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    1. Natives of North America also settled in complex societies in various regions, based mainly on the cultivation of corn, wild rice, squash, and pumpkins and on managing the environment to promote the success of game animals. The traditional U.S. and Canadian Thanksgiving dinner celebrates the native foods of North America, including the turkey.

      It is cool to see where most of our Thanksgiving dishes came from. Like the reason we have all of these dishes was because of the Native of North America and the things they found and ate.

    1. Now the ultimate end and scope that incited the Spaniards to endeavor the Extirpation and Desolation of this People, was Gold only…

      I remember a few years back playing a video game. I forget which one, but at some point a character said something along the lines of "After everything, all you've got to show is some metal," in relation to the pursuit of gold. That's always stuck with me. Metal has value, yes, but it's not worth blood. People shouldn't die for it, and no man with an ounce of honor should kill for it. I think that Bartolomé would've thought much the same.

    1. Game controllers represent a “control technology” and “control revolu-tion” in response to the “crisis of control” resulting from the need to inter-act with digitalized gameplay. Controllers determine how gameplay inputscan be processed and communication reciprocated to make some form ofgameplay possible. That is, controllers are a revolution because we didn’tneed them before gameplay became digital, but also because they mediate,remediate, and make possible familiar gameplay elements, activities, andoutcomes within a digital setting.Bolter and Grusin describe how remediation is “representation of onemedium in another.”10 They write, “Every act of mediation depends on otheracts of mediation. Media are continually commenting on, reproducing, andreplacing each other,”11 or at least are becoming more popular.

      Akin to McLuhan's tetrad :)

    2. Kelly Hacker and I described these posts and reviewsabout Rust as expressing a “privilege of rejection,”63 an idea that is similar yetcomplementary to Passmore et al.’s privilege of immersion. We characterizethis privilege of rejection as when (predominantly white-masculine) playersneed not accept—or learn to be neutral about—playing as demographicallyunaligned embodiments simply to participate in the medium of games. Thatis, rejecting demographically misaligned characters has little influence ontheir options of games to play.

      Note the impact shall be different depending on the game! In social games, take VR chat, or Second Lind, perhaps even The Sims, this is much more prominent. These aren't examined. Games like Minecraft allow more than parametric customisation, they have mods and skins... and in this sense, ethnographies on game worlds, will be exemplatory, but also limited by these constraints. Sure, white is a terrible default... but we shouldn't ask indie devs to add perfect customisation settings when their games lack basic accessibility features like high contrast or text read-aloud.

    3. Sexual orientation is challenging to code reliably in any context, for rea-sons described in greater detail by scholars such as Adrienne Shaw and Eliza-veta Friesem. Writing about the creation of the LGBTQ Video Game Archive

      And gender, and any/most self-defined identities, which can and do change over time (and probably will more in the future, with transhumanism), even if they are stereotypically pushed top-down, like functional diversity.

    4. The discs and cartridges of digital games, which can also be analogousto collections of physical pieces, can be sold, lent, borrowed, or stolen inmuch the same way. Even when these activities violate terms and condi-tions, for games that are not digitally distributed or networked, such termsand conditions were/are hard to enforce. However, game software and digitalplatforms and their collections of assets and code do not belong to players,and lending or imposing our own terms of use on them is explicitly prohib-ited and technically challenging to implement.

      Not necessarily... you know, there is a vibrant community behind videogame cracking (and virtualisation). And DRM-free titles (from GOG, or itch) provide a cheesy way of sharing games more easily than sharing "disks".

    5. Start “buttons” are not always literal/physical buttons; they may simply bemenu prompts. These buttons or prompts are a common feature of digitalgames with an incredibly straightforward function. Explicitly, although Iwill not suggest actually, they are the inner edge of the periludic thresholdbecause interacting with them means starting gameplay.

      Think of finding the buttons to actually find a competitive match for a game like League, not to mention the "accept" to enter it.

    6. Pagination does not inform readers about textualcontent, but it can influence how they interact with a book. Knowing howmany pages remain in a chapter, for example, can help readers better decidehow best to allocate their time—when to continue reading or when to putthe book down and go to sleep. Even if they provide no information aboutnarrative or other content, completion percentages and similar informa-tion help players make similar decisions about their participation in digitalgameplay—helping prioritize tasks or allocate real-life time.

      They are also a partial spoiler, for you can deduce information based on how long the game will last.

    Annotators

    1. One particularly striking example of an attempt to infer information from seemingly unconnected data was someone noticing that the number of people sick with COVID-19 correlated with how many people were leaving bad reviews of Yankee Candles saying “they don’t have any scent” (note: COVID-19 can cause a loss of the ability to smell):

      This raises an interesting connection for me because hedge fund "quants" also use this strategy: finding seemingly useless or irrelevant data to game the market. Somehow, both are effective, if not only for a short period

    1. Moneyball, the sport hasattracted data nerds throughout its history.

      yes!!!! However, they don't always work out. I personally love when stats can back up something, like stealing bases, but I know that although stealing bases is statistically not a smart choice, it adds drama to the game. The same can be said with boxing, but when we lose the integrity of sport, it just becomes numbers and playing in the favor of whomever get to benefit from those numbers

    2. Andthey keep quiet about the purpose of the LSI–R questionnaire. Otherwise,they know, many prisoners will attempt to game it, providing answers tomake them look like model citizens the day they leave the joint.

      SO messed up. Using this type of data and justifying it as a form of subconscious racism

    3. Moreover, their data is highly relevant to the outcomes they aretrying to predict. This may sound obvious, but as we’ll see throughoutthis book, the folks building WMDs routinely lack data for the behaviorsthey’re most interested in

      can the same be said for any sport? I think of the times where underdogs win. I watch a lot of volleyball and never thought A&M would win the national championship. But their game throughout the season became increasingly better. Were player statistics getting to the level of a #1 team?

    4. In other words, he was thinking like a data scientist. He had analyzedcrude data, most of it observational: Ted Williams usually hit the ball toright field. Then he adjusted

      Sports data amazes me and I see how coaches make so much. Not only do they have to be experts in the game, but they also have to constantly monitor trends on game days and make critical decisions, especially during high stakes games.

    1. Men hunted big game, defended the band from predatory animals, and fought; women gathered, fished, trapped small animals, and grew the "three sisters" of corn, beans, and squash in garden plots they shifted when soil fertility began to wane. Because they controlled the more dependable food sources, women had social power; they typically were responsible for distributing all the food and often chose the men who led councils and war parties.

      At what point in history did men begin to have more power in leadership roles then, and why?

    1. What's important to recognize is that Advantage/Disadvantage doesn't technically ban or even replace the diegetic conversation. In theory the two procedures can co-exist, but in practice—with player priorities, optimal play, and finite time—A/D takes precedence.

      One solution might be to. Have NPCs use the mechanics in ways that teach the player how effective they are. Similar to the way that Pokemon uses mechanics to teach people how to play the Pokemon game and helps them to avoid the trap of simply getting large damage moves and using only them.

    1. ime Management Strategies for Success Following are some strategies you can begin using immediately to make the most of your time: Prepare to be successful. When planning ahead for studying, think yourself into the right mood. Focus on the positive. “When I get these chapters read tonight, I’ll be ahead in studying for the next test, and I’ll also have plenty of time tomorrow to do X.” Visualize yourself studying well! Use your best—and most appropriate—time of day. Different tasks require different mental skills. Some kinds of studying you may be able to start first thing in the morning as you wake, while others need your most alert moments at another time. Break up large projects into small pieces. Whether it’s writing a paper for class, studying for a final exam, or reading a long assignment or full book, students often feel daunted at the beginning of a large project. It’s easier to get going if you break it up into stages that you schedule at separate times—and then begin with the first section that requires only an hour or two. Do the most important studying first. When two or more things require your attention, do the more crucial one first. If something happens and you can’t complete everything, you’ll suffer less if the most crucial work is done. If you have trouble getting started, do an easier task first. Like large tasks, complex or difficult ones can be daunting. If you can’t get going, switch to an easier task you can accomplish quickly. That will give you momentum, and often you feel more confident tackling the difficult task after being successful in the first one. If you’re feeling overwhelmed and stressed because you have too much to do, revisit your time planner. Sometimes it’s hard to get started if you keep thinking about other things you need to get done. Review your schedule for the next few days and make sure everything important is scheduled, then relax and concentrate on the task at hand. If you’re really floundering, talk to someone. Maybe you just don’t understand what you should be doing. Talk with your instructor or another student in the class to get back on track. Take a break. We all need breaks to help us concentrate without becoming fatigued and burned out. As a general rule, a short break every hour or so is effective in helping recharge your study energy. Get up and move around to get your blood flowing, clear your thoughts, and work off stress. Use unscheduled times to work ahead. You’ve scheduled that hundred pages of reading for later today, but you have the textbook with you as you’re waiting for the bus. Start reading now, or flip through the chapter to get a sense of what you’ll be reading later. Either way, you’ll save time later. You may be amazed how much studying you can get done during downtimes throughout the day. Keep your momentum. Prevent distractions, such as multitasking, that will only slow you down. Check for messages, for example, only at scheduled break times. Reward yourself. It’s not easy to sit still for hours of studying. When you successfully complete the task, you should feel good and deserve a small reward. A healthy snack, a quick video game session, or social activity can help you feel even better about your successful use of time. Just say no. Always tell others nearby when you’re studying, to reduce the chances of being interrupted. Still, interruptions happen, and if you are in a situation where you are frequently interrupted by a family member, spouse, roommate, or friend, it helps to have your “no” prepared in advance: “No, I really have to be ready for this test” or “That’s a great idea, but let’s do it tomorrow—I just can’t today.” You shouldn’t feel bad about saying no—especially if you told that person in advance that you needed to study. Have a life. Never schedule your day or week so full of work and study that you have no time at all for yourself, your family and friends, and your larger life. Use a calendar planner and daily to-do list. We’ll look at these time management tools in the next section.

      The main idea of “Time Management Strategies for Success” is that managing your time well is about working smarter, not just harder. This section gives practical, realistic strategies students can use right away to stay productive, reduce stress, and avoid procrastination—while still having a life.

      In simple terms, it teaches you how to:

      Plan ahead with a positive mindset, so studying feels less stressful and more motivating.

      Use your energy wisely by doing tasks at the time of day when you focus best.

      Break big tasks into smaller, manageable pieces to avoid feeling overwhelmed.

      Set priorities, so the most important work gets done first.

      Build momentum by starting with easier tasks when motivation is low.

      Stay flexible by reviewing your schedule when things feel out of control.

      Ask for help when needed, instead of staying stuck and confused.

      Take regular breaks to avoid burnout and stay mentally fresh.

      Use small pockets of free time during the day to get work done early.

      Avoid distractions, especially multitasking, to keep your focus strong.

      Reward yourself after completing tasks to stay motivated.

      Learn to say no to interruptions without feeling guilty.

      Balance work and life, making time for rest, friends, and personal well-being.

      Use planners and to-do lists to stay organized and on track.

    Annotators

    1. eLife Assessment

      This important work investigates cooperative behaviors in adolescents using a repeated Prisoner's Dilemma game. The approach used in the study is solid. The impact of this work could be further enhanced with more rigorous modelling procedures and more modeling selection/comparison details, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation. Findings from this study will be of interest to developmental psychologists, economists, and social psychologists.

    2. Reviewer #1 (Public review):

      Summary:

      Wu and colleagues aimed to explain previous findings that adolescents, compared to adults, show reduced cooperation following cooperative behaviour from a partner in several social scenarios. The authors analysed behavioural data from adolescents and adults performing a zero-sum Prisoner's Dilemma task and compared a range of social and non-social reinforcement learning models to identify potential algorithmic differences. Their findings suggest that adolescents' lower cooperation is best explained by a reduced learning rate for cooperative outcomes, rather than differences in prior expectations about the cooperativeness of a partner. The authors situate their results within the broader literature, proposing that adolescents' behaviour reflects a stronger preference for self-interest rather than a deficit in mentalising.

      Strengths:

      The work as a whole suggests that, in line with past work, adolescents prioritise value accumulation, and this can be, in part, explained by algorithmic differences in weighted value learning. The authors situate their work very clearly in past literature, and make it obvious the gap they are testing and trying to explain. The work also includes social contexts which move the field beyond non-social value accumulation in adolescents. The authors compare a series of formal approaches that might explain the results and establish generative and model-comparison procedures to demonstrate the validity of their winning model and individual parameters. The writing was clear, and the presentation of the results was logical and well-structured.

      Weaknesses:

      I had some concerns about the methods used to fit and approximate parameters of interest. Namely, the use of maximum likelihood versus hierarchical methods to fit models on an individual level, which may reduce some of the outliers noted in the supplement, and also may improve model identifiability.

      There was also little discussion given the structure of the Prisoner's Dilemma, and the strategy of the game (that defection is always dominant), meaning that the preferences of the adolescents cannot necessarily be distinguished from the incentives of the game, i.e. they may seem less cooperative simply because they want to play the dominant strategy, rather than a lower preferences for cooperation if all else was the same.

      The authors have now addressed my comments and concerns in their revised version.

      Appraisal & Discussion:

      Overall, I believe this work has the potential to make a meaningful contribution to the field. Its impact would be strengthened by more rigorous modelling checks and fitting procedures, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation.

      Comments on revisions:

      Thank you to the authors for addressing my comments and concerns.

    3. Reviewer #2 (Public review):

      Summary:

      This manuscript investigates age-related differences in cooperative behavior by comparing adolescents and adults in a repeated Prisoner's Dilemma Game (rPDG). The authors find that adolescents exhibit lower levels of cooperation than adults. Specifically, adolescents reciprocate partners' cooperation to a lesser degree than adults do. Through computational modeling, they show that this relatively low cooperation rate is not due to impaired expectations or mentalizing deficits, but rather a diminished intrinsic reward for reciprocity. A social reinforcement learning model with asymmetric learning rate best captured these dynamics, revealing age-related differences in how positive and negative outcomes drive behavioral updates. These findings contribute to understanding the developmental trajectory of cooperation and highlight adolescence as a period marked by heightened sensitivity to immediate rewards at the expense of long-term prosocial gains.

      Strengths:

      Rigid model comparison and parameter recovery procedure. Conceptually comprehensive model space. Well-powered samples.

      Weaknesses:

      A key conceptual distinction between learning from non-human agents (e.g., bandit machines) and human partners is that the latter are typically assumed to possess stable behavioral dispositions or moral traits. When a non-human source abruptly shifts behavior (e.g., from 80% to 20% reward), learners may simply update their expectations. In contrast, a sudden behavioral shift by a previously cooperative human partner can prompt higher-order inferences about the partner's trustworthiness or the integrity of the experimental setup (e.g., whether the partner is truly interactive or human). The authors may consider whether their modeling framework captures such higher-order social inferences. Specifically, trait-based models-such as those explored in Hackel et al. (2015, Nature Neuroscience)-suggest that learners form enduring beliefs about others' moral dispositions, which then modulate trial-by-trial learning. A learner who believes their partner is inherently cooperative may update less in response to a surprising defection, effectively showing a trait-based dampening of learning rate.

      This asymmetry in belief updating has been observed in prior work (e.g., Siegel et al., 2018, Nature Human Behaviour) and could be captured using a dynamic or belief-weighted learning rate. Models incorporating such mechanisms (e.g., dynamic learning rate models as in Jian Li et al., 2011, Nature Neuroscience) could better account for flexible adjustments in response to surprising behavior, particularly in the social domain.

      Second, the developmental interpretation of the observed effects would be strengthened by considering possible non-linear relationships between age and model parameters. For instance, certain cognitive or affective traits relevant to social learning-such as sensitivity to reciprocity or reward updating-may follow non-monotonic trajectories, peaking in late adolescence or early adulthood. Fitting age as a continuous variable, possibly with quadratic or spline terms, may yield more nuanced developmental insights.

      Finally, the two age groups compared-adolescents (high school students) and adults (university students)-differ not only in age but also in sociocultural and economic backgrounds. High school students are likely more homogenous in regional background (e.g., Beijing locals), while university students may be drawn from a broader geographic and socioeconomic pool. Additionally, differences in financial independence, family structure (e.g., single-child status), and social network complexity may systematically affect cooperative behavior and valuation of rewards. Although these factors are difficult to control fully, the authors should more explicitly address the extent to which their findings reflect biological development versus social and contextual influences.

      Comments on revisions:

      The authors have addressed most of my previous comments adequately. I only have a minor question: The models with some variations of RL seem to have very similar AIC. What were the authors' criteria in deciding which model is the "winning" model when several models have similar AIC? Are there ways of integrating models with similar structures into a "model family"? Alternatively, is it possible that different models fit better for different subgroups of participants (e.g., high schoolers vs. college students)?

    4. Author response:

      The following is the authors’ response to the previous reviews

      Public Reviews:

      Reviewer #1 (Public review):

      Summary:

      Wu and colleagues aimed to explain previous findings that adolescents, compared to adults, show reduced cooperation following cooperative behaviour from a partner in several social scenarios. The authors analysed behavioural data from adolescents and adults performing a zero-sum Prisoner's Dilemma task and compared a range of social and non-social reinforcement learning models to identify potential algorithmic differences. Their findings suggest that adolescents' lower cooperation is best explained by a reduced learning rate for cooperative outcomes, rather than differences in prior expectations about the cooperativeness of a partner. The authors situate their results within the broader literature, proposing that adolescents' behaviour reflects a stronger preference for self-interest rather than a deficit in mentalising.

      Strengths:

      The work as a whole suggests that, in line with past work, adolescents prioritise value accumulation, and this can be, in part, explained by algorithmic differences in weighted value learning. The authors situate their work very clearly in past literature, and make it obvious the gap they are testing and trying to explain. The work also includes social contexts that move the field beyond non-social value accumulation in adolescents. The authors compare a series of formal approaches that might explain the results and establish generative and modelcomparison procedures to demonstrate the validity of their winning model and individual parameters. The writing was clear, and the presentation of the results was logical and wellstructured.

      We thank the reviewer for recognizing the strengths of our work.

      Weaknesses:

      (Q1) I also have some concerns about the methods used to fit and approximate parameters of interest. Namely, the use of maximum likelihood versus hierarchical methods to fit models on an individual level, which may reduce some of the outliers noted in the supplement, and also may improve model identifiability.

      We thank the reviewer for this suggestion. Following the comment, we added a hierarchical Bayesian estimation. We built a hierarchical model with both group-level (adolescent group and adult group) and individual-level structures for the best-fitting model. Four Markov chains with 4,000 samples each were run, and the model converged well (see Figure supplement 7)

      We then analyzed the posterior parameters for adolescents and adults separately. The results were consistent with those from the MLE analysis (see Figure 2—figure supplement 5). These additional results have been included in the Appendix Analysis section (also see Figure supplement 5 and 7). In addition, we have updated the code and provided the link for reference. We appreciate the reviewer’s suggestion, which improved our analysis.

      (Q2) There was also little discussion given the structure of the Prisoner's Dilemma, and the strategy of the game (that defection is always dominant), meaning that the preferences of the adolescents cannot necessarily be distinguished from the incentives of the game, i.e. they may seem less cooperative simply because they want to play the dominant strategy, rather than a lower preferences for cooperation if all else was the same.

      We thank the reviewer for this comment and agree that adolescents’ lower cooperation may partly reflect a rational response to the incentive structure of the Prisoner’s Dilemma.

      However, our computational modeling explicitly addressed this possibility. Model 4 (inequality aversion) captures decisions that are driven purely by self-interest or aversion to unequal outcomes, including a parameter reflecting disutility from advantageous inequality, which represents self-oriented motives. If participants’ behavior were solely guided by the payoff-dominant strategy, this model should have provided the best fit. However, our model comparison showed that Model 5 (social reward) performed better in both adolescents and adults, suggesting that cooperative behavior is better explained by valuing social outcomes beyond payoff structures.

      Besides, if adolescents’ lower cooperation is that they strategically respond to the payoff structure by adopting defection as the more rewarding option. Then, adolescents should show reduced cooperation across all rounds. Instead, adolescents and adults behaved similarly when partners defected, but adolescents cooperated less when partners cooperated and showed little increase in cooperation even after consecutive cooperative responses. This pattern suggests that adolescents’ lower cooperation cannot be explained solely by strategic responses to payoff structures but rather reflects a reduced sensitivity to others’ cooperative behavior or weaker social reciprocity motives. We have expanded our Discussion to acknowledge this important point and to clarify how the behavioral and modeling results address the reviewer’s concern.

      “Overall, these findings indicate that adolescents’ lower cooperation is unlikely to be driven solely by strategic considerations, but may instead reflect differences in the valuation of others’ cooperation or reduced motivation to reciprocate. Although defection is the payoffdominant strategy in the Prisoner’s Dilemma, the selective pattern of adolescents’ cooperation and the model comparison results indicate that their reduced cooperation cannot be fully explained by strategic incentives, but rather reflects weaker valuation of social reciprocity.”

      Appraisal & Discussion:

      (Q3) The authors have partially achieved their aims, but I believe the manuscript would benefit from additional methodological clarification, specifically regarding the use of hierarchical model fitting and the inclusion of Bayes Factors, to more robustly support their conclusions. It would also be important to investigate the source of the model confusion observed in two of their models.

      We thank the reviewer for this comment. In the revised manuscript, we have clarified the hierarchical Bayesian modeling procedure for the best-fitting model, including the group- and individual-level structure and convergence diagnostics. The hierarchical approach produced results that fully replicated those obtained from the original maximumlikelihood estimation, confirming the robustness of our findings. Please also see the response to Q1.

      Regarding the model confusion between the inequality aversion (Model 4) and social reward (Model 5) models in the model recovery analysis, both models’ simulated behaviors were best captured by the baseline model. This pattern arises because neither model includes learning or updating processes. Given that our task involves dynamic, multi-round interactions, models lacking a learning mechanism cannot adequately capture participants’ trial-by-trial adjustments, resulting in similar behavioral patterns that are better explained by the baseline model during model recovery. We have added a clarification of this point to the Results:

      “The overlap between Models 4 and 5 likely arises because neither model incorporates a learning mechanism, making them less able to account for trial-by-trial adjustments in this dynamic task.”

      (Q4) I am unconvinced by the claim that failures in mentalising have been empirically ruled out, even though I am theoretically inclined to believe that adolescents can mentalise using the same procedures as adults. While reinforcement learning models are useful for identifying biases in learning weights, they do not directly capture formal representations of others' mental states. Greater clarity on this point is needed in the discussion, or a toning down of this language.

      We sincerely thank the reviewer for this professional comment. We agree that our prior wording regarding adolescents’ capacity to mentalise was somewhat overgeneralized. Accordingly, we have toned down the language in both the Abstract and the Discussion to better align our statements with what the present study directly tests. Specifically, our revisions focus on adolescents’ and adults’ ability to predict others’ cooperation in social learning. This is consistent with the evidence from our analyses examining adolescents’ and adults’ model-based expectations and self-reported scores on partner cooperativeness (see Figure 4). In the revised Discussion, we state:

      “Our results suggest that the lower levels of cooperation observed in adolescents stem from a stronger motive to prioritize self-interest rather than a deficiency in predicting others’ cooperation in social learning”.

      (Q5) Additionally, a more detailed discussion of the incentives embedded in the Prisoner's Dilemma task would be valuable. In particular, the authors' interpretation of reduced adolescent cooperativeness might be reconsidered in light of the zero-sum nature of the game, which differs from broader conceptualisations of cooperation in contexts where defection is not structurally incentivised.

      We thank the reviewer for this comment and agree that adolescents’ lower cooperation may partly reflect a rational response to the incentive structure of the Prisoner’s Dilemma. However, our behavioral and computational evidence suggests that this pattern cannot be explained solely by strategic responses to payoff structures, but rather reflects a reduced sensitivity to others’ cooperative behavior or weaker social reciprocity motives. We have expanded the Discussion to acknowledge this point and to clarify how both behavioral and modeling results address the reviewer’s concern (see also our response to Q2).

      (Q6) Overall, I believe this work has the potential to make a meaningful contribution to the field. Its impact would be strengthened by more rigorous modelling checks and fitting procedures, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation.

      We thank the reviewer for the professional comments, which have helped us improve our work.

      Reviewer #2 (Public review):

      Summary:

      This manuscript investigates age-related differences in cooperative behavior by comparing adolescents and adults in a repeated Prisoner's Dilemma Game (rPDG). The authors find that adolescents exhibit lower levels of cooperation than adults. Specifically, adolescents reciprocate partners' cooperation to a lesser degree than adults do. Through computational modeling, they show that this relatively low cooperation rate is not due to impaired expectations or mentalizing deficits, but rather a diminished intrinsic reward for reciprocity. A social reinforcement learning model with asymmetric learning rate best captured these dynamics, revealing age-related differences in how positive and negative outcomes drive behavioral updates. These findings contribute to understanding the developmental trajectory of cooperation and highlight adolescence as a period marked by heightened sensitivity to immediate rewards at the expense of long-term prosocial gains.

      Strengths:

      (1) Rigid model comparison and parameter recovery procedure.

      (2) Conceptually comprehensive model space.

      (3) Well-powered samples.

      We thank the reviewer for highlighting the strengths of our work.

      Weaknesses:

      (Q1) A key conceptual distinction between learning from non-human agents (e.g., bandit machines) and human partners is that the latter are typically assumed to possess stable behavioral dispositions or moral traits. When a non-human source abruptly shifts behavior (e.g., from 80% to 20% reward), learners may simply update their expectations. In contrast, a sudden behavioral shift by a previously cooperative human partner can prompt higher-order inferences about the partner's trustworthiness or the integrity of the experimental setup (e.g., whether the partner is truly interactive or human). The authors may consider whether their modeling framework captures such higher-order social inferences. Specifically, trait-based models-such as those explored in Hackel et al. (2015, Nature Neuroscience)-suggest that learners form enduring beliefs about others' moral dispositions, which then modulate trial-bytrial learning. A learner who believes their partner is inherently cooperative may update less in response to a surprising defection, effectively showing a trait-based dampening of learning rate.

      We thank the reviewer for this thoughtful comment. We agree that social learning from human partners may involve higher-order inferences beyond simple reinforcement learning from non-human sources. To address this, we had previously included such mechanisms in our behavioral modeling. In Model 7 (Social Reward Model with Influence), we tested a higher-order belief-updating process in which participants’ expectations about their partner’s cooperation were shaped not only by the partner’s previous choices but also by the inferred influence of their own past actions on the partner’s subsequent behavior. In other words, participants could adjust their belief about the partner’s cooperation by considering how their partner’s belief about them might change. Model comparison showed that Model 7 did not outperform the best-fitting model, suggesting that incorporating higher-order influence updates added limited explanatory value in this context. As suggested by the reviewer, we have further clarified this point in the revised manuscript.

      Regarding trait-based frameworks, we appreciate the reviewer’s reference to Hackel et al. (2015). That study elegantly demonstrated that learners form relatively stable beliefs about others’ social dispositions, such as generosity, especially when the task structure provides explicit cues for trait inference (e.g., resource allocations and giving proportions). By contrast, our study was not designed to isolate trait learning, but rather to capture how participants update their expectations about a partner’s cooperation over repeated interactions. In this sense, cooperativeness in our framework can be viewed as a trait-like latent belief that evolves as evidence accumulates. Thus, while our model does not include a dedicated trait module that directly modulates learning rates, the belief-updating component of our best-fitting model effectively tracks a dynamic, partner-specific cooperativeness, potentially reflecting a prosocial tendency.

      (Q2) This asymmetry in belief updating has been observed in prior work (e.g., Siegel et al., 2018, Nature Human Behaviour) and could be captured using a dynamic or belief-weighted learning rate. Models incorporating such mechanisms (e.g., dynamic learning rate models as in Jian Li et al., 2011, Nature Neuroscience) could better account for flexible adjustments in response to surprising behavior, particularly in the social domain.

      We thank the reviewer for the suggestion. Following the comment, we implemented an additional model incorporating a dynamic learning rate based on the magnitude of prediction errors. Specifically, we developed Model 9:  Social reward model with Pearce–Hall learning algorithm (dynamic learning rate), in which participants’ beliefs about their partner’s cooperation probability are updated using a Rescorla–Wagner rule with a learning rate dynamically modulated by the Pearce–Hall (PH) Error Learning mechanism. In this framework, the learning rate increases following surprising outcomes (larger prediction errors) and decreases as expectations become more stable (see Appendix Analysis section for details).

      The results showed that this dynamic learning rate model did not outperform our bestfitting model in either adolescents or adults (see Figure supplement 6). We greatly appreciate the reviewer’s suggestion, which has strengthened the scope of our analysis. We now have added these analyses to the Appendix Analysis section (also Figure Supplement 6) and expanded the Discussion to acknowledge this modeling extension and further discuss its implications.

      (Q3) Second, the developmental interpretation of the observed effects would be strengthened by considering possible non-linear relationships between age and model parameters. For instance, certain cognitive or affective traits relevant to social learning-such as sensitivity to reciprocity or reward updating-may follow non-monotonic trajectories, peaking in late adolescence or early adulthood. Fitting age as a continuous variable, possibly with quadratic or spline terms, may yield more nuanced developmental insights.

      We thank the reviewer for this professional comment. In addition to the linear analyses, we further conducted exploratory analyses to examine potential non-linear relationships between age and the model parameters. Specifically, we fit LMMs for each of the four parameters as outcomes (α+, α-, β, and ω). The fixed effects included age, a quadratic age term, and gender, and the random effects included subject-specific random intercepts and random slopes for age and gender. Model comparison using BIC did not indicate improvement for the quadratic models over the linear models for α<sup>+</sup> (ΔBIC<sub>quadratic-linear</sub> = 5.09), α<sup>-</sup>(ΔBIC<sub>quadratic-linear</sub> = 3.04), β (ΔBIC<sub>quadratic-linear</sub> = 3.9), or ω (ΔBIC<sub>quadratic-linear</sub>= 0). Moreover, the quadratic age term was not significant for α<sup>+</sup>, α<sup>−</sup>, or β (all ps > 0.10). For ω, we observed a significant linear age effect (b = 1.41, t = 2.65, p = 0.009) and a significant quadratic age effect (b = −0.03, t = −2.39, p = 0.018; see Author response image 1). This pattern is broadly consistent with the group effect reported in the main text. The shaded area in the figure represents the 95% confidence interval. As shown, the interval widens at older ages (≥ 26 years) due to fewer participants in that range, which limits the robustness of the inferred quadratic effect. In consideration of the limited precision at older ages and the lack of BIC improvement, we did not emphasize the quadratic effect in the revised manuscript and present these results here as exploratory.

      Author response image 1.

      Linear and quadratic model fits showing the relationship between age and the ω parameter, with 95% confidence intervals.

      (Q4) Finally, the two age groups compared - adolescents (high school students) and adults (university students) - differ not only in age but also in sociocultural and economic backgrounds. High school students are likely more homogenous in regional background (e.g., Beijing locals), while university students may be drawn from a broader geographic and socioeconomic pool. Additionally, differences in financial independence, family structure (e.g., single-child status), and social network complexity may systematically affect cooperative behavior and valuation of rewards. Although these factors are difficult to control fully, the authors should more explicitly address the extent to which their findings reflect biological development versus social and contextual influences.

      We appreciate this comment. Indeed, adolescents (high school students) and adults (university students) differ not only in age but also in sociocultural and socioeconomic backgrounds. In our study, all participants were recruited from Beijing and surrounding regions, which helps minimize large regional and cultural variability. Moreover, we accounted for individual-level random effects and included participants’ social value orientation (SVO) as an individual difference measure.

      Nonetheless, we acknowledge that other contextual factors, such as differences in financial independence, socioeconomic status, and social experience—may also contribute to group differences in cooperative behavior and reward valuation. Although our results are broadly consistent with developmental theories of reward sensitivity and social decisionmaking, sociocultural influences cannot be entirely ruled out. Future work with more demographically matched samples or with socioeconomic and regional variables explicitly controlled will help clarify the relative contributions of biological and contextual factors. Accordingly, we have revised the Discussion to include the following statement:

      “Third, although both age groups were recruited from Beijing and nearby regions, minimizing major regional and cultural variation, adolescents and adults may still differ in socioeconomic status, financial independence, and social experience. Such contextual differences could interact with developmental processes in shaping cooperative behavior and reward valuation. Future research with demographically matched samples or explicit measures of socioeconomic background will help disentangle biological from sociocultural influences.”

      Reviewer #3 (Public review):

      Summary:

      Wu and colleagues find that in a repeated Prisoner's Dilemma, adolescents, compared to adults, are less likely to increase their cooperation behavior in response to repeated cooperation from a simulated partner. In contrast, after repeated defection by the partner, both age groups show comparable behavior.

      To uncover the mechanisms underlying these patterns, the authors compare eight different models. They report that a social reward learning model, which includes separate learning rates for positive and negative prediction errors, best fits the behavior of both groups. Key parameters in this winning model vary with age: notably, the intrinsic value of cooperating is lower in adolescents. Adults and adolescents also differ in learning rates for positive and negative prediction errors, as well as in the inverse temperature parameter.

      Strengths:

      The modeling results are compelling in their ability to distinguish between learned expectations and the intrinsic value of cooperation. The authors skillfully compare relevant models to demonstrate which mechanisms drive cooperation behavior in the two age groups.

      We thank the reviewer’s recognition of our work’s strengths.

      Weaknesses:

      (Q1) Some of the claims made are not fully supported by the data:

      The central parameter reflecting preference for cooperation is positive in both groups. Thus, framing the results as self-interest versus other-interest may be misleading.

      We thank the reviewer for this insightful comment. In the social reward model, the cooperation preference parameter is positive by definition, as defection in the repeated rPDG always yields a +2 monetary advantage regardless of the partner’s action. This positive value represents the additional subjective reward assigned to mutual cooperation (e.g., reciprocity value) that counterbalances the monetary gain from defection. Although the estimated social reward parameter ω was positive, the effective advantage of cooperation is Δ=p×ω−2. Given participants’ inferred beliefs p, Δ was negative for most trials (p×ω<2), indicating that the social reward was insufficient to offset the +2 advantage of defection. Thus, both adolescents and adults valued cooperation positively, but adolescents’ smaller ω and weaker responsiveness to sustained partner cooperation suggest a stronger weighting on immediate monetary payoffs.

      In this light, our framing of adolescents as more self-interested derives from their behavioral pattern: even when they recognized sustained partner cooperation and held high expectations of partner cooperation, adolescents showed lower cooperative behavior and reciprocity rewards compared with adults. Whereas adults increased cooperation after two or three consecutive partner cooperations, this pattern was absent among adolescents. We therefore interpret their behavior as relatively more self-interested, reflecting reduced sensitivity to the social reward from mutual cooperation rather than a categorical shift from self-interest to other-interest, as elaborated in the Discussion.

      (Q2) It is unclear why the authors assume adolescents and adults have the same expectations about the partner's cooperation, yet simultaneously demonstrate age-related differences in learning about the partner. To support their claim mechanistically, simulations showing that differences in cooperation preference (i.e., the w parameter), rather than differences in learning, drive behavioral differences would be helpful.

      We thank the reviewer for raising this important point. In our model, both adolescents and adults updated their beliefs about partner cooperation using an asymmetric reinforcement learning (RL) rule. Although adolescents exhibited a higher positive and a lower negative learning rate than adults, the two groups did not differ significantly in their overall updating of partner cooperation probability (Fig. 4a-b). We then examined the social reward parameter ω, which was significantly smaller in adolescents and determined the intrinsic value of mutual cooperation (i.e., p×ω). This variable differed significantly between groups and closely matched the behavioral pattern.

      Following the reviewer’s suggestion, we conducted additional simulations varying one model parameter at a time while holding the others constant. The difference in mean cooperation probability between adults and adolescents served as the index (positive = higher cooperation in adults). As shown in the Author response image 2, decreases in ω most effectively reproduced the observed group difference (shaded area), indicating that age-related differences in cooperation are primarily driven by variation in the social reward parameter ω rather than by others.

      Author response image 2.

      Simulation results showing how variations in each model parameter affect the group difference in mean cooperation probability (Adults – Adolescents). Based on the bestfitting Model 8 and parameters estimated from all participants, each line represents one parameter (i.e., α+, α-, ω, β) systematically varied within the tested range (α±:0.1–0.9; ω, β:1–9) while other parameters were held constant. Positive values indicate higher cooperation in adults. Smaller ω values most strongly reproduced the observed group difference, suggesting that reduced social reward weighting primarily drives adolescents’ lower cooperation.

      (Q3) Two different schedules of 120 trials were used: one with stable partner behavior and one with behavior changing after 20 trials. While results for order effects are reported, the results for the stable vs. changing phases within each schedule are not. Since learning is influenced by reward structure, it is important to test whether key findings hold across both phases.

      We thank the reviewer for this thoughtful and professional comment. In our GLMM and LMM analyses, we focused on trial order rather than explicitly including the stable vs. changing phase factor, due to concerns about multicollinearity. In our design, phases occur in specific temporal segments, which introduces strong collinearity with trial order. In multi-round interactions, order effects also capture variance related to phase transitions.

      Nonetheless, to directly address this concern, we conducted additional robustness analyses by adding a phase variable (stable vs. changing) to GLMM1, LMM1, and LMM3 alongside the original covariates. Across these specifications, the key findings were replicated (see GLMM<sub>sup</sub>2 and LMM<sub>sup</sub>4–5; Tables 9-11), and the direction and significance of main effects remained unchanged, indicating that our conclusions are robust to phase differences.

      (Q4) The division of participants at the legal threshold of 18 years should be more explicitly justified. The age distribution appears continuous rather than clearly split. Providing rationale and including continuous analyses would clarify how groupings were determined.

      We thank the reviewer for this thoughtful comment. We divided participants at the legal threshold of 18 years for both conceptual and practical reasons grounded in prior literature and policy. In many countries and regions, 18 marks the age of legal majority and is widely used as the boundary between adolescence and adulthood in behavioral and clinical research. Empirically, prior studies indicate that psychosocial maturity and executive functions approach adult levels around this age, with key cognitive capacities stabilizing in late adolescence (Icenogle et al., 2019; Tervo-Clemmens et al., 2023). We have clarified this rationale in the Introduction section of the revised manuscript.

      “Based on legal criteria for majority and prior empirical work, we adopt 18 years as the boundary between adolescence and adulthood (Icenogle et al., 2019; Tervo-Clemmens et al., 2023).”

      We fully agree that the underlying age distribution is continuous rather than sharply divided. To address this, we conducted additional analyses treating age as a continuous predictor (see GLMM<sub>sup</sub>1 and LMM<sub>sup</sub>1–3; Tables S1-S4), which generally replicated the patterns observed with the categorical grouping. Nevertheless, given the limited age range of our sample, the generalizability of these findings to fine-grained developmental differences remains constrained. Therefore, our primary analyses continue to focus on the contrast between adolescents and adults, rather than attempting to model a full developmental trajectory.

      (Q5) Claims of null effects (e.g., in the abstract: "adults increased their intrinsic reward for reciprocating... a pattern absent in adolescents") should be supported with appropriate statistics, such as Bayesian regression.

      We thank the reviewer for highlighting the importance of rigor when interpreting potential null effects. To address this concern, we conducted Bayes factor analyses of the intrinsic reward for reciprocity and reported the corresponding BF10 for all relevant post hoc comparisons. This approach quantifies the relative evidence for the alternative versus the null hypothesis, thereby providing a more direct assessment of null effects. The analysis procedure is now described in the Methods and Materials section:

      “Post hoc comparisons were conducted using Bayes factor analyses with MATLAB’s bayesFactor Toolbox (version v3.0, Krekelberg, 2024), with a Cauchy prior scale σ = 0.707.”

      (Q6) Once claims are more closely aligned with the data, the study will offer a valuable contribution to the field, given its use of relevant models and a well-established paradigm.

      We are grateful for the reviewer’s generous appraisal and insightful comments.

      Recommendations for the authors:

      Reviewer #1 (Recommendations for the authors):

      (1) I commend the authors on a well-structured, clear, and interesting piece of work. I have several questions and recommendations that, if addressed, I believe will strengthen the manuscript.

      We thank the reviewer for commending the organization of our paper.

      (2) Introduction: - Why use a zero-sum (Prisoner's Dilemma; PD) versus a mixed-motive game (e.g. Trust Task) to study cooperation? In a finite set of rounds, the dominant strategy can be to defect in a PD.

      We thank the reviewer for this helpful comment. We agree that both the rationale for using the repeated Prisoner’s Dilemma (rPDG) and the limitations of this framework should be clarified. We chose the rPDG to isolate the core motivational conflict between selfinterest and joint welfare, as its symmetric and simultaneous structure avoids the sequential trust and reputation dependencies/accumulation inherent to asymmetric tasks such as the Trust Game (King-Casas et al., 2005; Rilling et al., 2002).

      Although a finitely repeated rPDG theoretically favors defection, extensive prior research shows that cooperation can still emerge in long repeated interactions when players rely on learning and reciprocity rather than backward induction (Rilling et al., 2002; Fareri et al., 2015). Our design employed 120 consecutive rounds, allowing participants to update expectations about partner behavior and to establish stable reciprocity patterns over time. We have added the following clarification to the Introduction:

      “The rPDG provides a symmetric and simultaneous framework that isolates the motivational conflict between self-interest and joint welfare, avoiding the sequential trust and reputation dynamics characteristic of asymmetric tasks such as the Trust Game (Rilling et al., 2002; King-Casas et al., 2005)”

      (3) Methods:

      Did the participants know how long the PD would go on for?

      Were the participants informed that the partner was real/simulated?

      Were the participants informed that the partner was going to be the same for all rounds?

      We thank the reviewer for the meticulous review work, which helped us present the experimental design and reporting details more clearly. the following clarifications: I. Participants were not informed of the total number of rounds in the rPDG. This prevented endgame expectations and avoided distraction from counting rounds, which could introduce additional effects. II. Participants were told that their partner was another human participant in the laboratory. However, the partner’s behavior was predetermined by a computer program. This design enabled tighter experimental control and ensured consistent conditions across age groups, supporting valid comparisons. III. Participants were informed that they would interact with the same partner across all rounds, aligning with the essence of a multiround interaction paradigm and stabilizing partner-related expectations. For transparency, we have clarified these points in the Methods and Materials section:

      “Participants were told that their partner was another human participant in the laboratory and that they would interact with the same partner across all rounds. However, in reality, the actions of the partner were predetermined by a computer program. This setup allowed for a clear comparison of the behavioral responses between adolescents and adults. Participants were not informed of the total number of rounds in the rPDG.”

      (4) The authors mention that an SVO was also recorded to indicate participant prosociality. Where are the results of this? Did this track game play at all? Could cooperativeness be explained broadly as an SVO preference that penetrated into game-play behaviour?

