10,000 Matching Annotations
  1. Dec 2022
    1. of a high, gliding dribble and a man    letting the play develop in front of him in slow motion, almost exactly like a coach’s drawing on the blackboard

      Players have a quick ability to create how they want to play the game under pressure.

    2. perfectly, gathering the orange leather    from the air like a cherished possession

      basketball is taken like a valuable gift to the players, they are very passionate about it, very serious about the game

    1. The Detroit defenseman threw himself at Richard during a game in the 1945-46 season as Richard brought the puck into the Red Wings’ zone. Richard lowered his head and neck to buttress himself for the collision then straightened, with Seibert, draped atop his back. Richard carried the 200-pound defenseman to the net, deked the goaltender with one hand on his stick and flipped the puck into the far corner of the net.

      Its amazing the amount of strength one person can have when adrenoline is flowing and you are in an intense and stressful moment.

    2. Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      interesting that he was aware of his control issues

    3. The next day, when Richard spotted McLean in the hotel lobby, he grabbed the referee by the throat, but his teammates managed to pull him away before he could harm McLean.

      sounds like he has some anger issues, this is way beyond the heat of the moment in a game

    4. At times, he appeared superhuman. Like that night in December 1944 when he showed up at the Forum exhausted from moving furniture all day into his family’s new apartment — then scored five goals and added three assists, setting the NHL record for most points in a single game.

      He set a lot of records

    5. The punishment is worse for Richard. Udvari kicks him out of the game. The Canadiens trainer guides him off the ice. Thompson skates behind them, to make sure he actually leaves and does not turn back to fight some more. Richard presses a towel to the gash on his scalp, which will take five stiches to close. He clutches a stick in his right hand.

      Why did Richard get punished more severely? That is unfair

    6. You’ve never seen a hockey player like Maurice Richard. Not Crosby. Not Gretzky. Not Orr, Beliveau, Howe. None of them had the talent, the intensity, the will to take over a game like Richard. And none of them meant to their fans what le Rocket meant to Canadien fans.

      To be mentioned higher than some of the biggest names to ever play the game of hockey is pretty incredible

    7. By 1955, Richard had scored more goals, 422, than anyone in the history of the NHL — 98 more than the next guy on the list. He had become the only player to score 50 goals in the 50-game season. He held the record for most goals in a playoff game, with five. Not only did he score often, he scored meaningful goals, when his team needed them the most, the game-winners in a record eight playoff games and more than 60 regular-season games

      extreme determination and definitely turned some heads

    8. French papers blamed Campbell for provoking the violence. Montreal Mayor Jean Drapeau also placed responsibility on Campbell. “He should have known that his presence at the game would have spurred some sort of protest or reaction,” Drapeau told the Ottawa Citizen.

      Campbell should have listened to everyone

    9. Richard knew his temper meant trouble but felt defenseless against it. “When I’m hit, I get mad and I don’t know what I do,” he confided in one writer. “Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      It takes a lot to admit that.

    10. At times, he appeared superhuman. Like that night in December 1944 when he showed up at the Forum exhausted from moving furniture all day into his family’s new apartment — then scored five goals and added three assists, setting the NHL record for most points in a single game.

      Hes a beast

    11. e had become the only player to score 50 goals in the 50-game season.

      I know how hard it must be to live up to that expectation every time you take to the ice. Knowing that if you don't score your goal, you are letting down not only yourself, but thousands of others.

    12. You’ve never seen a hockey player like Maurice Richard. Not Crosby. Not Gretzky. Not Orr, Beliveau, Howe. None of them had the talent, the intensity, the will to take over a game like Richard. And none of them meant to their fans what le Rocket meant to Canadien fans.

      Just because someone is good at something or fans like them doesn't mean that people should overlook their personality or habits. If someone is a bad person, or a bad example then they shouldn't be allowed to be in the public eye as an influencer.

    13. Reeve held Richard himself responsible: “Why should Richard, for whom the game is made to order, take tantrums like a spoiled child and incite a lot of crack-pots such as the tear-gas bomb thrower at the Forum and the fools who broke windows and took after streetcars last night in Montreal?”

      so I have my own opinions of professional athletes and their intragame tantrums but I still feel on top of an uncontrolled temper that Richard suffered from CTE and the more I read this the more it is supported, makes for a terrible situation

    14. Richard knew his temper meant trouble but felt defenseless against it. “When I’m hit, I get mad and I don’t know what I do,” he confided in one writer. “Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      so either he grew up with anger issues or possibly had so many concussions undiagnosed from the sport that he suffered from CTE (chronic traumatic encephalopathy)

    15. In an era when the game was more violent than today’s version, when players did not wear helmets or mouth guards and when they jousted more frequently with their sticks,

      kind of like football. There are more rules to protect the players than before.

    16. He had started playing this game as a 4-year-old on the backyard rink his father Onésime, a machinist at the Canadian Pacific Railway, built for him. It was quickly apparent he could play in ways other boys could not. By the time he reached his teens, his skills were in such high demand he played as often as he could, sometimes four games in a weekend, using aliases to play for multiple teams, often against grown men. The oldest of eight children, he quit school at 16 to work with his father in the factory.

      shows how passionate he was for the game from an early age, this was not just a game to him but his life identity

    17. In the second period, the Canadiens’ star tripped Laycoe and sent him spinning across the ice but escaped a penalty. Richard was further aggravated by the fact his team was losing 4-1.

      frustrating when someone gets away with something that is illegal! Sports games have such high intensity as it is it's incredibly important that the game is played fair.

    18. “When I’m hit, I get mad and I don’t know what I do,” he confided in one writer. “Before each game, I think about my temper and how I should control it, but as soon as I get on the ice I forget all that.”

      This seems like a cry for help

    1. 100 billion garments are produced every year. Fast fashion plays a volume game. By producing a lot of cheap clothing, they encourage customers to shop often, but, 20% of items go unsold.

      Statistic number

    1. Sometimes, I would get up at 2am and sneak downstairs to my laptop to figure out which cool new plugins and mods we could add and combine without completely crashing the game. I sneaked because I was only allowed 45 minutes of computer time after school.

      this is so incredibly cute and resonant

    1. "You know, you have to suffer if you want to win. Jesus had to die and resurrect. That's the kind of thing we expect from our players. You must be ready to suffer in order to win or earn us some victory. You must risk everything and sweat and fight or be knocked out," he said.

      The comparison between playing the game and the death/resurrection of Jesus seems extreme.

    2. Fans of the Montreal Canadiens pray that the sacrifices made on the ice of blood, sweat and tears will lead them to glory

      This line from the photo subheading shows the passion each and every Canadian has for the game of hockey

    3. thers include Denis Müller from the University of Lausanne in Switzerland and the University of Winnipeg's Tom Faulkner, author of More Than a Game, Less Than a God: Canadian Hockey.

      Other people are also feeling the same way about the sport of hockey

    4. "When we learned about the 100th anniversary, we thought it was a good time to talk about the relationship between sport and religion, especially between the Habs and the religious context in Montreal and in Quebec," Bauer said.

      There needs to be a separation between a game and more dire topics such as religion.

    5. Fans of the Montreal Canadiens pray that the sacrifices made on the ice of blood, sweat and tears will lead them to glory.

      It is kind of unsettling to think that people compare a game to a war. Hockey is simple a game.

    6. "We don't just want to look at some games and drink beers. You have to work, but even if you're not a theologian student you can follow the class," he said, adding that those who don't believe the team is a religion can still earn high marks.

      Got to have beer when watching the game!

    1. However, there is fatal flaw to this argument—as an overall macro strategyfor reducing poverty, it will be ineffective unless we also increase the overallquantity and quality of opportunities, particularly job opportunities, in society.In other words, by providing an individual with greater education, we havemade them more competitive in the job market, but only at the expense ofsomeone else. In this sense, the strategy is played as a zero-sum game.

      initally creaded: 2022-10-10

    2. The critical mistake that has been made in the past is that we have equatedthe question of who loses the game with the question of why the game produceslosers in the first place. They are, in fact, distinct and separate questions.

      Rather than focusing on education as the magic bullet for improving poverty, we should be focusing on the structural problems of the economy itself. It shouldn't be a zero sum game as that will always result in losers and thus poverty. The choices we make with that fallacy simply decide who will face poverty and will never fix the root issues.

    1. Whenever he stormed a goaltender,Richard's glare could be seen from the top row of the Forum--andin taverns for hundreds of miles around, where the predominantlyFrench-speaking Quebecois listening to the game on the radio hada clear picture of the man whom newspapermen covering theCanadiens had raised to mythical status

      Glare- I can picture it before I watched any videos.

    2. The melee, which forced the game to be suspended, ushered in arevolution

      Such a small act turned into a huge political shift that lasted for decades.

    3. An instant after the slap, Orlando spun the fan aroundand socked him in the jaw, scattering teeth like jujubes. Therewere shouts, invective, a rumbling in the Forum. The tear gascame 30 seconds later.

      It amazes me that something as simple as a sports game can erupt into such complete and total madness. There are very few things in this world that would make me physically assault a stranger, and this would not be one of them.

    1. Montreal went nuts, both French and English, and with Detroit coming in for a St. Patrick's Day game at the Forum, revenge was on some fans' minds

      They state he was 10 minutes late and they believe this to be the cause of the craziness, but with this line we see that even if he showed up early the craziness might of just started sooner.

    2. Sticks were high, fists flew, blood often smeared the ice, and the owners thought this was all manly and a great way to sell tickets.

      I guess if it isn't broke, don't fix it? I don't agree with the violence, but even as a person whom has never seen a hockey game, I know the fighting is what sells tickets.

    3. Out on the street, the largest riot since Conscription was passed in 1944 (bringing in the draft for the final year of the Second World War) broke out along a seven-block length of Rue Ste. Catherine, featuring overturned cars, smashed windows, a shot fired from somewhere and 137 arrests.

      They were upset because of the game suspensions. Sports have always had that effect on the fan base, they will go act out whether something went their way or not. A good example of this is the Philidelphia Eagles fan base.

    4. Montreal went nuts, both French and English, and with Detroit coming in for a St. Patrick's Day game at the Forum, revenge was on some fans' minds. However, nothing may have happened if Campbell hadn't made a tactical error — he showed up to the game (10 minutes late) with his secretary (future wife) and took his regular place.

      When it comes to sports fans, sometimes they can be a little much!

    1. Immersion, often described as the feeling of “being there”, is an experience that is commonin larps because of their embodied nature. This creates challenges and advantages for both theplay experience and game design (Säilä, 2004). For instance, immersion and rules often runcounter to each other because rules remind the player that what they are doing is not real (Cail-lois, 1961; Harviainen, 2012)

      Also very true in video games! Immersion is a make or break characteristic, and is a tough task to achieve for any medium. Any medium that's compelling enough can achieve immersion, such as video games, movies, books, etc. A very important factor in LARPing, no doubt.

