10,000 Matching Annotations
  1. Mar 2021
    1. wouldn’t it be worth it to dial back on those blows when players are younger,

      And this is where I disagree. It is important to start these kids at a young age mainly to teach them proper form and technique so they can learn and be able to use that knowledge to further their knowledge on correct safety protocols. If they wait too long, it could take longer for them to learn. And starting at a later age where the game is at a higher speed could cause injury to someone who isn't familiar with the correct techniques and form to stay safe.

    2. “I don’t think football needs to be played until you’re in ninth grade,” Holgorsen said. “That’s my personal opinion with kids growing up.”

      This argument starts out with saying that kids shouldn't start playing football until in high school. I do not agree, because how are kids suppose to know how to hit properly and protect themselves when they are just jumping into a game that is at a way higher speed than if they would have started when they were younger.

    1. Most high school football coaches understand the dangerous nature of football collisions, work to minimize the risk, and focus on the virtues of teamwork, responsibility, working for a common goal and selflessness. All team sports, football included, teach teens about resiliency and accountability and responsibility.

      Here we see how they talk about how coaches understand the risk and are doing everything they can to keep their players safe and also able to enjoy the game

    2. Are there chances for concussions? Of course. There are collisions. But the game is safer than it's ever been."

      Another important point that it's not the game that is causing these injuries. Injuries are going to happen, but the game has been modified over the years to be safer and more responsible.

    3. "Football is vital to our communities in that it teaches young men toughness, hard work, responsibility, team work and selflessness.

      This is an important starting point that emphasizes how the game of football is not just about hitting other people or being violent. It's about teaching young athletes respect, toughness, hard work, responsibility, team work and coachability. Great skills not just for sports but for life

    1. Among the twenty-four videos, there are three overweight characters (“Star Wars Kid,” “Numa Numa Guy,” and the “Angry German Kid”); one little person (“Little Superstar”); one constantly perspiring individual with thick glasses (“Chocolate Rain”); and the fictional Leeroy Jenkins, who manages to get his entire group killed in a World of Warcraft game.

      Why is it that people out of the "ordinary" become the most popular on social media?

    1. ABSTRACT: Many critics of randomisation have assumed that it is supposed to guarantee balance of prognostic factors, proceeded to show that this is impossible and then concluded that the theory is flawed. However, the shocking truth about randomisation is exactly the opposite of what they suppose. If we knew that all prognostic factors in a randomised clinical trial were balanced, the standard analysis of such trials would be wrong. The analysis that Fisher proposed for randomised experiments makes an allowance for factors being unbalanced. I shall show how this fundamental misunderstanding of how the randomisation and analysis combination deals with error is the origin of a serious error in interpreting trials. I shall illustrate the points with a game of chance and an actual trial. I conclude by recommending that would-be commentators should not presume to analyse the logic of trials until they have analysed some results.
    1. I am a game designer with experience in a very small niche. I create and research games designed to be played in reality. I’ve worked in Alternate Reality Games (ARGs), LARPs, experience fiction, interactive theater, and “serious games”. Stories and games that can start on a computer, and finish in the real world. Fictions designed to feel as real as possible. Games that teach you. Puzzles that come to life all around the players. Games where the deeper you dig, the more you find. Games with rabbit holes that invite you into wonderland and entice you through the looking glass.When I saw QAnon, I knew exactly what it was and what it was doing. I had seen it before. I had almost built it before. It was gaming’s evil twin. A game that plays people. (cue ominous music)
    1. the probability of effective dispersal of large-seeded endozoochorous plants can decline byover 60% compared to non-hunted forests

      I am not a hunting type of person and my diet reflects that as well, but there needs to be greater regulations on all hunting. I know that there are seasons for certain types of animals and I've heard in the past there has been a "cap" at how many you can kill. With that said has there been a time were they canceled a season because the population of the species decreased significantly? There should also be a greater number of fish and game officers where there are endangered or soon to be endangered animals to protect those left.

    2. while people prefer to hunt large-bodied mammals in tropical forests, feedingtaboos and restrictions can switch“on or off”depending on levels of game depletion

      its know that food scarcity will cause people to defer from what is considered taboo, historically is not unique to find humans resorting to foraging for foods that would not be considered traditional, such as roots, bark, and companion animals.

    3. In sum, game harvest studies throughout thetropics have shown that most unregulated, com-mercial hunting for wild meat is unsustainable(Robinson and Bennett 2000; Nasiet al.2008),and that even subsistence hunting driven bylocal demand can severely threaten many medi-um to large-bodied vertebrate populations, withpotentially far-reaching consequences to otherspecies

      If this is true why aren't regulations much more strict and why aren't there more limits on hunting and fishing both commercially and recreationally? It seems as though we know it's having a negative impact and ding harm but just not doing anything to stop it.

    4. 6.2.2 Tropical forest vertebratesHumans have been hunting wildlife in tropicalforests for over 100 000 years, but the extent ofconsumption has greatly increased over the lastfew decade

      The price of tropical game has gone way up and is much more expensive than it has ever been, the more money for rainforest kills is getting more and more people out hunting that sort of game. it is kind of upsetting that these species are becoming more and more hunted threatening extinction.

    5. Africa,

      I realize that elephants and white tailed deer are very different species and deer hunting is justified by keeping deer populations in control to stop the spread of disease etc. But I am curious as to whether this is just justification for the industry and not about conservation at all. Because of Corona travel was stopped to Kanya and the Game reserves were shut down to tourism. This has resulted in an elephant baby boom ( a species that is endangered). Would a similar thing happen to deer populations and would it necessarily be a bad thing or have the white tailed deer evolved to deal with human's as predators and would therefore harm the ecosystem by ending hunting? A similar thing happened in Uganda with gorillas!

      https://www.npr.org/2020/08/14/902177466/some-good-news-an-elephant-baby-boom-in-one-kenyan-national-park https://www.bbc.com/news/world-africa-53997900

    1. Visualization software can be divided into the following categories: (1) drawing programs that generate images algorithmically (e.g., Processing) or through rendering (e.g., Rhino) in pixel/raster or vector formats with surface textures and other visual effects; (2) visual displays of quantitative (numerical or statistical) informa-tion (Tableau, Google Fusion, Excel charts, scatter plots, etc.); (3) forced or directed graphs (Cytoscape, Gephi, and other network visualizations) gen-erated through computational analysis of betweenness and other factors; (4) simulations of complex, nonlinear, or dynamic systems (Game of Life, VisSim); (5) visualizations from integrated data analysis (Inscriptifact, imag-ing, forensics, etc.); (6) visual presentations of data mining or analysis (Voy-ant, Google Fusion Tables, Tableau).

      hmm. examples could be better?

    Annotators

    1. The bloom of COVID19 has resulted in the explosion of ripple pollens which have severely affected the world community in the terms of their multi-axial impact. These pollens, despite being indistinguishable, have a varied set of characteristics in terms of their origin and contribution towards the overall declining homeostasis of human beings. The most prominent of these pollens are misinformation. Various studies have been conducted, performed, and stochastically replicated to build ML-based models to accurately detect misinformation and its variates on the common modalities of spread. However, the recent independent analysis conducted on the prior studies reveals how the current fact-checking systems fail and fall flat in fulfilling any practical demands that the misinfodemic of COVID19 brought for us. While the scientific community broadly accepts the pandemic-like resemblance of the rampant misinformation spread, we must also make sure that our response to the same is multi-faceted, interdisciplinary, and doesn’t stand restricted. As crucial it is to chart the features of misinformation spread, it is also important to understand why it spreads in the first place? Our paper deals with the latter question through a game-theory based approach. We implement a game with two social media users or players who aim at increasing their outreach on their social media handles whilst spreading misinformation knowingly. We take five independent parameters from 100 Twitter handles that have shared misinformation during the period of COVID19. Twitter was chosen as it is a prominent social media platform accredited to the major modality for misinformation spread. The outreach increment on the user’s Twitter handles were measured using various features provided by Twitter - number of comments, number of retweets, and number of likes. Later, using a computational neuroscientific approach, we map each of these features with the type of neural system they trigger in a person’s brain. This helps in understanding how misinformation whilst being used as an intentional decoy to increase outreach on social media, also, affects the human social cognition system eliciting pseudo-responses that weren’t intended otherwise leading to realizing possible neuroscientific correlation as to how spreading misinformation on social media intentionally/unintentionally becomes a strategic maneuver to increased reach and possibly a false sense of accomplishment.
    2. The bloom of COVID19 has resulted in the explosion of ripple pollens which have severely affected the world community in the terms of their multi-axial impact. These pollens, despite being indistinguishable, have a varied set of characteristics in terms of their origin and contribution towards the overall declining homeostasis of human beings. The most prominent of these pollens are misinformation. Various studies have been conducted, performed, and stochastically replicated to build ML-based models to accurately detect misinformation and its variates on the common modalities of spread. However, the recent independent analysis conducted on the prior studies reveals how the current fact-checking systems fail and fall flat in fulfilling any practical demands that the misinfodemic of COVID19 brought for us. While the scientific community broadly accepts the pandemic-like resemblance of the rampant misinformation spread, we must also make sure that our response to the same is multi-faceted, interdisciplinary, and doesn’t stand restricted. As crucial it is to chart the features of misinformation spread, it is also important to understand why it spreads in the first place? Our paper deals with the latter question through a game-theory based approach. We implement a game with two social media users or players who aim at increasing their outreach on their social media handles whilst spreading misinformation knowingly. We take five independent parameters from 100 Twitter handles that have shared misinformation during the period of COVID19. Twitter was chosen as it is a prominent social media platform accredited to the major modality for misinformation spread. The outreach increment on the user’s Twitter handles were measured using various features provided by Twitter - number of comments, number of retweets, and number of likes. Later, using a computational neuroscientific approach, we map each of these features with the type of neural system they trigger in a person’s brain. This helps in understanding how misinformation whilst being used as an intentional decoy to increase outreach on social media, also, affects the human social cognition system eliciting pseudo-responses that weren’t intended otherwise leading to realizing possible neuroscientific correlation as to how spreading misinformation on social media intentionally/unintentionally becomes a strategic maneuver to increased reach and possibly a false sense of accomplishment.
    1. Regarding the weapons priming effect, repeatedexposure to the use of guns for aggressive purposes maylead people to form gun-related knowledge structuresthat include the idea that guns cause or enable aggres-sive behavior (perceptual schema), and informationabout how guns are used to threaten or harm people(behavioral script)

      I would like it if they defined what "aggressive purposes" are. Is this hunting..? Is this a video game gun..?