      We thank the reviewer for pointing this out. We agree that individual differences in prosociality may shape cooperative behavior, so we conducted additional analyses incorporating SVO. Specifically, we extended GLMM1 and LMM3 by adding the measured SVO as a fixed effect with random slopes, yielding GLMM<sub>sup</sub>3 and LMM<sub>sup</sub>6 (Tables 12–13). The results showed that higher SVO was associated with greater cooperation, whereas its effect on the reward for reciprocity was not significant. Importantly, the primary findings remained unchanged after controlling for SVO. These results indicate that cooperativeness in our task cannot be explained solely by a broad SVO preference, although a more prosocial orientation was associated with greater cooperation. We have reported these analyses and results in the Appendix Analysis section.

      (5) Why was AIC chosen rather an BIC to compare model dominance?

      Sorry for the lack of clarification. Both the Akaike Information Criterion (AIC, Akaike, 1974) and Bayesian Information Criterion (BIC, Schwarz, 1978) are informationtheoretic criterions for model comparison, neither of which depends on whether the models to be compared are nested to each other or not (Burnham et al., 2002). We have added the following clarification into the Methods.

      “We chose to use the AICc as the metric of goodness-of-fit for model comparison for the following statistical reasons. First, BIC is derived based on the assumption that the “true model” must be one of the models in the limited model set one compares (Burnham et al., 2002; Gelman & Shalizi, 2013), which is unrealistic in our case. In contrast, AIC does not rely on this unrealistic “true model” assumption and instead selects out the model that has the highest predictive power in the model set (Gelman et al., 2014). Second, AIC is also more robust than BIC for finite sample size (Vrieze, 2012).”

      (6) I believe the model fitting procedure might benefit from hierarchical estimation, rather than maximum likelihood methods. Adolescents in particular seem to show multiple outliers in a^+ and w^+ at the lower end of the distributions in Figure S2. There are several packages to allow hierarchical estimation and model comparison in MATLAB (which I believe is the language used for this analysis;

      see https://journals.plos.org/ploscompbiol/article?id=10.1371/journal.pcbi.1007043).

      We thank the reviewer for this helpful comment and for referring us to relevant methodological work (Piray et al., 2019). We have addressed this point by incorporating hierarchical Bayesian estimation, which effectively mitigates outlier effects and improves model identifiability. The results replicated those obtained with MLE fitting and further revealed group-level differences in key parameters. Please see our detailed response to Reviewer#1 Q1 for the full description of this analysis and results.

      (7) Results: Model confusion seems to show that the inequality aversion and social reward models were consistently confused with the baseline model. Is this explained or investigated? I could not find an explanation for this.

      The apparent overlap between the inequality aversion (Model 4) and social reward (Model 5) models in the recovery analysis likely arises because neither model includes a learning mechanism, making them unable to capture trial-by-trial adjustments in this dynamic task. Consequently, both were best fit by the baseline model. Please see Response to Reviewer #1 Q3 for related discussion.

      (8) Figures 3e and 3f show the correlation between asymmetric learning rates and age. It seems that both a^+ and a^- are around 0.35-0.40 for young adolescents, and this becomes more polarised with age. Could it be that with age comes an increasing discernment of positive and negative outcomes on beliefs, and younger ages compress both positive and negative values together? Given the higher stochasticity in younger ages (\beta), it may also be that these values simply represent higher uncertainty over how to act in any given situation within a social context (assuming the differences in groups are true).

      We appreciate this insightful interpretation. Indeed, both α+ and α- cluster around 0.35–0.40 in younger adolescents and become increasingly polarized with age, suggesting that sensitivity to positive versus negative feedback is less differentiated early in development and becomes more distinct over time. This interpretation remains tentative and warrants further validation. Based on this comment, we have revised the Discussion to include this developmental interpretation.

      We also clarify that in our model β denotes the inverse temperature parameter; higher β reflects greater choice precision and value sensitivity, not higher stochasticity. Accordingly, adolescents showed higher β values, indicating more value-based and less exploratory choices, whereas adults displayed relatively greater exploratory cooperation. These group differences were also replicated using hierarchical Bayesian estimation (see Response to Reviewer #1 Q1). In response to this comment, we have added a statement in the Discussion highlighting this developmental interpretation.

      “Together, these findings suggest that the differentiation between positive and negative learning rates changes with age, reflecting more selective feedback sensitivity in development, while higher β values in adolescents indicate greater value sensitivity. This interpretation remains tentative and requires further validation in future research.”

      (9) A parameter partial correlation matrix (off-diagonal) would be helpful to understand the relationship between parameters in both adolescents and adults separately. This may provide a good overview of how the model properties may change with age (e.g. a^+'s relation to \beta).

      We thank the reviewer for this helpful comment. We fully agree that a parameter partial correlation matrix can further elucidate the relationships among parameters. Accordingly, we conducted a partial correlation analysis and added the visually presented results to the revised manuscript as Figure 2-figure supplement 4.

      (10) It would be helpful to have Bayes Factors reported with each statistical tests given that several p-values fall within the 0.01 and 0.10.

      We thank the reviewer for this important recommendation. We have conducted Bayes factor analyses and reported BF10 for all relevant post hoc comparisons. We also clarified our analysis in the Methods and Materials section:

      “Post hoc comparisons were conducted using Bayes factor analyses with MATLAB’s bayesFactor Toolbox (version v3.0, Krekelberg, 2024), with a Cauchy prior scale σ = 0.707.”

      (11) Discussion: I believe the language around ruling out failures in mentalising needs to be toned down. RL models do not enable formal representational differences required to assess mentalising, but they can distinguish biases in value learning, which in itself is interesting. If the authors were to show that more complex 'ToM-like' Bayesian models were beaten by RL models across the board, and this did not differ across adults and adolescents, there would be a stronger case to make this claim. I think the authors either need to include Bayesian models in their comparison, or tone down their language on this point, and/or suggest ways in which this point might be more thoroughly investigated (e.g., using structured models on the same task and running comparisons: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0087619).

      We thank the reviewer for the comments. Please see our response to Reviewer 1 (Appraisal & Discussion section) for details.

      Reviewer #2 (Recommendations for the authors):

      (1) The authors may want to show the winning model earlier (perhaps near the beginning of the Results section, when model parameters are first mentioned).

      We thank the reviewer for this suggestion. We agree that highlighting the winning model early improves clarity. Currently, we have mentioned the winning model before the beginning of the Results section. Specifically, in the penultimate paragraph of the Introduction we state:

      “We identified the asymmetric RL learning model as the winning model that best explained the cooperative decisions of both adolescents and adults.”

      Reviewer #3 (Recommendations for the authors):

      (1) In addition to the points mentioned above, I suggest the following:

      Clarify plots by clearly explaining each variable. In particular, the indices 1 vs. 1,2 vs 1,2,3 were not immediately understandable.

      We thank the reviewer for this suggestion. We agree that the indices were not immediately clear. We have revised the figure captions (Figure 1 and 4) to explicitly define these terms more clearly:

      “The x-axis represents the consistency of the partner’s actions in previous trials (t<sub>−1</sub>: last trial; t<sub>−1,2</sub>: last two trials;<sub>t−1,2,3</sub>: last three trials).”

      (2) It's unclear why the index stops at 3. If this isn't the maximum possible number of consecutive cooperation trials, please consider including all relevant data, as adolescents might show a trend similar to adults over more trials.

      We thank the reviewer for raising this point. In our exploratory analyses, we also examined longer streaks of consecutive partner cooperation or defection (up to four or five trials). Two empirical considerations led us to set the cutoff at three in the final analyses. First, the influence of partner behavior diminished sharply with temporal distance. In both GLMMs and LMMs, coefficients for earlier partner choices were small and unstable, and their inclusion substantially increased model complexity and multicollinearity. This recency pattern is consistent with learning and decision models emphasizing stronger weighting of recent evidence (Fudenberg & Levine, 2014; Fudenberg & Peysakhovich, 2016). Second, streaks longer than three were rare, especially among some participants, leading to data sparsity and inflated uncertainty. Including these sparse conditions risked biasing group estimates rather than clarifying them. Balancing informativeness and stability, we therefore restricted the index to three consecutive partner choices in the main analyses, which we believe sufficiently capture individuals’ general tendencies in reciprocal cooperation.

      (3) The term "reciprocity" may not be necessary. Since it appears to reflect a general preference for cooperation, it may be clearer to refer to the specific behavior or parameter being measured. This would also avoid confusion, especially since adolescents do show negative reciprocity in response to repeated defection.

      We thank you for this comment. In our work, we compute the intrinsic reward for reciprocity as p × ω, where p is the partner cooperation expectation and ω is the cooperation preference. In the rPDG, this value framework manifests as a reciprocity-derived reward: sustained mutual cooperation maximizes joint benefits, and the resulting choice pattern reflects a value for reciprocity, contingent on the expected cooperation of the partner. This quantity enters the trade-off between U<sub>cooperation</sub> and U<sub>defection</sub> and captures the participant’s intrinsic reward for reciprocity versus the additional monetary reward payoff of defection. Therefore, we consider the term “reciprocity” an acceptable statement for this construct.

      (4) Interpretation of parameters should closely reflect what they specifically measure.

      We thank the reviewer for pointing this out. We have refined the relevant interpretations of parameters in the current Results and Discussion sections.

      (5) Prior research has shown links between Theory of Mind (ToM) and cooperation (e.g., Martínez-Velázquez et al., 2024). It would be valuable to test whether this also holds in your dataset.

      We thank the reviewer for this thoughtful comment. Although we did not directly measure participants’ ToM, our design allowed us to estimate participants’ trial-by-trial inferences (i.e., expectations) about their partner’s cooperation probability. We therefore treat these cooperation expectations as an indirect representation for belief inference, which is related to ToM processes. To test whether this belief-inference component relates to cooperation in our dataset, we further conducted an exploratory analysis (GLMM<sub>sup</sub>4) in which participants’ choices were regressed on their cooperation expectations, group, and the group × cooperation-expectation interaction, controlling for trial number and gender, with random effects. Consistent with the ToM–cooperation link in prior research (MartínezVelázquez et al., 2024), participants’ expectations about their partner’s cooperation significantly predicted their cooperative behavior (Table 14), suggesting that decisions were shaped by social learning about others’ inferred actions. Moreover, the interaction between group and cooperation expectation was not significant, indicating that this inference-driven social learning process likely operates similarly in adolescents and adults. This aligns with our primary modeling results showing that both age groups update beliefs via an asymmetric learning process. We have reported these analyses in the Appendix Analysis section.

      (6) More informative table captions would help the reader. Please clarify how variables are coded (e.g., is female = 0 or 1? Is adolescent = 0 or 1?), to avoid the need to search across the manuscript for this information.

      We thank the reviewer for raising this point. We have added clear and standardized variable coding in the table notes of all tables to make them more informative and avoid the need to search the paper. We have ensured consistent wording and formatting across all tables.

      (7) I hope these comments are helpful and support the authors in further strengthening their manuscript.

      We thank the three reviewers for their comments, which have been helpful in strengthening this work.

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    1. laying video games is inversely associated with emotional and social health, triggering psychological and behavioral problems15,79 that may have implications for overall academic outcomes. Conversely, because playing video games requires interaction with the task, it could also be positively associated with academic outcomes depending on the game content

      Video games can be both negative and positive. Negative because the screen time can cause behavioral issues. Positive because it could aid in the student's skillset to complete academic tasks.

    2. ducation and public health professionals should consider supervision and reduction as strategies for television viewing and video game playing to improve both the health status and academic performance of children and adolescents exposed to these activities

      While the data is not mainly negative, it is advised that screen time should be reduced to avoid a decrease in academic performance.

    1. The Sun. Printed on small, letter-sized pages, The Sun sold for just a penny. With the Industrial Revolution in full swing, Day employed the new steam-driven, two-cylinder press to print The Sun. While the old printing press was capable of printing approximately 125 papers per hour, this technologically improved version printed approximately 18,000 copies per hour. As he reached out to new readers, Day knew that he wanted to alter the way news was presented. He printed the paper’s motto at the top of every front page of The Sun: “The object of this paper is to lay before the public, at a price within the means of every one, all the news of the day, and at the same time offer an advantageous medium for advertisements.”

      Before the 1830s, newspapers were expensive and mostly for rich political nerds. Benjamin Day changed the game by making the paper smaller, using a faster press, and selling it for just a penny.

      The Penny Press turned newspapers into the first true form of mass media.

      The text states that Day slashed the price of the paper to a penny and utilized a two cylinder steam engine to massively increase production.

      Because the paper became affordable and shifted its focus to human-interest stories rather than just dry politics, it reached the average person for the first time. This expanded the audience from a small elite group to the general public, creating the massmarket journalism we recognize today.

    1. “I open a drawer, and inside that drawer, I have another cabinet with more drawers,”

      I have experienced this when modifying game files on my PC, finding the directory, opening a file, then finding even more files, and even more when opening one of those.

    1. In the early Internet message boards that were centered around different subjects, experienced users would “troll for newbies” by posting naive questions that all the experienced users were already familiar with. The “newbies” who didn’t realize this was a troll would try to engage and answer, and experienced users would feel superior and more part of the group knowing they didn’t fall for the troll like the “newbies” did. These message boards are where the word “troll” with this meaning comes from.

      I think this still occurs in settings like video games. For example, tricking a new player into doing something that every experienced player knows doesn't work or negatively impacts the new player in some way. I see this most often when streamers are trying out a new game (typically well-known and the streamer is just late to playing it, like minecraft), where they suggest things they know are trolls. Something that comes to mind would be like playing a bed in the nether for Minecraft.

    2. and their extreme misogyny: Rule 30. There are no girls on the internet Rule 31. TITS or GTFO - the choice is yours [meaning: if you claim to be a girl/woman, then either post a photo of your breasts, or get the fuck ou

      Misogyny on the internet seems to be more severe than in real life—especially in the realm of online gaming. At first, I thought this was because gaming is a space that glorifies skill and power, where authority is tied almost exclusively to “game performance,” and stereotypes about women being worse at games lead to a loss of discursive power. However, if misogyny was already pervasive in the early internet, then I think there must be other contributing factors and explanations as well.

    3. But they are amusing themselves, for it is their adversary who is obliged to use words responsibly, since he believes in words.

      Sartre pointed out the strategic advantage of the "bad faith" argument: one party treats the dialogue not as a search for truth, but as a game; the other party, however, is bound by norms (reason, evidence, politeness). Applied to modern trolling, this explains why "seriously responding" often fails—the opponent's goal is not to be persuaded, but to make you invest time and effort, lose patience, and appear "too serious" in the public sphere. Therefore, the strategy is often not to argue more forcefully, but to identify their incentive structure (wasting your time, disrupting order) and reduce your susceptibility to being exploited.

    1. But readers cannot easily return to the overview in order to get a sense of where they are or how much is left to read. In trying to create texts that do not “privilege” any one order of reading or interpretive framework, the postmodernists are privileging confusion itself.

      I noticed this in "depression quest" that there was no way of getting a sense of where you were in the game. For me, it made me connect better with my own personal journey through the story.

    2. Its lasting appeal as both a story and a game pattern derives from the melding of a cognitive problem (finding the path) with an emotionally symbolic pattern (facing what is frightening and unknown).

      I found it interesting how broad this definition is and how well it fits many of the video games people play. As someone who plays a lot of games, I can think about how it applies to almost all of them that I am personally familiar with.

    3. Like Odysseus in the Cyclops’s cave, the player escapes by outsmarting a ferocious monster using only the materials at hand.

      As a player, you feel the strong sense of power described in agency previously through solving puzzles and thinking outside of the box. You start to feel that you have outsmarted the game or the circumstances. This accomplished feeling leads to greater engagement with the narrative and gameplay elements.

    4. For instance, a computationally sophisticated MIT student who is also an expert gamer instanced a particular dramatic moment from the text-based Zork II as among his lifetime favorites: The story involves a dragon that is slow to rouse but always lethal if you persist in fighting him. Elsewhere in the dungeon is a wall of ice that is impossible to pass. What you must do is attack the dragon enough to get his attention—but not so much that he “toasts” you—and then run and head for the wall of ice. The dragon follows, sees his reflection in the ice, and thinks it is another dragon. He rears up and breathes fire at his enemy; as he does so, the ice melts, drowning the dragon and eliminating the obstructing wall

      Through the medium of a game, agency is limited but the environment is engineered in a way that makes helplessness as just another step or another obstacle adding to the enjoyment. Much like Odysseus, you're placed in a situation where there's not much to work with but through your agency you can make what there is of the situation to get out of it.

  2. Jan 2026
    1. “Workforce partnerships,” where local industries help fund facilities and curriculum development in high-need labor markets, are designed to meet needs for both the markets and for students who will be graduating into them and who hope to be employed (not incidentally, so they can pay off their student loans). It’s another of the win-wins. But what is the long game here, from a public good perspective?

      Great questions to be asking

  3. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. As a rule, humans do not like to be duped. We like to know which kinds of signals to trust, and which to distrust. Being lulled into trusting a signal only to then have it revealed that the signal was untrustworthy is a shock to the system, unnerving and upsetting. People get angry when they find they have been duped. These reactions are even more heightened when we find we have been duped simply for someone else’s amusement at having done so.

      This is totally understandable. No one would like to be deceived, the feeling of it I can tell that is not good. However this small sections makes me think that how awful it is, as I never realised that authenticity can be this serious. as it made us suspect on ourself that if we can make correct judgement of the posts in the social media. Once I saw a post that it said slide left to see the cat, it turns out to be an advertisement of a boring poorly made game, everyone in the comment was upset and angry.

    1. After thoroughly reading the assignment sheet, you might not have questions right away. However, after reading it again, either before or after you try to start the assignment, you might find that you have questions. Don’t play a guessing game when it comes to tackling assignment criteria–ask the right person for help: the instructor. Discuss any and all questions with the person who assigned the work, either in person or via email. Visit him or her during office hours or stay after class. Do not wait until the last minute, as doing so puts your grade at risk. Don’t be shy about asking your professors questions. Not only will you better your understanding and the outcome of your paper, but professors tend to enjoy and benefit from student inquiry, as questions help them rethink their assignments and improve the clarity of their expectations. You are probably not the only student with a question, so be the one who is assertive and responsible enough to find answers. In the worst case scenario, when you have completed all of these steps and a professor still fails to provide you with the clarity you are looking for, discuss your questions with fellow classmates.

      I do feel like sharing ideas is not bad, when we need help, we don't always walk to the instructor maybe we just ask a classmate and have ideas and become to one another.

    2. Don’t play a guessing game when it comes to tackling assignment criteria–ask the right person for help: the instructor. Discuss any and all questions with the person who assigned the work, either in person or via email. Visit him or her during office hours or stay after class. Do not wait until the last minute, as doing so puts your grade at risk. Don’t be shy about asking your professors questions.

      It's better to be safe than sorry! You don't want to guess yourself into a grade or a higher education. It's okay to ask questions to your peers or even your instructor.

    1. Unstoppered, lurked her strange synthetic perfumes,Unguent, powdered, or liquid—troubled, confusedAnd drowned the sense in odours; stirred by the airThat freshened from the window,

      The first ecounter of Enea and Didone in Virgil's "Aeneid".

    1. Fig. 5.2 An newer bulletin board system. In this one you can click on the thread you want to view, and threads can include things like images.

      Although bulletin board systems originated decades ago, many websites today still use this forum-style structure. For example, the Dungeons & Dragons (D&D) community relies heavily on well-known bulletin board forums where players share discussions, homebrew rules, and game resources. Similarly, the fighting game MUGEN, which comes from the arcade era, has dedicated forums where users upload character models, stages, and other custom assets. These modern bulletin board systems show how this format continues to support niche communities by organizing discussions and resources in a clear, thread-based way.

    1. A Threshold Level of Expert Members

      In video games one who guides you learning a new game is often called a sherpa. They carry you, but you also remind them of how the game can be fun and not always competitive.

      For mechanics, they wouldn't have as much work if beginners didn't break stuff to begin with :)

      Rock climbing something repeatedly can feel like doing the same math problem over and over again but still getting the wrong answer until someone else comes over and shows you a new way to get to the solution.

    2. A Specific Lexis

      Much like in playing a competitive video game it is extremely helpful to know callout locations with your friends to know where enemies might be. Or to know which items are more valuable to pick up.

      Cars it is useful to know if your car is an inline-4 cylinder, V6 etc. Knowing your cars brake system if it vacuum boosted or hydro-boosted will help diagnosing issues etc.

      When rock climbing understanding callouts of specific holds, how to belay, types of movements can really help you understand more when climbing with someone else.

    3. yrics sheet

      Trying to compare this to another community I belong to would be having the tutorial mode on when playing a new game.

      Working on an older car where the system is easier and there are a lot of YouTube videos out already on this.

      In a rock climbing gym there are routes with grades on them to help people know which routes are going to be more approachable.

    1. Financial freedom my only hopeFuck livin’ rich and dyin’ brokeI bought some artwork for one millionTwo years later, that shit worth two millionFew years later, that shit worth eight millionI can’t wait to give this shit to my childrenY’all think it’s bougie, I’m like, it’s fineBut I’m tryin’ to give you a million dollars worth of game for $9.99I turned that 2 to a 4, 4 to an 8I turned my life into a nice first week release dateY’all out here still takin’ advances, huh?Me and my niggas takin’ real chances, uhY’all on the ‘Gram holdin’ money to your earThere’s a disconnect, we don’t call that money over here, yeah

      In the second verse, the rapper expands on the concept of developing wealth and obtaining financial freedom, which he defines as his only hope.

      He also makes reference to his streaming platform, Tidal, which offers a million dollars worth of game through its music catalog for $9.99 a month. Tidal is just one of the many business ventures of the rapper.

      In the closing lines, he mocks rappers who take "advances" - a form of loan that record labels offer to artists to finance their albums - and also the trend followed by some rappers on Instagram of showing off money by holding it close to their ears. He reveals, with a clever play on words, that there's a disconnect, we don't call that money over here.

      In this song, Jay-Z is constantly pointing out at the importance of property and wealth. He is, therefore, to be considered a Black capitalist. He shows how he strongly believes in economic success as the principal means reaching some form of equality or, at least, some form of upliftment.

      However, he does not really believe that wealth and status can be a proper shield from racism; thus, wealth is only a way to obtain a very partial equality.

    1. I beat yo’ ass, keep talkin’ backI beat yo’ ass, who bought you that?You stole it, I beat yo’ ass if you say that game is brokenI beat yo’ ass if you jump on my couchI beat yo’ ass if you walk in this house with tears in your eyesRunnin’ from Poo Poo and PrenticeGo back outside, I beat yo’ ass, lil’ niggaThat homework better be finished, I beat yo’ assYo’ teachers better not be bitchin’ ’bout you in classThat pizza better not be wasted, you eat it allThat TV better not be loud if you got it onThem Jordans better not get dirty when I just bought ’emBetter not hear ’bout you humpin’ on Keisha’s daughterBetter not hear you got caught up, I beat yo’ assYou better not run to your father, I beat yo’ assYou know my patience runnin’ thinI got beaucoup payments to makeCounty building’s on my ass, tryna take my food stamps awayI beat yo’ ass if you tell them social workers he live hereI beat yo’ ass if I beat yo’ ass twice and you still hereSeven years old, think you run this house by yourself?Nigga, you gon’ fear me if you don’t fear no one else

      The first verse is written from the perspective of Lamar's mom, dealing with a 7 year old Kendrick. The biggest fear of the kid is being whooped by his mother, that is constantly threatening him in order to teach the boy discipline.

      The scenario Kendrick is depicting is also meant to represent the life of many poor African-Americans as the line County's building on my ass, tryna take my food stamps away is underlying. The Food Stamp Program is a program that provides food to low-income families.

      Also, the line I beat yo' ass if you tell them social workers he live here is a reference to the “man in the house” rule, where welfare benefits would be denied to a family if a man resided in the house. Kendrick's mom is alluding to this rule.

      The closing line gives the idea of how Kendrick's mom is determined to be the first reason of fear for the boy, and although it is for the reason for his own protection, this same sensation of fear will never leave him and will take more complex forms.

    1. eLife Assessment

      This important study combines a two-person joint hand-reaching paradigm with game-theoretical modeling to examine whether, and how, one's reflexive visuomotor responses are modulated by a partner's control policy and cost structure. The study provides a solid and novel set of behavioral findings suggesting that involuntary visuomotor feedback is indeed modulated in the context of interpersonal coordination. The work will be of interest to cognitive scientists studying the motoric and social aspects of action control.

    2. Reviewer #2 (Public review):

      Summary:

      Sullivan and colleagues studied the fast, involuntary, sensorimotor feedback control in interpersonal coordination. Using a cleverly designed joint-reaching experiment that separately manipulated the accuracy demands for a pair of participants, they demonstrated that the rapid visuomotor feedback response of a human participant to a sudden visual perturbation is modulated by his/her partner's control policy and cost. The behavioral results are well-matched with the predictions of the optimal feedback control framework implemented with the dynamic game theory model. Overall, the study provides an important and novel set of results on the fast, involuntary feedback response in human motor control, in the context of interpersonal coordination.

      Review:

      Sullivan and colleagues investigated whether fast, involuntary sensorimotor feedback control is modulated by the partner's state (e.g., cost and control policy) during interpersonal coordination. They asked a pair of participants to make a reaching movement to control a cursor and hit a target, where the cursor's position was a combination of each participant's hand position. To examine fast visuomotor feedback response, the authors applied a sudden shift in either the cursor (experiment 1) or the target (experiment 2) position in the middle of movement. To test the involvement of partner's information in the feedback response, they independently manipulated the accuracy demand for each participant by varying the lateral length of the target (i.e., a wider/narrower target has a lower/higher demand for correction when movement is perturbed). Because participants could also see their partner's target, they could theoretically take this information (e.g., whether their partner would correct, whether their correction would help their partner, etc.) into account when responding to the sudden visual shift. Computationally, the task structure can be handled using dynamic game theory, and the partner's feedback control policy and cost function are integrated into the optimal feedback control framework. As predicted by the model, the authors demonstrated that the rapid visuomotor feedback response to a sudden visual perturbation is modulated by the partner's control policy and cost. When their partner's target was narrow, they made rapid feedback corrections even when their own target was wide (no need for correction), suggesting integration of their partner's cost function. Similarly, they made corrections to a lesser degree when both targets were narrower than when the partner's target was wider, suggesting that the feedback correction takes the partner's correction (i.e., feedback control policy) into account.

      The strength of the current paper lies in the combination of clever behavioral experiments that independently manipulate each participant's accuracy demand and a sophisticated computational approach that integrates optimal feedback control and dynamic game theory. Both the experimental design and data analysis sound good. While the main claim is well-supported by the results, the only current weakness is the lack of discussion of limitations and an alternative explanation. Adding these points will further strengthen the paper.

    1. 33win

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    1. I would like to clarify a point regarding the discovery of lymphatic-like vessels in the brain. The preprint appears to hint towards positioning it as the first report of this finding. However, the first published study on this subject was by Chang et al.(Ref 1 below). The authors reported on the presence and characteristics (diameters, origin, length, depth and regulation by stress) of deep brain lymphatic vessels. Their work was subsequently followed by two other independent studies (Ref 2 and 3). All studies were reviewed in a review article in 2024 (https://www.sciopen.com/article/10.26599/SAB.2024.9060001?issn=2709-1325).

      Therefore, the preprint would represent a fourth report—not the first—of this discovery. It is concerning that previous foundational work has been either overlooked or cited in a misleading manner.

      References 1. Chang J, Guo B, Gao Y, Li W, Tong X, Feng Y, et al. Characteristic Features of Deep Brain Lymphatic Vessels and Their Regulation by Chronic Stress. Research (Washington, DC), 2023, 6:0120.

      1. Öz E. 'Game changer' method lets scientists peer into mice. Science (New York, NY), 2023, 380(6644):443.

      2. Liu X-G, Hua Q, Peng T-T, Chang K-X, Deng C-G, Zhang J-N, et al. Histomorphological analysis of perfusion parameters and CNS lymphatic vessels in mice: an experimental method study. NeuroReport, 2024, 35(3).

    1. 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      Robust

      This web using clean HTML and work well with different browsers (Chrome, Safari, Firefox,etc). The content processed correctly by tools as I tested the Safari screen reader.

    1. The focus of this chapter is on ‘activist simulation games,’ which aremotivated by an activist or political intention on the part of the game-maker, and which attempt to harness simulation and procedurality in thegame to convey the maker’s political critique or message to the playingpublic. Schleiner argues that that the ‘toyness’ of the world of such games,the miniature abstraction of the model that announces itself as game,not life, contributes to a nullifijication of the game’s critical impact. Tobreak away from this situation, she argues, requires a ‘broken toy tactic’of interruption or sabotage that breaks the spell of games’ procedural,operational logic.

      Next chapter also tried to problematise the idea of serious or commerical games as the saviours of gaming, from the lens that they are embeded in a chokepoint technofeudalism that translates volunteering, modding, community building, hacking, and charitative donations, as a solutionist fix that doesn't change the system, rather tries to cover its holes. Against the idea to mobilise the youngster slackers with mainstream video games, it develops the Shirky principle idea that actually, this contributes to the concentration and surveillance data grab of BigTech that's part of the problem. It specially attacked a book cited in multiple chapters: Ellen Middaugh, and Chris Evans’ The civic potential of video games.

      It argues from Baudrillard's complicit euphoria, cult of the ego, hedonism, the society of the spectacle, consumerism, the maximisation - compulsive collection of diverse pleasures. I deleted it because it doesn't provide alternative paths, like how against instrumental solutionism, games must die, and culture must die too, but it must be reborn again and again breaking the Overton window of what's accepted, reborn with non-conventional meanings and feelings, reborn without its elitist concentrated play, without its assumptions (with alternatives instead), and reborn with coordinating transgressive revolution ingrained on it.

      Footnote 2 from this chapter expands on this a bit.

    2. The brokenness of September 12thmanifests in that playing well delivers loss, subverting the expectationof the player to master a rewarding challenge of eliminating terrorists. InMcDonald’s Video Game, on the other hand, the very operationality of themodel of fast food production cycles transmitted to the player overcomesthe game’s critical impact.

      And yet, September 12th is too much simple. As a simulation, it only conveys the ideal of violence begets violence, but such a principle can leave players with a sour patronising mouth taste of "I already knew that". The world is more complex, but immersion and its mastery from habit also difficult periodically leaving it and challenging one's perspectives, like it happens in McDonald's, Frostpunk, Mini Metro, Democracy, or Cities Skylines. These simulations can be much more insightful, but the requirement is that players know how to read.

    3. toy-like, cheerful cow and hamburger world that the ironic subtext of thisbeing an unethical business practice is often missed by players. For instance,when my game design students in Singapore played McDonald’s Video Game,they seemed largely unconcerned about the detrimental side efffects of thistype of production on workers, animals, consumers, or the environment.

      From the text: Frasca proposes that players, not only game designers, potentially impact the ultimate rhetorical “outcome” of a game by channeling the course of play into directions unimagined by the game-maker (2003b, 228). Frasca calls upon Brazilian theater director Augusto Boal’s “Theater of the Oppressed” as a model for how a game can depart from Aristotlean narrative closure. Frasca writes “one of [Boal’s] most popular techniques, re-enacts the same play several times by allowing diffferent audience members to get into the stage and take the protagonist’s role”.

      This happens in hacking, modding, and maker cultures, cheating in GTA, in Card/Collection games to give yourself the console and obtain whichever item, like how Minecraft creative mode allows. This "becoming" the designer enables "seeing" through its lens. Counter play can also happen when steering against stereotypical gameful intentions, as with Disaster Sims in the series with the same name, or as prompted in reflection simulation games like Proteus.

    4. A tactical recipe for the activist simulation game consists then of twosteps, fij irst a positive, then a negative; fij irst to constructively programa simulation of a harmful operation from the world into the game, fol-lowed up by either a game-maker, or player instigated interruption, orsabotage that breaks the spell of the game’s movement and procedurality,thereby illuminating its operationality in a critical light.

      That's where designing and maker precepts also come in. In reading a game, in watching it reflectively, in playing as a designer, a deconstructor. This is not often taught to players. An issue with the argument is that when they leave, they may leave out of frustration, which can cause missunderstandings and not prompt reflection. It can make these players abstain from simulation genres as a whole, and engage in more arcade "neutral" (immediate gratification) f2p titles.

    5. Smaller game jams are occasionally even ‘designed’ and leveraged as toolsfor political participation themselves. For instance, the GeziJam was held inJune 2013 to support and raise awareness of the protesters trying to stall thedestruction of the Taksim Gezi Park in Istanbul. The conceptually related#JamForLeelah reflected on the suicide of Leelah Alcorn in December 2014and challenged participants to tackle the issue of transgender sensibilitiesthrough the creation of games. In some cases, game developers are trying tomonetize this awareness and create games to raise funds for socio-politicalcauses. For instance, the game Kubba was created by Ahmed Abdelsamea(2012), an Egyptian indie designer, to generate revenue benefij iting therefugees of the Syrian civil war (Curley 2012). The game mimics the moreor less iconic Western game franchise Cooking Mama (Offfijice Create 2006),challenging players to prepare the eponymous Syrian dish, Kubba. Thegame is a variation of the earlier Flash game Ta’mya (2012); yet, while theoriginal has English text and is available on Kongregate

      Flash games died, no... Adobe killed them. Flash games were free. They lived on Kongregate, on Newgrounds, on Miniclip.

    Annotators

    1. It’s as though I’m unprepared for meaning to appear out of what was previously noise.

      As someone learning a new language I have had this exact experience! I started playing a game in Japanese when I was younger without speaking any. I recently started playing again and not only can I understand so much more, I can read and use context to learn new stuff!! It's been such a cool experience!

    1. Now if we (being thereto provoked by Spanish injuries) would either join with these savages or send or give them armor

      Indigenous people here are being talked about like if they were pieces in a game of chess rather than actual people. It's a common theme I've seen throughout many of these passages.

    1. His primary legacy is that of pioneering the way for civilization and finding the trails that allow the "farmer's frontier" to follow him,.

      As the eastern lands were taken up, migration flowed across them to the west. Daniel Boone, the great backwoodsman, who combined the occupations of hunter, trader, cattle-raiser, farmer, and surveyor -- learning, probably from the traders, of the fertility of the lands of the upper Yadkin, where the traders were wont to rest as they took their way to the Indians, left his Pennsylvania home with his father, and passed down the Great Valley road to that stream.

      Learning from a trader whose posts were on the Red River in Kentucky of its game and rich pastures, he pioneered the way for the farmers to that region. Thence he passed to the frontier of Missouri, where his settlement was long a landmark on the frontier. Here again he helped to open the way for civilization, finding salt licks, and trails, and land.

    1. After being asked to teach the History and Culture of Games course in 2017, Rebecca found the history materials in the course were basic and canonical (a chess-to-Pong-to-Mario narrative) and the only cultural discussion in the course was instruction on how to fit into the games industry’s culture, with assignments like how to make an effective elevator pitch for your game idea

      Prob predictable

    2. there is very little discussion about the dangers of media that seek to persuade or simplify arguments or histories, or produce clear calls to action. It would be refreshing to see an analysis of these types of games and their professed design techniques that takes into account the particular cultural moment we are living through. In a golden age of propaganda, the current mediascape is rife with insular communities that intensify uncritical perspectives across the political spectrum, and games are participating here as well

      Like 60s rhetoric education

    3. Sweeping claims are made for games, similar to those made about electricity when it was new (Marvin 1988) or other technology in early phases (Sconce 2000): games are democratising, foster empathy, are good for your health, are good for learning, and so forth. Of course, many of these claims are made for important practical reasons: to achieve funding; to bring games into the academy as its own discipline; to communicate the value of academic study in games to the games industry. However, this powerful rhetoric of love for the object of study is a double-edged sword and also contributes to a narrowing or insularity in the field around what constitutes an acceptable topic of study in games (i.e. don’t publish anything too critical of games; always be making the case for games as good), and who we imagine as a games scholar (i.e. the games scholar is a gamer)

      Like early days of rhetcomp but with corporate funding pressure

    4. While games education has evolved over the past fifteen years to efficiently teach students the nuts-and-bolts of building games and achieving job placements in the industry, the pedagogy in the field has engaged less fully with contemporary approaches such as critical theory and cultural studies

      Of course

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    1. Synthèse : Prévention et lutte contre le harcèlement scolaire (Webinaire FCPE-MAE)

      Résumé exécutif

      Le harcèlement scolaire est une problématique systémique qui touche environ un élève sur dix.

      Face à ce constat, le webinaire organisé par la FCPE et la MAE souligne l'impératif d'une action concertée entre parents, professionnels de l'éducation et partenaires institutionnels.

      L'approche défendue repose sur trois piliers : la détection précoce des signaux d'alerte, l'utilisation d'outils pédagogiques adaptés à chaque tranche d'âge (de la maternelle au lycée), et une coéducation active.

      La MAE, partenaire historique de l'enseignement public, met à disposition des ressources gratuites et agréées par le Ministère de l'Éducation nationale, s'inscrivant notamment dans le cadre du programme national Phare.

      L'objectif central est de briser le silence et de passer d'une logique de réaction à une culture de prévention durable.

      --------------------------------------------------------------------------------

      1. Analyse du phénomène de harcèlement scolaire

      Définitions et mécanismes

      Le harcèlement se caractérise par un rapport de force déséquilibré où une ou plusieurs personnes exercent une pression ou un contrôle répété sur une victime.

      Formes constatées : Insultes, moqueries, rumeurs, humiliations et mises à l'écart.

      Évolution : Les situations débutent souvent par des faits perçus comme « pour rire » avant de déraper vers une souffrance physique et psychologique grave.

      Le défi du cyber-harcèlement

      Le cyber-harcèlement transpose ces violences sur les réseaux sociaux, les messageries, les forums et les jeux vidéo.

      Gravité : La circulation des attaques est extrêmement rapide et peut toucher une audience très large.

      Traces : Les agressions en ligne laissent des marques durables et ne s'arrêtent pas aux portes de l'école.

      Statistique clé : Un collégien sur cinq a déjà été victime d'au moins un acte de cyber-violence répété.

      Signaux d'alerte pour les adultes

      La vigilance des parents et des enseignants doit se porter sur les changements de comportement :

      État émotionnel : Isolement, colère, tristesse subite.

      Vie scolaire : Baisse des résultats, refus d'aller en cours ou de participer à certaines activités.

      Santé physique : Troubles du sommeil, de l'appétit, maux de tête ou de ventre fréquents.

      Signes matériels : Vêtements abîmés, perte d'effets personnels.

      Rapport au numérique : Enfant qui cache son téléphone ou le consulte avec une angoisse permanente.

      --------------------------------------------------------------------------------

      2. Le cadre institutionnel et l'engagement de la MAE

      Un acteur historique

      Fondée en 1932 par des enseignants, la MAE est une mutuelle issue de l'économie sociale et solidaire. Elle bénéficie de l'agrément national du Ministère de l'Éducation nationale pour intervenir dans les établissements scolaires.

      Soutien aux familles et garanties

      Au-delà de la prévention, la MAE propose des protections spécifiques dans ses contrats d'assurance :

      • Soutien psychologique en cas de harcèlement avéré.

      • Assistance juridique en cas d'atteinte à l'image de l'enfant.

      • Aide à la suppression de contenus malveillants sur Internet.

      Le programme Phare

      Les outils présentés s'inscrivent dans le dispositif ministériel Phare, qui repose sur cinq piliers :

      1. Éduquer pour prévenir les phénomènes de harcèlement.

      2. Former une communauté protectrice autour des élèves.

      3. Intervenir efficacement sur les situations de harcèlement.

      4. Associer les parents et les partenaires.

      5. Mobiliser les instances de démocratie scolaire (CESCE).

      --------------------------------------------------------------------------------

      3. Ressources et outils pédagogiques par cycles

      Les ressources proposées sont gratuites et conçues en collaboration avec des professionnels de l'éducation (notamment l'AGEEM pour le premier degré).

      Pour les 3 - 11 ans (Maternelle et Élémentaire)

      | Outil | Description | Objectif | | --- | --- | --- | | Album "Maël le roi des bêtises" | Support de 25 pages avec cahier d'activités. | Apprendre le respect des différences et le vivre-ensemble dès le plus jeune âge. | | BD "Main dans la main" | Format innovant (illustration à gauche, exploitation pédagogique à droite). | Présenter les points de vue de tous les acteurs : victime, harceleur, aidant, suiveur, adulte. | | Jeu de l'oie "Non au harcèlement" | Mallette physique ou version dématérialisée (TBI). | Utiliser le jeu comme prétexte au débat et à l'échange collectif. |

      Pour les 11 - 18 ans (Collège et Lycée)

      Jeu de l'oie spécialisé : Orienté vers le harcèlement sexuel, sexiste et homophobe (Cycle 4).

      BD "La Jungle" : Récit d'une rentrée en collège basée sur des témoignages réels, incluant une trousse à outils et des liens utiles.

      "Le Labyrinthe de Nina" (Serious Game) :

      Concept : Jeu immersif où le joueur explore le smartphone d'une lycéenne disparue pour comprendre les mécanismes du cyber-harcèlement.  

      Partenariat : Développé avec l'association e-Enfance (gestionnaire du 3018).  

      Versions : Une version grand public (60 min) et une version "Express" (30 min) pour les ateliers scolaires, facilitant la médiation par l'enseignant.

      --------------------------------------------------------------------------------

      4. Supports multimédias et prévention numérique

      La MAE développe des formats variés pour s'adapter aux nouveaux usages des familles :

      Podcasts :

      Au-delà du miroir : Témoignages de jeunes sur la différence, la discrimination et la résilience.  

      Nos enfants, les écrans et Internet : Épisodes dédiés à la pornographie en ligne, aux réseaux sociaux et aux jeux vidéo.   

      Parentalité accompagnée : Focus sur la santé mentale et l'égalité filles-garçons.

      Vidéos "3 minutes pour comprendre" : Décryptage par Natacha Waro, psychologue clinicienne, pour identifier les signaux d'alerte et savoir comment agir.

      --------------------------------------------------------------------------------

      5. Modalités de déploiement et collaboration territoriale

      Accès aux outils

      Numérique : Téléchargement gratuit sur les sites mae.fr ou labyrinthedenina.fr, et sur les stores d'applications mobiles (Android/iOS).

      Physique : Les mallettes et albums sont distribués via les réseaux de délégués départementaux de la MAE. Les parents peuvent solliciter ces délégués via un formulaire sur le site national.

      Rôle des parents et coéducation

      Ambassadeurs : Les parents d'élèves sont encouragés à informer les directions d'école de l'existence de ces outils agréés.

