10,000 Matching Annotations
  1. May 2020
    1. "It's a game, you see," pursued the general blandly. "I suggest to one of them that we go hunting. I give him a supply of food and an excellent hunting knife. I give him three hours' start. I am to follow, armed only with a pistol of the smallest caliber and range. If my quarry eludes me for three whole days, he wins the game. If I find him "—the general smiled—" he loses.""Suppose he refuses to be hunted?""Oh," said the general, "I give him his option, of course. He need not play that game if he doesn't wish to. If he does not wish to hunt, I turn him over to Ivan. Ivan once had the honor of serving as official knouter to the Great White Czar, and he has his own ideas of sport. Invariably, Mr. Rainsford, invariably they choose the hunt.""And if they win?"The smile on the general's face widened. "To date I have not lost," he said. Then he added, hastily: "I don't wish you to think me a braggart, Mr. Rainsford. Many of them afford only the most elementary sort of problem. Occasionally I strike a tartar. One almost did win. I eventually had to use the dogs."

      he thinks its a game

    2. The general filled both glasses, and said, "God makes some men poets. Some He makes kings, some beggars. Me He made a hunter. My hand was made for the trigger, my father said. He was a very rich man with a quarter of a million acres in the Crimea, and he was an ardent sportsman. When I was only five years old he gave me a little gun, specially made in Moscow for me, to shoot sparrows with. When I shot some of his prize turkeys with it, he did not punish me; he complimented me on my marksmanship. I killed my first bear in the Caucasus when I was ten. My whole life has been one prolonged hunt. I went into the army—it was expected of noblemen's sons—and for a time commanded a division of Cossack cavalry, but my real interest was always the hunt. I have hunted every kind of game in every land. It would be impossible for me to tell you how many animals I have killed."

      background

    3. The general made one of his deepest bows. "I see," he said. "Splendid! One of us is to furnish a repast for the hounds. The other will sleep in this very excellent bed. On guard, Rainsford." . . .He had never slept in a better bed, Rainsford decided.

      Rainsford not only wins the game but defeats general Zaroff

    4. "But what game—" began Rainsford."I'll tell you," said the general. "You will be amused, I know. I think I may say, in all modesty, that I have done a rare thing. I have invented a new sensation. May I pour you another glass of port?"

      Why doesn't he want to say what game he is hunting

    5. "It's a game, you see," pursued the general blandly. "I suggest to one of them that we go hunting. I give him a supply of food and an excellent hunting knife. I give him three hours' start. I am to follow, armed only with a pistol of the smallest caliber and range. If my quarry eludes me for three whole days, he wins the game. If I find him "—the general smiled—" he loses."

      this is the definition of a plot.

    6. The general filled both glasses, and said, "God makes some men poets. Some He makes kings, some beggars. Me He made a hunter. My hand was made for the trigger, my father said. He was a very rich man with a quarter of a million acres in the Crimea, and he was an ardent sportsman. When I was only five years old he gave me a little gun, specially made in Moscow for me, to shoot sparrows with. When I shot some of his prize turkeys with it, he did not punish me; he complimented me on my marksmanship. I killed my first bear in the Caucasus when I was ten. My whole life has been one prolonged hunt. I went into the army—it was expected of noblemen's sons—and for a time commanded a division of Cossack cavalry, but my real interest was always the hunt. I have hunted every kind of game in every land. It would be impossible for me to tell you how many animals I have killed."

      this is motivation and shows why general is a hunter.

    7. For a moment the general did not reply; he was smiling his curious red-lipped smile. Then he said slowly, "No. You are wrong, sir. The Cape buffalo is not the most dangerous big game." He sipped his wine. "Here in my preserve on this island," he said in the same slow tone, "I hunt more dangerous game."

      this is dialouge

    1. What his body could no longer accomplish in terms of pure physical ability he could compensate for with his shrewd knowledge of both the game and the opposing players.

      this is his compromise to still be the best in the world. at 35 years old, Micheal was ahead of the game because he understood it better than anyone else.

    2. All twelve pre-Christmas home games have been cancelled, because of the labor dispute between the owners and the players, which was initiated by the owners in a lockout described as a struggle between short millionaires and tall millionaires, or between billionaires and millionaires.

      A lock out in any sport is frustrating. luckily this lockout in the NBA wasn't too long. a lock out really isn't good for anyone. it's where business interrupts sport. it is bad for viewers in which they can not watch the game they love, and that effects the business and the money they make from viewership. more importantly, it bothers me the most to see the players not being; 1. paid. 2. allowed to play. taking away sport from the game of basketball or any sport for that matter is ridiculous but sadly it has to happen and you can't blame any side because at the end of the day they both want to play and get paid.

    1. We examine framing effects in nudging honesty, in the spirit of the growing norm-nudge literature, by utilizing a high-powered and pre-registered study. Across four treatments, participants received one random truthful norm-nudge that emphasized ‘moral suasion based on either what other participants previously did (empirical message) or approved of doing (normative message) and varied in the framing (positive or negative) in which it was presented. Subsequently, participants repeatedly played the ‘mind game’ in which they were first asked to think of a number, then rolled a digital die, and then reported whether the two numbers coincide, in which case a bonus was paid. Hence, whether or not the report was truthful remained unobservable to the experimenters. We find compelling null effects with tight confidence intervals showing that none of the norm-nudge interventions worked. A follow-up experiment reveals the reason for these convincing null-effects: the information norm-nudges did not actually change norms. Notably, our secondary results suggest that a substantial portion of individuals misremembered norm-nudges such that they conveniently supported deviant behavior. This subset of participants indeed displayed significantly higher deviance levels, a behavior pattern in line with literature on motivated misremembering and belief distortion. We discuss the importance of this high-powered null finding for the flourishing norm-nudge literature and derive policy implications.
    1. When memes or the subjects of a meme are used for commercial purposes without permission, the meme creator may sue, as the effect of the commercial use on the market value of the original meme usually prevents a finding of fair use. In 2013, the owners of the cats featured in the “Nyan Cat” and “Keyboard Cat” memes won a lawsuit against Warner Bros. and 5th Cell Media for respectively distributing and producing a video game using images of their cats.

      I think this points out that using memes to make profit out of them without giving credit to the creator is when it becomes a form of exploitation.

    1. Epigraph

      Motif Hunt!

      Listen to this recording: https://feeds.soundcloud.com/stream/787092007-lawrence-hanley-wastelandepigraph.mp3

      In the little recording, I use the epigraph to point to a bunch of motifs in "The Waste Land." These include:

      • voices
      • text as plagiarism/remix
      • zombies (neither this nor that; both this and that;mixing)
      • un/natural time
      • desire frustrated
      • exile
      • fragments
      • dry/wet (not in the epigraph but related to fragments and the un/natural)
      • women and men

      Your mission, should you choose to accept it: choose a five line excerpt from at least two of the four remaining sections of the poem ("A Game of Chess," "The Fire Sermon," "Death by Water," "What the Thunder Said"); use annotation to show me how many of the motifs from the list above you can find in each of your two excerpts; in each excerpt - - explain how the motif appears and what the motif seems to mean.