    2. The empirical phenomena referred to as “role-playing games” are very heterogeneous, span-ning different socio-material assemblages: joint talk and paper inscriptions (TRPGs), jointembodiment (larp), and single (CRPG) and networked (MORPG) computing devices. Associo-material platforms, these gather different communities of practice: when people say“role-playing game”, they often do so within the context of the form (CRPG, TRPG, etc.)they were socialized in or that is salient in the current context of conversation

      This section answered my previous annotation perfectly! I never could have imagined how much falls on the spectrum of an RPG!

    3. In 1974, a small company called Tactical Studies Rules, later known as TSR, published Dun-geons & Dragons (D&D, Gygax and Arneson 1974a). It was an unassuming box (containingthree slim booklets) whose cover described its contents as “Rules for Fantastical MedievalWargames Campaigns Playable with Paper and Pencil and Miniature Figures” (Gygax andArneson 1974b). The game was not only closely modeled on its ancestor – miniature wargam-ing (Peterson 2012) – but also labeled itself as such.

      It's amazing to think about how such a small operation spawned one of the most successful and well known games in recent history. It's really interesting to see how far it has come, and the popularity it has gained.

    1. he grew tired of TED and, in 2001, sold it to Chris Anderson, a British media entrepreneur who made a fortune building websites (including the popular video game site IGN)

      Wikipedia mentions "The IGN website was the brainchild of media entrepreneur Chris Anderson", but I can't find any accurate source on how much he was actually involved with their operation (maybe only responsible for the website)?

    1. Then I remembered a little card game I came up with to make jam sessions more interesting: Have each band member list 10 musical acts they’d like to play in Write each musical act on an index card Shuffle the cards, and, without revealing the cars, deal one to each band member. Keep the cards secret — the game is no fun if you can see the cards before you play. Just like any other jam session, it helps to pick a key and start with the rhythm. Everyone has to pretend like they’re playing in the act written on their card. Jam until it gets boring. At the end, everybody gets to guess which card each person was dealt. Repeat until you’re out of cards

      A game by Austin Kleon for making jam sessions less boring using cards.

      Inspired by Oblique Strategies and The Creative Tarot.

    1. He is tied up in the game room, facingan old television set, above which is the taxidermied head of a large buck.Its appearance of life-in-death not only foreshadows Chris’s future state ifthe Armitages’ plot is carried off successfully, as a Black body occupied bywhite consciousness, but it also reverberates with characterizations of thehistorical devaluation of Black lives in Atlantic slavery, as socially deadnon-subjects

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    Annotators

    1. “If you reduce the price, then there’s no, or little, or less, incentive [for consumers] to participate in [the] illicit market because you’re getting the price that you want … that’s the tipping point.”

      noone wants to pay a high price for marijuana so it makes sense that if you lower the prices theres nothing much else you can ask for, it would hurt other illicit marketers in the marijuana game

    1. “I’m such a fan of hers, to see her with that big, tall body to be able to move the way she does. She’s changed the game of the W.N.B.A.,” he said.

      Griner is looked up by many and is known in her crowd

    1. She’ll enjoy life. And then we’ll see

      She's been the star of the game for so long, it's probably exhausting. It's time that she live for herself for a little while.

    1. If you could design a new social media site, what would you want to do that other social media sites do?

      If I could design a new social media site, I will target the gaming industry. I would create a site that allows people game online through the site. This save people money and time to download certain apps.

    1. “My theory was that [the readers] just thought they cared about... the action; that really, although they didn’t know it, they cared very little about the action. The things that they really cared about, and that I cared about, were the creation of emotion through dialogue and description; the things they remembered, that haunted them, were not for example that a man got killed, but that in the moment of death he was trying to pick a paper clip up off the polished surface of a desk, and it kept slipping away from him, so that there was a look of strain of his face and his mouth was half opened in a kind of tormented grin, and the last thing in the world he thought about was death. He didn’t even hear death knock at the door. That damn paper clip kept slipping away from his fingers and he just wouldn’t push it to the edge of the desk and catch it as it fell.”

      emotion replaces contents

    2. But it’s easy to think otherwise, because “life is still quite shitty in Zaatari refugee camp” or “refugees in Zaatari still missing their homes” aren't exactly news (the camp has been there since 2012), and journalists need to find new angles to talk about it. To avoid this kind of pitfalls you need to always remain critical, even with the sources you trust.

      pitfalls originate from the purpose of telling a story

    3. when you are documenting for a project, that is exactly what you want to avoid. You don’t want your own ideas thrown back at you, you want to learn new things, find new point of views. In order to avoid what's called the confirmation bias, try using a search engine which doesn't doesn't track you instead.

      dilemma!

    1. recognize when someone is intentionally posting something bad or offensive (like the bad cooking videos we mentioned in the Virality chapter) in an attempt to get people to respond and spread their content. Then you can decide how you want to engage

      I feel like this is an ability that you have to balance, sometimes the best way to fight a troll post is to ignore it and not give it any more publicity and hope that it dies down, on the other hand you have to understand that certain topics need to address and you shouldn't ignore, like war and hate speech. There has been a lot of hatred and anger right now, and we must changed that for the better of ourselves and future generation that grew on the internet. I can tell you that there are always younger children who are looking up at you like your siblings, who admires you. We are the next generation of upcoming young adults and with it comes responsibilities, we are soon to be the generation that will hold the power and with that we have to use it right, we have to listen to one another and try to understand each other, Since this is the last chapter in this book I would like to share a quote from Kratos(God of War 4): "The Cycle ends here, we must be better than this". There is more good quotes in the new game like: "It Is The Nature Of A Thing That Matters, Not Its Form." and "Don't be sorry, be better." I feel like these quotes works well with how I feel about the current internet and also how I approach situation on the internet.

    1. https://schopie1.commons.msu.edu/2022/12/05/microblogging_with_mastodon/

      OMG! There is so much to love here about these processes and to see people in the wild experimenting with them and figuring them out.

      Scott, you are not alone! There are lots of us out here doing these things, not only with WordPress but a huge variety of other platforms. There are many ways to syndicate your content depending on where it starts its life.

      In addition to Jim Groom and a huge group of others' work on A Domain of One's Own, there's also a broader coalition of designers, developers, professionals, hobbyists, and people of all strips working on these problems under the name of IndieWeb.

      For some of their specific work you might appreciate the following:<br /> - https://indieweb.org/Indieweb_for_Education - https://indieweb.org/A_Domain_of_One%27s_Own - https://indieweb.org/academic_samizdat - https://indieweb.org/WordPress - https://indieweb.org/Category:syndication

      Incidentally, I wrote this for our friend Kathleen Fitzpatrick last week and I can't wait to see what she's come up with over the weekend and the coming weeks. Within the IndieWeb community you'll find people like Ben Werdmuller who created large portions of both WithKnown and Elgg and Aram Zucker-Scharff who helped to create PressForward.

      I'm thrilled to see the work and huge strides that Humanities Commons is making some of these practices come to fruition.

      If you're game, perhaps we ought to plan an upcoming education-related popup event as an IndieWebCamp event to invite more people into this broader conversation?

      If you have questions or need any help in these areas, I'm around, but so are hundreds of friends in the IndieWeb chat: https://chat.indieweb.org.

      I hope we can bring more of these technologies to the masses in better and easier-to-use manners to lower the technical hurdles.

    1. Milwaukee Bucks refused to take the floor for their playoff game against the Orlando Magic.

      After Jacob Blake was fatally shot in Kenosha, Wisconsin, the Milwaukee Bucks refused to play against the Orlando Magic or their 2020 playoff game. All of the other NBA teams refused to play in their playoff games. This caused a de-facto stoppage of their recently resumed season during the COVID-19 Pandemic. Following the Bucks and the rest of the league, the WBNA and MLS refused to play their regularly scheduled matches. The Milwaukee Brewers amongst other teams in the MLB canceled 5 scheduled games. Athletes took power into their own hands

    1. We huddled around a quivering soy sauce dish to see it move through the Ouija board.

      A game of superstition that plays into the fear of ghosts and hauntings. This leads to many people fearing their house is haunted.

  2. Nov 2022
    1. Authorities feared a sequel to Thursday night’s rampage at Saturday’s game against the Rangers. The police took “emergency measures” in advance to prevent that.

      What measures can you take to attempt to control a crowd that has the potential for a riot with that mass amount of people. Even with all officers, reservists and outside agency help its just about containment.

    2. Some, though certainly not all, English-speaking writers, such as Ted Reeve of The Ottawa Citizen, exonerated Campbell for doing “his duty as he saw it and in the good heart of him, turned up at the match, full square, and faced the affronts of the half-wits, as a gentleman should … a big salute to the president.” Reeve held Richard himself responsible: “Why should Richard, for whom the game is made to order, take tantrums like a spoiled child and incite a lot of crack-pots such as the tear-gas bomb thrower at the Forum and the fools who broke windows and took after streetcars last night in Montreal?”

      The English blame the French, the French blame the English.

    3. French papers blamed Campbell for provoking the violence. Montreal Mayor Jean Drapeau also placed responsibility on Campbell. “He should have known that his presence at the game would have spurred some sort of protest or reaction,” Drapeau told the Ottawa Citizen.

      Campbell didn't seem to DO anything but I've been angry at someone and they just sat their with a smug smile on their face...that made my blood boil, I can only imagine what it would do to a city.

    4. In the 1952 semifinals against the Bruins, Richard left the ice early in the third period to have a deep gash over his left eye bandaged. He returned late in the period, the game tied 1-1. With blood still spilling down his cheek, he took the puck at his own blue line and headed up ice.

      That's the kind of player fans will always love, put your own body and health on the line for the game, for the team, for the win!

    5. So now, at 15:11 of the third period, when Laycoe confronts Richard, the crowd senses something bad about to happen — but it has no way of knowing how bad it is going to get.

      In Canada, if you want to see a fight, go to a hockey game.

    6. Campbell fined the Habs’ star $250 and suspended him for Game 3 of the Stanley Cup finals, a loss.

      Equivalent to Draymond Green getting suspended for game 5 of the 2016 NBA finals.

    7. “Bailey tried to gouge his [Richard’s] eyes out,” Red Storey, who refereed that game, later told a reporter, “Rocket just went berserk.”

      This is wild. Imagine over a sporting event doing this.

    8. The punishment is worse for Richard. Udvari kicks him out of the game.

      After reading, if you're going to toss Richard, you gotta can Laycoe too. Both are equally responsible.

    1. "Charity has been the function of the church. Now it's the team who is taking charge of the social life, visiting children in hospitals, inviting children to see a game or giving money to charity… Does that mean they have kind of a religious role?" he asked.

      Sports teams really grow when they have strong roots in the community, just like the church.

    1. Rocket broke his CCM stick over Laycoe's back.

      Listen, I'm a Browns fan, I was at the game when Miles Garrett hit a guy with his own helmet...I can imagine this happening.

