nought for an entire nation, and making <br /> projections based on that alone, plainly doesn't tell the whole story.

      A simple thought experiment will demonstrate this. If an entire <br /> population is split into two sub-populations of equal size, and the <br /> individuals in one of the sub-populations all have low susceptibility, <br /> effective R just for that sub-population can be well below 1.0, in spite<br /> of a generally high virulence of the virus. Very few in this sub-population will ever become infected. The other half of the full <br /> population will be highly susceptible, and a substantial majority of <br /> that sub-population would be expected to become infected over time. <br /> Adding it all up, something well under 50% of the total population will <br /> ultimately become infected, and herd immunity will have been achieved.

      Recent small serological studies around the U.S. have typically indicated a middle-of-the-road level of infection, ranging between perhaps 6 and 30 percent from place to place, many weeks into the epidemic. This has struck me as perplexing. Based on the usual naive model of the development of an epidemic, one would have thought it likely to find either (1) a very low level of infection, such as under 5 percent,implying great success in suppression efforts, or (2) infection levels moving steadily past 50 percent, implying a high R nought that <br /> suppression efforts were inadequate to suppress. Basically, either <br /> suppression would work or it wouldn't. It would be surprising to find <br /> that that the virus had enough power to infect a major fraction of the <br /> population, carrying a big head of steam going forward, and yet be able to be halted that late in the game.

      Your finding points to a likely explanation for this phenomenon. It suggests to me a likelihood that the epidemic in the U.S. has been working its way through the most susceptible sub-populations, not successfully checked, but that it has made little progress in infecting less susceptible sub-populations.

      I think it should be recognized that to the degree that an individual's <br /> susceptibility is based on his social conditions, that may change over <br /> time. An individual living far out in the country may have little <br /> connectivity, and therefore little susceptibility. If he moves into the<br /> heart of a city, that may change. This implies that herd immunity is <br /> likely to "erode" over time. COVID-19 is likely to remain endemic and <br /> to continue to cause a low level of disease, serious and otherwise, for a long time to come.

      Be that as it may, there's a strong likelihood that public health <br /> officials and political leaders have been seriously misinterpreting the <br /> progress of epidemic. This has major implications for public policy <br /> choices. Further research is urgently needed, and decision makers need to develop a more nuanced understanding. They are currently making weighty decisions based upon a probably badly flawed model.

    1. On 2020-11-27 21:02:26, user Robert Brown wrote:

      Vitamin D, Magnesium, Steroids, PPI and COVID-19; Interactions and Outcomes - Response to ‘Effect of Vitamin D3 Supplementation vs Placebo on Hospital Length of Stay in Patients with Severe COVID-19: A Multicenter, Double-blind, Randomized Controlled Trial’ [Preprint] [1]

      Thank you and congratulations on your important and significant paper. This is only the fourth[2] [3] [4] reported RCT examining vitamin D supplementation as a therapeutic intervention for COVID-19. Biology provides multiple pathways by which vitamin D hydroxylated-derivatives[5] may impact Covid-19 risks [including via; ACE2 receptors; airway-epithelial-cell tight-junction-function, immune responses [affecting lymphocytes, macrophages T cells, T helper cells, Th1, -17; Tregs; cytokine secretion IL-1, -2, -4, -5, -6 -10,-12; IFN-beta, TNF-alpha; defensins and cathelicidin, and receptors HLA-DR, CD4, CD8, CD14, CD38. Vitamin D also regulates; mitochondrial respiratory, inflammatory, oxidative and other functions; RXR and other receptor links between steroids, retinoids, hormonal vitamin D, thyroid hormone, oxidised lipids and peroxisomal pathway immune responses.][6]

      Significant evidence [40+ patient-papers[7]] suggests higher Vitamin D status [serum/plasma 25(OH)D concentration] is associated with diminished COVID-19 infection rates,and reduced severity [including ICU admission and mortality].[2 3 4]

      Thus, it is crucial, to consider if the preprint’s broad-based conclusion “Vitamin D3 supplementation does not confer therapeutic benefits among hospitalized patients with severe COVID-19”, [time to discharge as well as lack of observed ICU and mortality rate benefits], stands scrutiny when any one, or combination of, the following factors are considered: -

      Delay in vitamin D administration after severe symptoms onset

      Patients presented “10.2 days after symptoms”, thus were already verging on serious outcomes at admission; “89.6% required supplemental oxygen at baseline [183 oxygen therapy; 32 non-invasive ventilation] and 59.6% had computed tomography<br /> scan findings suggestive of COVID-19.” [Days to dyspnoea from overt infection average 7-8, and acute-respiratory-distress-syndrome [ARDS] develops after median 2.5 days.[8]]

      Further, the timing of vitamin D supplementation, at or after <br /> hospitalisation, was not specified, despite timing clearly being an important factor, given the advanced stage of illness at admission.

      Baseline vitamin D status [serum 25(OH)D concentrations] were relatively ‘good’

      Baseline 25(OH)D values averaged 21.0ng/ml and 20.6ng/ml in the treatment and control groups respectively, i.e. they were relatively ‘good’, and above levels reported as being associated with the greatest COVID-19 risks.[9] [10]Sub-analysis of patients < 10ngml +/-Dexamethasone would be instructive. Further, deficiencies such as magnesium (an essential ‘D’ enzyme co-factor) might factor more in the lack of observed benefits for Covid-19 severity, than vitamin D status itself.

      Corticosteroids

      COVID-19 related corticosteroid vitamin ‘D’ interactions require<br /> investigation. 64.2%(Treatment) and 60.8%(Control) group patients respectively, were treated with Corticosteroids (Dexamethasone?), and mortality was somewhat higher in the Treatment than Control arm. Interactions between vitamin D and steroids including dexamethasone are observed[11], including “decreased synthesis of active vitamin D, and impairment of biological action at tissue level.”[12] However these potential effects have not been investigated in COVID-19 patients treated with both vitamin D and dexamethasone.

      It would be most useful to know therefore, at what stage corticosteroid treatment began, and at what dosages, what other treatments were given [and at what dosage], and when such treatments were stopped, so that potential interactions between vitamin D, corticosteroids and other treatments for COVID-19<br /> patients could be elucidated.

      In particular, any negative or neutralising effect of corticosteroids on<br /> ‘D’-derivatives and pathways, could account for the lack of reduction in risks of ICU and mortality outcomes, including slightly higher mortality, in those given vitamin D, a matter of importance, since dexamethasone, given before onset of serious ARDS, was reported in Oxford[13] to increase, not reduce, mortality.

      Proton pump inhibitors.

      PPI are known to lower serum magnesium,[14] an essential ‘D’ hydroxylase-enzyme co-factor. 47/120-(39%)[Treatment] and 49/120-40%[Control] used PPI, compared to 9.2% population usage in USA.[15] PPI-induced related serum magnesium reduction, +/- dietary insufficiency, is a reported COVID-19 risk factor,[16] thus possibly helping account, for D3 treatment, failing to reduce Brazilian Covid-19 mortality. Thought-provokingly a Brazilian paper reported “There is chronic latent magnesium deficiency in apparently healthy university students”, which deficiency is potentially more widespread.[17]

      Conversely, RCT administration of magnesium with vitamin D reduced COVID-19 in-patient mortality.2

      Rate of increase of Serum 25(OH)D

      It is unclear when blood was sampled for determination of serum 25(OH)D concentrations, or if this was standardised for all patients.

      A large bolus will increase 25(OH)D values in the healthy, “Oral D2 and D3 (100,000 to 600,000 IU) significantly increased serum 25(OH)D from baseline in all reviewed studies” . . . “peak levels were measured at 3 days (34) and 7 days following dosing,”[18]

      However, timing matters, because hepatic hydroxylation5 to form 25(OH)D (Calcifediol) is likely reduced by; severe illness, as well as by obesity diabetes, and possibly hypertension,[19] conditions already recognised as risk factors for covid-19 severity.[20]

      The Cordoba study[3] suggests that 25(OH)D [Calcifediol, that could be given together with vitamin D3, cholecalciferol], may be key to effective treatment of severe COVID-19 illness. There is no suggestion Cordoba patients were treated with corticosteroids. Cordoba patients were administered calcifediol on admission-day, but the period between overt infection and hospital admission <br /> was not reported.

      Risk-factor Differentials in Patient Groups

      A skew in risk factors favouring the control?

      Control-Placebo to Treatment-D3:

      Increased risk factors - Overweight (31/37, 0,84); Obesity (58/63, 0,92); Hypertension (58/68, 0,74); Diabetes II 35/49, 0,71); COPD (5/7,0,71); Asthma (7/8, 0,88); Chronic Kidney Disease (0/2, 0,0); Rheumatic Disease (10/13, 0,77)[21]; Black (14/20) Male 965/70).

      Decreased factors - White (79/62) Female (55-50)

      Improved oxygen parameters are not reflected in conclusion

      Despite the D3 group being at a greater risk, including due to hypertension, COPD and diabetes, known risk factors, significant differences in oxygen supplementation favour the D3 treatment group“.21

      Oxygen supplementation (%) Placebo No. (%) D3 <br /> No oxygen therapy 9 (7.5) 16 (13.3)<br /> Oxygen therapy 97 (80.8) 86 (71.7)<br /> Non-invasive ventilation 14 (11.7) 18 (15.0)

      Conclusion requires Caveats?

      Thus, the un-caveated conclusion “Vitamin D3 supplementation does not confer therapeutic benefits among hospitalized patients with severe COVID-19”, likely requires caveats about possible effects of the several factors discussed above.

      Further, the reported finding cannot be extrapolated to care of all Covid-19 patients, since the above- mentioned-potential interactions require further investigation, including; as to effects of; magnesium

      status; treatment with PPI inhibitors, impact of corticosteroids in severe Covid-19 illness on vitamin D biology and outcomes, and consideration of pre-existing vitamin D status.

      Further public health policy directed at reducing vitamin D, and other nutrient deficiencies for mitigation of COVID-19 risks at population levels, should not be conflated with clinical optimisation of vitamin D and metabolites for treatment of severe COVID-19 illness.

      [1] Murai,I., Fernandes, A., Sales, L., Pinto, A., Goessler, K., et. al. 17th November 2020). Effect of Vitamin D3 Supplementation vs placebo on Hospital Length of Stay in Patients with Severe COVID-19 A Multicenter, Double-blind, Randomized Controlled Trial. medRxiv 2020.11.16.20232397; doi: https://doi.org/10.1101 /2020.11.16.20232397 Available at: https://www.medrxiv.org/content/10.1101/2020.11.16.20232397v1<br /> [2] Tan, C., Ho, L., Kalimuddin, S., Cherng, B., Teh, Y., et.al. (10th June 2020). A cohort study to evaluate the effect of combination Vitamin D, Magnesium and Vitamin B12 (DMB) on progression to severe outcome in older COVID-19 patients. doi: https://doi.org/10.1101/202... Available at: https://www.medrxiv.org/content/10.1101/2020.06.01.20112334v2<br /> Now published in Nutrition doi:10.1016/j.nut.2020.111017 <br /> [3] Entrenas Castillo, M., Entrenas Costa, L., Vaquero Barrios, J., Alcalá Díaz, J., López Miranda, J., Bouillon, R., & Quesada Gomez, J. (29th August 2020). Effect of calcifediol treatment and best available therapy versus best available therapy on intensive care unit admission and mortality among patients hospitalized for COVID-19: A pilot randomized clinical study. The Journal of steroid biochemistry and molecular biology, 203, 105751. https://doi.org/10.1016/j.j... Available at: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7456194/<br /> [4] Rastogi, A., Bhansali, A., Khare, N., et. Al. (12th November 2020).<br /> Short term, high-dose vitamin D supplementation for COVID-19 disease: a randomised, placebo-controlled, study (SHADE study). Postgraduate Medical Journal Published Online First:. doi: 10.1136/postgradmedj-2020-139065 Available at: https://pmj.bmj.com/content/early/2020/11/12/postgradmedj-2020-139065<br /> [5] Bouillon, R., & Bikle, D. (2019). Vitamin D Metabolism Revised: Fall of Dogmas. J Bone Miner Res. 2019 Nov;34(11):1985-1992. doi:<br /> 10.1002/jbmr.3884. Epub 2019 Oct 29. PMID: 31589774. Available at: https://asbmr.onlinelibrary.wiley.com/doi/full/10.1002/jbmr.3884<br /> [6] Brown, R., Rhein, H., Alipio, M., Annweiler, C., Gnaiger, E., Holick M., Boucher, B., Duque, G., Feron, F., Kenny, R., Montero-Odasso, M., Minisola, M., Rhodes, J.,Haq., A, Bejerot, S., Reiss, L., Zgaga, L., Crawford, M., Fricker, R., Cobbold, P., Lahore, H., Humble, M., Sarkar, A., Karras, S., Iglesias-Gonzalez, J.,Gezen-Ak, D., Dursun E., Cooper, I., Grimes, D. & de Voil C. (April 20, 2020). COVID-19 ’ICU’ risk – 20-fold greater in the Vitamin D Deficient. BAME, African Americans, the Older, Institutionalised and Obese, are at greatest<br /> risk. Sun and ‘D’-supplementation – Game-changers? Research urgently required’: ‘Rapid response re: Is ethnicity linked to incidence or outcomes of COVID-19?’: BMJ, 369(m1548). DOI: 10.1136/bmj.m1548. Available at: https://www.bmj.com/content... (Accessed: 24 November2020. - Alipio study<br /> now in question – rest stands)<br /> [7] Brown R. (15 Oct 2020). Vitamin D Mitigates COVID-19, Say 40+ Patient Studies (listed below) – Yet BAME, Elderly, Care-homers, and Obese are still ‘D’ deficient, thus at greater COVID-19 risk - WHY? BMJ 2020;371:m3872 Available at https://www.bmj.com/content/371/bmj.m3872/rr-5 (Retrieved 24 Nov 2020) <br /> [8] Cohen, P., Blau, J., Eds: Elmore, J., Kunins, L., & Bloom, A. (2020). MD disease 2019 (COVID-19): Outpatient evaluation and management in adults. Literature review. Wolters Kluwner. Available at: https://www.uptodate.com/contents/coronavirus-disease-2019-covid-19-outpatient-evaluation-and-management-in-adults/print<br /> (retrieved 25th November 2020)<br /> [9] Jain, A., Chaurasia, R., Sengar, N., Singh, M., Mahor, S., & Narain, S. (19th Nov 2020). Analysis of vitamin D level among asymptomatic and critically ill COVID-19 patients and its correlation with inflammatory markers. Sci Rep. 2020 Nov 19;10(1):20191. doi: 10.1038/s41598-020-77093-z. PMID: 33214648; PMCID: PMC7677378. Available at: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7677378/<br /> [10] Radujkovic, A., Hippchen, T., Tiwari-Heckler, S., Dreher, S., Boxberger, M., & Merle, U. Vitamin D Deficiency and Outcome of COVID-19 Patients. Nutrients 2020, 12, 2757. Available at https://www.mdpi.com/2072-6643/12/9/2757 <br /> [11] Hidalgo, A. A., Trump, D. L., & Johnson, C. S. (2010). Glucocorticoid regulation of the vitamin D receptor. The Journal of steroid biochemistry and molecular biology, 121(1-2), 372–375. https://doi.org/10.1016/j.j... Available at https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2907065/<br /> [12] Giustina, A., Bilezikian, J. (eds) (2018). Vitamin D and Glucocorticoid-Induced Osteoporosis. Vitamin D in Clinical Medicine. Front Horm Res. Basel, Karger, 2018, vol 50, pp 149-160 (DOI:10.1159/000486078) Available at https://www.karger.com/Article/Pdf/486078<br /> [13] The RECOVERY Collaborative Group. (17th July 2020). Dexamethasone in Hospitalized Patients with Covid-19 — Preliminary Report. J New England Journal of Medicine R10.1056/NEJMoa2021436 https://www.nejm.org/doi/fu... Available at https://www.nejm.org/doi/full/10.1056/NEJMoa2021436<br /> [13] FDA. (8th Apr 2017). FDA Drug Safety Communication: Low magnesium levels can be associated with long-term use of Proton Pump Inhibitor drugs (PPIs) https://www.fda.gov/drugs/drug-safety-and-availability/fda-drug-safety-communication-low-magnesium-levels-can-be-associated-long-term-use-proton-pump (Accessed 25th November 2020)<br /> [14] Hughes, J., Chiu, D., Kalra, P., & Green, D. (2018). Prevalence and outcomes of proton pump inhibitor associated hypomagnesemia in chronic kidney disease. PLoS ONE 13(5): e0197400. https://doi.org/10.1371/jou... Available at: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0197400<br /> [15] Lee, S., Ha, E., Yeniova, A., et. al. (30th July 2020). Severe clinical outcomes of COVID-19 associated with proton pump inhibitors: a nationwide cohort study with propensity score matching. Gut Published Online First: 30 July 2020. doi: <br /> 10.1136/gutjnl-2020-322248 Available at: <br /> https://gut.bmj.com/content/early/2020/07/30/gutjnl-2020-322248<br /> [17] Hermes Sales, C., Azevedo Nascimento, D., Queiroz Medeiros, A., Costa Lima, K., Campos Pedrosa, L., & Colli, C. (2014). There is chronic latent magnesium deficiency in apparently healthy university students. Nutr Hosp. 2014 Jul 1;30(1):200-4. doi: 10.3305/nh.2014.30.1.7510. PMID: 25137281. Available at: http://www.aulamedica.es/nh/pdf/7510.pdf<br /> [18] Kearns, M., Alvarez, J., & Tangpricha, V. (2014). Large, single-dose, oral vitamin D supplementation in adult populations: a systematic review. Endocrine practice: official journal of the American College of Endocrinology and the American Association of Clinical Endocrinologists, 20(4), 341–351. https://doi.org/10.4158/EP1... Available at: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4128480/<br /> [19] Kheiri,B., Abdalla, A., Osman, M. et al. (2018) Vitamin D deficiency and risk of cardiovascular diseases: a narrative review. Clin Hypertens 24, 9 (2018). https://doi.org/10.1186 /s40885-018-0094-4 Available at https://clinicalhypertension.biomedcentral.com/articles/10.1186/s40885-018-0094-4 <br /> [20] Kruglikov, L,. Shah, M., Scherer, E. (Sept 2020). Obesity and diabetes as comorbidities for COVID-19: Underlying mechanisms and the role of viral-bacterial interactions. Elife. 2020 Sep 5;9:e61330. doi: 10.7554/eLife.61330. PMID: 32930095; PMCID: PMC7492082.<br /> [21] Borsche L. Private email 19.11.20