    Annotators

    1. people have to be held responsible for their own actions and not blame it on a game.

      This claim is saying video games isn't bad and shouldn't be the reason gun violence exists.

    1. The more long-term gamers were also more likely to fantasize about hitting someone they didn’t like.

      I imagine this is due to being angry at the game and ultimately "rage quitting".

    2. violence in virtual reality might play out in real life have led legislators to propose everything from taxing violent video games to proposing age restrictions on who can buy them

      Virtual reality has been said to help those in the military to train to become mentally tough. Although, I don't think taxing a game or putting age restrictions will prevent people from buying them since people can easily lie about their age.

    1. but in the casino of Wall Street the house always wins, and many Redditors may be flirting with financial catastrophe.

      The author of the article gives his opinion about the stock market and how stocks are vey controversial; he believes that the dilemma that happened with Gamestop sparking people's interests as they believe stocks are more of a game that they have control over.

    2. This column is not about GameStop, though not for lack of trying.

      Referring to the time when game stop stocks were booming and everyone was buying them in efforts to become rich

    1. If a philosophy titan like Kant had trouble understanding that it’s not the victim’s fault to be raped, then it’s not a surprise that society today is still having the same struggle. A University of North Carolina-Chapel Hill college counselor told a sexual assault victim, “Rape is like football, and you’re the quarterback; when you look back on a game, Annie, how would you have done things differently?” A student from University of Connecticut claimed that a school police officer told her, “Women need to stop spreading their legs like peanut butter or rape is going to keep on happening ‘til the cows come home.” Then we saw Forbes ran a piece written by a former MIT fraternity president, titled “Drunk Female Guests Are the Gravest Threat to Fraternities.”

      IGives background info to set up for Yoffe's argument. Here's why this is an important question/issue.

    1. it wasn’t that easy

      at one point in the semester I was looking for a new job so I kept my phone on and near me in case I got a call for an interview, but this added temptation to look on social media or play a game on my phone during class

    1. their notion being that the soul is buried in the present life; and again, because by its means the soul gives any signs which it gives, it is for this reason also properly called “sign” (σῆμα). But I think it most likely that the Orphic poets gave this name, with the idea that the soul is undergoing punishment for something; they think it has the body as an enclosure to keep it safe, like a prison, and this is, as the name itself denotes, the safe (σῶμα) for the soul, until the penalty is paid, and not even a letter needs to be changed.

      Why this reference to "letters" (gramma)? Obviously the letter game (soma sema) but also the reference to signs and inscriptions.

    1. That changed once it was established that not just rap, but specific works within the genre, would have a permanent shelf life. Since then, achieving this status has become a top priority

      Great thesis. Interesting too, it goes without saying.

    1. The effectiveness of a nation’s COVID-19 response in limiting transmission depends on people complying with unfamiliar restrictions. The immediate cost of abiding by these restrictions (e.g., by staying home) to the individual is relatively clear, yet other outcomes are delayed and noisy. It is difficult to infer whether others have fallen ill because of one’s own actions, or whether one has played a part in causing a ‘lockdown’. This uncertainty leads people to take cues from their dynamic environment and social norms on the right course of action. This preregistered study investigates how people cooperate, and how the social context influences their decisions using an iterated multiplayer game (akin to a public goods game), wherein they encounter various levels of compliance of others, variations in disease prevalence, and differences in the costliness of a lockdown. Participants indicate how much they would hypothetically isolate themselves for each level of average self-isolation by others in the group, they predict how much others will self-isolate, and make a decision about their own self-isolation. We show that participants tend to self-isolate more when they predict others will self-isolate more, and when there are more infected players in the group; we show that participants suffer from illusory superiority, underestimating others’ self-isolation compared to their own, and we show that higher perceived cost of lockdown leads to more compliance, but that this effect is stronger when players predict that others will be compliant too.
    1. SciScore for 10.1101/2021.02.04.21251127: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Cell Line Authentication</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      <table><tr><th style="min-width:100px;text-align:center; padding-top:4px;" colspan="2">Experimental Models: Cell Lines</th></tr><tr><td style="min-width:100px;text=align:center">Sentences</td><td style="min-width:100px;text-align:center">Resources</td></tr><tr><td style="min-width:100px;vertical-align:top;border-bottom:1px solid lightgray">Viral plaque assays: Viral plaque assays were carried out using VERO E6 cells in 24 well microtitre plates.</td><td style="min-width:100px;border-bottom:1px solid lightgray"><div style="margin-bottom:8px"><div>VERO E6</div><div>suggested: None</div></div></td></tr></table>

      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      Limitations: All experiments were carried under a single temperature and humidity, two parameters known to affect SARS-CoV-2 viability.26 Sports are played under different conditions due to seasonality and whether they take place in or outdoors. A more accurate assessment would include these variables. The minimum infectious dose of SARS-CoV-2 remains unknown,7 and this makes it difficult to extrapolate the amount of virus on a surface necessary for transmission. The prospect of future human challenge models may provide this data.27 Our methodology employed a dry swab to retrieve the virus from the surfaces, in order to best replicate the transfer onto a player’s body or clothing. Higher viral recovery, and possibly less variation between replicates, would have been achieved by directly adding media to absorb virus23 or by using a wet swab.24 However, this would not replicate the real-world conditions that the experiments were designed to assess. The recovery rate of dry swabs varies, but has been estimated as 32-38% for recovering MS2 phage from steel surfaces, depending on the elution media.25 Therefore, more virus is likely to be present on the materials than our results may infer. This was a laboratory study, and further in-game behavioural studies are required to show frequency of potential transmission events to quantify risk. In practice many items of sports equipment are not routinely handed from person to person but instead rub against or collide with implements, oth...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. SciScore for 10.1101/2021.02.15.21251745: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      NIH rigor criteria are not applicable to paper type.

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      There are limitations to this study. The Stable Unit Treatment Value Assignment (SUTVA) assumption stipulates that each unit receives the same form or version of the treatment[15]. The treatment in this study, namely in-person attendance, was defined as a binary (yes or no fans) and therefore the results do not capture the possible impact of differing attendance numbers (Figure 2) on the outcomes. When the NCAA attendance numbers are made publicly available, additional sensitivity analyses can be performed to establish whether varying attendance numbers have an impact on COVID-19 spread. We also did not control for other large gathering events, such as political rallies, as some have been found to cause a local spread in COVID-19 cases[16]. We also did not account for the spillover effects to the counties adjacent to the ones hosting NFL/NCAA games. Finally, our analysis could not assess whether the Super Bowl LV game held on February 7th, 2021 in Tampa, Florida is associated with an increase in the spread of COVID-19 cases because of post-game celebrations. Our study provides new information on the effect of football games with in-person attendance on COVID-19 spread. This time-series, cross-sectional study with difference-in-differences design suggests that NFL and NCAA games held with limited in-person attendance do not cause an increase in COVID-19 cases in the counties they are held. Further research is needed to account for spillover effects to counties adjacent to the ...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. You ought to speak of other States in the plural number; not one of them is a city, but many cities, as they say in the game. For indeed any city, however small, is in fact divided into two, one the city of the poor, the other of the rich; these are at war with one another;

      I agree with what is being said here because even today it's still divided and by even more things. People are separated by social class, race, occupation and etc.

    1. SciScore for 10.1101/2020.05.12.20099028: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      While real-world data drawn from EHR have limitations, our study still provides valuable evidence against the widespread use of HCQ, once described as a “game-changer,” without proven benefits in randomized controlled studies.

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a protocol registration statement.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. SciScore for 10.1101/2020.05.26.20112946: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      The limitation of our approach, on which we are working, concerns three main areas: i) our model is essentially deterministic, and as such it does not consider sudden stochastic perturbations affecting political decisions (e.g. announcement by EU); ii) our model is at single country scale, which we think it is an accurate modeling for this phase of the Covid-19 pandemics, but for a longer period of time a multi-state version of our models could be important; iii) we did not explore possible interplays between the epidemics time-scale and the disease time-scale It is worth to note that in the increasingly growing field of behavioural epidemiology of infectious diseases (BEID) (Funk et al 2011, d’Onofrio et al 2012, Manfredi and d’Onofrio 2013, Wang et al 2016) the government actions modulating the citizen behaviour during an epidemics are considered in an elementary way. Indeed, in BEID the emphasis was up to know given to the modeling of the citizens’s behaviour. Here, at the best of our knowledge, we introduce an explicit and ’disease dynamics-dependent’ modelling of the government behaviour via a game-theoretic approach. Under this light, we may say that our work uses theoretical arguments of BEID to suggest the harmful health impact that has potentially been caused by mean political behaviour during the pre-lockdown phase. This mean behaviour is apparent from the public political debate occurred in many European before epidemic events forced the lockdown. All this, despite...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. a mix of a centrally planned economy and a free market

      Only if we are entirely disregarding the actual economics of what TikTok is, though, right? The economy isn't one of video game gold, but attention -- and the attention economy of the app is something in which the market's manager has an extreme interest.

    1. I’ll take up gambling, showing you thereby 305 The curse of chance, and all its evils treat; From it proceeds false swearing and deceit,

      This line shows the dangers of gambling by explaining that if you live by chance. You have a chance to get something good for yourself, but have a chance of having something bad happen to you too. It also creates a new dark person within yourself, because you may have to lie and cheat your way to victory. Plus to gamble you will win or lose so if you were to lose. You will be losing money or whatever you waged to play the game.

    1. Internet users are on to something, and researchers should follow.

      I love this statement because if there's anything especially 2020 has thought us is how powerful the internet is. I remember tik tok being on the news this past late summer early fall because they believed tik tok users reserved enough seats for a Donald trump rally and didn't go making his rally almost empty. And just a few days ago a reddit group caused game stops stock to go up over 300% in a day. I just believe there is a lot of research to be done here because these are obviously huge effects on our country that came from people on the internet.