    1. A point that any historian should remem-ber is that any similar study is just like a chess game: It demands strategy, skills,patience and attacking your object from different angles

      This ties up his argument nicely. He hones in on the fact that chess was meant as a mimic to real life, and it's only fitting that you can adversely take examples in real life, and break them down using chess as a reference and as a point of comparison.

    2. They say that, in the reign of Khusraw of the Immortal Soul, a chessgame (16 counters of emerald and 16 counters of red ruby) was sent byDewisharm, great ruler of the Indians, to test the intelligence and wisdomof the Iranians and to see to his own profit. ... In a letter had been written:“Since you are named the king of kings, as king of kings over us all, it isnecessary that your wise men be wiser than ours. [It is so] if you explain therationale of this chess; otherwise you send tribute [and] taxes!

      Learning about this story in class was really great. I appreciated the idea of strategy being a coveted aspect in society. Can this collective group decipher and come up with a coherent and collective set of rules for this game that we already know?

    3. Decoration of the game: Strongly related to the identification of the game is thepresentation of its decoration, both the decoration that is related to the gameplaybut also that which simply serves aesthetics or promotion purposes. In manyplaces and periods, game sets and equipment were not only meant as objects ofgameplay; particularly in the higher strata of the society, they were also elementsof the social apparatus of the household and as such they were media of social

      I'd love to see the difference in game design as they pertain to different countries. How would the design of the same game differ/stay the same when made/played in different countries?

    4. This is a characteristic example of how the material side of games mightillustrate social, cultural and sociocultural priorities. Games, game pieces, gameequipment and game architecture could be very interesting sources of mate-rial history and equally valuable material sources of social and cultural history.Unfortunately, the material dimension of games has not been given the academicattention it deserves

      This is an aspect of games that I have given little thought to in the past! I've never really considered how the material aspect of the games we play has a sociological or cultural effect. What I appreciate about this piece by Spanos is the in depth he goes into aspects one wouldn't have paid much attention to.

    5. Summing up, by reflecting on the original names of chess pieces and theirchanges in the medieval space-time, we realize that even if remaining for themost part the same, the game was changed from a military into a sociopoliticalsimulation. In medieval Europe, the political power was centralized in the handsof kings and queens, but the church and the army as institutions had a crucial,and sometimes vital, role to play.

      Super cool hearing the background information and history regarding popular games, and why things are the way they are. The historical background of chess and the environment it was born into is so interesting in regard to how it has changed.

    Annotators

    1. . Mayor Jean Drapeau telephoned Campbell at the NHL officein town and begged him not to attend the game that night. Theimperious Campbell not only ignored the mayor's advice but alsomade a diva's entrance at the Forum, ta

      seems like something bad is going to happen.. begged him not to go but he decides to go anyways... shoreeee

    1. Fans heading to the Portugal-Ghana game would have been expecting a starring performance from Cristiano Ronald. And he duly delivered.Spectators witnessed history as the 37-year-old Ronaldo became the first man to score at five different Fifa World Cups as a 3-2 victory over Ghana gave the 2016 European champions the perfect start to this tournament.
      1. expect a starring performance from sb. 期待看到某人的精彩表现
      2. duly /ˈduːli/ adv. 如期而至(something is expected to happen and it did happen)
      3. deliver /dɪˈlɪvər/ v. 达到预期结果(produce the expected results) · Miss Q would have been expecting a starring performance from Xiaozhan. And he duly delivered. Q老师期待看到肖战的精彩表现,果然,他没有让Q老师失望。

      4. score /skɔːr/ v. (体育比赛中)得分,进球

      5. give … the perfect start 给……带来完美开端,开门红
    1. I like triple entry stuff I'd Charles 00:05:33 purses thesis that all information is triadic symbols have to be linked to objects through interpret and human 00:05:46 interpret us others and the reason a I can do games so fantastically is this in game symbols and objects are the same so 00:05:59 the computer speeds can necessarily shuffle the symbols and the outcomes or the game but life isn't a game the map is not the territory and and the human 00:06:14 mind is central to the all creativity in the image of your Creator

      I like triple entry stuff

      tryadic symbols objects interpreted by human

      machines can do games

      because game symbols and objects are the same

    1. In Crowther's view,on the other hand, the interactivity of games dissolves the line between author and audience; interactive arts are col-lectively authored by the game designer and the player, so they cannot have the traditional relationship of one personfilling a work with meaning and another retrieving that meaning. Lopes's view is an intermediate between the two. ForLopes, there is an authoritative relationship between the author and the audience. To experience the work, theaudience must follow the norms of appreciation. However, proper appreciation of an interactive artwork involvesexploring the space of possible interactions.

      Hearing different perspectives and arguments about such an interesting and opinionated stance gives me different stances than I would have had all of the arguments been congruent.

    2. Films or books present that information in a fixed sequence. A gamedesigner distributes that information through space, and a player discovers it through temporally uncontrolled explo-ration. Jenkins dubs this form “narrative architecture” and compares game narrative to the environmental storytellingused by the architects of Disney World, where story elements are infused into particular locations and objects inphysical space (Henry, 2002

      Love this! I'm a big movie fan, and this type of analysis makes you think about movies as a whole and how people perceive the media they're consuming.

    3. That is, video games are part of a special class of fiction in which, byinteracting with the game, the player makes things fictionally true of the player herself or himself, and not just theirin‐game avatar. For example, if Jane maneuvers her Spiderman avatar to defeat Galactus in a video game, then it isnot only fictionally true that Spiderman beat Galactus; it is fictionally true that Jane herself beat Galactus. Robsonand Meskin do not claim that their category is an exact match for video games—pure arcade games like Tetris arenot fictions in any sense, and wholly nontechnological artifacts like Choose Your Own Adventure novels also countas self‐involving interactive fictions.

      I love the connection to non-technological games as well. As well as how certain achievements transcend what is considered fiction within games.

    1. important to the protection of opportunity, it is not the only good thatis important in this way. Many things affect and protect our exercisableopportunities – education, job training, job creation – even law and order.We must make reasonable decisions about how to support all these andother opportunity-promoting measures with the resources we have.Opportunity is also not the only important social good. Basic libertiesmust also be protected, including institutions that assure people that theycan effectively exercise them, especially their right of political participation.Further, opportunity is expanded as we increase societal wealth and knowl-edge. As a result, decisions about economic growth rates and social policiesthat affect them are tightly linked to decisions that affect the levels of healthneeds and the resources available to meet them. However important healthcare is, we must weigh it against other goods and other ways of promotingopportunity. Investing in health care has opportunity costs even though ithelps to promote opportunity.Even if setting limits is in general necessary, isn’t it unfair to limit meetinghealth needs as a result of avoidable waste or inefficiency or even profits?Creating losers unnecessarily surely seems unfair. For example, some pointto the fact of profit taking, and of marketing and other overhead costs inthe United States, as sources of unfair or unjustifiable limits on resources.2Some health plans in the United States, especially for-profit plans, spend asmuch as 25 to 30 percent of every premium dollar on nonmedical benefits.These dollars go to marketing, administrative costs, and returns to investors.If so much of their premium revenue is drained into costs that deliver nodirect benefit to patients, then how can we tolerate the limits these plans seton beneficial services? This complaint has great power and resonates withmany practitioners, who believe it gives them an excuse to “game the

      Hur mycket ska vi spendera på helathcare

    Annotators

    1. When writing a story you must take all key elements into account in order to produce a story that will flow for the reader. Stories can be broken down into five key elements; the characters, the setting, the plot, the conflict and the resolution. Finding a prompt for what to write a story about can be very difficult. To help, the following link provides an activity to come up with some story ideas!
    1. “In order to talk to each other, we have to have words, and that’s all right. It’s a good idea to try to see the difference, and it’s a good idea to know when we are teaching the tools of science, such as words, and when we are teaching science itself,” Feynman said.

      Maths, Logic, Computer Science, Chess, Music, and Dance

      A similar observation could be made about mathematics, logic, and computer science. Sadly, public education in the states seems to lose sight that the formalisms in these domains are merely the tools of the trade and not the trade itself (ie, developing an understanding of the fundamental/foundational notions, their relationships, their instantiations, and cultivating how one can develop capacity to "move" in that space).

      Similarly, it's as if we encourage children that they need to merely memorize all the movements of chess pieces to appreciate the depth of the game.

      Or saying "Here, just memorize these disconnected contortions of the hand upon these strings along this piece of wood. Once you have that down, you've experienced all that guitar, (nay, music itself!) has to offer."

      Or "Yes, once, you internalize the words for these moves and recite them verbatim, you will have experienced all the depth and wonder that dance and movement have to offer."

      However, none of these examples are given so as to dismiss or ignore the necessity of (at least some level of) formalistic fluency within each of these domains of experience. Rather, their purpose is to highlight the parallels in other domains that may seem (at first) so disconnected from one's own experience, so far from one's fundamental way of feeling the world, that the only plausible reasons one can make to explain why people would waste their time engaging in such acts are 1. folly: they merely do not yet know their activities are absurd, but surely enough time will disabuse them of their foolish ways. 2. madness: they cannot ever know the absurdity of their acts, for "the absurd" and "the astute" are but two names for one and the same thing in their world of chaos. 3. apathy: they in fact do see the absurdity in their continuing of activities which give them no sense of meaning, yet their indifference insurmountably impedes them from changing their course of action. For how could one resist the path of least resistance, a road born of habit, when one must expend energy to do so but that energy can only come from one who cares?

      Or at least, these 3 reasons can surely seem like that's all there possibly could be to warrant someone continuing music, chess, dance, maths, logic, computer science, or any apparently alien craft. However, if one takes time to speak to someone who earnestly pursues such "alien crafts", then one may start to perceive intimations of something beyond their current impressions

      The contorted clutching of the strings now seems... coordinated. The pensive placement of the pawns now appears... purposeful. The frantic flailing of one's feet now feels... freeing. The movements of one's mind now feels... marvelous.

      So the very activity that once seemed so clearly absurd, becomes cognition and shapes perspectives beyond words

    1. The beginning of a novel is, variously, a social contract negotiation, an invitation to a dance, a list of rules of the game, and a fairly complex seduction.

      I have absolutely felt seduced by a writer before, within the first few lines of their prose. I have also been deeply turned off as well.

    2. The beginning of a novel is, variously, a social contract negotiation, an invitation to a dance, a list of rules of the game, and a fairly complex seduction.

      This feels true for a lot of good essay writing too. For example a good thesis is s promise of what will be delivered and effective first sentences in paragraphs lay out expectations. This also falls under the "Known to New Contract" style of writing.

    1. But here are three ways that we should think about addressing this issue:Start with parent training. Parents need to be made aware of the negative impact of the video games they may be letting their children play. I get that sometimes we need to occupy our kids, and it’s very tempting to hand them a phone. But we need to be better gatekeepers.It’s hard to change a behavior if you can’t first measure it. Use tools, such as Apple’s Screen Time or Google’s Digital Wellbeing, to create awareness of just how much time you or your children are spending on games — you’ll be surprised.Finally, strike a balance. Games can be fun, of course; we just need to find moderation. When I was growing up, my parents pushed me to eat more vegetables and fruits. With technology so integral to our lives, we need to treat digital wellness like physical wellness and make sure we encourage behavior that’s good for us.