  2. umich.instructure.com umich.instructure.com
    1. In a move away from a strict gaming theme, in 1989 a Carnegie Mellon student by the name of James Aspens built a somewhat different kind of server which he named TinyMUD. TinyMUD was a space in which the prime activity was not slaying dragons, but world building and socializing with other people (Bruckman 1999; Keegan 1997). Keegan argues that “TinyMUD revolutionized mudding, replacing combat and competition with socialization and world building. Made such a giant leap away from (then) conventional that some didn’t even consider it a ‘game.’”5Beyond breaking the oriented-formula of MUDs, it also served as an important precursor to MOO, yet another “flavor” of text-based world. page 39.

      The quote above contained a historical fact/claim that I didn't know before reading this article. This quote is surprising to me because I never really knew the evolution of video games. From 2010 until now, the differences and changes that have happened are mind-blowing. TinyMUD combined a virtual world, text-based, interactive fiction, online chat, etc to video games. I found this claim surprising because I didn't know about MUD's or TinyMUD's before reading this article. I always thought video games were created and played through a different server/development.

    2. "Communication in the game is also a central feature of how social life is sup-ported and in addition to public communication methods (speaking out-loud so those around you can hear, or speaking on a zone-based chat channel),players are also able to send private messages (“tells”) to one another across-zones." page 39.

      I thought this claim was interesting because it revealed an important factor of video games that many people take for granted. As a person that does not identify as a gamer, I've noticed that many studies and people believe that video games hinder social development, social skills, and socialization. What many people don't realize is that video games have a component that benefits communication and social life of gamers. Gamers are able to communicate live with their opponents on the game, there are chat rooms to talk, speaking to specific channels, etc. As games have become more robust over time, I think a key improvement was the communication aspect of games. This claim is important to the history of video games because it shows that socialization and social skills aren't hindered from video games as there is a communication aspect of it.

    1. If you are looking for guidance on better online meetings you’ve come to the right place! In the current ever changing circumstances we need to be able to adapt and change. While standard face-to-face meetings and workshops are currently not an option, we know that these can be done online instead! Our free guide on better online meetings can be downloaded from our website for free, here. This first edition had to be done at speed in response to a plea for help by leaders of nature organisations.  It has got plenty of hints and tips to help you up your skills….. whether you are new to this game or an  old hand at online meetings.
    1. Changes to our social settings caused by migration, cultural change or pandemics mean that we must learn and adapt to new social norms. Building on the notion that social norms provide a group of individuals with behavioural prescriptions and therefore can be inferred from individuals’ behaviour, I examined how two features of the behavioural patterns of social norms— saliency and valence —affect learning and adaptation. Using a multiplayer star-harvest game, I found that participants initially complied with a variety of social norms exhibited by the other players in the game. Yet after gaining experience with competitive norms, participants did not adapt their behaviour when playing with polite players. This lack of adaptation was explained by the combined contribution of an active and salient behavioural pattern and its negative outcome for others. A computational model fitting procedure suggested that saliency affected learning rates as players learned more from active behaviour than from passive behaviour, while negative outcomes were more readily generalized from one player to others. These results provide a novel cognitive foundation for social norm learning and adaptation and can inform future investigations of cross-cultural differences and social adaptation.
    1. The Sims Online was a potentially cozy game dominated by a community of sociopaths. Thematically, it had elements of coziness with pleasant house in friendly neighborhoods. However, these went only skin deep. In an attempt to make a ‘realistic’ simulation, many resources including housing were zero sum in nature. This enabled mafia-esque gangs to enforce coercive social structures like protection rackets. Very quickly the place became anti-cozy; a virtual dystopia. Coziness needs to exist at the systems level in order to have social ramifications.

      Reminds me of when some people modded Fallout 2 to support multiplayer and launched a server.. They had to wipe in few days, becaus of groups of people who got power armor and made newjoiners fight each other in exchange for the ammunition, etc..

    2. Danger, fear, threat: Any sense of impending danger triggers biological responses in the player. Their sympathetic nervous system kicks, adrenaline floods the body, and memory suffers. Often times, cozy spaces are presented as reprieve or refuge from these dangers.

      On PvP vs PvE: even though a player might still have some of those "survival" aspects, just the fact they don't have to deal with other plays fighting them changes the game dramatically.

    1. Frequently Asked Questions What's this? It's a free game from your friends at Humble Bundle! Are you sure it isn't a mistake? It's not a mistake. Some companies spend money on Super Bowl ads or billboards. We'd rather spend it supporting game developers and getting you an awesome game for free. But there has to be a catch, right? No catch! The game is yours to keep and play forever. Just be sure to redeem your free game before the expiration time. What about the developers? Are they getting paid? Of course! We work closely with developers to bring you free games. They 100% approve, and are happy for you to play their game! Sounds good! Is there anything I can do to repay such kindness? Sure! You can keep scrolling down this page to check out some of the other deals we're offering. Interesting, do you have any specific recommendations? Glad you asked. We're excited about all the deals we offer, but Humble Choice is a favorite. For only $19.99/month, you get over $200 in total value. Does all of this actually work? If we squint at a spreadsheet, fudge some numbers, and add some hope, it sort of makes sense. But it really helps if you buy something eventually, so we can keep justifying throwing away all this money on getting you free games.

    Annotators

    1. “Until CR 1.0 there was no effective privacy standard or requirement for recording consent in a common format and providing people with a receipt they can reuse for data rights.  Individuals could not track their consents or monitor how their information was processed or know who to hold accountable in the event of a breach of their privacy,” said Colin Wallis, executive director, Kantara Initiative.  “CR 1.0 changes the game.  A consent receipt promises to put the power back into the hands of the individual and, together with its supporting API — the consent receipt generator — is an innovative mechanism for businesses to comply with upcoming GDPR requirements.  For the first time individuals and organizations will be able to maintain and manage permissions for personal data.”
    1. For residents of the European Economic Area, the Right of Withdrawal applies to any purchase of game software which requires a download and which has not been used for 14 days after purchase.
    1. American involvement in the Vietnam War began during the postwar period of decolonization

      No matter what your opinion may be about the Vietnam war, I think we can all agree that it was a numbers game. Who killed more soldiers. The result was a miserable defeat, in my opinion that resulted in communists winning when the US pulled out.

    1. This is it. I'm done with Page Translator, but you don't have to be. Fork the repo. Distribute the code yourself. This is now a cat-and-mouse game with Mozilla. Users will have to jump from one extension to another until language translation is a standard feature or the extension policy changes.
    1. Why are open people open? A recent theory suggests that openness/intellect reflects sensitivity to the reward value of information, but so far this has undergone few direct tests. To assess preferences for information, we constructed a novel task, adapted from information-seeking paradigms within decision science, in which participants could choose to see information related to a guessing game they had just completed. Across two studies (one exploratory, n = 151; one confirmatory, n = 301), openness/intellect did not predict information-seeking. Our results thus do not support a straightforward version of the theory, whereby open individuals display a general-purpose sensitivity to any sort of new information. However, trait curiosity (arguably a facet of openness/intellect) predicted information-seeking in both studies, and uncertainty intolerance (inversely related to openness/intellect) predicted information-seeking in Study 2. Thus, it is possible that the domain-level null association masks two divergent information-seeking pathways, one approach-motivated (curiosity), and one avoidance-motivated (uncertainty intolerance). It remains to be seen whether these conflicting motivations can be isolated, and if doing so reveals any association between information-seeking and the broader openness/intellect domain.
    1. How can social media platforms fight the spread of misinformation? One possibility is to use newsfeed algorithms to downrank content from sources that users rate as untrustworthy. But will laypeople be handicapped by motivated reasoning or lack of expertise, and thus unable to identify misinformation sites? And will they "game" this crowdsourcing mechanism in order to promote content that aligns with their partisan agendas? We conducted a survey experiment in which =984 Americans indicated their trust in numerous news sites. To study the tendency of people to game the system, half of the participants were told their responses would inform social media ranking algorithms. Participants trusted mainstream sources much more than hyper-partisan or fake news sources, and their ratings were highly correlated with professional fact-checker judgments. Critically, informing participants that their responses would influence ranking algorithms did not diminish these results, despite the manipulation increasing the political polarization of trust ratings.
    1. There’s no better way to learn than to watch the pros do it,” Kobe said after he took his daughter’s club basketball team to watch the Los Angeles Sparks play the Las Vegas Aces in May. “The W.N.B.A. is a beautiful game to watch.”