    1. On 2020-05-27 01:37:02, user Keith wrote:

      Very exciting new and a likely game changer for dentists/ENTs or anyone who manipulates the mucosa of a potentially covid + patient

    1. On 2020-03-31 23:07:45, user skwique wrote:

      Hi. I'm a non-scientist who has arrived here via a link in a tweet. This yet was in a Twitter thread involving an excited discussion about the extent to which the UK government was lying in its announcement, and repeated assertion today, that there is a delay in the supply and distribution of covid19 tests due to the lack of reaction agents available in the supply chain for the test. Whether or not this is the case, or is part of a deliberate govt policy to allow the virus to spread and to reach 'herd immunity' is a matter of heated debate, but not necessarily of concern to you. However, should your simple pre-heating method be proven effective and reliable, it would clearly be a game-changer. So, my question to you, as a layperson, is this: how much peer review is required to establish this process as proven safe and reliable, in scientific and legal protocol terms, and how quickly do you expect this to be achievable? Thank you.

    1. On 2021-01-19 14:10:34, user Curbina wrote:

      It is very sobering to finally be presented with a study that gives statistical dimensions to what has been already suspected: that surviving COVID-19 is not the end of it, and that the sequelae can be life altering, and even lethal. May this open the eyes to those that insist that there’s no justification to strict measures, but above all, that those who oppose the measures finally realize that this is not a game and that the personal responsibility to stay healthy is also for the sake of keeping your personal sphere of relations healthy.

    1. On 2020-09-18 20:29:54, user David C. Norris, MD wrote:

      This paper is fundamentally misconceived:

      Biostatistically

      This paper apparently arises out of the biostatistical perspective which presently dominates the design and analysis of dose-finding trials in oncology. Yet even by purely statistical standards, it suffers serious shortcomings. Most notably, it looks for an interaction (viz., dose-response) without first demonstrating or ensuring the existence of a main effect. Reference #153 in this paper (Hazim et al. 2020) reported a 5% median response rate in a systematic review of recent dose-finding trials. Would the authors venture to estimate what fraction of their 93 ‘analysis series’ employed a drug with a substantial therapeutic effect? Some indication might be found in what fraction of the treatments unequivocally demonstrated a therapeutic effect in subsequent phase 2 or 3 trials. Adashek et al. (2019) document a secular trend in overall response rate (ORR) observed in phase 1 trials which is “now almost 20%, or even higher (~42%) when a genomic biomarker is used for patient selection.”

      Also arguably well within the purview of biostatistics would have been a decision-theoretic framing of phase 1 cancer trials. These trials may be understood as the earliest clinical steps in a learn-as-you-go (adaptive) drug-development process (Palmer 2002; Berry 2004). On such an understanding, aiming to treat early-phase participants at maximum tolerated doses (MTDs) in no way “dictates that an assumption is made … that higher doses are always more efficacious” (p. 4; italics in original). The authors’ use of “dictates” suggests they see something of logical necessity in this, and their further insertion of the logical quantifier “always” only exacerbates their overreach in formulating this central tenet of their study. Even the distinction between a logical assumption and a statistical prior gets lost in the shuffle. To remedy all this, the authors might consider attempting to state formally their understanding of the individual phase 1 trial participant’s decision-problem, complete with its essential uncertainties and some plausible utilities. (Within the community of investigators whom they address in the final paragraph of their Discussion, there is, I believe, broad agreement on the doctrine that these trials have therapeutic intent (Weber et al. 2016; Burris 2019). The authors would do well to take this patient-centered view as their starting point, as opposed to the dose-centered and unitary goal they proclaim at the end of their current Discussion.)

      Furthermore, statistics is nothing if not a discipline for “mastering variation” (Senn 2016), and a paper that sets out to question the strict monotonicity of dose-efficacy ought also enquire as to the presence of inter-individual heterogeneity in dose-response. Note that such heterogeneity would tend to attenuate the maximum slope of a convex dose-response in aggregate.

      Finally, the absence-of-evidence fallacy is widely appreciated among professional statisticians, yet seems to have been indulged liberally here without any safeguards such as are usually provided by power calculations.

      Pharmacologically

      Within statistics, there is a doctrine that statistical analysts should always engage ‘subject-matter experts’. But one sees in this paper no sign that any pharmacological concepts—let alone expertise—have been brought to bear on what would seem to be a pharmacological question. At a minimum, in any serious challenge to the ‘MTD heuristic’—as I have called it—one expects to find distinctions between on-target and off-target toxicities. In an analysis that invokes dose-response plateaus (whether these are conceived as approximate or absolute in this paper remains unclear), we ought to find discussion of receptor occupancy and saturation as underlying realistic mechanisms.

      To some extent, a neglect of subject-matter knowledge may be embedded in the very form of the present analysis, which tries to deal with its question in aggregate (through statistical techniques such as standardization) rather than in its particulars.

      Clinically

      In the final paragraph of their Discussion, the authors proffer advice to clinical investigators. In light of the limitations—statistical, logical, subject-matter—catalogued above, this is premature and should be omitted. Any given phase 1 clinical investigator will be considering a candidate drug in its particulars, conditional on a great deal of preclinical data and perhaps even nontrivial PKPD and systems-pharmacology modeling. The authors acknowledge as much (p. 16), seeming to appreciate that they have conducted an unconditional analysis of highly conditioned decision-making. To investigators thus intimately engaged with pharmacologic particulars, the null conclusions from a marginal analysis such as this one can contribute little useful guidance. If it were proposed to submit this work for peer review in substantially its present form, only a statistical audience should be addressed—and then solely with a cautionary note that the finding of a dose-response interaction will not leap out at a statistician from a convenience sample of phase 1 studies in which a therapeutic main effect remains dubious and unexamined. The main lesson of this work is that statisticians ought to investigate questions of pharmacology in their particulars, and with recourse to subject-matter concepts and expertise.

      References

      Adashek, Jacob J., Patricia M. LoRusso, David S. Hong, and Razelle Kurzrock. 2019. “Phase I Trials as Valid Therapeutic Options for Patients with Cancer.” Nature Reviews Clinical Oncology, September. https://doi.org/10.1038/s41....

      Berry, Donald A. 2004. “Bayesian Statistics and the Efficiency and Ethics of Clinical Trials.” Statistical Science 19 (1): 175–87. https://doi.org/10.1214/088....

      Burris, Howard A. 2019. “Correcting the ASCO Position on Phase I Clinical Trials in Cancer.” Nature Reviews Clinical Oncology, December. https://doi.org/10.1038/s41....

      Hazim, Antonious, Gordon Mills, Vinay Prasad, Alyson Haslam, and Emerson Y. Chen. 2020. “Relationship Between Response and Dose in Published, Contemporary Phase I Oncology Trials.” Journal of the National Comprehensive Cancer Network 18 (4): 428–33. https://doi.org/10.6004/jnc....

      Palmer, C. R. 2002. “Ethics, Data-Dependent Designs, and the Strategy of Clinical Trials: Time to Start Learning-as-We-Go?” Statistical Methods in Medical Research 11 (5): 381–402. https://doi.org/10.1191/096....

      Senn, Stephen. 2016. “Mastering Variation: Variance Components and Personalised Medicine.” Statistics in Medicine 35 (7): 966–77. https://doi.org/10.1002/sim....

      Weber, Jeffrey S., Laura A. Levit, Peter C. Adamson, Suanna S. Bruinooge, Howard A. Burris, Michael A. Carducci, Adam P. Dicker, et al. 2016. “Reaffirming and Clarifying the American Society of Clinical Oncology’s Policy Statement on the Critical Role of Phase I Trials in Cancer Research and Treatment.” Journal of Clinical Oncology 35 (2): 139–40. https://doi.org/10.1200/JCO....