      In these paragraphs pathos is used and more specifically this would be part of scare tactics when it comes to the reader realizing that they should take action to lessen addition to gaming after the reader list some ways on how to prevent gaming addiction or lessen addiction.

    2. For a long time, I didn’t see a problem. I saw our mission as bringing joy and entertainment to players. This changed when my two toddlers became old enough to take an interest in playing the very games I had built. Thinking about my games in my daughters’ hands, I had to confront what these products really were and what they could do. Knowing all the techniques with which we tried to bring about addiction, I realized I didn’t want my children exposed to that risk. My daughters are now 3 and 4 years old and I have yet to show them any of the games I have designed.

      This whole paragraph is the Kairos of the article. The author to prove his point of view brought his own experience for his argument when he explained how addictions is cultivated in gaming. He explains how he himself created many mobile games and had many strategies on to make a person addicted to a game. Now that he has children he sees the negative side affects to the addiction techniques and that now he doesn't want to expose his toddlers to the risk of addiction to video games.

    3. I don’t think parents are doing enough to protect kids from the potential harms of video games.

      This would be the exigence because the author of the article is stating the main urgent topic of the article on how parents should be become better at protecting their children when it comes to the amount of time a child is spent playing video games.

    1. It's useful to distinguish, right off the bat, between "moderate" and "radical" longtermism. Moderate longtermism is what MacAskill defends in his book, while radical longtermism is what one finds in all the founding documents of the ideology, including multiple papers by Nick Bostrom and the PhD dissertation of Nick Beckstead. The latter is also what MacAskill claims he's most "sympathetic" with, and thinks is "probably right." Why, then, does MacAskill's book focus on the moderate version? As a previous Salon article of mine explains in detail, the answer is quite simply marketing. Radical longtermism is such an implausible view that trying to persuade the public that it's true would be a losing game. The marketing strategy was thus to present it in more moderate form, which Alexander Zaitchik of the New Republic aptly describes as a "gateway drug" to the more radical position

      Communism 2.0

    1. Muller brings is that idealizing metrics “works even less well in organizations in which employees areoriented to a more idealistic mission”, which is easily understandable to the context of games,themselves a mostly idealistic endeavor, intended primarily as an object of entertainment

      cheesy

    2. An additional problem with Elo as a ranking system which researchers try to solve (Minka et al.;Delalleau et al.) is that it is essentially a system for one versus one matches, and it does not translate aswell for team based games

      i guess citation needed, but its all TrueSkill tries to do. the problem its that it becomes a statistical game, its at best your skill to match with random strangers.

    3. Elo is that in order toincrease your rating you not only have to get better yourself, but you have to do so faster than theaverage player, which likely only happens for the players that are really looking to improve in thegame. Therefore some games have different solutions on how to not make this completely transparentto players, and create convoluted points systems on top of the skill one to sort players ranking andincentivize players to play to increase their ranking (“Rank (League of Legends).”).

      i think this is so important!!!

    4. the game community alsopushes forward their own idea of what is the standard metagame

      the game community is enforced their idea of standard metagame, the indrustry pushes

    5. Consolegames, thus, by nature of their separation from an internet browser, had less success with the formingof player clans.

      is this true? i feel like call of duty mw2 had a good clan culture, but i don't really remember how that works.

    1. There are at least two kinds of fun: Type 1 fun is fun in the moment. Watching a movie, playing a video game, scrolling TikTok, reading a book. You want to have fun, you do the fun thing, and voilá, it is fun. Type 2 fun is fun in retrospect. Running a marathon is mostly un-fun from moment to moment; you’re often either zoned out or in some form of pain. But in retrospect, it was fun. 

      what can be a type 3 kind of fun?

    1. Game & Watch games are even more “pick up and play” than your average arcade game and are generally about score. Nintendo also aggresively pursued licenses like Mickey Mouse and Snoopy, because of the higher resolution art that made possible. This was an early example of a Nintendo philosophy known as “lateral thinking with withered technology” which we see even today, where their console uses an older mobile system-on-a-chip to successfully compete with much higher-end consoles.

      Describing Nintendo's philosophy as "lateral thinking with withered technology" -- common in its early days and with its three most-recent consoles, Wii, Wii U, and Switch. I discussed its new-found commitment to supporting its older consoles regarding statements that it made about the Switch's life-cycle.

    1. England’s players will take the knee before the start of their game against Iran on Monday but Harry Kane must decide whether to support LGBTQ+ rights by wearing the “OneLove” rainbow captain’s armband amid fears that the gesture could earn an instant booking.

      jfnrjnjnfejrnf

    1. monthly sales of video games were related to concurrent decreases in aggravated assaults and were unrelated to homicides. Searches for violent video game walkthroughs and guides were also related to decreases in aggravated assaults and homicides 2 months later. Finally, homicides tended to decrease in the months following the release of popular M-rated violent video games.

      use the argument against the other side but also against myself - write in the end of my argument paragraph

    1. In a study of Norwegian teens, scoring high on a measure of video game “addiction” was linked to depression, but time spent on games was not.

      Addiction to video games can be related to depression but not time spent playing those games.

    1. I do believe you might be able to raise test scores by such means, but I also think that in doing so, you encourage, foster the idea of the opposition between play and learning.

      A shooting game that includes arithmetic operations is just that... a shooting game with some shoehorned math chore to be memorized. The act of learning and exploring in and of itself has to be a core aspect of the learning tool or process or nothing will really be "learned".

    1. be able to run entire virtual worlds like actually put in a game like Minecraft um I think this isn't normally a gif but a PDF doesn't support GIF yet so I won't 00:18:41 be able to see the GIF but imagine being able to have an entire virtual world like Minecraft and all of the interactions of the players in that speed being able to be tracked with the 00:18:53 hard verifiability of um of consensus in a blockchain setting so like that's where we're headed

      = run virtual worlds - like MineCraft - all the interactions of the player - tracked with verifiability of consensus - in a blockchain setting - at speed - massive scale computations - all the shards of the world that players want to polay

    1. Tommy took it upon himself to work 13 to 14-hour days and gradually wore himself down. He says: “At one point I was about six stone. I still have OCD and anxiety, I had clinical psychosis and all these conditions which I developed as a result of secondary and tertiary problems from neglecting my health. “The ironic thing is that you end up working less because you’re overworked.” The extra work resulted in Tommy fainting several times in his bedsit and not making it into work. The same “grim reaper” from HR visited Tommy’s house and found him looking “deathly ill” with yellow skin. “It turns out I had liver and heart failure,” he says. “I probably would be dead if they hadn’t come round and I hate to think that there are other people with a similar level of susceptibility. “When you’re quite single-minded and you only have one goal in your life, then anyone can get caught in that loop.” Although Tommy admits he must accept a bit of “mea culpa”, he would never recommend working for a big publisher under current working practices. “I have family that say, ‘your uncle Tommy works with games’ and I hear them say they want to get into it someday. “I want to tell them ‘I don’t want you to just about die from working there’. I had liver failure because I was malnourished. “I don’t want my nephew to go anywhere near the industry if that’s going to be the case but you want to think of better times ahead and you want to think the industry will eventually change.” Another former employee of a leading UK game studio faced similar working conditions. When helping to complete a game development in the run-up to Christmas last year, he received an email from the CEO of the company saying how “displeased” they were about the lack of attendance over the weekend. It prompted him to take his working week from 9-5, five days a week, to a six-day week at 7am to 9pm. “I would always come in one of the two days on the weekend, normally Saturday, so I could have Sundays with my wife,” he recalls. “It continued like this for two and a half months, even though my health was deteriorating.” According to the source, who wishes to remain anonymous, the employer created “incredibly stressful conditions” and “a climate that left workers constantly looking behind their back”. He was later diagnosed with Crohn’s disease, an inflammatory bowel condition where symptoms can be triggered by stress, and adds: “Obviously I have no proof that I got sick because of work but I strongly believe that I started getting symptoms because of the amount of hours and pressure I was put under.”

      Pathos, scare tactics, pg. 119 - While this is a true story, it is worded in a way that is meant to scare the audience.

    2. My experience of the gaming industry has been particularly bad,” he says. “The studio had us on very long hours, but we were always promised that if we do the long hours, we would rise quickly through the ranks. “I started to doubt myself at this point. I was working incredibly long hours and rarely going home but the idea harbours and festers that you could do better if you stayed a little bit longer. “At the time, I didn’t have a wife or any kind of dependency, so I was just staying longer and your team leaders would say, ‘great you’re doing fantastic, you’re the kind of person we want in this studio, you’re the kind of person that we need here’. “In the same vein, the people there who have families to go to and try to have social lives outside work would be getting death stares as they’re leaving.

      Logos, personal experience, pg. 136 - This is recounting the story of a game developer.

    1. And then there is the general argument that violence is the specialty of the ruling class; they are better at it and better equipped for it; if you meet them on their own ground, in their own terms, playing the game by their rules, they are bound to win. For every idealist gunman you can recruit, they can pay and train a hundred unfortunate young men from the big unemployment pools of the North East or Clydeside. When it comes to the brute primitive business of who can kill most people, the rich are always going to win.