      !!!!

    2. What began as Kobe being a great father organically grew into genuine fandom for the women’s game. He didn’t force his presence or praise. Mamba was simply a fan, and that sent an important message.

      Second Act, Girl Dad, Support of womens basketball

    3. Bryant with his daughter Gianna  before the N.B.A. All-Star Game in Toronto in 2016

      this picture is famous and often used to potray the girl dad image

    1. tear out the hair of the living women they captured, in order to deck themselves with the spoils; nor did they, in my judgment, carry the sporting instinct quite so far as men

      GANGNES: These are references to how human beings treat "lower animals"; for example, hunting them for fun, skinning them or cutting off their horns for clothing and jewelry, and so forth. The comparison would be especially appropriate during a time when "big game"/trophy/sport hunting in colonial locales (especially Africa) was popular among British men. A particularly tragic example is the ivory trade, which forms the backdrop of Joseph Conrad's Heart of Darkness (1899).

      More information:

    1. This immortal statement was made in the Declaration of Independence of the United States of America in 1776

      Ho Chi Minh is playing an intelligent diplomat game here, by subtly complimenting and idolizing America's path to independence as well as it's ideology of the time. This was likely done to gain favor with America, to lean on America as an ally of "liberty" in the hopes that any conflict with France, or the now defunct axis powers would be mitigated by American involvement.

    1. already.  However, what Microsoft does not have is a 1000+ customer base purchasing RPA specifically because it is RPA.  A customer base where the prime customer is not sitting in the CIO's organization.  It's also clear that the tech majors are all waiting to see who blinks first with RPA.  Just buying up some kit (i.e. SAP/Contextor) isn't going to do much.  Partnering only really works when there is real skin in the game and a colossal global services network to implement and support the product.  UiPath can claim is has built a pretty decent global delivery infrastructure and channel to market - and its huge show in Las Vegas was clearly designed to show that off to the world The bigger issue is money, and how m

      Automation

    1. INSIDER polled 1,082 American adults through SurveyMonkey Audience on March 1o, 2019. We asked respondents a few questions. First, we asked how often they watched the NBA, and then we asked who they believed to be the greatest player of all time based on their knowledge of the game. Of those 1,082 respondents, 747 volunteered a basketball player as the GOAT, and we sorted through the responses to clean and consolidate the responses to find out a winner.

      1,082 Americans is not even a small percentage of the entire population of the U.S

    1. You would attend a conference in the game and socialize with other attendees. You'd go take your seat for the speakers. You might even strike up a conversation with the person seated next to you. The ability to run conferences this way would make them easier to attend and better for the environment.

      omg yes

    1. There just aren't enough high-quality games that also serve serious purposes effectively. Making games is hard. Making good games is even harder. Making good games that hope to serve some external purpose is even harder.

      Creating a good game is difficult. In mod 3, we talked about DML and the future of it. Does this include games? If so how? A game needs to be created well and have an intended audience.

    1. -ification involves simple, repeatable, proven techniques or devices: you can purify, beautify, falsify, terrify, and so forth. -ification is always easy and repeatable, and it’s usually bullshit. Just add points.

      Doesn't this tie into almost every game out there? Same concepts, different platforms, and same story line? Games are just recreated and remarketed and people buy into it.

    2. Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity. That may be true, but truth doesn’t matter for bullshitters. Indeed, the very point of gamification is to make the sale as easy as possible.

      If you can relate to the game Animal Crossing, it is a game where you create things to survive and have to catch things so you can eat, it is similar to Minecraft. They have have the same concept, build a house, catch food to eat and kill the things that try to kill you. Yet, both games are huge in the gaming community right now. Same concept, different marketing yet its still an easy sale.

    3. it takes games—a mysterious, magical, powerful medium that has captured the attention of millions of people—and it makes them accessible in the context of contemporary business.

      Any big gaming company such as EA Sports, Xbox, Wii, they are just trying to get your money and brain wash everyone into thinking they need the newest game.

    1. Yetthecircuitsofproduction,distribution,andplayofgamesinvolveongoingtensionsbe-tweenindustryrelations,distributioninfrastructure,patternsofplayer/viewerengagement,genresofrepresentation,socialagendas,andeducationalphilosophies.Thesetensionsaffecthowwethinkaboutwhichliteraciesanecologyofgamingsupportsandwhichitpotentiallydenies

      Bruce had talked about that it is just not a video game, they involve critical thinking skills, pattern recognition and the other elements that make up a video game. They require mental work and the ability to work through problems.

    2. Geetakesontheintersectionofgamedesignandgoodlearning,choreographingpotentialsitesofengagementbetweenthetwobydrawingoncontemporaryworkinthelearningsci-ences.Wellestablishedasanauthoritywithinthevideogames,learning,andliteracyspace,Geecreatesausefulfoundationuponwhichmanyoftheotherauthorsinthevolumedraw.

      Gee also talked about this in our previous reading as well as to what makes a good game and engagement for the game design.

    3. Contributorscomefromeducation,thelearningsciences,filmstudies,technology,anthro-pology,gamedesign,performancestudies,computerscience,andyouthdevelopment.Suchadiversityofperspectivesleadstoaconditionofbothwealthandpoverty.Wealthcomesintheformofnewframeworks,methodologies,andalternatehistoriesthatenrichthedialoguewithmultiplepointsofview;povertycomesinthechoiceofbreadthoverdepthandinthechallengeoflocatingacommonvocabulary

      This interesting since most people do not understand what truly goes into game design and gives a different aspect of how a game comes together.

    1. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest.

      No one wants to play a game that would take 5 minutes to beat. The struggle is game design and how to make it hard yet engaging to keep the player entertained with enough rewards to make the time and effort spend on it worth it.

    1. For instance, just why do most digital technologies remain at the periphery of many people's educational lives? Why has there been no educational ‘killer‐app’ or ‘game‐changing’ technology that has transformed learning along the open, mass‐participatory and convivial lines that we are continually being promised? Why does a clear gap persist between the rhetoric and the reality of technology use in education? All these questions are based around challenging prevailing presumptions of the technological transformation of education.

      As a former teacher these were my thought exactly. Polk County school board pushes teachers to use technology in the classroom but they do not give appropriate resources for it except 3 tablets and 2 classroom computers. It is up to the teacher to figure out how to use it. Some schools have a program that is used, for example, my school used Smarty Ants, but the research was not there to see if students actually improved or not.