    1. Which Sounds Are the Most Annoying to Humans?{"@type":"NewsArticle","@context":"http://schema.org","url":"https://gizmodo.com/which-sounds-are-the-most-annoying-to-humans-1846098655","author":[{"@type":"Person","name":"Daniel Kolitz"}],"headline":"Which Sounds Are the Most Annoying to Humans?","description":"Earlier this month, a kind of chirping, rainforest-y sound sprung up in my apartment. It came from my roommate’s room. At first, I took it for a video game, but then realized the sound materialized even when my roommate was asleep. For days, I wondered about this. At any point I could’ve asked him what the deal was, but I kept on forgetting—the sound was just annoying enough to be notable but not annoying enough to do something about. When I did remember to ask him, during one of the sound’s occasional disappearances, he had no idea what I was talking about. ","dateline":"01/25/2021 at 08:00","datePublished":"2021-01-25T08:00:00-05:00","dateModified":"2021-01-25T08:00:01-05:00","mainEntityOfPage":{"@type":"WebPage","url":"https://gizmodo.com/which-sounds-are-the-most-annoying-to-humans-1846098655"},"image":{"@type":"ImageObject","height":675,"width":1200,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_675,pg_1,q_80,w_1200/ysfrxb7ougwtr6l0v3ds.png","thumbnail":{"@type":"ImageObject","height":180,"width":320,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_180,pg_1,q_80,w_320/ysfrxb7ougwtr6l0v3ds.png"}},"articleBody":"Earlier this month, a kind of chirping, rainforest-y sound sprung up in my apartment. It came from my roommate’s room. At first, I took it for a video game, but then realized the sound materialized even when my roommate was asleep. For days, I wondered about this. At any point I could’ve asked him what the deal was, but I kept on forgetting—the sound was just annoying enough to be notable but not annoying enough to do something about. When I did remember to ask him, during one of the sound’s occasional disappearances, he had no idea what I was talking about. \n\nThe sound to that point had been a subconscious irritant—by the time I noticed it, I could never say how long it had been going for. But after that exchange, and the sanity-questioning it entailed, roughly half my brain was looking out for the sound’s return. When it did finally reemerge, I burst without knocking into my roommate’s room. “That,” I said. “Oh,” he replied. “The radiator?”\n\nIt was, in fact, the radiator. He hadn’t noticed it.\n\nThis is all to say that, when we are speaking about sounds, “annoying” is a subjective criteria. But there must be, one figures, some consensus on the subject. For this week’s Giz Asks we reached out to a number of sound-experts to find out what that might be.\n\nDr. Tjeerd Andringa\n\nAssociate professor Auditory Cognition, University of Groningen\n\nThe sound of vomiting: elicits a visceral response. The first steps of auditory processing are in the brainstem close to the “disgust” center that is activated when we swallow(ed) something toxic and which activates the muscles to expel it.\n\nIt’s actually pretty simple. In the evolution of vertebrates, the first vertebrate was basically a long tube with on one side the mouth and on the other side the anus. And the only thing that it really had to do was to open its mouth, accept something as food and then digest in that tube. The tube was basically a little garden with all kinds of bacteria. It should not make a real mistake because then it would poison the garden and poison itself. So it was very important for that early vertebrate to make the proper decisions — what to swallow, what not to swallow. That is the reason why all our senses are around the mouth. We taste, we smell, we hear, we see — all around the mouth — so we can make the best decisions of what to eat.\n\nAll the sensors came together at the top of the neural tube. That is our brain stem. That is the level where all the information is processed at the most basic level. That leads to a situation that if you have no time to process the signal in full or to use your higher mental faculties, then you fall back to the lowest form of processing that we have, which is that physiological, low-level form of processing. This is always active in the background, and it has to be overruled by higher levels of processing. But it is always the first response that we get because it’s the quickest. \n\nPretty much all the other sounds are sounds that are relevant to higher cognition. So the scraping of fingernails on the chalkboard probably also has a visceral component, but it’s much further away from our basic responses than vomiting. A baby crying does not make sense for all mammals; it only makes sense for mammals that have babies that actually cry. This is a higher level, more advanced type of processing. And it must be very strong, but it is not as deeply encoded in our body as the response to vomiting. \n\n“The sound of vomiting: elicits a visceral response. The first steps of auditory processing are in the brainstem close to the ‘disgust’ center that is activated when we swallow(ed) something toxic and which activates the muscles to expel it.”\n\nTrevor Cox\n\nProfessor, Acoustic Engineering, University of Salford\n\nPeople’s responses to sounds are learned; what’s most annoying to any given person can be highly individualized, and is intimately connected to circumstance. In general, though, the most annoying sounds are those that get in the way of whatever you’re trying to do. With everyone working at home right now, a neighbor’s DIY drilling might be the most annoying sound.\n\nWhat can heighten annoyance is a lack of control. When your neighbors are throwing a party, the noise is annoying not only because it prevents you from sleeping but because you have no idea when it’s going to end. If you knew in advance when the party might end, the sound would likely be less disruptive.\n\n“People’s responses to sounds are learned; what’s most annoying to any given person can be highly individualized, and is intimately connected to circumstance.”\n\nFlorian Hollerweger\n\nAssistant Professor, Audio Arts and Acoustics, Columbia College Chicago\n\nThe most annoying sound for a human, as we all know, is the sound of chalkboard scraping. It’s terrible! Precisely why that is so remains a bit of a mystery and—I kid you not—the subject of ongoing psychoacoustic research. Even thinking about it (the sound, not the research) makes me cringe. Anecdotal evidence also suggests that the Covid-19 pandemic has brought back to the forefront many traditional contenders for the title of “most annoying sound.” Depending on your living circumstances, the sounds of your otherwise respected neighbors or housemates, for example, may well be much more annoying to you now than they were nine months ago.\n\nThe “most annoying sound for a human” is a surprisingly evasive concept that depends not only on who the human in question is, but also on that person’s circumstances and emotional state. If you think about it, this is a trivial truth only in a superficial sense. Rather, I think of it as a beautiful testimony to the raw emotional power that sound commands over us—not only on the negative end of the spectrum, but also with regards to that most beautiful of sounds: music. Many of the above truisms apply just as well to music—its dependence on the listener’s personal preferences or aversions, stage in life, current emotions, etc. In other words, the same strong reliance on context explains both the “ugliest” as well as the “prettiest” sounds. In my mind this shows that these are really just two manifestations of a larger underlying natural beauty, which we humans can become a part of and nurture (through music, for example), but which ultimately exceeds the value judgements that we can’t quite seem to be able to do without.\n\nA large part of my creative practice and research unfolds in the realm of experimental music and sound art. From this experience I can assert that one human’s “most annoying sound” may well form the basis of another’s most precious music. Perhaps once a Covid-19 vaccine is widely available, you might want to attend an experimental music concert near you, to see which of these two groups you belong to... or whether there is room in between. British composer Trevor Wishart, for example, created a stunningly complex and highly recommended piece of music entitled “Imago” from a single clink of two glasses.\n\n“The ‘most annoying sound for a human’ is a surprisingly evasive concept that depends not only on who the human in question is, but also on that person’s circumstances and emotional state.”\n\nSteven J. Orfield\n\n\nFounder of Orfield Laboratories which provides multi-sensory design, research and testing in architecture, product development and forensics\n\nIn 1990, I moved my perceptual laboratory into the former Sound 80 Studios. Sound 80 was a client of mine for acoustic and lighting consulting, and in 1975, in collaboration with 3M who had just invented multi-track digital recording, they became the World’s First Digital Recording Studio, as recognized by Guinness World Records in 2006. During their time as a client of mine, I sat in that last American album recording of Cat Stevens, Izatso. \n\nI bought the studio to move my company but also to deal with a health issue.\n\nI had just gone through surgery to get an artificial valve, as I was born with a defective aortic valve. I had read the acoustic studies in the medical journals about the noise levels, but when I woke up from surgery, I found that the valve was much louder than claimed in the academic studies. So as I went back to my lab, I measured the sound with an accelerometer (vibration transducer), and with a 1” precision microphone, and I recorded each. Then I did a listening experiment to listen to my heart valve with one ear and the recordings with the other. I spent hours equalizing the sound so that the recording was a close facsimile of what I heard.\n\nThen I did a Stevens Threshold test to see how loud it was. This was done by playing a pink noise track until it was so loud that I couldn’t hear the valve, and then playing the pink noise again from loud to soft until I could hear it. Those two extremes established the threshold for my hearing of my valve.\n\nWhile it was claimed to be about 30 dBA, it was actually able to be perceived into the low 80 dBA range, about 16 times as loud as claimed, and it sounded like I had been implanted with an old mechanical clock.\n\nI went back and reviewed the journal literature again and found out that most of the measurement procedures used by the industry were incorrect, and most of the equipment used was not used correctly. It took me two years to learn to sleep after sleep hypnosis, sleep medicines and special pillows and fans. I was so frustrated that I invited all the American heart valve companies to join me in a conference at my Lab, so that I could show the levels of mistakes they all made, and so that they could start to work on the terribly annoying sound. In 1993, for the first and only time they ever met together the entire industry came to my lab and listened to what heart valve noise really sounded like. They were all shocked and concerned, and many were in violation of FDA requirements because they had been claiming quiet valves.\n\nThis meeting caused new research on porcine (pig) valved to extend the valve life from 5 years to 20 years, and now most implants get a bio-prosthetic valve, that can be implanted through an artery and can be repaired in the same way. I hope that my work with them was helpful in causing a reconsideration of heart valves across the entire industry. It also lead to a Medical article in the Wall Street Journal, where their editor explained to me that many ‘facts’ that he was told in interviews with doctors were false, as they were very defensive about discussing medical problems.\n\nDo you have a burning question for Giz Asks? Email us at tipbox@gizmodo.com. \n\nAdditional reporting by Marina Galperina.\n\n","articleSection":"Giz Asks","keywords":[],"publisher":{"@type":"Organization","@context":"http://schema.org","name":"Gizmodo","url":"https://gizmodo.com","logo":{"@type":"ImageObject","url":"https://x.kinja-static.com/assets/images/logos/amp/logo-gizmodo-amp.png"},"sameAs":["https://www.facebook.com/gizmodo","https://www.youtube.com/channel/UCxFmw3IUMDUC1Hh7qDjtjZQ","https://twitter.com/gizmodo","https://instagram.com/gizmodo"]},"video":[]}

      人类最受不了哪些声音?