      Actions locales : Collaboration possible pour organiser des "Cafés parents", des tables rondes ou des animations lors des assemblées générales de la FCPE.

      Obligations légales : Il est rappelé que depuis 2022, les enseignants ont l'obligation de se former à la lutte contre le harcèlement scolaire.

      Vigilance sur les intervenants

      Il est crucial de vérifier l'agrément des intervenants extérieurs.

      Le Ministère de l'Éducation nationale publie une liste officielle des associations autorisées à intervenir en milieu scolaire afin d'éviter les dérives ou les discours non conformes aux valeurs de la République.

    1. Under what circumstances is it permissible to touch the ball with the hand in a football game?

      The goal keeper is the only person who can touch it with their hands or when someone is doing a throw in

    1. hirteen years after Lincoln made the holiday ‘official’, the firstThanksgiving football game was played on a field at Stevens Instate,Hoboken, New Jersey. The trend rapidly grew and by 1895 theChicago Tribune estimated that as many as 120,000 athletes wereinvolved in Thanksgiving Day games throughout the country.

      I had no idea that the tradition of Football on Thanksgiving dated all the way back to the 19th century. I would've assumed it was a more modern thing meant to sell advertisements on television and radio.

    Annotators

  4. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. Developed a system for a curling team to enter game results into a spreadsheet, and automatically calculateseason statistics.∗ Built a web-based front-end allowing users to view the teams statistics over the course of the season, againstspecific opponents, or at individual events.

      Quantify and I will keep stressing this. QUANTIFY! Like how much time did you save (estimate if you have to) when entering game results vs manual calculation. It's all metrics!

      Then same with WEb-based front end using what and modern design etc something to stand out.

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    Annotators

    URL

    1. As a girl, Ms. Book would save up her allowance then head to Indigo to pick out her next read, usually whatever had the coolest cover and best synopsis on the $6 book shelf.

      anecdotal lead

    1. Reviewer #3 (Public review):

      This paper applies a computational model to behavior in a probabilistic operant reward learning task (a 3-armed bandit) to uncover differences between individuals with temporomandibular disorder (TMD) compared with healthy controls. Integrating computational principles and models into pain research is an important direction, and the findings here suggest that TMD is associated with subtle changes in how uncertainty is represented over time as individuals learn to make choices that maximize reward. There are a number of strengths, including the comparison of a volatile Kalman filter (vKF) model to some standard base models (Rescorla Wagner with 1 or 2 learning rates) and parameter recovery analyses suggesting that the combination of task and vKF model may be able to capture some properties of learning and decision-making under uncertainty that may be altered in those suffering from chronic pain-related conditions.

      I've focused my comments in four areas: (1) Questions about the patient population, (2) Questions about what the findings here mean in terms of underlying cognitive/motivational processes, (3) Questions about the broader implications for understanding individuals with TMD and other chronic pain-related disorders, and (4) Technical questions about the models and results.

      (1) Patient population

      This is a computational modelling study, so it is light on characterization of the population, but the patient characteristics could matter. The paper suggests they were hospitalized, but this is not a condition that requires hospitalization per se. It would be helpful to connect and compare the patient characteristics with large-scale studies of TMD, such as the OPPERA study led by Maixner, Fillingim, and Slade.

      (2) What cognitive/motivational processes are altered in TMD

      The study finds a pattern of alterations in TMD patients that seems clear in Figure 2. Healthy controls (HC) start the task with high estimates of volatility, uncertainty, and learning rate, which drop over the course of the task session. This is consistent with a learner that is initially uncertain about the structure of the environment (i.e., which options are rewarded and how the contingencies change over time) but learns that there is a fixed or slowly changing mean and stationary variance. The TMD patients start off with much lower volatility, uncertainty, and learning rate - which are actually all near 0 - and they remain stable over the course of learning. This is consistent with a learner who believes they know the structure of the environment and ignores new information.

      What is surprising is that this pattern of changes over time was found in spite of null group differences in a number of aspects of performance: (1) stay rate, (2) switch rate, (3) win-stay/lose-switch behaviors, (4) overall performance (corrected for chance level), (5) response times, (6) autocorrelation, (7) correlations between participants' choice probability and each option's average reward rate, (7) choice consistency (though how operationalized is not described?), (8) win-stay-lose-shift patterns over time. I'm curious about how the patterns in Figure 2 would emerge if standard aspects of performance are essentially similar across groups (though the study cannot provide evidence in favor of the null). It will be important to replicate these patterns in larger, independent samples with preregistered analyses.

      The authors believe that this pattern of findings reveals that TMD patients "maintain a chronically heightened sensitivity to environmental changes" and relate the findings to predictive processing, a hallmark of which (in its simplest form) is precision-weighted updating of priors. They also state that the findings are not related to reduced overall attentiveness or failure to understand the task, but describe them as deficits or impairments in calibrating uncertainty.

      The pattern of differences could, in fact, result from differences in prior beliefs, conceptualization of the task, or learning. Unpacking these will be important steps for future work, along with direct measures of priors, cognitive processes during learning, and precision-weighted updating.

      (3) Implications for understanding chronic pain

      If the findings and conclusions of the paper are correct, individuals with TMD and perhaps other pain-related disorders may have fundamental alterations in the ways in which they make decisions about even simple monetary rewards. The broader questions for the field concern (1) how generalizable such alterations are across tasks, (2) how generalizable they are across patient groups and, conversely, how specific they are to TMD or chronic pain, (3) whether they are the result of neurological dysfunction, as opposed to (e.g.) adaptive strategies or assumptions about the environment/task structure.

      It will be important to understand which features of patients' and/or controls' cognition are driving the changes. For example, could the performance differences observed here be attributable to a reduced or altered understanding of the task instructions, more uncertainty about the rules of the game, different assumptions about environments (i.e., that they are more volatile/uncertain or less so), or reduced attention or interest in optimizing performance? Are the controls OVERconfident in their understanding of the environment?

      This set of questions will not be easy to answer and will be the work of many groups for many years to come. It is a judgment call how far any one paper must go to address them, but my view is that it is a collaborative effort. Start with a finding, replicate it across labs, take the replicable phenomena and work to unpack the underlying questions. The field must determine whether it is this particular task with this model that produces case-control differences (and why), or whether the findings generalize broadly. Would we see the same findings for monetary losses, sounds, and social rewards? Tasks with painful stimuli instead of rewards?

      Another set of questions concerns the space of computational models tested, and whether their parameters are identifiable. An alteration in estimated volatility or learning rate, for example, can come from multiple sources. In one model, it might appear as a learning rate change and in another as a confirmation bias. It would be interesting in this regard to compare the "mechanisms" (parameters) of other models used in pain neuroscience, e.g., models by Seymour, Mancini, Jepma, Petzschner, Smith, Chen, and others (just to name a few).

      One immediate next step here could be to formally compare the performance of both patients and controls to normatively optimal models of performance (e.g., Bayes optimal models under different assumptions). This could also help us understand whether the differences in patients reflect deficits and what further experiments we would need to pin that down.<br /> In addition, the volatility parameter in the computational model correlated with apathy. This is interesting. Is there a way to distinguish apathy as a particular clinical characteristic and feature of TMD from apathy in the sense of general disinterest in optimal performance that may characterize many groups?

      If we know this, what actionable steps does it lead us to take? Could we take steps to reduce apathy and thus help TMD patients better calibrate to environmental uncertainty in their lives? Or take steps to recalibrate uncertainty (i.e., increase uncertainty adaptation), with benefits on apathy? A hallmark of a finding that the field can build off of is the questions it raises.

      (4) Technical questions about the models and results

      Clarification of some technical points would help interpret the paper and findings further:

      (a) Was the reward probability truly random? Was the random walk different for each person, or constrained?

      (b) When were self-report measures administered, and how?

      (c) Pain assessments: What types of pain? Was a body map assessed? Widespreadness? Pain at the time of the test, or pain in general?

      (d) Parameter recovery: As you point out, r = 0.47 seems very low for recovery of the true quantity, but this depends on noise levels and on how the parameter space is sampled. Is this noise-free recovery, and is it robust to noise? Are the examples of true parameters drawn from the space of participants, or do they otherwise systematically sample the space of true parameters?

      (e) What are the covariances across parameter estimates and resultant confusability of parameter estimates (e.g., confusion matrix)?

      (f) It would be helpful to have a direct statistical comparison of controls and TMD on model parameter estimates.

      (g) Null statistical findings on differences in correlations should not be interpreted as a lack of a true effect. Bayes Factors could help, but an analysis of them will show that hundreds of people are needed before it is possible to say there are no differences with reasonable certainty. Some journals enforce rules around the kinds of language used to describe null statistical findings, and I think it would be helpful to adopt them more broadly.

      (h) What is normatively optimal in this task? Are TMD patients less so, or not? The paper states "aberrant precision (uncertainty) weighting and misestimation of environmental volatility". But: are they misestimates?

      (i) It's not clear how well the choice of prior variance for all parameters (6.25) is informed by previous research, as sensible values may be task- and context-dependent. Are the main findings robust to how priors are specified in the HBI model?

    1. 3.2.3. Corrupted bots# As a final example, we wanted to tell you about Microsoft Tay a bot that got corrupted. In 2016, Microsft launched a Twitter bot that was intended to learn to speak from other Twitter users and have conversations. Twitter users quickly started tweeting racist comments at Tay, which Tay learned from and started tweeting out within one day. Read more about what went wrong from Vice How to Make a Bot That Isn’t Racist 3.2.4. Registered vs. Unregistered bots# Most social media platforms provide an official way to connect a bot to their platform (called an Application Programming Interface, or API). This lets the social media platform track these registered bots and provide certain capabilities and limits to the bots (like a rate limit on how often the bot can post). But when some people want to get around these limits, they can make bots that don’t use this official API, but instead, open the website or app and then have a program perform clicks and scrolls the way a human might. These are much harder for social media platforms to track, and they normally ban accounts doing this if they are able to figure out that is what is happening. 3.2.5. Fake Bots# We also would like to point out that there are fake bots as well, that is real people pretending their work is the result of a Bot. For example, TikTok user Curt Skelton posted a video claiming that he was actually an AI-generated / deepfake character:

      This passage uses three levels to remind us that "robots" themselves do not equate to intelligence or objectivity. Tay's "contamination" illustrates that machine learning-based conversational robots absorb biases from the platform as "language norms"—when training data comes from an environment full of provocation and racism, the system becomes an amplifier of prejudice; the problem is not just a technical failure, but a governance failure of treating a "public platform" as a safe training ground. Next, the "registered vs. unregistered bots" reveal the cat-and-mouse game of platform regulation and countermeasures: API restrictions act as rules and guardrails, while simulated clicks bypassing APIs disguise automation as "human," making it harder for platforms to track, demonstrating that visibility and controllability are themselves forms of power. Finally, the "fake bots" point to another form of deception: humans pretending to be AI to gain traffic, a sense of mystery, or immunity from responsibility—this blurs the line of "authenticity" and reminds us that in the attention economy, technological identity can also be used for performance and marketing.

    1. The Aché, a foraging group living in the subtropical rainforest in Paraguay, eat 33 different kinds of mammals, more than 15 species of fish, the adult forms of 5 insects, 10 types of larvae, and at least 14 kinds of honey. This is in addition to finding and collecting 40 species of plants.[5] The !Kung foragers, who live in the Kalahari Desert in southern Africa, treasure the mongongo nut, which is tasty, high in protein, and abundant for most of the year, but they also hunt giraffes, six species of antelope, and many kinds of smaller game like porcupine.[6]

      I once would have said this was disgusting, but I have grown beyond that

    1. Summing u

      "Summing up the comparative observations on these three dimensions, these cases show the strengths and weaknesses of EU bicameralism, as it enters into new, sensitive areas of market regulation. Member States do not yet consider EU bicameralism as the only game in town; in this respect, agriculture is no different from financial regulation. However, MEPs still have a considerable influence on the daily process of bicameral law-making by instituting democratic control and pluralistic representation. The analysis shows that faced with pressure, MEPs reacted very differently in agriculture and in financial affairs, resulting in a lower degree of EP autonomy from the Council in agriculture than in financial affairs. These different outcomes probably reflect a range of circumstances and conditions, which researchers now need to disentangle. They likely include the extent to which EP committees are used to working with co-decision, the intensity of public pressure, and the configuration of policy networks."

    1. Act I, Scene 1 Verona. A public place.       next scene [Enter SAMPSON and GREGORY, of the house of Capulet, armed with swords and bucklers] Sampson. Gregory, o' my word, we'll not carry coals. Gregory. No, for then we should be colliers. Sampson. I mean, an we be in choler, we'll draw. Gregory. Ay, while you live, draw your neck out o' the collar. 20 Sampson. I strike quickly, being moved. Gregory. But thou art not quickly moved to strike. Sampson. A dog of the house of Montague moves me. Gregory. To move is to stir; and to be valiant is to stand: therefore, if thou art moved, thou runn'st away. 25 Sampson. A dog of that house shall move me to stand: I will take the wall of any man or maid of Montague's. Gregory. That shows thee a weak slave; for the weakest goes to the wall. Sampson. True; and therefore women, being the weaker vessels, 30are ever thrust to the wall: therefore I will push Montague's men from the wall, and thrust his maids to the wall. Gregory. The quarrel is between our masters and us their men. Sampson. 'Tis all one, I will show myself a tyrant: when I 35have fought with the men, I will be cruel with the maids, and cut off their heads. Gregory. The heads of the maids? Sampson. Ay, the heads of the maids, or their maidenheads; take it in what sense thou wilt. 40 Gregory. They must take it in sense that feel it. Sampson. Me they shall feel while I am able to stand: and 'tis known I am a pretty piece of flesh. Gregory. 'Tis well thou art not fish; if thou hadst, thou hadst been poor John. Draw thy tool! here comes 45two of the house of the Montagues. Sampson. My naked weapon is out: quarrel, I will back thee. Gregory. How! turn thy back and run? Sampson. Fear me not. Gregory. No, marry; I fear thee! 50 Sampson. Let us take the law of our sides; let them begin. Gregory. I will frown as I pass by, and let them take it as they list. Sampson. Nay, as they dare. I will bite my thumb at them; which is a disgrace to them, if they bear it. 55 [Enter ABRAHAM and BALTHASAR] Abraham. Do you bite your thumb at us, sir? Sampson. I do bite my thumb, sir. Abraham. Do you bite your thumb at us, sir? Sampson. [Aside to GREGORY] Is the law of our side, if I say 60ay? Gregory. No. Sampson. No, sir, I do not bite my thumb at you, sir, but I bite my thumb, sir. Gregory. Do you quarrel, sir? 65 Abraham. Quarrel sir! no, sir. Sampson. If you do, sir, I am for you: I serve as good a man as you. Abraham. No better. Sampson. Well, sir. Gregory. Say 'better:' here comes one of my master's kinsmen. 70 Sampson. Yes, better, sir. Abraham. You lie. Sampson. Draw, if you be men. Gregory, remember thy swashing blow. [They fight] [Enter BENVOLIO] Benvolio. Part, fools! Put up your swords; you know not what you do. [Beats down their swords] [Enter TYBALT] Tybalt. What, art thou drawn among these heartless hinds? 80Turn thee, Benvolio, look upon thy death. Benvolio. I do but keep the peace: put up thy sword, Or manage it to part these men with me. Tybalt. What, drawn, and talk of peace! I hate the word, As I hate hell, all Montagues, and thee: 85Have at thee, coward! [They fight] [Enter, several of both houses, who join the fray; then enter Citizens, with clubs] First Citizen. Clubs, bills, and partisans! strike! beat them down! 90Down with the Capulets! down with the Montagues! [Enter CAPULET in his gown, and LADY CAPULET] Capulet. What noise is this? Give me my long sword, ho! Lady Capulet. A crutch, a crutch! why call you for a sword? Capulet. My sword, I say! Old Montague is come, 95And flourishes his blade in spite of me. [Enter MONTAGUE and LADY MONTAGUE] Montague. Thou villain Capulet,—Hold me not, let me go. Lady Montague. Thou shalt not stir a foot to seek a foe. [Enter PRINCE, with Attendants] Prince Escalus. Rebellious subjects, enemies to peace, Profaners of this neighbour-stained steel,— Will they not hear? What, ho! you men, you beasts, That quench the fire of your pernicious rage With purple fountains issuing from your veins, 105On pain of torture, from those bloody hands Throw your mistemper'd weapons to the ground, And hear the sentence of your moved prince. Three civil brawls, bred of an airy word, By thee, old Capulet, and Montague, 110Have thrice disturb'd the quiet of our streets, And made Verona's ancient citizens Cast by their grave beseeming ornaments, To wield old partisans, in hands as old, Canker'd with peace, to part your canker'd hate: 115If ever you disturb our streets again, Your lives shall pay the forfeit of the peace. For this time, all the rest depart away: You Capulet; shall go along with me: And, Montague, come you this afternoon, 120To know our further pleasure in this case, To old Free-town, our common judgment-place. Once more, on pain of death, all men depart. [Exeunt all but MONTAGUE, LADY MONTAGUE, and BENVOLIO] Montague. Who set this ancient quarrel new abroach? 125Speak, nephew, were you by when it began? Benvolio. Here were the servants of your adversary, And yours, close fighting ere I did approach: I drew to part them: in the instant came The fiery Tybalt, with his sword prepared, 130Which, as he breathed defiance to my ears, He swung about his head and cut the winds, Who nothing hurt withal hiss'd him in scorn: While we were interchanging thrusts and blows, Came more and more and fought on part and part, 135Till the prince came, who parted either part. Lady Montague. O, where is Romeo? saw you him to-day? Right glad I am he was not at this fray. Benvolio. Madam, an hour before the worshipp'd sun Peer'd forth the golden window of the east, 140A troubled mind drave me to walk abroad; Where, underneath the grove of sycamore That westward rooteth from the city's side, So early walking did I see your son: Towards him I made, but he was ware of me 145And stole into the covert of the wood: I, measuring his affections by my own, That most are busied when they're most alone, Pursued my humour not pursuing his, And gladly shunn'd who gladly fled from me. 150 Montague. Many a morning hath he there been seen, With tears augmenting the fresh morning dew. Adding to clouds more clouds with his deep sighs; But all so soon as the all-cheering sun Should in the furthest east begin to draw 155The shady curtains from Aurora's bed, Away from the light steals home my heavy son, And private in his chamber pens himself, Shuts up his windows, locks far daylight out And makes himself an artificial night: 160Black and portentous must this humour prove, Unless good counsel may the cause remove. Benvolio. My noble uncle, do you know the cause? Montague. I neither know it nor can learn of him. Benvolio. Have you importuned him by any means? 165 Montague. Both by myself and many other friends: But he, his own affections' counsellor, Is to himself—I will not say how true— But to himself so secret and so close, So far from sounding and discovery, 170As is the bud bit with an envious worm, Ere he can spread his sweet leaves to the air, Or dedicate his beauty to the sun. Could we but learn from whence his sorrows grow. We would as willingly give cure as know. 175 [Enter ROMEO] Benvolio. See, where he comes: so please you, step aside; I'll know his grievance, or be much denied. Montague. I would thou wert so happy by thy stay, To hear true shrift. Come, madam, let's away. 180 [Exeunt MONTAGUE and LADY MONTAGUE] Benvolio. Good-morrow, cousin. Romeo. Is the day so young? Benvolio. But new struck nine. Romeo. Ay me! sad hours seem long. 185Was that my father that went hence so fast? Benvolio. It was. What sadness lengthens Romeo's hours? Romeo. Not having that, which, having, makes them short. Benvolio. In love? Romeo. Out— 190 Benvolio. Of love? Romeo. Out of her favour, where I am in love. Benvolio. Alas, that love, so gentle in his view, Should be so tyrannous and rough in proof! Romeo. Alas, that love, whose view is muffled still, 195Should, without eyes, see pathways to his will! Where shall we dine? O me! What fray was here? Yet tell me not, for I have heard it all. Here's much to do with hate, but more with love. Why, then, O brawling love! O loving hate! 200O any thing, of nothing first create! O heavy lightness! serious vanity! Mis-shapen chaos of well-seeming forms! Feather of lead, bright smoke, cold fire, sick health! 205Still-waking sleep, that is not what it is! This love feel I, that feel no love in this. Dost thou not laugh? Benvolio. No, coz, I rather weep. Romeo. Good heart, at what? 210 Benvolio. At thy good heart's oppression. Romeo. Why, such is love's transgression. Griefs of mine own lie heavy in my breast, Which thou wilt propagate, to have it prest With more of thine: this love that thou hast shown 215Doth add more grief to too much of mine own. Love is a smoke raised with the fume of sighs; Being purged, a fire sparkling in lovers' eyes; Being vex'd a sea nourish'd with lovers' tears: What is it else? a madness most discreet, 220A choking gall and a preserving sweet. Farewell, my coz. Benvolio. Soft! I will go along; An if you leave me so, you do me wrong. Romeo. Tut, I have lost myself; I am not here; 225This is not Romeo, he's some other where. Benvolio. Tell me in sadness, who is that you love. Romeo. What, shall I groan and tell thee? Benvolio. Groan! why, no. But sadly tell me who. 230 Romeo. Bid a sick man in sadness make his will: Ah, word ill urged to one that is so ill! In sadness, cousin, I do love a woman. Benvolio. I aim'd so near, when I supposed you loved. Romeo. A right good mark-man! And she's fair I love. 235 Benvolio. A right fair mark, fair coz, is soonest hit. Romeo. Well, in that hit you miss: she'll not be hit With Cupid's arrow; she hath Dian's wit; And, in strong proof of chastity well arm'd, From love's weak childish bow she lives unharm'd. 240She will not stay the siege of loving terms, Nor bide the encounter of assailing eyes, Nor ope her lap to saint-seducing gold: O, she is rich in beauty, only poor, That when she dies with beauty dies her store. 245 Benvolio. Then she hath sworn that she will still live chaste? Romeo. She hath, and in that sparing makes huge waste, For beauty starved with her severity Cuts beauty off from all posterity. She is too fair, too wise, wisely too fair, 250To merit bliss by making me despair: She hath forsworn to love, and in that vow Do I live dead that live to tell it now. Benvolio. Be ruled by me, forget to think of her. Romeo. O, teach me how I should forget to think. 255 Benvolio. By giving liberty unto thine eyes; Examine other beauties. Romeo. 'Tis the way To call hers exquisite, in question more: These happy masks that kiss fair ladies' brows 260Being black put us in mind they hide the fair; He that is strucken blind cannot forget The precious treasure of his eyesight lost: Show me a mistress that is passing fair, What doth her beauty serve, but as a note 265Where I may read who pass'd that passing fair? Farewell: thou canst not teach me to forget. Benvolio. I'll pay that doctrine, or else die in debt. [Exeunt] previous scene       Act I, Scene 2 A street.       next scene [Enter CAPULET, PARIS, and Servant] Capulet. But Montague is bound as well as I, In penalty alike; and 'tis not hard, I think, For men so old as we to keep the peace. Paris. Of honourable reckoning are you both; And pity 'tis you lived at odds so long. 275But now, my lord, what say you to my suit? Capulet. But saying o'er what I have said before: My child is yet a stranger in the world; She hath not seen the change of fourteen years, Let two more summers wither in their pride, 280Ere we may think her ripe to be a bride. Paris. Younger than she are happy mothers made. Capulet. And too soon marr'd are those so early made. The earth hath swallow'd all my hopes but she, She is the hopeful lady of my earth: 285But woo her, gentle Paris, get her heart, My will to her consent is but a part; An she agree, within her scope of choice Lies my consent and fair according voice. This night I hold an old accustom'd feast, 290Whereto I have invited many a guest, Such as I love; and you, among the store, One more, most welcome, makes my number more. At my poor house look to behold this night Earth-treading stars that make dark heaven light: 295Such comfort as do lusty young men feel When well-apparell'd April on the heel Of limping winter treads, even such delight Among fresh female buds shall you this night Inherit at my house; hear all, all see, 300And like her most whose merit most shall be: Which on more view, of many mine being one May stand in number, though in reckoning none, Come, go with me. [To Servant, giving a paper] 305Go, sirrah, trudge about Through fair Verona; find those persons out Whose names are written there, and to them say, My house and welcome on their pleasure stay. [Exeunt CAPULET and PARIS] Servant. Find them out whose names are written here! It is written, that the shoemaker should meddle with his yard, and the tailor with his last, the fisher with his pencil, and the painter with his nets; but I am sent to find those persons whose names are here 315writ, and can never find what names the writing person hath here writ. I must to the learned.—In good time. [Enter BENVOLIO and ROMEO] Benvolio. Tut, man, one fire burns out another's burning, One pain is lessen'd by another's anguish; 320Turn giddy, and be holp by backward turning; One desperate grief cures with another's languish: Take thou some new infection to thy eye, And the rank poison of the old will die. Romeo. Your plaintain-leaf is excellent for that. 325 Benvolio. For what, I pray thee? Romeo. For your broken shin. Benvolio. Why, Romeo, art thou mad? Romeo. Not mad, but bound more than a mad-man is; Shut up in prison, kept without my food, 330Whipp'd and tormented and—God-den, good fellow. Servant. God gi' god-den. I pray, sir, can you read? Romeo. Ay, mine own fortune in my misery. Servant. Perhaps you have learned it without book: but, I pray, can you read any thing you see? 335 Romeo. Ay, if I know the letters and the language. Servant. Ye say honestly: rest you merry! Romeo. Stay, fellow; I can read. [Reads] 'Signior Martino and his wife and daughters; 340County Anselme and his beauteous sisters; the lady widow of Vitravio; Signior Placentio and his lovely nieces; Mercutio and his brother Valentine; mine uncle Capulet, his wife and daughters; my fair niece Rosaline; Livia; Signior Valentio and his cousin 345Tybalt, Lucio and the lively Helena.' A fair assembly: whither should they come? Servant. Up. Romeo. Whither? Servant. To supper; to our house. 350 Romeo. Whose house? Servant. My master's. Romeo. Indeed, I should have ask'd you that before. Servant. Now I'll tell you without asking: my master is the great rich Capulet; and if you be not of the house 355of Montagues, I pray, come and crush a cup of wine. Rest you merry! [Exit] Benvolio. At this same ancient feast of Capulet's Sups the fair Rosaline whom thou so lovest, 360With all the admired beauties of Verona: Go thither; and, with unattainted eye, Compare her face with some that I shall show, And I will make thee think thy swan a crow. Romeo. When the devout religion of mine eye 365Maintains such falsehood, then turn tears to fires; And these, who often drown'd could never die, Transparent heretics, be burnt for liars! One fairer than my love! the all-seeing sun Ne'er saw her match since first the world begun. 370 Benvolio. Tut, you saw her fair, none else being by, Herself poised with herself in either eye: But in that crystal scales let there be weigh'd Your lady's love against some other maid That I will show you shining at this feast, 375And she shall scant show well that now shows best. Romeo. I'll go along, no such sight to be shown, But to rejoice in splendor of mine own. [Exeunt] previous scene       Act I, Scene 3 A room in Capulet’s house.       next scene [Enter LADY CAPULET and Nurse] Lady Capulet. Nurse, where's my daughter? call her forth to me. Nurse. Now, by my maidenhead, at twelve year old, I bade her come. What, lamb! what, ladybird! God forbid! Where's this girl? What, Juliet! [Enter JULIET] Juliet. How now! who calls? Nurse. Your mother. Juliet. Madam, I am here. What is your will? Lady Capulet. This is the matter:—Nurse, give leave awhile, 390We must talk in secret:—nurse, come back again; I have remember'd me, thou's hear our counsel. Thou know'st my daughter's of a pretty age. Nurse. Faith, I can tell her age unto an hour. Lady Capulet. She's not fourteen. 395 Nurse. I'll lay fourteen of my teeth,— And yet, to my teeth be it spoken, I have but four— She is not fourteen. How long is it now To Lammas-tide? Lady Capulet. A fortnight and odd days. 400 Nurse. Even or odd, of all days in the year, Come Lammas-eve at night shall she be fourteen. Susan and she—God rest all Christian souls!— Were of an age: well, Susan is with God; She was too good for me: but, as I said, 405On Lammas-eve at night shall she be fourteen; That shall she, marry; I remember it well. 'Tis since the earthquake now eleven years; And she was wean'd,—I never shall forget it,— Of all the days of the year, upon that day: 410For I had then laid wormwood to my dug, Sitting in the sun under the dove-house wall; My lord and you were then at Mantua:— Nay, I do bear a brain:—but, as I said, When it did taste the wormwood on the nipple 415Of my dug and felt it bitter, pretty fool, To see it tetchy and fall out with the dug! Shake quoth the dove-house: 'twas no need, I trow, To bid me trudge: And since that time it is eleven years; 420For then she could stand alone; nay, by the rood, She could have run and waddled all about; For even the day before, she broke her brow: And then my husband—God be with his soul! A' was a merry man—took up the child: 425'Yea,' quoth he, 'dost thou fall upon thy face? Thou wilt fall backward when thou hast more wit; Wilt thou not, Jule?' and, by my holidame, The pretty wretch left crying and said 'Ay.' To see, now, how a jest shall come about! 430I warrant, an I should live a thousand years, I never should forget it: 'Wilt thou not, Jule?' quoth he; And, pretty fool, it stinted and said 'Ay.' Lady Capulet. Enough of this; I pray thee, hold thy peace. Nurse. Yes, madam: yet I cannot choose but laugh, 435To think it should leave crying and say 'Ay.' And yet, I warrant, it had upon its brow A bump as big as a young cockerel's stone; A parlous knock; and it cried bitterly: 'Yea,' quoth my husband,'fall'st upon thy face? 440Thou wilt fall backward when thou comest to age; Wilt thou not, Jule?' it stinted and said 'Ay.' Juliet. And stint thou too, I pray thee, nurse, say I. Nurse. Peace, I have done. God mark thee to his grace! Thou wast the prettiest babe that e'er I nursed: 445An I might live to see thee married once, I have my wish. Lady Capulet. Marry, that 'marry' is the very theme I came to talk of. Tell me, daughter Juliet, How stands your disposition to be married? 450 Juliet. It is an honour that I dream not of. Nurse. An honour! were not I thine only nurse, I would say thou hadst suck'd wisdom from thy teat. Lady Capulet. Well, think of marriage now; younger than you, Here in Verona, ladies of esteem, 455Are made already mothers: by my count, I was your mother much upon these years That you are now a maid. Thus then in brief: The valiant Paris seeks you for his love. Nurse. A man, young lady! lady, such a man 460As all the world—why, he's a man of wax. Lady Capulet. Verona's summer hath not such a flower. Nurse. Nay, he's a flower; in faith, a very flower. Lady Capulet. What say you? can you love the gentleman? This night you shall behold him at our feast; 465Read o'er the volume of young Paris' face, And find delight writ there with beauty's pen; Examine every married lineament, And see how one another lends content And what obscured in this fair volume lies 470Find written in the margent of his eyes. This precious book of love, this unbound lover, To beautify him, only lacks a cover: The fish lives in the sea, and 'tis much pride For fair without the fair within to hide: 475That book in many's eyes doth share the glory, That in gold clasps locks in the golden story; So shall you share all that he doth possess, By having him, making yourself no less. Nurse. No less! nay, bigger; women grow by men. 480 Lady Capulet. Speak briefly, can you like of Paris' love? Juliet. I'll look to like, if looking liking move: But no more deep will I endart mine eye Than your consent gives strength to make it fly. [Enter a Servant] Servant. Madam, the guests are come, supper served up, you called, my young lady asked for, the nurse cursed in the pantry, and every thing in extremity. I must hence to wait; I beseech you, follow straight. Lady Capulet. We follow thee. 490[Exit Servant] Juliet, the county stays. Nurse. Go, girl, seek happy nights to happy days. [Exeunt] previous scene       Act I, Scene 4 A street.       next scene [Enter ROMEO, MERCUTIO, BENVOLIO, with five or six [p]Maskers, Torch-bearers, and others] Romeo. What, shall this speech be spoke for our excuse? Or shall we on without a apology? Benvolio. The date is out of such prolixity: We'll have no Cupid hoodwink'd with a scarf, 500Bearing a Tartar's painted bow of lath, Scaring the ladies like a crow-keeper; Nor no without-book prologue, faintly spoke After the prompter, for our entrance: But let them measure us by what they will; 505We'll measure them a measure, and be gone. Romeo. Give me a torch: I am not for this ambling; Being but heavy, I will bear the light. Mercutio. Nay, gentle Romeo, we must have you dance. Romeo. Not I, believe me: you have dancing shoes 510With nimble soles: I have a soul of lead So stakes me to the ground I cannot move. Mercutio. You are a lover; borrow Cupid's wings, And soar with them above a common bound. Romeo. I am too sore enpierced with his shaft 515To soar with his light feathers, and so bound, I cannot bound a pitch above dull woe: Under love's heavy burden do I sink. Mercutio. And, to sink in it, should you burden love; Too great oppression for a tender thing. 520 Romeo. Is love a tender thing? it is too rough, Too rude, too boisterous, and it pricks like thorn. Mercutio. If love be rough with you, be rough with love; Prick love for pricking, and you beat love down. Give me a case to put my visage in: 525A visor for a visor! what care I What curious eye doth quote deformities? Here are the beetle brows shall blush for me. Benvolio. Come, knock and enter; and no sooner in, But every man betake him to his legs. 530 Romeo. A torch for me: let wantons light of heart Tickle the senseless rushes with their heels, For I am proverb'd with a grandsire phrase; I'll be a candle-holder, and look on. The game was ne'er so fair, and I am done. 535 Mercutio. Tut, dun's the mouse, the constable's own word: If thou art dun, we'll draw thee from the mire Of this sir-reverence love, wherein thou stick'st Up to the ears. Come, we burn daylight, ho! Romeo. Nay, that's not so. 540 Mercutio. I mean, sir, in delay We waste our lights in vain, like lamps by day. Take our good meaning, for our judgment sits Five times in that ere once in our five wits. Romeo. And we mean well in going to this mask; 545But 'tis no wit to go. Mercutio. Why, may one ask? Romeo. I dream'd a dream to-night. Mercutio. And so did I. Romeo. Well, what was yours? 550 Mercutio. That dreamers often lie. Romeo. In bed asleep, while they do dream things true. Mercutio. O, then, I see Queen Mab hath been with you. She is the fairies' midwife, and she comes In shape no bigger than an agate-stone 555On the fore-finger of an alderman, Drawn with a team of little atomies Athwart men's noses as they lie asleep; Her wagon-spokes made of long spiders' legs, The cover of the wings of grasshoppers, 560The traces of the smallest spider's web, The collars of the moonshine's watery beams, Her whip of cricket's bone, the lash of film, Her wagoner a small grey-coated gnat, Not so big as a round little worm 565Prick'd from the lazy finger of a maid; Her chariot is an empty hazel-nut Made by the joiner squirrel or old grub, Time out o' mind the fairies' coachmakers. And in this state she gallops night by night 570Through lovers' brains, and then they dream of love; O'er courtiers' knees, that dream on court'sies straight, O'er lawyers' fingers, who straight dream on fees, O'er ladies ' lips, who straight on kisses dream, Which oft the angry Mab with blisters plagues, 575Because their breaths with sweetmeats tainted are: Sometime she gallops o'er a courtier's nose, And then dreams he of smelling out a suit; And sometime comes she with a tithe-pig's tail Tickling a parson's nose as a' lies asleep, 580Then dreams, he of another benefice: Sometime she driveth o'er a soldier's neck, And then dreams he of cutting foreign throats, Of breaches, ambuscadoes, Spanish blades, Of healths five-fathom deep; and then anon 585Drums in his ear, at which he starts and wakes, And being thus frighted swears a prayer or two And sleeps again. This is that very Mab That plats the manes of horses in the night, And bakes the elflocks in foul sluttish hairs, 590Which once untangled, much misfortune bodes: This is the hag, when maids lie on their backs, That presses them and learns them first to bear, Making them women of good carriage: This is she— 595 Romeo. Peace, peace, Mercutio, peace! Thou talk'st of nothing. Mercutio. True, I talk of dreams, Which are the children of an idle brain, Begot of nothing but vain fantasy, 600Which is as thin of substance as the air And more inconstant than the wind, who wooes Even now the frozen bosom of the north, And, being anger'd, puffs away from thence, Turning his face to the dew-dropping south. 605 Benvolio. This wind, you talk of, blows us from ourselves; Supper is done, and we shall come too late. Romeo. I fear, too early: for my mind misgives Some consequence yet hanging in the stars Shall bitterly begin his fearful date 610With this night's revels and expire the term Of a despised life closed in my breast By some vile forfeit of untimely death. But He, that hath the steerage of my course, Direct my sail! On, lusty gentlemen. 615 Benvolio. Strike, drum. [Exeunt] previous scene       Act I, Scene 5 A hall in Capulet’s house.         [Musicians waiting. Enter Servingmen with napkins] First Servant. Where's Potpan, that he helps not to take away? He shift a trencher? he scrape a trencher! 620 Second Servant. When good manners shall lie all in one or two men's hands and they unwashed too, 'tis a foul thing. First Servant. Away with the joint-stools, remove the court-cupboard, look to the plate. Good thou, save me a piece of marchpane; and, as thou lovest me, let 625the porter let in Susan Grindstone and Nell. Antony, and Potpan! Second Servant. Ay, boy, ready. First Servant. You are looked for and called for, asked for and sought for, in the great chamber. 630 Second Servant. We cannot be here and there too. Cheerly, boys; be brisk awhile, and the longer liver take all. [Enter CAPULET, with JULIET and others of his house, meeting the Guests and Maskers] Capulet. Welcome, gentlemen! ladies that have their toes Unplagued with corns will have a bout with you. 635Ah ha, my mistresses! which of you all Will now deny to dance? she that makes dainty, She, I'll swear, hath corns; am I come near ye now? Welcome, gentlemen! I have seen the day That I have worn a visor and could tell 640A whispering tale in a fair lady's ear, Such as would please: 'tis gone, 'tis gone, 'tis gone: You are welcome, gentlemen! come, musicians, play. A hall, a hall! give room! and foot it, girls. [Music plays, and they dance] 645More light, you knaves; and turn the tables up, And quench the fire, the room is grown too hot. Ah, sirrah, this unlook'd-for sport comes well. Nay, sit, nay, sit, good cousin Capulet; For you and I are past our dancing days: 650How long is't now since last yourself and I Were in a mask? Second Capulet. By'r lady, thirty years. Capulet. What, man! 'tis not so much, 'tis not so much: 'Tis since the nuptials of Lucentio, 655Come pentecost as quickly as it will, Some five and twenty years; and then we mask'd. Second Capulet. 'Tis more, 'tis more, his son is elder, sir; His son is thirty. Capulet. Will you tell me that? 660His son was but a ward two years ago. Romeo. [To a Servingman] What lady is that, which doth enrich the hand Of yonder knight? Servant. I know not, sir. 665 Romeo. O, she doth teach the torches to burn bright! It seems she hangs upon the cheek of night Like a rich jewel in an Ethiope's ear; Beauty too rich for use, for earth too dear! So shows a snowy dove trooping with crows, 670As yonder lady o'er her fellows shows. The measure done, I'll watch her place of stand, And, touching hers, make blessed my rude hand. Did my heart love till now? forswear it, sight! For I ne'er saw true beauty till this night. 675 Tybalt. This, by his voice, should be a Montague. Fetch me my rapier, boy. What dares the slave Come hither, cover'd with an antic face, To fleer and scorn at our solemnity? Now, by the stock and honour of my kin, 680To strike him dead, I hold it not a sin. Capulet. Why, how now, kinsman! wherefore storm you so? Tybalt. Uncle, this is a Montague, our foe, A villain that is hither come in spite, To scorn at our solemnity this night. 685 Capulet. Young Romeo is it? Tybalt. 'Tis he, that villain Romeo. Capulet. Content thee, gentle coz, let him alone; He bears him like a portly gentleman; And, to say truth, Verona brags of him 690To be a virtuous and well-govern'd youth: I would not for the wealth of all the town Here in my house do him disparagement: Therefore be patient, take no note of him: It is my will, the which if thou respect, 695Show a fair presence and put off these frowns, And ill-beseeming semblance for a feast. Tybalt. It fits, when such a villain is a guest: I'll not endure him. Capulet. He shall be endured: 700What, goodman boy! I say, he shall: go to; Am I the master here, or you? go to. You'll not endure him! God shall mend my soul! You'll make a mutiny among my guests! You will set cock-a-hoop! you'll be the man! 705 Tybalt. Why, uncle, 'tis a shame. Capulet. Go to, go to; You are a saucy boy: is't so, indeed? This trick may chance to scathe you, I know what: You must contrary me! marry, 'tis time. 710Well said, my hearts! You are a princox; go: Be quiet, or—More light, more light! For shame! I'll make you quiet. What, cheerly, my hearts! Tybalt. Patience perforce with wilful choler meeting Makes my flesh tremble in their different greeting. 715I will withdraw: but this intrusion shall Now seeming sweet convert to bitter gall. [Exit] Romeo. [To JULIET] If I profane with my unworthiest hand This holy shrine, the gentle fine is this: 720My lips, two blushing pilgrims, ready stand To smooth that rough touch with a tender kiss. Juliet. Good pilgrim, you do wrong your hand too much, Which mannerly devotion shows in this; For saints have hands that pilgrims' hands do touch, 725And palm to palm is holy palmers' kiss. Romeo. Have not saints lips, and holy palmers too? Juliet. Ay, pilgrim, lips that they must use in prayer. Romeo. O, then, dear saint, let lips do what hands do; They pray, grant thou, lest faith turn to despair. 730 Juliet. Saints do not move, though grant for prayers' sake. Romeo. Then move not, while my prayer's effect I take. Thus from my lips, by yours, my sin is purged. Juliet. Then have my lips the sin that they have took. Romeo. Sin from thy lips? O trespass sweetly urged! 735Give me my sin again. Juliet. You kiss by the book. Nurse. Madam, your mother craves a word with you. Romeo. What is her mother? Nurse. Marry, bachelor, 740Her mother is the lady of the house, And a good lady, and a wise and virtuous I nursed her daughter, that you talk'd withal; I tell you, he that can lay hold of her Shall have the chinks. 745 Romeo. Is she a Capulet? O dear account! my life is my foe's debt. Benvolio. Away, begone; the sport is at the best. Romeo. Ay, so I fear; the more is my unrest. Capulet. Nay, gentlemen, prepare not to be gone; 750We have a trifling foolish banquet towards. Is it e'en so? why, then, I thank you all I thank you, honest gentlemen; good night. More torches here! Come on then, let's to bed. Ah, sirrah, by my fay, it waxes late: 755I'll to my rest. [Exeunt all but JULIET and Nurse] Juliet. Come hither, nurse. What is yond gentleman? Nurse. The son and heir of old Tiberio. Juliet. What's he that now is going out of door? 760 Nurse. Marry, that, I think, be young Petrucio. Juliet. What's he that follows there, that would not dance? Nurse. I know not. Juliet. Go ask his name: if he be married. My grave is like to be my wedding bed. 765 Nurse. His name is Romeo, and a Montague; The only son of your great enemy. Juliet. My only love sprung from my only hate! Too early seen unknown, and known too late! Prodigious birth of love it is to me, 770That I must love a loathed enemy. Nurse. What's this? what's this? Juliet. A rhyme I learn'd even now Of one I danced withal. [One calls within 'Juliet.'] Nurse. Anon, anon! Come, let's away; the strangers all are gone. [Exeunt]

      I can see various characterizations, themes and stylistic devices, which I will discuss below

    1. Ubuntu

      I found this very interesting. At my high school, a long-time teacher who's been there for 25+ years, who's also the head football coach, Steve Valach, emphasizes the word "Ubuntu" at the kickoff assembly each year during the first week of school. When I heard about it for the first time nearly 4.5 years ago, he made it so memorable because it means "I am because we are." That is the key part about ubuntu, the connectedness it creates, the team aspect of it, it's harmonious as it says in the text because it's a unity feeling. In football when the game is really close, sometimes, I see a huddle of how a team is going to win a nail biting game, if the game is 28-27, "ubuntu" comes into mind because the offense needs to have receivers catching, good routing, special teams making it harder for the other team to score, defense stepping up to the plate, and when the clock goes to 0, it really has that feeling of "We won the game, everyone contributed." Which is, in my mind, that feeling of "Ubuntu." everyone pitched in, nobody did something where it hindered someone's capabilities, everyone was capable. This idea also connects to virtue ethics, because it emphasizes developing good character through cooperation, respect, and helping others succeed.