    1. “Kobe Bryant has never cheated the game,” Johnson said before tipoff. “He has never cheated us fans. He has played hurt and we have five championship banners to show for it. When you think about this town for the last 20 years, this man has been the biggest and greatest celebrity we’ve had…. He’s the greatest to wear the purple and gold.” In the fourth quarter, as Bryant made shot after shot against the Utah Jazz, on his way to 60 points, the arena was filled with a steady, deafening cheer. Bryant picked up a microphone afterward to address the crowd.

      NBA Accolades

  3. Apr 2020
    1. But I went down the stone stairs to the hall where I had entered originally. I found I could pull back the bolts easily enough and unhook the great chains. But the door was locked, and the key was gone! That key must be in the Count’s room. I must watch should his door be unlocked, so that I may get it and escape

      I can definitely picture this as a game setting. Sorry this isnt any help, just thought I would point this out!

    2. That key must be in the Count’s room. I must watch should his door be unlocked, so that I may get it and escape.

      This represents a goal or objective for the main character. This can be used as an objective in a game, guiding the player on what to look for.

    1. 23HOW BLOCKCHAIN IS TRANSFORMING THE CREATIVE INDUSTRIES© 2017 BLOCKCHAIN RESEARCH INSTITUTEthey suggest, that it is simply not possible for contracts to specify all possible contingencies. “Companies,” they assert, “exist in large part because well-functioning complete contracts are impossible to write, not because they’re too difficult or costly to enforce.”133 McAfee and Brynjolfsson are confident that companies will be part of the economic landscape “for a long time to come.”134There are significant concerns relating to token sales, the recent growth of which raises important questions of regulation, governance, and stewardship.135 Certainly, we need standards at both platform and application levels. Some have argued that multiple blockchains within the music industry, for instance, could be a nightmare.136 Others have suggested that every company could participate in a number of blockchains, be they private, semi-private, or public.137 Indeed, we could end up with not one but many blockchains, and so the need for interoperability will be acute.138Standards and delivery will require multi-stakeholder stewardship at the platform level, the application level, and for the ecosystem as a whole.139The list of implementation challenges, then, is substantial.140 Still, our current IP system is broken, with the notice-and-takedown practice resembling an unwinnable game of whack-a-mole. Blockchain technology, though still emergent, seems to have revolutionary potential with diverse socio-economic applications.141By one estimate,ten percent of global gross domestic product (GDP) might be stored on blockchains by 2025.142The technology, with its “unprecedented capabilities to create and trade value in society,” might be “the foundational platform of the Fourth Industrial Revolution,” underpinning other innovations from artificial intelligence to the Internet of Things.

      .

    1. the staccato pulse of reports merely amplifies the wobbliness of the scientific process, turns incremental bits of evidence into game changers, and intensifies the already-palpable sense of uncertainty that drives people toward misinformation.

      Indeed. We're seeing science play out before our eyes but demanding that it happen more quickly than is possible.

    1. hen John Manley tested positive for COVID-19, his sister urged him to get on the malaria drug that she’d heard Fox News hosts plugging and that President Donald Trump was heralding as a potential “game changer” for fighting the coronavirus.

      I have discusses this a month ago, and people should still be very skeptical to take this drug because the effects are still not quite known.

    1. I set it with a few clicks at Travis CI, and by creating a .travis.yml file in the repo

      You can set CI with a few clicks using Travis CI and creating a .travis.yml file in your repo:

      language: node_js
      node_js: node
      
      before_script:
        - npm install -g typescript
        - npm install codecov -g
      
      script:
        - yarn lint
        - yarn build
        - yarn test
        - yarn build-docs
      
      after_success:
        - codecov
      
    2. I set it with a few clicks at Travis CI, and by creating a .travis.yml file in the repo

      You can set CI with a few clicks using Travis CI and creating a .travis.yml file in your repo:

      language: node_js
      node_js: node
      
      before_script:
        - npm install -g typescript
        - npm install codecov -g
      
      script:
        - yarn lint
        - yarn build
        - yarn test
        - yarn build-docs
      
      after_success:
        - codecov
      
    1. As a result of the population disaster brought about by the Columbian Exchange, European colonists in the Americas frequently found open fields waiting for their farmers and well-fed herds of game animals waiting for their hunters.

      This can also be argued on the europeans and how they would steal the farms and steal the game to hunt.

    1. The earliest emperors began large public works programs including construction of what they called Long Walls which later formed the basis of the Great Wall of China

      This is another example on how the public can work to build something like this and get it done. We have things like this in todays system but China in this time was ahead of the game.

  4. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. There is no single definitive way of enjoying a game or of talking about what constitutes ‘fun.’

      I would agree with this. I am not good at a variety of video games such as first person shooter games or Super Mario Brothers. However, I still enjoy playing the games. In super Mario Brothers, after your character dies you can still push buttons on the remote to make different sound effects. This is usually what I find myself doing whilst the rest of my friends are still collecting coins and racing the clock.

    2. A queer video game like those described through the language of empathy may last only a few minutes. By contrast, to feel as a queer subject truly feels, one must live the full, long length of a queer life, with every moment of its joys and its pains. That is not to say that straight, cisgender players should not play these queer games. Instead, we need an adjustment of affective expectation from empathy (an appropriation of queer experience) to compassion (an increased awareness of and sensitivity toward queer experience)

      Ruberg argues that it is not empathy that we should be concerned with as a by-product of games, but "compassion", which balances better what can be achieved emotionally in the game context.

    3. This work, as queer games scholar Diana Mari Pozo has argued, “show[s] how framing queer game design in terms of empathy risks displacing queer, particularly transgender women, game designers and their fans from their own movement, foregrounding instead the emotional edification of cisgender and/or straight audiences.”

      Here is a problem with empathy: it keeps its focus on normative individuals rather than the non-normative individuals who live the experience (and who can't just come and go).

    4. “People who aren’t on the inside of the game world often tell me they fear that games numb players to other people, stifling empathy and creating a generation of isolated, antisocial loners,” she writes. However, argues Isbister, “Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences.”

      Here is the statement of a common viewpoint about video games being antisocial (harmful) and a counter-argument (because they foster empathy this redeems video games). But Ruberg isn't content with just a push-back and finds some worrisome aspects to lauding video games as a source of "empathy" training.

    5. A quick Google image search, for example, suggests that hegemonic media culture envisions negative emotions like anger and boredom as potentially acceptable responses for white male game players, but not for non-men or players of color. In instances like this one, Google image search, although far from comprehensive or objective as a scholarly tool, serves as a useful window into our culture’s visual shorthands for slippery concepts. Searching for “boys playing video games,” or simply “playing video games,” turns up scores of images of white, male children with controllers in their hands, expressing everything from ecstasy to confusion to rage. Searching for girls and people of color playing games turns up all happy, smiling faces. Players who fall outside of the stereotypical gamer norm are only acceptable as visible subjects when they are having fun.

      Interesting outcome!

    6. Why is it important to challenge game designers, players, and commentators to reimagine the relationship between fun and video games? As much as it is a personal matter, no fun is also a matter of diversity. Fun as a monolithic principle silences the voices of marginalized gamers and promotes reactionary, territorial behavior from within privileged spaces of games culture. Moving beyond fun, by contrast, opens up whole genres of possibilities, many of them queer. The spirit of no-fun is the spirit of alternatives, of disruptions, of difference.