      Their own ground, by their rules

    1. behavior of the rest of the group. Thus, our results show how gossip, when paired with a mechanism for partner selection, can foster and sustain high levels of coopera­tion even in noniterated interactions.Our results may seem at odds with research showing that gossip alone produces cooperation, because contri­butions in the gossip game gradually decreased. This past research, however, showed that the threat of gossip, relative to a control, deters selfish behavior, a finding our results replicated: Participants cooperated more in the gossip game than in the basic game. Gossip alone likely promotes cooperation because gossiping and knowing that others could gossip about you makes reputation salient, which tends to foster prosociality (Willer, Feinberg, Irwin, Schultz, & Simpson, 2010), and because defecting when future partners will know what you did will lead these partners to not cooperate with you, which reduces the incentive to defect in the first place. However, these forces, over the long run, were insufficient to main­tain high levels of cooperation. This may have been the case because exposure to gossip about a low contributor from a prior round also stimulates fears of exploitation, which could result in reduced contribution to avoid exploitation (Kuwabara, 2005).Our findings fit well with models of biological markets, which argue that individuals will choose partners based on others’ reputation or “market value” when partner selection is possible (Barclay, 2013; Noë & Hammerstein, 1995). As exemplified in the present research, reputational information obtained through gossip greatly expands the breadth of individuals’ knowledge of others’ past behavior. Further, models of biological markets contend that indi­viduals often compete to demonstrate their value as a part­ner. In the present research, because having the lowest market value of the group led to the highest likelihood of being ostracized, participants likely engaged in such “com­petitive altruism” (Roberts, 1998), vying to be more proso­cial than the other group members to avoid exclusion. In such a dynamic, the standard for avoiding ostracism escalates, which further explains why contributions con­tinually increased across the rounds of the gossip­with­ostracism game. Moreover, these competitive pressures to cooperate would likely have been even greater had we allowed group members not only to exclude individuals, but also to select partners for inclusion—an important topic for future research.Finally, our results add to the literature on how indi­viduals respond to ostracism. Whereas some research has shown that ostracized individuals respond to exclu­sion with decreased prosociality (e.g., Mulder, van Dijk, De Cremer, & Wilke, 2006; Twenge, Baumeister, DeWall, Ciarocco, & Bartels, 2007), our finding that ostracized individuals behaved as cooperatively as everyone else upon returning to their groups fits well with a social­dilemmas perspective of responses to ostracism (Balliet & Ferris, 2013; Joireman, Daniels, George­Falvy, & Kamdar, 2006). This perspective holds that after exclu­sion, individuals face competing incentives: They are tempted in the short run to respond negatively, possibly by behaving more selfishly out of spite. But, in the long run, they benefit most by conforming to group expecta­tions, especially when punishment has significant reper­cussions (Tenbrunsel & Messick, 1999; van Lange, Joireman, Parks, & van Dijk, 2013). In the present study, because ostracized participants faced heavy punishment—earning nothing at all—the dominant incentive was to withhold retaliation and, instead, cooperate.

      general discussion about the implications of the experiment

    2. ghest individual­level earnings by Round 5, omnibus F(2, 159) = 45.47, p < .001, η2 = .36, pairwise t(159)s > 4.36, ps < .001, ds > 0.69, and the highest group­level earnings by Round 6, omnibus F(2, 159) > 22.71, p < .001, η2 = .22, pairwise t(159)s > 2.41, ps < .05, ds > 0.38. Further, an examination of earnings in the gossip­with­ostracism game from the second round onward revealed a significant upward linear trend, Fs(1, 53) > 42.32, ps < .001, η2s > .44, which shows that earnings levels were increasing when the game concluded.

      counter analysis to the hypothesis

    3. (gossip game: βs < −0.49, ps < .001, R2s > .23; gossip­with­ostracism game: βs < −0.24, ps < .001, R2s > .06),

      mathematical breakdown of the data (formulas data)

    4. Our central hypothesis was that groups in contexts that featured both gossip and a means for exclusion would achieve higher levels of cooperation. First, we compared the total amount participants contributed to their group fund, aggregated across all six rounds (possible range = 0 to 60 points) for each of the three experimental games. In the gossip­with­ostracism game, whenever partici­pants were ostracized, we coded their contribution for that round as zero. A within­subjects analysis of variance (ANOVA) yielded a significant omnibus difference across games, F(2, 430) = 249.89, p < .001, η2 = .54.1 Comparisons between games revealed that participants contributed significantly more when playing in the gossip game (M = 29.79, SD = 16.54) than they did when playing in the basic game (M = 17.54, SD = 16.28), F(1, 215) = 195.04, p < .001, η2 = .48. This finding captures the unique effect of having one’s behavior potentially communicated to future interaction partners (Barclay, 2004).More relevant to our hypothesis, further comparisons revealed that when participants played in the gossip­with­ostracism game (M = 42.89, SD = 14.79), they con­tributed significantly more than they did when playing in either the basic game, F(1, 215) = 417.06, p < .001, η2 = .66, or the gossip game, F(1, 215) = 110.80, p < .001, η2 = .34. Even in the first round, participants contributed sig­nificantly more when in the gossip­with­ostracism game (M = 6.80, SD = 3.17) than they did when in either the basic game (M = 4.91, SD = 3.56), F(1, 215) = 49.66, p < .001, η2 = .19, or the gossip game (M = 6.01, SD = 3.31), F(1, 215) = 8.83, p < .01, η2 = .04, which suggests that simply knowing about the potential to be gossiped about and ostracized by future group members was enough to engender an increase in cooperation. Importantly, we found differences in total contributions across the six rounds between the gossip­with­ostracism game and the two other games, even though in 15% of the rounds of the gossip­with­ostracism game, partici­pants were excluded and could not contribute anything. This result points to the significant role gossip plays in fostering cooperation, especially when it can be used for partner­selection purposes.To analyze whether contributions tended to increase or decrease as rounds progressed, we conducted a two­way within­subjects Game × Round Number ANOVA. This analysis yielded a significant omnibus interaction, F(10, 2150) = 22.92, p < .001, ηp2 = .10. Analyses examining potential linear­trend differences across the six rounds for each game revealed significant differences between the gossip­with­ostracism game and both the basic game, F(1, 215) = 132.91, p < .001, ηp2 = .38, and the gossip game, F(1, 215) = 62.34, p < .001, ηp2 = .23. Additionally, there was a significant linear­trend difference between the basic game and the gossip game, F(1, 215) = 10.23, p < .01. ηp2 = .05. Separate within­game linear­trend analyses revealed that there was a decrease in contributions as rounds pro­gressed in both the basic game, F(1, 215) = 162.43, p < .001, ηp2 = .43, and the gossip game, F(1, 215) = 54.44, p < .001, ηp2 = .20, a common finding in public­goods studies (Ledyard, 1995). In the gossip­with­ostracism game, however, contributions increased as rounds pro­gressed, F(1, 215) = 15.29, p < .001, ηp2 = .07 (Fig. 2).

      relation to the hypothesis

    5. Overall, participants played 18 total rounds of the public­goods exercise—six rounds for each game (see Fig. 1). Once participants completed the final round of the last game, the experimenter informed them that the study was over. The experimenter then debriefed the par­ticipants, paid them the amount of money they had earned, and dismissed them from the study.

      sum of events

    6. BasicGossipGossip With OstracismRound 1Round 2ContributeResultsContributeResultsNote OpportunityContributeResultsNote OpportunityContributeResultsContributeResultsNote OpportunityReceive Note(s)Vote to ExcludeReceive Note(s)SelfExcludedOtherExcludedNo OneExcludedPlay With2 OthersNoPlayPlay WithAll 3Note OpportunityResultsRounds3, 4, 5, 6Fig. 1.Schematic showing the timeline of the experimental procedure. In the basic game, all partici­pants received an allotment of 10 points at the beginning of each round and determined how many of the points they wished to contribute to a group fund and how many they wished to keep for them­selves. At the end of each round, the 4 participants in each group learned how much each member had contributed and earned. Participants were then assigned to a new group and the process was repeated. In the gossip game and the gossip­with­ostracism game, after learning the results of each round, partici­pants were given the opportunity to send a note to the upcoming game partners of 1 of the participants they just played the game with. At the beginning of each round in the gossip­with­ostracism game, after receiving the gossip notes (if any were sent), participants could anonymously vote to exclude 1 participant from playing in the upcoming round; if a participant was excluded by receiving two or more exclusion votes, the remaining 3 participants played without him or her.

      chart of data

    7. ch participant received an allot­ment of 10 points at the beginning of each round of the exercise. Each point was worth 2.5¢. All 4 participants then determined how many of their 10 points they wished to contribute to a group fund and how many they wished to keep for themselves. Whatever number of points all 4 participants contributed to the group fund as a whole was then doubled and redistributed equally to each group member. Researchers commonly use this public­goods exercise to examine social dilemmas because indi­vidual participants will benefit the most by selfishly free riding off of everyone else’s contributions while contrib­uting nothing themselves

      breakdown of the game that's part of the experiment

    1. Often he was a knight bestride a fiery charger prancing down the white shell road that led to distant lands.

      connection to analysis of Zora's short stories by Doris Davis, which I'll talk about in class- "characters claiming ownership of their psychic spaces... us[ing] language for their spirit to survive” (Davis, "De Talkin' Game’: The Creation of Psychic Space in Selected Short Fiction of Zora Neale Hurston”, 269).

    1. Author Response

      Reviewer #1 (Public Review):

      It's here where my very mild (I truly liked this article - it is well done, well written, and creative) comments arise. The implications for stochastic strategies immediately emerge in the early results - bimodal strategies come about from the introduction of two variables. There is not enough credence given to the field of stochastic behavior in the introduction - the introduction focuses too much on previous models of predator-prey interaction, and in fact, Figure 1, which should set up the main arguments of the article, shows a model that is only slightly different (slight predator adjustment) that is eventually only addressed in the Appendix (see below). The question of "how and when do stochastic strategies emerge?" is a big deal. Figure 1 should set up a dichotomy: optimal strategies are available (i.e., those that minimize Tdiff) which would predict a single unimodal strategy. Many studies often advocate for Bayesian optimal behavior, but multimodal strategies are the reality in this study - why? Because if you consider the finite attack distance and inability of fish to evoke maximum velocity escapes while turning, it actually IS optimal. That's the main point I think of the article and why it's a broadly important piece of work. Further framing within the field of stochastic strategies (i.e., stochastic resonance) could be done in the introduction.

      We appreciate the comment provided by the reviewer. We changed the second paragraph of the introduction so as to focus more on the protean tactic (stochasticity). We added a new figure (Figure 1 in the new version) to conceptually show the escape trajectories (ETs) of a pure optimal tactic, a pure protean tactic, a combination of optimal and protean tactics, and an empirically observed multimodal pattern. We explained each tactic and described that the combination of the optimal and protean tactics still cannot explain the empirically observed multiple preferred ETs.

      The revised paragraph (L49-66) is as follows: Two different escape tactics (and their combination) have been proposed to enhance the success of predator evasion [16, 17]: the optimal tactic (deterministic), which maximizes the distance between the prey and the predator (Figure 1A) [4, 14, 15, 18], and the protean tactic (stochastic), which maximizes unpredictability to prevent predators from adjusting their strike trajectories accordingly (Figure 1B) [19-22]. Previous geometric models, which formulate optimal tactics, predict a single ET that depends on the relative speeds of the predator and the prey [4, 14, 15, 18], and additionally, predator’s turning radii and sensory-motor delay in situations where the predator can adjust its strike path [23-25]. The combination of the optimal tactic (formulated by previous geometric models), which predicts a specific single ET, and the protean tactic, which predicts variability, can explain the ET variability within a limited angular sector that includes the optimal ET (Figure 1C). However, the combination of the two tactics cannot explain the complex ET distributions reported in empirical studies on various taxa of invertebrates and lower vertebrates (reviewed in [26]). Whereas some animals exhibit unimodal ET patterns that satisfy the prediction of the combined tactics or optimal tactic with behavioral imprecision (e.g., [27]), many animal species show multimodal ETs within a limited angular sector (esp., 90–180°) (Figure 1D) (e.g., [4, 5, 28]). To explore the discrepancy between the predictions of the models and empirical data, some researchers have hypothesized mechanical/sensory constraints [17, 29]; however, the reasons why certain animal species prefer specific multiple ETs remain unclear.