    1. Social Networking and EthicsFirst published Fri Aug 3, 2012; substantive revision Mon Aug 30, 2021 In the 21st century, new media technologies for social networking such as Facebook, Twitter, WhatsApp and YouTube began to transform the social, political and informational practices of individuals and institutions across the globe, inviting philosophical responses from the community of applied ethicists and philosophers of technology. While scholarly responses to social media continue to be challenged by the rapidly evolving nature of these technologies, the urgent need for attention to the social networking phenomenon is underscored by the fact that it has profoundly reshaped how many human beings initiate and/or maintain virtually every type of ethically significant social bond or role: friend-to-friend, parent-to-child, co-worker-to co-worker, employer-to-employee, teacher-to-student, neighbor-to-neighbor, seller-to-buyer, doctor-to-patient, and voter-to-voter, to offer just a partial list. Nor are the ethical implications of these technologies strictly interpersonal, as it has become evident that social networking services (hereafter referred to as SNS) and other new digital media have profound implications for democracy, public institutions and the rule of law. The complex web of interactions between SNS developers and users, and their online and offline communities, corporations and governments—along with the diverse and sometimes conflicting motives and interests of these various stakeholders—will continue to require rigorous ethical analysis for decades to come. Section 1 of the entry outlines the history and working definition of social networking services. Section 2 identifies the early philosophical foundations of reflection on the ethics of online social networks, leading up to the emergence of Web 2.0 standards (supporting user interactions) and full-fledged SNS. Section 3 reviews the primary ethical topic areas around which philosophical reflections on SNS have, to date, converged: privacy; identity and community; friendship, virtue and the good life; democracy, free speech, misinformation/disinformation and the public sphere; and cybercrime. Finally, Section 4 reviews some of the metaethical issues potentially impacted by the emergence of SNS. 1. History and Definitions of Social Networking Services 1.1 Online Social Networks and the Emergence of ‘Web 2.0’ 1.2 Early Scholarly Engagement with Social Networking Services 2. Early Philosophical Concerns about Online Social Networks 2.1 Borgmann’s Critique of Social Hyperreality 2.2 Hubert Dreyfus on Internet Sociality: Anonymity versus Commitment 2.3 Contemporary Reassessment of Early Phenomenological Critiques of SNS 2.3.1 Borgmann, Dreyfus and the ‘Cancel Culture’ Debates 2.3.2 The Civic Harms of Social Hyperreality 3. Contemporary Ethical Concerns about Social Networking Services 3.1 Social Networking Services and Privacy 3.2 The Ethics of Identity and Community on Social Networking Services 3.3 Friendship, Virtue and the Good Life on Social Networking Services 3.4 Democracy, Freedom and Social Networking Services in the Public Sphere 3.5 Social Networking Services and Cybercrime 4. Social Networking Services and Metaethical Issues Bibliography Academic Tools Other Internet Resources Related Entries 1. History and Definitions of Social Networking Services ‘Social networking’ is an inherently ambiguous term requiring some clarification. Human beings have been socially ‘networked’ in one manner or another for as long as we have been on the planet, and we have historically availed ourselves of many successive techniques and instruments for facilitating and maintaining such networks. These include structured social affiliations and institutions such as private and public clubs, lodges and churches as well as communications technologies such as postal and courier systems, telegraphs and telephones. When philosophers speak today, however, of ‘Social Networking and Ethics’, they usually refer more narrowly to the ethical impact of an evolving and loosely defined group of information technologies, most based on or inspired by the ‘Web 2.0’ software standards that emerged in the first decade of the 21st century. While the most widely used social networking services are free, they operate on large platforms that offer a range of related products and services that underpin their business models, from targeted advertising and data licensing to cloud storage and enterprise software. Ethical impacts of social networking services are loosely clustered into three categories – direct impacts of social networking activity itself, indirect impacts associated with the underlying business models that are enabled by such activity, and structural implications of SNS as novel sociopolitical and cultural forces. 1.1 Online Social Networks and the Emergence of ‘Web 2.0’ Prior to the emergence of Web 2.0 standards, the computer had already served for decades as a medium for various forms of social networking, beginning in the 1970s with social uses of the U.S. military’s ARPANET and evolving to facilitate thousands of Internet newsgroups and electronic mailing lists, BBS (bulletin board systems), MUDs (multi-user dungeons) and chat rooms dedicated to an eclectic range of topics and social identities (Barnes 2001; Turkle 1995). These early computer social networks were systems that grew up organically, typically as ways of exploiting commercial, academic or other institutional software for more broadly social purposes. In contrast, Web 2.0 technologies evolved specifically to facilitate user-generated, collaborative and shared Internet content, and while the initial aims of Web 2.0 software developers were still largely commercial and institutional, the new standards were designed explicitly to harness the already-evident potential of the Internet for social networking. Most notably, Web 2.0 social interfaces redefined the social topography of the Internet by enabling users to build increasingly seamless connections between their online social presence and their existing social networks offline—a trend that shifted the Internet away from its earlier function as a haven for largely anonymous or pseudonymous identities forming sui generis social networks (Ess 2011). Starting in the first decade of the 21st century, among the first websites to employ the new standards explicitly for general social networking purposes were Orkut, MySpace, LinkedIn, Friendster, Bebo, Habbo and Facebook. Subsequent trends in online social networking include the rise of sites dedicated to media and news sharing (YouTube, Reddit, Flickr, Instagram, Vine, Snapchat, TikTok), microblogging (Tumblr, Twitter, Weibo), location-based networking (Foursquare, Loopt, Yelp, YikYak), messaging and VoIP (WhatsApp, Messenger, WeChat), social gaming (Steam, Twitch) and interest-sharing (Pinterest). 1.2 Early Scholarly Engagement with Social Networking Services Study of the ethical implications of SNS was initially seen as a subpart of Computer and Information Ethics (Bynum 2018). While Computer and Information Ethics certainly accommodates an interdisciplinary approach, its direction and problems were initially largely defined by philosophically-trained scholars such as James Moor (1985) and Deborah G. Johnson (1985). Yet this has not been the early pattern for the ethics of social networking. Partly due to the coincidence of the social networking phenomenon with the emerging interdisciplinary social science field of ‘Internet Studies’ (Consalvo and Ess, 2011), the ethical implications of social networking technologies were initially targeted for inquiry by a loose coalition of sociologists, social psychologists, anthropologists, ethnographers, law and media scholars and political scientists (see, for example, Giles 2006; Boyd 2007; Ellison et al. 2007; Ito 2009). Consequently, philosophers who have turned their attention to social networking and ethics have had to decide whether to pursue their inquiries independently, drawing primarily from traditional philosophical resources in applied computer ethics and the philosophy of technology, or to develop their views in consultation with the growing body of empirical data and conclusions already being generated by other disciplines. While this entry will primarily confine itself to reviewing existing philosophical research on social networking ethics, links between those researches and studies in other disciplinary contexts remain vital. Indeed, recent academic and popular debates about the harms and benefits of large social media platforms have been driven far more visibly by scholars in sociology (Benjamin 2019), information studies (Roberts 2019), psychology (Zuboff 2019) and other social sciences than by philosophers, who remain comparatively disengaged. In turn, rather than engage with philosophical ethics, social science researchers in this field typically anchor normative dimensions of their analyses in broader political frameworks of justice and human rights, or psychological accounts of wellbeing. This has led to a growing debate about whether philosophical ‘ethics’ remains the right lens through which to subject social networking services or other emerging technologies to normative critique (Green 2021, Other Internet Resources). This debate is driven by several concerns. First is the growing professionalization of applied ethics (Stark and Hoffmann 2019) and its perceived detachment from social critique. A second concern is the trend of insincere corporate appropriation of the language of ethics for marketing, crisis management and public relations purposes, known as ‘ethicswashing’ (Bietti 2020). Finally, there is the question of whether philosophical theories of ethics, which have traditionally focused on individual actions, are sufficiently responsive to the structural conditions of social injustice that drive many SNS-associated harms. 2. Early Philosophical Concerns about Online Social Networks Among the first philosophers to take an interest in the ethical significance of social uses of the Internet were phenomenological philosophers of technology Albert Borgmann and Hubert Dreyfus. These thinkers were heavily influenced by Heidegger’s (1954 [1977]) view of technology as a monolithic force with a distinctive vector of influence, one that tends to constrain or impoverish the human experience of reality in specific ways. While Borgmann and Dreyfus were primarily responding to the immediate precursors of Web 2.0 social networks (e.g., chat rooms, newsgroups, online gaming and email), their conclusions, which aim at online sociality broadly construed, are directly relevant to SNS. 2.1 Borgmann’s Critique of Social Hyperreality Borgmann’s early critique (1984) of modern technology addressed what he called the device paradigm, a technologically-driven tendency to conform our interactions with the world to a model of easy consumption. By 1992’s Crossing the Postmodern Divide, however, Borgmann had become more narrowly focused on the ethical and social impact of information technologies, employing the concept of hyperreality to critique (among other aspects of information technology) the way in which online social networks may subvert or displace organic social realities by allowing people to “offer one another stylized versions of themselves for amorous or convivial entertainment” (1992, 92) rather than allowing the fullness and complexity of their real identities to be engaged. While Borgmann admits that in itself a social hyperreality seems “morally inert” (1992, 94), he insists that the ethical danger of hyperrealities lies in their tendency to leave us “resentful and defeated” when we are forced to return from their “insubstantial and disconnected glamour” to the organic reality which “with all its poverty inescapably asserts its claims on us” by providing “the tasks and blessings that call forth patience and vigor in people.” (1992, 96) There might be an inherent ambiguity in Borgmann’s analysis, however. On the one hand he tells us that it is the competition with our organic and embodied social presence that makes online social environments designed for convenience, pleasure and ease ethically problematic, since the latter will inevitably be judged more satisfying than the ‘real’ social environment. But he goes on to claim that online social environments are themselves ethically deficient: Those who become present via a communication link have a diminished presence, since we can always make them vanish if their presence becomes burdensome. Moreover, we can protect ourselves from unwelcome persons altogether by using screening devices….The extended network of hyperintelligence also disconnects us from the people we would meet incidentally at concerts, plays and political gatherings. As it is, we are always and already linked to the music and entertainment we desire and to sources of political information. This immobile attachment to the web of communication works a twofold deprivation in our lives. It cuts us off from the pleasure of seeing people in the round and from the instruction of being seen and judged by them. It robs us of the social resonance that invigorates our concentration and acumen when we listen to music or watch a play.…Again it seems that by having our hyperintelligent eyes and ears everywhere, we can attain world citizenship of unequaled scope and subtlety. But the world that is hyperintelligently spread out before us has lost its force and resistance. (1992, 105–6) Critics of Borgmann saw him as adopting Heidegger’s (1954 [1977]) substantivist, monolithic model of technology as a singular, deterministic force in human affairs (Feenberg 1999; Verbeek 2005). This model, known as technological determinism, represents technology as an independent driver of social and cultural change, shaping human institutions, practices and values in a manner largely beyond our control. Whether or not this is ultimately Borgmann’s view (or Heidegger’s), his critics saw it in remarks of the following sort: “[Social hyperreality] has already begun to transform the social fabric…At length it will lead to a disconnected, disembodied, and disoriented sort of life…It is obviously growing and thickening, suffocating reality and rendering humanity less mindful and intelligent.” (Borgmann 1992, 108–9) Critics asserted that Borgmann’s analysis suffered from his lack of attention to the substantive differences between particular social networking technologies and their varied contexts of use, as well as the different motivations and patterns of activity displayed by individual users in those contexts. For example, Borgmann neglected the fact that physical reality does not always enable or facilitate connection, nor does it do so equally for all persons. For example, those who live in remote rural areas, neurodivergent persons, disabled persons and members of socially marginalized groups are often not well served by the affordances of physical social spaces. As a consequence, Andrew Feenberg (1999) claims that Borgmann overlooked how online social networks can supply sites of democratic resistance for those who are physically or politically disempowered by many ‘real-world’ networks. 2.2 Hubert Dreyfus on Internet Sociality: Anonymity versus Commitment Philosopher Hubert Dreyfus (2001) shared Borgmann’s early critical suspicion of the ethical possibilities of the Internet; like Borgmann, Dreyfus’s reflections on the ethical dimension of online sociality conveyed a view of such networks as an impoverished substitute for the real thing. Like Borgmann, Dreyfus’s suspicion was informed by his phenomenological roots, which led him to focus his critical attention on the Internet’s suspension of fully embodied presence. Yet rather than draw upon Heidegger’s metaphysical framework, Dreyfus (2004) reached back to Kierkegaard in forming his criticisms of life online. Dreyfus asserts that what online engagements intrinsically lack is exposure to risk, and without risk, Dreyfus tells us, there can be no true meaning or commitment found in the electronic domain. Instead, we are drawn to online social environments precisely because they allow us to play with notions of identity, commitment and meaning, without risking the irrevocable consequences that ground real identities and relationships. As Dreyfus put it: …the Net frees people to develop new and exciting selves. The person living in the aesthetic sphere of existence would surely agree, but according to Kierkegaard, “As a result of knowing and being everything possible, one is in contradiction with oneself” (Present Age, 68). When he is speaking from the point of view of the next higher sphere of existence, Kierkegaard tells us that the self requires not “variableness and brilliancy,” but “firmness, balance, and steadiness” (Dreyfus 2004, 75) While Dreyfus acknowledges that unconditional commitment and acceptance of risk are not excluded in principle by online sociality, he insists that “anyone using the Net who was led to risk his or her real identity in the real world would have to act against the grain of what attracted him or her to the Net in the first place” (2004, 78). 2.3 Contemporary Reassessment of Early Phenomenological Critiques of SNS While Borgmann and Dreyfus’s views continue to inform the philosophical conversation about social networking and ethics, both of these early philosophical engagements with the phenomenon manifest certain predictive failures (as is perhaps unavoidable when reflecting on new and rapidly evolving technological systems). Dreyfus did not foresee the way in which popular SNS such as Facebook, LinkedIn and Twitter would shift away from the earlier online norms of anonymity and identity play, instead giving real-world identities an online presence which in some ways is less ephemeral than bodily presence (as those who have struggled to erase online traces of past tweets or to delete Facebook profiles of deceased loved ones can attest). Likewise, Borgmann’s critiques of “immobile attachment” to the online datastream did not anticipate the rise of mobile social networking applications which not only encourage us to physically seek out and join our friends at those same concerts, plays and political events that he envisioned us passively digesting from an electronic feed, but also enable spontaneous physical gatherings in ways never before possible. That said, such short-term predictive failures may not, in the long view, turn out to be fatal to their legacies. After all, some of the most enthusiastic champions of the Internet’s liberating social possibilities to be challenged by Dreyfus (2004, 75), such as Sherry Turkle, have since articulated far more pessimistic views of the trajectory of new social technologies. Turkle’s concerns about social media in particular (2011, 2015), namely that they foster a peculiar alienation in connectedness that leaves us feeling “alone together,” resonate well with Borgmann’s earlier warnings about electronic networks. 2.3.1 Borgmann, Dreyfus and the ‘Cancel Culture’ Debates The SNS phenomenon continues to be ambiguous with respect to confirming Borgmann and Dreyfus’ early predictions. One of their most unfounded worries was that online social media would lead to a culture in which personal beliefs and actions are stripped of enduring consequence, cut adrift from real-world identities as persons accountable to one another. Today, no regular user of Twitter or Reddit is cut off from “the instruction of being seen and judged” (Borgmann 1992). And contra Dreyfus, it is primarily through the power of social media that people’s identities in the real world are now exposed to greater risk than before – from doxing to loss of employment to being physically endangered by ‘swatting.’ If anything, contemporary debates about social media’s alleged propagation of a stifling ‘cancel culture,’ which bend back upon the philosophical community itself (Weinberg 2020, Other Internet Resources), reflect growing anxieties among many that social networking environments primarily lack affordances for forgiveness and mercy, not judgment and personal accountability. Yet others see the emergent phenomenon of online collective judgment as performing a vital function of moral and political levelling, one in which social media enable the natural ethical consequences of an agent’s speech and acts to at last be imposed upon the powerful, not merely the vulnerable and marginalized. 2.3.2. The Civic Harms of Social Hyperreality One aspect of Borgmann’s (1992) account has recently rebounded in plausibility; namely, his prediction of a dire decline in civic virtues among those fully submerged in the distorted political reality created by the disembodied and disorienting ‘hyperintelligence’ of online social media. In the wake of the 2016 UK and US voter manipulation by foreign armies of social media bots, sock puppets, and astroturf accounts, the world has seen a rapid global expansion and acceleration of political disinformation and conspiracy theories through online social networks like Facebook, Twitter, YouTube and WhatsApp. The profound harms of the ‘weaponization’ of social media disinformation go well beyond voter manipulation. In 2020, disinformation about the COVID-19 pandemic greatly impeded public health authorities by clouding the public’s perception of the severity and transmissibility of the virus as well as the utility of prophylactics such as mask-wearing. Meanwhile, the increasing global influence of ever-mutating conspiracy theories borne on social media platforms by the anonymous group QAnon suggests that Borgmann’s warning of the dangers of our rising culture of ‘hyperreality,’ long derided as technophobic ‘moral panic,’ was dismissed far too hastily. While the notorious ‘Pizzagate’ episode of 2016 (Miller 2021) was the first visible link between QAnon conspiracies and real-world violence, the alarming uptake in 2020 of QAnon conspiracies by violent right-wing militias in the United States led Facebook and Twitter to abandon their prior tolerance of the movement and ban or limit access to hundreds of thousands of QAnon-associated accounts. Such moves came too late to stabilize the epistemic and political rift in a shared reality. By late 2020, QAnon had boosted a widely successful effort by supporters of outgoing President Donald Trump to create a (manifestly false) counter-narrative around the 2020 election purporting that he had actually won, leading to a failed insurrection at the U.S. Capitol on January 6, 2021. Borgmann’s warnings on ‘hyperreality’ seem less like moral panic and more like prescience when one considers the existence of a wide swath of American voters who remain convinced that Donald Trump remains legitimately in office, directing actions against his enemies. Such counter-narratives are not merely ‘underground’ belief systems; they compete directly with reality itself. On June 17, 2021, the mainstream national newspaper USA Today found it necessary to publish a piece titled “Fact Check: Hilary Clinton was not hanged at Guantanamo Bay” (Wagner 2021) in response to a video being widely shared on the social media platforms TikTok and Instagram, which describes in fine detail the (very much alive) Clinton’s last meal. Borgmann’s long-neglected work on social hyperreality thus merits reevaluation in light of the growing fractures and incoherencies that now splinter and twist our digitally mediated experience of what remains, underneath it all, a common world. The COVID-19 pandemic and increasingly catastrophic impacts of climate change testify to humanity’s vital need to remain anchored in and intelligently responsive to a shared physical reality. Yet both the spread of social media-driven disinformation and the rise of online moral policing reveal an unresolved philosophical tension that Borgmann’s own work did not explicitly confront. This is the Concept of Toleration and its Paradoxes, which continue to bedevil modern political thought. Social networking services have transformed this festering concern of political philosophy into something verging on an existential crisis. When malice and madness can be amplified on a global scale at lightspeed, in a manner affordable and accessible to anyone with a smartphone or wifi connection, what is too injurious and too irremediable, to be said, or shared (Marin 2021)? Social media continue to drive a range of new philosophical investigations in the domains of social epistemology and ethics, including ‘vice epistemology’ (Kidd, Battaly, Cassam 2020). Such investigations raise urgent questions about the relationship between online disinformation/misinformation, individual moral and epistemic responsibility, and the responsibility of social media platforms themselves. On this point, Regina Rini (2017) has argued that the problem of online disinformation/misinformation is not properly conceived in terms of individual epistemic vice, but rather must be seen as a “tragedy of the epistemic commons” that will require institutional and structural solutions. 