      Again, restating Ruberg's thesis, in light of this new topic as outlined in the chapter.

    7. Eyestrain, dizziness, and increased heart rates have also all been reported by users of early generations of the Oculus Rift after only a few minutes of gameplay.

      Here's a game phenomenon that I wouldn't have associated with the topic of the chapter, but it makes perfect sense once Ruberg points it out.

    8. Yet I would posit that simply knowing that the game is offensive does not suffice to make sense of the uncomfortable feelings it inspires. It is equally, if not more, important to experience the alarm that comes with playing—that worrying sense that a player is complicit when they maneuver the cowboy toward his abhorrent goa

      This is an excellent insight about the difference in alarm between knowing that a game does something offenseive and playing the game and experiencing it.

    9. Elsewhere in this book, I describe playing queer as a way of doing in a game: whether to win or to fail, to move through space and time too quickly or too slowly, or to halt and refuse to act.

      I also wonder where "cheating" fits into this -- is the expectation that gamers should look outside the game to learn how to beat the game? Is that a kind of "self-education" that is seen positively, or is it a kind of "laziness" (riding on someone else's work) that is seen negatively? Does cheating make you a "bad" gamer, or is it part of being a "good" gamer? Or is it somehow neutral? If any of you have any thoughts, I'm curious as to how you think about it.

    10. What new insights could be uncovered by supplementing this structural approach with a phenomenological perspective—by analyzing games for their affective rhetoric: the language of the feelings they invoke, how they communicate emotions to their players, how designing affect is interwoven in the art of game design? Like any art form, video games can and do engender a wide range of feelings. The traditional and often myopic focus on fun forecloses a rich array of difficult or “negative” emotions that can in fact shape a game’s message as much as (if not more than) its content and mechanics.

      This is a good summing up of Ruberg's thesis.

    11. Thus, despite the proliferation of emotional experiences that games can engender, video-game affect and its implications have been understood within relatively limited terms.

      Here's the key point to why Ruberg approaches the issue this way in this chapter.

    12. Each time my driver respawns, I do it again. A kind of ecstasy takes over—the ecstasy of self-destruction—and I repeat my feat of defiance until all my lives are lost.

      I can definitely relate in the sense that if I am trying to maneuver through a game and I can't seem to make anything happen correctly and almost immediately get "punished" the idea of taking revenge by deliberately engineering my own destruction as the goal kind of flips off the designer, giving me back some control...which feels good!

    13. After only nine seconds of gameplay, I crash into a wall. “Game over,” intones a pitiless announcer, followed quickly by the imperative: “Again.” And I do play again, and I die again. Seven seconds, ten seconds, six seconds. Game over, game over, game over. For a player like me, this is not training. I am not improving. Honestly, I am just not very good.

      I find this very funny...both what Ruberg is doing, but also the idea that others do this as well but we tend not to think it worth noting.

    14. It also demonstrates how players can make space within the prescribed boundaries of seemingly “straight” video games for strategies of resistance and for remaking the (game) world through their own queer affect.

      So maybe playing games in a "no fun" way can feel good (because of retaining your own agency), is I think one way to look at this.

    15. This chapter represents the second of three that looks to how queerness can be brought to video games by their players.

      Here Ruberg is doing something different in this chapter than in the first section (chapters 1-4). The exploration in this chapter is in the decisions that a player makes about how to play the game -- which may not be at all how the designer thinks (and the rules regulate) how it should be played. So insisting on making the game "behave differently" relates to Ruberg's concept of what "queering" means.

    1. Later that fall, she asks you to join her at,the Harvard-Yale footoall game. It is a favorite tradition of hers, and she has flown there for the occasion, but she needs to be back in Indiana earlier than expected. ·"If you drive there, you can bring me back," she says. You drive from Iowa to ·Connecticut to meet her. And so after a day of autumn temperatures and flask sips and people in furs and expensive bottles of champagne rolling around on the muddy ground like Budweiser cans, you sleep hard in an uncomfortable hotel bed. The next afternoon-after delays, and brunch with .her friends, and more delays-you prepare to leave. She is a reckless driver--nothing has changed since that trip to Savannah-so you get behind the wheel of your car without asking. You pull away.from New Haven alternating between the r~dio, conver-sation, and silence. You scoot down through Connecticut and New York. In Pennsylvania the light drops away early, and rain glosses the pavement. Somewhere in the middle of the endless, hilly length of this state, the one yml d grown up in, she interrupts herself midsentence

      almost half of the beginning of this section employs a second person, disassociated narrative style then transitions into dialogue- almost like diaz' style

    2. Afterward, you feel happy. Then you feel guilty for feeling happy, then happy again. You've won the game. You didn't know you were playing, but you've won the game just the same.

      I feel like she is sad in this passage. She gets this gut feeling that something is wrong when she gets this phone call. However, she feels relieved but at the same time she also feels guilty. I think her guilt could be that she wants to have Val back in her life but not as a friend, as a partner because we know she is in a abusive relationship and she wants someone to truly love her for her. But she is too scared to open up because she doesn't want to get hurt again.

    3. And, as though you'd slept, a new day begins agai

      What we see here is the narrator staying in a relationship with someone she knows she should not be with anymore. After a hectic day driving back from the Harvard- Yale football game, a drive where they kept fighting and yelling with each other, the narrator decides not to sleep as soon as they get home. She says that if she sleeps then she will just forget what happened this day, so she stays up all night because she wants to remember; she wants to remember everything that the girlfriend told her, she wants to remember her calling her a “selfish bitch”, and she wants remember that she could have died because of her. Therefore, she doesn't want to push this memory in the back of her head because she wants to give herself a reason to leave. However, when she says “ and as though you’d slept, a new day begins again”, it is evident that she chose to forget everything about that drive back even though she did not sleep it off. This just comes to show how hard it is to leave toxic relationships, people just choose to stay because they do not have the power nor strength to leave. They would much rather stay and forget, than to leave and remember. Hence why the title of this chapter is called River Lethe. In Greek mythology, this was a river of forgetfulness, which implies that just like this river the narrator wants to forget that she is a verbally abusive woman.

    1. Suppose you have only two rolls of dice. then your best strategy would be to take the first roll if its outcome is more than its expected value (ie 3.5) and to roll again if it is less.

      Expected payoff of a dice game:

      Description: You have the option to throw a die up to three times. You will earn the face value of the die. You have the option to stop after each throw and walk away with the money earned. The earnings are not additive. What is the expected payoff of this game?

      Rolling twice: $$\frac{1}{6}(6+5+4) + \frac{1}{2}3.5 = 4.25.$$

      Rolling three times: $$\frac{1}{6}(6+5) + \frac{2}{3}4.25 = 4 + \frac{2}{3}$$

    1. If you are want pups and/or to support us and our artists but can't afford full price, you can back at this special half-price level with reduced shipping ($2), no questions asked. You'll still get the game + stickers, because we want to get cute pups on every table we can this summer.

      It's interesting to observe that

      • 149 backers backed at this half-price level
      • 656 backers backed at the full price

      What I want to know is, did everyone who backed at full price realize there was the option to get the same reward for half the price? Anyway, that's awesome that they're willing to support this project at that level.