    1. There are however, easter-eggs in the margins

      Easter eggs are tucked away here and there in the details. Subtle. Hidden. Present. They extend the story a bit.

      If you find them and do them, you can add 1 point to any assignment.

      If you tell others where they are hidden, you can lose up to 1 point on any assignment.

      That's the game.

      EASTER EGG 02

      This easter egg expires at the end of Week 07.

      Reply to this message and briefly explain. What would you like to more-of and what would you like less-of, and why?

      e.g. I would like more and less _ so that...

      • media projects
      • digital story samples
      • articles
      • teamwork
      • HG Wells
      • ... anything.
    1. 2021年の旧正月セールで買いました。まだすべてのステージをクリアしてはいないのですが、30分ほど遊んだところで良いところ・悪いところが見えてきたのでひとまず日本人がレビュー一番乗りです。良いところ・グラフィックは無機質ですが悪くないと思います・音楽も自己主張しすぎず、アクションを盛り上げる感じで悪くはないです気になるところ・WASDで動けるのですが動きが半端にバイオハザードみたいなラジコン操作感があり、ちょっと気に食わないですただ、これは個人の感想の範疇ですね・ジャンプの性能は低く、距離ぎりぎりを要求されます。これは慣れですね悪いところ・ウォールランや動く壁といったギミックがありますが、これらの調整がとにかくできていません。特に斜め移動などでは自動で高度の調整が入るのですが、始点で普通につかまっているのに終点で床の下に潜り込んだり、果ては床のない場所にズレたりします。パルクール的なゲーム性を損ない、ものすごいストレスとなります。以上です。パルクールアクション的なものを期待して購入し、実際予想通りのゲーム性でした。しかし残念ですが自分にとっては上記の悪いところがとにかくストレスとして感じられます。買った以上はクリアまでは進めたいですが、他人におすすめはできません。

      I bought it at the 2021 Chinese New Year sale. I haven't cleared all the stages yet, but after playing for about 30 minutes, I could see the good and bad points, so for the time being, the Japanese are the first to review.

      Good point ・ The graphics are inorganic, but I don't think they are bad. ・ The music is not too self-assertive, and it's not bad because it makes the action exciting.

      Where to worry ・ I can move with WASD, but the movement is odd and there is a feeling of radio control operation like biohazard, so I do not like it a little. However, this is a category of personal impressions. ・ Jump performance is low, and it is required to be close to the distance. This is familiar

      bad place -There are gimmicks such as wall runs and moving walls, but these adjustments have not been made anyway. Especially when moving diagonally, the altitude is automatically adjusted, but even though it is normally held at the start point, it may slip under the floor at the end point, or it may shift to a place without a floor. It spoils the parkour-like gameplay and causes tremendous stress.

      that's all. I bought it in anticipation of something like parkour action, and the game was actually as expected. But unfortunately, the above bad points are stressful to me anyway. As long as I bought it, I would like to proceed to clear it, but I cannot recommend it to others.

    1. Russell basically points out that if you’re good at one kind of sport (say football), you have certain “ball-handling” skills that likely make you so good at that sport. But if you were to try to apply those same skills to a game of ping-pong or golf, you’re not likely to be as successful, right?

      good example

  2. Feb 2021
    1. I took the test again soon after playing the game, with mixed results. I showed notable improvement in confirmation bias, fundamental attribution error, and the representativeness heuristic, and improved slightly in bias blind spot and anchoring bias.

      I think this proves a point that the scores went higher after playing the game because they are doing more than just watching a video. They are watching, making decisions and adjusting to different situations. This helps activate their minds more to make more critically biased decisions

    2. Along the way, you’re asked to make judgments and predictions—some having to do with the story and some about unrelated issues—which are designed to call your biases into play. You’re given immediate feedback on your answers.

      This part of the game uses the mind and the users thinking process. They are forced to make decisions and based on their decisions, they have to react to what happens next. Some situation may be more difficult and other may workout smoothly. Not everyone is going to make the right decision, but this is how we learn how we put our own bias into play. It get our thinking process going and then we are bale to make adjustments down the road.

    3. When the participants in the study were tested immediately after playing the game or watching the video and then a couple of months later, everybody improved, but the game players improved more than the video watchers.

      When participants in the study either watched a video or a game and where tested later the subjects that played the video game had better results. This could be that having hands on experience is better than just listening I seems to me that most people retain more by doing than just listening..

    4. That is, laziness or inertia can be more powerful than bias

      This is important to consider as well. Much of what goes into making a decision is a mental game. Having a certain attitude towards something will create different responses to that decision. This is another rabbit hole that can either help or hinder your progress throughout life.

    1. In The Value Chain of the Open Metaverse, I wrote about a digital fashion company called DIGITALAX that “is based on a parent-child structure, in which the Parent NFT - the final piece - is composed of child NFTs representing all of the materials, patterns, and colors that go into the construction of the garment.” The NFTs that are all over your Twitter feed today are based on the ERC721 asset standard -- one token for one final item -- but DIGITALAX also uses the ERC1155 standard, used for semi-fungible tokens that represent a category of things without concern for exactly which one is used. In DIGITALAX’s case, a final digital dress might be backed by an ERC721 token, but different color patterns or materials would be backed by ERC1155 tokens, which would reward their creators every time the pattern or material is used.

      It can be difficult (especially growing up in the early pirate days of Napster) to wrap my mind around "ownership" of digital assets beyond just DRM.

      The value chains and incentives described here are (and I don't use the term lightly) game changers. I'll be particularly interested in how this intersects with idea from "Inevitable" about the value of path finders on the internet (i.e those who wade through the mass of content to identify the truly valuable).

    1. fromthenormsofagameappealingtoadults.Changingthenormsofagoodgameleadstoadifferentsetofdesignrecommendations.

      The norms for a game made for children will be different from the norms of a game thats designed for adults. Changing the norms of a good games changes the set of design recommendations.

    2. Becausegameplayersbecometheircharacters,gamewritersshouldconfinethemselvestosingle-person,limitedpointofview.Thismeansthattheplayershouldneverbeshownortoldanythingthatthecharacterhas not experienced directly.

      Since players become their characters they play, game designers should limit themselves to a single person point of view, this means that the layer should never be shown or told something that they have not experienced directly.

    3. Thediscussionfocussedonwhatisagoodgameandhowtodesignthosekindsofgames.Designapproachesaredrivenbynorms.

      One theory about what makes a good game is using design approaches that are driven by what is normal to the player.

    Annotators

    1. 2019 年在游戏界奥斯卡 The Game Awards(TGA)上斩获斩获 4 项大奖的游戏《极乐迪斯科》(Disco Elysium)。

      这是一款没有战斗,全靠剧情推动的游戏,而这些剧情不是通过动画精美的画面展示的,而是依靠大量的文字对话来推进。

      在游戏中,你随便遇到一个 NPC 都可能跟你聊上半个小时,每一句对话都可能延伸出不同的分支。你还不能像过去一些游戏一样直接跳过也不影响体验,玩家如果错过一句对话都可能在这个世界寸步难行,甚至连游戏中的 24 个技能也是在对话中触发的。

    1. It’s about holding on to the idea that the players can control the game, and not the other way around

      Ik zie nieuwe generaties minstens zo actief bezig zijn met virtuele werelden. Minecraft, Sims, Roblox, zelfs games als Super Mario Maker. Er zitten nu wel meer financiele afhankelijkheden aan (Robux etc) maar de creatieve en creeërende internetter is er nog altijd.

    1. 《海峡时报》 – 生存博弈

      这是新加坡《海峡时报》2017年制作的 Uber 游戏的续作,游戏中,你可以扮演不同的角色,为他们做出人生选择,从而让你更加了解新加坡的政府预算分配。

    1. when the augmented reality game Pokemon Go first launched in 2016, the only way to create an account was through Google single sign on. However, this process granted the app “full access to your Google account.

      This has always stressed me out. Every time I use a new tool or make an account for anything, I feel like I will never have access to my own privacy. There is always the joke, "The government is always watching!" (Yes I say this all the time), but with this being the case with all online tools, it is seemingly true. This is important to notice when working with children as you don't want their privacy to be shared with the internet as it is not safe for them whatsoever.

    2. For example, when the augmented reality game Pokemon Go first launched in 2016, the only way to create an account was through Google single sign on. However, this process granted the app “full access to your Google account. That means the developer of Pokemon Go, Niantic, may have access to your emails, Google Drive, calendar, contacts, photos, Chrome browsing history, search history, Maps data... and, well, anything else linked to your Google account”

      I've heard about other apps/games doing this, and it terrifies me, especially since I played Pokemon Go in middle school with my friends. I just don't understand why apps, that particularly target a young age group, want to gather your private and personal information. A good tool that could be developed to block this from happening any further is a software that will tell you if your information will be stolen once you install an app, or maybe this already exists!

    3. For example, you might find the perfect app for your students only to discover it works solely on iPads, and your students have Chromebooks. Or, you may come across an excellent Flash-based math game, but it cannot be accessed on iPhones or iPads without paying for a Flash-based browser like Puffin. Or, you might find a captivating geography app, but it isn't compatible with your students' older tablets. 

      This happens so many times when some applications are not compatible with all brands/softwares. I know I often face this issue with my personal use when it comes to Mac Vs Windows or Apple Vs android; and in the flow of things, I am guilty of often forgetting to check for this before sharing a resource or link with peers and/or students.