3. Contemporary Ethical Concerns about Social Networking Services While early SNS scholarship in the social and natural sciences tended to focus on SNS impact on users’ psychosocial markers of happiness, well-being, psychosocial adjustment, social capital, or feelings of life satisfaction, philosophical concerns about social networking and ethics have generally centered on topics less amenable to empirical measurement (e.g., privacy, identity, friendship, the good life and democratic freedom). More so than ‘social capital’ or feelings of ‘life satisfaction,’ these topics are closely tied to traditional concerns of ethical theory (e.g., virtues, rights, duties, motivations and consequences). These topics are also tightly linked to the novel features and distinctive functionalities of SNS, more so than some other issues of interest in computer and information ethics that relate to more general Internet functionalities (for example, issues of copyright and intellectual property). Despite the methodological challenges of applying philosophical theory to rapidly shifting empirical patterns of SNS influence, philosophical explorations of the ethics of SNS have continued in recent years to move away from Borgmann and Dreyfus’ transcendental-existential concerns about the Internet, to the empirically-driven space of applied technology ethics. Research in this space explores three interlinked and loosely overlapping kinds of ethical phenomena: direct ethical impacts of social networking activity itself (just or unjust, harmful or beneficial) on participants as well as third parties and institutions; indirect ethical impacts on society of social networking activity, caused by the aggregate behavior of users, platform providers and/or their agents in complex interactions between these and other social actors and forces; structural impacts of SNS on the ethical shape of society, especially those driven by the dominant surveillant and extractivist value orientations that sustain social networking platforms and culture. Most research in the field, however, remains topic- and domain-driven—exploring a given potential harm or domain-specific ethical dilemma that arises from direct, indirect, or structural effects of SNS, or more often, in combination. Sections 3.1–3.5 outline the most widely discussed of contemporary SNS’ ethical challenges. 3.1 Social Networking Services and Privacy Fundamental practices of concern for direct ethical impacts on privacy include: the transfer of users’ data to third parties for intrusive purposes, especially marketing, data mining, and surveillance; the use of SNS data to train facial-recognition systems or other algorithmic tools that identify, track and profile people without their free consent; the ability of third-party applications to collect and publish user data without their permission or awareness; the dominant reliance by SNS on opaque or inadequate privacy settings; the use of ‘cookies’ to track online user activities after they have left a SNS; the abuse of social networking tools or data for stalking or harassment; widespread scraping of social media data by academic researchers for a variety of unconsented purposes; undisclosed sharing of user information or patterns of activity with government entities; and, last but not least, the tendency of SNS to foster imprudent, ill-informed or unethical information sharing practices by users, either with respect to their own personal data or data related to other persons and entities. Facebook has been a particular lightning-rod for criticism of its privacy practices (Spinello 2011, Vaidhyanathan 2018), but it is just the most visible member of a far broader and more complex network of SNS actors with access to unprecedented quantities of sensitive personal data. Indirectly, the incentives of social media environments create particular problems with respect to privacy norms. For example, since it is the ability to access information freely shared by others that makes SNS uniquely attractive and useful, and since platforms are generally designed to reward disclosure, it turns out that contrary to traditional views of information privacy, giving users greater control over their information-sharing practices can actually lead to decreased privacy for themselves and others in their network. Indeed, advertisers, insurance companies and employers are increasingly less interested in knowing the private facts of individual users’ lives, and more interested in using their data to train algorithms that can predict the behavior of people very much like that user. Thus the real privacy risk of our social media practices is often not to ourselves but to other people; if a person is comfortable with the personal risk of their data sharing habits, it does not follow that these habits are ethically benign. Moreover, users are still caught in the tension between their personal motivations for using SNS and the profit-driven motivations of the corporations that possess their data (Baym 2011, Vaidhyanathan 2018). Jared Lanier frames the point cynically when he states that: “The only hope for social networking sites from a business point of view is for a magic formula to appear in which some method of violating privacy and dignity becomes acceptable” (Lanier 2010). Scholars also note the way in which SNS architectures are often structurally insensitive to the granularity of human sociality (Hull, Lipford & Latulipe 2011). That is, such architectures tend to treat human relations as if they are all of a kind, ignoring the profound differences among types of social relation (familial, professional, collegial, commercial, civic, etc.). As a consequence, the privacy controls of such architectures often flatten the variability of privacy norms within different but overlapping social spheres. Among philosophical accounts of privacy, Nissenbaum’s (2010) view of contextual integrity has seemed to many to be particularly well suited to explaining the diversity and complexity of privacy expectations generated by new social media (see for example Grodzinsky and Tavani 2010; Capurro 2011). Contextual integrity demands that our information practices respect context-sensitive privacy norms, where ‘context’ refers not to the overly coarse distinction between ‘private’ and ‘public,’ but to a far richer array of social settings characterized by distinctive roles, norms and values. For example, the same piece of information made ‘public’ in the context of a status update to family and friends on Facebook may nevertheless be considered by the same discloser to be ‘private’ in other contexts; that is, she may not expect that same information to be provided to strangers Googling her name, or to bank employees examining her credit history. On the design side, such complexity means that attempts to produce more ‘user-friendly’ privacy controls face an uphill challenge—they must balance the need for simplicity and ease of use with the need to better represent the rich and complex structures of our social universes. A key design question, then, is how SNS privacy interfaces can be made more accessible and more socially intuitive for users. Hull et al. (2011) also take note of the apparent plasticity of user attitudes about privacy in SNS contexts, as evidenced by the pattern of widespread outrage over changed or newly disclosed privacy practices of SNS providers being followed by a period of accommodation to and acceptance of the new practices (Boyd and Hargittai 2010). In their 2018 book Re-Engineering Humanity, Brett Frischmann and Evan Selinger argue that SNS contribute to a slippery slope of “techno-social engineering creep” that produces a gradual normalization of increasingly pervasive and intrusive digital surveillance. A related concern is the “privacy paradox,” in which users’ voluntary sharing of data online belies their own stated values concerning privacy. However, recent data from Apple’s introduction in iOS 14.5 of opt-in for ad tracking, which the vast majority of iOS users have declined to allow, suggests that most people continue to value and act to protect their privacy, when given a straightforward choice that does not inhibit their access to services (Axon 2021). Working from the late writings of Foucault, Hull (2015) has explored the way in which the ‘self-management’ model of online privacy protection embodied in standard ‘notice and consent’ practices only reinforces a narrow neoliberal conception of privacy, and of ourselves, as commodities for sale and exchange. The debate continues about whether privacy violations can be usefully addressed by users making wiser privacy-preserving choices (Véliz 2021), or whether the responsibilization of individuals only obscures the urgent need for radical structural reforms of SNS business models (Vaidhyanathan 2018). In an early study of online communities, Bakardjieva and Feenberg (2000) suggested that the rise of communities predicated on the open exchange of information may in fact require us to relocate our focus in information ethics from privacy concerns to concerns about alienation; that is, the exploitation of information for purposes not intended by the relevant community. Such considerations give rise to the possibility of users deploying “guerrilla tactics” of misinformation, for example, by providing SNS hosts with false names, addresses, birthdates, hometowns or employment information. Such tactics would aim to subvert the emergence of a new “digital totalitarianism” that uses the power of information rather than physical force as a political control (Capurro 2011). Finally, privacy issues with SNS highlight a broader philosophical and structural problem involving the intercultural dimensions of information ethics and the challenges for ethical pluralism in global digital spaces (Ess 2021). Pak Hang Wong (2013) has argued for the need for privacy norms to be contextualized in ways that do not impose a culturally hegemonic Western understanding of why privacy matters; for example, in the Confucian context, it is familial privacy rather than individual privacy that is of greatest moral concern. Rafael Capurro (2005) has also noted the way in which narrowly Western conceptions of privacy occlude other legitimate ethical concerns regarding new media practices. For example, he notes that in addition to Western worries about protecting the private domain from public exposure, we must also take care to protect the public sphere from the excessive intrusion of the private. Though he illustrates the point with a comment about intrusive uses of cell phones in public spaces (2005, 47), the rise of mobile social networking has amplified this concern by several factors. When one must compete with Facebook or Twitter for the attention of not only one’s dinner companions and family members, but also one’s fellow drivers, pedestrians, students, moviegoers, patients and audience members, the integrity of the public sphere comes to look as fragile as that of the private. 3.2 The Ethics of Identity and Community on Social Networking Services Social networking technologies open up a new type of ethical space in which personal identities and communities, both ‘real’ and virtual, are constructed, presented, negotiated, managed and performed. Accordingly, philosophers have analyzed SNS both in terms of their uses as Foucaultian “technologies of the self” (Bakardjieva and Gaden 2012) that facilitate the construction and performance of personal identity, and in terms of the distinctive kinds of communal norms and moral practices generated by SNS (Parsell 2008). The ethical and metaphysical issues generated by the formation of virtual identities and communities have attracted much philosophical interest (see Introna 2011 and Rodogno 2012). Yet as noted by Patrick Stokes (2012), unlike earlier forms of online community in which anonymity and the construction of alter-egos were typical, SNS such as Facebook increasingly anchor member identities and connections to real, embodied selves and offline ‘real-world’ networks. Yet SNS still enable users to directly manage their self-presentation and their social networks in ways that offline social spaces at home, school or work often do not permit. The result, then, is an identity grounded in the person’s material reality and embodiment but more explicitly “reflective and aspirational” (Stokes 2012, 365) in its presentation, a phenomenon encapsulated in social media platforms such as Instagram. This raises a number of ethical questions: first, from what source of normative guidance or value does the aspirational content of an SNS user’s identity primarily derive? Do identity performances on SNS generally represent the same aspirations and reflect the same value profiles as users’ offline identity performances? Do they display any notable differences from the aspirational identities of non-SNS users? Are the values and aspirations made explicit in SNS contexts more or less heteronomous in origin than those expressed in non-SNS contexts? Do the more explicitly aspirational identity performances on SNS encourage users to take steps to actually embody those aspirations offline, or do they tend to weaken the motivation to do so? A further SNS phenomenon of relevance here is the persistence and communal memorialization of Facebook profiles after the user’s death; not only does this reinvigorate a number of classical ethical questions about our ethical duties to honor and remember the dead, it also renews questions about whether our moral identities can persist after our embodied identities expire, and whether the dead have ongoing interests in their social presence or reputation (Stokes 2012). Mitch Parsell (2008) raised early concerns about the unique temptations of ‘narrowcast’ social networking communities that are “composed of those just like yourself, whatever your opinion, personality or prejudices.” (41) Such worries about ‘echo chambers’ and ‘filter bubbles’ have only become more acute as political polarization continues to dominate online culture. Among the structural affordances of SNS is a tendency to constrict our identities to a closed set of communal norms that perpetuate increased polarization, prejudice and insularity. Parsells admitted that in theory the many-to-many or one-to-many relations enabled by SNS allow for exposure to a greater variety of opinions and attitudes, but in practice they often have the opposite effect. Building from de Laat (2006), who suggests that members of virtual communities embrace a distinctly hyperactive style of communication to compensate for diminished informational cues, Parsell claimed that in the absence of the full range of personal identifiers evident through face-to-face contact, SNS may also indirectly promote the deindividuation of personal identity by exaggerating and reinforcing the significance of singular shared traits (liberal, conservative, gay, Catholic, etc.) that lead us to see ourselves and our SNS contacts more as representatives of a group than as unique persons (2008, 46). Parsell also noted the existence of inherently pernicious identities and communities that may be enabled or enhanced by SNS tools—he cites the example of apotemnophiliacs, or would-be amputees, who use such resources to create mutually supportive networks in which their self-destructive desires receive validation (2008, 48). Related concerns have been raised about “Pro-ANA” sites that provide mutually supportive networks for anorexics seeking information and tools to allow them to perpetuate disordered and self-harming identities (Giles 2006; Manders-Huits 2010). Restraint of such affordances necessarily comes at some cost to user autonomy—a value that in other circumstances is critical to respecting the ethical demands of identity, as noted by Noemi Manders-Huits (2010). Manders-Huits explores the tension between the way in which SNS treat users as profiled and forensically reidentifiable “objects of (algorithmic) computation” (2010, 52) while at the same time offering those users an attractive space for ongoing identity construction. She argues that SNS developers have a duty to protect and promote the interests of their users in autonomously constructing and managing their own moral and practical identities. This autonomy exists in some tension with widespread but still crude practices of automated SNS content moderation that seek on the one hand, to preserve a ’safe’ space for expression, yet may disproportionately suppress marginalized identities (Gillespie 2020). The ethical concern about SNS constraints on user autonomy is also voiced by Bakardjieva and Gaden (2012) who note that whether they wish their identities to be formed and used in this manner or not, the online selves of SNS users are constituted by the categories established by SNS developers, and ranked and evaluated according to the currency which primarily drives the narrow “moral economy” of SNS communities: popularity (2012, 410). They note, however, that users are not rendered wholly powerless by this schema; users retain, and many exercise, “the liberty to make informed choices and negotiate the terms of their self-constitution and interaction with others,” (2012, 411) whether by employing means to resist the “commercial imperatives” of SNS sites (ibid.) or by deliberately restricting the scope and extent of their personal SNS practices. SNS can also enable authenticity in important ways. While a ‘Timeline’ feature that displays my entire online personal history for all my friends to see can prompt me to ‘edit’ my past, it can also prompt me to face up to and assimilate into my self-conception thoughts and actions that might otherwise be conveniently forgotten. The messy collision of my family, friends and coworkers on Facebook can be managed with various tools offered by the site, allowing me to direct posts only to specific sub-networks that I define. But the far simpler and less time-consuming strategy is to come to terms with the collision—allowing each network member to get a glimpse of who I am to others, while at the same time asking myself whether these expanded presentations project a person that is more multidimensional and interesting, or one that is manifestly insincere. As Tamara Wandel and Anthony Beavers put it: I am thus no longer radically free to engage in creating a completely fictive self, I must become someone real, not who I really am pregiven from the start, but who I am allowed to be and what I am able to negotiate in the careful dynamic between who I want to be and who my friends from these multiple constituencies perceive me, allow me, and need me to be. (2011, 93) Even so, Dean Cocking (2008) has argued that many online social environments, by amplifying active aspects of self-presentation under our direct control, compromise the important function of passive modes of embodied self-presentation beyond our conscious control, such as body language, facial expression, and spontaneous displays of emotion (130). He regards these as important indicators of character that play a critical role in how others see us, and by extension, how we come to understand ourselves through others’ perceptions and reactions. If Cocking’s view is correct, then SNS that privilege text-based and asynchronous communications may hamper our ability to cultivate and express authentic identities. The subsequent rise in popularity of video and livestream SNS services such as YouTube, TikTok, Stream and Twitch might therefore be seen as enabling of greater authenticity in self-presentation. Yet in reality, the algorithmic and profit incentives of these platforms have been seen to reward distorted patterns of expression: compulsive, ‘always performing’ norms that are reported to contribute to burnout and breakdown by content creators (Parkin 2018). Ethical preoccupations with the impact of SNS on our authentic self-constitution and representation may be assuming a false dichotomy between online and offline identities; the informational theory of personal identity offered by Luciano Floridi (2011) problematizes this distinction. Soraj Hongladarom (2011) employs such an informational metaphysic to deny that any clear boundary can be drawn between our offline selves and our selves as cultivated through SNS. Instead, our personal identities online and off are taken as externally constituted by our informational relations to other selves, events and objects. Likewise, Charles Ess makes a link between relational models of the self found in Aristotle, Confucius and many contemporary feminist thinkers and emerging notions of the networked individual as a “smeared-out self” (2010, 111) constituted by a shifting web of embodied and informational relations. Ess points out that by undermining the atomic and dualistic model of the self upon which Western liberal democracies are founded, this new conception of the self forces us to reassess traditional philosophical approaches to ethical concerns about privacy and autonomy—and may even promote the emergence of a much-needed “global information ethics” (2010, 112). Yet he worries that our ‘smeared-out selves’ may lose coherence as the relations that constitute us are increasingly multiplied and scattered among a vast and expanding web of networked channels. Can such selves retain the capacities of critical rationality required for the exercise of liberal democracy, or will our networked selves increasingly be characterized by political and intellectual passivity, hampered in self-governance by “shorter attention spans and less capacity to engage with critical argument” (2010, 114)? Ess suggests that we hope for, and work to enable the emergence of, ‘hybrid selves’ that cultivate the individual moral and practical virtues needed to flourish within our networked and embodied relations (2010, 116). 3.3 Friendship, Virtue and the Good Life on Social Networking Services SNS can facilitate many types of relational connections: LinkedIn encourages social relations organized around our professional lives, Twitter is useful for creating lines of communication between ordinary individuals and figures of public interest, MySpace was for a time a popular way for musicians to promote themselves and communicate with their fans, and Facebook, which began as a way to link university cohorts and now connects people across the globe, also hosts business profiles aimed at establishing links to existing and future customers. Yet the overarching relational concept in the SNS universe has been, and continues to be, the ‘friend,’ as underscored by the now-common use of this term as a verb to refer to acts of instigating or confirming relationships on SNS. This appropriation and expansion of the concept ‘friend’ by SNS has provoked a great deal of scholarly interest from philosophers and social scientists, more so than any other ethical concern except perhaps privacy. Early concerns about SNS friendship centered on the expectation that such sites would be used primarily to build ‘virtual’ friendships between physically separated individuals lacking a ‘real-world’ or ‘face-to-face’ connection. This perception was an understandable extrapolation from earlier patterns of Internet sociality, patterns that had prompted philosophical worries about whether online friendships could ever be ‘as good as the real thing’ or were doomed to be pale substitutes for embodied ‘face to face’ connections (Cocking and Matthews 2000). This view was robustly opposed by Adam Briggle (2008), who claimed that online friendships might enjoy certain unique advantages. For example, Briggle asserted that friendships formed online might be more candid than offline ones, thanks to the sense of security provided by physical distance (2008, 75). He also noted the way in which asynchronous written communications can promote more deliberate and thoughtful exchanges (2008, 77). These sorts of questions about how online friendships measure up to offline ones, along with questions about whether or to what extent online friendships encroach upon users’ commitments to embodied, ‘real-world’ relations with friends, family members and communities, defined the ethical problem-space of online friendship as SNS began to emerge. But it did not take long for empirical studies of actual SNS usage trends to force a profound rethinking of this problem-space. Within five years of Facebook’s launch, it was evident that a significant majority of SNS users were relying on these sites primarily to maintain and enhance relationships with those with whom they also had a strong offline connection—including close family members, high-school and college friends and co-workers (Ellison, Steinfeld and Lampe 2007; Ito et al. 2009; Smith 2011). Nor are SNS used to facilitate purely online exchanges—many SNS users today rely on the sites’ functionalities to organize everything from cocktail parties to movie nights, outings to athletic or cultural events, family reunions and community meetings. Mobile SNS applications amplify this type of functionality further, by enabling friends to locate one another in their community in real-time, enabling spontaneous meetings at restaurants, bars and shops that would otherwise happen only by coincidence. Yet lingering ethical concerns remain about the way in which SNS can distract users from the needs of those in their immediate physical surroundings (consider the widely lamented trend of users obsessively checking their social media feeds during family dinners, business meetings, romantic dates and symphony performances). Such phenomena, which scholars like Sherry Turkle (2011, 2015) continue to worry are indicative of a growing cultural tolerance for being ‘alone together,’ bring a new complexity to earlier philosophical concerns about the emergence of a zero-sum game between offline relationships and their virtual SNS competitors. They have also prompted a shift of ethical focus away from the question of whether online relationships are “real” friendships (Cocking and Matthews 2000), to how well the real friendships we bring to SNS are being served there (Vallor 2012). The debate over the value and quality of online friendships continues (Sharp 2012; Froding and Peterson 2012; Elder 2014; Turp 2020; Kristjánsson 2021); in large part because the typical pattern of those friendships, like most social networking phenomena, continues to evolve. Such concerns intersect with broader philosophical questions about whether and how the classical ethical ideal of ‘the good life’ can be engaged in the 21st century. Pak-Hang Wong claims that this question requires us to broaden the standard approach to information ethics from a narrow focus on the “right/the just” (2010, 29) that defines ethical action negatively (e.g., in terms of violations of privacy, copyright, etc.) to a framework that conceives of a positive ethical trajectory for our technological choices; for example, the ethical opportunity to foster compassionate and caring communities, or to create an environmentally sustainable economic order. Edward Spence (2011) further suggests that to adequately address the significance of SNS and related information and communication technologies for the good life, we must also expand the scope of philosophical inquiry beyond its present concern with narrowly interpersonal ethics to the more universal ethical question of prudential wisdom. Do SNS and related technologies help us to cultivate the broader intellectual virtue of knowing what it is to live well, and how to best pursue it? Or do they tend to impede its development? This concern about prudential wisdom and the good life is part of a growing philosophical interest in using the resources of classical and contemporary virtue ethics to evaluate the impact of SNS and related technologies (Vallor 2016, 2010; Wong 2012; Ess 2008). This program of research promotes inquiry into the impact of SNS not merely on the cultivation of prudential virtue, but on the development of a host of other moral and communicative virtues, such as honesty, patience, justice, loyalty, benevolence and empathy. 