    1. The data set is also primarily focused on North American game-makers, as 47 games analyzed were made in the United States orCanada.

      Ouch! Colonialism is compatible with black supremacy, by the way. Not saying this is what the collection purports, as Lindsay is clearly indigenous-conscious, but this is a potentially dangerous blind spot that equalises black games to mainland US black games...

    2. Featuring people of color, does not make it agame for people of color, just as wrapping a game box in Africangreen and gold make it more authentic. Such efforts may actuallydo the oppositive, emphasizing their inauthenticity in choices thatare ignorant of authentic blackness (if such a thing exists).

      Blackness is not a single entity. It gradually emerged as a label after the trading routes of slavic people (slaves) ended with the Ottoman conquest of Constantinople in 1453 that then changed slave routes from north Europe and Asia to more of Sub-Saharan Africa (and then came the colonisation age, and the Christian vs. non-Christian ideology of Columbus and the Catholic Kings). The label was met with sympathy by European aristocrats and traders seeing in it an easier gateway into differentiation, and was later legitimised by historians in race taxonomies, and phrenology.

    Annotators

    1. I’ve had Silicon Valley friends tell me that they are planning a trip to China nearly every month this year. Silicon Valley respects and fears companies from only one other country. Game recognizes game, so to speak. Tech founders may begrudge China’s restrictions; and some companies have suffered directly from IP theft. But they also recognize that Chinese companies can move even faster than they do with their teams of motivated workers; and Chinese manufacturers are far ahead of US capabilities on anything involving physical production. Some founders and VCs are impressed with the fact that Chinese AI companies have gotten this far while suffering American tech restrictions, while leading in open-source to boot.

      SV techies plan monthly trips to China, as indicator for how China is doing and how US tech sees it

    1. 5:44 "US intelligence agencies ... are now saying that, based on intelligence they have, that they do believe that Russia and Putin are not going to stop with just Ukraine., they believe that they are going to continue on, and try to take at least some parts of Europe."

      plausible. europe will drown in blackout, hunger, cold, civil war, hyperinflation, ... so russia will have an easy game to take whole europe, assuming russia does not collapse first under the pressure of sanctions. but when russia collapses, there is china... europe has no resources for industry, but maybe europe would be a nice place to live.

    1. Teasing / belittling / name-calling Exclusion: Deliberately leaving certain individuals out of online social exchanges (e.g., instant messaging or email conversations) Rumour-spreading “Flaming” or “bashing”: Verbally attacking an individual with belligerent or denigrating language (e.g., insults, bigotry, or other hostile expressions); Online harassment: Repeatedly sending offensive messages to an individual; Cyberstalking: Online harassment that includes intimidation and/or threats of harm; “Cyber‐smearing”: Creating, posting and/or distributing sensitive, private and/or embarrassing information or images (including doctored images); Impersonating someone or creating a false identity to deceive another individual (“catfishing”); Rating aspects of an individual (e.g., appearance, character) on a rating site; and Creating derogatory websites that mock, torment, and harass the intended victim. The most common type of cyberbullying behaviour reported by Canadian students is name calling (Mishna et al., 2010; Steeves, 2014; Wade & Beran, 2011). Other, much less common, forms of mean or cruel behaviour includes harassing someone during an online game, spreading rumours, posting embarrassing photos or videos of someone, making fun of someone’s race/religion/ethnicity, making fun of someone’s sexual orientation, and sexually harassing someone (Mishna et al., 2010; Steeves, 2014; Wade & Beran, 2011). A 2014 youth survey indicated that the majority (65%) of cyberbullying incidents were chronic, lasting longer than a year (PREVNet, 2014). In this same survey, 70% of youth reported that when they see abusive content online, they report it. However, when asked why they might not report, they gave the following reasons: There is no point, reporting would not help (43%); I do not want the person to find out (36%); I am afraid of the negative consequences (29%); It takes too much time (27%); Someone else will report this content (15%); and I do not know how to report (13%).

      What is cyberbullying and how does it differ from traditional bullying?

    1. Acknowlegement This study was funded by Public Safety Canada. Start of text box Overview of the study Using multiple surveys, this article examines cyberbullying and cybervictimization among Canadian youth and young adults aged 12 to 29. With rates of online and social media use being high among young people, there is an increased risk of online forms of bullying and victimization. This paper examines the prevalence of cyberbullying and cybervictimization among young people, with a focus on identifying the at-risk populations, behaviours related to prevalence, such as internet and smart phone usage, and the association of online victimization with other forms of victimization, such as fraud and assault. Some young people are more vulnerable to cybervictimization, including Indigenous youth, sexually diverse and non-binary youth, youth with a disability, and girls and women.  Cybervictimization increases during adolescence and remains high among young adults in their early 20s. It then tapers off in the late 20s. Increased internet usage, as well as using smart phones before bed and upon waking, are associated with an increased risk of being cyberbullied. For youth aged 12 to 17, not using devices at mealtime, having parents who often know what their teens are doing online, and having less difficulty making friends act as potential buffers against cybervictimization. Cybervictimized young adults often change their behaviour, both online—from blocking people and restricting their own access—and offline—such as carrying something for protection. Cybervictimized young adults were also more likely to have experienced other forms of victimization such as being stalked and being physically or sexually assaulted. End of text box Introduction Internet use is now woven into the fabric of Canadian society. It has become a large part of everyday life, whether it is in the context of online learning, remote working, accessing information, e-commerce, obtaining services (including healthcare), streaming entertainment, or socializing. And while nearly all Canadians use the internet to some degree, Canadians under 30 represent the first generation born into a society where internet use was already ubiquitous. As such, it may not be surprising that Canadians under the age of 30 are more likely to be advanced users of the internet, compared to older generations.Note   In addition, they often spend many hours on the internet, with this usage increasing during the COVID-19 pandemic, more so than any other age group.Note  Besides proficiency and intensity, the way in which young people interact with the internet is often different from older generations. Previous Statistics Canada research has shown that younger people are more likely than their older counterparts to use social media, more likely to use multiple social media apps, and engage in more activities on these apps.Note  This use has been related to some negative outcomes for younger people, including lost sleep and trouble concentrating.Note  Social media and online activities may also place youth and young people at increased risk of cybervictimization or cyberbullying. Numerous studies have investigated both the prevalence and impact of cybervictimization, noting that youth are often at increased risk.Note   While comparisons across studies are often difficult because of definitional differences, ages of the youth being studied, and the time frames, there is consensus on the criteria for measuring cybervictimization. These include (1) intentions to harm the victim, (2) power imbalance between the bully and victim, (3) the repeated nature of aggression, (4) use of electronic devices (including phones or computers), and (5) possible anonymity.Note  This article examines cyberbullying among youth and young adults aged 12 to 29 in Canada using four population-based surveys. The Canadian Health Survey of Children and Youth (CHSCY) collects information on cyberbullying among youth aged 12 to 17, while three surveys capture this information for adults aged 18 to 29. These surveys include the Canadian Internet Use Survey (CIUS), the General Social Survey (GSS-Cycle 34) on Victimization and the Survey of Safety in Public and Private Spaces (SSPPS). Each will be used to help paint a picture of cyberbullying of younger people in Canada.Note  Definitions and measures of cyberbullying within each of the surveys are detailed in “Cyberbullying content across four Statistics Canada surveys” text box. The study starts by discussing the prevalence of, and risk factors associated with, cyberbullying among teens aged 12 to 17. This is followed by an analysis of cyberbullying among young adults aged 18 to 29. Along with providing a profile of cyberbullying, another goal is to highlight data and knowledge gaps in this area and potential areas where future surveys and research should focus. One-quarter of teens experience cyberbullying In 2019, one in four teens (25%) aged 12 to 17 reported experiencing cyberbullying in the previous year (Chart 1). Being threatened or insulted online or by text messages was the most common form, at 16%. This was followed by being excluded from an online community (13%) and having hurtful information posted on the internet (9%).   Among those aged 12 to 17, rates of cyberbullying increased with age, rising from 20% at age 12 to 27% by age 17. This perhaps reflects an increased use of the internet, and specifically social media usage with age. The largest increase in cyberbullying prevalence related to being threatened or insulted online or by text messages (from 11% at age 12 to 19% at age 17). Data table for Chart 1  Data table for chart 1 Table summary This table displays the results of Data table for chart 1 percentage (appearing as column headers). percentage Total youth aged 12 to 17 25 Hurtful information was posted on the internet 9 Excluded from an online community 13 Threatened/insulted online or by text messages 16 Source: Statistics Canada, Canadian Health Survey on Children and Youth, 2019. Besides age, the likelihood of being victimized online varied by gender, sexual attraction, Indigenous identity and educational accommodations.  Generally, boys and girls have quite similar prevalence of cybervictimization. For instance, about 1 in 4 (24% for boys and 25% for girls) reported that they experienced any of the three forms of cybervictimization. Non-binary teens, however, experienced cybervictimization at significantly higher levels than both boys and girls. Over half (52%) of teens who reported a gender other than male or female said that they were cybervictimized in the past year. The higher prevalence among non-binary teens was seen across all types of cybervictimization. The greatest difference, however, was seen for being excluded from an online community. The proportion of non-binary teens who reported this type of cybervictimization was about three and a half times the proportion recorded for boys and girls (45% versus 12% for boys and 13% for girls). In addition, youth aged 15 to 17Note  who identified as having the same gender attraction had a significantly higher likelihood of being cyberbullied (33%), compared to their peers who were exclusively attracted to a different gender (26%). This increased risk was seen for all types of cyberbullying but was most pronounced for hurtful information being posted on the internet and being excluded from an online community. First Nations youth (off-reserve) are at greater risk of cyberbullying First NationsNote  youth living off-reserve were more likely than their non-Indigenous peers to have been cyberbullied in the past year. In particular, 34% of First Nations youth reported being bullied online, compared to 24% of non-Indigenous youth. The risk was heightened for certain types of cyberbullying, including having hurtful information posted on the internet and being threatened/insulted online or by text messages. These higher levels of cybervictimization mirror the overall higher rates of victimization for Indigenous people, which could be rooted in the long-standing legacy of colonialism resulting in discrimination and systemic racismNote  (Table 1). No significant differences were observed for Inuit and Métis youth.Note   Most racialized groups had either similar or lower prevalence rates of cyberbullying compared to non-racialized and non-Indigenous youth. For example, 16% of the South Asian youth and 18% of Filipino youth said that they had experienced cyberbullying in the past year, much lower than the 27% of non-racialized, non-Indigenous youth who reported being victimized online. In addition, those born in Canada had a higher likelihood of cyberbullying, compared to the immigrant youth population (26% versus 19%). This was seen for all forms of online victimization. The differences in risk may be due to variations in frequency of going online. Indeed, previous research has shown that immigrants are less likely to be advanced users of the internet, and are more often non-users, basic users or intermediate users.Note     Table 1 Prevalence of cyberbullying among youth aged 12 to 17, by population group, 2019 Table summary This table displays the results of Prevalence of cyberbullying among youth aged 12 to 17. The information is grouped by Population Subgroups, ages 12 to 17 (appearing as row headers), Types of cyberbullying, Hurtful information was posted on the internet, Threatened/insulted online or by text messages, Excluded from an online community and Any of the 3 types of cyberbullying, calculated using percent units of measure (appearing as column headers). Population group Types of cyberbullying Hurtful information was posted on the internet Threatened/insulted online or by text messages Excluded from an online community Any of the 3 types of cyberbullying percentage Gender Boys (ref.) 7 16 12 24 Girls 10 16 13 25 Non-binary 30Note E: Use with cautionNote * 34Note E: Use with cautionNote * 45Note E: Use with cautionNote * 52Note E: Use with cautionNote * Indigenous identity First Nations 14Note E: Use with caution 23Note * 16Note E: Use with caution 34Note * Métis 12Note E: Use with caution 20 13Note E: Use with caution 30 Inuit 14Note E: Use with caution 30Note E: Use with caution Note F: too unreliable to be published 36Note E: Use with caution Non-Indigenous (ref.) 8 16 13 24 Racialized group Black 8 16 12 24 Chinese 7 11Note * 12 22 Filipino 10 10Note * 7Note * 18Note * South Asian 5Note * 9Note * 9Note * 16Note * Not part of a racialized group (ref.) 9 18 14 27 Country of Birth Canada (ref.) 9 17 14 26 Outside Canada 5Note * 11Note * 10Note * 19Note * Gender attractionTable 1 Note 1 Same gender (ref.) 15 22 17 33 Opposite gender 9Note * 18 13Note * 26Note * Youth has an education accomodation Yes 11Note * 19Note * 15 27Note * No (ref.) 7 14 12 23 Don't know 12Note * 19Note * 15 29Note * E use with caution F too unreliable to be published Note 1 Only asked of youth aged 15 to 17. Return to note 1 referrer Note * significantly different from the reference category (ref.) (p<0.05) Return to note * referrer Source: Statistics Canada, Canadian Health Survey of Children and Youth, 2019. Higher likelihood of cyberbullying among youth with education accommodation Based on results from CHSCY, having an education accommodation, such as an Individual Education Plan (IEP), Special Education Plan (SEP) or Inclusion and Intervention Plan (IIP), places youth at increased risk of cyberbullying. Overall, 27% of youth with some type of education accommodation for learning exceptionalities or special education needs were bullied online, compared to 23% of their peers without accommodation. The risk was greatest when the cyberbullying incidents involved hurtful information being posted on the internet or being threatened or insulted online or by text messages. The increased risk of cyberbullying among those with an education accommodation peaks at age 16, with 36% of 16 year-olds with an educational accommodation reporting being cyberbullied compared with 24% of youth without an accommodation.Note  Frequent use of social media tied to higher prevalence of cyberbullying among youth Because of the potential negative impacts of cyberbullying, including the effects on mental wellbeing, it is important to understand the factors that can expose youth to online harm. One of these possible factors relates to the frequency of online activity. The CHSCY asked youth how often they go online for social networking, video/instant messaging, and online gaming. The majority (about 80%) said that went online at least weekly, with 60% saying they went on social network platforms several times a day, and just over 50% reporting that they used video or instant messenger apps at this same level of frequency. About 1 in 3 (32%) teens said that they went online for gaming at least once a day or more. In general, results from CHSCY show that more frequent social networking, instant messaging use and online gaming had a strong association with an increased risk of cybervictimization. For instance, among youth who stated that they constantly use social networking, video and instant messaging or online gaming, about one-third (34%, 36% or 30% respectively) said that they had been cyberbullied in the past year. Conversely, the proportion reporting cybervictimization drops to around 20% when social networking and video and instant messaging was used less than once a week (22%, 22%, and 24% respectively). The risk decreases even further to less than 15% when youth never utilized social networking or video and instant messaging apps (Table 2).  Table 2 Prevalence of cyberbullying among youth aged 12 to 17, by frequency of social media use and gender, 2019 Table summary This table displays the results of Prevalence of cyberbullying among youth aged 12 to 17. The information is grouped by Frequency of social media use (appearing as row headers), Proportion cyberbullied in past year, by gender, Total, Boys, Girls, Social networking , Video or instant messaging and Online Gaming , calculated using percent units of measure (appearing as column headers). Frequency of social media use Proportion cyberbullied in past year Total Boys Girls Social networking Video or instant messaging Online Gaming Social networking Video or instant messaging Online Gaming Social networking Video or instant messaging Online Gaming percentage Constantly 34Note * 36Note * 30 33Note * 32Note * 30 34Note * 38Note * 28 Several times a day 27Note * 27Note * 30 26 27 30 27Note * 27Note * 29 Once a day (ref.) 21 23 27 22 25 26 20 20 29 Weekly 27 24 24 30 27 23 21 21 27 Less than weekly 22 20 24 22 21 19Note * 21 17 29Table 2 Note † Never 12Note * 14Note * 22Note * 14Note * 15Note * 15Note * 9Note * 13Note * 24Table 2 Note † Note † significant gender difference (p < 0.05) Return to note † referrer Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Canadian Health Survey of Children and Youth, 2019. No gender differences were found between social media, video or instant messaging use and cybervictimization.Note   For instance, for both boys and girls, the proportion who said they were cybervictimized in the past year was over 30% if they constantly checked their social networking and instant messaging applications, with the risk decreasing similarly with lower levels of use. The risk of cybervictimization increases with age, from 12 to 17, mirroring the increased frequency in the use of social networking, video and instant messaging as youth age. Going online more frequently had the same impact on the cybervictimization risk for Indigenous and non-Indigenous youth. That is, going on social media more frequently increased the risk to the same extent for both Indigenous youth and non-Indigenous youth. However, this was not the case for all youth. For instance, the risk associated with more frequent social media and gaming use was greater for non-racialized youth than it was for racialized youth. Cyberbullying is sometimes related to usage patterns of electronic devices In addition to frequency of use, usage pattern of electronic devices may also be related to risk. Among youth aged 12 to 17, three-quarters (75%) used an electronic device before falling asleep in the past week. This usage pattern rises from a low of 54% at age 12 to a high of 92% by age 17. Using electronic devices before going to sleep appears to increase the risk of being cyberbullied. About 27% of youth that used their electronic device before going to sleep were cyberbullied in the past year, compared to 19% who had not used their device before going to sleep. The increased risk was most often related to being threatened or insulted online or by text messages (18% versus 11% who had not used a device before going to sleep) (Chart 2). Data table for Chart 2  Data table for chart 2 Table summary This table displays the results of Data table for chart 2 Yes, a device was used and No, a device was not used (ref.), calculated using percentage units of measure (appearing as column headers). Yes, a device was used No, a device was not used (ref.) percentage Total youth aged 12 to 17 27Note * 19 Hurtful information was posted on the internet 10Note * 5 Threatened/insulted online or by text messages 18Note * 11 Excluded from an online community 14Note * 10 Note * significantly different from the reference category (ref.) (p<0.05) Return to note * referrer Source: Statistics Canada, Canadian Health Survey of Children and Youth, 2019. Use of electronic devices before going to sleep and risk of cybervictimization is fairly constant across age, but appears to be highest at age 15, where 31% had been cybervictimized in the past year. This proportion falls to 16% if they did not use their device before bedtime. Results suggest that parents may, in some cases, serve as protective agents, by not allowing electronic devices at the dinner table and having a greater knowledge of what their teens are doing online. For most youth (71%), parents did not allow electronic devices during the evening meal. However, 21% of youth said that their parents allowed electronic devices at the evening meal and another 7% said that their family does not eat together. The association with cybervictimization, especially being threatened or insulted online or by text messages, increases if electronic devices were allowed at dinner (18% versus 15%). However, there are no differences with respect to other types of cybervictimization. The real risk of cybervictimization is not whether a device was used, but whether the family ate together, which can be influenced by financial or other circumstances, such as work schedules or extracurricular activities.  Across all types of cybervictimization, 35% of youth who had not eaten dinner with parents reported that they had been cybervictimized in the past year, significantly greater than the 26% of youth who said that electronic devices were allowed at the evening meal, and the 23% who said that electronic devices were not allowed. This risk is strongest for ages 12 and 16. Parents’ knowledge of youth’s online activities may help lower the association with cybervictimization. Most Canadian youth who go online have some types of rules or guidelines established by their parents, which is usually more stringent for younger children and is typically relaxed as they age and gain more trust.Note  In 2019, the proportion who stated that their parents often or always know what they are doing online was quite high. In all, 63% stated this level of parental knowledge, while another 37% said that their parents never or only sometimes knew what they were doing online. Parental knowledge about online activity declines with age. At age 12, 77% of youth state that their parents often or always know what they are doing online, which drops to 51% by age 16 and to 49% by age 17. As may be expected, increased parental knowledge of teen’s online activity was associated with a lower risk of cybervictimization (Chart 3). In particular, close to a third of youth (29%) who said their parents never or only sometimes knew about their online activities reported that they had been cybervictimized. This proportion drops to 22% when parents often or always knew what their teen was doing online. A similar pattern is noted regardless of type of cybervictimization experienced. Data table for Chart 3  Data table for chart 3 Table summary This table displays the results of Data table for chart 3 Parents never or sometimes know online activity and Parents often or always know online activity (ref.), calculated using percentage units of measure (appearing as column headers). Parents never or sometimes know online activity Parents often or always know online activity (ref.) percentage Total youth aged 12 to 17 29Note * 22 Hurtful information was posted on the internet 12Note * 7 Threatened/insulted online or by text messages 20Note * 13 Excluded from an online community 15Note * 12 Note * significantly different from the reference category (ref.) (p<0.05) Return to note * referrer Source: Statistics Canada, Canadian Health Survey of Children and Youth, 2019. Youth who have difficulty making friends are most vulnerable to online victimization Based on previous research,Note  knowing more people and having more friends, especially close friends can perhaps shield youth from being victimized, and if they are victimized, having friends can perhaps offset some of the negative impacts. Therefore, it is expected that individuals who have a difficult time making friends may be at greater risk of being victims of cyberbullying, as the person or persons victimizing them may believe them to be easier targets of abuse. In general, across all youth aged 12 to 17, most do not have any difficulty making friends, based on responses from parents. Just over 80% of parents reported that their teen had no difficulty in making friends, while 15% said that their teen had some difficulty and around 4% said that they had a lot of difficulty or could not do it at all. Across individual ages, these proportions are similar. Also, boys and girls have very similar patterns of ease of making friends (parents of around 80% of both boys and girls said that they had no difficulty making friends).Note  It bears mentioning that these are parents’ reports about their child’s purported difficulty making friends and therefore may not be the most accurate. Parents may not be fully aware of how well their child develops friendships, as this information may be intentionally hidden from them. With respect to cybervictimization, teens that have greater difficulty making friends have a greater risk of being cybervictimized than their peers without any difficulty. For example, 23% of youth whose parents said they have no difficulty making friends reported that they had been victims of cyberbullying in the past year.  This proportion climbs 12 percentage points to 35% if teens had a lot of difficulty or were unable to make friends (Table 3). A similar pattern was observed regardless of the type of cyberbullying. The relationship between the ease of making friends and cyberbullying was seen across all ages, though the gap appears to be greatest at age 16. For example, almost half (44%) of 16-year-old teens who had trouble forming friendship were cyberbullied, compared with 24% who had no difficulty making friends. Girls were especially vulnerable to cyberbullying when they had trouble making friends.Note  Overall, 40% of girls whose parents said had a lot of difficulty making friends, or were unable to do so, were cybervictimized. This compares to 23% of girls who had no difficulty making friends. The corresponding difference for boys was much lower, with 28% being cyberbullied if they had trouble making friends and 23% without any difficulty.  Table 3 Prevalence of cyberbullying among youth aged 12 to 17, by ease of developing friendships, 2019 Table summary This table displays the results of Prevalence of cyberbullying among youth aged 12 to 17. The information is grouped by Cyberbullying type, age and gender (appearing as row headers), Difficulty making friends, No difficulty (ref.), Some difficulty and A lot of difficulty /Cannot make friends, calculated using percent units of measure (appearing as column headers). Cyberbullying type, age and gender Difficulty making friendsTable 3 Note 1 No difficulty (ref.) Some difficulty A lot of difficulty or Cannot make friends percentage Total youth aged 12 to 17 23 32Note * 35Note * Type of cyberbullying Hurtful information was posted on the internet 7 14Note * 15Note * Threatened/insulted online or by text messages 15 22Note * 22Note * Excluded from an online community 12 18Note * 24Note * Age 12 years 18 27Note * 29 13 years 21 32Note * 32 14 years 22 28 39 15 years 27 32 28 16 years 24 35Note * 44Note * 17 years 24 40Note * 39 Gender Boys 23 29Note * 28 Girls 23 35Note * 39Note * Note 1 Based on responses from parents. Return to note 1 referrer Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Canadian Health Survey of Children and Youth, 2019. Young adults: Women and young adults most often the target of cybervictimization The remainder of the study examines the patterns of cybervictimization among young adults aged 18 to 29.  To understand cyberbullying among this age group, three population-based surveys were used. These complementary surveys, while differing in survey design and measurement, shed light on the nature of cyberbullying and the young people most at risk. According to the 2018 SSPPS, 25% of young people aged 18 to 29 experienced some form of cybervictimization, with the most common being receiving unwanted sexually suggestive or explicit images or messages (15%) and aggressive or threatening emails, social media or text messages (13%) (Table 4). Young women were more often the target of the online abuse, with a prevalence almost double the rate for young men (32% versus 17%). This gender difference was even more pronounced for receiving unwanted sexually suggestive or explicit material, where young women were almost three times as likely to be targeted (22% versus 8%).Note   Therefore, the main gender differences appear to be with respect to cybervictimization of a sexualized nature, as there were no differences between men and women on solely aggressive content without sexual content.Note   Table 4 Prevalence of cybervictimization among young people aged 18 to 29, by age group, gender and type of cybervictimization, 2018 Table summary This table displays the results of Prevalence of cybervictimization among young people aged 18 to 29. The information is grouped by Type of cybervictimization (appearing as row headers), Total, Men, Women, Overall, 18-21 (ref.), 22-25 and 26-29, calculated using percent units of measure (appearing as column headers). Type of cybervictimization Total Men Women Young people aged 18 to 29 18 to 21 years (ref.) 22 to 25 years 26 to 29 years Young people aged 18 to 29 18 to 21 years (ref.) 22 to 25 years 26 to 29 years Young people aged 18 to 29 18 to 21 years (ref.) 22 to 25 years 26 to 29 years percentage Total 25 31 25 19Note * 17 25 16 13Note * 32Table 4 Note † 38Table 4 Note † 34Table 4 Note † 26Table 4 Note †Note * Received any threatening or aggressive emails, social media messages or text messages where you were the only recipient 13 14 13 11 9 12 8 8 16Table 4 Note † 17 18Table 4 Note † 14 You were the target of threatening or aggressive comments spread through group emails, group text messages or postings on social media 6 6 7 6 5 7 5 4 8 6 9 7 Somone posted or distributed (or threatened to) intimate or sexually explicit videos or images of you without your consent 2 2 3 2 2 3 2 1 3 2 5 3 Someone pressured you to send, share, or post sexually suggestive or explicit images or messages 6 10 5Note * 4Note * 3 5 3 3 9Table 4 Note † 16Table 4 Note † 8Table 4 Note †Note * 6Note * Someone sent you sexually suggestive or explicit images or messages when you did not want to receive them 15 20 17 10Note * 8 13 8 5Note * 22Table 4 Note † 27Table 4 Note † 26Table 4 Note † 16Table 4 Note †Note * Note † significant gender difference for a particular group (p < 0.05) Return to note † referrer Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Survey of Safety in Public and Private Spaces, 2018. For some types of cybervictimization, there was a significantly greater risk for young adults aged 18 to 21, as compared with young adults aged 26 to 29. For instance, about 20% of young adults aged 18 to 21 reported receiving unwanted sexually suggestive or explicit images or messeges in the last year, double the 10% of young adults aged 26 to 29 who said they also received these types of unwanted images or messages. Young adults aged 18 to 21 were also twice as likely to report being pressured to send, share or post sexually suggestive or explicit images or messages (10%) than their older counterparts (5% for ages 22 to 25 and 4% for ages 26 to 29). The relationship between cybervictimization and age is similar for both men and women, though rates are always higher for women. Both men and women have about a 12-percentage point gap between ages 18 and 21 and 26 and 29 in experiencing any of the five forms of cybervictimization in the past year (25% versus 13% for men, 38% versus 26% for women). With respect to the individual forms of cybervictimization, the largest decreases by age group related to sexual victimization, especially for women. For example, for women, there was about a 10-percentage point decline from age 18-21 to age 26-29 on being pressured to send, share or post sexually suggestive or explicit images or messages (16% to 6%) and receiving unwanted sexually suggestive or explicit images or messages (27% to 16%). Greater risk of cybervictimization among LGBTQ2 young adults Data from the SSPPS also show that LGBTQ2Note  young adults were more likely than their non-LGBTQ2 counterparts to have experienced cybervictimization (49% versus 23%).Note ,Note  Moreover, the decrease in the risk of cybervictimization across age groups is not seen among the LGBTQ2 population. That is, the proportion experiencing cybervictimization at ages 18 to 21 and late 20s is similar for LGBTQ2 adults, whereas the prevalence of cyberbullying among non-LGBTQ2 young adults declines by about half between the same ages (30% at age 18 to 21 to 18% at ages 26 to 29). Interestingly, among the LGBTQ2 population, the age group with the highest rates of cybervictimization are young adults aged 22 to 25 (at 58%).  This is a rare instance of a nonlinear age trend with respect to cybervictimization declining from age 18 to age 29.Note  First Nations young adults are more frequently the victims of cyberbullying Almost half (46%) of First Nations young people living off-reserve had experienced some form of cyberbullying in the preceding year. This was nearly double the share of non-Indigenous young adults (26%). There was no increased risk among Métis or Inuit young people.Note  Among racialized groups, the likelihood of being cyberbullied was similar to the non-racialized, non-Indigenous population. There was also no difference in risk by immigrant status.  Table 5 Prevalence of cybervictimization among young people aged 18 to 29, by selected characteristics, 2018 Table summary This table displays the results of Prevalence of cybervictimization among young people aged 18 to 29. The information is grouped by Selected characteristics (appearing as row headers), Percent (appearing as column headers). Selected characteristics percentage Total 25 Gender Men (ref.) 17 Women 32Note * Racialized population Black 23 Chinese 19 Filipino 16 South Asian 18 Non-racialized (ref.) 27 Immigrant status Immigrant (ref.) 20 Canadian-born 27 Indigenous identity First Nations 46Note * Métis 31 Inuit 13 Non-Indigenous (ref.) 26 Disability No 17Note * Yes (ref.) 39 Sexual/gender diversity LGBTQ2 (ref.) 49 Non-LGBTQ2 23Note * Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Survey of Safety in Public and Private Spaces, 2018. Young adults with a disability are more often targeted Young adults aged 18 to 29 with a disabilityNote  were significantly more likely to report that they were cybervictimized in the past year. Across all forms of cybervictimization measured in the SSPPS, 39% of young adults with a disability reported having experienced cyberbullying in the past year, compared with 17% of the nondisabled young adult population (Table 5).Note  The SSPPS also allows for the examination of gender differences among young men and women with a disability. Almost half (46%) of women with a disability had experienced cybervictimization in the past year, much higher than the 22% of women without a disability. The difference for men was less marked. In 2018, 27% of men with a disability were targeted online, compared to 14% of other young men. The severity of the disability also appears to heighten risk. Based on the SSPPS, 56% of young adults with a severe to very severe disability stated that they had been cybervictimized in the past year, while 46% with moderate disability and 34% of those with a mild disability stated the same. This compares to 17% of young adults without a disability that experienced cybervictimization in the past year.Note  Frequent smart phone use is related to cybervictimization Being continually connected to the Internet is common among young adults aged 18 to 29, though this may place them at increased risk. Over half (55%) checked their smart phone at least every 15 to 30 minutes, with another one-third (30%) checking their smart phone at least once per hour on a typical day. Heavy cell phone use, defined as checking at least every 5 minutes, was the least common, with 15% of youth falling into this category. However, heavy use was more prevalent in the younger age groups. In 2018, 17% of young adults aged 18 to 20 were heavy users, falling to 11% among those aged 27 to 29. The majority, around three quarters, of young adults between the ages of 18 and 29 also stated that the last thing they do before going to sleep is check their phones, and a similar percentage stated that they do this again first thing upon waking up. The rates of checking before bed and upon waking are very similar regardless of gender and age. About 4 out of 5 (82%) young adults aged 18 to 20 checked their phones when waking up, and 71% of young adults aged 27 to 29 did the same. This difference, however, was not statistically significant. A pattern, albeit weak, emerges showing that more frequent smart phone use is associated with more online victimization. Based on data from the CIUS, 15% of young adults who used their smart phone at least every 5 minutes said that they had been cybervictimized in the past year. This was double (statistically significant at the p < 0.10 level) the rate of young adults who checked their phone less often (7%)Note . There were no significant differences on whether one used the smart phone before going to bed or after waking up and cybervictimization in the past year. While a direct comparison cannot be made with the data from the CHSCY on ages 12 to 17 presented earlier, it is interesting to note that among 12-to-17-year-olds there was a significant association between using one’s electronic device at bedtime and risk of cybervictimization, with a higher risk noted especially for teens age 12 and age 15. Using protective measures online is more common among younger women Being victimized online can also lead people to pull back from social media and other online activities. For example, information from the SSPPS shows that about 22% of young adults aged 18 to 29 said that in the past year, they blocked people on the internet because of harassment, while 13% said they restricted their access to the internet to protect themselves from harassment. A further 3% deleted their online account because of harassment. Young women were twice as likely as young men to block people because of harassment (31% versus 13%) and to restrict their own access (17% versus 10%) (Chart 4). These gender differences may be driven by the higher overall cybervictimization rates for women.Note  Data table for Chart 4  Data table for chart 4 Table summary This table displays the results of Data table for chart 4 Men, Women, Young people aged 18 to 29, 18 to 21 years, 22 to 25 years and 26 to 29 years, calculated using percentage units of measure (appearing as column headers). Men Women Young people aged 18 to 29 18 to 21 years 22 to 25 years 26 to 29 years Young people aged 18 to 29 18 to 21 years 22 to 25 years 26 to 29 years percentage Blocked people because of harassment 13Note * 15Note * 13Note * 11Note * 31 35 33 27 Restricted own access to protect self 10Note * 7Note * 10Note * 11 17 14 20 17 Deleted online account because of harassment 3 2 3 2 4 4 5 4 Note * significant difference (p < 0.05) between men and women for a particular age group. Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Survey of Safety in Public and Private Spaces (SSPPS), 2018. Limiting online activities as a response to cybervictimization is not surprising. Results from the GSS show a strong association between being victimized online and taking other precautions for one’s safety beyond unplugging from the internet. For example, when asked if they do certain things routinely to make themselves safer from crime, young adults aged 18 to 29 who had been cybervictimized in the past year were much more likely to say that they carry something for defense, such as a whistle, a knife or pepper spray, compared with young adults who had not experienced online victimization (12% versus 3%).  Cybervictimization associated with other forms of victimization among young people There is often a strong association between different types of in-person victimization.Note  This is also the case for cybervictimization.  Young adults who have been cybervictimized were more likely to be victims of fraud, more likely to have been stalked and also more likely to have been physically or sexually assaulted in the past year. Data from the GSS showed a connection between cybervictimization and risk of fraud. For example, 17% of young adults who had been cybervictimized in the past year said that they had also been a victim of fraud in the past year, more than four times higher than young adults who had not experienced cybervictimization (4%).Note  Cybervictimization is also highly correlated with other forms of victimization and behaviour. For instance, information from the SSPPS shows that young adults who have experienced unwanted behaviours in public that made them feel unsafe or uncomfortable had also been victims of online harassment and bullying in the past year.Note  About 45% of young adults who had experienced such behaviours had been cybervictimized in the past year, compared with 11% who had not experienced such behaviours (Table 6). The relationship between online victimization and unwanted behaviours in public appears to be similar for men and women. In particular, 41% of men and 46% of women who had experienced unwanted behaviours in public had also been cybervictimized. This compares to around 10% of men and women who had not experienced such incidents.Note  Cybervictimization may manifest itself in real-world public encounters because victims of online abuse may be highly sensitized to possibly unsafe or uncomfortable situations in public, especially in instances where the identity of the online abuser is not known. For all they know, the person making them feel unsafe or uncomfortable in public might be the very same person harassing them online.  Table 6 Prevalence of cybervictimization among young people aged 18 to 29, by experiences of in-person victimization in the past 12 months and gender, 2018 Table summary This table displays the results of Prevalence of cybervictimization among young people aged 18 to 29. The information is grouped by Gender (appearing as row headers), Felt unsafe or uncomfortable in public, Stalked and Experienced physical/sexual assault (appearing as column headers). Gender Felt unsafe or uncomfortable in publicTable 6 Note 1 StalkedTable 6 Note 2 Experienced physical/sexual assault Table 6 Note 3 Yes (ref.) No Yes (ref.) No None (ref.) One incident Two or more incidents percentage Total young people aged 18 to 29 45 10Note * 67 22Note * 21 54Note * 64Note * Men 41 10Note * 57 16Note * 15 44Note * 54Note * Women 46 11Note * 72 29Note * 27 62Note * 70Note * Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note 1 Respondents were asked: Thinking about time you spent in public spaces in the past 12 months, how many times has anyone made you feel unsafe or uncomfortable by doing any of the following? Making unwanted physical contact, such as hugs or shoulder rubs or getting too close to you in a sexual manner. Indecently exposing themselves to you or inappropriately displaying any body parts to you in a sexual manner. Making unwanted comments that you do not look or act like a [man/woman/man or woman] is supposed to look or act. Making unwanted comments about your sexual orientation or assumed sexual orientation. Giving you unwanted sexual attention, such as inappropriate comments, whistles, calls, suggestive looks, gestures, or body language. Return to note 1 referrer Note 2 Respondents were asked: In the past 12 months, have you been stalked, that is, have you been the subject of repeated and unwanted attention, by someone other than a current or former spouse, common-law partner or dating partner. Return to note 2 referrer Note 3 Respondents are asked if the following incidents happened to them in the past 12 months (excluding acts committed by a current or previous spouse, common-law partner or dating partner): a. been attacked, b. anyone threatened to hit or attack you or threatened you with a weapon, c. has someone touch them in a sexual way against their will, d. has someone forced or attempted to force them into unwanted sexual activity by threatening them, holding them down or hurting them in some way, e. has anyone subjected you to a sexual activity to which you were not able to consent, that is, were you drugged, intoxicated, manipulated or forced in other ways than physically. Respondents are then asked if these things happened in one incident or more than one incident. Return to note 3 referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Statistics Canada, Survey of Safety in Public and Private Spaces, 2018. According to the SSPPS, young adults who have been stalked in the past year have also been victims of online bullying and harassment in the past year.Note   For instance, 67% of young adults who stated that they had been stalked in the past year also stated that they had been cybervictimized in the past 12 months, three times higher than young adults who had not been stalked in the past year (22%). The relationship is similar for both men and women, with over 72% of women and 57% of men who had been stalked also stating that they had been cybervictimized. Being a victim of stalking is more prevalent among women in general, as 32% of women stated they had been stalked, significantly greater than the 17% of men who stated that they had been stalked.Note  A connection between online victimization and physical and sexual assaults also exists.Note  Overall, among victims of physical and sexual assault, the proportion that said they were also cybervictimized was very high. In 2018, 54% of physical or sexual assault victims reported being cybervictimized, climbing to 64% if young people had experienced two or more incidents of physical or sexual assault. The strong association is present for both young adult men and women, with consistently higher prevalence for women regardless of number of physical or sexual assaults. Perpetrators of online victimization are most often men and known to the victim An important area of research on cybervictimization that is often lacking relates to the gender of the offender and the relationship between the offender and the victim. Using the SSPPS, it is possible to understand the characteristics of the perpetrator in cybervictimization incidents (Chart 5). About two-thirds (64%) of young adults who had been cybervictimized stated that a man (or men) was responsible, while 19% said it was a woman (or women), 4% said that it was both, and 13% did not know the gender of their online attacker. This general pattern was similar regardless of gender of the victim, though for women victims, the perpetrator was much more likely to be a man (or men). For instance, 73% of women who had been victimized stated that their offender(s) was (were) a man/men, while 13% stated that it was a woman or women. In contrast, 45% of men said that it was a man (or men) that was responsible, while 31% stated that their offender(s) was a woman or women. At the same time, 19% of men and 11% of women did not know the gender of their online offender.Note  Data table for Chart 5  Data table for chart 5 Table summary This table displays the results of Data table for chart 5 Total, Gender of victim, Male victim (ref.) and Female victim, calculated using percentage units of measure (appearing as column headers). Total Gender of victim Male victim (ref.) Female victim percentage Male offender 64 45 73Note * Female offender 19 31 13Note * Both male and female offenders 4 6 3 Don’t know 13 19 11 Note * significantly different from reference category (ref.) (p < 0.05) Return to note * referrer Note: Due to sample size limitations, the non-binary category is not releasable. Source: Survey of Safety in Public and Private Spaces (SSPPS), 2018. The SSPPS also has information on the relationship of the offender and victim for the most serious incident of inappropriate online behaviour (combining single and multiple offender incidents). The most common offenders, at 55%, were offenders known to the victim, including friends, neighbours, acquaintances, teachers, professors, managers, co-workers, and classmates, as well as family members or current or former partners including spouses, common-law partners or dating partners. Meanwhile, 45% were offenders who were not known to the victim, including strangers or persons known by sight only. Thus, results show that the perpetrator was known to the victim in more than 50% of cases, regardless of the gender of the victim. Based on the SSPPS, 53% of men victims and 56% of women victims knew the person victimizing them online.  Conclusion Internet and smart phone use among youth and young adults in Canada is at a very high level, particularly since the pandemic. It is a tether to the outside world, allowing communication with one another, expanding knowledge, and being entertained. It is this importance and pervasiveness that makes it particularly challenging when there are risks of online victimization. A goal of this study was to highlight the current state of cybervictimization among Canadian youth and young adults aged 12 to 29. Four separate surveys were used to paint a picture of who is most at risk of cybervictimization, how online and offline behaviours may contribute to this association, and the association with other forms of victimization. Based on the analysis of the data, there are five key messages related to cybervictimization of youth and young adults: Not all youth and young adults experience cybervictimization equally.  Those that are most vulnerable to online harm were youth aged 15 -17 with same-gender attraction or, more broadly, LGBTQ2 young adults aged 18-29, youth and young adults with a disability, Indigenous youth, and young adult women when the cybervictimization measures were more of a sexual nature. Cybervictimization increases during adolescence and remains high among young adults in their early 20s. The risk drops somewhat as young adults approach age 30. This age pattern was found using two surveys that allowed for prevalence estimates by smaller age groupings (CHSCY and SSPPS). The prevalence estimates were not completely comparable across ages 12 to 29, but the pattern remained. Greater internet use, as well as using devices at bedtime and upon waking up was associated with being cybervictimized. Potential buffers of this connection especially for the teenage population (ages 12-17) were not using devices at mealtime, having parents who often know what their teens were doing online, and having less difficulty making friends. Taking action to make themselves safer was seen for youth and young adults who have been cybervictimized. This included blocking people online, restricting their own internet access, and carrying something for protection when offline. Experiencing other forms of victimization was more common among those who were cybervictimized. This includes being stalked and being physically or sexually assaulted, and experiencing other types of unwanted behaviours in public. The benefits of the internet for the youth and young adult population are numerous, however, as this study has illustrated, there are certain risks associated with the anonymity and widespread exposure to many unknown factors while online. Knowing the socio-demographic factors and internet use patterns associated with cybervictimization can help tailor interventions to better prevent and respond to cybervictimization. Future analytical work should continue to better understand online victimization faced by youth and young adults. Darcy Hango is a senior researcher with Insights on Canadian Society at Statistics Canada. Start of text box Data sources, methods and definitions Four surveys are used in this paper: (1) Canadian Health Survey on Children and Youth (CHSCY), 2019; (2) Canadian Internet Use Survey (CIUS),2018-2019; (3) General Social Survey GSS on Victimization (cycle 34): 2019-2020, and (4) Survey of Safety in Public and Private Spaces (SSPPS): 2018. The analysis is split into 2 separate broad age groups: ages 12 to 17 is examined using the CHSCY, and ages 18 to 29 is examined using the CIUS, the GSS, and the SSPPS. There remain data gaps in cybervictimization. For instance, there is a need for more information on the perpetrators of cybervictimization. This may involve adding more follow-up questions on existing surveys, whether it is CHSCY or victimization surveys. Moreover, information on specific types of social media platforms, such as social networking sites, image-based sites and discussion forums would be helpful to pinpoint which applications are seeing the most incidents of cyberbullying. As internet use and potential harm is not restricted to people aged 12 and older, it would be critical to understand the prevalence and nature of cybervictimization for the youngest Canadians, those under the age of 12, recognizing that survey adaptation and ethical considerations would need to be considered. Lastly, certain population subgroups are more at risk of cybervictimization than others and the research for this study revealed that an inadequate sample size for some groups, such as Indigenous youth and young adults, as well as sexually and gender diverse youth and young adults, limits the ability to understand the dimensions of the issue for these populations. As such, it is necessary to consider oversampling certain groups to produce meaningful cybervictimization estimates. An additional concern, overarching many of the above issues, is the “digital divide”, particularly affecting communities in rural areas and the north. Recent statistics reveal that in 2017, 99% of Canadians had access to long term evolution (LTE) networks, though this was true for only about 63% of Northern residents.Note  The disparity in connectivity may have an adverse impact especially for the Indigenous population in terms of not only Indigenous youths’ underrepresentation in Canadian data on cyberbullying, but also digital literacy initiatives in Northern or in First Nations and Inuit communities. End of text box                                 Start of text box Cyberbullying content across four Statistics Canada surveys 1. Canadian Health Survey on Children and Youth (CHSCY), youth aged 12 to 17 years, 2019 (data collection period between February and August 2019) During the past 12 months, how often did the following things happen to you? Someone posted hurtful information about you on the Internet Someone threatened or insulted you through email, instant messaging, text messaging or an online game Someone purposefully excluded you from an online community 2. Canadian Internet Use Survey (CIUS), people aged 15 years and older, 2018-2019 (data collection period between November 2018 and March 2019) Universe: Internet users in the past 3 months During the past 12 months, have you felt that you were a victim of any of the following incidents on the Internet? Did you experience? Bullying, harassment, discrimination Misuse of personal pictures, videos or other content Other incident 3. General Social Survey GSS on Victimization (cycle 34), people aged 15 years and older, 2019-2020 (data collection period between April 2019 and March 2020) Universe: Internet users in the past 12 months In the past 5 years, have you experienced any of the following types of cyber-stalking or cyber-bullying? This can be narrowed down to past year by the following question: “You indicated that you experienced some type of cyber-stalking or cyber-bullying in the past 5 years. Did any occur in the past 12 months?” You received threatening or aggressive emails or instant messages where you were the only recipient You were the target of threatening or aggressive comments spread through group emails, instant messages or postings on Internet sites Someone sent out or posted pictures that embarrassed you or made you feel threatened Someone used your identity to send out or post embarrassing or threatening information Any other type 4. Survey of Safety in Public and Private Spaces (SSPPS), people aged 15 years and older, 2018 (data collection period between April and December 2018) Universe: Internet users in the past 12 months Indicate how many times in the past 12 months you have experienced each of the following behaviours while online. You received any threatening or aggressive emails, social media messages, or text messages where you were the only recipient You were the target of threatening or aggressive comments spread through group emails, group text messages or postings on social media Someone posted or distributed, or threatened to post or distribute, intimate or sexually explicit videos or images of you without your consent Someone pressured you to send, share, or post sexually suggestive or explicit images or messages Someone sent you sexually suggestive or explicit images or messages when you did not want to receive them End of text box Notes Note Internet-use Typology of Canadians: Online Activities and Digital Skills Return to note  referrer Note See Bilodeau, Kehler, and Minnema 2021 Return to note  referrer Note Canadians’ assessments of social media in their lives Return to note  referrer Note Other concerns as a result of increased internet and/or smart phone usage such as lack of sleep and anxiety are important but are left for other research. A recent example is an article by Schimmele et al 2021. Return to note  referrer Note Because there are already very comprehensive reviews of the prevalence and consequences of cybervictimization in Canada and abroad this is not gone into detail here. Readers should consult Zych et al 2019 ; Field 2018 for reviews, and Kim et al 2017; Hango 2016; and Holfeld and Leadbeater 2015 for examples of recent research using Canadian data. Return to note  referrer Note See Field, 2018 Return to note  referrer Note All differences are significant at p <0.05 level, unless otherwise noted. Return to note  referrer Note Questions on sexual attraction were only asked for youth aged 15 to 17. Return to note  referrer Note The Indigenous population covered in this paper are from all provinces and territories. In both the CHSCY and the SSPPS samples were selected from across Canada. The samples do not include youth and young adults living on First Nations reserves and other Aboriginal settlements. Return to note  referrer Note See Perreault 2022 for recent research focused on exploring victimization trends among the Indigenous population in Canada. Return to note  referrer Note The sample size for Inuit youth was too small to detect significant differences between groups. Return to note  referrer Note Wavrock, Schellenberg, and Schimmele 2021. Return to note  referrer Note The analysis by age is not shown but is available upon request. Return to note  referrer Note Sample size was not sufficient to conduct analyses in this section separately for the gender diverse population. Return to note  referrer Note See MediaSmarts 2022. Return to note  referrer Note See for example, research by Bollmer et al 2005 and Kendrick et al 2012. Return to note  referrer Note Due to sample size limitations, analysis does not include gender diverse youth. Return to note  referrer Note Due to sample size limitations, analysis does not include gender diverse youth. Return to note  referrer Note Due to sample size limitations, analysis does not include gender diverse young adults. Return to note  referrer Note Among ages 12 to 17, there were no differences between boys and girls on cybervictimization because none of the measures explicitly asked whether the bullying was of a sexual nature. Some additional analysis on the SSPPS on ages 15 to 17 (available upon request), showed that teen girls did report a significantly higher probability than teen boys of experiencing the three cybervictimization forms that explicitly tapped into the sexualized nature of the abuse. There were no gender differences on the two measures that only asked about aggressive cybervictimization. Return to note  referrer Note Based on the SSPPS derived variable of ‘LGBTQ2’, which uses responses to sex at birth, gender, and sexual orientation. Return to note  referrer Note This aligns with other research on violent victimization among the LGBTQ population. See Jaffray 2020; Cotter and Savage 2019. Return to note  referrer Note In the GSS, LGBTQ2 young adults also reported a significantly higher probability of experiencing cybervictimization in the form of pictures that embarrassed or threatened them (4.4% versus 1%). Return to note  referrer Note These estimates are not presented in a table but are available upon request. Return to note  referrer Note The sample size for Inuit young adults was too small to detect significant differences between groups. Return to note  referrer Note A person is defined as having a disability if he or she has one or more of the following types of disability: seeing, hearing, mobility, flexibility, dexterity, pain-related, learning, developmental, memory, mental health-related. Return to note  referrer Note In the GSS, a larger share of young adults with a disability also reported being cybervictimized via aggressive comments through email (4.3% versus 1.1%), and in CIUS, on any of the 3 types of cybervictimization measures (18.1% versus 7%). Return to note  referrer Note These results are not in a table and are available upon request. Based on the global severity score, severity classes were established. Severity scores increase with the number of disability types, the level of difficulty associated with the disability and the frequency of the activity limitation. The name assigned to each class is simply intended to facilitate use of the severity score. It is not a label or judgement concerning the person’s level of disability. The classes should be interpreted as follows: people in class 1 have a less severe disability than people in class 2; the latter have a less severe disability than people in class 3; and so on. For more information on severity scores and classes, please refer to the Canadian Survey on Disability (CSD), 2017: Concepts and Methods Guide. Return to note  referrer Note These proportions are not statistically different from each other due to high sampling variability. Return to note  referrer Note Recall that data from the SSPPS showed that 32% of young women said they were cybervictimized in the past year, compared with 17% of young men. Return to note  referrer Note See examples of some research that examines links between different types of victimization for example see Finkelhor et. al 2011; Turner et. al 2016; Waasdorp and Bradshaw 2015. Return to note  referrer Note Fraud in this case refers to having one’s personal information or account details used to obtain money or buy goods and services, having one’s personal information or account details used to create or access an account, apply for benefits, services or documents, and having been tricked or deceived out of money or goods either in person, by telephone or online. Return to note  referrer Note Respondents were asked: Thinking about time you spent in public spaces in the past 12 months, how many times has anyone made you feel unsafe or uncomfortable by doing any of the following? a. Making unwanted physical contact, such as hugs or shoulder rubs or getting too close to you in a sexual manner, b. Indecently exposing themselves to you or inappropriately displaying any body parts to you in a sexual manner, c. Making unwanted comments that you do not look or act like a (man/woman) is supposed to look or act, d. Making unwanted comments about your sexual orientation or assumed sexual orientation, or e. Giving you unwanted sexual attention, such as inappropriate comments, whistles, calls, suggestive looks, gestures, or body language. Return to note  referrer Note Due to sample size limitations, analysis does not include gender diverse young adults. Return to note  referrer Note Respondents were asked: In the past 12 months, have you been stalked, that is, have you been the subject of repeated and unwanted attention, by someone other than a current or former spouse, common-law partner or dating partner. Return to note  referrer Note These results are not shown in a table but are available upon request. Return to note  referrer Note In the SSPPS, respondents were asked if the following things happened to them in the past 12 months (excluding acts committed by a current or previous spouse, common-law partner or dating partner): a. been attacked, b. anyone threatened to hit or attack them or threatened them with a weapon, c. has someone touch them in a sexual way against their will, d. has someone forced or attempted to force them into unwanted sexual activity by threatening them, holding them down or hurting them in some way, e. has anyone subjected them to a sexual activity to which they were not able to consent, that is, were they drugged, intoxicated, manipulated or forced in other ways than physically. Respondents are then asked if these things happened in one incident or more than one incident. Return to note  referrer Note Due to sample size limitations, analysis does not include non-binary young adults. Return to note  referrer Note See CRTC Communications Monitoring Report, 2019. Return to note  referrer Related information Related Articles Bullying victimization among sexually and gender diverse youth in Canada Social Media Use, Connections and Relationships in Canadian Adolescents Findings from the 2018 Health Behaviour in School-aged Children (HBSC) Study Data sources Canadian Health Survey on Children and Youth Survey of Safety in Public and Private Spaces General Social Survey - Canadians' Safety Canadian Internet Use Survey Bibliographic references References How to cite this article  More information ISSN: 2291-0840 Note of appreciation Canada owes the success of its statistical system to a long-standing partnership between Statistics Canada, the citizens of Canada, its businesses, governments and other institutions. Accurate and timely statistical information could not be produced without their continued co-operation and goodwill. Standards of service to the public Statistics Canada is committed to serving its clients in a prompt, reliable and courteous manner. To this end, the Agency has developed standards of service which its employees observe in serving its clients. Copyright Published by authority of the Minister responsible for Statistics Canada. © His Majesty the King in Right of Canada as represented by the Minister of Industry, 2023 Use of this publication is governed by the Statistics Canada Open Licence Agreement. Catalogue no. 75-006-x Frequency: Occasional Ottawa Related infographics Cyberbullying among youth in Canada Cybervictimization among young adults in Canada Date modified: 2023-03-15