    4. You can create opportunities for student choice and support flexible learning pathways

      This is one of the most important aspects teachers can keep in mind when making resources accessible! If the resource allows the student to choose how they can use the resource (ex: listening, watching, game activity, etc.) students will not only be more engaged with the content, I also think that they will remember what they are learning when it connects to something they want to do! After reading this article, I was interested in understanding why students prefer choosing what activities they do. I obviously remember getting "choice activities" and loved choosing something that was interesting to me, but I wanted to know more. I researched student choice assignments and flexibility and read this article about student choice with elementary school students. This article suggested that students also like when they can choose how to demonstrate their knowledge or understanding because it can differentiate them from their classmates and give them their own creativity! I thought this article was a great read if anyone is interested in diving deeper into student choices with online learning!

      https://www.edutopia.org/article/differentiating-offering-choices

    1. turn = 'X' for i in range(9):   ➊ printBoard(theBoard)      print('Turn for ' + turn + '. Move on which space?')   ➋ move = input()   ➌ theBoard[move] = turn   ➍ if turn == 'X':          turn = 'O'      else:          turn = 'X'  printBoard(theBoard)

      We’re gonna make a two player game

      We have the dictionary Let’s make a function to put a x or o in a spot Pass the cell Id and the x or o in as arguments Then take the arguments and use to add to dict

      So we can do that manually. But how do we handle turns? How about we have a turn counter and we check if it’s even or odd If it’s even we pass in d as argument. Else pass o

      How do we know when to stop? Well we could go for 9 turns. Or let the users enter stop or I won Or we could check the board every time and tell the users

    1. 1990, over 20 million hunters in the United Statesspent over half a billion days afield in pursuit ofwild game, and hunting licensesfinance vastconservation areas in North America.

      I grew up in Maine, and some of my teachers would tell us about how there is an overpopulation of Whitetail Deer, especially in southern Maine. One of their solutions to the ecological problems of overpopulation of deer was to allow hunters more access to the land where they are overpopulating. It's interesting to see the flip side of that where animals are overexploited and how that is affecting the economy

      https://www.seacoastonline.com/article/20081023/Sports/810230378#:~:text=habitat%20can%20support.-,Southern%20Maine%20has%20a%20serious%20overpopulation%20of%20whitetail%20deer.,to%2025%20per%20square%20mile.&text=Over%20abundant%20deer%20herds%20cost,of%20agriculture%20and%20domestic%20plants.

    1. AlejandraAlejandra Luaces had only worked at Mailchimp for four months when she got a surprising anonymous email. “Oliver* is in an open marriage and is fair game,” the message read, referring to a senior engineering manager. “Serena* also knows so you can ask her to confirm.”

      when we encourage to bring their 'whole selves to work' - but then gets weaponized against them in a rumour mill - people don't feel safe

    1. [0.4] Controls & Training & Help[0.2] Menu & Settings[0.2] Sound & Music[0.1] Graphics[0.2] Game Design[0.3] Game Story[0.2] Game Content[0.4] Time to complete feels ok? (& if the Game can be repeatedly played again)[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites?[0] BONUS point: Multi-Player related[0] BONUS point: Review for VR
    1. Do you have collaborators who could have generated keys and sold them on their own? DIG's Steam keys and other stores' Steam keys must have some source, after all. Keys don't generate themselves, and only your accounts should be able to request them.This particular game was in Bunch Keys Indie Wizardry Bundle. I assume you had a proper contract for that. Maybe DIG or an intermediary bought 50-200 copies of it?
    2. It isn't stealing because you or an associate must have generated and given them the keys in some way or another?Ideally you would ask a DIG bundle buyer to show you their key for your game, so you can figure out what key request batch it came from, and then you can scratch your head and wonder who you gave those keys to and what journey they took afterwards.
    1. So, where did J.C. Penney go wrong? Well, while we admire their attempt to change, they attempted to destroy over a century’s worth of price conditioning consumers have been through with department stores and pricing in general. They weren’t completely off base, as consumers with more and more access to information (comparison shopping engines, consumer reports, etc.), are beginning to realize that the value of products is determined much differently than a sticker would suggest. Yet, assuming that most soccer moms (and dads) wouldn’t fall prey to the colorful print ads tucked within the comics section in the Sunday paper, overlooks how much the majority of consumers value “winning” the retail game. Simply, deflating the perceived value causes customers to value the actual product less.
    1. The men in Group H (for hyperculture) are different. They have no access to professional sports, though they also enjoy American football. Twice a week, they get together at a park and actually play touch football with each other. After a hard game, they go to the pub together and down beer and nachos.

      This is definitely better than Group M, but still a surrogate activity by K.'s definition and therefore not truly fulfilling — not a true power process.

    1. Manipula-tion of edges is used to enhance the abundanceof game species such as deer, pheasants andgrouse (see Box 1.1). In England, open linear“rides”in woods may be actively managed toincrease incident light and early successional habi-tat for butterflies and other wildlife

      Like Dr. Jolles discussed, there are many positives to humans interacting with the habitats edge, but there are also a plethora of human impacts that can degrade the integrity of the habitat as a whole. With the habitat's edge, there is concern for storm runoff, erosion impacts, wind fluctuation, lack of coverage for the species, etc.

    2. Manipula-tion of edges is used to enhance the abundanceof game species such as deer, pheasants andgrouse (see Box 1.1). In England, open linear“rides”in woods may be actively managed toincrease incident light and early successional habi-tat for butterflies and other wildlife (

      This is an interesting application as you would have to weight the harm it does to some species against the good it does for others.

    1. We investigate the evolution of epidemics over dynamical networks when nodes choose to interact with others in a selfish and decentralized manner. Specifically, we analyze the susceptible-asymptomatic-infected-recovered (SAIR) epidemic in the framework of activity-driven networks with heterogeneous node degrees and time-varying activation rates, and derive both individual and degree-based mean-field approximations of the exact state evolution. We then present a game-theoretic model where nodes choose their activation probabilities in a strategic manner using current state information as feedback, and characterize the quantal response equilibrium (QRE) of the proposed setting. We then consider the activity-driven susceptible-infected-susceptible (SIS) epidemic model, characterize equilibrium activation probabilities and analyze epidemic evolution in closed-loop. Our numerical results provide compelling insights into epidemic evolution under game-theoretic activation. Specifically, for the SAIR epidemic, we show that under suitable conditions, the epidemic can persist, as any decrease in infected proportion is counteracted by an increase in activity rates by the nodes. For the SIS epidemic, we show that in regimes where there is an endemic state, the infected proportion could be significantly smaller under game-theoretic activation if the loss upon infection is sufficiently high.
    1. "Never pluck a single plum from this bush, my child, for its roots are wrapped around an Indian's skeleton. A brave is buried here. While he lived, he was so fond of playing the game of striped plum seeds that, at his death, his set of plum seeds were buried in his hands. From them sprang up this little bush."

      Is this based off a true story ?

    1. I think one thing would have been a solution to basically everything here: Player created maps. As Im involved in many modding communities, I know for a fact that player created content can be vital in making games last so much longer, and the quality can shoot for the stars, Player created maps would have been fantastic for this game.
    1. Bertilak de Hautdesert I am in this land, through might of Morgan la Faye, that dwells in my house, and is mistress of magic, by crafts well learned the mysteries of Merlin, many has she taken, for she has dealt in depths full dearly sometime with that excellent sage, and that know all your knights at home.

      Bertilak explained that this was just a game played by Morgan la Faye to test Arthur's knights and frighten Guinevere. While Gawain is ashamed of his cowardice, Bertilak hails him as the bravest and honest knight

    2. if my cry be not comely, let this court be free of blame.

      If everyone doesn't accept his cries of passion so Gawain can be in the game, shouldn't be blamed cause he would understand their decision.

    1. The Reddit amateurs may be gloating about their victory over elite hedge funds now, but in the casino of Wall Street the house always wins, and many Redditors may be flirting with financial catastrophe.

      Manjoo, the author of this article, offers a personal opinion which may be controversial but is completely true. Because of victories from stocks such as Game stop there has been a growth in the amount of people thinking investment to be a game and considering a war against companies and small reddit influencers. However, he offers a POV of how wall street always wins because of such analysis.

    1. In the past fortnight, two vaccine stories made headlines around the world. Novavax announced spectacular results for its phase 3 trial, while preliminary data suggest the AstraZeneca vaccine is ineffective against the South African variant. These two vaccines comprise the bulk of Australia’s vaccine portfolio, and the results should prompt an urgent rethink of our vaccination strategy. Australia won’t reach herd immunity with the current plan.
    1. 2015年9月,网易新闻与橙光合作出品了《逃跑人的日常》,为纪念反法西斯战争胜利70周年而特别策划。

      这款游戏讲述了二战中一个英军小兵逃离战俘营的故事,其中的逃亡情节均是基于历史上真实逃亡者经历改编,每一个历史信息均有出处,有真实的历史事件可循。

      用户在尝试从不同路线逃生的可能时,也在体验二战中那些隐秘的历史。

    1. 2017年10月,英国《金融时报》在零工经济的背景下推出一款体验做Uber司机的游戏。游戏由制作者通过采访大量Uber司机、利用所得数据设计而成。

      玩家在自己的选择下“解锁”一段段故事,短短一周时间,就可以体验到Uber司机的生活状态:缺乏社交,腰酸背痛,早出晚归……即便如此辛劳,司机们还是会入不敷出,而任何一个行车意外,任何一位“搞事情”的乘客,都可能让辛劳付诸东流。

      游戏中出现的一系列小故事紧扣报道主题,游戏结束后,相应的报道链接也会出现以供读者延伸阅读。

    1. We’d better believe China is in this game. They are competing aggressively,” former Michigan governor Jennifer Granholm, Biden’s nominee for energy secretary, told a Senate hearing on Jan. 27. “Without a federal partner to make sure we can get these jobs in America then we will be losing globally.”

      What is Jennifer Granholm's goal?

    2. “This could be a game changer when it comes to jobs, but we have to find a way to ensure we keep the technology in the U.S. and incentivize companies to produce it in the U.S.,” said Venkat Srinivasan, a top battery expert at Argonne National Laboratory in Lemont, Ill.

      What is the main idea here?