3.4 Democracy, Freedom and Social Networking Services in the Public Sphere As is the case with privacy, identity, community and friendship on SNS, ethical debates about the impact of SNS on civil discourse, freedom and democracy in the public sphere must be seen as extensions of a broader discussion about the political implications of the Internet, one that predates Web 2.0 standards. Much of the literature on this subject focuses on the question of whether the Internet encourages or hampers the free exercise of deliberative public reason, in a manner informed by Jürgen Habermas’s (1992/1998) account of discourse ethics and deliberative democracy in the public sphere (Ess 1996 and 2005b; Dahlberg 2001; Bohman 2008). A related topic of concern is SNS fragmentation of the public sphere by encouraging the formation of ‘echo chambers’ and ‘filter bubbles’: informational silos for like-minded individuals who deliberately shield themselves from exposure to alternative views. Early worries that such insularity would promote extremism and the reinforcement of ill-founded opinions, while also preventing citizens of a democracy from recognizing their shared interests and experiences (Sunstein 2008), have unfortunately proven to be well-founded (as noted in section 2.3.2). Early optimism that SNS would facilitate popular revolutions resulting in the overthrow of authoritarian regimes (Marturano 2011; Frick and Oberprantacher 2011) have likewise given way to the darker reality that SNS are perhaps even more easily used as tools to popularize authoritarian and totalitarian movements, or foster genocidal impulses, as in the use of Facebook to drive violence against the Rohingya minority in Myanmar (BBC 2018). When SNS in particular are considered in light of these questions, some distinctive considerations arise. First, sites like Facebook and Twitter (as opposed to narrower SNS utilities such as LinkedIn) facilitate the sharing of, and exposure to, an extremely diverse range of types of discourse. On any given day on Facebook a user may encounter in her NewsFeed a link to an article in a respected political magazine followed by a video of a cat in a silly costume, followed by a link to a new scientific study, followed by a lengthy status update someone has posted about their lunch, followed by a photo of a popular political figure overlaid with a clever and subversive caption. Vacation photos are mixed in with political rants, invitations to cultural events, birthday reminders and data-driven graphs created to undermine common political, moral or economic beliefs. Thus while a user has a tremendous amount of liberty to choose which forms of discourse to pay closer attention to, and tools with which to hide or prioritize the posts of certain members of her network, the sheer diversity of the private and public concerns of her fellows would seem to offer at least some measure of protection against the extreme insularity and fragmentation of discourse that is incompatible with the public sphere. Yet in practice, the function of hidden platform algorithms can defeat this diversity. Trained on user behavior to optimize for engagement and other metrics that advertisers and platform companies associate with their profit, these algorithms can ensure that I experience only a pale shadow of the true diversity of my social network, seeing at the top of my feed only those posts that I am most likely to find subjectively rewarding to engage with. If, for example, I support the Black Lives Matter movement, and tend to close the app in frustration and disappointment whenever I see BLM denigrated by someone I consider a friend, the platform algorithm can easily learn this association and optimize my experience for one that is more conducive to retaining my presence. It is important to note, however, that in this case the effect is an interaction between the algorithm and my own behavior. How much responsibility for echo chambers and resulting polarization or insularity falls upon users, and how much on the designers of algorithms that track and amplify our expressed preferences? Philosophers of technology often speak of the affordances or gradients of particular technologies in given contexts (Vallor 2010) insofar as they make certain patterns of use more attractive or convenient for users (while not rendering alternative patterns impossible). Thus while I can certainly seek out posts that will cause me discomfort or anxiety, the platform gradient will not be designed to facilitate such experiences. Yet it is not obvious if or when it should be designed to do so. As Alexis Elder notes (2020), civic discourse on social media can be furthered rather than inhibited by prudent use of tools enabling disconnection. Additionally, a platform affordance that makes a violent white supremacist feel accepted, valued, safe and respected in their social milieu (precisely for their expressed attitudes and beliefs in white supremacist violence) facilitates harm to others, in a way that a platform affordance that makes an autistic person or a transgender woman feel accepted, valued, safe and respected for who they are, does not. Fairness and equity in SNS platform design do not entail neutrality. Ethics explicitly demands non-neutrality between harm and nonharm, between justice and injustice. But ethics also requires epistemic anchoring in reality. Thus even if my own attitudes and beliefs harm no one, I may still have a normative epistemic duty to avoid the comfort of a filter bubble. Do SNS platforms have a duty to keep their algorithms from helping me into one? In truth, those whose identities are historically marginalized will rarely have the luxury of the filter bubble option; online and offline worlds consistently offer stark reminders of their marginalization. So how do SNS designers, users, and regulators mitigate the deleterious political and epistemic effects of filter bubble phenomena without making platforms more inhospitable to vulnerable groups than they already are? One must also ask whether SNS can skirt the dangers of a plebiscite model of democratic discourse, in which minority voices are dispersed and drowned out by the many. Certainly, compared to the ‘one-to-many’ channels of communication favored by traditional media, SNS facilitate a ‘many-to-many’ model of communication that appears to lower the barriers to participation in civic discourse for everyone, including the marginalized. However, SNS lack the institutional structures necessary to ensure that minoritized voices enjoy not only free, but substantively equal access to the deliberative function of the public sphere. We must also consider the quality of informational exchanges on SNS and the extent to which they promote a genuinely dialogical and deliberative public sphere marked by the exercise of critical rationality. SNS norms tend to privilege brevity and immediate impact over substance and depth in communication; Vallor (2012) suggests that this bodes poorly for the cultivation of those communicative virtues essential to a flourishing public sphere. This worry is only reinforced by empirical data suggesting that SNS perpetuate the ‘Spiral of Silence’ phenomenon that results in the passive suppression of divergent views on matters of important political or civic concern (Hampton et. al. 2014). In a related critique, Frick and Oberprantacher (2011) claim that the ability of SNS to facilitate public ‘sharing’ can obscure the deep ambiguity between sharing as “a promising, active participatory process” and “interpassive, disjointed acts of having trivia shared.” (2011, 22) There remains a notable gap online between the prevalence of democratic discourse and debate—which require only the open voicing of opinions and reasons, respectively—and the relative absence of democratic deliberation, which requires the joint exercise of collective intentions, cooperation and compromise as well as a shared sense of reality on which to act. The greatest moral challenges of our time—responding to the climate change crisis, developing sustainable patterns of economic and social life, managing global threats to public health—aren’t going to be solved by ideological warfare but by deliberative, coordinated exercise of public wisdom. Today’s social media platforms are great for cultivating the former; for the latter, not so much. Another vital issue for online democracy relates to the contentious debate emerging on social media platforms about the extent to which controversial or unpopular speech ought to be tolerated or punished by private actors, especially when the consequences manifest in traditional offline contexts and spaces such as the university. For example, the norms of academic freedom in the U.S. were greatly destabilized by the ‘Salaita Affair’ (in which a tenured job offer by the University of Illinois at Urbana-Champaign to Steven Salaita was withdrawn on the basis of his tweets criticizing Israel) and several other cases in which academics were censured or otherwise punished by their institutions as a result of their controversial social media posts (Protevi 2018). Yet how should we treat a post by a professor that expresses a desire to sleep with their students, or that expresses their doubts about the intelligence of women, or the integrity of students of a particular nationality? It remains to be seen what equilibrium can be found between moral accountability and free expression in communities increasingly mediated by SNS communications. A related debate concerns the ethical and social value of the kind of social media acts of moral policing frequently derided as insincere or performative ‘virtue signaling.’ To what extent are social media platforms a viable stage for moral performances, and are such performances merely performative? Are they inherently ‘grandstanding’ abuses of moral discourse (Tosi and Warmke 2020), or can they in fact be positive forces for social progress and reform (Levy 2020, Westra 2021)? It also remains to be seen to what extent civic discourse and activism on SNS will continue to be manipulated or compromised by the commercial interests that currently own and manage the technical infrastructure. This concern is driven by the growing economic and political influence of companies in the technology sector, what Luciano Floridi (2015b) calls ‘grey power,’ and the potentially disenfranchising and disempowering effects of an economic model in which most users play a passive role (Floridi 2015a). Indeed, the relationship between social media users and service providers has become increasingly contentious, as users struggle to demand more privacy, better data security and more effective protections from online harassment in an economic context where they have little or no direct bargaining power (Zuboff 2019). This imbalance was powerfully illustrated by the revelation in 2014 that Facebook researchers had quietly conducted psychological experiments on users without their knowledge, manipulating their moods by altering the balance of positive or negative items in their News Feeds (Goel 2014). The study added yet another dimension to existing concerns about the ethics and validity of social science research that relies on SNS-generated data (Buchanan and Zimmer 2012), concerns that drive an increasingly vital and contested area of research ethics (Woodfield 2018, franzke et al. 2020). Ironically, in the power struggle between users and SNS providers, social networking platforms themselves have become the primary battlefield, where users vent their collective outrage in an attempt to force service providers into responding to their demands. The results are sometimes positive, as when Twitter users, after years of complaining, finally shamed the company in 2015 into providing better reporting tools for online harassment. Yet by its nature the process is chaotic and often controversial, as when later that year, Reddit users successfully demanded the ouster of CEO Ellen Pao, under whose leadership Reddit had banned some of its more repugnant ‘subreddit’ forums (such as “Fat People Hate”). The only clear consensus emerging from the considerations outlined here is that if SNS are going to facilitate any enhancement of a Habermasian public sphere, or the civic virtues and praxes of reasoned discourse that any functioning public sphere must presuppose, then users will have to actively mobilize themselves to exploit such an opportunity (Frick and Oberprantacher 2011). Such mobilization may depend upon resisting the “false sense of activity and accomplishment” (Bar-Tura, 2010, 239) that may come from merely clicking ‘Like’ in response to acts of meaningful political speech, forwarding calls to sign petitions, or simply ‘following’ an outspoken social critic on Twitter whose ‘tweeted’ calls to action are drowned in a tide of corporate announcements, celebrity product endorsements and personal commentaries. Some argue that it will also require the cultivation of new norms and virtues of online civic-mindedness, without which online ‘democracies’ will continue to be subject to the self-destructive and irrational tyrannies of mob behavior (Ess 2010). 3.5 Social Networking Services and Cybercrime SNS are hosts for a broad spectrum of ‘cybercrimes’ and related direct harms, including but not limited to: cyberbullying/cyberharassment, cyberstalking, child exploitation, cyberextortion, cyberfraud, illegal surveillance, identity theft, intellectual property/copyright violations, cyberespionage, cybersabotage and cyberterrorism. Each of these forms of criminal or antisocial behavior has a history that well pre-dates Web 2.0 standards, and philosophers have tended to leave the specific correlations between cybercrime and SNS as an empirical matter for social scientists, law enforcement and Internet security firms to investigate. Nevertheless, cybercrime is an enduring topic of philosophical interest for the broader field of computer ethics, and the migration to and evolution of such crime on SNS platforms raises new and distinctive ethical issues. Among those of great ethical importance is the question of how SNS providers ought to respond to government demands for user data for investigative or counterterrorism purposes. SNS providers are caught between the public interest in crime prevention and their need to preserve the trust and loyalty of their users, many of whom view governments as overreaching in their attempts to secure records of online activity. Many companies have opted to favor user security by employing end-to-end encryption of SNS exchanges, much to the chagrin of government agencies who insist upon ‘backdoor’ access to user data in the interests of public safety and national security. A related feature of SNS abuse and cybercrime is the associated skyrocketing need for content moderation at scale by these platforms. Because automated tools for content moderation remain crude and easily gamed, social media platforms rely on large human workforces working for low wages, who must manually screen countless images of horrific violence and abuse, often suffering grave and lasting psychological harm as a result (Roberts 2019). It is unclear how such harms to the content moderating workforce can be morally justified, even if they help to prevent the spread of such harm to others. The arrangement has uncomfortable echoes of Ursula LeGuin’s The Ones Who Walk Away From Omelas; so should platform users be the ones walking away? Or do platforms have an ethical duty to find a morally permissible solution, even if it endangers their business model? Another emerging ethical concern is the increasingly political character of cyberharassment and cyberstalking. In the U.S., women who spoke out about the lack of diversity in the tech and videogame industries were early targets during online controversies such as 2014’s ‘Gamergate’ (Salter 2017), during which some victims were forced to cancel speaking appearances or leave their homes due to physical threats after their addresses and other personal info were posted on social media (a practice known as ‘doxing’ or ‘doxxing’). More recently, journalists have been doxed and subjected to violent threats, sometimes following accusations that their reporting itself constituted doxing (Wilson 2018). Doxing presents complex ethical challenges (Douglas 2016). For victims of doxing and associated cyberthreats, traditional law enforcement bodies offer scant protection, as these agencies are often ill-equipped to police the blurry boundary between online and physical harms. But moreover, it’s not always clear what distinguishes immoral doxing from justified social opprobrium. If someone records a woman spitting racial epithets in a passerby’s face, or a man denying a disabled person service in a restaurant, and the victim or an observer posts the video online in a manner that allows the perpetrator to be identified by others in their social network, is that unethical shaming or just deserts? What’s the difference between posting someone’s home address, allowing them and their family to be terrorized by a mob, and posting someone’s workplace so that their employer can consider their conduct? Cases such as these get adjudicated by ad hoc social media juries weekly. Sometimes legal consequences do follow, as in the case of the notorious Amy Cooper, who in 2020 was charged with filing a false police report after being filmed by a Black man who she falsely accused of threatening her in Central Park. Are doxing and other modes of social media shaming legitimate tools of justice? Or are they indications of the dangers of unregulated moral policing? And if the answer is ‘both,’ or ‘it depends,’ then what are the key moral distinctions that allow us to respond appropriately to this new practice? 4. Social Networking Services and Metaethical Issues A host of metaethical questions are raised by the rapid emergence of SNS. For example, SNS lend new data to an earlier philosophical debate (Tavani 2005; Moor 2008) about whether classical ethical traditions such as utilitarianism, Kantian ethics or virtue ethics possess sufficient resources for illuminating the implications of emerging information technology for moral values, or whether we require a new ethical framework to handle such phenomena. Charles Ess (2006, 2021) has suggested that a new, pluralistic “global information ethics” may be the appropriate context from which to view novel information technologies. Other scholars have suggested that technologies such as SNS invite renewed attention to existing ethical approaches such as pragmatism (van den Eede 2010), virtue ethics (Vallor 2016) feminist or care ethics (Hamington 2010; Puotinen 2011) that have often been neglected by applied ethicists in favor of conventional utilitarian and deontological resources. A related metaethical project relevant to SNS is the development of an explicitly intercultural information ethics (Ess 2005a; Capurro 2008; Honglaradom and Britz 2010). SNS and other emerging information technologies do not reliably confine themselves to national or cultural boundaries, and this creates a particular challenge for applied ethicists. For example, SNS practices in different countries must be analyzed against a conceptual background that recognizes and accommodates complex differences in moral norms and practices (Capurro 2005; Hongladarom 2007, Wong 2013). SNS phenomena that one might expect to benefit from intercultural analysis include: varied cultural patterns and preference/tolerance for affective display, argument and debate, personal exposure, expressions of political, interfamilial or cultural criticism, religious expression and sharing of intellectual property. Alternatively, the very possibility of a coherent information ethics may come under challenge, for example, from a constructivist view that emerging socio-technological practices like SNS continually redefine ethical norms—such that our analyses of SNS and related technologies are not only doomed to operate from shifting ground, but from ground that is being shifted by the intended object of our ethical analysis. Finally, there are pressing practical concerns about whether and how philosophers can actually have an impact on the ethical profile of emerging technologies such as SNS. If philosophers direct their ethical analyses only to other philosophers, then such analyses may function simply as ethical postmortems of human-technology relations, with no opportunity to actually pre-empt, reform or redirect unethical technological practices. But to whom else can, or should, these ethical concerns be directed: SNS users? Regulatory bodies and political institutions? SNS software developers? How can the theoretical content and practical import of these analyses be made accessible to these varied audiences? What motivating force are they likely to have? These questions have become particularly acute of late with the controversy over alleged corporate capture by technology companies of the language of ethics, and associated charges of ‘ethics-washing’ (Green 2021 [Other Internet Resources], Bietti 2020). Some argue that ethics is the wrong tool to fight the harms of emerging technologies and large technology platforms (Hao 2021); yet alternative proposals to focus on justice, rights, harms, equity or the legitimate use of power unwittingly fall right back within the normative scope of ethics. Unless we resort to a cynical frame of ‘might makes right,’ there is no escaping the need to use ethics to distinguish the relationships with sociotechnical phenomena and powers that we regard as permissible, good, or right, from those that should be resisted and dismantled. The profound urgency of this task becomes apparent once we recognize that unlike those ‘life or death’ ethical dilemmas with which many applied ethicists are understandably often preoccupied (e.g., abortion, euthanasia and capital punishment), emerging information technologies such as SNS have in a very short time worked themselves into the daily moral fabric of virtually all of our lives, transforming the social landscape and the moral habits and practices with which we navigate it. The ethical concerns illuminated here are, in a very real sense, anything but ‘academic,’ and neither philosophers nor the broader human community can afford the luxury of treating them as such.
    1. confirmed in humans:

      Abstract

      Excessive playing of computer games like some other behaviors could lead to addiction. Addictive behaviors may induce their reinforcing effects through stimulation of the brain dopaminergic mesolimbic pathway. The status of dopamine receptors in the brain may be parallel to their homologous receptors in peripheral blood lymphocytes (PBLs). Here, we have investigated the mRNA expression of dopamine D3, D4 and D5 receptors in PBLs of computer game addicts (n = 20) in comparison to normal subjects (n = 20), using a real-time PCR method. The results showed that the expression level of D3 and D4 dopamine receptors in computer game addicts were not statistically different from the control group. However, the expression of the mRNA of D5 dopamine receptor was significantly down-regulated in PBLs of computer game addicts and reached 0.42 the amount of the control group. It is concluded that unlike with drug addiction, the expression levels of the D3 and D4 dopamine receptors in computer game addicts are not altered compared to the control group. However, reduced level of the D5 dopamine receptor in computer game addicts may serve as a peripheral marker in studies where the confounding effects of abused drugs are unwanted.

  7. Mar 2026
    1. magine a language-game in which A asks

      Context matters and changes the meaning of words uttered - circumstances are also important - potentially has even more impact than what we are tempted to think as the "mental activity" defining it

    1. establishing confidence were established for these typesof arguments, such as providing replicable code, isolating the compu-tational components of an argument in specific, clearly stated lemmasseparate from the more conceptual aspects of a paper, and providingadditional related data and “checksums” to check that the computer-generated calculations agree with various “sanity checks”

      model and mechanize, win the game of Mathematics

    1. (d) Once appointed, an EC member serves until they retire or are removed through the disciplinary process.

      Was just wondering if 'voluntary withdrawal' should be an option, since retirement sounds like they leave the game completely. Shouldn't there be an option in case RL changes and they feel the game would be better served if they step back?

    1. They at first asked only for a little land on which to raise bread for themselves and their families and pasture for their cattle, which we freely gave them. They soon wanted more, which we also gave them. They saw the game in the woods which the Great Spirit had given us for our subsistence and they wanted that too.

      This is really disappointing, it just shows you may not receive kindness in exchange of kindness.

    1. kernel reduction rules (β,δ,ι,ζ,η\beta, \delta, \iota, \zeta, \etaβ,δ,ι,ζ,η

      I can dream of a complex-multi-agent-social-game-structure predicated on this:

      Beta (Function Application): The active enforcement of a law, where a universal statute is activated by substituting a specific agent's actions into its general conditions to produce a binding, real-world ruling.

      Delta (Definition Unfolding): The legal process of "piercing the veil" or interpreting constitutional text, where abstract legal shorthand or institutional titles are expanded into their exact, fundamental definitions to verify their underlying authority.

      Iota (Pattern Matching): The judicial routing mechanism of a society, where an agent's specific legal classification (e.g., civilian, corporate entity, diplomat) automatically triggers the distinct set of legal procedures specifically designed for that category.

      Zeta (Local Substitution): The implementation of bounded, municipal governance, where a localized rule, zoning ordinance, or temporary contract is enforced strictly within a specific jurisdiction without altering the universal laws of the broader society.

      Eta (Extensional Collapse): The auditing and elimination of bureaucratic bloat, establishing that if a middle-management agency's only function is to perfectly pass a directive from a higher authority to a citizen without modification, the agency is legally redundant and should be dissolved.

    1. In January 2014, player RapingNinja hurled racist insults at player Strider, on account ofhis partner being black.28Unlike the Penny Sparrow affair, whose monkey insult is light relative tothe language used in this case, there was no trial, fine or forced apology. In fact, despite some playersclaiming to have discovered his identity, nothing happened beyond a few concerned writers penningtheir opinions.29In the wake of this 2014 incident, serious, concerned discussion began in the first Facebook group,“DOTA 2 South Africa,” with players detailing their experience of racism and the problems withinthe community. Some players considered the discussion to be somewhat productive, but within a fewhours, the entire thread was deleted by a group administrator: Dota was “just a game”

      Ah, you moderate social media platforms, and racist people are displaced into unregulated games, just as Nozick would have predicted, the foot right.

    Annotators

    1. We adapted two intent specifications from our evals: Mars Game Design Document and Financial Advice AI Agent Memory, as these tasks mapped to the two paradigmatic types covered in Sections 2 and 2.1 (design documents, and AI memory of the user).

      sentences describing methods the authors used; one sentence at a time

    1. Value-based care can be thought of as appropriate and affordable care (tackling wastes), and integration of services and systems of care (i.e., hospital, primary, public health), including preventive care that considers the long-term health and economy of a nation [34,35]

      I think this is a really good idea , even socializing preventive care which most of the time is inexpensive can be a game changer.

    1. More often than not I just go simple pencil all the way through.

      Sometimes I use a Pilot Coleto Hi-tec C multipen with four different colors to make things more interesting and differentiate between types of data, particularly within the boxes so I know what happens from one box to the next, particularly when going back to prior boxes to add in historical information. (I also tend to go with their 0.3mm fine tip ink refills for being able to pack more writing into small boxes!) Sometimes I'll do the starting pitcher and their work in black, and relievers in blue, purple, and orange rotating through to differentiate each pitcher's work to make it easier to keep up with their individual data, especially when I do full pitch counts.

      Sometimes I'll take along a Mitsubishi 772 "editor's pencil" that has both red and blue lead to add in some color. Often it's a simple line for pitcher changes or for substitutions across an individual line to distinguish when a sub came into the game.

      Sometimes I'll use a typewriter with a bichrome ribbon and switch between black and red ink to help break up some data, or to highlight things like RBIs to make summing things easier in the end. Example: https://www.reddit.com/r/BaseballScorecards/comments/1s33f1d/20260324_tampa_bay_rays_vs_atlanta_braves_spring/ which has red lines between pitchers and red "I"s to break up substitutions.

      Looking at example cards that get posted here will give you some ideas and pointers. Usually one can puzzle out what the scorer was doing using different colors or highlighters.