    1. Then turning to Mr. Bennet, he offered himself as his antagonist at backgammon. Mr. Bennet accepted the chal-lenge, observing that he acted very wisely in leaving the girls to their own trifling amusements.

      Mr. Collins seems insulted, but accepts the family's apologies and joins Mr. Bennet in a game of backgammon.

    1. Competition exists when there is comparison, and comparison does not bring about excellence.

      Disagree. It does once you master the "Inner Game" the way John Galway explains it. Competition then is your ally to find the best version of yourself. To do things you did not think you could because your opponent helped you bring this out of you. And so it is in Aikido and value of a good opponent.

    1. “Poor game design is one of the key failings of many gamified applications today,” he says. “The focus is on the obvious game mechanics, such as points, badges and leader boards, rather than the more subtle and more important game design elements, such as balancing competition and collaboration, or defining a meaningful game economy.”

      all these quotes are good

    2. "Games are engaging for many reasons," says Margaret Robertson, New York-based managing director of UK game design company Hide&Seek. "Importantly they have a dynamic structure in which things happen when you take actions, there are challenging goals and objectives, impediments and a real risk of failure. Most things that are called gamification simply involve the use of points and badges and don't come close to constituting a game. A better name would be pointsification."

      having a similar point as me: a good gamification should be game more than work, like the video from gamker, the one about Ring Fit Adventure.

    3. "Game-based techniques can be applied to many more aspects of life than people might think," says Kevin Werbach, an associate professor of legal studies and business ethics at the University of Pennsylvania who teaches a course on gamification. "The structures and procedures that game designers have developed can be applied just as well to the work place and social impact situations such as global warming or environmental sustainability." Opower, for example, is software designed to help people cut their energy use by completing challenges, earning points and badges, working in groups and sharing tips

      positive point toward gamification

    4. "We realised you could take the game mechanics that game designers had been using for years such as competition, real-time feedback and goal-setting, and apply them elsewhere," says Paharia. "Outside of gaming they still work to drive behaviour because they are based on satisfying fundamental human needs and desires."

      so gamification != game?

    1. Current computational models suggest that paranoia may be explained by stronger higher-order beliefs about others and increased sensitivity to environments. However, it is unclear whether this applies to social contexts, and whether it is specific to harmful intent attributions, the live expression of paranoia. We sought to fill this gap this by fitting a computational model to data (n = 1754) from a modified serial dictator game, to explore whether pre-existing paranoia could be accounted by specific alterations to cognitive parameters characterising harmful intent attributions. We constructed a ‘Bayesian brain’ model of others’ intent, which we fitted to harmful intent and self-interest attributions made over 18 trials, across three different partners. We found that pre-existing paranoia was associated with greater uncertainty about other’s actions. It moderated the relationship between learning rates and harmful intent attributions, making harmful intent attributions less reliant on prior interactions. Overall, the level of harmful intent attributions was inversely related to their precision, and importantly, the opposite was true for self-interest attributions. Our results explain how pre-existing paranoia may be the result of an increased need to attend to immediate experiences in determining intentional threat, at the expense of what is already known, and more broadly, they suggest that environments that induce greater probabilities of harmful intent attributions may also induce states of uncertainty, potentially as an adaptive mechanism to better detect threatening others. Importantly, we suggest that if paranoia were able to be explained exclusively by domain-general alterations we wouldn’t observe differential parameter estimates underlying harmful-intent and self-interest attributions.
    1. [SubjectName] won the last- ever episode of the BBC television game show The Weakest [OtherPersonName], in [Month] [Year]. [GenderedWord] had previously appeared on the programme in [Year], at the age of 19.

      High aptitude for trivia suggests a masculine personality.

    1. former colleague, Oralgaisha Omarshanova, who remains missing since [Year]. [GenderedWord] disappeared while investigating links between the murder of a fallen former manager of Kazakhmys and what the government claims was an unrelated mob attack

      This is like gang wars, a young man's game.

    1. [SubjectName] won the last- ever episode of the BBC television game show The Weakest [OtherPersonName], in [Month] [Year]. [GenderedWord] had previously appeared on the programme in [Year], at the age of 19.

      sounds more like a female timeline that I know

    1. The big thing about AC3 is that the historical Charles Lee is divided into two characters in the game. This is something known in tvtropes as Decomposite Character. There are two Charles Lees in this game. One is the game's Charles Lee, an insulting, cantankerous, frowning soldier, and Haytham who gets the historical Lee's rumored relations with a Mohawk chieftain's daughter.

      say that this is a historical innacuracy

    1. The rate of college tuition compared to other consumer goods.

      this is just price discrimination by universities. So that means that rich people aren't inherently wiser, but that they are willing to play the game, because the game still produces benefits, though it may be due to the water breaks rather than the goals scored.

    Annotators

    1. Instead, each tale is beautiful in its own sad way. Sam, Lewis and Barbara’s stories are particularly well-crafted, and Milton’s will be a joy for fans of The Unfinished Swan. But Gregory’s passing is the one that will stay with me for a long, long time. It's a crushingly ordinary moment, painful because unlike some other Finch tales, it’s all too plausible.

      You can talk about different parts of the game, but don't spoil it.

    2. It’s about Sven, who enjoyed woodcarving, and Calvin, who liked rocket ships. It’s about remembering that people are more than just how they ended.

      The writer hints at the theme(s) of the game.

    3. Developer Giant Sparrow is no stranger to sadness. Its previous game, The Unfinished Swan, is about a young boy coming to terms with the death of his mother. Sadness is a difficult thing to convey convincingly in a game. Grief is more easily evoked — kill off a favorite character and boom, your player is sad and angry and hurt and all the things that come with a loss.

      Background knowledge on the game developer.

    4. What Remains of Edith Finch is a very sad game, because it does the hard work of letting you get to know each member of the Finch family before taking them away.

      She's making her case for why it's a heartbreakingly sweet game. Gives evidence of great character development that makes us care about the characters.

    1. -crafting new knowledge through the process of making and interpreting unexpected connections

      I got the image of the "telephone" writing game form school. How new knowledge and narrative are made from unexpected connections provided by the previous writing.

    1. Constantine told me, “Jeff recognized what he was asking for was impractical. He said if we advised social distancing right away there would be zero acceptance. And so the question was: What can we say today so that people will be ready to hear what we need to say tomorrow?” In e-mails and phone calls, the men began playing a game: What was the most extreme advice they could give that people wouldn’t scoff at? Considering what would likely be happening four days from then, what would they regret not having said?

      I found this particularly interesting. This acknowledgement that the reception of social distancing instructions would be critical to their effectiveness..and the calculated attempt to inform and persuade people incrementally...the strategic communications here really mattered!

    1. “Hey, I have a good idea for a game,” I said. “It’s called the function machine game. I will think of a function machine. You tell me things to put into the function machine, and I will tell you what comes out. Then you have to guess what the function machine does.” He immediately liked this game and it has been a huge hit; he wants to play it all the time. We played it while driving to a party yesterday, and we played it this morning while I was in the shower.

      Great idea for a game with your kids to develop logical thinking in them

  5. newdiscourses.com newdiscourses.com
    1. “knowledge is power”

      This aphorism really refers to the kind of predictive, pragmatic truths you cite science as claiming. (And indeed, false cultural belief is typically modeled as a liability, in the game theory.)