  3. www.metacritic.com www.metacritic.com
    1. It seems like such a beautiful little visual novel and while I wasn’t expecting a masterpiece of localisation based on its low price, I was expecting to be able to read it. But that just cannot be done. Developers from Japan, China, Taiwan, Indonesia, and every other emerging game development centre through Asia-Pacific, listen to me carefully: You can have the most beautiful aesthetics and a heartwarming concept for your game. If the localisation isn’t going to be good, though, do not bother with an English release, because it is going to get reviews like this one. Make “invest in proper translation” your big resolution for 2021. I do not want to play any other games like Lily in the Hollow - Resurrection ever again.
  4. www.metacritic.com www.metacritic.com
    1. Indeed, if Maisie defies the conventions of childhood, her parents just as ironically do not—at least when it comes to themselves. The word “game” appears no fewer than twenty-five times in the novel, and only rarely does it apply directly to Maisie. [End Page 101] Rather, it typically identifies the sinister amusements and strategies of Maisie’s parents and of Mrs. Beale. So accustomed to the “frolic menace” of adult games (53), of being played back and forth between her parents like the “little feathered shuttlecock,” or of being the center of a “frightening game,” a flirtatious “merry little scrimmage” between father and governess (53), Maisie “from her earliest childhood, had built up in her the belief that the grown-up time was the time of real amusement” (69).

      Maisie's maturity at an early age can kind of be blamed on her parents' childishness, ironically. Her parents treated her like a 'feathered shuttlecock' and spoke of relationships with others as though they were a little 'game' or 'little scrimmage'. The wording in the novel, where they explicitly describe things as games is no coincidence because I believe the purpose was to drive home the fact that her parents are childish and Maisie is growing up faster to compensate for the lack of parents and lack of security and guidance.

    1. the two envelopes.

      (106)There is a sense of dualism in this phrase - the recurring two envelopes as well as Harry's notions of good and evil throughout the short story. Harry believes that success is true good (102). Being raised by a racist preacher, Harry's idea on success is either having money and style, as well as having a white chick around. Him betraying his own people by acting as a spy for the Special Branch is probably also a form of success, since he does not want to have anything to do with other black people. For him, they are "evil", since their suffering is like an "in-built element in life" (102). The white envelope Harry receives from the black detective on p. 103 might be payment for giving out information. However, it is taken from his hands by Philip, who adds another envelope and creates a game-like situation. It reminds me of the trick magicians do when they hide a ball underneath two cups and move them around in an attempt to fool you. Philip is probably reveling in Harry's suffering, making him feel weak and exposed for daring to betray them. Maybe the envelopes are a way to confront Harry's simplistic view on the world - you don't really know what is inside the envelopes, just as you don't really know what good and evil is.

    2. There's a lot of anger gets you nowhere

      p75; in this exact passage, Philip's kind of monologue, I felt a certain type of reconciliation. It is like the characters have gone through life, they have seen it all, they have seen how unfairly they are treated based on their race, based on their actions, they realize that there is no possible way for them to win. Philip explains to the narrator about the way things are, what is the cycle of life in these exact times. They know that whatever they do, whatever they say, they will never be equal to the whites. We notice their reconciliation and it is almost like their will is broken and now they are simply the next pawns in other people's game.

    3. Our kicks were mere coquetry.

      (pg 47) I think that Merechera is quite the showman or at least sees and tells stories of aggression through a lens of simplifying. For the second time, we see him experiencing something quite violent as a performance or a game even. The first time that happens is when Immaculate is being beaten and he says:"At that moment I could have sworn that she was putting on a show for me. I laughed". This seems to me as a way to minimize the trauma that violence has or it's just that he doesn't acknowledge it because of its frequency. I think that it's both because they are connected. In the fight with Harry, he represents their possible tiredness as this insincere flirt. They don't want to fight each other - they do it for the sake of fighting.They don't put their hearts into this fight meaning that they are not especially angry. Most of the violence we see in the book is not because of the anger itself, I think (except Peter's). Its just the way to be - when Philip and the protagonist beat Nestar's son, when the father beats the protagonist for speaking English. These are all forms of discipline as I understand. But really Harry and the narrator fight not for discipline but for proving a point and in the end it feels like a game.

    1. Training to fill skill gaps is increasingly offered online and on a just­in­time basis. As part of its new ap­proach to learning, The Walt Disney Co., for example, has implemented a platform that offers video, mobile and digital content to employees as needed. “Three or four years ago, learning at Disney happened in class­rooms,” says Steve Milovich, senior vice president of global human resources and talent diversity, Disney/ABC Television Group and also senior vice president of employee digital media, The Walt Disney Com­pany. “Now we offer content such as TED­like talks featuring Disney executives that allow employees to seek knowledge when and how they need it.”Just as important as developing talent is reducing the risk of losing it. On average, nearly 80% of respon­dents say they want to work for a digitally enabled company or digital leader. The sentiment crosses all age groups, from 22 to 60, nearly equally. “The myth is that digital technology is a young person’s game,” says Scott Monty, the former executive vice president of strategy at Shift Communications, now principal at Scott Monty Strategies. “At one point, women over 55 represented the fastest­growing Facebook demo­graphic. This is about how humans interact, not just about how Millennials do.” (See Figure 5.)

      Talent (challenge)

    1. As the design process itself takes place in its own context as well, designers additionally need to be aware that values of their own design context may become part of the game design.Therefore, a critical view towards the design choices and underlying design assumptions needs to be taken.

      Designers also need to be aware that values of their design context might become part of the game design, which means they have to pay close attention to the design choices they make.

    2. Considering the possible contexts in which the game will be played during the designprocess, requires the designer to investigate and form a model of the intended user.

      Considering that the game might be played during the design process, this means that the designer might have to form a model of the intended user.

    3. The game designer is in direct control of establishing the mechanics, whilethe aesthetics that players perceiveare separated from them in time, space, and context. Reversely, the player directly perceives the aesthetics while the me-chanics can only be experienced through the dynamics of gameplay.This conceptual-ization of game design as a second-order design problem emphasizes the complexity of predicting how design choices affect the player experience.

      The game designer decides on the mechanics of the game while the aesthetics are separated from them in time, space and context, the player considers and recognizes the aesthetics of the game while the mechanics can only be experiences through playing the game. This makes it hard to predict how the design choices affect the player experience.

    4. We will do so by pointing out a number of different, and often opposing, perspectives. From a user perspective, we will start with the different views that designers and users haveof the game.

      Users and designers usually have opposing perspectives of the purpose of the game.

    5. Consider-ing this context for which a serious game is designed is therefore an important step of the design process: from this context stems an important set of specific design require-ments for the serious game.

      It is difficult for game designers to develop an effective serious game as they do not know the specific context that the game will be played in and the cultural aspects that can affect the players experience. Therefore it is important to have a set of specific design requirements for the serious game.

    Annotators

    1. VRsimulationofanonexistentsportsgame

      I have done VR and it is an insane experience. AI (computer controlled) characters have certain motions and lines that repeatedly happen during the game like the last paragraph was saying.

    1. But location is just as important. To that end, buying into beachfront property (or as near to the beach as you can get) almost anywhere in the world… or into a top touristed city can put you ahead of the game.

      What are the other factors for location? And what if I don't like a factor for my personal living?

    1. me on the priest discussion boards is spent assessing how choices in one area of the talent tree affect outcomes elsewhere and debating which poin

      this can be said with any progression tree game you always have to look at the outcome and the and how it will affect you down the road and what you need ands what your team needs

    1. In other words, transplant gamesactually have changed the gameplay that is relied onby the original games, and there is surely not absoluteguarantee that new designed games can be successfulin new platforms

      Games that are transferred from PC/ console have changed the gameplay that was originally made for a different platform which makes it not guaranteed that the game will be successful in the new platform.

    2. The present interaction ways have great lim-itations, which not only make the properties ofsmartphones not be used fully, but result in that theentertainment experience and playability of directlytransplanted games are far less than those installedon computers or professional game devices

      The current smarthphone interaction ways are very limited, which makes the experience of mobile games way less enjoyable than console or pc.

    3. In this trend, smartphone-game seems to bepopular overnights, and how to use the characteristicsof the smartphones plus the advantages of the networkto improve the attraction of smartphone-games is cru-cial for the smartphone-game developers to makesuccess in the fierce market competition

      Game developers understanding the use of characteristics of the smartphone to improve the appeal of mobile games is very important to become successful within the market.

    4. The interface is the only∗Correspondingauthor. ZheJi.E-mail:rckr515119@126.com.way for users to have interaction with smartphone-games, so the games’ interface interaction design willfinally define whether the game will be successful.

      Since the interface is the only way for users to have interaction with the smartphone games, the games interface interaction will define whether the game will be a success.

    5. due to the limitation of interactiondesign, users always feel the gameplay experience onsmartphones is weaker than that on the personal com-puters or game consoles

      Due to the limitation of interaction design in mobile games, users feel the experience is not as good as on a computer or console.

    6. This study can provide technical support forthe analysis of smartphone-game interface design.

      This study can be used to provide technical support and further understanding of the smartphone game interface design.

    7. this study focus on how to provide better experience for users and make up for the rapid prototypemethod in designing user interface to provide some references for smartphone-game interface designers.

      This study focuses on how designers can provide a better experience for users and to make up for the fast prototyping methods for the smartphone interface designers.

    1. It seems clear that the growing complexity of the real world will pose a growing challenge to game designers, which reshapes the way we need to look at game design even now.

      Its clear that the growing difficulty of the world will become a threat to game designers, which changes the way we need to look at game design.

    2. This article offers another look at the complexity in simulation game design and implementation.

      This article looks at the problem of design and implementation inn simulation games.

    1. A video game is just a set of well-designed problems to solve, where the very design of the game teaches and mentors players to solve the problems, using good prin- ciples of teaching and learnin

      i really like how simple a definition this is. It is simply well designed problems to solve and it works

    1. Observation is a crucial first step for learning how to fully participate in any activity, and digital games are no exception. Caregivers who look closely will see that children who appear to be merely observing a game are also asking questions, strategizing and hypothesizing, or posing “what-ifs.”

      A lot of people actually forget the obvious which is observation. Common sense is not necessarily common. Many people would rather pass judgement on video games and their effects on children without actually knowing the effects. On the other hand, caregivers observing how a game is played can give them an understanding of what games are beneficial to the fundamentals learning versus those that aren't.

    1. I N D I E V E R S E @indieVerse_aeAn event that gathers artists, gamers, game developers and content creators to celebrate all creative indies! .. Register in our website!United Arab Emiratesindieverseae.comJoined December 201848 Following221 Followers
      • research : IndieVerse
    1. Create a video game that lets players explore the Red Planet with a helicopter like the one going to Mars with NASA's Perseverance rover! Use Scratch, a visual programming language and think like NASA space-mission planners to design your game!