      security Online harassment

  5. Dec 2025
    1. It is not a stable state because the “perfect” balancing point is dynamic – even a 4,000 year old game like Go still has had balance adjustments in the past twenty years.

      It's actually acceptable to tweak as the game matures and people find new ways to play it. Don't think you have to get it perfect first time.

    1. In half a year, the game raised close to half a million dollarsand nearly 250,000 books in total donations that went on to benefit girlsliving in the conditions represented in-game, as well as $160,000 for sur-geries throughout the world.

      In half a year! Some fundraisers and charity streams get that in a day. Some companies extract this from users every minute.

    2. The argument presented is one that takesits case study from a game that, on top of utilizing “high-tech blackface”as a method of player/avatar interaction, is also filled with a very limitedsuite of racial tropes of Black people, particularly limited to “ghettoized”identities. Leonard’s suggestion is that this leads to players being renderedas a sort of “virtual ghetto tourist” (2004, 4).

      Mainly through "white mansplaining", which in this case is not done by white people who pursue activism to understand others and de-privilege themselves, but rather as a throwable weapon dismissive argument of "I already know your perspective" which mainly seeks to perpetuate hierachies of oppression and silence.

    3. “The worst waswhen I won a roll on an item and the guild leader threatened to tear mybreasts into bloody shreds. I met him a year later in person. He was prettyfucking embarrassed and apologized profusely—clearly this wasn’t some-thing he thought was OK when he met me in real life, but it was somethinghe thought was OK in a video game.” Other incidents she recounted weresimilarly repulsive, but her guild did not penalize anyone for their behaviortoward her. Thus, gaming reinscribed misogynistic violence as a regular,everyday behavior—even when players ostensibly knew better.

      Note that male-to-male violence also exists! I have been threatened too, yet this is much less usually talked about. It is normalised, invisibilised, naturalised.

    4. Theexisting reporting process is a reactive one, where players who witnessanother player breaching official game policy are burdened with the respon-sibility to submit a report to Blizzard Entertainment (ibid.). There is nofurther information provided about how the report is handled after submis-sion other than to say that a Game Master will investigate.

      Rocket League told you when action had been taken!

    5. Bloodborne’s narrative details and mechanics are too convoluted, intri-cate, and scattered for any one person to uncover on their own. If you wantto understand Bloodborne, then you must take to its community. A com-prehensive view of the game cannot be accomplished in a single play-through by a solitary player. It takes the collaboration of many playersand their countless, varied, subjective playthroughs to collect and archivethe knowledge necessary to even begin to understand the game.

      But most players won't. Considering most games have a finish rate of ~25%, this type of reading and interaction... is at most relegated to 10% of the playerbase, being optimistic. That can be a lot, but it's not "the mainstream" audience.

    6. By regardingplay as an appropriative activity that is situated in subject ivity, identity,and experience, this method expands opportunities for inter sectionalanalysis, illuminates diversities of play styles, and avoids t he reinforce-ment of an essentialist gender binary.

      Developed on the book Playthrough Poetics, and on the Conclusion of a posterior Jennings' article (https://www.gamejournal.it/a-meta-synthesis-of-agency-in-game-studies-trends-troubles-trajectories-s-c-jennings/).

    7. n conceptual terms, using the Gamergate example, whenmen come to encounter women in the digital spaces of gaming culture—whether in-game or out-game communication is involved—they arerequired in an ethics of recognition to consider how to treat women in thecontext of scandal reporting/information.

      As in mutual respect: I tend for you, and you tend for me. An issue is that people may deny their vulnerability. They may dismiss it as any other attribute or sentiment. They may be infatuated with riches, and think they are immune behind the screen, relying on the trope that only girls cry, and that psych harm is separate from physical one. Further, practicing ethics of care requires a lot of time and continuous effort to minimise oneself, to revise and make one obsolete. To stop creating and start listening, to not pursue firstness, but secondariness, to be invisible, not acknowledged, not praised. It is tough, and can lead to burnout.

    8. Pokémon Go players who have arrived bodily at the same Poké stop, or thosenon-playing bodies we encounter along the way. There is, in this contexttoo, a broader population of bodies that we will never meet and never knowbut who will be affected by decisions both ethical and unethical. This is topoint to the very complex “assemblage” between bodies, gaming, technol-ogies, socialities, and relational engagements that may occur in both localand digitally defined spaces but primarily also outside of it—for example,women who are made vulnerable to violence as a result of the Gamergatename-calling but who themselves are not participants in gaming

      Two arguments are being made here: First, player events impact non-players. Second: Players, even if thought invisible, leave bodily tracks.

      Player events can be festivals, performances, but also cultural shenanigans and terms like inting, or gg ez, which can convey a competitive way of narrating out of the gaming sphere. Players leave tracks the moment they download a game, in the form of cookies, if the game requires Internet connection or has an anti-cheat tool (Riot Vanguard), if it has a log that gets mixed with OS files, or if it has a public profile linkage like a Rocket League ranking tracker, modding store, Mario Maker level, Steam user, or Animal Crossing island. These are our creations, extensions —limbs— of ourselves, of our image, and ideas.

    Annotators

    1. eLife Assessment

      This important work investigates cooperative behaviors in adolescents using a repeated Prisoner's Dilemma game. The computational modeling approach used in the study is solid and rigorous. The work could be further strengthened with the consideration of modeling higher-order social inferences and non-linear relationships between age and observed behavior. Findings from this study will be of interest to developmental psychologists, economists, and social psychologists.

    2. Reviewer #1 (Public review):

      Summary:

      Wu and colleagues aimed to explain previous findings that adolescents, compared to adults, show reduced cooperation following cooperative behaviour from a partner in several social scenarios. The authors analysed behavioural data from adolescents and adults performing a zero-sum Prisoner's Dilemma task and compared a range of social and non-social reinforcement learning models to identify potential algorithmic differences. Their findings suggest that adolescents' lower cooperation is best explained by a reduced learning rate for cooperative outcomes, rather than differences in prior expectations about the cooperativeness of a partner. The authors situate their results within the broader literature, proposing that adolescents' behaviour reflects a stronger preference for self-interest rather than a deficit in mentalising.

      Strengths:

      The work as a whole suggests that, in line with past work, adolescents prioritise value accumulation, and this can be, in part, explained by algorithmic differences in wegithed value learning. The authors situate their work very clearly in past literature, and make it obvious the gap they are testing and trying to explain. The work also includes social contexts which move the field beyond non-social value accumulation in adolescents. The authors compare a series of formal approaches that might explain the results and establish generative and model-comparison procedures to demonstrate the validity of their winning model and individual parameters. The writing was clear, and the presentation of the results was logical and well-structured.

      Weaknesses:

      I had some concerns about the methods used to fit and approximate parameters of interest. Namely, the use of maximum likelihood versus hierarchical methods to fit models on an individual level, which may reduce some of the outliers noted in the supplement, and also may improve model identifiability.

      There was also little discussion given the structure of the Prisoner's Dilemma, and the strategy of the game (that defection is always dominant), meaning that the preferences of the adolescents cannot necessarily be distinguished from the incentives of the game, i.e. they may seem less cooperative simply because they want to play the dominant strategy, rather than a lower preferences for cooperation if all else was the same.

      The authors have now addressed my comments and concerns in their revised version.

      Appraisal & Discussion:

      Overall, I believe this work has the potential to make a meaningful contribution to the field. Its impact would be strengthened by more rigorous modelling checks and fitting procedures, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation.

      Comments on revisions:

      Thank you to the authors for addressing my comments and concerns.

    3. Reviewer #2 (Public review):

      Summary:

      This manuscript investigates age-related differences in cooperative behavior by comparing adolescents and adults in a repeated Prisoner's Dilemma Game (rPDG). The authors find that adolescents exhibit lower levels of cooperation than adults. Specifically, adolescents reciprocate partners' cooperation to a lesser degree than adults do. Through computational modeling, they show that this relatively low cooperation rate is not due to impaired expectations or mentalizing deficits, but rather a diminished intrinsic reward for reciprocity. A social reinforcement learning model with asymmetric learning rate best captured these dynamics, revealing age-related differences in how positive and negative outcomes drive behavioral updates. These findings contribute to understanding the developmental trajectory of cooperation and highlight adolescence as a period marked by heightened sensitivity to immediate rewards at the expense of long-term prosocial gains.

      Strengths:

      (1) Rigid model comparison and parameter recovery procedure.

      (2) Conceptually comprehensive model space.

      (3) Well-powered samples.

      Weaknesses:

      A key conceptual distinction between learning from non-human agents (e.g., bandit machines) and human partners is that the latter are typically assumed to possess stable behavioral dispositions or moral traits. When a non-human source abruptly shifts behavior (e.g., from 80% to 20% reward), learners may simply update their expectations. In contrast, a sudden behavioral shift by a previously cooperative human partner can prompt higher-order inferences about the partner's trustworthiness or the integrity of the experimental setup (e.g., whether the partner is truly interactive or human). The authors may consider whether their modeling framework captures such higher-order social inferences. Specifically, trait-based models-such as those explored in Hackel et al. (2015, Nature Neuroscience)-suggest that learners form enduring beliefs about others' moral dispositions, which then modulate trial-by-trial learning. A learner who believes their partner is inherently cooperative may update less in response to a surprising defection, effectively showing a trait-based dampening of learning rate.

      This asymmetry in belief updating has been observed in prior work (e.g., Siegel et al., 2018, Nature Human Behaviour) and could be captured using a dynamic or belief-weighted learning rate. Models incorporating such mechanisms (e.g., dynamic learning rate models as in Jian Li et al., 2011, Nature Neuroscience) could better account for flexible adjustments in response to surprising behavior, particularly in the social domain.

      Second, the developmental interpretation of the observed effects would be strengthened by considering possible non-linear relationships between age and model parameters. For instance, certain cognitive or affective traits relevant to social learning-such as sensitivity to reciprocity or reward updating-may follow non-monotonic trajectories, peaking in late adolescence or early adulthood. Fitting age as a continuous variable, possibly with quadratic or spline terms, may yield more nuanced developmental insights.

      Finally, the two age groups compared-adolescents (high school students) and adults (university students)-differ not only in age but also in sociocultural and economic backgrounds. High school students are likely more homogenous in regional background (e.g., Beijing locals), while university students may be drawn from a broader geographic and socioeconomic pool. Additionally, differences in financial independence, family structure (e.g., single-child status), and social network complexity may systematically affect cooperative behavior and valuation of rewards. Although these factors are difficult to control fully, the authors should more explicitly address the extent to which their findings reflect biological development versus social and contextual influences.

      Comments on revisions:

      The authors have adequately addressed my previous comments.

    4. Author response:

      The following is the authors’ response to the original reviews.

      Public reviews:

      Reviewer #1 (Public review):

      Summary:

      Wu and colleagues aimed to explain previous findings that adolescents, compared to adults, show reduced cooperation following cooperative behaviour from a partner in several social scenarios. The authors analysed behavioural data from adolescents and adults performing a zero-sum Prisoner's Dilemma task and compared a range of social and non-social reinforcement learning models to identify potential algorithmic differences. Their findings suggest that adolescents' lower cooperation is best explained by a reduced learning rate for cooperative outcomes, rather than differences in prior expectations about the cooperativeness of a partner. The authors situate their results within the broader literature, proposing that adolescents' behaviour reflects a stronger preference for self-interest rather than a deficit in mentalising.

      Strengths:

      The work as a whole suggests that, in line with past work, adolescents prioritise value accumulation, and this can be, in part, explained by algorithmic differences in weighted value learning. The authors situate their work very clearly in past literature, and make it obvious the gap they are testing and trying to explain. The work also includes social contexts that move the field beyond non-social value accumulation in adolescents. The authors compare a series of formal approaches that might explain the results and establish generative and modelcomparison procedures to demonstrate the validity of their winning model and individual parameters. The writing was clear, and the presentation of the results was logical and well-structured.

      We thank the reviewer for recognizing the strengths of our work.

      Weaknesses:

      (1) I also have some concerns about the methods used to fit and approximate parameters of interest. Namely, the use of maximum likelihood versus hierarchical methods to fit models on an individual level, which may reduce some of the outliers noted in the supplement, and also may improve model identifiability.

      We thank the reviewer for this suggestion. Following the comment, we added a hierarchical Bayesian estimation. We built a hierarchical model with both group-level (adolescent group and adult group) and individual-level structures for the best-fitting model. Four Markov chains with 4,000 samples each were run, and the model converged well (see Figure supplement 7).

      We then analyzed the posterior parameters for adolescents and adults separately. The results were consistent with those from the MLE analysis. These additional results have been included in the Appendix Analysis section (also see Figure supplement 5 and 7). In addition, we have updated the code and provided the link for reference. We appreciate the reviewer’s suggestion, which improved our analysis.

      (2) There was also little discussion given the structure of the Prisoner's Dilemma, and the strategy of the game (that defection is always dominant), meaning that the preferences of the adolescents cannot necessarily be distinguished from the incentives of the game, i.e. they may seem less cooperative simply because they want to play the dominant strategy, rather than a lower preferences for cooperation if all else was the same.

      We thank the reviewer for this comment and agree that adolescents’ lower cooperation may partly reflect a rational response to the incentive structure of the Prisoner’s Dilemma. 

      However, our computational modeling explicitly addressed this possibility. Model 4 (inequality aversion) captures decisions that are driven purely by self-interest or aversion to unequal outcomes, including a parameter reflecting disutility from advantageous inequality, which represents self-oriented motives. If participants’ behavior were solely guided by the payoff-dominant strategy, this model should have provided the best fit. However, our model comparison showed that Model 5 (social reward) performed better in both adolescents and adults, suggesting that cooperative behavior is better explained by valuing social outcomes beyond payoff structures.

      Besides, if adolescents’ lower cooperation is that they strategically respond to the payoff structure by adopting defection as the more rewarding option. Then, adolescents should show reduced cooperation across all rounds. Instead, adolescents and adults behaved similarly when partners defected, but adolescents cooperated less when partners cooperated and showed little increase in cooperation even after consecutive cooperative responses. This pattern suggests that adolescents’ lower cooperation cannot be explained solely by strategic responses to payoff structures but rather reflects a reduced sensitivity to others’ cooperative behavior or weaker social reciprocity motives. We have expanded our Discussion to acknowledge this important point and to clarify how the behavioral and modeling results address the reviewer’s concern.

      “Overall, these findings indicate that adolescents’ lower cooperation is unlikely to be driven solely by strategic considerations, but may instead reflect differences in the valuation of others’ cooperation or reduced motivation to reciprocate. Although defection is the payoff-dominant strategy in the Prisoner’s Dilemma, the selective pattern of adolescents’ cooperation and the model comparison results indicate that their reduced cooperation cannot be fully explained by strategic incentives, but rather reflects weaker valuation of social reciprocity.”

      Appraisal & Discussion:

      (3) The authors have partially achieved their aims, but I believe the manuscript would benefit from additional methodological clarification, specifically regarding the use of hierarchical model fitting and the inclusion of Bayes Factors, to more robustly support their conclusions. It would also be important to investigate the source of the model confusion observed in two of their models.

      We thank the reviewer for this comment. In the revised manuscript, we have clarified the hierarchical Bayesian modeling procedure for the best-fitting model, including the group- and individual-level structure and convergence diagnostics. The hierarchical approach produced results that fully replicated those obtained from the original maximumlikelihood estimation, confirming the robustness of our findings. Please also see the response to (1).

      Regarding the model confusion between the inequality aversion (Model 4) and social reward (Model 5) models in the model recovery analysis, both models’ simulated behaviors were best captured by the baseline model. This pattern arises because neither model includes learning or updating processes. Given that our task involves dynamic, multi-round interactions, models lacking a learning mechanism cannot adequately capture participants’ trial-by-trial adjustments, resulting in similar behavioral patterns that are better explained by the baseline model during model recovery. We have added a clarification of this point to the Results:

      “The overlap between Models 4 and 5 likely arises because neither model incorporates a learning mechanism, making them less able to account for trial-by-trial adjustments in this dynamic task.”

      (4) I am unconvinced by the claim that failures in mentalising have been empirically ruled out, even though I am theoretically inclined to believe that adolescents can mentalise using the same procedures as adults. While reinforcement learning models are useful for identifying biases in learning weights, they do not directly capture formal representations of others' mental states. Greater clarity on this point is needed in the discussion, or a toning down of this language.

      We sincerely thank the reviewer for this professional comment. We agree that our prior wording regarding adolescents’ capacity to mentalise was somewhat overgeneralized. Accordingly, we have toned down the language in both the Abstract and the Discussion to better align our statements with what the present study directly tests. Specifically, our revisions focus on adolescents’ and adults’ ability to predict others’ cooperation in social learning. This is consistent with the evidence from our analyses examining adolescents’ and adults’ model-based expectations and self-reported scores on partner cooperativeness (see Figure 4). In the revised Discussion, we state:

      “Our results suggest that the lower levels of cooperation observed in adolescents stem from a stronger motive to prioritize self-interest rather than a deficiency in predicting others’ cooperation in social learning”.

      (5) Additionally, a more detailed discussion of the incentives embedded in the Prisoner's Dilemma task would be valuable. In particular, the authors' interpretation of reduced adolescent cooperativeness might be reconsidered in light of the zero-sum nature of the game, which differs from broader conceptualisations of cooperation in contexts where defection is not structurally incentivised.

      We thank the reviewer for this comment and agree that adolescents’ lower cooperation may partly reflect a rational response to the incentive structure of the Prisoner’s Dilemma. However, our behavioral and computational evidence suggests that this pattern cannot be explained solely by strategic responses to payoff structures, but rather reflects a reduced sensitivity to others’ cooperative behavior or weaker social reciprocity motives. We have expanded the Discussion to acknowledge this point and to clarify how both behavioral and modeling results address the reviewer’s concern (see also our response to 2).

      (6) Overall, I believe this work has the potential to make a meaningful contribution to the field. Its impact would be strengthened by more rigorous modelling checks and fitting procedures, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation.

      We thank the reviewer for the professional comments, which have helped us improve our work.

      Reviewer #2 (Public review):

      Summary:

      This manuscript investigates age-related differences in cooperative behavior by comparing adolescents and adults in a repeated Prisoner's Dilemma Game (rPDG). The authors find that adolescents exhibit lower levels of cooperation than adults. Specifically, adolescents reciprocate partners' cooperation to a lesser degree than adults do. Through computational modeling, they show that this relatively low cooperation rate is not due to impaired expectations or mentalizing deficits, but rather a diminished intrinsic reward for reciprocity. A social reinforcement learning model with asymmetric learning rate best captured these dynamics, revealing age-related differences in how positive and negative outcomes drive behavioral updates. These findings contribute to understanding the developmental trajectory of cooperation and highlight adolescence as a period marked by heightened sensitivity to immediate rewards at the expense of long-term prosocial gains.

      Strengths:

      (1) Rigid model comparison and parameter recovery procedure.

      (2) Conceptually comprehensive model space.

      (3) Well-powered samples.

      We thank the reviewer for highlighting the strengths of our work.

      Weaknesses:

      A key conceptual distinction between learning from non-human agents (e.g., bandit machines) and human partners is that the latter are typically assumed to possess stable behavioral dispositions or moral traits. When a non-human source abruptly shifts behavior (e.g., from 80% to 20% reward), learners may simply update their expectations. In contrast, a sudden behavioral shift by a previously cooperative human partner can prompt higher-order inferences about the partner's trustworthiness or the integrity of the experimental setup (e.g., whether the partner is truly interactive or human). The authors may consider whether their modeling framework captures such higher-order social inferences. Specifically, trait-based models-such as those explored in Hackel et al. (2015, Nature Neuroscience)-suggest that learners form enduring beliefs about others' moral dispositions, which then modulate trial-bytrial learning. A learner who believes their partner is inherently cooperative may update less in response to a surprising defection, effectively showing a trait-based dampening of learning rate.

      We thank the reviewer for this thoughtful comment. We agree that social learning from human partners may involve higher-order inferences beyond simple reinforcement learning from non-human sources. To address this, we had previously included such mechanisms in our behavioral modeling. In Model 7 (Social Reward Model with Influence), we tested a higher-order belief-updating process in which participants’ expectations about their partner’s cooperation were shaped not only by the partner’s previous choices but also by the inferred influence of their own past actions on the partner’s subsequent behavior. In other words, participants could adjust their belief about the partner’s cooperation by considering how their partner’s belief about them might change. Model comparison showed that Model 7 did not outperform the best-fitting model, suggesting that incorporating higher-order influence updates added limited explanatory value in this context. As suggested by the reviewer, we have further clarified this point in the revised manuscript.

      Regarding trait-based frameworks, we appreciate the reviewer’s reference to Hackel et al. (2015). That study elegantly demonstrated that learners form relatively stable beliefs about others’ social dispositions, such as generosity, especially when the task structure provides explicit cues for trait inference (e.g., resource allocations and giving proportions). By contrast, our study was not designed to isolate trait learning, but rather to capture how participants update their expectations about a partner’s cooperation over repeated interactions. In this sense, cooperativeness in our framework can be viewed as a trait-like latent belief that evolves as evidence accumulates. Thus, while our model does not include a dedicated trait module that directly modulates learning rates, the belief-updating component of our best-fitting model effectively tracks a dynamic, partner-specific cooperativeness, potentially reflecting a prosocial tendency.

      This asymmetry in belief updating has been observed in prior work (e.g., Siegel et al., 2018, Nature Human Behaviour) and could be captured using a dynamic or belief-weighted learning rate. Models incorporating such mechanisms (e.g., dynamic learning rate models as in Jian Li et al., 2011, Nature Neuroscience) could better account for flexible adjustments in response to surprising behavior, particularly in the social domain.

      We thank the reviewer for the suggestion. Following the comment, we implemented an additional model incorporating a dynamic learning rate based on the magnitude of prediction errors. Specifically, we developed Model 9:  Social reward model with Pearce–Hall learning algorithm (dynamic learning rate), in which participants’ beliefs about their partner’s cooperation probability are updated using a Rescorla–Wagner rule with a learning rate dynamically modulated by the Pearce–Hall (PH) Error Learning mechanism. In this framework, the learning rate increases following surprising outcomes (larger prediction errors) and decreases as expectations become more stable (see Appendix Analysis section for details).

      The results showed that this dynamic learning rate model did not outperform our bestfitting model in either adolescents or adults (see Figure supplement 6). We greatly appreciate the reviewer’s suggestion, which has strengthened the scope of our analysis. We now have added these analyses to the Appendix Analysis section (see Figure Supplement 6) and expanded the Discussion to acknowledge this modeling extension and further discuss its implications.

      Second, the developmental interpretation of the observed effects would be strengthened by considering possible non-linear relationships between age and model parameters. For instance, certain cognitive or affective traits relevant to social learning-such as sensitivity to reciprocity or reward updating-may follow non-monotonic trajectories, peaking in late adolescence or early adulthood. Fitting age as a continuous variable, possibly with quadratic or spline terms, may yield more nuanced developmental insights.

      We thank the reviewer for this professional comment. In addition to the linear analyses, we further conducted exploratory analyses to examine potential non-linear relationships between age and the model parameters. Specifically, we fit LMMs for each of the four parameters as outcomes (α+, α-, β, and ω). The fixed effects included age, a quadratic age term, and gender, and the random effects included subject-specific random intercepts and random slopes for age and gender. Model comparison using BIC did not indicate improvement for the quadratic models over the linear models for α<sup>+</sup> (ΔBIC<sub>quadratic-linear</sub> = 5.09), α− (ΔBICquadratic-linear = 3.04), β (ΔBICquadratic-linear = 3.9), or ω (ΔBICquadratic-linear = 0). Moreover, the quadratic age term was not significant for α<sup>+</sup>, α<sup>−</sup>, or β (all ps > 0.10). For ω, we observed a significant linear age effect (b = 1.41, t = 2.65, p = 0.009) and a significant quadratic age effect (b = −0.03, t = −2.39, p = 0.018; see Author response image 1). This pattern is broadly consistent with the group effect reported in the main text. The shaded area in the figure represents the 95% confidence interval. As shown, the interval widens at older ages (≥ 26 years) due to fewer participants in that range, which limits the robustness of the inferred quadratic effect. In consideration of the limited precision at older ages and the lack of BIC improvement, we did not emphasize the quadratic effect in the revised manuscript and present these results here as exploratory.

      Author response image 1.

      Linear and quadratic model fits showing the relationship between age and the ω parameter, with 95% confidence intervals.<br />

      Finally, the two age groups compared - adolescents (high school students) and adults (university students) - differ not only in age but also in sociocultural and economic backgrounds. High school students are likely more homogenous in regional background (e.g., Beijing locals), while university students may be drawn from a broader geographic and socioeconomic pool. Additionally, differences in financial independence, family structure (e.g., single-child status), and social network complexity may systematically affect cooperative behavior and valuation of rewards. Although these factors are difficult to control fully, the authors should more explicitly address the extent to which their findings reflect biological development versus social and contextual influences.

      We appreciate this comment. Indeed, adolescents (high school students) and adults (university students) differ not only in age but also in sociocultural and socioeconomic backgrounds. In our study, all participants were recruited from Beijing and surrounding regions, which helps minimize large regional and cultural variability. Moreover, we accounted for individual-level random effects and included participants’ social value orientation (SVO) as an individual difference measure. 

      Nonetheless, we acknowledge that other contextual factors, such as differences in financial independence, socioeconomic status, and social experience—may also contribute to group differences in cooperative behavior and reward valuation. Although our results are broadly consistent with developmental theories of reward sensitivity and social decisionmaking, sociocultural influences cannot be entirely ruled out. Future work with more demographically matched samples or with socioeconomic and regional variables explicitly controlled will help clarify the relative contributions of biological and contextual factors. Accordingly, we have revised the Discussion to include the following statement:  “Third, although both age groups were recruited from Beijing and nearby regions, minimizing major regional and cultural variation, adolescents and adults may still differ in socioeconomic status, financial independence, and social experience. Such contextual differences could interact with developmental processes in shaping cooperative behavior and reward valuation. Future research with demographically matched samples or explicit measures of socioeconomic background will help disentangle biological from sociocultural influences.”

      Reviewer #3 (Public review):

      Summary:

      Wu and colleagues find that in a repeated Prisoner's Dilemma, adolescents, compared to adults, are less likely to increase their cooperation behavior in response to repeated cooperation from a simulated partner. In contrast, after repeated defection by the partner, both age groups show comparable behavior.

      To uncover the mechanisms underlying these patterns, the authors compare eight different models. They report that a social reward learning model, which includes separate learning rates for positive and negative prediction errors, best fits the behavior of both groups. Key parameters in this winning model vary with age: notably, the intrinsic value of cooperating is lower in adolescents. Adults and adolescents also differ in learning rates for positive and negative prediction errors, as well as in the inverse temperature parameter.

      Strengths: 

      The modeling results are compelling in their ability to distinguish between learned expectations and the intrinsic value of cooperation. The authors skillfully compare relevant models to demonstrate which mechanisms drive cooperation behavior in the two age groups.

      We thank the reviewer’s recognition of our work’s strengths.

      Weaknesses:

      Some of the claims made are not fully supported by the data:

      The central parameter reflecting preference for cooperation is positive in both groups. Thus, framing the results as self-interest versus other-interest may be misleading.

      We thank the reviewer for this insightful comment. In the social reward model, the cooperation preference parameter is positive by definition, as defection in the repeated rPDG always yields a +2 monetary advantage regardless of the partner’s action. This positive value represents the additional subjective reward assigned to mutual cooperation (e.g., reciprocity value) that counterbalances the monetary gain from defection. Although the estimated social reward parameter ω was positive, the effective advantage of cooperation is Δ=p×ω−2. Given participants’ inferred beliefs p, Δ was negative for most trials (p×ω<2), indicating that the social reward was insufficient to offset the +2 advantage of defection. Thus, both adolescents and adults valued cooperation positively, but adolescents’ smaller ω and weaker responsiveness to sustained partner cooperation suggest a stronger weighting on immediate monetary payoffs. 

      In this light, our framing of adolescents as more self-interested derives from their behavioral pattern: even when they recognized sustained partner cooperation and held high expectations of partner cooperation, adolescents showed lower cooperative behavior and reciprocity rewards compared with adults. Whereas adults increased cooperation after two or three consecutive partner cooperations, this pattern was absent among adolescents. We therefore interpret their behavior as relatively more self-interested, reflecting reduced sensitivity to the social reward from mutual cooperation rather than a categorical shift from self-interest to other-interest, as elaborated in the Discussion.

      It is unclear why the authors assume adolescents and adults have the same expectations about the partner's cooperation, yet simultaneously demonstrate age-related differences in learning about the partner. To support their claim mechanistically, simulations showing that differences in cooperation preference (i.e., the w parameter), rather than differences in learning, drive behavioral differences would be helpful.

      We thank the reviewer for raising this important point. In our model, both adolescents and adults updated their beliefs about partner cooperation using an asymmetric reinforcement learning (RL) rule. Although adolescents exhibited a higher positive and a lower negative learning rate than adults, the two groups did not differ significantly in their overall updating of partner cooperation probability (Fig. 4a-b). We then examined the social reward parameter ω, which was significantly smaller in adolescents and determined the intrinsic value of mutual cooperation (i.e., p×ω). This variable differed significantly between groups and closely matched the behavioral pattern.