      All experiments are well controlled (I especially liked the control where you varied the cutoff distance given that it is so critical to the model). Some of the figures require more labeling and the main marquee Figure 1 needs an overhaul because (1) the predator adjustment model that is only addressed in the Appendix shouldn't be central to the main introductory figure - it's the equivalent of the models/situations in Figure 6, and probably shouldn't take up too much space in the introductory text either (2) the drawing containing the model variables could be more clear and illustrative.

      (1) According to this comment and comment #11 from reviewer #2, we moved the two panels in the figure (Figure 1B and D in the original version) to Appendix-figure 1, and accordingly, we changed the first paragraph of the Model section so as to clearly describe that we focus on Domenici’s model in this study (L103-108).

      As for Figure 6 (Figure 7 in the new version) and related parts, we tempered our claims to clearly describe that our model has only the potential to explain the different patterns of escape trajectories observed in previous works. We would like to keep this figure in the main text because it is fundamental to explain the potential applicability of our model to other predator-prey systems.

      (2) To alleviate the burden for readers, we added the model variables to the figure and made them colored (Figure 2B in the new version).

      Finally, I think a major question could be posed in the article's future recommendations: Is there some threshold for predator learning that the fish's specific distribution of optimal vs. suboptimal choice prevents from happening? That is, the suboptimal choice is performed in proportion to its ability to differentiate Tdiff. This is "bimodal" in a sense, but a probabilistic description of the distribution (e.g., a bernoulli with p proportional to beta) would be really beneficial. Because prey capture is a zero-sum game, the predator will develop new strategies that sometimes allow it to win. It would be interesting if eventually the bernoulli description could be run via a sampler to an actual predator using a prey dummy; one could show that the predator eventually learns the pattern if the bernoulli for choosing optimal escape is set too high, and the prey has balanced its choice of optimal vs. suboptimal to circumvent predator learning.

      We thank the reviewer for this constructive comment. Actually, we are now developing a dummy prey system. We added the following sentence in the Discussion to mention future research.

      The added sentence (L496-499): Further research using a real predator and dummy prey (e.g., [48]) controlled to escape toward an optimal or suboptimal ET with specific probabilities would be beneficial to understand how the prey balances the optimal and suboptimal ETs to circumvent predator learning.

      Reviewer #2 (Public Review):

      First, it is unclear how the dummy predator is actuated. The description in the Methods section does not clearly address how rubber bands are used for this purpose.

      To clearly mention how the dummy predator was actuated by rubber bands, we added a figure (Figure 3-figure supplement 3B) and the following sentences.

      The added sentences (L608-611): The dummy predator was held in place by a metal pipe anchored to a four-wheel dolly, which is connected to a fixed metal frame via two plastic rubber bands (Figure 3—figure supplement 3B). The wheel dolly was drawn back to provide power for the dummy predator to strike toward the prey.

      Second, the predator's speed, which previous research has identified as a critical factor during predator-prey interactions, is not measured from the motion of the dummy predator in the experiments. Instead, it is estimated using an optimization algorithm that utilizes the mathematical model and the prey-specific parameters. It is unclear why the authors chose this method over measuring velocity from their experiments. Since the prey fish are responding to a dummy predator moving toward them at a particular speed during the interaction, it is important to measure the speed of the predator or clearly explain why estimating it using an optimization procedure is more appropriate.

      We chose this method (optimizing predator speed from the prey’s viewpoint) because there was no significant effect of predator speed on the escape trajectory in our experiment (L203-208). In other words, we considered that, at least in our case, the prey did not change the escape trajectory in response to the predator speed, and thus it would be more appropriate to use a specific predator speed estimated through an optimization algorithm from the prey’s point of view. It may be appropriate to use measured predator speed in other cases where the prey adjusts the escape trajectory in response to the change in predator speed. Therefore, we conducted a further analysis using actual predator speeds (both the predator speed at the onset of escape response, and the mean speed for the predator to cover the distance between the predator and prey). The results show that the model fit became worse when using measured predator speed per trial compared to the model using the fixed predator speed estimated through the optimization procedure (Table 3—source data 1; Figure 5—figure supplement 1). We added the above explanation in L219-226.

      One of the major claims of this article is that the model can explain escape trajectories observed in other predator-prey systems (presented in Figure 6). Figure 6 panels A-C show the escape responses of different prey in response to some threatening stimuli. Further, panels D-F suggest that the empirical data can be predicted with the model. But the modeling parameters used to produce the escape trajectories in D-F are derived from the authors' experiments with fish, instead of the experiments with the species shown in panels A-C.

      We thank the reviewer for this comment. We agree that this part in the previous version was an over-interpretation. Therefore, we tempered our statements to simply suggest that our approach has the potential to explain multiple ETs observed in other taxa. The revised sentences are as follows.

      Abstract (L27-30): By changing the parameters of the same model within a realistic range, we were able to produce various patterns of ETs empirically observed in other species (e.g., insects and frogs): a single preferred ET and multiple preferred ETs at small (20–50°) and large (150–180°) angles from the predator.

      Results (L395-407): Potential application of the model to other ET patterns. ...(sip)... To investigate whether our geometric model has the potential to explain these different ET patterns, we changed the values of model parameters (e.g., Upred, Dattack) within a realistic range, and explored whether such adjustments can produce the ET patterns observed in the original work. ...(sip)... These results indicate that our model has the potential to explain various patterns of observed animal escape trajectories.

      Discussion (L538-548): We show that our model has the potential to explain other empirically observed ET patterns (Figure 7). ...(sip)... Further research measuring the escape response in various species and applying the data to our geometric model is required to verify the applicability of our geometric model to various predator-prey systems.

    1. As Beschizza said …“I wanted something where people could publish their thoughts without any false game of social manipulation, one-upmanship, and favor-trading.”It was, as I called it, “antiviral design”.

      Definition of "antiviral design"

      Later, Thompson says: "[Mastodon] was engineered specifically to create _friction — _to slow things down a bit. This is a big part of why it behaves so differently from mainstream social networks."

      The intentional design decisions on Mastodon slow user activity.

    1. If you are running your own site and suddenly realize you have a moderation problem you might have some of your current staff

      This is not a recommended form of moderation, having people who can create and form rules on the spot, will ultimately lead to chaos. Multiple "mods" that have essentially god perms and benefits to bend rules and "reality" in the space to their liking will lead to tyranny and power abuse. Ex: Discord servers, Minecraft and other video game servers

    1. Once upon a time, I worked at a magazine, reporting to a white woman who, early in our working relationship, told me that she didn’t consider me a threat because “a black woman will never have this job.”She then proceeded to use every one of my ideas to completely redesign the magazine we worked for. It was the end of a moment in publishing when such a thing as a “big magazine job” still existed. I hung on because I really wanted to be an editor in chief one day and knew that quitting would take me out of the game.

      “I hung on because…”

    1. Figure 1

      We went over this in class, but I just have to reiterate how much of a game changer this feels to me. Grading correctly feels so much more crucial after seeing some of these real life examples.

    1. In his videos, Mr. de Hek treats all of these and other twists in the Hyper plot with a light touch, one befitting a farce. That’s especially true when the topic is Mr. H, a figure who now appears on HyperNation videos as some kind of spokesman, wearing a gold mask and a black hoodie and uttering slogans — “HyperNation will be an equal, fair and transparent platform that can solve the pain points of today’s society” — in a variety of slick studio settings. It’s like getting lectured about utopia from a character in “Squid Game.”

      this use of the utopian twist is what is so fascinating.

    1. There isno back-door path through Q, as you can see. But there is a non-causal path from Q to Wthrough U: Q → E ← U → W.

      We don't know what the right side is of a Basketball game, it could be the underdog, it could be the favorite, it could be any team - anything can happend

    Annotators

    1. A growing body of research is showing the flip side, though – video games can help people see better, learn more quickly, develop greater mental focus, become more spatially aware, estimate more accurately, and multitask more effectively. Some video games can even make young people more empathetic, helpful and sharing

      Do video games actually help you see better? I have doubts about this because a lot of video games especially first-person shooter games have flashing screens while you play, replicating real life. For example, in The game call of duty, if you get hit with a grenade you see your screen flashing as you die in the game. As a gamer with biases, I can't see how bright moving screens are good for your eyes. Might have to research this.

    2. We have had a team of 12, including some of the best game designers in the country, working on these games for a year,” he says. “I believe you can have fun and have beneficial effects at the same time."

      I think it'll be hard to create a game that's fun and beneficial because most gaming companies' main priority is to entertain and that's what we're used to. The majority of us don't look at video games for their benefits but rather for their enjoyment.

    3. Bavelier and Green asked non-gamers to play the first-person shooter game Medal of Honor for one hour a day for 10 days, and found their ability to focus on environmental cues improved much more than those in a control group who played the classic puzzle game Tetris.

      This is fascinating, action games correlate to better focus?

    1. “If I could sum up Worldbuildr in a succinct way, I would say that we’re trying to be Roblox Pro. We are a professional design tool for experiences, but still with an intuitive user interface. It’s more like playing a video game than using an advanced piece of software, so anyone can do it.

      Worldbuilder

    1. Early this week, I realised that some people had cross-posted my Mastodon post into Twitter. Someone else had posted a screenshot of it on Twitter. Nobody thought to ask if I wanted that.

      Author expects to be asked consent before posting their words in another web venue, here crossposting to Twitter. I don't think that's a priori a reasonable expectation. The entire web is a public sphere, and expressions in it are public expressions. Commenting on them, extending on them is annotation, and that's fair game imo. Problems arise from how that annotation is used/positioned. If it's part of the conversation with the author and others that's fine depending on tone e.g. forcefully budding in, yet even if unwelcomed. If it is quoting an author and commenting as performance to one's own audience, then the original author becomes an object, a prop in that performance. That is problematic. I can't judge (no links) here which of the two it is.

    2. Like when you're sitting in a quiet carriage softly chatting with a couple of friends and then an entire platform of football fans get on at Jolimont Station after their team lost. They don't usually catch trains and don't know the protocol. They assume everyone on the train was at the game or at least follows football. They crowd the doors and complain about the seat configuration.

      Compares the influx of new people on Mastodon as the sudden crowding of a train by a loud group. I can see what the author means. My timeline has felt like that.

    1. Author Response

      Reviewer #1 (Public Review):

      This paper proposes a 2D U-Net with attention and adaptive batchnorm modules to perform brain extraction that generalises across species. Generalisation is supported by a semi-supervised learning strategy that leverages test-time monte-carlo uncertainty to integrate the best-predicated labels into the training strategy. Monte-Carlo dropout maps also tend to align with inter-rate disagreement from manual segmentations meaning that they can realistically be used for fast QC. The networks (trained on a range of source domains) have been made publicly available, meaning that it should be relatively simple for users to apply them to their own cohorts, allowing for retraining on a very small number of labelled datasets. Overall the paper is exceptionally well written and validated, and the tool has broad application.