      创建一个视频游戏,让玩家用直升机探索红色星球,就像NASA的Perseverance漫游车去火星一样!使用Scratch,可视化的编程语言,像NASA的太空任务规划者一样思考设计你的游戏。

  5. www.metacritic.com www.metacritic.com
    1. Please, do not buy this. I am really tired of "games" that are given critical praise because its cool to praise or because its political correct to do. I will break up my review in points so its clear why I dislike this "game" : 1) This is not a game. This is a short story, like an interactive book. 2) This game is so short, that I completed it in a 3 hour bus ride. It was boring. 3) Its a story of a girl that have to take the reigns of her life after divorce. WOMAN EMPOWERMENT. Now you know why this game is rated so highly 4) This is a MOBILE GAME. I paid $3 to play on an iphone (after watching a gaming channel give it GOTY contender. Needless to say, I never watched that gaming channel again). I FELT I WAS ROBBED OF TIME AND $3. Imagine how much I hated this game to feel like I was robbed even though it costed me only $3. 5) This game costs $7 on the eshop. You could buy CELESTE for $9 on sale on the Eshop. That is a great game. I recently bought Hollow Knight for $7 on Playstation. This interactive novel should not be sold as a game. Period. It is a waste of time and money.

      Nothing wrong with interactive novels being sold in the same store as games... as long as it's clear what it is (no false advertising).

      Somewhat agree with some of the other points...

    1. questions. (i) Is there discrimination (differential treatment) based on ethnic affiliation? (ii) Does the discrimination reflect a group bias in that each player favors players of his own group, or is there a systematic discrimination against one, or several, ethnic groups? (iii) Is this discrimination based on a taste for discrimina- tion, or is it the outcome of ethnic stereotyping that affects the players' assessment regarding their game partners' strategic responses or relevant characteristics? (iv) Are the ethnic stereotypes accurate?

      questions

    Annotators

    1. Without any available effective commu-nication tool between designers, artists and programmers, it has been achallenge to conceive and deliver a cohesive concept of a virtual en-vironment into a digital game.

      Without any universal communication tool or design system between designers and programmers, it is hard to create a cohesive concept of a virtual environment into a game.

    2. The interview participants pointed outthat without any clear design methodology, the quality of result greatlydepends on a few senior designers’experiences.

      The interviewee's said that without a clear design system, the quality of the game depends on the few more experienced game designers.

    3. Amongthe 106 responses collected, the answer to the lack of universal designmethodology was most repeated 36 times. The second most frequentlycollected answer with 34 answers is issues of communication betweendifferent teams and individuals.

      Game designers were interviewed to ask their opinion on what's the most challenging part of game design and the most repeated answer was the lack of a universal design system that they can all use, the second most frequent answer was the issues with communication between team members.

    4. ,itiscritical to establish a precise design methodology to develop a digitalgame.

      It is very important to establish an exact design system to develop a game.

    5. Choi[1] mentioned that de-signing a virtual landscape requires the same amount of effort as creatinga digital game itself. Therefore, designing a virtual environment require agreat amount of manpower and usually is the most time-consumingprocess within game designing.

      Designing a virtual game environment requires the same amount of effort as creating a game itself. Designing a game takes a large amount of workforce and is usually the most time-consuming process for game designers.

    6. Contrary toother areas of game design such as designing characters, UI, rules withinthe game, designing a virtual environment of a digital game requires acomprehensive consideration as well as extensive editing of the variousdigital game components.

      Designing a virtual environment for you game requires a lot of consideration and substantial editing of the many digital game components.

    1. Objective: Some gambling product messages are designed to inform gamblers about the long-run cost of gambling, e.g., “this game has an average percentage payout of 90%.” This message is in the “return-to-player” format and is meant to convey that for every £100 bet about £90 will be paid out in prizes. Some previous research has found that restating this information in the “house-edge” format, e.g., “this game keeps 10% of all money bet on average”, is better understood by gamblers and reduces gamblers’ perceived chances of winning. Here we additionally test another potential risk communication improvement: a “volatility statement” highlighting that return-to-player and house-edge percentages are long-run statistical averages, which may not be experienced in any short period of gambling. Method: Gambling information format and volatility statement presence were manipulated in an online experiment involving 2,025 UK gamblers. Results: The house-edge format and the presence of volatility statements both additively reduced gamblers’ perceived chances of winning. In terms of gamblers’ understanding, house-edge messages were understood the best, but no consistent effect of volatility statements was observed. Conclusions: The return-to-player gambling messages in current widespread use can be improved by switching to the house-edge format and via the addition of a volatility statement.
    2. Objective: Some gambling product messages are designed to inform gamblers about the long-run cost of gambling, e.g., “this game has an average percentage payout of 90%.” This message is in the “return-to-player” format and is meant to convey that for every £100 bet about £90 will be paid out in prizes. Some previous research has found that restating this information in the “house-edge” format, e.g., “this game keeps 10% of all money bet on average”, is better understood by gamblers and reduces gamblers’ perceived chances of winning. Here we additionally test another potential risk communication improvement: a “volatility statement” highlighting that return-to-player and house-edge percentages are long-run statistical averages, which may not be experienced in any short period of gambling. Method: Gambling information format and volatility statement presence were manipulated in an online experiment involving 2,025 UK gamblers. Results: The house-edge format and the presence of volatility statements both additively reduced gamblers’ perceived chances of winning. In terms of gamblers’ understanding, house-edge messages were understood the best, but no consistent effect of volatility statements was observed. Conclusions: The return-to-player gambling messages in current widespread use can be improved by switching to the house-edge format and via the addition of a volatility statement.
    1. Игра лютая дрянь, MX unleashed лучше в 100 раз. Физики нет, трассы дрянь, трюки вырвиглазны. Я заплатил за игру 150 руб, она даже копейки не стоит.

      The game is fierce rubbish, MX unleashed is 100 times better. There is no physics, the tracks are rubbish, the tricks are torn out. I paid 150 rubles for the game, it doesn't even cost a penny.

    1. spending my childhood in a darkened room staring at a screen in preparation for a career

      Again, zoomers don't spend their childhood to build a career, the tendency is about extend years for education instead of starting to work earlier. Compare to farmers: they starting to work at their 16th or eralier.

    1. More and more, Im seeing this "retro graphics" (aka - lazy cash in.) money grab titles that are completely broken or absolutely terrible.. and they're RAPIDLY flooding the Switch like flies to horse dung. With no real reliable independent reviews of Indie titles available (Even MetaCritic is blank for at LEAST 70% of these indie garbage games..) players are left with no recourse but to flush hard earned cash on what is essentially a non-refundable gamble.
    1. hill [country unbound by the sacred prohibitions on carryin. arms, molesting game, fighting, etc.].

      The "Hill"? I am also unsure what they mean by molesting game? Are they referring to mistreatment of animals?

  6. esoccercommunity.weebly.com esoccercommunity.weebly.com
    1. THE BEUTIFUL GAME                                                                                                          Emmanuel

      I would suggest to take out your name on the home page, make sure you use spellcheck on all pages and maybe make your headline or title of your topic lower on the darker screen when it is easier to read. Maybe try to find a better picture with a better resolution and if there is a way to make it softer?

    1. its content roadmap,

      2: This is my cited evidence for annotation two. It leads off site to the developer Bungie's information page, this adds extra detail due to the word limit, but also adds to the persuasion of the article. While also enhancing the authors ethos because they employ good sources. And lastly, it participates in helping to support the articles logos, in persuading the sub-community of the Destiny game who are also participate in the Kotaku community - that they should look forward to this content.