      A lot of how I score depends on my mood, where I'm watching a game, how much time I want to put into it all, and which tools I have at hand. Experiment. Have fun. Do what works best for you. There's no single "right" way, just the same way there are thousands of different formats in scorecard formats.

      reply to u/Alej_Betancourt at https://reddit.com/r/BaseballScorecards/comments/1s3mbzt/your_advice_for_a_rookie_highlighters_and/

    1. Editor Flag Act 4 is currently two sentences. As the climax of the entire game, this needs substantial development. What is the Unwrought? What happened to the God-King? What does the player find in the Forbidden Quarter? These are the questions the entire narrative has been building toward, and beta readers will be frustrated to find them unanswered. Even a rough outline of the final sequence would significantly improve this section

      These questions are answered, but I figured I'd hold those answers back until later in the process, in case we decide to go a different direction with this and play through it

    1. experiences rooted in curiosity.

      I am trying to become more comfortable with doing games in my classroom. I am student teaching Kindergarten, and any partner work could cause distractions. But providing these experiences for students allow them to learn and explore.

    2. considering them to be add-ons or review tools

      The school that I am student teaching at just had a meeting of how to incorporate games to add into the student's math fluency. The ideas that were presented were ways that I would have never thought about, and while yes may require more work, it's a way for students to become more fluent.

    3. playtime from 30 to 60 minutes.

      This feels like a long time, but it depends on the grade levels we are looking at. If it's upper elementary, I get it. But, if we are talking about lower elementary, I think that the time spent is too long.

    4. students shift into “discovery mode.”

      I love it when I teach something, and then I send my students to go explore more about the topic, and they discover new things, and their faces just light up!

    5. (Quizizz, Kahoot, and Blooket)

      I think that these educational game resources can be good, but I do think they are overused, and some students are not learning because they are focused on getting the answer right fast enough.

    6. stest way to acquire a basic design literacy. We recommend the following game titles, which range in playtime from 30 to 60 minutes.

      I thought this was interesting on where and how long recommended along with the recommendation of games they offered. One thing I would like to know or wonder? If this has changed over the last couple of years on how GBL is in the classroom? If teachers are using GBL in the classroom or they using other methods of games in the classrooms to help keep their students engaged in their learning.

    7. erious games (those created specifically to achieve academic goals and outcomes) and GBL (modified commercial games used to achieve academic goals and outcomes).

      I like how they explain the definition of the serious game and GBL games. I guess I never thought of them being different.

    8. To make explicit our focus, we are excluding digital games, trivia-based games (Jeopardy!), completion games (Bingo), and gamified activities (Quizizz, Kahoot, and Blooket). These games have their purpose in academia, but they are limited in their ability to facilitate instruction in the way that serious games or games-based learning deliver.

      How we as teacher can take simple games we have and turn them into GBL with a purpose and have an outcome connected to the learning.

    9. Games provide sites of exploration so that thinking becomes visible

      We can see the students excitement and enjoyment as they are playing and learning. They are learning without even realizing it.

    10. games are texts that present goals, challenges, choices, and feedback, and also elicit emotional responses

      Gives you a good idea why games are to be used in the classroom. Teaches the students more than we realize.

    11. spread awareness about these pedagogical practices and encourage teachers to utilize games as tools for instruction.

      Explains what GBL is and how it encourages teachers to utilize gaming for instruction.

    1. UFLI introduces well over 100 new sight words over the course of a school year between kindergarten and second grade.

      This has been a game changer for the students in the school I am student teaching in. The students are actually using the sight words to help them spell. It also breaks it down into nice easy steps.

    1. Most architecture and design studios treat SEO as a traffic game, chasing high-volume keywords that rarely convert. The problem isn't visibility—it's relevance. Generic strategies fail because they attract window shoppers instead of qualified project leads looking for specialized expertise. It’s not just about getting more eyes on your portfolio; it’s about bringing the right clients to your door. We’ve developed the 'Architecture SEO Pyramid of Success', a proven system designed specifically for the built environment industry. By focusing on technical foundation, authority building, and intent-driven content, we transform your digital presence from a static brochure into a dynamic engine for business growth. Stop guessing and start ranking for the projects you actually want to build.

      Now that you’ve reflected on your current approach, let’s uncover what’s quietly limiting your visibility and project pipeline. Because SEO isn’t just about ranking—it’s about bringing the right clients to your studio. But here’s the truth: most SEO strategies fail because they address the wrong layer—or skip critical steps entirely. That’s why we use a proven system we call the Architecture SEO Pyramid of Success—a step-by-step model to rebuild your search performance from the ground up.

    1. Plus, it includes two bonus lessons to up your symbol game and use handwriting recognition on your tablet.Want to check out a few lessons before enrolling? Watch the video below to discover what you'll learn, or click on the "Preview" buttons in the course curriculum below to watch a preview

      remove

    1. Don, a 38-year-old primary care physician, sighs as he sees Mrs. D.’s name as a last-minute addition to his patient list. It is mid-afternoon on Friday, and he had blocked out the last hour of the day to attend his son’s final softball game of the season. “Of all the days for one of her ‘crying headaches’,” Don mutters to himself, “why today?”

      .

    1. The majority of academic writing, particularly in regards to journal articles, is of course produced as part of academic author’s position. For many it is expected that as part of the academic’s position within the university that they continuously publish, whether journals, collections, or monographs.

      Comment by Janneke_Adema: Comment by LucaMorini: And most of what actually comprises our work in the 21st Century, such as this kind of discussions, will never give us any "points" in the "game" of publishing, where only the final outcomes (that are still produced under a pre-digital, Gutenbergian paradigm) count for something. A system oriented to quantification and control over 19th century media. Please note I am not saying that I would prefer that my tweets counted toward my career, but indeed further highlighting the inconsistencies and absurdity of the current academic publishing policies (and market).

    1. My point is that the property of associated/dissociated is completely unrelated to the property of realistic/unrealistic.

      Iwould argue that the issue here is that the term 'realism' is more like 'internal consistwncy' or 'verisimilitude'. When we have an event that happens and breaks verisimilitude it breaks us out of the game. Whereas accepting the initial premise of warp drive means that a ship warping into space next tk you isn't braking the expectation. Whereas dissassociated mechanics are breaking those expectations because there's no reason why the character ahould only make a one handed catch per game.

    1. Another strategy is to try to avoid playing a game of political tug-of-war altogether. As the economist Robin Hanson puts, it: pull the rope sideways. Instead of joining a side and pulling on the rope (of the Overton window), pull it sideways in a direction no one will resist.

      I believe in the method of open-mindedness to policy but overall go for which policies you personally align with.

    1. *Caravan means that Marla will gets +1E and that she can travel 1 HEX for free with them. They also sell/buy as in towns.

      I like the idea of discovering something random that gives you a boon.

      On the other hand I also like the idea of a caravan saving you energy but making an encounter more likely. I suppose the most logical would be that the scale shifts and your're unlikely to ckme accross a smaller encounter bht quite likely to come accross a larger oneI wouldn't want to up the likelihood too much more the result if you do get an encounter.

    1. “I thought you were going to be an engineer yourself,” queried Philip. “Not many times, if the court knows herself. There’s better game. Brown and Schaick have, or will have, the control for the whole line of the Salt Lick Pacific Extension, forty thousand dollars a mile over the prairie, with extra for hard-pan—and it’ll be pretty much all hardpan I can tell you; besides every alternate section of land on this line.

      Harry's desire to become a wealthy railway contractor contrasts with Philip's honest way of living. Harry lays out the get-rich-quick mentality of the era.

    2. “Wait till you are used to handling money. I didn’t come out here for a bagatelle

      bagatelle has 2 meanings, one meaning little value or importance, and the other referring to a table game. Either could be used in this sentence, but because they are referring to handling money, I think in this sentence it means that he did not come for something of little value, but instead came for more.

    1. Consider voluntary “permadeath” playings of games (Keogh2013a), in which a player agrees to the new rule that theywill stop playing a game entirely if they die. This enormouslyintensifies all violent acts in play by restoring a sense of riskand mortality to each moment. Various games have sought tofold this spirit of play into their rules with some success, fromDayZ’s literal permadeath to the punishing grind of Dark Souls,making them a more consequential experience of violence.I’ll end with a hopeful note care of my game design idol,Robert Yang. There are seeds of something very powerful in hisgame Hurt Me Plenty. In it a violent act—striking someone—isreframed by the intimate and erotic world of BDSM. Yang’sdecision to have a cool-down period for the virtual partner torecover is both tender and an acknowledgment of the physi-cality of the act.

      Rain World too!

    2. From the formal technicalities of parameters tothe warm glow of a sunset across a limpid pool, virtual wateris both technology and story, code and emotion. Most of all,in a gallery setting you can appreciate the water itself, withoutthe distraction of having somewhere else to be or someoneelse to kill.You may find your understanding of real, wet water chang-ing too. When I returned to my hometown of Wellington,New Zealand for a visit after making the game, I sat by its har-bor and stared into the water. I watched caustics I only knewthe name of thanks to making a video game; I blinked intothe dazzling reflections of the sun; I thought about the “pro-cessing power” of physics itself, capable of such refractive bril-liance.

      I feel this is a you thing. Your thoughts as you created this... which, is a perpetuation of yourself. Your hegemony. Your visibility. One thing would be for this book to be anonymous and out there, but as it is, it's pretentious, self-confirming, an attempt to make the redundant heroic.

    3. Computation is a key part of how a game means what itmeans.

      It's a language that automates electrons. It's, in a way, instructions that perpetuate a set of inanimate inorganic workers in the form of small pulses of light. It's morse code, but for a complex transcription system that turns it into orders. It's yet a human-made way to organise stuff...

    Annotators

    1. Aadil's implicit goal was to “think of something clever to write on this cake" but none of us could do it because cleverness was the standard and none of our ideas met it. But when Aadil said "Let's just say a bunch of bad ideas," he changed the frame entirely. We were now playing a game where the only way to lose was by saying nothing at all.I think that’s the key here. Your goal shouldn’t be to share something good. It should just be to share something at all. Even if it isn’t good. A half-baked blog post. A silly demo. A weird project. I’ve been doing too much selection, and not enough production.

      shots on goal!

    1. AI is positioned differently from traditional information systems, serving as a game‐changer that improves workflows and redefines nursing roles

      AI's not just a tool but a game changer in the fact that it can actually change the whole job itself. Companies need to understand this when they train their employees on it.

    1. We are Urban Hunt — an interactive city game for you and your friends, family or colleagues. Carefree, fun and accessible for all ages.

      We are a monster.

    1. Compte Rendu Détaillé : Sommes-nous tous racistes ?

      Ce document synthétise les thèmes principaux, les idées essentielles et les faits marquants tirés de l'émission "Sommes-nous tous racistes ?".

      Il met en lumière les mécanismes inconscients des préjugés et de la discrimination à travers diverses expériences scientifiques.

      Introduction : Les Préjugés Universels et la Question du Racisme

      L'émission s'ouvre sur une interrogation fondamentale : "Vous êtes raciste, vous et moi ?

      Est-ce que je suis raciste ?" (Lucien Jean-Baptiste).

      Elle pose l'idée que, quelles que soient nos origines ou caractéristiques, "nous avons tous des idées reçues, des a prioris, des préjugés sur tout ce qui ne nous ressemble pas, que nous ne connaissons pas."

      L'objectif de l'émission est d'explorer ces mécanismes inconscients.

      Pour ce faire, 50 volontaires participent à des "expériences étonnantes" sous le faux titre "Les mystères de notre cerveau", afin de ne pas biaiser leurs réactions.

      Le psychosociologue Sylvain De Louvet, expert scientifique, décode les résultats des expériences.

      Marie Drucker et Lucien Jean-Baptiste, réalisateur et comédien engagé, commentent les comportements observés.

      L'émission révèle que le racisme, la misogynie, le sexisme, l'antisémitisme, l'homophobie et la grossophobie s'appuient sur les "mêmes mécanismes" inconscients et documentés scientifiquement.

      Thèmes et Idées Clés : Les Mécanismes Inconscients des Préjugés

      1. La Recherche de Similarité et ses Conséquences (Expérience de la Salle d'Attente)

      Description de l'expérience : Des participants sont invités à s'asseoir dans une salle d'attente où deux chaises sont disponibles, une à côté d'un homme blanc et l'autre à côté d'un homme noir.

      La position des acteurs est inversée à mi-parcours.

      Observations et conclusions :

      • Les participants choisissent majoritairement de s'asseoir à côté de la personne blanche, quel que soit son emplacement.
      • Sylvain De Louvet explique : "Ce n'est pas un comportement raciste en tant que tel.

      Ce qui s'explique très facilement, c'est l'idée que on cherche la similarité. On va chercher les gens qui nous ressemblent." * Cette tendance est qualifiée de "reptilien[ne]", certains thèse évolutionnistes suggérant que "les tribus primitives déjà avaient tendance à se méfier de la différence de l'autre et à plutôt chercher la similitude, la similarité."

      • Impact : Bien que non raciste en soi, ce mécanisme a des "conséquences quand on va chercher un emploi, l'accès au logement et cetera, c'est terrible."

      Un DRH, même tolérant, peut inconsciemment favoriser quelqu'un qui lui ressemble.

      2. L'Influence des Préjugés sur le Jugement (Expérience du Jury)

      Description de l'expérience : Les participants jouent le rôle de jurés et doivent attribuer une peine de prison à un accusé pour le même crime (coups et blessures volontaires ayant entraîné la mort).

      Deux profils sont présentés : un homme blanc et un homme d'origine maghrébine.

      Observations et conclusions :

      • L'accusé d'origine maghrébine écope d'une peine de prison supérieure et est cinq fois plus souvent condamné à la peine maximale (15 ans).

      • Lucien Jean-Baptiste partage une anecdote personnelle :

      "Quand j'appelais Oui, bonjour Lucien Jean-Baptiste, j'appelle pour un stage. J'avais le stage et 2 minutes plus tard, j'avais mon copain qui avait un nom à consonance maghrébine, il appelait et ben il avait pas le stage."

      • Cette expérience démontre comment les "préjugés peuvent influencer notre jugement au sens propre du terme."

      3. La Catégorisation Sociale, Racine des Stéréotypes (Explication et Expérience du Vol de Vélo)

      Explication théorique :

      • Notre cerveau est "naturellement paresseux" et "réduit la complexité du monde" en classant les individus dans des catégories : "les hommes, les femmes, les jeunes, les vieux, les riches et les pauvres, les homosexuels, les roux, les obèses, mais aussi les blancs et toutes les minorités visibles ou encore les juifs et les musulmans et tant d'autres.

      Cela s'appelle la catégorisation sociale."

      • Ce mécanisme entraîne des "biais de perception" : nous percevons des ressemblances au sein de notre groupe et des différences avec les autres.

      • Conséquence : "Quand quelqu'un appartient à notre groupe, nous nous sentons aussitôt plus proche de lui.

      Comme il nous ressemble, il est rassurant.

      En revanche, si un individu appartient à un autre groupe, nous le percevons comme différent de nous et donc potentiellement menaçant."

      • Cette catégorisation sociale est "à la racine de tous les stéréotypes et préjugés."