      We thank this reviewer very much for these encouraging and valuable comments.

      Reviewer #2 (Public Review):

      In this manuscript, the authors are proposing a generalizable solution to masking brains from medical images from multiple species. This is done via a deep learning architecture, where the key innovation is to incorporate domain transfer techniques that should allow the trained networks to work out of the box on new data or, more likely, need only a limited training set of a few segmented brains in order to become successful.

      The authors show applications of their algorithm to mice, rats, marmosets, and humans. In all cases, they were able to obtain high Dice scores (>0.95) with only a very small number of labelled datasets. Moreover, being deep-learning-based segmentation once a network has been trained is very fast.

      The promise of this work is twofold: to allow for the easy creation of brain masking pipelines in species or modalities where no such algorithms exist, and secondly to provide higher accuracy or robustness of brain masking compared to existing methods.

      I believe that the authors overstate the importance of generalizability somewhat, as masking brains is something that we can by and large do well across multiple species. This often uses specialized tools for human brains that the authors acknowledge work well, and in the usually simpler non-human (i.e. lissencephalic rodent) brains also work well using image registration or multi-atlas segmentation style techniques. So generalizability adds definite convenience but is not a game-changer.

      The key to the proposed algorithm is thus that it works better than, or at least as well as, existing tools. The authors show multiple convincing examples that this is the case even after retraining with only a few samples. Yet in those examples, the authors proposed retraining the network on even subtle acquisition changes, such as moving in field strength from 7 to 9.4T. I tried it on some T2 weighted ex-vivo and T1 weighted manganese enhanced in-vivo mouse data and found that the trained brain extraction net does not generalize well. None of the pre-trained networks provided by the authors produced reasonable masks on my data. Using their domain adaptation retraining algorithm on ~20 brains each resulted in, as promised, excellent brain segmentations. Yet even subtle changes to out-of-sample inputs degraded performance significantly. For example, one set of data with a slight intensity drop-off due to a misplaced sat band created masks that incorrectly excluded those lower intensity voxels. Similarly, training on normal brains and applying the trained algorithm to brains with stroke-induced lesions caused the lesions to be incorrectly masked. BEN thus seems to be in need of regular retraining to very precisely matched inputs. In both those examples, the usual image registration/multi-atlas segmentation approach we use for brain masking worked without needing any adaptation.

      Overall, this paper is filled with excellent ideas for a generalized brain extraction deep learning algorithm that features domain adaptation to allow easy retraining to meet different inputs, be they species or sequence types. The authors are to be highly commended for their work. Yet it appears to at the moment produce overtrained networks that are challenged by even subtle shifts in inputs, something I believe needs to be addressed for BEN to truly meet its promised potential.

      We sincerely thank the reviewer for these constructive comments. We appreciate that the article is considered to be a valuable contribution to the field of neuroimaging by providing BEN as an efficient and generalisable deep learning based tool for brain extraction. The major concern of this Reviewer is that a pretrained BEN leads to unsatisfactory performance on some external data (e.g. the reviewer’s own data), although the domain adaptation retraining algorithm on ~20 brains did lead to, as promised, excellent segmentation results. Here, we would like to emphasize that the initial version of BEN on Github was designed to reproduce the results we presented in the manuscript, not an optimized version for processing external datasets. To address this issue, we have optimized the BEN pipeline in the revised version, which is summarized as follows:

      1) Orientation detection. We found that in the original version of BEN, our training rodent images for BEN are all axial views, so it works the best on testing images of axial view. Therefore, if rodent MR images are loaded in other views (such as sagittal, coronal), the performance of BEN will degrade. To solve this issue, we have updated an orientation detection function in the BEN pipeline and automatically align other orientations to axial view, thus optimizing BEN’s performance.

      2) Performance optimization using plug-and-play functions. We have added post-processing steps to improve performance and running logs for quick inspection.

      3) Validation and tutorials. To further validate BEN’s generalization, we have evaluated BEN on two new external public ex-vivo MRI datasets (rTg4510 mouse: 25 ex-vivo scans, and C57BL/6 mouse: 15 ex-vivo scans). When only one label is used for BEN adaptation/retraining, impressive performance is achieved on both datasets, despite the fact that BEN was originally designed for in-vivo MRI data. To make the implementation transparent and give detailed guidance to users, we have prepared video tutorials on our Github/Documentation (https://github.com/yu02019/BEN#video-tutorials). Note that BEN’s performance may degenerate when dealing with MR images with low image quality. As an open-resource tool, BEN is extensible, our team will continuously maintain and update it.

      Nevertheless, there could be a couple of reasons that cause suboptimal performance when using a pretrained BEN. We discuss them below and have revised the manuscript accordingly (last paragraph in Discussion).

      On the one hand, as pointed out by the reviewer, domain generalization is a challenging task for deep learning. Although BEN could adapt to new out-of-domain images without labels (zero-shot learning) when the domain shift is relatively small (e.g. successful transfer between modalities and scanners with different MR strengths), the domain gap exists in ex-vivo MRI data used by the reviewer and in-vivo images in our training images could be so large that it compromises the performance. In this case, additional labeled data and retraining are indeed necessary for BEN to perform few-shot learning, which we have emphasized and demonstrated in our manuscript and confirmed by the reviewer (although in our opinion, it is possible we only need <5 more brains instead of 20 to complete the task).

      On the other hand, as a deep learning tool, it is difficult or nearly impossible to guarantee optimal performance on any unseen data. This is also a motivation for us to design BEN as an extensible tool. As stated in the manuscript, the source domain for BEN is flexible and does not bind to Mouse-T2-11.7T, in our manuscript. Instead, users can provide their own data and pretrained network as a new source domain, therefore facilitating domain generalization by reducing the domain gap between the new source and target domains.

    1. There’s been a lot of buzz about whether video games are habit-forming, and whether parents are exaggerating when they say their teenagers are “addicted” to game playing. Now new research on children who are heavy gamers suggests parents may have something else to worry about: depression.

      Even though parents can exaggerate the amount of time their children spend playing video games it should be partially the parents responsibility to manage how long their children play the game. If a parent actively notices that their child's day to day life is being disturbed from excessive screen time, they should intervene. If their child can learn to play video games moderately this will reduce the risks of video game addiction and/or depression due to being chronically online.

    2. Many teenagers experience mental health problems and can benefit from psychological or medical help, Mr. Hewitt said, but added, “Why point out their game playing?”

      This study seems to be emphazing that gaming is the cause of depression. While I believe gaming is not the source of depression but for some people it can aid it if not done in moderation. Many people use gaming for fun and even to make money. As long as you are able to find other hobbies, I think gaming is fine.

    3. Two recent studies of gamers are among the first to follow large groups of teenagers over time to assess their mental health and how much time they spend playing video games.

      Overthinking is the main reason that leads you to the depression the best way to keep yourself occupied is to get involved into something that's feels good for you. Video-game will distract you and it won't preoccupied your brain they will give you satisfaction after you reach the goals and objectives.

    4. There’s been a lot of buzz about whether video games are habit-forming, and whether parents are exaggerating when they say their teenagers are “addicted” to game playing.

      Parents can definitely exaggerate when it comes to explaining certain situations. But I believe that if a parents child or teenager is addicted to video games. It is partly their responsibility to stop the "addiction" and not just let them go deeper and deeper into it. A child could continue to play games and not see a problem but if the parent does and they decide not to act on it then that might be a contributing factor as to why the child delves into gaming in order to find escapism from certain situations.

    5. Children who were more impulsive and less comfortable with other children spent more time playing video games, the study found.

      I can see this part of the research being seen as social ineptitude can lead to video game reliance and addiction. But it can also be used as a way to interact socially with more introverted children. There is a multitude of reasons why children don't prefer to interact socially but if they use online gaming as a method of social interaction we shouldn't outright consider it a problem until it becomes excessive.

    6. Young people who were more impulsive, more socially inept and less empathetic to begin with were more likely to become excessive video game players

      I find the correlation between lack of empathy and excessive video game playing to be incredibly interesting. That's just something that never really clicked with me. Some video games allow players to simulate absolutely horrid acts and behaviors. Is it possible that some video games could be seen as training grounds for real life behaviors?

    1. At four, Mozart would bang on piano keys and burst into laughter when he managed to find a chord.His father turned his love into a game. He would challenge him to play in time and read music. By the age of five, Mozart was composing his first pieces.The entire family traveled together (two siblings, both homeschooled), showing off Mozart's skills and meeting the greatest musicians of the time, including Bach. By the age of 14, Mozart was employed as a court musician.Of course, Mozart goes on to change the world of music forever.

      .c1

    1. And Minnesota lottery officials had hoped to launch a pilot project that would have let people purchase lottery tickets through through Nintendo units in their homes.Nintendo decks, estimated to be in 32 percent of Minnesota homes, would have been equipped with special lottery cartridges and a telephone modem. But the idea was abandoned after vocal protests from several powerful state legislators.''Intruding into people`s homes and converting a game which is immensely popular with young children into a gambling tool is not only unethical, but insidiously destructive to society,'' state Senate Majority Leader Roger Moe told reporters in St. Paul when the idea was floated in September.

      1991 article on a very questionable proposal by Minnesota lottery officials to make it possible for NES owners to use their game consoles to purchase lottery tickets.

    1. At each of these junctures, history was a zero-sum game of heroes and villains viewed through the prism of contemporary racial identity.

      You seem to be blaming the critics of traditional American History for the conservative backlash.

    1. 2000 - Nintendo agrees to supply protective sports gloves to American owners of the Mario Party video game for the Nintendo 64. The Attorney General's office of New York had complained to the company after hearing many reports about children being injured playing the game.

      March 9, 2000: Date in which Nintendo settled Mario Party lawsuit brought by NYS.

    1. While no case was actually filed, the New York attorney general's office has received almost 100 complaints from consumers whose children had sustained hand wounds from playing any of five different levels of the Nintendo 64 game. The injuries ranged from friction burns and blisters to lacerations and punctures.

      Claims that Mario Party injuries included friction burns, lacerations, and punctures.

    2. "This settlement is good news for the parents throughout the nation," said New York Attorney General Eliot Spitzer. "Nintendo has agreed to take responsibility for the effect of its games on young people."

      Former AG Spitzer claiming Mario Party settlement was good news for parents across the nation.

    3. Video game maker Nintendo of America Inc. agreed on Thursday to provide protective gloves to approximately 1.2 million children who play the game Mario Party. The agreement is part of a settlement with the New York state attorney general's office and could cost Nintendo (ntdoy) up to $80 million.

      March 8, 2000 article on Mario Party settlement agreement reached between NYS and Nintendo.

    1. Beth Llewelyn, a spokeswomen for Nintendo at the time, stressed that the total cost to the company will more than likely be much less then $80 million USD. “We have had only 90 or so complaints in the year that the game has been on the market,” she said. “We don’t know how many people are going to take advantage of the offer.”