      Following the reviewer’s suggestion, we conducted additional simulations varying one model parameter at a time while holding the others constant. The difference in mean cooperation probability between adults and adolescents served as the index (positive = higher cooperation in adults). As shown in the Author response image 2, decreases in ω most effectively reproduced the observed group difference (shaded area), indicating that age-related differences in cooperation are primarily driven by variation in the social reward parameter ω rather than by others.

      Author response image 2.

      Simulation results showing how variations in each model parameter affect the group difference in mean cooperation probability (Adults – Adolescents). Based on the best-fitting Model 8 and parameters estimated from all participants, each line represents one parameter (i.e., α+, α-, ω, β) systematically varied within the tested range (α±:0.1–0.9; ω, β:1–9) while other parameters were held constant. Positive values indicate higher cooperation in adults. Smaller ω values most strongly reproduced the observed group difference, suggesting that reduced social reward weighting primarily drives adolescents’ lower cooperation.

      Two different schedules of 120 trials were used: one with stable partner behavior and one with behavior changing after 20 trials. While results for order effects are reported, the results for the stable vs. changing phases within each schedule are not. Since learning is influenced by reward structure, it is important to test whether key findings hold across both phases.

      We thank the reviewer for this thoughtful and professional comment. In our GLMM and LMM analyses, we focused on trial order rather than explicitly including the stable vs. changing phase factor, due to concerns about multicollinearity. In our design, phases occur in specific temporal segments, which introduces strong collinearity with trial order. In multi-round interactions, order effects also capture variance related to phase transitions. 

      Nonetheless, to directly address this concern, we conducted additional robustness analyses by adding a phase variable (stable vs. changing) to GLMM1, LMM1, and LMM3 alongside the original covariates. Across these specifications, the key findings were replicated (see GLMM<sub>sup</sub>2 and LMM<sub>sup</sub>4–5; Tables 9-11), and the direction and significance of main effects remained unchanged, indicating that our conclusions are robust to phase differences.

      The division of participants at the legal threshold of 18 years should be more explicitly justified. The age distribution appears continuous rather than clearly split. Providing rationale and including continuous analyses would clarify how groupings were determined.

      We thank the reviewer for this thoughtful comment. We divided participants at the legal threshold of 18 years for both conceptual and practical reasons grounded in prior literature and policy. In many countries and regions, 18 marks the age of legal majority and is widely used as the boundary between adolescence and adulthood in behavioral and clinical research. Empirically, prior studies indicate that psychosocial maturity and executive functions approach adult levels around this age, with key cognitive capacities stabilizing in late adolescence (Icenogle et al., 2019; Tervo-Clemmens et al., 2023). We have clarified this rationale in the Introduction section of the revised manuscript.

      “Based on legal criteria for majority and prior empirical work, we adopt 18 years as the boundary between adolescence and adulthood (Icenogle et al., 2019; Tervo-Clemmens et al., 2023).”

      We fully agree that the underlying age distribution is continuous rather than sharply divided. To address this, we conducted additional analyses treating age as a continuous predictor (see GLMM<sub>sup</sub>1 and LMM<sub>sup</sub>1–3; Tables S1-S4), which generally replicated the patterns observed with the categorical grouping. Nevertheless, given the limited age range of our sample, the generalizability of these findings to fine-grained developmental differences remains constrained. Therefore, our primary analyses continue to focus on the contrast between adolescents and adults, rather than attempting to model a full developmental trajectory.

      Claims of null effects (e.g., in the abstract: "adults increased their intrinsic reward for reciprocating... a pattern absent in adolescents") should be supported with appropriate statistics, such as Bayesian regression.

      We thank the reviewer for highlighting the importance of rigor when interpreting potential null effects. To address this concern, we conducted Bayes factor analyses of the intrinsic reward for reciprocity and reported the corresponding BF10 for all relevant post hoc comparisons. This approach quantifies the relative evidence for the alternative versus the null hypothesis, thereby providing a more direct assessment of null effects. The analysis procedure is now described in the Methods and Materials section: 

      “Post hoc comparisons were conducted using Bayes factor analyses with MATLAB’s bayesFactor Toolbox (version v3.0, Krekelberg, 2024), with a Cauchy prior scale σ = 0.707.”

      Once claims are more closely aligned with the data, the study will offer a valuable contribution to the field, given its use of relevant models and a well-established paradigm.

      We are grateful for the reviewer’s generous appraisal and insightful comments.

      Recommendations for the authors

      Reviewer #1 (Recommendations for the authors):

      I commend the authors on a well-structured, clear, and interesting piece of work. I have several questions and recommendations that, if addressed, I believe will strengthen the manuscript.

      We thank the reviewer for commending the organization of our paper.

      Introduction: - Why use a zero-sum (Prisoner's Dilemma; PD) versus a mixed-motive game (e.g. Trust Task) to study cooperation? In a finite set of rounds, the dominant strategy can be to defect in a PD.

      We thank the reviewer for this helpful comment. We agree that both the rationale for using the repeated Prisoner’s Dilemma (rPDG) and the limitations of this framework should be clarified. We chose the rPDG to isolate the core motivational conflict between selfinterest and joint welfare, as its symmetric and simultaneous structure avoids the sequential trust and reputation dependencies/accumulation inherent to asymmetric tasks such as the Trust Game (King-Casas et al., 2005; Rilling et al., 2002).

      Although a finitely repeated rPDG theoretically favors defection, extensive prior research shows that cooperation can still emerge in long repeated interactions when players rely on learning and reciprocity rather than backward induction (Rilling et al., 2002; Fareri et al., 2015). Our design employed 120 consecutive rounds, allowing participants to update expectations about partner behavior and to establish stable reciprocity patterns over time. We have added the following clarification to the Introduction:

      “The rPDG provides a symmetric and simultaneous framework that isolates the motivational conflict between self-interest and joint welfare, avoiding the sequential trust and reputation dynamics characteristic of asymmetric tasks such as the Trust Game (Rilling et al., 2002; King-Casas et al., 2005)”

      Methods:

      Did the participants know how long the PD would go on for?

      Were the participants informed that the partner was real/simulated?

      Were the participants informed that the partner was going to be the same for all rounds?

      We thank the reviewer for the meticulous review work, which helped us present the experimental design and reporting details more clearly. the following clarifications: I. Participants were not informed of the total number of rounds in the rPDG. This prevented endgame expectations and avoided distraction from counting rounds, which could introduce additional effects. II. Participants were told that their partner was another human participant in the laboratory. However, the partner’s behavior was predetermined by a computer program. This design enabled tighter experimental control and ensured consistent conditions across age groups, supporting valid comparisons. III. Participants were informed that they would interact with the same partner across all rounds, aligning with the essence of a multiround interaction paradigm and stabilizing partner-related expectations. For transparency, we have clarified these points in the Methods and Materials section:

      “Participants were told that their partner was another human participant in the laboratory and that they would interact with the same partner across all rounds. However, in reality, the actions of the partner were predetermined by a computer program. This setup allowed for a clear comparison of the behavioral responses between adolescents and adults. Participants were not informed of the total number of rounds in the rPDG.”

      The authors mention that an SVO was also recorded to indicate participant prosociality. Where are the results of this? Did this track game play at all? Could cooperativeness be explained broadly as an SVO preference that penetrated into game-play behaviour?

      We thank the reviewer for pointing this out. We agree that individual differences in prosociality may shape cooperative behavior, so we conducted additional analyses incorporating SVO. Specifically, we extended GLMM1 and LMM3 by adding the measured SVO as a fixed effect with random slopes, yielding GLMM<sub>sup</sub>3 and LMM<sub>sup</sub>6 (Tables 12–13). The results showed that higher SVO was associated with greater cooperation, whereas its effect on the reward for reciprocity was not significant. Importantly, the primary findings remained unchanged after controlling for SVO. These results indicate that cooperativeness in our task cannot be explained solely by a broad SVO preference, although a more prosocial orientation was associated with greater cooperation. We have reported these analyses and results in the Appendix Analysis section.

      Why was AIC chosen rather an BIC to compare model dominance?

      Sorry for the lack of clarification. Both the Akaike Information Criterion (AIC, Akaike, 1974) and Bayesian Information Criterion (BIC, Schwarz, 1978) are informationtheoretic criterions for model comparison, neither of which depends on whether the models to be compared are nested to each other or not (Burnham et al., 2002). We have added the following clarification into the Methods.

      “We chose to use the AICc as the metric of goodness-of-fit for model comparison for the following statistical reasons. First, BIC is derived based on the assumption that the “true model” must be one of the models in the limited model set one compares (Burnham et al., 2002; Gelman & Shalizi, 2013), which is unrealistic in our case. In contrast, AIC does not rely on this unrealistic “true model” assumption and instead selects out the model that has the highest predictive power in the model set (Gelman et al., 2014). Second, AIC is also more robust than BIC for finite sample size (Vrieze, 2012).”

      I believe the model fitting procedure might benefit from hierarchical estimation, rather than maximum likelihood methods. Adolescents in particular seem to show multiple outliers in a^+ and w^+ at the lower end of the distributions in Figure S2. There are several packages to allow hierarchical estimation and model comparison in MATLAB (which I believe is the language used for this analysis; see https://journals.plos.org/ploscompbiol/article?id=10.1371/journal.pcbi.1007043).

      We thank the reviewer for this helpful comment and for referring us to relevant methodological work (Piray et al., 2019). We have addressed this point by incorporating hierarchical Bayesian estimation, which effectively mitigates outlier effects and improves model identifiability. The results replicated those obtained with MLE fitting and further revealed group-level differences in key parameters. Please see our detailed response to Reviewer#1 Q1 for the full description of this analysis and results.

      Results: Model confusion seems to show that the inequality aversion and social reward models were consistently confused with the baseline model. Is this explained or investigated? I could not find an explanation for this.

      The apparent overlap between the inequality aversion (Model 4) and social reward (Model 5) models in the recovery analysis likely arises because neither model includes a learning mechanism, making them unable to capture trial-by-trial adjustments in this dynamic task. Consequently, both were best fit by the baseline model. Please see Response to Reviewer #1 Q3 for related discussion.

      Figures 3e and 3f show the correlation between asymmetric learning rates and age. It seems that both a^+ and a^- are around 0.35-0.40 for young adolescents, and this becomes more polarised with age. Could it be that with age comes an increasing discernment of positive and negative outcomes on beliefs, and younger ages compress both positive and negative values together? Given the higher stochasticity in younger ages (\beta), it may also be that these values simply represent higher uncertainty over how to act in any given situation within a social context (assuming the differences in groups are true).

      We appreciate this insightful interpretation. Indeed, both α+ and α- cluster around 0.35–0.40 in younger adolescents and become increasingly polarized with age, suggesting that sensitivity to positive versus negative feedback is less differentiated early in development and becomes more distinct over time. This interpretation remains tentative and warrants further validation. Based on this comment, we have revised the Discussion to include this developmental interpretation.

      We also clarify that in our model β denotes the inverse temperature parameter; higher β reflects greater choice precision and value sensitivity, not higher stochasticity. Accordingly, adolescents showed higher β values, indicating more value-based and less exploratory choices, whereas adults displayed relatively greater exploratory cooperation. These group differences were also replicated using hierarchical Bayesian estimation (see Response to Reviewer #1 Q1). In response to this comment, we have added a statement in the Discussion highlighting this developmental interpretation.

      “Together, these findings suggest that the differentiation between positive and negative learning rates changes with age, reflecting more selective feedback sensitivity in development, while higher β values in adolescents indicate greater value sensitivity. This interpretation remains tentative and requires further validation in future research.”

      A parameter partial correlation matrix (off-diagonal) would be helpful to understand the relationship between parameters in both adolescents and adults separately. This may provide a good overview of how the model properties may change with age (e.g. a^+'s relation to \beta).

      We thank the reviewer for this helpful comment. We fully agree that a parameter partial correlation matrix can further elucidate the relationships among parameters. Accordingly, we conducted a partial correlation analysis and added the visually presented results to the revised manuscript as Figure 2-figure supplement 4.

      It would be helpful to have Bayes Factors reported with each statistical tests given that several p-values fall within the 0.01 and 0.10.

      We thank the reviewer for this important recommendation. We have conducted Bayes factor analyses and reported BF10 for all relevant post hoc comparisons. We also clarified our analysis in the Methods and Materials section: 

      “Post hoc comparisons were conducted using Bayes factor analyses with MATLAB’s bayesFactor Toolbox (version v3.0, Krekelberg, 2024), with a Cauchy prior scale σ = 0.707.”

      Discussion: I believe the language around ruling out failures in mentalising needs to be toned down. RL models do not enable formal representational differences required to assess mentalising, but they can distinguish biases in value learning, which in itself is interesting. If the authors were to show that more complex 'ToM-like' Bayesian models were beaten by RL models across the board, and this did not differ across adults and adolescents, there would be a stronger case to make this claim. I think the authors either need to include Bayesian models in their comparison, or tone down their language on this point, and/or suggest ways in which this point might be more thoroughly investigated (e.g., using structured models on the same task and running comparisons: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0087619).

      We thank the reviewer for the comments. Please see our response to Reviewer 1 (Appraisal & Discussion section) for details.

      Reviewer #2 (Recommendations for the authors):

      The authors may want to show the winning model earlier (perhaps near the beginning of the Results section, when model parameters are first mentioned).

      We thank the reviewer for this suggestion. We agree that highlighting the winning model early improves clarity. Currently, we have mentioned the winning model before the beginning of the Results section. Specifically, in the penultimate paragraph of the Introduction we state:

      “We identified the asymmetric RL learning model as the winning model that best explained the cooperative decisions of both adolescents and adults.”

      Reviewer #3 (Recommendations for the authors):

      In addition to the points mentioned above, I suggest the following:

      (1) Clarify plots by clearly explaining each variable. In particular, the indices 1 vs. 1,2 vs. 1,2,3 were not immediately understandable.

      We thank the reviewer for this suggestion. We agree that the indices were not immediately clear. We have revised the figure captions (Figure 1 and 4) to explicitly define these terms more clearly: 

      “The x-axis represents the consistency of the partner’s actions in previous trials (t<sub>−1</sub>: last trial; t<sub>−1,2</sub>: last two trials; t<sub>−1,2,3</sub>: last three trials).”

      It's unclear why the index stops at 3. If this isn't the maximum possible number of consecutive cooperation trials, please consider including all relevant data, as adolescents might show a trend similar to adults over more trials.

      We thank the reviewer for raising this point. In our exploratory analyses, we also examined longer streaks of consecutive partner cooperation or defection (up to four or five trials). Two empirical considerations led us to set the cutoff at three in the final analyses. First, the influence of partner behavior diminished sharply with temporal distance. In both GLMMs and LMMs, coefficients for earlier partner choices were small and unstable, and their inclusion substantially increased model complexity and multicollinearity. This recency pattern is consistent with learning and decision models emphasizing stronger weighting of recent evidence (Fudenberg & Levine, 2014; Fudenberg & Peysakhovich, 2016). Second, streaks longer than three were rare, especially among some participants, leading to data sparsity and inflated uncertainty. Including these sparse conditions risked biasing group estimates rather than clarifying them. Balancing informativeness and stability, we therefore restricted the index to three consecutive partner choices in the main analyses, which we believe sufficiently capture individuals’ general tendencies in reciprocal cooperation.

      The term "reciprocity" may not be necessary. Since it appears to reflect a general preference for cooperation, it may be clearer to refer to the specific behavior or parameter being measured. This would also avoid confusion, especially since adolescents do show negative reciprocity in response to repeated defection.

      We thank you for this comment. In our work, we compute the intrinsic reward for reciprocity as p × ω, where p is the partner cooperation expectation and ω is the cooperation preference. In the rPDG, this value framework manifests as a reciprocity-derived reward: sustained mutual cooperation maximizes joint benefits, and the resulting choice pattern reflects a value for reciprocity, contingent on the expected cooperation of the partner. This quantity enters the trade-off between U<sub>cooperation</sub> and U<sub>defection</sub>and captures the participant’s intrinsic reward for reciprocity versus the additional monetary reward payoff of defection. Therefore, we consider the term “reciprocity” an acceptable statement for this construct.

      Interpretation of parameters should closely reflect what they specifically measure.

      We thank the reviewer for pointing this out. We have refined the relevant interpretations of parameters in the current Results and Discussion sections.

      Prior research has shown links between Theory of Mind (ToM) and cooperation (e.g., Martínez-Velázquez et al., 2024). It would be valuable to test whether this also holds in your dataset.

      We thank the reviewer for this thoughtful comment. Although we did not directly measure participants’ ToM, our design allowed us to estimate participants’ trial-by-trial inferences (i.e., expectations) about their partner’s cooperation probability. We therefore treat these cooperation expectations as an indirect representation for belief inference, which is related to ToM processes. To test whether this belief-inference component relates to cooperation in our dataset, we further conducted an exploratory analysis (GLMM<sub>sup</sub>4) in which participants’ choices were regressed on their cooperation expectations, group, and the group × cooperation-expectation interaction, controlling for trial number and gender, with random effects. Consistent with the ToM–cooperation link in prior research (MartínezVelázquez et al., 2024), participants’ expectations about their partner’s cooperation significantly predicted their cooperative behavior (Table 14), suggesting that decisions were shaped by social learning about others’ inferred actions. Moreover, the interaction between group and cooperation expectation was not significant, indicating that this inference-driven social learning process likely operates similarly in adolescents and adults. This aligns with our primary modeling results showing that both age groups update beliefs via an asymmetric learning process. We have reported these analyses in the Appendix Analysis section.

      More informative table captions would help the reader. Please clarify how variables are coded (e.g., is female = 0 or 1? Is adolescent = 0 or 1?), to avoid the need to search across the manuscript for this information.

      We thank the reviewer for raising this point. We have added clear and standardized variable coding in the table notes of all tables to make them more informative and avoid the need to search the paper. We have ensured consistent wording and formatting across all tables.

      I hope these comments are helpful and support the authors in further strengthening their manuscript.

      We thank the three reviewers for their comments, which have been helpful in strengthening this work.

      Reference

      (1) Fudenberg, D., & Levine, D. K. (2014). Recency, consistent learning, and Nash equilibrium. Proceedings of the National Academy of Sciences of the United States of America, 111(Suppl. 3), 10826–10829. https://doi.org/10.1073/pnas.1400987111

      (2) Fudenberg, D., & Peysakhovich, A. (2016). Recency, records, and recaps: Learning and nonequilibrium behavior in a simple decision problem. ACM Transactions on Economics and Computation, 4(4), Article 23, 1–18. https://doi.org/10.1145/2956581

      (3) Hackel, L., Doll, B., & Amodio, D. (2015). Instrumental learning of traits versus rewards: Dissociable neural correlates and effects on choice. Nature Neuroscience, 18, 1233– 1235. https://doi.org/10.1038/nn.4080

      (4) Icenogle, G., Steinberg, L., Duell, N., Chein, J., Chang, L., Chaudhary, N., Di Giunta, L.,Dodge, K. A., Fanti, K. A., Lansford, J. E., Oburu, P., Pastorelli, C., Skinner, A. T.,Sorbring, E., Tapanya, S., Uribe Tirado, L. M., Alampay, L. P., Al-Hassan, S. M.,Takash, H. M. S., & Bacchini, D. (2019). Adolescents’ cognitive capacity reaches adult levels prior to their psychosocial maturity: Evidence for a “maturity gap” in a multinational, cross-sectional sample. Law and Human Behavior, 43(1), 69–85. https://doi.org/10.1037/lhb0000315

      (5) Krekelberg, B. (2024). Matlab Toolbox for Bayes Factor Analysis (v3.0) [Computer software]. Zenodo. https://doi.org/10.5281/zenodo.13744717

      (6) Martínez-Velázquez, E. S., Ponce-Juárez, S. P., Díaz Furlong, A., & Sequeira, H. (2024). Cooperative behavior in adolescents: A contribution of empathy and emotional regulation? Frontiers in Psychology, 15, 1342458. https://doi.org/10.3389/fpsyg.2024.1342458

      (7) Tervo-Clemmens, B., Calabro, F. J., Parr, A. C., et al. (2023). A canonical trajectory of executive function maturation from adolescence to adulthood. NatureCommunications, 14, 6922. https://doi.org/10.1038/s41467-023-42540-8

      (8) King-Casas, B., Tomlin, D., Anen, C., Camerer, C. F., Quartz, S. R., & Montague, P. R. (2005). Getting to know you: reputation and trust in a two-person economic exchange. Science, 308(5718), 78-83. https://doi.org/10.1126/science.1108062

      (9) Rilling, J. K., Gutman, D. A., Zeh, T. R., Pagnoni, G., Berns, G. S., & Kilts, C. D. (2002). A neural basis for social cooperation. Neuron, 35(2), 395-405. https://doi.org/10.1016/s0896-6273(02)00755-9

      (10) Fareri, D. S., Chang, L. J., & Delgado, M. R. (2015). Computational substrates of social value in interpersonal collaboration. Journal of Neuroscience, 35(21), 8170-8180. https://doi.org/10.1523/JNEUROSCI.4775-14.2015

      (11) Akaike, H. (2003). A new look at the statistical model identification. IEEE transactions on automatic control, 19(6), 716-723. https://doi.org/10.1109/TAC.1974.1100705

      (12) Schwarz, G. (1978). Estimating the dimension of a model. The annals of statistics, 461464. https://doi.org/10.1214/aos/1176344136

      (13) Burnham, K. P., & Anderson, D. R. (2002). Model selection and multimodel inference: A practical information-theoretic approach (2nd ed.). Springer.https://doi.org/10.1007/b97636

      (14) Gelman, A., & Shalizi, C. R. (2013). Philosophy and the practice of Bayesian statistics. British Journal of Mathematical and Statistical Psychology, 66(1), 8–38. https://doi.org/10.1111/j.2044-8317.2011.02037.x

      (15) Gelman, A., Carlin, J. B., Stern, H. S., Dunson, D. B., Vehtari, A., & Rubin, D. B. (2014). Bayesian data analysis (3rd ed.). Chapman and Hall/CRC. https://doi.org/10.1201/b16018

      (16) Vrieze, S. I. (2012). Model selection and psychological theory: A discussion of the differences between the Akaike Information Criterion (AIC) and the Bayesian Information Criterion (BIC). Psychological Methods, 17(2), 228–243. https://doi.org/10.1037/a0027127.

  6. www.scratchapixel.com www.scratchapixel.com
    1. When both vectors are normalized, the arc cosine (cos−1) of their dot product reveals the angle θ between them: θ=cos−1⁡(A⋅B||A||||B||) or θ=cos−1⁡(A^⋅B^), where cos−1 denotes the inverse cosine function, commonly represented as acos() in programming languages.

      Chat with Gemini:<br /> Lee:

      Here's another block of text in that same lesson. Can you help me visualize what it means?

      When both vectors are normalized, the arc cosine (cos⁻¹) of their dot product reveals the angle θ between them: θ=cos⁻¹((A⋅B)/(∥A∥ ∥B∥)) or cos⁻¹(Â⋅B̂), where cos⁻¹ denotes the inverse cosine function, commonly represented as acos() in programming languages.

      Gemini:<br /> This block of text is explaining how to "reverse-engineer" an angle using the dot product. In 3D graphics, you often know the coordinates of two objects (like a player and an enemy), but you don't know the angle between them. This formula is how you find it.

      The Logic: Working Backwards

      Think of the dot product formula we just discussed:

      A⋅B = ∥A∥∥B∥cos(θ)

      The text is simply rearranging that equation to solve for .

      1. Isolate the Cosine: Divide both sides by the magnitudes (). A⋅B cos(θ) = ------ ∥A∥∥B∥
      2. Find the Angle: To get θ by itself, you use the inverse cosine (acos). / A⋅B \ θ = arccos( ------ ) \ ∥A∥∥B∥ /

      Visualizing the "Normalized" Shortcut

      The text mentions: θ=cos(Â⋅B̂). (The "hat" symbol  means it is a normalized unit vector).

      This is the "pro-gamer move" in graphics programming. If you normalize both vectors first (meaning you force their lengths to be 1), then ∥A∥ and ∥B∥ both become 1. The denominator in our formula disappears!

      • If lengths are 1: The dot product is the cosine of the angle.
      • To get the angle: You just plug that dot product into acos().

      A Practical Example: "Field of View"

      Imagine you are coding a stealth game. You have a Guard and a Player.

      • Vector A: The direction the Guard is looking.
      • Vector B: The direction from the Guard to the Player.

      If you normalize both vectors and calculate (A⋅B), you get the exact angle (e.g., 30°). If the Guard's peripheral vision is only 45°, you now know the Guard can see the player!


      Important "Gotcha" for Programmers

      When you use acos() in languages like C#, C++, or Python, the result is usually in radians, not degrees.

      • Dot Product = 1: Angle is 0 (Vectors point same way).
      • Dot Product = 0: Angle is 1.57 radians (90°).
      • Dot Product = -1: Angle is 3.14 radians (180°).

      Lee:

      You said If you normalize both vectors and calculate $acos(A⋅B), you get the exact angle (e.g., 30°). If the Guard's peripheral vision is only 45°, you now know the Guard can see the player! By "only 45°", is that from left to right of the guard's visibility? So, from straight ahead to the far right of his vision would only be 22.5°, thus the player is not visible at a 30° again from the guard? Or is that 45° from straight ahead to the far right of the guard's vision (for a total viewable angle of 90°)?

      Gemini:<br /> That is a fantastic catch. In game development and 3D graphics, this distinction is a common source of bugs!

      When you use the dot product to check visibility, the angle θ you calculate is the offset from the center.

      1. The "Half-Angle" Concept

      The dot product measures the angle between two specific lines: where the guard is looking (the "forward vector") and where the player is. It doesn't know about "left" or "right"; it only knows "how far away from my nose is this object?"

      • If your calculation acos(A⋅B) returns 30°, it means the player is 30° away from the center line.
      • If the guard has a 45° Field of View (FOV), usually that refers to the total horizontal arc (22.5° to the left and 22.5° to the right).

      In your specific scenario:

      • Total FOV: 45°
      • Allowed "Half-Angle": 22.5°
      • Player's Angle: 30°
      • Result: Not Visible. The player is "outside the cone."

      2. How it's usually coded

      To avoid doing the math every single frame, programmers usually define the guard's "View Cone" as a threshold value.

      If the guard can see 45° to the left and 45° to the right (a 90° total FOV), the threshold is:<br /> cos(45°) ≈ 0.707 The code then looks like this:

      ```csharp // If dot product is greater than 0.707, the player is within the 90-degree cone if (DotProduct(GuardForward, DirectionToPlayer) > 0.707) { // I see you! }

      ```

      3. Why the Dot Product is "Circular"

      One interesting thing to visualize: because the dot product only cares about the angle between two vectors, the "visibility" it creates is actually a cone, not a flat triangle.

      If you say "anything within 30° of my forward vector is visible," that includes 30° up, 30° down, 30° left, and 30° right. It creates a circular spotlight of vision.


      Summary Table: FOV vs. Dot Product

      | Total FOV | Angle from Center | Dot Product Threshold (Approx) | | ------------------ | ----------------- | ------------------------------ | | 180° (Flat wall) | 90° | 0.0 | | 90° (Standard) | 45° | 0.707 | | 60° (Narrow) | 30° | 0.866 | | 2° (Sniper Scope)| 1° | 0.999 |

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    Annotators

    URL

    1. OKVND

      OKVND - mot san choi da tao nen con sot trong cong dong cuoc thu nho vao chat luong dinh cao. Day chac chan se la diem den ma moi bet thu khong the bo lo.

      Dia chi: 288 Nam Ky Khoi Nghia, Phuong Vo Thi Sau, Quan 3, Ho Chi Minh, Viet Nam

      Email: camdendi18884@gmail.com

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      Dien thoai: (+84) 395942809

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    1. This will be helped by increased "re-shoring" efforts of many Western Governments to bring "technological sovereignty" to web infrastructure, reducing our reliance on such a small group of American companies. This results in a whole bunch of small, local web hosting services popping up in each country, offering forum hosting with the servers within the country with technical and legal structures especially tailored for their respective markets.

      Draws parallel between federation / small multiples, and tech sovereignty from silo'd hyperscalers. Vgl my notes on alternatives to Silicon Valley type scaling as only game in town.

    1. Kinh77 is known as one of the leading entertainment brands today. To get a more objective view of this casino, don't miss the following article.

      Kinh77 duoc biet den nhu mot trong nhung thuong hieu giai tri hang dau hien nay. De co them cai nhin khach quan ho ve song bac nay, dung bo qua bai viet sau

      Dia chi: 478 D. Le Van Sy, Phuong 14, Quan 3, Ho Chi Minh, Viet Nam

      Email: eecdafymanoswal@gmail.com

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    1. Level 4: Symbols need not pretend to describe reality.

      Okay I don't understand this level. Is this some port modern explanation, there is no objective truth or morals idea? Can you go another level deeper, symbols are more real than the world we live in.

      Here's an example, Aristocrats deal with a Simulacrum of reality. Their "Reality" is the social pressures via the competing lifestyles of status created by other Elites. The Symbols of status are what is real and valuable to the Aristocrat.

      A Coal Miner deal with the very "real" reality of mining actual energy out of the ground. The Physical Mine is what is real to the coal miner.

      Both the Coal Miner and Aristocrat deal with Money which is some sort of Simulacrum game theory trust relationship contract thing.

    1. In Shaw’s research, finding a place to experience com-munity was more important for queer players than LGBTQ charactersbeing present in the game, and while gaymers didn’t purchase gamesfor queer content, they discussed games where queer content was in-cluded (2012).

      Meaning fanbases. Get together and talk about this gay character, to feel like you belong somewhere, to be socially validated.

      Yet, the character is the excuse to meet for the first time. Even if as time goes on this can change, the initial pulse comes from some media exposure, or someone sharing theirs.

    2. As Haverinen explains, RPGstransform an avatar into a character which represents “both the storyof the role-play and the personal interests of the player” (2014a, p. 157).She also states that “the communal spirit is usually strong among play-ers who have played together for hundreds of hours and often evenyears. They have shared their personal lives with each other, and have‘lived’ together in the story they have created for the game”

      I remember when my Disgaea save file got deleted... I cried!

    3. Furthermore, having multiple hours of uninterrupted leisure time tospend is a luxury for many. Availability of leisure time interacts withgender, social status and other factors. An analysis by the Office ofNational Statistics (2018) showed that men in the UK enjoyed nearlyfive more hours of leisure time per week than women – a disparity thathas grown wider during the 2000’s. They also found that people wholived alone took more leisure time than people living with children.

      Ooooh, but the game was not for them. I wonder how Nintendo does its testing...

    4. pos-itivism

      Note I skipped a large chunck of fairly unrelated history about sports, war, and measurement that predated videogames. Recently, there has been a large increase in data collection devices which is much more interesting.

      The datafication from phones, car GPS, AI, and radar war vehicle detection is much more in-line with game interfaces and game positivist metrics, KPI, retention, etc. Some of these have been instrumentalised for gamification, or speedruns too, like deaths/coins per-level, or playtime/speed.

      This is also inherited from inherited from Industrial school tests, IQ, Normality, Matrices, and the tabular accounting quantification of money, born in imperialist countries and urban gangs that tried to keep track of trading stocks.

      Arguably, per Kropotkin, this could be a form of rationing and a way to promote worker-guild control, so as to avoid top-down impositions from cartel pricing... which goes to show how far we've branched from games, and how economics the Enlightment science, and quantification aren't the devil, rather they have been repurposed as such, mainly through the industrial education system pipeline, and illusion of explanatory depth specialisation (which is harder to disentangle with ellusive numeric objectivist abstractions).

      There, you don't need to read those 15 pages.

    5. While today game cul-ture, or more specifically ‘gamer culture’ refers to particular sub-set ofplayers of videogames, during the early 1800s game culture referredto people involved in the hobby of hunting for sport (Reynolds, McAl-lister & Ruggill, 2016). Part of what supported the rise of sport huntingas a popular pastime was the development of gun technology

      As different from football or other popular sports this is meant as a "private" and "individual" passtime, initially only for the burgeoise (then gun culture spread to all America).

    6. Some researchers look at someone creating analternative history in a game, like a small country conquering the world,and see it that way. But my argument is that these types of alternativehistory creation, or counter-play, is essentially just replicating the logicof colonialism. You just happen to be the colonizer. Like, let me go con-quer England in the game – it’s still colonialism, right?

      The point being, there is exogenous, or what is forced from outside, and endogenous, or what is forced from inside. UK, France, Spain, etc. were and are colonialists countries that forced upon others their empire, and they still do, but in a more palatable less visibly violent fashion.

      They opress, homogenise, silence, displace, much like the US, Mainland China, India, or Mexico. Their internal dissidents, varied ideologies, immigrants, subcultures, languages, natives, are squished, minoritised, colonised.

    7. The idea of using an immersive, interactive entertainmenttechnology such as a game or VR experience to ‘change minds’ via em-pathy (which is here understood as an almost involuntary, emotionalresponse) plays into a fantasy that neatly aligns with a privileged posi-tionality, seeking quick, easy, and relatively painless methods of mitiga-tion that fall far short of actual change. Worse yet, these projects aresometime tokenised and held up in hyper visible ways, that signal toothers that change has been achieved, when it has not

      Okay, I get it, snake oil vendors are the people who get popular and get government grants to do next to nothing, because the instruction is only a part of the process. Beyond unlearning and learning there must be a change of habits, and no single play session or workshop can achieve that.

      Yes, they can nudge toward visibility, but do they re-distribute? They can pinpoint and landmarks to look, and provide ways to not missbehave, but if they then need to be applied, and moral courage is not at its peak, as violence looms on the other side of the spectrum, these products can be almost a self-cleansing sterilisation tool, to merely perform predisposition to change, and to alleviate the cognitive dissonance of not doing so.

    8. UnReal engine(2018), he examines the ways in which the the engine itself communi-cates embedded politics, which it also forces (or at least strongly en-courages) onto designers who work with it.

      The example is pretty shitty, but it's true that when you work in a commercial game company and you can flip assets and code, Unreal becomes very easy to use with first person shooting and enemies: It's purposelly built, like Fortnite UEFN.

    Annotators

    1. Bois is the mind behind “Scorigami,” a term he defines as “the act, and art, of producing a final score in a football game that has never happened before.” He conjured that portmanteau after a 2014 Seattle Seahawks victory over the Green Bay Packers. That game finished 36–16, the first time those two numbers had ever appeared side by side at the end of an official NFL contest.
    1. Men hunted big game, defended the band from predatory animals, and fought; women gathered, fished, trapped small animals, and grew the "three sisters" of corn, beans, and squash in garden plots they shifted when soil fertility began to wane.

      Men are more dominant than women physically, since they have to hunt, defend, and fought. The women are strong too, but they have less physical things to do, like grow and gather stuff.

    1. In 1913, under President Woodrow Wilson, the Federal government responded by creating a new nationally chartered banking system called the Federal Reserve System. Soon after came the first World War, and a massive expansion of Federal spending and national debt finance.

      Wait, the first world war would not have been fundable without the Federal Reserve.

      In fact since it's easy for a central bank to repay money people that loan money out are incentived to start wars for the government to spend money that has to be loaned to the government.

      Ah that's the "Military Industrial Complex" Eisenhower was talking about in his speach

      Do any "Game B" people have any solutions to this inventive problem that creates perpetual war?

    2. As debt increases over time, more resources are allocated on the basis not of cash profits, but of access to capital, i.e. ability to borrow (or issue stock) at low effective rates of interest.

      Robert Kiyosaki knows this game quite well and has leveraged himself to 1.2 Billion Dollars in debt.

      He likes to say, if you have a million dollar loan and can't pay it back, you have a problem, but if you have a billion dollar loan and can't pay it back, the bank has a problem.

    1. There

      There is the normal world we all still operate in—jobs, bills, career, elections, productivity. Here is the part of me that’s accepted that the old ‘everything keeps getting better’ story might not come back, so I’m trying to build a more grounded life: community, skills, relationships, resilience

      There as playing a game you know is ending

      Here as learning skills for the next game

    1. Kudos. IPFS at long last ready for prime time Beautiful. Ready for Prime time! Game changer Thanks you Learned so much from this beautiful write up

    1. Surrey Sports Park, located in the picturesque town of Guildford on the University of Surrey campus, is just 40 minutes from London. Since opening, this elite sports complex has established itself as a leading training center in the southeast of England. It has hosted numerous sports teams and high-performance athletes. With state-of-the-art facilities and modern on-site accommodation options, Surrey Sports Park provides an ideal environment for players looking to improve their performance.

      Founded in 1382, Winchester College is one of Britain’s oldest and most prestigious independent schools, set within 40 acres of historic grounds in the picturesque town of Winchester. The school has elite-level on-site sports facilities, with immaculate natural grass football pitches and a state-of-the-art sports centre, including a strength and conditioning gym.

      With its remarkable architecture and outstanding sporting resources, Winchester College offers an inspiring environment for players on the Performance Camp to take their game to the next level.

    1. If it’s a game-changer that will be regularly used in future jobs, then students will need to know how to use it expertly

      There have been many times where I use AI to create lesson plans for rubrics for my class. Since students may use this in the future, it is important for them to know how to use it properly which is where we come in as educators

    1. To argue,one speaker in the Russian State Duma compared the lawagainst 'LGBT propaganda' with a “victory on a battlefield”(Meduza, 2022b). In this way, the government erases theOther (the queers) from video game culture by censoring itscontent. And then, it tries to fill the gap with propagandamaterials such as the anti-Western Smuta, the militaristicSparta, private military company promotions, etc.

      Equating videogames = vice, and war nationalism = virtue. One is framed as slacking while the other one is framed as serving your country.

    2. esthetics (admittedly associated with computer gameculture) to convince fans to join, which, in essence, meansjoining the war in Ukraine.

      Drone cams with joysticks and first person recordings are also becoming popular, and are game-like.

    3. game gave theplayer “the opportunity to act out popular-culture fantasiesof middle-class youths,” and he also explained that “thereis a sense of the public sphere as a site of danger and awithdrawal from any commitment to political or collectivesocial agency that runs throughout the game.”

      Can you engage in activism, in farming, in policy reunions, teaching, cleaning, or other volunteering? No, you but you can go to shops of any kind!

    4. Interestingly, in GTA IV,an article on the in-game Internet says, “Long-termhealthcare can put a tremendous strain on finances,” whichreminds us that America might be the land of opportunity butonly until people get sick. In addition, when Roman, Niko’scousin, asks him if he likes America, he says it is allabout advertising, and the opportunities are not realbecause people get in debt for those opportunities and becomea slave for the rest of their lives. Moreover, thedescription of the game on the publisher’s websiteexplicitly states that Liberty City is a nightmare for thepeople who do not have money or status (Rockstar Games,n.d.).

      But you know what will happen right? This is anecdotal, often optional content, and its subtext goes unoticed for the main attraction which is actually following a materialist gaze: Guns, cars, mansions, designer clothes, prostitutes, riches of any kinds: Luxury, and being above law because you are an oligarch.

    5. (A) Mentoring and psychological support;

      Honestly, I kinda disagree with this one. Women shouldn't have to just "cope". That's the male playbook. We should strictly get rid of accusations, of insults, of "you are only there because of X male"... psych support entails giving in to meritocracy's zero sum game. Competition for the gain, at any cost. No. Players shouldn't feel burned out period.

    6. Most guys, when they see a girl, instantly conclude thatshe plays badly. Even if she’s actually a good player,it’s not enough for guys. If a guy and a girl of an equalskill make a mistake in-game, it’s okay for the guy, ithappens, but in case with the girl, she would do it “be-cause she’s a girl”, and not because even top tier playerssometimes make mistakes. Youtube has lots of fail montagesfrom female tournaments. Why point it out specifically,if any tournament has tons of mistakes.

      Indeed! Reminds me of cherry picked Islamophobic assault compilations. Ragebait. Polarisation devices. This can also lead perhaps not too trauma, but to imposter syndrome, to loss of confidence, to de-motivation, and burnout. Surely, males experience these too, but less frequently, and notably, on their own. Not sharing and taking a stoic toxic masculinity stance then builds up to projection, hate, impotency, outward attacks not so much as inner pitying (it's others who are wrong, and I must defend myself). There is a certain dread and anguish I feel sorry males have to go through, much unhealthier than fems.

    7. The attitude to mixed teams among ourinterviewees was also mixed: some highlighted the importanceof training together with men, and playing against men,

      It's harder to train hard without communal motivation, without relatives to play with. It's hard to improve without someone to best, without being allowed to play with people with high technical knowledge, communicative skills, and professional trainers + diet (enhancements) behind. It's even more complicated if basic game layers, like communication, chat, friends, are systematically barred for you. If doing so risks being insulted, harassed.

    8. Due largely to unwelcoming public reception, all-femaleteams rarely compete with all-male teams in public, and whenthey do, they usually demonstrate lower results. However,if one looks at the average scores of female and male playerswho competed in roughly equivalent tournaments, it becomesmuch more difficult to justify the difference between prizepools. According to in-game statistics, professional femaleplayers are only 7% behind professional male players interms of skill-related metrics

      To be fair, there are many less women players, but still 7% is a notable difference at least in high leagues. Wouldn't say noticeable for most viewers, though.

    Annotators

    1. __________________________________________________________________

      You already know that studying full-time helps you finish faster but takes more money and time, while part-time or online classes are easier to balance but take longer. You also know that starting a family now may make school harder, and waiting could give you more stability. What you still need to know includes the exact cost of a four-year program, your financial aid options, how much a degree improves job opportunities, and how your work schedule can change. You can get this information by talking to your college adviser, checking financial aid offices, researching game-design careers, and discussing schedules with your wife. The pros of continuing school are better skills, more career options, and long-term growth; the cons are higher cost, more stress, and less free time. The pros of delaying school are more stability and less pressure, while the cons are slower career progress and fewer opportunities in the short term.

    2. __________________________________________________________________

      Here’s a small, clear paragraph:

      The problem can be broken into a few manageable parts: figuring out the financial impact of continuing your education, understanding the time commitment needed for a four-year degree, determining how school will fit with your work and your wife’s schedule, considering how starting a family soon will affect your availability, and weighing how much a four-year degree will actually improve your chances of becoming a video game designer. By breaking it down this way, each part becomes easier to evaluate.

    3. __________________________________________________________________

      The core problem is deciding whether to pursue a four-year degree to better prepare for a career in video game design while also balancing work, finances, and plans to start a family soon. Related issues include the cost of more schooling, the time commitment, and how it will affect your home life and future stability. A successful solution must support your career goals, remain financially realistic, and still allow room for family responsibilities. A good metaphor for this situation is choosing between two paths—one easier and shorter now, and one longer but potentially leading to greater opportunities.