      • Description de l'expérience : Trois comédiens (un homme blanc, un homme d'origine maghrébine, une femme blonde) simulent le vol d'un vélo en pleine rue.

      Observations et conclusions :

      • L'homme blanc (Johann) reçoit de l'aide et n'est pas soupçonné, les passants pensant qu'il a "une tête d'honnête."

      • L'homme d'origine maghrébine (Bachir) est immédiatement confronté, menacé par l'appel à la police, et de vrais policiers interviennent.

      • La femme blonde (Uriel) reçoit instantanément l'aide de plusieurs hommes sans être interrogée sur la légitimité de son action.

      • Impact : Lucien Jean-Baptiste souligne : "C'est c'est c'est dur hein. Mais je suis un peu ça m'a touché ce truc parce que vous savez moi j'ai j'ai je il m'est arrivé combien de fois de rentrer dans des halls d'immeuble et combien de fois on m'a dit qu'est-ce que vous faites là ?"

      Il ajoute : "On est conditionnés, c'est des fameux préjugés stéréotypes, clichés. Et je peux pas en vouloir à quelqu'un d'être enfermé là-dedans."

      • Sylvain De Louvet distingue : "Les stéréotypes ont un caractère automatique mais ensuite le comportement votre choix délibérer vous de donner tel rôle à tel méchant le choix qu'on fait certains passants de téléphoner à la police ici c'est un choix délibéré." On peut choisir d'adhérer ou non au stéréotype.

      4. Le Biais du Tireur et ses Implications (Expérience du Laser Game)

      Description de l'expérience : Les participants, pensant tester leurs réflexes, doivent tirer avec un pistolet laser sur des figures armées et éviter celles désarmées.

      Les figures sont de différentes origines ethniques (blanches, maghrébines, noires).

      Observations et conclusions :

      Les participants tirent "près de quatre fois plus sur les figurants désarmés noirs ou d'origine maghrébine que sur les figurants désarmés blancs."

      Cette expérience s'inspire de recherches américaines sur le "biais du tireur", montrant que les policiers sont inconsciemment "plus enclins à tirer sur les citoyens noirs que sur les blancs, même quand ceux-ci sont désarmés."

      5. L'Internalisation des Stéréotypes dès l'Enfance (Expérience des Marionnettes et des Poupées)

      Expérience des marionnettes : Des enfants doivent désigner le voleur du goûter entre un petit garçon blanc et un petit garçon noir, tous deux clamant leur innocence.

      Observations : Les enfants désignent "spontanément plus nombreux à désigner Mousa [le garçon noir] comme le voleur le plus probable." La révélation finale est que c'était un oiseau.

      Expérience des poupées (tirée du documentaire "Noir en France") : Des enfants choisissent des poupées et expliquent leurs préférences.

      Observations : Des enfants noirs préfèrent les poupées blanches, certaines petites filles noires exprimant le désir de devenir blanches.

      Une enfant dit préférer la poupée noire "parce que tu es mon préféré."

      • Conclusion : Sylvain De Louvet explique l' "internalisation" : "des membres d'un groupe incorporent le stéréotype qui leur est attribué."

      Il insiste sur la responsabilité de l'éducation : "les enfants, ils sont sensibles aux normes sociales.

      Les enfants, ils observent ils observent qui ?

      Nous, les adultes. [...] Et ils vont incorporer les stéréotypes, les préjugés de leur entourage."

      6. Le Contexte Modifie la Perception des Stéréotypes (Expérience de la Photo de Femme Asiatique)

      Description de l'expérience :

      Les participants voient des photos, dont une femme d'origine asiatique. Ils doivent donner le premier mot qui leur vient à l'esprit.

      La photo est présentée dans trois contextes différents : mangeant avec des baguettes, se maquillant, en blouse blanche de médecin.

      Observations et conclusions :

      • Mangeant avec des baguettes : Majorité de mots évoquant l'origine asiatique ("Asie", "Souché", "asiatique").

      • Se maquillant : Mots liés à la féminité ("maquillage", "belle femme", "coquette"). L'origine asiatique n'est plus évoquée.

      • En blouse blanche : Mots liés au métier ("médecin", "compétente"). L'origine asiatique n'est plus évoquée.

      • Conclusion : "Le contexte va servir à atténuer ou à renforcer ce qu'on appelle les éléments saillants, c'est que les éléments qui ressortent, qui sont visibles directement."

      7. Les Stéréotypes d'Accent et de Compétence (Expérience du Conférencier)

      Description de l'expérience : Un acteur présente la même conférence sur l'IA et la finance, mais avec trois accents différents : allemand, marseillais, et un accent "africain" pour un faux professeur africain (en réalité le vrai professeur Diallo).

      Observations et conclusions :

      • Accent allemand : Jugé "très compétent", "convainquant". L'accent active le stéréotype de "l'allemand des Allemands" : la compétence.

      • Accent marseillais : Jugé "pas du tout compétent", "moyen compétent", "pas convaincant". L'accent active le stéréotype du "côté chaleureux" mais peu compétent.

      • Faux professeur africain (le vrai expert) : Les participants ont du mal à le qualifier, certains le jugeant "pas compétent du tout" ou un "comédien déguisé".

      L'apparence physique (costume trop grand, lunettes) et l'accent non-stéréotypé d'expert dans l'imaginaire collectif, contribuent à un jugement biaisé.

      • Impact : Lucien Jean-Baptiste souligne le décalage entre la réalité des accents français ("La France est un est un est un calidoscope, un puzzle de langue") et les jugements basés sur des stéréotypes, qui peuvent empêcher un jeune qualifié d'obtenir un poste.

      Le cas du professeur Diallo (le seul véritable expert) est révélateur : "on a du mal à imaginer ce qu'on a rarement vu."

      8. Les Préjugés Positifs et la Déconstruction (Expérience des Sprinters)

      Description de l'expérience : Les participants doivent deviner quel sprinter (blanc ou noir) a le plus de chances de gagner une course.

      Observations et conclusions :

      • La majorité désigne le sprinter noir, alimentée par la conviction que "les noirs courent plus vite que les blancs."

      • Il s'agit d'un "préjugé positif" (Sylvain De Louvet).

      • Explication : Si 95% des coureurs sous les 10 secondes au 100m sont noirs, c'est le résultat de facteurs culturels, économiques et historiques (modèles de réussite sportive, absence d'infrastructures autres que la course, volonté politique comme en Jamaïque).

      • Contexte historique : L'image du "corps noir" est historiquement liée au "labeur", à "l'esclavage", à "l'exploitation", et à la "bestialité", renvoyant à des emplois subalternes.

      Ces stéréotypes entravent la perception de leur intelligence ou leur capacité à occuper des postes intellectuels.

      • Conclusion : "Les noirs courent plus vite que les blancs n'est donc pas une vérité. C'est une légende, un pur stéréotype. Et comme tous les stéréotypes, ils ne demandent qu'à être déconstruits."

      9. Les Préjugés Annulent l'Empathie (Expérience de la Main Piquée)

      Description de l'expérience : Des sujets (blancs ou noirs) regardent des mains (blanche, noire, violette) se faire piquer par une aiguille, tandis que l'activité cérébrale liée à la douleur est mesurée.

      Observations et conclusions :

      • Un sujet blanc ressent de la douleur en voyant une main blanche se faire piquer, mais "aucune réaction de crispation" avec une main noire.

      • Un sujet noir ressent de la douleur en voyant une main noire se faire piquer, mais ne réagit pas avec une main blanche.

      • Avec la main violette : "qu'il soit blanc ou noir, les sujets perçoivent de la douleur."

      *** Conclusion** : "Nos préjugés effacent notre empathie à l'égard de personnes différentes de nous et quand il n'y a aucun préjugé par exemple face à un groupe inconnu à la peau violette nous partageons sa douleur."

      *** Impact** : Lucien Jean-Baptiste relie cela aux conflits mondiaux : "il y a des conflits qui me touchent et d'autres qui d'autres qui me touchent moins. Et ça c'est terrible parce que on devrait partie de ce grand tout, on devrait être sensible à tous les conflits et bien non."

      *** Solution** : La "plasticité du cerveau" et l'éducation, l'exposition culturelle, la "familiarisation avec celles et ceux qui ne nous ressemblent pas" peuvent augmenter l'empathie.

      10. Les Préjugés Déforment la Réalité (Expérience de la Photo du Mendiant)

      Description de l'expérience : Les participants observent une photo pendant 10 secondes, puis la décrivent de mémoire. La photo montre un homme d'origine maghrébine donnant une pièce à un homme blanc mendiant.

      Observations et conclusions :

      • Près de la moitié des participants décrivent l'homme d'origine maghrébine comme le SDF mendiant et l'homme blanc comme le généreux.

      • Impact : Lucien Jean-Baptiste partage une anecdote où il a lui-même appliqué un cliché en Afrique : "Ça voulait bien dire que j'étais enfermé par des clichés venant de France enfin de mon éducation à me dire en Afrique les noirs sont pauvres et les blanc sont riches."

      • Conclusion : "On regarde le monde, on voit le monde, on va interpréter le monde de manière différenciée selon nos stéréotypes."

      • L'expérience du "téléphone arabe" (transmission orale de la description) montre comment les clichés se renforcent et déforment encore plus la réalité au fur et à mesure de la transmission : la scène de générosité devient "une altercation."

      La Révélation et le Message Final : Un Appel à la Déconstruction

      À la fin de l'émission, le véritable objectif est révélé aux participants : déconstruire "les mécanismes inconscients qui nous conduisent à avoir des préjugés, des préjugés qui eux-mêmes nous amènent à avoir des comportements discriminatoire."

      Le titre "Sommes-nous tous racistes ?" est dévoilé.

      Les animateurs rassurent les participants : "il ne s'agissait pas de pointer du doigt un tel ou un tel. Le véritable objectif de ces expériences c'est de démontrer que nous avons toutes et tous [...] les mêmes mécanismes qui se déclenchent dans nos têtes et c'est en apprenant à mieux nous connaître que l'on peut lutter contre ces mécanismes."

      L'ultime expérience :

      Les participants sont répartis en groupes par couleur.

      Ils avancent vers un cercle central s'ils sont concernés par une question posée (peur du noir, revente de cadeaux, amour en voiture, sentiment de solitude, etc.).

      Cette expérience vise à montrer que "nous avons tous des points communs au-delà de nos différences."

      Des moments d'émotion intense sont partagés, soulignant que "On est plus seul."

      Conclusion Générale :

      Bien que le racisme soit "multifactoriel" (causes économiques, historiques, sociales), le cerveau est "extrêmement plastique".

      La lutte contre le racisme et les préjugés passe par "l'éducation, par l'exposition culturelle, le fait de rencontrer, de se mettre en face de personnes différentes de nous.

      Et c'est cette exposition là, c'est cette éducation, c'est cette familiarisation avec celles et ceux qui ne nous ressemblent pas qui va permettre aussi au cerveau d'être plus empathique."

      L'émission conclut sur l'idée que "Tous les humains, ils partent avec 100 points" et que notre responsabilité est de reconnaître l'égalité de l'autre.

    1. Football is an explosive game which is great to both play and watch. Even if you are a newcomer to the sport of American football, by following these five simple golden rules you can understand the basics of this great game.

      !

    1. FOULS: Team foul totals and individual foul totals will be recorded. An individual will be disqualified after commiting their fifth foul and will be ejected after committing two technical fouls, one flagrant foul, or one flagrant technical foul. Free throws will be awarded for all fouls committed on a player in the act of shooting and for all fouls committed after the 4th team foul. The 5th team foul and all additional fouls will result in two bonus free throws. Foul totals will be reset to zero after each quarter except the fourth quarter when the game goes into overtime. An automatic two points (no FTs) will be awarded to the offended team for Technical, Intentional, and Flagrant fouls.OVERTIME:  When the score is tied at the end of regulation, the game shall continue without a change of baskets for an overtime period of three minutes (two minutes running time, one minute of stop time) with an intermission of 1 minute before the extra period.  A jump ball at center court will start the extra period. All foul totals carry over into overtime and are administered the same as during a regular period. Each team is allowed one time-out in the overtime period, timeouts do not carry over from regulation in to overtime. If the score is still tied after an overtime period during regular season play, the game ends in a tie. Playoff games will continue to play extra periods until a winner is determined.

      !!!!

    2. PLAYING PERIOD: A game will consist of four quarters of nine minutes each (running time) with one minute between quarters and three minutes between halves.  The clock will not stop for a foul, a held ball, or a violation until there is less than two minutes remaining in the second half or less than 1 minute remaining in an overtime period.  The clock will stop for injuries and for an officials time out at any point in the game.TIME OUTS: Each team is allowed one thirty second time out per half.  Time outs do not carry over from one period to the next.

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    1. Two teams of five players each try to score by shooting a ball through a hoop elevated 10 feet above the ground. The game is played on a rectangular floor called the court, and there is a hoop at each end. The court is divided into two main sections by the mid-court line. If the offensive team puts the ball into play behind the mid-court line, it has ten seconds to get the ball over the mid-court line.

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    1. 1. Any at least part-time student is eligible to participate2. AU faculty, staff and their spouses/children are eligible to play3. Players may be added to rosters during the first week of the season, but not after that.4. All players must be recorded on the game sheet before they are allowed to participate.1. Teams:a. Teams consist of 2 players on the court at one time.START OF PLAY1. Before starting the game, the opponents toss a coin with the winner choosing:(a) to serve first/to receive first, or(b) the side2. In subsequent games, the winning side serves first.SCORING SYSTEM1. A match consists of the best of 3 games of 21 points (games cap at 30 points). Each gamestarts at 0-0. If the match goes to the third game that third game will be played to 15.2. Every time there is a serve – there is a point scored.a. A rally is won when a shuttle is hit over the net and onto the floor of the opponent'scourt.b. A rally is lost if the shuttle is hit into the net, or over the net but outside of theopponent's court. A rally is also lost if the shuttle touches the player's clothing orbody, or if it is hit before it crosses over the net.3. The side winning a rally adds a point to its score.4. At 20 all, the side which gains a 2 point lead first, wins that game.5. At 29 all, the side scoring the 30th point, wins that game.6. The side winning a game serves first in the next game.INTERVAL AND CHANGE OF ENDS1. A 2 minute interval between each game is allowed.2. Teams switch sides at the end of each game.3. In the third game, teams switch sides when the leading score reaches 8 points.SERVING1. The first serve of the game is always made from the right side of the court to the oppositediagonal side. Only the player standing in the proper service court may return the serve.2. The server must obey laws designed to force underhand delivery of the serve, and the receivermust stand still until the service is struck.3. Following the serve, players may move anywhere on their side of the net.4. A player continues to serve (alternating service courts) as long as a player scores points.5. The service passes consecutively to the players as shown in the diagram (see below).

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    1. Badminton is a racquet sport played using racquets to hit a shuttlecock across a net. Although it may be played with larger teams, the most common forms of the game are "singles" (with one player per side) and "doubles" (with two players per side). Badminton is often played as a casual outdoor activity in a yard or on a beach; professional games are played on a rectangular indoor court. Points are scored by striking the shuttlecock with the racquet and landing it within the other team's half of the court, within the set boundaries.