    1. In late December, the two were sitting courtside for a game between the Brooklyn Nets and Atlanta Hawks. Cameras caught Bryant appearing to be teaching Gigi the game.

      This is great because it uses images and it really depicts Kobe as a 'Girl Dad' and shows his passion for helping his daughter become the greatest.

    1. In Super Mario Maker, players pay for a software product that invites labor: making Super Mario Bros. levels for other owners of the software to play. Playbor isn’t for just games either: It also describes the digital economy more broadly. When you post to Instagram or Twitter or Facebook, for example, your leisure (sharing with friends) doubles as unpaid work for social-network services, which use the results to sow others’ leisure. Likewise, when you feel obliged to check work email or Slack at all hours, you confuse work with leisure until no boundary exists between the two.

      Are all forms of self-expression just labor too?

    1. The spread of COVID-19 represents a global public health crisis, yet some nations have been more effective at limiting the spread of the virus and the likelihood that people die from infection. Here we show that institutional and cultural factors combine to explain these cross-cultural differences. Nations with efficient governments and tight cultures have been most effective at limiting COVID-19’s infection rate and mortality likelihood. An evolutionary game theory model suggests that these trends may be partly driven by variation in adherence to cooperative norms across nations. We summarize basic and policy implications of these findings.
    1. Incentive structures shape scientists' research practices. One incentive in particular, rewarding priority of publication, is hypothesized to harm scientific reliability by promoting rushed, low-quality research. Here, we develop a laboratory experiment to test whether competition affects information sampling and guessing accuracy in a game that mirrors aspects of scientific investigation. In our experiment, individuals gather data in order to guess true states of the world and face a tradeoff between guessing quickly and increasing accuracy by acquiring more information. To test whether competition affects accuracy, we compare a treatment in which individuals are rewarded for each correct guess to a treatment where individuals face the possibility of being ‘scooped’ by a competitor. In a second set of conditions, we make information acquisition contingent on solving arithmetic problems to test whether competition increases individual effort (i.e. arithmetic-problem solving speed). We find that competition causes individuals to make guesses using less information, thereby reducing their accuracy (H1a and H1b confirmed). We find no evidence that competition increases individual effort (H2, inconclusive evidence). Our experiment provides proof of concept that rewarding priority of publication can incentivize individuals to acquire less information, producing lower-quality research as a consequence.
    1. In choices between uncertain options, information search can increase the chances of distinguishing good from bad options. However, many choices are made in the presence of other choosers who may seize the better option while one is still engaged in search. How long do (and should) people search before choosing between uncertain options in the presence of such competition? To address this question, we introduce a new experimental paradigm called the competitive sampling game. We use both simulation and empirical data to compare search and choice between competitive and solitary environments. Simulation results show that minimal search is adaptive when one expects competitors to choose quickly or is uncertain about how long competitors will search. Descriptively, we observe that competition drastically reduces information search prior to choice.
    1. Inspired by Grand Theft Auto, the question motivating this essay is: what would happen if we put the resources and talent of a major video game or movie studio toward creating great explanations, rather than pure entertainment products? What could Rockstar Games achieve if they spent even a tiny fraction of that quarter billion dollars creating, say, a digital reimagining of the physicist Richard Feynman's famous Feynman Lectures on Physics? Or what happens if a movie director such as James Cameron, the creator of movies such as Avatar and Titanic, turns his resources toward reinventing a classic such as Molecular Biology of the Cell?

      Instead, billions are spent on beautiful school facades and achieving arbitrary quotas (low-leverage parameters).

    1. “Although you can get customers to buy quality wares and influence sales of products provided by your brand, it might take some time before you can build your online reputation, your influence as a musician, and a long-term loyal fan base.This means that although you’ll be investing a lot of time, effort and even money, it is unlikely for you to just shoot up the ranks overnight. In fact, no social media marketing strategy can make you popular overnight which means you must keep your professional social media marketing game up.” (Chifley, 2018).

      block quote

    1. BO also announced that it would play the entirety of its 144-game schedule with the postseason pushed to Nov. 4-27, all to be contested at one ballpark, the Gocheok Skydome, home of the Kiwoom Heroes.

      They seemingly are planning to play entire seasons while other countries don't even know if their teams can play at all.

    1. These games seem to defy the normal rules of motivation and engagement—but on closer examination, they’re not exceptional at all.

      if you can find the right formula like making the game super hard you can feed into people addictiveness and thats all you really need to do in a game.

    2. are infamous and addictive for the same reason—they’re superhard

      Some people love to be challenged if makes them feel they are superior if they can find the game easy or are successful in the game.

  6. storymaps.arcgis.com storymaps.arcgis.com
    1. A player coming out of high school into a single A team will get less than a player that has graduated college and is going on to a double or triple A team. Other than this signing bonus, player accounts reveal they are paid “between $45 and $80 per game, depending on your level,” but that they were required to find their own housing and buy their own equipment. In fact, an organization called “More Than Baseball” aims to engage the MLB fan base into supporting Minor leaguers as they try to pay for housing, food, equipment, clubhouse dues, and more. The fact that this organization exists demonstrates a problem within the MLB, in the way they treat the majority of their workforce can be called negligent or indifferent at best. Relying on fan base support to care for the majority of workers in the labor force exposes the incompetence or indifference of MLB officials. I suppose the question must be asked if playing in the Minors is a real job, whether it holds the credibility to be a person’s one and only source of income. In my opinion, the answer to this question is yes. Players are required to put in more of their own personal time and energy into playing in the Minors than most minimum wage-paying jobs. Granted, an eight hour work day is not as quantifiable in the Minors as it is in an entry level job “regular” job, however, that fact doesn’t take away from any of the labor that these athletes must put into their game. The commitment that is asked of these players is enormous, and essentially, these young people willingly put their entire futures on the line to be considered for the bigs, accepting an indefinite amount of time with unsubstantial pay. 

      Transition into this paragraph could be more effective.

    1. Prologue:

      Federalism => competition between states => one (small) state, S. Dakota, abolishing long-standing laws that prevented usury => growth of trillion dollar credit card debt industry

      See also Little South Dakota (pop. 833,000) holds $2.5 trillion in bank assets — more than any other state. Here's why. (The Atlantic, 2013):

      • But when state leaders, desperate to attract outside businesses during the economic recession of the early 1980s, changed South Dakota's usury laws to eliminate the cap on interest rates and fees, Citibank came calling...The deal was breathtakingly quid pro quo, with then-Gov. Bill Janklow's chief-of-staff leaving to become president and CEO of Citibank South Dakota.

      AND then the abolishing of laws against perpetuities

      In 1983, he abolished the rule against perpetuities and, from that moment on, property placed in trust in South Dakota would stay there for ever. A rule created by English judges after centuries of consideration was erased by a law of just 19 words. Aristocracy was back in the game.

      The Tax Justice Network (TJN) still ranks Switzerland as the most pernicious tax haven in the world in its Financial Secrecy Index, but the US is now in second place and climbing fast, having overtaken the Cayman Islands, Hong Kong and Luxembourg since Fatca was introduced. “While the United States has pioneered powerful ways to defend itself against foreign tax havens, it has not seriously addressed its own role in attracting illicit financial flows and supporting tax evasion,” said the TJN in the report accompanying the 2018 index. In just three years, the amount of money held via secretive structures in the US had increased by 14%, the TJN said.