      Nintendo noted it only had about 90 complaints about the Mario Party rotation games.

    1. As of December 1999, about 1.15 million copies of "Mario Party" had been sold in the United States, according to the AG's office, which estimated the offer could cost Nintendo $80 million if every consumer takes advantage of it. The actual cost is expected to be much lower, however, as fewer than 100 parents have complained directly to Nintendo since the game went on the market a year ago.

      Fewer than 100 parents actually complained about Mario Party.

    2. "The alarming thing was how little time some of these children spent playing the game before they were injured," Pritchard said. "One parent said their child had been playing the game for 15 to 20 minutes when they got a second-degree burn."

      Former AG Spitzer's claim that children received second-degree burns from playing Mario Party.

    1. We write the endings so that everything wraps up tidily in the end, you see. The choices make a small impact—maybe making things a little easier, or a little harder. However, there is one really big choice to make. We did our best to make it as big as possible. (laughs) I think it will get players' chests pounding.

      Explaining that although Dragon Quest VI has many choices, almost none of the in-game choices affect the ending or the ultimate course of the main story.

    2. We had just ported DQI&II to the SFC, and for the first time in quite awhile, I got to play DQII again. I thought it was fun how many different places you have access to. That's why, for DQVI I suggested we craft a world that, while still retaining a dramatic story, allowed higher degree of player freedom and let you do things in the order you wanted.

      On creating a game with player choice and input and a well-defined dramatic story.

    3. trying to avoid contradictions with these two opposing goals was tough.

      This line from Yuji Horii, the producer of Dragon Quest VI, references the tension between creating a game which gives the player freedom of action and creating a game with a well-defined dramatic story.

    1. The novelist and screenwriter Raymond Chandler said he avoided reading books written by someone who didn’t “take the pains” to write out the words. (It used to be common for writers to dictate into a recorder then have an assistant transcribe those words.) “You have to have that mechanical resistance,” Chandler wrote in a 1949 letter to actor/writer Alex Barris. “When you have to use your energy to put those words down, you are more apt to make them count.”
    2. “People always say of great athletes that they have a sixth sense,” Malcolm Gladwell says in Miracle and Wonder: Conversations with Paul Simon. “But it’s not a sixth sense. It’s memory.” Gladwell then analogizes James’ exacting memory to Simon’s. In the way James has precise recall of basketball game situations, Simon has it of sounds and songs. “Simon’s memory is prodigious,” Gladwell says. “There were thousands of songs in his head. And thousands more bits of songs—components—which appeared to have been broken down and stacked like cordwood in his imagination.”

      In Miracle and Wonder: Conversations with Paul Simon, Malcolm Gladwell comments on the prodigious memories of both Paul Simon with respect to sounds and Lebron James with respect to basketball game play.

      Where these sorts of situational memories built and exercised over time or were they natural gifts? Or perhaps natural gifts that were also finely tuned over time?

    1. Dull roots with spring rain. Winter kept us warm, covering

      https://www.youtube.com/watch?v=qoYrRZ97QCg

      The lyrics to this lovely Hank Williams song are very reminiscent of this Eliot poem to me. The song itself sounds like it could play in a sort of wasteland, with Williams' melancholic singing and the fact that it hasn't been remastered. Also, for any The Last of Us (really great zombie game, which wouldn't exist with the Eliot poem) fans, this song plays in the HBO trailer and is referenced in the game itself. So it does play in that version of a wasteland.

      The beginning of the Williams song describes a time before the wasteland (in his case, the wasteland is caused by a lost love). He says, "We met in the springtime when blossoms unfold / The pastures were green and the meadows were gold." Eliot never describes this time, but we understand that there was a time before, because people reminisce about it in the same way that Williams is. After Williams loses his love, and starts to enter his version of the wasteland, the song and poem become much more similar. Williams sings, "The roses have faded, there's frost at my door / The birds in the morning don't sing anymore." Either fall or winter is coming for Williams, but this line also marks where the wasteland begins to take hold. I imagine this part of the song as the unwritten part of Eliot's poem, the beginning of the end. Williams goes on, "The grass in the valley is starting to die / And out in the darkness the whippoorwills cry." The wasteland here, like the Eliot poem, is also missing plant life. A bird song would usual signify some kind of life, but in American folklore, a whippoorwill call means impending death. Had Eliot chosen to explain how we got to the wasteland, I imagine his prose would be quite similar to Williams'. The Williams poem, to me, fills in the blanks and recontextualizes some of the Eliot poem.

    1. That was a perfect game in Game 5 in 1956, when catcher Yogi Berra famously leaped into his arms to celebrate. Wednesday, Houston catcher Christian Vázquez had his choice of pitchers with whom to celebrate.

      Prominence

    2. The way Javier was pitching, that was all Houston needed.

      This is an informed opinion because the writer determined that this is what Houston needed but doesn't know that for certain.

    3. Though Alvarado jumped ahead of the next hitter, putting Alex Bregman into an 0 and 2 hole, Bregman fought back by belting a two-run double to push Houston’s lead to 3-0. Kyle Tucker’s sacrifice fly and Yuli Gurriel’s R.B.I. single extended it to 5-0.

      These are facts from the game to provide context about how the game progressed

    4. Astros hitters continued spinning the combination lock that was their offense until the right numbers appeared

      This is an example of a metaphor for how the Astros hitters were hitting perfectly in the game. The writer used this to demonstrate their hitting abilities

    5. But one too many losses and, suddenly, the nights turn restless and the days jittery.

      This is a metaphor about the anticipation leading up to games and the feeling after playing the games and waiting for the next one.

    6. lifted the Astros into the history books

      This is an example of a metaphor because Ryan Pressly didn't actually lift the Astros into the history books but rather the writer is showing how newsworthy his playing was

    7. throwing six no-hit innings at Philadelphia to start the first combined no-hitter in World Series history.

      This is an example of a fact that the writer provides as context for the reader depicting the game and the series so far

    1. Your career path is planned from the top. If something is not within your title responsibilities you won’t get the opportunity to pursue it. Or if you are, you won’t get much credit for it.

      Yup... the prospect of planning a "career path" is kind of absurd to me. I don't want to play some game for promotions. I want to ship lots of things that help real people that sometimes correlate with adding value to the business. I don't think it's naive to say that focusing on making lots of real impact will make this happen.

    1. this game really needs to go free-to-play (just for the battle royale mode) in order to not be immediately DOA. the fact that even during a free weekend on launch day lobbies are still barely filling up is very concerning for this game's future.
    1. For the theologian puzzlers, the starting rules of the game were, “Fact: the Earth began 6,000 years ago and there was at one point an Earth-sweeping flood,” and their puzzling took place strictly within that context. But the scientists started the game with no rules at all. The puzzle was a blank slate where any observations and measurements they found were welcome.

      preconceptions bad

    1. Star

      The idea of mana has spread far beyond its original cultural context. For example, players in the card game Magic: The Gathering use mana as a source of power to battle wizards and magical creatures. This is an example of cultural appropriation, which is the act of copying an idea and distorting its original meaning.

    1. It’s also a deeply unfair game, which is of course the point, and a game you do not win so much as survive.

      This reminds me of a game called Pathologic about curing a plague, it is also a kind of depressing game in that lots of odds are stacked against you and sometimes you can do everything right and still not get a good result (I haven't actually played just heard a lot about it). I sometimes wonder what the point of these games are because usually people wants stories for the escapism right? I think as this creator talks about, there is a sort of power being able to face horrible things head on and video games can help you do that emotionally while still remaining physically safe.

    1. There have been a lot of calls for action. Now it is a waiting game to see if changes will be implemented.

      Will anything happen? Perhaps...it is all a waiting game. However, US's Anti-Corruption National Security Strategy could be a result of the Panama Papers.

    1. We're told Takeoff and Quavo were there playing dice when an altercation broke out and that's when someone opened fire, shooting Takeoff ... either in the head or near his head. He was pronounced dead at the scene.

      It is rumored to be a dice game and Takeoff was shot in the head.

    1. Users can also create intentionally bad or offensive content in an attempt to make it go viral

      This is also a form of advertisement use by mobile games app. They purposefully play their game in the most brain hurting way for the viewers just so the viewers would download and play it themself out of spite.

    1. Philadelphia Flyers coach John Tortorella had just gotten out of his car at the adjacent Wells Fargo Center when the Phillies broke loose in a playoff game."It was shaking over where I was. That was pretty cool," Tortorella said. "That's what I love about being here."

      This is an example of informed opinion because the writer is using a well-known Philadelphia coach to speak about the Phillies and the atmosphere.

    2. His last start came on Oct. 15 in the NL Division Series against Atlanta when he gave up one run in three innings.

      This is a fact because there is direct evidence to support Syndergaard playing on Oct. 15 and the statistics from that game. This provides more context and information about Syndergaard.

  3. Oct 2022
    1. good, not great compared with several top teams - the Phillies have become monster mashers at home in playoffs.

      This is an opinion from the writer because he's determining what he sees fit as "great", in comparison to other teams. He then gives his opinion about how the Phillies are playing at home in the playoffs and does not offer evidence to support that claim.

    2. Think that was loud? Just wait till the World Series returns to Philadelphia for the first time since 2009. On Halloween night, too, with the Phillie Phanatic sure to be in rare form.

      This is speculation, as the writer is speculating about what the ambiance will be like at Game 3. There is no evidence to support how the night will be, but the author is determining what he thinks it will be like.

    3. Philadelphia went 5-0 at home in eliminating defending World Series champion Atlanta and San Diego in the playoffs, outscoring them by a total of 35-15.

      This is a fact used to create a timeline of how the Phillies have arrived at their current place in the World Series finals. This provides more context for the reader, especially if they aren't keeping up with the World Series.

    4. Schmidt is widely expected to be at the ballpark for the pregame festivities when the Series resumes after a travel day. And he's certain to draw a standing ovation and hear loud cheers - indeed, the City of Brotherly Love is in love with all of its Phillies these days.

      This shows speculation that the writer has concluded. While we don't know for a fact whether Schmidt will be there or not and whether he'll draw a large crowd and cheer, the writer came to this conclusion without facts.

    1. A special case of the MG is the stateless setting X = � called strategic-form game 2 .Strategic-form games describe one-shot interactions where all agents simultaneouslyexecute an action and receive a reward based on the joint action after which the gameends.

      Climate change as a strategic-form game?

    1. Even this rapid survey of the current game platform situation shouldgive the reader a sense of its diversity and possibilities for depth

      This might be a bit too off topic but all the talk of games as ways of storytelling also got me thinking about board games, and tabletop games as well. These games have also advanced in a rather similar way to video games i think. Starting off with simple games then moving to more elaborate ones as well as the making of different genres and different modes of interaction. Having a deck of cards can let you play a lot of different games, D&D lets you play the same game over and over again with vastly different settings and tales, certain board games have expansion packs, each type can vary how much you need to consider/ interact with the other players.