  7. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Game Boy. November 2023. Page Version ID: 1187494477. URL: https://en.wikipedia.org/w/index.php?title=Game_Boy&oldid=1187494477 (visited on 2023-12-10).

      This is a Wikipedia page about the 1989 handheld Nintendo console the Game Boy. I’ll use this as a jumping off point to try to explain why video games, mainly in the 80’s, 90’s, and early 2000’s, was viewed primarily as a masculine or male hobby. After the 1983 video game crash, Nintendo was having a troubled time marketing and selling their home console the Nintendo Famicon to American companies and retailers. After many failed attempts to convince retkairrs to hold their product, Nintendo decided to market the famicon in the US not as a game console, but as a toy, which is what lead to the release of the Nintendo Entertainment System in the US with the zappinator and Rob the robot. But, if you know anything about toys, then you’d know that toys are one of the most gendered marketed products out their, so when Nintendo was marketing the NES as a toy to the US, they decided to market it as a “boy toy” since that was viewed as more lucrative. Even after the NES and Game Boy and as other consoles entered the scene, that original mattering for the NES lead to the general idea of gaming as a male dominated hobby.

    1. Do you think this game was realistic?

      Definitely not. I was particularly annoyed that many things were presented as a dichotomy when plenty of nuanced responses were possible. For example, they gave the choice of either banning or keeping bots, no compromise. However, there's many types of bots and I'd rather filter them than choose either of the presented choices.

    1. When shareholders buy stocks in a company, they are owed a percentage of the profits. Therefore it is the company leaders’ fiduciary duty [s11] to maximize the profits of the company (called the Friedman Doctrine [s12]). If the leader of the company (the CEO) intentionally makes a decision that they know will reduce the company’s profits, then they are cheating the shareholders out of money the shareholders could have had. CEOs mistakenly do things that lose money all the time, but doing so on purpose is a violation of fiduciary duty.

      When I read section 19.1.3 about fiduciary duty and the Friedman doctrine, it really makes me feel like users basically have no real power on platforms like Meta. Even if a CEO personally want to care more about user well-being or ethics, the system kind of punish them if profits go down, so they are pushed to choose shareholders first. It feels a bit scary that even “good intentions” from leaders are not enough, because the whole structure of capitalism is pushing in the opposite direction. It also makes me question if telling people “just choose better companies or better CEOs” is actually helpful, since the problem seem more like the rules of the game, not only the people playing it.

  8. Nov 2025
    1. share a link right after the upload finishes and it will just work.

      I did notice this.

      Just in the nick of time

      Well worth the nearly decade long wait!

      This is a total Game Changer

    1. Domsch suggests that for game choices to feel as if theypossess meaning, they must rely on three guiding principles:they must feel meaningful 1) by being difficult to achieve;2) by making their relevance ambiguous; and 3) by notproviding full gameplay information to the player, and onlysometimes providing full gameplay information. By presentingchoices with incomplete information, the player cannot applya mechanistic decision-making process to get the idealoutcome, and thus the choice feels more meaningful. Thisforces the player to rely on the game’s narrative structureand its broader fiction.

      Scarcity, Novelty, and Unpredictableness to build a dramatic arc with ups and downs.

    2. Videogames do notjust fit into Foucault’s concept of heterotopias, they alsomatch what Augé describes as non-places: places of far-reaching anonymity that largely ignore social hierarchies

      In a way, they portray the ideal of blank state perfect justice. All speedrunners have the same starting point, all competitive shooters have a fixed "egalitarian" "non-discriminatory" spawn. In a game you are not the nerd, you are the hero, you perform a new person and aren't scrutinised by it, you are given a second chance to start again.

      Games are fair. No, they are not. They rely on your setup, on whether you can communicate with teammates, on who in your friend groups plays them, what free offer is given, and what characters which may represent you are found therein. Yet the myth continues, it's pervasive, it's the free will made-up CEO Enterpreneur mindset.

    3. Now, if combined these lessons with Wittgenstein’s idea inthe Philosophical Investigations to abandon the logical formof the proposition (analytical definitions), we will arriveat a holistic notion of the normative space of all games,begging the question it would clash with the idea of beingable to give a conceptual delimitation to the game as a unitof analysis. However, the possibility of avoiding thisconclusion lies in reflecting on Wittgenstein's intentionin establishing this diffuse condition of games.A non-analytic notion of games would therefore have to bepresented on the base experience of play.

      Playthrough, or autoethnographic, or therapeutic self-writing reflections. It becomes true for you. It is your lived experience.

    Annotators

    1. Synthèse des Expériences sur les Préjugés et le Racisme Inconscient

      Résumé

      Ce document de synthèse analyse une émission d'investigation sociale qui, à travers une série d'expériences en caméra cachée, démontre comment les préjugés et les stéréotypes raciaux influencent de manière inconsciente les comportements, les jugements et même la perception de la réalité.

      Cinquante participants, croyant participer à une émission sur "les mystères de notre cerveau", sont confrontés à des situations de la vie quotidienne conçues pour révéler des biais automatiques.

      Les résultats sont unanimes : des mécanismes cognitifs comme la catégorisation sociale poussent les individus à privilégier la similarité, à juger plus sévèrement les minorités visibles, et à percevoir une menace accrue en leur présence.

      Les expériences révèlent également que ces biais sont acquis dès l'enfance et peuvent mener à une internalisation des stéréotypes par les groupes minoritaires eux-mêmes.

      Le contexte s'avère crucial, capable d'atténuer ou de renforcer les stéréotypes.

      Finalement, l'émission conclut que si ces mécanismes sont universels, la prise de conscience, l'éducation et la rencontre avec l'autre sont des leviers puissants pour les déconstruire, rappelant que ce qui rassemble les êtres humains est fondamentalement plus fort que ce qui les divise.

      1. Dispositif Expérimental et Concepts Fondamentaux

      L'émission met en scène 50 volontaires qui ignorent le véritable sujet de l'étude : le racisme.

      Le faux titre, "Les mystères de notre cerveau", vise à garantir la spontanéité de leurs réactions.

      Leurs comportements sont observés et analysés par la présentatrice Marie Drucker, le comédien et réalisateur Lucien Jean-Baptiste, et le psychosociologue Sylvain Delouvée.

      L'analyse repose sur plusieurs concepts clés de la psychologie sociale :

      La Catégorisation Sociale : Mécanisme mental naturel et "paresseux" par lequel le cerveau classe les individus en groupes (hommes/femmes, jeunes/vieux, noirs/blancs) pour simplifier la complexité du monde.

      Ce processus entraîne une perception accrue des ressemblances au sein de son propre groupe ("nous") et des différences avec les autres groupes ("eux"), pouvant générer méfiance et rejet.

      Le Stéréotype : Défini comme "un ensemble d'idées préconçues que l'on va appliquer à un individu du simple fait de son appartenance à un groupe."

      Les stéréotypes ont un caractère automatique et sont intégrés culturellement (médias, éducation, etc.).

      Le Préjugé : C'est l'attitude, positive ou négative, que l'on développe envers un groupe sur la base de stéréotypes.

      La Discrimination : Le comportement qui découle des préjugés, comme le fait d'écarter une personne d'un emploi ou d'un logement.

      Sylvain Delouvée souligne que "toutes les expériences que nous allons voir s'appuient sur des études scientifiques parfaitement documentées" et que les mécanismes étudiés (misogynie, sexisme, homophobie, etc.) reposent sur les mêmes fondements.

      2. Le Biais de Similarité et le Jugement Spontané

      Les premières expériences démontrent une tendance instinctive à favoriser les individus qui nous ressemblent et à porter des jugements hâtifs basés sur l'apparence physique.

      Expérience 1 : La Salle d'Attente

      Dispositif : Les participants entrent un par un dans une salle d'attente où sont assis deux complices, un homme noir (Jean-Philippe) et un homme blanc (Florian), habillés identiquement. Une chaise vide est disponible de chaque côté.

      Résultats : La quasi-totalité des participants choisit de s'asseoir à côté de l'homme blanc.

      Même lorsque les complices échangent leurs places pour éliminer un biais lié à la configuration de la pièce, le résultat reste le même.

      Analyse : Selon Sylvain Delouvée, ce comportement n'est pas "raciste en tant que tel" mais relève d'une recherche de similarité.

      "On va chercher les gens qui nous ressemblent."

      C'est un mécanisme presque "reptilien", hérité des tribus primitives qui se méfiaient de la différence.

      Lucien Jean-Baptiste souligne les conséquences dramatiques de ce biais dans des contextes comme "l'accès au logement" ou la recherche d'emploi.

      Expérience 2 : Le Procès Fictif

      Dispositif : Les participants agissent en tant que jurés et doivent attribuer une peine de prison (de 3 à 15 ans) à un accusé pour "coups et blessures volontaires ayant entraîné la mort sans l'intention de la donner".

      Le crime et le contexte sont identiques pour tous, mais la moitié des participants juge un accusé blanc, l'autre moitié un accusé d'origine maghrébine.

      Résultats : L'accusé d'origine maghrébine écope en moyenne d'une peine de prison plus lourde.

      Fait marquant, les participants ont été 5 fois plus nombreux à lui infliger la peine maximale de 15 ans.

      Analyse : Les commentaires des participants révèlent leurs biais : "Il a une bonne tête, il n'a pas l'air d'être violent" pour l'accusé blanc ; "Il n'y a pas de perpétuité ?" pour l'accusé maghrébin.

      Delouvée explique que ce jugement est influencé par un "fameux biais intégré" via la culture et les médias, qui associent certaines catégories de personnes à la délinquance.

      3. La Perception de la Menace et de la Culpabilité

      Les expériences suivantes illustrent comment les stéréotypes raciaux activent automatiquement une perception de danger ou de culpabilité, menant à des réactions discriminatoires.

      Expérience 3 : Le Vol de Vélo

      Dispositif : En caméra cachée dans la rue, trois comédiens (un homme blanc, Johan ; un homme d'origine maghrébine, Bachir ; une jeune femme blonde, Urielle) scient tour à tour l'antivol d'un vélo.

      Résultats :

      Johan (blanc) : Les passants sont indifférents ou bienveillants. Une femme lui dit même qu'il a "une tête de type honnête".  

      Bachir (maghrébin) : Les réactions sont immédiates et hostiles ("C'est pas bien, de faire ça").

      Les passants l'interpellent et appellent la police, qui intervient réellement, forçant l'équipe de tournage à s'interposer.  

      ◦ **Urielle (blonde) :

      ** Plusieurs hommes s'arrêtent spontanément pour lui proposer leur aide, sans jamais remettre en question la propriété du vélo.

      Analyse : Cette expérience démontre un comportement discriminatoire flagrant.

      Le stéréotype s'active automatiquement ("fait-il partie de mon groupe ?"), entraîne un préjugé ("j'ai confiance ou non") et déclenche une action (l'appel à la police).

      Lucien Jean-Baptiste témoigne : "Il m'est arrivé combien de fois de rentrer dans des halls d'immeuble et qu'on me demande : 'Qu'est-ce que vous faites là ?'".

      Expérience 4 : Le Laser Game (Le Biais du Tireur)

      Dispositif : Les participants, armés d'un pistolet de laser game, doivent neutraliser le plus rapidement possible des figurants armés qui surgissent, tout en évitant de tirer sur ceux qui tiennent un téléphone.

      Les figurants sont de différentes origines (blancs, noirs, maghrébins).

      Résultats :

      1. Les participants ont tiré près de 4 fois plus sur les figurants désarmés noirs ou d'origine maghrébine que sur les figurants désarmés blancs.    

      1. Face à un dilemme où un homme blanc et un homme maghrébin surgissent simultanément armés, ils ont été 4 fois plus nombreux à tirer en priorité sur le figurant d'origine maghrébine.

      Analyse : Cette expérience, inspirée de recherches sur les forces de police américaines, illustre le "biais du tireur".

      Elle ne signifie pas que les participants sont racistes, mais met en évidence "l'ancrage fort et automatique d'un stéréotype".

      Face à une situation menaçante, le cerveau s'accroche aux stéréotypes pour agir, percevant la scène comme "encore plus menaçante qu'elle ne l'est".

      4. La Genèse des Préjugés chez l'Enfant

      Ces expériences démontrent que les stéréotypes raciaux sont absorbés et intégrés très tôt, non pas de manière innée, mais par observation et modélisation du monde adulte.

      Expérience 5 : Les Marionnettes

      Dispositif : Des enfants de 5 à 6 ans assistent à un spectacle de marionnettes où le goûter de Vanessa a été volé. Deux suspects leur sont présentés : Kevin (blanc) et Moussa (noir).

      On demande aux enfants de désigner le coupable.

      Résultats : Une majorité d'enfants désigne spontanément Moussa comme le voleur le plus probable.

      Analyse : "Ça commence très tôt", réagit Lucien Jean-Baptiste.

      Delouvée précise que cela "ne prouve pas que les enfants sont enclins naturellement à la discrimination" mais qu'ils sont très sensibles aux normes sociales et "incorporent les stéréotypes, les préjugés de leur entourage".

      Expérience 6 : Le Test de la Poupée

      Dispositif : L'émission présente les résultats d'une réplication du célèbre test des psychologues Kenneth et Mamie Clark (années 1940), issue du documentaire "Noirs en France".

      On présente à de jeunes enfants, y compris des enfants noirs, une poupée blanche et une poupée noire et on leur pose des questions ("Quelle est la plus jolie ?", "La moins jolie ?").

      Résultats : Les enfants, y compris les enfants noirs, désignent majoritairement la poupée blanche comme la plus jolie et la poupée noire comme la moins jolie. Une petite fille noire déclare :

      "Parce qu'elle est noire... quand je serai grande, je mettrai de la crème pour devenir blanche."

      Analyse : Ce test illustre tragiquement l'internalisation du stéréotype, où les membres d'un groupe minoritaire finissent par incorporer les préjugés négatifs qui leur sont attribués.

      Le résultat, constant à travers les décennies, montre la puissance des modèles culturels et de l'entourage.

      5. Stéréotypes, Contexte et Raccourcis Cognitifs

      Cette section regroupe des expériences montrant comment les stéréotypes fonctionnent comme des raccourcis mentaux, comment le contexte peut les moduler et comment même les préjugés "positifs" sont problématiques.

      Expérience 7 : La Reconnaissance des Visages ("Ils se ressemblent tous")

      Dispositif : Six comédiens (quatre blancs, deux asiatiques) jouent une courte scène.

      Les participants doivent ensuite réattribuer chaque réplique au bon comédien via une application.

      Résultats : Les participants ont fait quasiment deux fois plus d'erreurs en attribuant les répliques aux comédiens d'origine asiatique qu'aux comédiens blancs.

      Analyse : Ce phénomène illustre que le cerveau perçoit moins les différences "intracatégorielles" pour les groupes qui ne sont pas le nôtre.

      Comme l'explique Delouvée, "à partir du moment où nous catégorisons les individus en groupe, ce biais apparaît, cette tendance à voir les membres d'un groupe qui n'est pas le nôtre comme se ressemblant."

      Expérience 8 : Les Accents des Conférenciers

      Dispositif : Trois groupes de participants assistent à la même conférence sur l'IA, mais donnée par trois "experts" différents.

      1. Groupe 1 : Un comédien blanc prenant un fort accent allemand.    

      1. Groupe 2 : Le même comédien prenant un accent marseillais.    

      2. Groupe 3 : Un véritable professeur d'université noir, M. Diallo.

      Résultats :

      Accent allemand : Jugé "très compétent", "sérieux", mais "moyennement chaleureux".   

      Accent marseillais : Jugé "moins compétent", "pas convaincant", mais "sympathique" et "très chaleureux".    ◦ Professeur noir :

      Les participants sont perplexes, peinent à le qualifier et expriment des doutes sur sa légitimité ("Pour moi, il s'agit d'un comédien").

      Analyse : L'accent active un stéréotype qui devient le critère principal de jugement.

      L'Allemand est perçu comme rigoureux, le Marseillais comme sympathique mais peu sérieux.

      Le professeur noir, lui, ne correspond à aucun stéréotype clair dans l'esprit des participants, ce qui crée une dissonance cognitive.

      Le fait qu'il soit le seul véritable expert est la conclusion ironique de l'expérience.

      Expérience 9 : Les Sprinteurs (Le Préjugé Positif)

      Dispositif : On demande aux participants qui, d'un sprinteur noir ou blanc, a le plus de chances de gagner une course.

      Résultats : Une majorité répond le sprinteur noir, se basant sur le cliché "les Noirs courent plus vite".

      Analyse : L'émission déconstruit ce stéréotype, expliquant qu'il n'a aucune base scientifique fiable.

      Sa persistance est liée à des facteurs historiques (le corps noir associé au labeur physique durant l'esclavage) et socio-culturels (le sport comme l'un des rares modèles de réussite pour les jeunes noirs).

      Delouvée qualifie ce type de croyance de "préjugé positif très problématique", car il "retire le mérite aux coureurs noirs de gagner", réduisant leur succès à une essence biologique plutôt qu'à leur travail.

      Expérience 10 : L'Association de Mots (Le Rôle du Contexte)

      Dispositif : Trois groupes voient une photo d'une même femme asiatique dans trois contextes différents et doivent donner le premier mot qui leur vient à l'esprit.

      1. Photo 1 : Mangeant avec des baguettes.  

      2. Photo 2 : Se maquillant.  

      3. Photo 3 : Portant une blouse blanche avec un stéthoscope.

      Résultats :

      Photo 1 : Les réponses évoquent l'origine ("Asie", "sushi", "femme asiatique").   

      Photo 2 : Les réponses évoquent la féminité ("maquillage", "rouge à lèvres", "belle femme").  

      Photo 3 : Les réponses évoquent la profession ("médecin", "infirmière", "hôpital").

      Analyse : L'expérience démontre que le contexte est capable d'effacer ou de renforcer un stéréotype.

      Lorsque le contexte fournit une information plus saillante (le métier, la féminité), l'origine ethnique passe au second plan.

      6. L'Impact Neurologique et Mémoriel des Préjugés

      Ces expériences finales explorent les fondements biologiques et cognitifs des préjugés, montrant comment ils peuvent altérer l'empathie et même réécrire les souvenirs.

      Expérience 11 : L'Empathie et la Douleur

      Dispositif : L'émission rapporte une étude neurologique où l'on mesure la réaction cérébrale de sujets (blancs et noirs) regardant une main se faire piquer par une aiguille.

      Résultats :

      ◦ Le cerveau d'un sujet blanc réagit (empathie, "freezing") en voyant une main blanche se faire piquer, mais pas en voyant une main noire.   

      ◦ Inversement, le cerveau d'un sujet noir réagit à la douleur d'une main noire, mais pas d'une main blanche.   

      ◦ Étonnamment, quand la main est de couleur violette (un groupe pour lequel aucun préjugé n'existe), les cerveaux des sujets blancs et noirs réagissent tous les deux avec empathie.

      Analyse : C'est la seule expérience basée sur la neurologie. Elle révèle que "nos préjugés effacent notre empathie à l'égard de personnes différentes de nous".

      Le cerveau est plastique, et c'est "par la rencontre, l'éducation" que l'on peut développer une empathie plus universelle.

      Expérience 12 : La Photo Contre-Stéréotypique et le Bouche-à-Oreille

      Dispositif : Les participants observent une photo de rue où un homme d'origine maghrébine donne une pièce à un homme blanc faisant la manche.

      Puis, on teste leur mémoire.

      Dans un second temps, une chaîne de bouche-à-oreille est créée pour voir comment l'information se transmet.

      Résultats :

      1. Test de mémoire : Près de la moitié des participants décrivent la scène en inversant les rôles, affirmant avoir vu un homme blanc donner de l'argent à un SDF maghrébin.

      Un participant, décrivant la scène correctement, la qualifie de "très perturbante".   

      2. Bouche-à-oreille : Même lorsque la première personne décrit la scène correctement, l'information se déforme rapidement au fil de la transmission.

      Les rôles s'inversent, et la scène d'aumône se transforme même en "une altercation".

      Analyse : La photo est "contre-stéréotypique" : elle contredit les attentes du cerveau.

      Pour simplifier, le cerveau "corrige" la réalité pour la faire correspondre au stéréotype (le Maghrébin en situation de précarité).

      L'expérience du bouche-à-oreille, basée sur une étude classique sur les rumeurs (Allport & Postman, 1940), montre comment "nos croyances et stéréotypes nous permettent de lire cette scène" et de la transformer.

      7. Révélation Finale et Humanité Partagée

      À la fin de la journée, le véritable titre de l'émission, "Sommes-nous tous racistes ?", est révélé aux participants, provoquant choc et prise de conscience.

      L'objectif, leur explique-t-on, n'était pas de juger mais de montrer que "nous avons toutes et tous les mêmes mécanismes qui se déclenchent dans nos têtes".

      L'ultime expérience vise à déconstruire les divisions.

      Répartis en groupes de couleurs distinctes, les participants sont invités à avancer au centre s'ils se sentent concernés par une série de questions, allant du léger ("Qui a déjà revendu des cadeaux de Noël ?") au profondément intime.

      "Qui, parmi vous, se sent très seul ?" Plusieurs personnes, de groupes différents, se rejoignent au centre, partageant une vulnérabilité commune.

      "Qui, parmi vous, a été harcelé pendant sa scolarité ?"

      Un grand nombre de participants avancent, partageant des témoignages émouvants sur le harcèlement lié à la couleur de peau ou à d'autres différences.

      Cette dernière séquence démontre visuellement que malgré les appartenances à des groupes différents, les expériences humaines fondamentales (joie, amour, solitude, souffrance) sont partagées.

      La conclusion de l'émission est un appel à la reconnaissance de cette humanité commune :

      "Ce qui nous rassemble est toujours plus fort que ce qui nous divise."

    1. Elevate your delivery game with GFS’ proven, tech-powered, multi-carrier logistics and operational excellence.

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    Annotators

    URL

    1. When and how to use Standard English Maybe you have cousins or friends in other parts of the country, and there have been times when you have misunderstood each other? Perhaps you were trying to play a game that has different names in different parts of the country. Such local words, which are not Standard English, should not be used in formal situations such as in an exam or going for a job interview. In formal situations, it is required that you use Standard English, which also means not using slang words that you would use with your friends.

      standard English used in different parts of country.

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    1. The cognitive success in one case is the result of memory and luck, the other a result of cognitive effort and agency in combining what one knows with one's understanding of the game of chess, the other player's moves, the timing, flow, and strategy of play, and one's objective. Drawing on the network of relationships between these pieces of knowledge and skills to successfully win a chess game does not merely demonstrate that one knows the rules and strategy needed to play, but that one understands these and can apply them to the game.
    1. Jayda’s and Ms. Raniya’s code-meshing is an excep-tion rather than the norm for how teachers respondto marginalized languages in the classroom (Younget al., 2014), particularly in writing. There is a com-mon and long-standing myth that language learn-ing is a zero- sum game, in which learners havefinite cognitive space available for language learning(Grosjean, 2012; Ramírez, Yuen, & Ramey, 1991).

      Schools still enforce the use of Standard English, code meshing is rarely utilized. There's a myth that learning multiple languages/dialects confuse student and prevents them from learning Standard English.

    1. Nano Banana Pro: raw intelligence with tool use
      • Google released Nano Banana Pro (gemini-3-pro-image-preview), a new AI image generation model.
      • Nano Banana Pro excels in general intelligence, tool use, and creating complex scenes with less hallucination.
      • It can use Google Search and Maps to gather data and reason visually through "thought images."
      • Pushing infographic and map generation to new frontiers, enabling visually rich and factually accurate images.
      • Can create detailed photorealistic images based on complex, multi-element prompts.
      • Not reliable for electrical circuit designs yet, as it may produce erroneous circuit diagrams.
      • Human intelligence still surpasses it in domain-specific tasks like accurate circuit design.
      • Nano Banana Pro is seen as a game changer in practical, production-ready AI image generation.
      • Tool use enables more factually accurate and data-driven generated images than previous models.
      • Benchmarking AI image generation quality still needs development for production use assessment.
      • The community is impressed with Nano Banana Pro's nuanced prompt following and image creation capabilities.
    1. .

      I don't think the "choices" are varied enough to represent much of "life". The path is very very limited. For e.g. university is dominant as a stage in the game. Globally, only 12-15% of the population go to university. 85% of the world do not necessarily choose NOT to go (although it might be a conscious choice for some), most do not have the opportunity to go to university at all. The life path you set out, thus, excludes 85% of the world. The OER you are creating here is for global use, not for an elite 12-15% of the population.

      It's also a fallacy that going to university results in employment ("stable job") vs. not going to university. The "choice" of going to university (if we are lucky enough to have such a choice) does not automatically open a door to "venture success". Clearly, 85% of the world who didn't go into higher education are doing something with their life - including being leaders in their fields.

    2. a choice needs to be made

      Not sure about the assumption that we make "choices" in life. We don't choose to be born, get sick or die (just three of many examples...) So, there has to be a randomness in the game as well as decisiveness (free-will vs. determinism)...

      Things that seem like choices ("have children") might not be (women have children against their will/not out of choice).

    3. A dynamic life path board game illustrates how choices and opportunities interweave to shape a unique journey from youth to old age.

      There are lots of ways in which the life paths are not diverse enough. e.g. jobs - assumption is that a job is a thing you "get", rather than being something you might create (e.g. being self employed is commonplace for artists).

      The relationship/marriage component assumes that a) relationships transform into marriage b) being single is not an option

      The space after the marriage decision gateway on both sides is "buy a house". 33% of the world's population do not own their own home. Why are they not represented in this game? Some countries have no culture of buying homes - e.g in Germany long-term renting is the norm. In the UK, only 20% of people under 35 can afford to get a mortgage, nearly all rent. etc....

    4. This is an interactive game that combines narrative, choices and randomness. You will experience a “condensed life” of your own creation, driven by dice and shaped by your choices, within a span of twenty minutes. From childhood to old age, you will pass through various stages of life, make crucial decisions, and experience growth, loss, hope and setbacks. Every throw is a push of fate, and every fork is a choice of oneself. As the life path gradually unfolds before you, the stories you have experienced and the choices you have made will constitute a brief and unique life that you will never be able to repeat.

      To make this accessible to all readers, left-justify the text (do not 'centre' texts).

    1. n True to the Language Game, Keith Gilyard questions the efficacy of“code-switching pedagogy,” stating that there are “no reputable studiesdemonstrating that speech varieties translate neatly into writing varieties, nopossibility that teachers can teach appropriateness” (129). He concludes hiscriticisms with calls for a reevaluation of the term “code” in the context ofits sociolinguistic origins. He also highlights a striking assumption by com-position as a field: that we have prematurely adopted a pedagogy developedthrough research on spoken language varieties without assessing its appli-cability for written discourse. This questions the field’s implicit marking ofcodeswitching1 as unconventional and illegitimate. At best, writing teacherssay codeswitching is acceptable in community exchanges but not in profes-sional or high stakes settings

      Keith Gilyard argues that codeswitching is legitimate only in informal contexts, but not in professional or high-stakes settings.

    1. Here’s a rough analogy: imagine a library of one million books indexed by subject headings that cluster similar subjects together. A librarian is asked to find the five books most relevant to “history of trade wars.” Rather than scanning every book she: Pulls roughly 10 candidate books from a shelf with a relevant subject heading and skims them. After skimming those candidates, she decides whether her shortlist looks good enough. If not, she jumps to the next-closest shelf cluster and repeats until she runs out of time. In the end, she will have a pretty good (but maybe not perfect) set of five books

      This whole section is pretty close to a ANN method called Inverted File Index (IVF) but the more common ANN method is (HNSW (Hierarchical Navigable Small World) which is closer to Six Degrees of Kevin Bacon game.

    1. See (asmentioned in countless interviews) Meat Boy isn’t made of animalmeat, he’s simply a boy without skin whose name is Meat Boy.”

      Bro, how is that? This deflection attempt is so gibberish it's laughable. To be frank, Peta does pick up at games that have little to do with its cause, when they could be, idk, mocking any game that has actual fishing or hunting on it... but the response seems very inmature to me. Perhaps they could have collaborated!

    Annotators

    1. In mostcases, civilians can be killed—players can murder or incidentally attack the wrongperson during a gunfight—but this causes players to lose a life or fail a mission.

      This also implicitly means that killing "others" is allowed. They might be playing the war game, yes, but maybe their country unlisted them unwillingly, how are they different from civilians?

    Annotators

  9. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Emiliano De Cristofaro. 4chan raids: how one dark corner of the internet is spreading its shadows. The Conversation, November 2016. URL: http://theconversation.com/4chan-raids-how-one-dark-corner-of-the-internet-is-spreading-its-shadows-68394 (visited on 2023-12-10).

      This is a typical example of the "spillover effect of marginalized communities": a previously secluded, niche, anonymous, and unregulated space on the internet, which treats extreme emotions as a game and uses a "raiding" approach to transfer hatred and harassment to mainstream platforms. Essentially, it reflects two issues: first, the anonymous culture can quickly slide towards extremism when there is a lack of governance; second, the mainstream platforms have limited resilience and are prone to being disturbed by such organized small groups. In the long run, this kind of spillover will make the public opinion space louder, dirtier, and more polarized, forcing rational discussions to be forced to stop.

    1. Author response:

      The following is the authors’ response to the original reviews.

      Reviewer #1 (Public review):

      Summary

      This work provides important new evidence of the cognitive and neural mechanisms that give rise to feelings of shame and guilt, as well as their transformation into compensatory behavior. The authors use a well-designed interpersonal task to manipulate responsibility and harm, eliciting varying levels of shame and guilt in participants. The study combines behavioral, computational, and neuroimaging approaches to offer a comprehensive account of how these emotions are experienced and acted upon. Notably, the findings reveal distinct patterns in how harm and responsibility contribute to guilt and shame and how these factors are integrated into compensatory decision-making.

      Strengths

      (1) Investigating both guilt and shame in a single experimental framework allows for a direct comparison of their behavioral and neural effects while minimizing confounds.

      (2) The study provides a novel contribution to the literature by exploring the neural bases underlying the conversion of shame into behavior.

      (3) The task is creative and ecologically valid, simulating a realistic social situation while retaining experimental control.

      (4) Computational modeling and fMRI analysis yield converging evidence for a quotient-based integration of harm and responsibility in guiding compensatory behavior.

      We are grateful for your thoughtful summary of our work’s strengths and greatly appreciate these positive words.

      We would like to note that, in accordance with the journal’s requirements, we have uploaded both a clean version of the revised manuscript and a version with all modifications highlighted in blue.

      Weakness

      (1) Post-experimental self-reports rely both on memory and on the understanding of the conceptual difference between the two emotions. Additionally, it is unclear whether the 16 scenarios were presented in random order; sequential presentation could have introduced contrast effects or demand characteristics.

      Thank you for pointing out the two limitations of the experimental paradigm. We fully agree with your point. Participants recalled and reported their feelings of guilt and shame immediately after completing the task, which likely ensured reasonably accurate state reports. We acknowledge, however, that in-task assessments might provide greater precision. We opted against them to examine altruistic decision-making in a more natural context, as in-task assessments could have heightened participants’ awareness of guilt and shame and biased their altruistic decisions. Post-task assessments also reduced fMRI scanning time, minimizing discomfort from prolonged immobility and thereby preserving data quality.

      In the present study, assessing guilt and shame required participants to distinguish conceptually between the two emotions. Most research with adult participants has adopted this approach, relying on direct self-reports of emotional intensity under the assumption that adults can differentiate between guilt and shame (Michl et al., 2014; Wagner et al., 2011; Zhu et al., 2019). However, we acknowledge that this approach may be less suitable for studies involving children, who may not yet have a clear understanding of the distinction between guilt and shame.

      The limitations have been added into the Discussion section (Page 47): “This research has several limitations. First, post-task assessments of guilt and shame, unlike in-task assessments, rely on memory and may thus be less precise, although in-task assessments could have heightened participants’ awareness of these emotions and biased their decisions. Second, our measures of guilt and shame depend on participants’ conceptual understanding of the two emotions. While this is common practice in studies with adult participants (Michl et al., 2014; Wagner et al., 2011; Zhu et al., 2019), it may be less appropriate for research involving children.”

      We apologize for the confusion. The 16 scenarios were presented in a random order. We have clarified this in the revised manuscript (Page 13): “After the interpersonal game, the outcomes of the experimental trials were re-presented in a random order.”

      (2) In the neural analysis of emotion sensitivity, the authors identify brain regions correlated with responsibility-driven shame sensitivity and then use those brain regions as masks to test whether they were more involved in the responsibility-driven shame sensitivity than the other types of emotion sensitivity. I wonder if this is biasing the results. Would it be better to use a cross-validation approach? A similar issue might arise in "Activation analysis (neural basis of compensatory sensitivity)." 

      Thank you for this valuable comment. We replaced the original analyses with a leave-one-subject-out (LOSO) cross-validation approach, which minimizes bias in secondary tests due to non-independence (Esterman et al., 2010). The findings were largely consistent with the original results, except that two previously significant effects became marginally significant (one effect changed from P = 0.012 to P = 0.053; the other from P = 0.044 to P = 0.062). Although we believe the new results do not alter our main conclusions, marginally significant findings should be interpreted with caution. We have noted this point in the Discussion section (Page 48): “… marginally significant results should be viewed cautiously and warrant further examination in future studies with larger sample sizes.”

      In the revised manuscript, we have described the cross-validation procedure in detail and reported the corresponding results. Please see the Method section, Page 23: “The results showed that the neural responses in the temporoparietal junction/superior temporal sulcus (TPJ/STS) and precentral cortex/postcentral cortex/supplementary motor area (PRC/POC/SMA) were negatively correlated with the responsibility-driven shame sensitivity. To test whether these regions were more involved in responsibilitydriven shame sensitivity than in other types of emotion sensitivity, we implemented a leave-one-subject-out (LOSO) cross-validation procedure (e.g., Esterman et al., 2010). In each fold, clusters in the TPJ/STS and PRC/POC/SMA showing significant correlations with responsibility-driven shame sensitivity were identified at the group level based on N-1 participants. These clusters, defined as regions of interest (ROI), were then applied to the left-out participant, from whom we extracted the mean parameter estimates (i.e., neural response values). If, in a given fold, no suprathreshold cluster was detected within the TPJ/STS or PRC/POC/SMA after correction, or if the two regions merged into a single cluster that could not be separated, the corresponding value was coded as missing. Repeating this procedure across all folds yielded an independent set of ROI-based estimates for each participant. In the LOSO crossvalidation procedure, the TPJ/STS and PRC/POC/SMA merged into a single inseparable cluster in two folds, and no suprathreshold cluster was detected within the TPJ/STS in one fold. These instances were coded as missing, resulting in valid data from 39 participants for the TPJ/STS and 40 participants for the PRC/POC/SMA. We then correlated these estimates with all four types of emotion sensitivities and compared the correlation with responsibility-driven shame sensitivity against those with the other sensitivities using Z tests (Pearson and Filon's Z).” and Page 24: “To directly test whether these regions were more involved in one of the two types of compensatory sensitivity, we applied the same LOSO cross-validation procedure described above. In this procedure, no suprathreshold cluster was detected within the LPFC in one fold and within the TP in 27 folds. These cases were coded as missing, resulting in valid data from 42 participants for the bilateral IPL, 41 participants for the LPFC, and 15 participants for the TP. The limited sample size for the TP likely reflects that its effect was only marginally above the correction threshold, such that the reduced power in cross-validation often rendered it nonsignificant. Because the sample size for the TP was too small and the results may therefore be unreliable, we did not pursue further analyses for this region. The independent ROI-based estimates were then correlated with both guilt-driven and shame-driven compensatory sensitivities, and the strength of the correlations was compared using Z tests (Pearson and Filon's Z).”

      Please see the Results section, Pages 34 and 35: “To assess whether these brain regions were specifically involved in responsibility-driven shame sensitivity, we compared the Pearson correlations between their activity and all types of emotion sensitivities. The results demonstrated the domain specificity of these regions, by revealing that the TPJ/STS cluster had significantly stronger negative responses to responsibility-driven shame sensitivity than to responsibility-driven guilt sensitivity (Z = 2.44, P = 0.015) and harm-driven shame sensitivity (Z = 3.38, P < 0.001), and a marginally stronger negative response to harm-driven guilt sensitivity (Z = 1.87, P = 0.062) (Figure 4C; Supplementary Table 14). In addition, the sensorimotor areas (i.e., precentral cortex (PRC), postcentral cortex (POC), and supplementary motor area (SMA)) exhibited the similar activation pattern as the TPJ/STS (Figure 4B and 4C; Supplementary Tables 13 and 14).” and Page 35: “The results revealed that the left LPFC was more engaged in shame-driven compensatory sensitivity (Z = 1.93, P = 0.053), as its activity showed a marginally stronger positive correlation with shamedriven sensitivity than with guilt-driven sensitivity (Figure 5C). No significant difference was found in the Pearson correlations between the activity of the bilateral IPL and the two types of sensitivities (Supplementary Table 16). For the TP, the effective sample size was too small to yield reliable results (see Methods).”

      (1) Regarding the traits of guilt and shame, I appreciate using the scores from the subscales (evaluations and action tendencies) separately for the analyses (instead of a composite score). An issue with using the actions subscales when measuring guilt and shame proneness is that the behavioral tendencies for each emotion get conflated with their definitions, risking circularity. It is reassuring that the behavior evaluation subscale was significantly correlated with compensatory behavior (not only the action tendencies subscale). However, the absence of significant neural correlates for the behavior evaluation subscale raises questions: Do the authors have thoughts on why this might be the case, and any implications?

      We are grateful for this important comment. According to the Guilt and Shame Proneness Scale, trait guilt comprises two dimensions: negative behavior evaluations and repair action tendencies (Cohen et al., 2011). Behaviorally, both dimensions were significantly correlated with participants’ compensatory behavior (negative behavior evaluations: R = 0.39, P = 0.010; repair action tendencies: R = 0.33, P = 0.030). Neurally, while repair action tendencies were significantly associated with activity in the aMCC and other brain areas, negative behavior evaluations showed no significant neural correlates. The absence of significant neural correlates for negative behavior evaluations may be due to several factors. In addition to common explanations (e.g., limited sample size reducing the power to detect weak neural correlates or subtle effects obscured by fMRI noise), another possibility is that this dimension influences neural responses indirectly through intermediate processes not captured in our study (e.g., specific motivational states). We have added a discussion of the non-significant result to the revised manuscript (Page 47): “However, the neural correlates of negative behavior evaluations (another dimension of trait guilt) were absent. The reasons underlying the non-significant neural finding may be multifaceted. One possibility is that negative behavior evaluations influence neural responses indirectly through intermediate processes not captured in our study (e.g., specific motivational states).”

      In addition, to avoid misunderstanding, the revised manuscript specifies at the appropriate places that the neural findings pertain to repair action tendencies rather than to trait guilt in general. For instance, see Pages 46 and 47: “Furthermore, we found neural responses in the aMCC mediated the relationship between repair action tendencies (one dimension of trait guilt) and compensation… Accordingly, our fMRI findings suggest that individuals with stronger tendency to engage in compensation across various moral violation scenarios (indicated by their repair action tendencies) are more sensitive to the severity of the violation and therefore engage in greater compensatory behavior.”

      (2) Regarding the computational model finding that participants seem to disregard selfinterest, do the authors believe it may reflect the relatively small endowment at stake? Do the authors believe this behavior would persist if the stakes were higher?

      Additionally, might the type of harm inflicted (e.g., electric shock vs. less stigmatized/less ethically charged harm like placing a hand in ice-cold water) influence the weight of self-interest in decision-making?

      Taken together, the conclusions of the paper are well supported by the data. It would be valuable for future studies to validate these findings using alternative tasks or paradigms to ensure the robustness and generalizability of the observed behavioral and neural mechanisms.

      Thank you for these important questions. As you suggested, we believe that the relatively small personal stakes in our task (a maximum loss of 5 Chinese yuan) likely explain why the computational model indicated that participants disregarded selfinterest. We also agree that when the harm to others is less morally charged, people may be more inclined to consider self-interest in compensatory decision-making. Overall, the more stigmatized the harm and the smaller the personal stakes, the more likely individuals are to disregard self-interest and focus solely on making appropriate compensation.

      We have added the following passage to the Discussion section (Page 42): “Notably, in many computational models of social decision-making, self-interest plays a crucial role (e.g., Wu et al., 2024). However, our computational findings suggest that participants disregarded self-interest during compensatory decision-making. A possible explanation is that the personal stakes in our task were relatively small (a maximum loss of 5 Chinese yuan), whereas the harm inflicted on the receiver was highly stigmatized (i.e., an electric shock). Under conditions where the harm is highly salient and the cost of compensation is low, participants may be inclined to disregard selfinterest and focus solely on making appropriate compensation.”

      Reviewer #2 (Public review):

      Summary

      The authors combined behavioral experiments, computational modeling, and functional magnetic resonance imaging (fMRI) to investigate the psychological and neural mechanisms underlying guilt, shame, and the altruistic behaviors driven by these emotions. The results revealed that guilt is more strongly associated with harm, whereas shame is more closely linked to responsibility. Compared to shame, guilt elicited a higher level of altruistic behavior. Computational modeling demonstrated how individuals integrate information about harm and responsibility. The fMRI findings identified a set of brain regions involved in representing harm and responsibility, transforming responsibility into feelings of shame, converting guilt and shame into altruistic actions, and mediating the effect of trait guilt on compensatory behavior.

      Strengths

      This study offers a significant contribution to the literature on social emotions by moving beyond prior research that typically focused on isolated aspects of guilt and shame. The study presents a comprehensive examination of these emotions, encompassing their cognitive antecedents, affective experiences, behavioral consequences, trait-level characteristics, and neural correlates. The authors have introduced a novel experimental task that enables such a systematic investigation and holds strong potential for future research applications. The computational modeling procedures were implemented in accordance with current field standards. The findings are rich and offer meaningful theoretical insights. The manuscript is well written, and the results are clearly and logically presented.

      We are thankful for your considerate acknowledgment of our work’s strengths and truly value your positive comments.

      We would like to note that, in accordance with the journal’s requirements, we have uploaded both a clean version of the revised manuscript and a version with all modifications highlighted in blue.

      Weakness

      In this study, participants' feelings of guilt and shame were assessed retrospectively, after they had completed all altruistic decision-making tasks. This reliance on memorybased self-reports may introduce recall bias, potentially compromising the accuracy of the emotion measurements.

      Thank you for this crucial comment. We fully agree that measuring guilt and shame after the task may affect accuracy to some extent. However, because participants reported their emotions immediately after completing the task, we believe their recollections were reasonably accurate. In designing the experiment, we considered intask assessments, but this approach risked heightening participants’ awareness of guilt and shame and thereby interfering with compensatory decisions. After careful consideration, we ultimately chose post-task assessments of these emotions. A similar approach has been adopted in prior research on gratitude, where post-task assessments were also used (Yu et al., 2018).