    2. {"@type":"NewsArticle","@context":"http://schema.org","url":"https://kotaku.com/destiny-2s-season-of-the-chosen-is-good-so-far-1846234532","author":[{"@type":"Person","name":"Ethan Gach"}],"headline":"Destiny 2's Season Of The Chosen Is Good So Far","description":"Season of the Chosen went live in Destiny 2 today, and with it a whole new set of things to grind for. So far, these things—new armor, guns, and exotic gear—seem pretty cool, with interesting new perks to make them worth chasing. But I’d be lying if I said I wasn’t already feeling daunted by yet another set of artifacts, upgrade nodes, and season pass rewards to rank up.","dateline":"02/09/2021 at 19:00","datePublished":"2021-02-09T19:00:00-05:00","dateModified":"2021-02-09T19:00:03-05:00","mainEntityOfPage":{"@type":"WebPage","url":"https://kotaku.com/destiny-2s-season-of-the-chosen-is-good-so-far-1846234532"},"image":{"@type":"ImageObject","height":675,"width":1200,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_675,pg_1,q_80,w_1200/qllyzsvzfppnvounujeg.png","thumbnail":{"@type":"ImageObject","height":180,"width":320,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_180,pg_1,q_80,w_320/qllyzsvzfppnvounujeg.png"}},"articleBody":"Season of the Chosen went live in Destiny 2 today, and with it a whole new set of things to grind for. So far, these things—new armor, guns, and exotic gear—seem pretty cool, with interesting new perks to make them worth chasing. But I’d be lying if I said I wasn’t already feeling daunted by yet another set of artifacts, upgrade nodes, and season pass rewards to rank up.\n\nThe villains du jour this time around are remnants of the Red Legion, a faction that now controls the Cabal and is loosely inspired by the Roman Empire. Empress Caiatl, daughter of year one raid boss Callus, wants you and the Vanguard to pledge allegiance to her, but of course Zavala, Osiris and co. aren’t having it. And so the two sides are at war (again), providing a new reason to shoot legions of lumbering space Goombas in search of new rewards and lore dumps.\n\nI’ve played around with the new content for about three hours now. So far most of my impressions are pretty positive, though I’m less hopeful about the larger existential questions swirling around Destiny 2 as it passes the halfway point of its fourth year. Here’s a quick rundown:\n\nThe launching area for Season of the Chosen is called the H.E.L.M., which is an acronym for Destiny gibberish that exited one ear shortly after entering the other. It’s a big space full of hallways and closed doors that seem likely to open up later in the season or sometime further down the road. In the meantime it’s kind of empty and lonely, though I do love the Star Trek: The Next Generation-style polished wood surrounding the war table.\n\nThe war table is where you grab seasonal bounties, upgrade seasonal nodes, and cash in seasonal currency for new seasonal engrams. It seems modeled after Variks’ upgrade nodes from Europa, which were nice and streamlined compared to seasons past.\n\nThe H.E.L.M. is also where the Prismatic Recaster, brought back from Season 11, is now located. Here you can refocus Umbral Engrams, which have also returned, transforming them into Season of the Chosen weapons and armor or into random gear from the rest of the game’s current loot pool. It appears to be currency-based, rather than upgrade-driven like the original version, which is a relief, since grinding that thing the first time around was painful enough.\n\nThe highlight of Season of the Chosen is the new Battlegrounds activity. It can be accessed from the surface on Nessus and Europa, or from the Strike Playlist after completing some initial story quests. You fight waves of enemies in a patrol area, then head deeper into one of the nearby underground caverns, fight more waves of enemies, and eventually end up at a Cabal boss in a small arena filled with still more waves of enemies. It’s short, varied, and a breezy way to burn through bounties—everything you’d want from a seasonal activity you might be running dozens of times a week.\n\nAt the end of a run you get your normal Strike Playlist rewards chest, followed by a second Battlegrounds chest you can smash open if you’ve charged up your Cabal hammer artifact. This Hammer is like Season of Opulence’s Chalice. You insert gold coins you earn throughout other activities in order to unlock the extra chest, and the way you upgrade the hammer will affect what rewards are inside. Opening treasure chests is fun. Smashing them is even more fun. Again, nothing new here, but this loot loop feels better optimized than many of Destiny 2’s past ones.\n\nThe Crow has finally left the Tangled Shore and is ready to hang. He’s even got a Phantom of the Opera mask Osiris makes him wear so that no one else in the Last City recognizes him and goes “Oh shit, you killed Cayde-6, aka Nathan Fillion.” It’s a nice touch. Hopefully he becomes more involved as the season progresses.\n\nThere’s a new exotic bow called Ticuu’s Divination that reminds me of Gears of War’s Torque Bow. Fire it from the hip and three homing shots will whip around corners to hone in on a target. Hold down and fire a precision shot at that target and it will explode with a detonation that is both satisfying and perfect for ripping through Cabal mobs. I don’t normally like bows, but I like this one. The rest of the new exotic gear looks similarly powerful, which is good for providing new loot to chase but also makes the older stuff I already have feel boring by comparison.\n\nThe new patch is live, and seasonal challenges have replaced weekly bounties. As someone who almost never finished weekly bounties, I’m looking forward to this change. In a game that feels increasingly transient, having season long challenges is both easier to keep track of and feels more substantial. Swords have been nerfed too, but I (and everyone else I see) are still using them just fine in Battlegrounds. Meanwhile, rocket launchers were buffed, but I’m still not sold on them. Bungie also boosted recoil for PC players ahead of the cross-play update planned in the near future. I imagine this will suck for PC players, but I don’t play on PC so I can’t say at the moment.\n\nSunsetting is more of a bummer than ever. As some of my favorite weapons get closer to their power cap (I’ll never let you go, Gnawing Hunger), Bungie’s current approach to loot sustainability and sandbox balancing feels more misguided than ever. Philosophical disagreements aside, it is still completely bonkers to me that players have to grind for new versions of re-issued weapons rather than being able to infuse up the older but otherwise identical versions. Also I got another Long Shadow sniper rifle in one of my first few Legendary drops this season, and it’s still at an older cap than the current season’s. Why is this loot game wasting my time with arbitrary expiration dates?\n\nThe Devil’s Lair and Fallen SABER strikes from Destiny 1 are back and I missed them. The more time marches on, the more I long for the comparatively simple and straightforward pleasures of the first game.\n\nThere’s a lot planned for Season of the Chosen according to its content roadmap, including new versions of Battlegrounds and a new strike based in the Last City called Proving Grounds. Based on my first few hours with what’s already live, Season 13 seems like it will have as many good reasons for Destiny players to keep playing Destiny as any previous season. But so far it hasn’t shown any signs of doing anything bold to change up the game’s underlying formula or how players interact with it. At times that’s enough for me, but increasingly I find myself hoping for something more, and disappointed when it never quite materializes. \n\n\n","articleSection":"Impressions","keywords":["destiny","windows games","multiplayer video games","cabal","heroes of the storm","grinding","video gaming","games","video games","first person shooters","role playing video games","playerunknowns battlegrounds"],"publisher":{"@type":"Organization","@context":"http://schema.org","name":"Kotaku","url":"https://kotaku.com","logo":{"@type":"ImageObject","url":"https://x.kinja-static.com/assets/images/logos/amp/logo-kotaku-amp.png"},"sameAs":["https://www.facebook.com/kotaku","https://www.youtube.com/user/KotakuNYC","https://twitter.com/kotaku","https://instagram.com/kotakudotcom"]},"video":[]}Ethan GachTuesday 7:00PM411

      5: This is my cited example for my fifth annotation. This is an active article, it is a measurement for audience engagement and success is shown in this bar. As I write this it has 41 comments, one can argue that the more shares, bookmarks, and comments on this article, the more it is pushed to the front page of Kotaku. This is active success, versus my articles passive success. My article merely participates in the visual rhetoric of Kotaku, but still labels it as part of the community.

    1. Designers often use theme (the setting, characters, andgeneral concept behind a game that establish a purpose for playing) to create a unique gamethat extends the mechanics to new levels

      first person shooters are very basic while if you just add a looting system it adds depth to the game and it becomes a whole new game and thats very interesting just by adding a new system we can manipulate the whole theme

    2. This means that players canbe part of the game play throughout the game, as opposed to being forced to withdraw from theexperience to sit as spectators on the sideline

      allot of car game i think do this because you may only collect one card but that card may be worth the most points so its a quality over quantity thing

    1. .Thinkofthisasagardeninggame,thenagangstergame,andthenacar‑racmggame.Eachthemebringsdifferentpossibilitiesintoplay

      so a game like GTA V could have so many themes because it has so many possibilities of play because of its sandbox themes

    2. Inmany3DVideogames

      i feel as though ever game designer is getting away from this to go towards a first person aspect in order to get a better immersive experience

    3. Playeractions

      This seams really applicable to card games specifically because a card a player may play can drasdtically change the game state and how the next turn is handled

    1. and in having the game-tophyte as the dominant, photosynthetic, persistent, and free-living phase of the life cycle;

      Very interesting to think of the change in the dominant phase as plants evolved.

    1. answer this question.

      Easter eggs are tucked away here and there in the details. Subtle. Hidden. Present. They extend the story a bit.

      If you find them and do them, you can add 1 point to any assignment.

      If you tell others where they are hidden, you can lose up to 1 point on any assignment.

      That's the game.

      EASTER EGG 01

      This easter egg expires at the end of Week 05.

      We all have tribes. Here are some of mine. Reply below and describe one of your tribes, and paraphrase one of the stories that they tell.

      https://youtu.be/dAfOsV_5Iaw

    1. In thinking about the best way to capture the essence of the editorial style in this piece and others from The New York Times in recent memory, I've settled on this: "carefully heavy-handed"—full just the right kind of subtext (which, funnily enough, can be considered a motte-and-bailey).

      Not unlike the Manhattan eruv, or a case of a co-worker at the office thinking they're clever in their use of passive aggression, it makes me wonder who they think they're fooling. Is this thought of as some sort of board game and there's an unsavvy rulekeeper to be hoodwinked? That sitting in the backseat with a finger hovering half an inch from their sibling's cheek while exclaiming, "I'm not touching you!" is sufficient to keep the adults from turning around and saying to cut the bullshit?

    1. it is necessary to promote the experimental forms of a game of revolution

      Kind of funny to think about sending a vote out to Powderhorn residents. The poll: We are building something to commemorate the George Floyd murder and remember the surrounding protests, would you prefer a) A monument b) An antimonument c) Some form of architecture which promotes the experimental forms of a game of revolution d) A park

    1. Furthermore, the use of standardized tools can bring industry and academiacloser, contributing to build a universal knowledge base of game design. Thedesign document, the main tool cur-rently used, is considered by many authorsas inappropriate to such aspirations.

      Using standardized tools can help the industry build a universal knowledge base of game design.

    2. The Game design lacks a shared tool box containing both broad applicationsolu-tions and specific to certain genres of games.

      The game design process doesnt have a broad application solution to designing games and also specific to certain genres

    3. They proposed conceptual and concrete tools that couldcomplement or replace the design document, aiming improvements to the gamescreation process.This paper presents a systematization of these efforts through a chronologicaloverview of the main approaches and their implementations, in order to mapthem within the context of the state of art of design tools.

      Paper contains new proposed ways of improving the game design/creation process.

    4. With the emergence of new technologies, production tools have evolved consid-erably, but little has been made to provide support to game design. Designersstill use the same instruments from the beginning of the area and, although theindustry has seen con-secutive successes in sales, researchers and professionalsagree that the lack of tools, whether conceptual or software, imposes a barrier toany standardization attempt and hinders the knowledge transfer between gen-erations of designers.

      Talks about how the current game design process is flawed and there is no standardization to the game design process which makes it hard for knowledge to be passed through generations of designers.

    5. This paper presents a sys-tematization over thecontributions of researchers and designers towards con-ceptual and con-crete tools. These efforts converge to two approaches: the build of ashared design vocabulary and a game design modeling language.

      This paper contains useful information about approaches to game design.

    Annotators

    1. onsequently, research has revealed that many game scholars have shared an interest in observing and categorizing player’s behavior to explain how and why they are engaged with various gaming experiences

      Many game scholars are interested in observing the payers behavior to understand why and how they are engaged in various game experiences.

    2. At present, many of these typologies encourage game designers to use these models as part of their design (e.g. [19]) or at least to consider their aspects as a lens to view the experience (or parts of it) through. This is often with the intention of improving customer engagement and motivation (i.e. via gamification) with an experience or product

      Game designers are ecouraged to use typologies from players as part of their design process, this can be used with the intention of improving the customer engagement with the product.