      In the revised manuscript, we have specified the limitations of both post-task and intask assessments of guilt and shame (Page 47): “… post-task assessments of guilt and shame, unlike in-task assessments, rely on memory and may thus be less precise, although in-task assessments could have heightened participants’ awareness of these emotions and biased their decisions.”.

      In many behavioral economic models, self-interest plays a central role in shaping individual decision-making, including moral decisions. However, the model comparison results in this study suggest that models without a self-interest component (such as Model 1.3) outperform those that incorporate it (such as Model 1.1 and Model 1.2). The authors have not provided a satisfactory explanation for this counterintuitive finding. 

      Thank you for this important comment. In the revised manuscript, we have provided a possible explanation (Page 42): “Notably, in many computational models of social decision-making, self-interest plays a crucial role (e.g., Wu et al., 2024). However, our computational findings suggest that participants disregarded self-interest during compensatory decision-making. A possible explanation is that the personal stakes in our task were relatively small (a maximum loss of 5 Chinese yuan), whereas the harm inflicted on the receiver was highly stigmatized (i.e., an electric shock). Under conditions where the harm is highly salient and the cost of compensation is low, participants may be inclined to disregard self-interest and focus solely on making appropriate compensation.”

      The phrases "individuals integrate harm and responsibility in the form of a quotient" and "harm and responsibility are integrated in the form of a quotient" appear in the Abstract and Discussion sections. However, based on the results of the computational modeling, it is more accurate to state that "harm and the number of wrongdoers are integrated in the form of a quotient." The current phrasing misleadingly suggests that participants represent information as harm divided by responsibility, which does not align with the modeling results. This potentially confusing expression should be revised for clarity and accuracy.

      We sincerely thank you for this helpful suggestion and apologize for the confusion caused. We have removed expressions such as “harm and responsibility are integrated in the form of a quotient” from the manuscript. Instead, we now state more precisely that “harm and the number of wrongdoers are integrated in the form of a quotient.”

      However, in certain contexts we continue to discuss harm and responsibility. Introducing “the number of wrongdoers” in these places would appear abrupt, so we have opted for alternative phrasing. For example, on Page 3, we now write:

      “Computational modeling results indicated that the integration of harm and responsibility by individuals is consistent with the phenomenon of responsibility diffusion.” Similarly, on Page 49, we state: “Notably, harm and responsibility are integrated in a manner consistent with responsibility diffusion prior to influencing guilt-driven and shame-driven compensation.”

      In the Discussion, the authors state: "Since no brain region associated with social cognition showed significant responses to harm or responsibility, it appears that the human brain encodes a unified measure integrating harm and responsibility (i.e., the quotient) rather than processing them as separate entities when both are relevant to subsequent emotional experience and decision-making." However, this interpretation overstates the implications of the null fMRI findings. The absence of significant activation in response to harm or responsibility does not necessarily imply that the brain does not represent these dimensions separately. Null results can arise from various factors, including limitations in the sensitivity of fMRI. It is possible that more finegrained techniques, such as intracranial electrophysiological recordings, could reveal distinct neural representations of harm and responsibility. The interpretation of these null findings should be made with greater caution.

      Thank you for this reminder. In the revised manuscript, we have provided a more cautious interpretation of the results (Page 43): “Although the fMRI findings revealed that no brain region associated with social cognition showed significant responses to harm or responsibility, this does not suggest that the human brain encodes only a unified measure integrating harm and responsibility and does not process them as separate entities. Using more fine-grained techniques, such as intracranial electrophysiological recordings, it may still be possible to observe independent neural representations of harm and responsibility.”

      Reviewer #3 (Public review):

      Summary

      Zhu et al. set out to elucidate how the moral emotions of guilt and shame emerge from specific cognitive antecedents - harm and responsibility - and how these emotions subsequently drive compensatory behavior. Consistent with their prediction derived from functionalist theories of emotion, their behavioral findings indicate that guilt is more influenced by harm, whereas shame is more influenced by responsibility. In line with previous research, their results also demonstrate that guilt has a stronger facilitating effect on compensatory behavior than shame. Furthermore, computational modeling and neuroimaging results suggest that individuals integrate harm and responsibility information into a composite representation of the individual's share of the harm caused. Brain areas such as the striatum, insula, temporoparietal junction, lateral prefrontal cortex, and cingulate cortex were implicated in distinct stages of the processing of guilt and/or shame. In general, this work makes an important contribution to the field of moral emotions. Its impact could be further enhanced by clarifying methodological details, offering a more nuanced interpretation of the findings, and discussing their potential practical implications in greater depth.

      Strengths

      First, this work conceptualizes guilt and shame as processes unfolding across distinct stages (cognitive appraisal, emotional experience, and behavioral response) and investigates the psychological and neural characteristics associated with their transitions from one stage to the next.

      Second, the well-designed experiment effectively manipulates harm and responsibility - two critical antecedents of guilt and shame.

      Third, the findings deepen our understanding of the mechanisms underlying guilt and shame beyond what has been established in previous research.

      We truly appreciate your acknowledgment of our work’s strengths and your encouraging feedback.

      We would like to note that, in accordance with the journal’s requirements, we have uploaded both a clean version of the revised manuscript and a version with all modifications highlighted in blue.

      Weakness

      Over the course of the task, participants may gradually become aware of their high error rate in the dot estimation task. This could lead them to discount their own judgments and become inclined to rely on the choices of other deciders. It is unclear whether participants in the experiment had the opportunity to observe or inquire about others' choices. This point is important, as the compensatory decision-making process may differ depending on whether choices are made independently or influenced by external input.

      Thank you for pointing this out. We apologize for not making the experimental procedure sufficiently clear. Participants (as deciders) were informed that each decider performed the dot estimation independently and was unaware of the estimations made by the other deciders. We now have clarified this point in the revised manuscript (Pages 10 and 11): “Each decider indicated whether the number of dots was more than or less than 20 based on their own estimation by pressing a corresponding button (dots estimation period, < 2.5 s) and was unaware of the estimations made by other deciders”.

      Given the inherent complexity of human decision-making, it is crucial to acknowledge that, although the authors compared eight candidate models, other plausible alternatives may exist. As such, caution is warranted when interpreting the computational modeling results.

      Thank you for this comment. We fully agree with your opinion. Although we tried to build a conceptually comprehensive model space based on prior research and our own understanding, we did not include all plausible models, nor would it be feasible to do so. We acknowledge it as a limitation in the revised manuscript (Page 47): “... although we aimed to construct a conceptually comprehensive computational model space informed by prior research and our own understanding, it does not encompass all plausible models. Future research is encouraged to explore additional possibilities.”

      I do not agree with the authors' claim that "computational modeling results indicated that individuals integrate harm and responsibility in the form of a quotient" (i.e., harm/responsibility). Rather, the findings appear to suggest that individuals may form a composite representation of the harm attributable to each individual (i.e., harm/the number of people involved). The explanation of the modeling results ought to be precise.

      We appreciate your comment and apologize for the imprecise description. In the revised manuscript, we now use the expressions “… integrate harm and the number of wrongdoers in the form of a quotient.” and “… the integration of harm and responsibility by individuals is consistent with the phenomenon of responsibility diffusion.” For example, on Page 19, we state: “It assumes that individuals neglect their self-interest, have a compensatory baseline, and integrate harm and the number of wrongdoers in the form of a quotient.” On Page 3, we state: “Computational modeling results indicated that the integration of harm and responsibility by individuals is consistent with the phenomenon of responsibility diffusion.”

      Many studies have reported positive associations between trait gratitude, social value orientation, and altruistic behavior. It would be helpful if the authors could provide an explanation about why this study failed to replicate these associations.

      Thanks a lot for this important comment. We have now added an explanation into the revised manuscript (Page 47): “Although previous research has found that trait gratitude and SVO are significantly associated with altruistic behavior in contexts such as donation (Van Lange et al., 2007; Yost-Dubrow & Dunham, 2018) and reciprocity (Ma et al., 2017; Yost-Dubrow & Dunham, 2018), their associations with compensatory decisions in the present study were not significant. This suggests that the effects of trait gratitude and SVO on altruistic behavior are context-dependent and may not predict all forms of altruistic behavior.”

      As the authors noted, guilt and shame are closely linked to various psychiatric disorders. It would be valuable to discuss whether this study has any implications for understanding or even informing the treatment of these disorders.

      We are grateful for this advice. Although our study did not directly examine patients with psychological disorders, the findings offer insights into the regulation of guilt and shame. As these emotions are closely linked to various disorders, improving their regulation may help alleviate related symptoms. Accordingly, we have added a paragraph highlighting the potential clinical relevance (Pages 48 and 49): “Our study has potential practical implications. The behavioral findings may help counselors understand how cognitive interventions targeting perceptions of harm and responsibility could influence experiences of guilt and shame. The neural findings highlight specific brain regions (e.g., TPJ) as potential intervention targets for regulating these emotions. Given the close links between guilt, shame, and various psychological disorders (e.g., Kim et al., 2011; Lee et al., 2001; Schuster et al., 2021), strategies to regulate these emotions may contribute to symptom alleviation. Nevertheless, because this study was conducted with healthy adults, caution is warranted when considering applications to other populations.”

      Reviewer #1 (Recommendations for the authors):

      (1) Would it be interesting to explore other categories of behavior apart from compensatory behavior?

      Thanks a lot for this insightful question. We focused on a classic form of altruistic behavior, compensation. Future studies are encouraged to adapt our paradigm to examine other behaviors associated with guilt and/or shame, such as donation (Xu, 2022), avoidance (Shen et al., 2023), or aggression (Velotti et al., 2014). Please see Page 48: “Future research could combine this paradigm with other cognitive neuroscience methods, such as electroencephalography (EEG) or magnetoencephalography (MEG), and adapt it to investigate additional behaviors linked to guilt and shame, including donation (Xu, 2022), avoidance (Shen et al., 2023), and aggression (Velotti et al., 2014).”

      (2) Did the computational model account for the position of the block (slider) at the start of each decision-making response (when participants had to decide how to divide the endowment)? Or are anchoring effects not relevant/ not a concern?

      Thank you for this interesting question. In our task, the initial position of the slider was randomized across trials, and participants were explicitly informed of this in the instructions. This design minimized stable anchoring effects across trials, as participants could not rely on a consistent starting point. Although anchoring might still have influenced individual trial responses, we believe it is unlikely that such effects systematically biased our results, since randomization would tend to cancel them out across trials. Additionally, prior research has shown that when multiple anchors are presented, anchoring effects are reduced if the anchors contradict each other (Switzer

      III & Sniezek, 1991). Therefore, we did not attempt to model potential anchoring effects. Nevertheless, future research could systematically manipulate slider starting positions to directly examine possible anchoring influences. In the revised manuscript, we have added a brief clarification (Page 11): “The initial position of the block was randomized across trials, which helped minimize stable anchoring effects across trials.”

      (3) Was there a real receiver who experienced the shocks and received compensation? I think it is not completely clear in the paper.

      We are sorry for not making this clear enough. The receiver was fictitious and did not actually exist. We have supplemented the Methods section with the following description (Page 12): “We told the participant a cover story that the receiver was played by another college student who was not present in the laboratory at the time. … In fact, the receiver did not actually exist.”.

      (4) What was the rationale behind not having participants meet the receiver?

      Thank you for this question. Having participants meet the receiver (i.e., the victim), played by a confederate, might have intensified their guilt and shame and produced a ceiling effect. In addition, the current approach simplified the experimental procedure and removed the need to recruit an additional confederate. These reasons have been added to the Methods section (Page 12): “Not having participants meet the receiver helped prevent excessive guilt and shame that might produce a ceiling effect, while also eliminating the need to recruit an additional confederate.”

      Minor edits:

      (1) Line 49: "the cognitive assessment triggers them", I think a word is missing.

      (2) Line 227: says 'Slide' instead of 'Slider'.

      (3) Lines 867/868: "No brain response showed significant correlation with responsibility-driven guilt sensitivity, harm-driven shame sensitivity, or responsibilitydriven shame sensitivity." I think it should be harm-driven guilt sensitivity, responsibility-driven guilt sensitivity, and harm-driven shame sensitivity.

      (4) Supplementary Information Line 12: I think there is a typo ( 'severs' instead of 'serves')

      We sincerely thank you for patiently pointing out these typos. We have corrected them accordingly. 

      (1) “the cognitive assessment triggers them” has been revised to “the cognitive antecedents that trigger them” (Page 2).

      (2) “SVO Slide Measure” has been revised to “SVO Slider Measure” (Page 8).

      (3) “No brain response showed significant correlation with responsibility-driven guilt sensitivity, harm-driven shame sensitivity, or responsibility-driven shame sensitivity." has been revised to “No brain response showed significant correlation with harm-driven guilt sensitivity, responsibility-driven guilt sensitivity, and harm-driven shame sensitivity.” (Page 35).

      (4) “severs” has been revised to “serves” (see Supplementary Information). In addition, we have carefully checked the entire manuscript to correct any remaining typographical errors.

      Reviewer #2 (Recommendations for the authors):

      The statement that trait gratitude and SVO were measured "for exploratory purposes" would benefit from further clarification regarding the specific questions being explored.

      Thank you for this valuable suggestion. In the revised manuscript, we have illustrated the exploratory purposes (Page 9): “We measured trait gratitude and SVO for exploratory purposes. Previous research has shown that both are linked to altruistic behavior, particularly in donation contexts (Van Lange et al., 2007; Yost-Dubrow & Dunham, 2018) and reciprocity contexts (Ma et al., 2017; Yost-Dubrow & Dunham, 2018). Here, we explored whether they also exert significant effects in a compensatory context.”

      In the Methods section, the authors state: "To confirm the relationships between κ and guilt-driven and shame-driven compensatory sensitivities, we calculated the Pearson correlations between them." However, the Results section reports linear regression results rather than Pearson correlation coefficients, suggesting a possible inconsistency. The authors are advised to carefully check and clarify the analysis approach used.

      We thank you for the careful reviewing and apologize for this mistake. We used a linear mixed-effects regression instead of Pearson correlations for the analysis. The mistake has been revised (Page 25): “To confirm the relationships between κ and guiltdriven and shame-driven compensatory sensitivities, we conducted a linear mixedeffects regression. κ was regressed onto guilt-driven and shame-driven compensatory sensitivities, with participant-specific random intercepts and random slopes for each fixed effect included as random effects.”

      A more detailed discussion of how the current findings inform the regulation of guilt and shame would further strengthen the contribution of this study.

      Thank you for this suggestion. We have added a paragraph discussing the implications for the regulation of guilt and shame (Pages 48 and 49): “Our study has potential practical implications. The behavioral findings may help counselors understand how cognitive interventions targeting perceptions of harm and responsibility could influence experiences of guilt and shame. The neural findings highlight specific brain regions (e.g., TPJ) as potential intervention targets for regulating these emotions. Given the close links between guilt, shame, and various psychological disorders (e.g., Kim et al., 2011; Lee et al., 2001; Schuster et al., 2021), strategies to regulate these emotions may contribute to symptom alleviation. Nevertheless, because this study was conducted with healthy adults, caution is warranted when considering applications to other populations.”

      As fMRI provides only correlational evidence, establishing a causal link between neural activity and guilt- or shame-related cognition and behavior would require brain stimulation or other intervention-based methods. This may represent a promising direction for future research.

      Thank you for this advice. We also agree that it is important for future research to establish the causal relationships between the observed brain activity, psychological processes, and behavior. We have added a corresponding discussion in the revised manuscript (Pages 47 and 48): “… fMRI cannot establish causality. Future studies using brain stimulation techniques (e.g., transcranial magnetic stimulation) are needed to clarify the causal role of brain regions in guilt-driven and shame-driven altruistic behavior.”

      Reviewer #3 (Recommendations for the authors):

      It was mentioned that emotions beyond guilt and shame, such as indebtedness, may also drive compensation. Were any additional types of emotion measured in the study?

      Thank you for this question. We did not explicitly measure emotions other than guilt and shame. However, the parameter κ from our winning computational model captures the combined influence of various psychological processes on compensation, which may reflect the impact of emotions beyond guilt and shame (e.g., indebtedness). We acknowledge that measuring other emotions similar to guilt and shame may help to better understand their distinct contributions. This point has been added into the revised manuscript (Page 48): “… we did not explicitly measure emotions similar to guilt and shame (e.g., indebtedness), which would have been helpful for understanding their distinct contributions.”

      The experimental task is complicated, raising the question of whether participants fully understood the instructions. For instance, one participant's compensation amount was zero. Could this reflect a misunderstanding of the task instructions?

      Thanks a lot for this question. In our study, after reading the instructions, participants were required to complete a comprehension test on the experimental rules. If they made any mistakes, the experimenter provided additional explanations. Only after participants fully understood the rules and correctly answered all comprehension questions did they proceed to the main experimental task. We have clarified this procedure in the revised manuscript (Page 13): “Participants did not proceed to the interpersonal game until they had fully understood the experimental rules and passed a comprehension test.”

      Making identical choices across different trials does not necessarily indicate that participants misunderstood the rules. Similar patterns, where participants made the same choices across trials, have also been observed in previous studies (Zhong et al., 2016; Zhu et al., 2021).

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      Shen, B., Chen, Y., He, Z., Li, W., Yu, H., & Zhou, X. (2023). The competition dynamics of approach and avoidance motivations following interpersonal transgression. Proceedings of the National Academy of Sciences, 120(40), e2302484120. https://doi.org/10.1073/pnas.230248412

      Switzer III, F. S., & Sniezek, J. A. (1991). Judgment processes in motivation: Anchoring and adjustment effects on judgment and behavior. Organizational Behavior and Human Decision Processes, 49(2), 208–229. https://doi.org/10.1016/0749-5978(91)90049-Y

      Van Lange, P. A. M., Bekkers, R., Schuyt, T. N. M., & Van Vugt, M. (2007). From games to giving: Social value orientation predicts donations to noble causes. Basic and Applied Social Psychology, 29(4), 375–384. https://doi.org/10.1080/01973530701665223

      Velotti, P., Elison, J., & Garofalo, C. (2014). Shame and aggression: Different trajectories and implications. Aggression and Violent Behavior, 19(4), 454–461. https://doi.org/10.1016/j.avb.2014.04.011

      Wagner, U., N’Diaye, K., Ethofer, T., & Vuilleumier, P. (2011). Guilt-specific processing in the prefrontal cortex. Cerebral Cortex, 21(11), 2461–2470. https://doi.org/10.1093/cercor/bhr016

      Wu, X., Ren, X., Liu, C., & Zhang, H. (2024). The motive cocktail in altruistic behaviors. Nature Computational Science, 4, 659–676. https://doi.org/10.1038/s43588-024-00685-6

      Xu, J. (2022). The impact of guilt and shame in charity advertising: The role of self- construal. Journal of Philanthropy and Marketing, 27(1). https://doi.org/10.1002/nvsm.1709

      Yost-Dubrow, R., & Dunham, Y. (2018). Evidence for a relationship between trait gratitude and prosocial behaviour. Cognition and Emotion, 32(2), 397–403. https://doi.org/10.1080/02699931.2017.1289153

      Yu, H., Gao, X., Zhou, Y., & Zhou, X. (2018). Decomposing gratitude: Representation and integration of cognitive antecedents of gratitude in the brain. Journal of Neuroscience, 38(21), 4886–4898. https://doi.org/10.1523/JNEUROSCI.2944-17.2018

      Zhong, S., Chark, R., Hsu, M., & Chew, S. H. (2016). Computational substrates of social norm enforcement by unaffected third parties. NeuroImage, 129, 95–104. https://doi.org/10.1016/j.neuroimage.2016.01.040

      Zhu, R., Feng, C., Zhang, S., Mai, X., & Liu, C. (2019). Differentiating guilt and shame in an interpersonal context with univariate activation and multivariate pattern analyses. NeuroImage, 186, 476486. https://doi.org/10.1016/j.neuroimage.2018.11.012

      Zhu, R., Xu, Z., Su, S., Feng, C., Luo, Y., Tang, H., Zhang, S., Wu, X., Mai, X., & Liu, C. (2021). From gratitude to injustice: Neurocomputational mechanisms of gratitude-induced injustice. NeuroImage, 245, 118730. https://doi.org/10.1016/j.neuroimage.2021.118730

    1. WINMY 官方 内容主题 隐藏 1. NEWWIN 4D 的 4D 板 2. 常见错误及解决方法 3. 排列或iBet 4. iBet奖金计算器,计算您的奖金 5. 你可以节省的某种理想 WINNY 为您准备了6 个 简单易行的 Newwin 4D 日常护理方案 7个 常见问题 8 结论 NEWWIN 4D,是玩家在搜索栏中输入的内容,旨在快速确认今晚的开奖结果,并了解如何根据投注类型估算赔率。了解 iBet 或排列组合的运作方式,并轻松区分大奖金和小奖金。  NEWWIN 4D 的 4D 板 所有 4D 结果表格都使用相同的格式: 一等奖 二等奖 三等奖 开胃菜或特餐 安慰 如果您的四个号码与上述任何类别匹配,您的彩票即中奖。最简单的步骤是从上到下。首先是前三名,即第一名、第二名和第三名,然后是起始名和安慰名。 常见错误及解决方法 查看时间太早了,请刷新页面。通常结果会在晚上7点公布。 已查看更新后的开奖结果。请在官方网站查看开奖日期和开奖号码。 使用第三方网站。请仅使用官方运营商网站。 大额投注与小额投注类型 前三名(第一名、第二名和第三名)奖金较低。类别较少,但每次投注的赔率较高。 “大额投注”涵盖了从第一、第二、第三名到起跑和安慰赛的所有类别。获胜方式很多,但顶级投注的单次赔付较低。 简要信息 如果你想获得更高的每美元奖金,那就选择较小的赌注。 如果您想要更多投注类别但每美元奖金较低,请选择大额投注。 它们都很好,但收益不同。 排列或iBet iBet 提供四组号码,并对所有排列组合进行拆分。类别越多,匹配号码的几率就越大。 所有不同的数字,例如 1234,都被识别为 24 种排列方式。 一对数字,例如 1123,被确定为 12 种排列。 两对类似 1122 的数字被确定为 6 种排列 三个相同的数字(例如 1112)有 4 种排列方式。 您购买的投注范围越广,您的投注金额将被分配到所有类别。这就是为什么iBet的奖金派发金额远低于直接投注总分的原因。点击此处查看巴基斯坦的投注结果 。 iBet奖金计算器,帮您计算奖金 确定数字模式为 24、12、6 或 4 种排列。 根据奖项大小应用正确的奖金表。 正确估算你的模式中所有排列组合的投注额。 乘以您的实际金额,即可得出每个类别的预计收益。 按照规则计算所有类别后的总和。 你可以保存某种理想 假设您在 iBet 上投注 RM5 小注 2749,所有数字都不同,共有 24 种排列方式。 计算器将您的数字识别为 24-perm It uses the small prize table for the 1st, 2nd and 3rd prize. It splits up your RM5 over 24 permutations. If you hit the 2nd Prize, it obtains the Small 2nd Prize per bet amount and multiplies by your divided bets like this ; RM5/24, then sum it up. Your results are smaller than a straight Small bet because you pay 24 ways to cover more categories. If you played a straight Small bet instead, all RM5 would stay in that one pattern. Bigger prize if your total order drops, nothing if it’s not. Easy, helpful Newwin 4D routine for you from WINNY Practice this guide in your every draw night. Open the operator’s official page. Scan draw date and number. Check that you’re reading tonight’s draw. Do this: 1st, 2nd, 3rd, Starter and Consolation. Place an appropriate bet. Big vs Small bet, then use the iBet computation for your pattern. Multiply depending on your bet. Break down the number shown. Take a photo or screenshot of draw dates and numbers for proof. Keep your original ticket safe and not folded or scratched. Repeat this in a couple of days and you are good for sure. Proper mindset and play responsibly. Make a steady and appropriate budget only. Be cautious of your actions. Do not mix patterns every draw night. Choose what suits your mood. Take notes of your every draw results, the dates and numbers, bet value and its results. Play only for fun and enjoyment, stop if you think it affects your budget or your mood. FAQs Why is the iBet prize smaller than the NEWWIN 4D win? Your bet was divided over the permutations before the prize table applied. In a straight bet, you placed all your bets in one exact order or pattern. You pay for coverage, so they pay higher per-unit.  If the numbers show two times on the board, will I get both? Probably, yes. if the operator’s rules allow it for the same draw night and your stake type suits in both tables. Check the payout rules and instructions first for that draw before doing anything. Are hot numbers tracking helps? It can arrange your choices, but every draw is free. The important thing is you are enjoying the game and do not let it affect your well-being. Conclusion You don’t have to be excellent in math to read a NEWWIN 4D board or iBet calculators. You need a quiet but effective routine, the correct table either Big or Small, and a good understanding that permutations get more coverage for higher per-unit returns. Use an official page and a trusted prize calculator, and your NEWWIN checks turn real fast, correct, and very easy. Just keep in mind to play responsibly.

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    1. In the world of educational technology, we constantly explore tools that enhance student engagement, support learning, and nurture creativity. But beyond formal applications — LMS platforms, digital whiteboards, and assessment tools — there’s an equally important conversation to have: how do we design meaningful breaks within the academic day?

      Not all “tech time” has to mean productivity in the traditional sense. Sometimes, small, intentional pauses can make a huge difference. Integrating micro-breaks into learning workflows helps students and educators recharge without falling into mindless screen time. These are moments to reset attention, reflect, and refocus.

      One surprisingly effective way to do this is through very simple, reflex-based games. For example, I’ve started using a minimalist game called Slice Master during my breaks. It only takes a minute or two, yet the process of slicing shapes precisely, reacting quickly, and sharpening one’s timing feels deeply satisfying — without the cognitive load of a complex narrative or multiplayer match.

      In a teaching context, encouraging students to take short, focused breaks with a game like Slice Master could help them transition between activities: for instance, shifting from a lecture to an individual assignment, or pausing between intense problem-solving sessions. These mini-game pauses foster better mental clarity, reduce burnout, and can even boost intrinsic motivation. Students return to tasks feeling more centered and attentive.

      As edtech professionals, we should think not just about how to “deliver content” but also about how to weave in small moments of cognitive rest. By integrating light gaming breaks into academic routines, we honor the human need for both challenge and calm. What practices have others found effective in creating this balance? Have you or your students ever used micro-games as a reset tool?

    1. They aren’t open to being persuaded, no matter how strong the evidence presented to them, which is why we should stop playing their game.

      Honestly, I think part of the problem comes from people wanting to be ignorant. People do not want to understand that it is a real issue and they stay on that perspective. They refuse to accept the reality and in a way this feeds into it.

    1. My six stages of learning to be a socially normal person
      • Author initially struggled with social skills, feeling awkward, excitable, and bullied due to abrasive behavior and sensitivity.
      • Six stages of social learning show a progression from self-focused to deeply embodied connection strategies.

      • Stage 1: Tried to be a dazzling, interesting, intellectual person to gain approval.

        • Emulated admired cultural figures, memorized poetry, and read complex literature.
        • Told dramatic personal stories and developed scholarly opinions.
        • This approach earned polarized approval, often distancing others because of its presentational quality.
      • Stage 2: Learned to play the social game by adapting to others' social styles, especially in restaurant work.

        • Observed and mimicked the social behaviors that successful servers used.
        • Adopted flexible social roles matching the table's mood (efficient, flirtatious, etc.).
        • Made people feel comfortable by playing their "game," though still somewhat role-driven.
      • Stage 3: Loosened grip on social scripts; used quirky, authentic behaviors to relax social interactions.

        • Added benign strangeness and surreal quirkiness to interactions to signal social playfulness.
        • Created moments of unexpected connection by breaking scripts sideways.
        • Learned that how things are said can be more important than what is said.
      • Stage 4: Developed bodily awareness and real-time non-verbal communication like dancing with others.

        • Became attuned to subtle body language and unspoken emotional states.
        • Reacted fluidly and spontaneously to ongoing social and emotional cues.
        • This stage deepened presence beyond verbal skill to sensory social attunement.
      • Stage 5: Practiced projecting love and acceptance, creating emotional openness and deep connection.

        • Embraced a meditative state of spacious openness inspired by energy healing.
        • Provided a nervous system capacity for emotional distress, enabling catharsis.
        • Found that deep listening and presence facilitated rapid emotional intimacy.
      • Stage 6: Learned to moderate emotional connection, balancing openness with boundaries.

        • Recognized that constant emotional openness can be draining and misinterpreted.
        • Managed energetic boundaries and adjusted connection intensity according to context.
        • Balanced desire for connection with comfort in solitude and acceptance of varied social interaction levels.
      • Author reflects on effects of spiritual openness in various social roles and the challenge of maintaining boundaries.

      • Final insight: Genuine social connection evolves from crafted performance to embodied presence, balancing authenticity, empathy, and emotional limits.
    1. The main issue is deciding if you should continue on to a four-year degree to gain the programming skills needed for video game design. Related issues include balancing work, supporting your wife, and planning to start a family soon. A good solution must help you reach your career goals without causing too much financial or personal stress. A simple metaphor is “trying to level up while already in the middle of the game.”

    1. is a game that lets players attempt to fold proteins.

      This example made me realize how powerful crowds can be when working on complex problems like protein folding. I like how Fold-It shows that human intuition can sometimes beat computers, and that ordinary players can contribute to real scientific discoveries. At the same time, it makes me wonder whether crowdsourcing platforms give enough credit to the people doing the work.

  10. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Foldit. September 2023. Page Version ID: 1175905648. URL: https://en.wikipedia.org/w/index.php?title=Foldit&oldid=1175905648 (visited on 2023-12-08).

      Foldit is an interesting case because it shows that crowdsourcing isn’t just about distributing simple microtasks — sometimes the crowd can outperform algorithms on highly complex scientific problems. I love how Foldit turns protein-folding into a game, and how ordinary players (not trained biochemists!) have actually contributed to real scientific discoveries.

    1. These tests include some nonverbal testing that serves students who do not appear gifted according to their expressive language skills but who possess a high intelligence level.

      This is a really great addition to the testing. Some students can be very anxious about speaking in front of others, especially adults in an assessment-like scenario. Using nonverbal testing can be a game changer for some students who are very intelligent but who struggle with communicating verbally.

    1. 15.4.1. Reflection questions:# What did it feel like to make content moderation decisions? How did time pressure change your experience? What decisions felt the hardest? What felt the easiest? How does this change your perspective (if at all) on the job of a content moderator? Do you think this game was realistic?

      I thought this game was made so well and with every feature, you can tell they tried their best to incorporate as many of the difficulties of being a content moderator as possible. The amping up of the speed at which new reports come through gets overwhelming and thus it blurs the lines between accuracy and speed in a stressful way.

    1. This release make p2p http requests much more reliable. It also removes all remaining client side usage of bitswap,

      that's a game change

    1. Document d'Information : Utilisation des Systèmes d'IA pour la Prise de Décision dans l'État Moderne

      Synthèse Exécutive

      Ce document synthétise les perspectives d'experts sur l'application des systèmes d'intelligence artificielle (IA) dans deux domaines sociétaux critiques : le droit en Europe et la santé en Afrique du Sud.

      Dans le secteur juridique européen, l'IA est présentée comme une solution à la pression croissante entre l'augmentation des coûts du travail juridique et la nécessité de maintenir un état de droit de haute qualité face à une complexité réglementaire grandissante.

      Les applications clés incluent l'optimisation de la recherche d'informations juridiques, la révision de contrats, la diligence raisonnable et l'analyse de cas complexes.

      L'IA n'est pas considérée comme une menace pour l'emploi des juristes, mais plutôt comme un outil pour automatiser les tâches fastidieuses, leur permettant de se concentrer sur des activités à plus forte valeur ajoutée.

      Cependant, des risques importants subsistent, notamment le manque d'explicabilité des décisions prises par l'IA (risque d'aliénation) et la multiplication des erreurs en cas de faille dans un système automatisé.

      Dans le secteur de la santé sud-africain, confronté à des ressources limitées et à une forte prévalence de maladies transmissibles, l'IA offre un potentiel immense pour passer d'un modèle de santé curatif coûteux à un modèle préventif.

      Les applications vont du diagnostic assisté par l'analyse d'images médicales à la prédiction de l'apparition de maladies grâce à des modèles d'apprentissage automatique.

      Une vision d'avenir optimiste repose sur le déploiement de technologies à faible coût, comme les dispositifs portables (wearables), pour un suivi continu des individus.

      Ces données pourraient créer des "jumeaux numériques" des citoyens et, à terme, des villes entières, permettant une surveillance, une simulation et des interventions proactives en matière de santé publique à une échelle sans précédent.

      L'adaptation des technologies au contexte local à faibles ressources est une condition essentielle de succès.

      Enfin, le document souligne l'importance cruciale de la collaboration interdisciplinaire pour développer des systèmes d'IA qui soient non seulement techniquement performants mais aussi socialement pertinents et responsables.

      L'IA dans le Domaine Juridique : Relever les Défis en Europe

      L'analyse du professeur Henrik Palmer Olsen de l'Université de Copenhague met en lumière les tensions et les opportunités liées à l'intégration de l'IA dans le système juridique européen.

      Le Défi : La Pression entre le Coût et l'État de Droit

      Le principal défi identifié est une "pression" économique et qualitative.

      D'un côté, le travail juridique devient de plus en plus coûteux.

      De l'autre, la demande pour ce travail augmente en raison de la complexification croissante de la réglementation, due au développement technologique, économique et social.

      Les États européens sont donc confrontés au dilemme de maîtriser les dépenses tout en garantissant la haute qualité de l'état de droit, un principe fondamental de leur société.

      Le Rôle de l'IA : Soutien et Optimisation du Travail Juridique

      L'IA peut jouer un rôle de soutien essentiel pour résoudre cette tension de plusieurs manières :

      Recherche d'informations juridiques : L'IA peut analyser des milliers de pages de textes juridiques (lois, précédents judiciaires) de manière beaucoup plus rapide et fiable qu'un humain.

      Cela réduit considérablement le temps consacré à la recherche de sources pertinentes pour la prise de décision.

      Révision de contrats : Pour les grandes entreprises gérant de nombreux contrats, l'IA peut automatiser la vérification de la conformité des contrats entrants avec les standards internes, en s'assurant que les clauses requises sont présentes.

      Diligence raisonnable (Due Diligence) : Lors de l'acquisition d'une entreprise, l'IA peut analyser rapidement le portefeuille de contrats pour évaluer leur valeur économique et identifier les obligations qui en découlent.

      Analyse de cas complexes : Dans des affaires longues et complexes (par ex. fraude fiscale, cas environnementaux) impliquant des milliers de documents sur plusieurs années, l'IA peut aider à construire et visualiser des chronologies et des séquences d'événements, offrant ainsi une meilleure vue d'ensemble aux humains.

      Ces applications permettent d'accomplir un travail juridique de haute qualité à moindre coût.

      L'Impact sur la Profession Juridique

      Contrairement aux craintes courantes, l'IA ne devrait pas éliminer les emplois des juristes.

      Au contraire, elle est susceptible d'améliorer leurs conditions de travail en prenant en charge les aspects les plus "fastidieux" et répétitifs du métier, qui ne requièrent pas une compétence juridique de haut niveau.

      Les juristes pourront ainsi se consacrer aux tâches plus intéressantes et fondamentales, telles que la construction d'arguments, la défense des clients et la garantie de la justice.

      Risques et Préoccupations Essentiels

      L'utilisation de l'IA dans le domaine juridique n'est pas sans risques. Deux préoccupations majeures sont soulevées :

      1. Le risque d'aliénation par manque d'explicabilité : L'IA fonctionne différemment de l'intelligence humaine.

      Les décisions juridiques prises par certains algorithmes peuvent être difficiles, voire impossibles, à expliquer. Si les citoyens et même les professionnels ne peuvent pas comprendre comment une décision a été prise, cela peut entraîner une aliénation vis-à-vis des autorités de l'État.

      2. Le risque de multiplication des erreurs : Une faille dans un processus juridique automatisé ne provoque pas une seule erreur isolée, mais une erreur multipliée sur potentiellement des milliers de cas.

      Cela peut conduire à des violations massives des droits des citoyens si les systèmes ne fonctionnent pas correctement.

      Ces risques ne sont pas une perspective lointaine ; il est jugé crucial de les prendre en compte dès maintenant, lors du développement des modèles d'IA, notamment en concevant des systèmes où les humains restent "dans la boucle" pour superviser et collaborer avec l'IA.

      L'IA dans le Domaine de la Santé : Une Approche Préventive pour l'Afrique du Sud

      Deshen Moodley, de l'Université du Cap, expose les défis uniques du système de santé sud-africain et le potentiel transformateur de l'IA.

      Le Défi : Un Système de Santé sous Forte Pression

      Le système de santé sud-africain est décrit comme "très tendu" en raison de plusieurs facteurs :

      Ressources limitées : En tant que pays en développement, les fonds alloués à la santé sont restreints.

      Fardeau élevé des maladies transmissibles : Le pays fait face à une forte prévalence du VIH et de la tuberculose, ce qui met une pression énorme sur le système.

      Pénurie de personnel qualifié : Il y a un manque critique de médecins et d'infirmières.

      Modèle de santé curatif : Le système est principalement réactif, traitant les patients une fois qu'ils sont malades, ce qui implique des traitements coûteux et une gestion de crise constante.

      Le Rôle de l'IA : De la Détection à la Prévention

      L'IA, bien qu'encore sous-explorée en Afrique du Sud, a un potentiel immense pour améliorer la détection et, surtout, la prévention.

      Détection et diagnostic : L'IA peut être utilisée pour analyser automatiquement des images médicales (radiographies, etc.) ou pour recommander des diagnostics et des interventions.

      Santé préventive : C'est le domaine le plus prometteur.

      En utilisant des modèles d'apprentissage automatique et des techniques basées sur la connaissance, l'IA peut prédire l'apparition d'une maladie avant qu'elle ne se manifeste.

      Cela permet des interventions proactives et un passage crucial vers un modèle de santé préventive, particulièrement pertinent pour les pays à faibles ressources.

      Adapter l'IA aux Contextes à Faibles Ressources

      Un simple transfert de technologie des pays développés n'est pas une solution viable. Il est impératif de prendre en compte le contexte local. L'approche privilégiée se concentre sur :

      Technologies à faible coût : Développer des solutions open source, avec des coûts de déploiement et de maintenance réduits et de faibles besoins en puissance de calcul.

      Interopérabilité : Un projet concret, le "Open Health Mediator", a été développé en partenariat avec une ONG africaine pour une fraction du coût des solutions équivalentes dans les pays développés.

      Dispositifs portables (Wearables) à faible coût : À l'instar des téléphones portables, le prix des wearables devrait chuter, permettant une adoption à grande échelle en Afrique pour un suivi continu de la santé des individus.

      Vision d'Avenir : La Santé Préventive et les Jumeaux Numériques

      La vision optimiste pour les 10 à 20 prochaines années est centrée sur la convergence de plusieurs technologies pour une santé préventive à grande échelle.

      1. Suivi continu via les wearables : Une simple montre-bracelet mesurant la fréquence cardiaque ou l'ECG pourrait, grâce à l'IA, détecter l'humeur et l'état émotionnel d'une personne et prédire les états négatifs pouvant affecter sa santé.

      2. Le Jumeau Numérique individuel : La collecte continue de données via ces dispositifs crée une "empreinte virtuelle" ou un jumeau numérique de l'individu, un miroir de sa personne dans le monde virtuel.

      3. Le Jumeau Numérique d'une ville : En agrégeant les données des jumeaux numériques individuels, il devient possible de créer un jumeau numérique d'une ville entière.

      Ce modèle permettrait de surveiller la santé et le bien-être à une échelle sans précédent, de simuler la propagation de maladies, d'apprendre des interactions entre les individus et leur environnement, et de mettre en place des interventions proactives.

      Un tel système aurait été un "game-changer" lors de la pandémie de COVID-19.

      Cette vision ambitieuse repose sur la convergence de l'IA, des systèmes cyber-physiques (jumeaux numériques) et de la réalité virtuelle.

      L'Importance de la Collaboration Interdisciplinaire

      Les deux experts soulignent la valeur de l'environnement de recherche interdisciplinaire de l'IEA de Paris.

      Le fait d'être confronté à des spécialistes d'autres domaines (juristes, philosophes, technologues) a permis d'élargir leurs horizons, de générer de nouvelles approches à leurs propres problèmes de recherche et de repenser la manière de communiquer des idées complexes à un public non technique.

      Cette expérience renforce l'idée que le développement futur de systèmes d'IA ayant un impact sociétal majeur doit impérativement adopter une approche interdisciplinaire pour être efficace et responsable.

    1. The Appeal of the MiddleThere’s a type of game that I don’t think the world will ever have enough of: they’re the pleasant, 45-minute games that I can teach to anyone, but can also play with anyone. I’ve played this with my non-gamer mom, and my hardcore gamer friends, and many in between. The beauty is that 1) it’s easy to learn for new gamers, 2) possesses enough depth that gamers can enjoy it, but 3) also has enough randomness and a forgiving strategic learning curve, so that new gamers will stand a chance against more experienced players, and 4) plays quickly enough that it never overstays its welcome.

      board game: mid-weight, beginner-friendly

    1. Here we show that an AI management system trainedon human-defined evaluation principles evaluated workerperformance more harshly than human managers, assign-ing lower scores than workers expect based on their self-assessment, and reduced wages by 40% compared to humanmanagement

      Potential evidence of a trait of AI being that it is harsher or aggressive (possibly not true, as humans recognize it is a game)

  11. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Mike Masnick, Randy Lubin, and Leigh Beadon. Moderator Mayhem: A Content Moderation Game. URL: https://moderatormayhem.engine.is/ (visited on 2023-12-17)

      This is an interactable game about content moderation. The game sees you fill the role of an individual moderator for a website, where you have to review posts to see if they should be banned or allowed to stay up, all with a ticking clock to get you to pick up the pace and likely make more mistakes. Your boss will pop up now and then to let you know when you unfairly banned/ didn't ban a post or when he agrees with your ban. The game as a whole is used to show just how difficult content moderation is as a person, and how easy it is to make bad calls and mistakes while more and more reported posts flood in for you to review.

    1. What is your take on the ethical trade-offs of unpaid Reddit moderators? What do you think Reddit should do?

      I do think that Reddit not paying volunteer moderators is a somewhat good idea. I think the main benefit this has is that a subreddit moderator is almost always a moderator for the love of the game so to speak, they do it because they want to or because no one else can/wants to. This means that moderators usually have a personal attachment to their work as a moderator, which should have the benefit of better moderation. Think of it like doing something because its your job vs doing something because your intrinsically motivated to.