      Here is an example from one academic paper on South Dakotan trusts: after 200 years, $1m placed in trust and growing tax-free at an annual rate of 6% will have become $136bn. After 300 years, it will have grown to $50.4tn. That is more than twice the current size of the US economy, and this trust will last for ever, assuming that society doesn’t collapse altogether under the weight of this ever-swelling leach.

      If the richest members of society are able to pass on their wealth tax-free to their heirs, in perpetuity, then they will keep getting richer than those of us who can’t. In fact, the tax rate for everyone else will probably have to rise, to make up for the shortfall caused by the wealthiest members of societies opting out, which will just make the problem worse. Eric Kades, the law professor at William & Mary Law School, thinks that South Dakota’s decision to abolish the rule against perpetuities for the short term benefit of its economy will prove to have been a long-term catastrophe. “In 50 or 100 years, it will turn out to have been an absolute disaster,” said Kades. “Now we’re going to have a bunch of wealthy families, and no one will be able to piss away that wealth, it will stay in the family for ever. This just locks in advantage.”

      All effected by one man

      And upheld by this 1978 SCOTUS case which allowed banks to export interest rates based on where they were "headquartered," — sound similar to the Irish tax dodge? (based on where the IP was owned)

    1. "What if most rich assholes are made, not born?"

      What if the cold-heartedness so often associated with the upper crust—let's call it Rich Asshole Syndrome—isn’t the result of having been raised by a parade of resentful nannies, too many sailing lessons, or repeated caviar overdoses, but the compounded disappointment of being lucky but still feeling unfulfilled? We’re told that those with the most toys are winning, that money represents points on the scoreboard of life. But what if that tired story is just another facet of a scam in which we’re all getting ripped off?

      In New York, I’d developed psychological defenses against the desperation I saw in the streets. I told myself that there were social services for homeless people, that they would just use my money to buy drugs or booze, that they’d probably brought their situation on themselves. But none of that worked with these Indian kids. There were no shelters waiting to receive them. I saw them sleeping in the streets at night, huddled together for warmth, like puppies. They weren’t going to spend my money unwisely. They weren’t even asking for money. They were just staring at my food like the starving creatures they were.

      The social distance separating rich and poor, like so many of the other distances that separate us from each other, only entered human experience after the advent of agriculture and the hierarchical civilizations that followed, which is why it’s so psychologically difficult to twist your soul into a shape that allows you to ignore starving children standing close enough to smell your plate of curry. You’ve got to silence the inner voice calling for justice and for fairness. But we silence this ancient, insistent voice at great cost to our own psychological well-being.

      When volunteers in their studies placed the interests of others before their own, a primitive part of the brain normally associated with food or sex was activated. When researchers measured vagal tone (an indicator of feeling safe and calm) in 74 preschoolers, they found that children who’d donated tokens to help sick kids had much better readings than those who’d kept all their tokens for themselves. Jonas Miller, the lead investigator, said that the findings suggested “we might be wired from a young age to derive a sense of safety from providing care for others.”

      Psychologists Dacher Keltner and Paul Piff monitored intersections with four-way stop signs and found that people in expensive cars were four times more likely to cut in front of other drivers, compared to folks in more modest vehicles. When the researchers posed as pedestrians waiting to cross a street, all the drivers in cheap cars respected their right of way, while those in expensive cars drove right on by 46.2 percent of the time, even when they’d made eye contact with the pedestrians waiting to cross. Other studies by the same team showed that wealthier subjects were more likely to cheat at an array of tasks and games. For example, Keltner reported that wealthier subjects were far more likely to claim they’d won a computer game—even though the game was rigged so that winning was impossible. Wealthy subjects were more likely to lie in negotiations and excuse unethical behavior at work, like lying to clients in order to make more money. When Keltner and Piff left a jar of candy in the entrance to their lab with a sign saying whatever was left over would be given to kids at a nearby school, they found that wealthier people stole more candy from the babies.

      Books such as Snakes in Suits: When Psychopaths Go to Work and The Psychopath Test argue that many traits characteristic of psychopaths are celebrated in business: ruthlessness, a convenient absence of social conscience, a single-minded focus on “success.” But while psychopaths may be ideally suited to some of the most lucrative professions, I’m arguing something different here. It’s not just that heartless people are more likely to become rich. I’m saying that being rich tends to corrode whatever heart you’ve got left. I’m suggesting, in other words, that it’s likely the wealthy subjects who participated in Muscatell’s study learned to be less unsettled by the photos of sick kids by the experience of being rich—much as I learned to ignore starving children in Rajastan so I could comfortably continue my vacation.

      What we’ve been finding across dozens of studies and thousands of participants across this country,” said Piff, “is that as a person’s levels of wealth increase, their feelings of compassion and empathy go down, and their feelings of entitlement, of deservingness, and their ideology of self-interest increases.”

      Institutions seeking to justify a fundamentally anti-human economic system constantly rebroadcast the message that winning the money game will bring satisfaction and happiness. But we’ve got around 300,000 years of ancestral experience telling us it just isn’t so. Selfishness may be essential to civilization, but that only raises the question of whether a civilization so out of step with our evolved nature makes sense for the human beings within it.

    1. Irony and unintended consequences, awesome article

      The battle between the authorities and drug traffickers is now more of an arms race than a game of cat and mouse. The global war on drugs has enriched organized crime around the globe; efforts to curb the drug business, at huge financial cost, have merely ended with more drug routes, more drugs, and more deaths. It’s no wonder drug trafficking is the lifeblood of organized crime, and that the market in drug trafficking now has an estimated annual global value of between $426 and $652 billion.

      Peter Andreas, a professor of international studies at Brown University and the author of Border Games: Policing the U.S.-Mexico Divide, put it more simply: “The future is synthetic.” Andreas said this will have all sorts of repercussions for border controls. “It is already extraordinarily difficult to interdict a portable, durable, and profitable product such as heroin or cocaine. But even more concentrated and potent synthetic drugs make reliance on border interdiction as a cornerstone of drug control even more irrational. Focusing more on demand than on supply becomes more urgent than ever.”

      The U.N. has warned that the global rise of methamphetamine—the world’s most prevalent illegal synthetic drug—has been “unprecedented” and “remarkable,” with global seizure quantities growing more than six times since 2008. Why? Meth is highly addictive, for one thing. But it’s also a whole lot easier to build an illicit lab than to start up a coca plantation.

      The U.S. government has identified China as the “principal source” not only for the fentanyl that has created the U.S. overdose crisis, but also for the precursor chemicals used by Mexican gangs to make methamphetamine. The same goes for the meth labs in the Golden Triangle, which are all equipped with Chinese precursor chemicals, which end up going back to China in the form of finished meth. China is also a key source of fake prescription pills, and is where most of the world’s new psychoactive substances are produced.

      And as these kingpins find new ways to skip border interdiction, American authorities find themselves largely unable to respond. The U.S. has no extradition agreement with China, and the U.S. does not have sway over Beijing like it had over the Colombian government’s attempts to tackle its major cocaine traffickers. The U.S. cannot send troops and military hardware to China to fight drug traffickers. And the more Trump rubs China the wrong way, the less likely it will assist in clamping down on people like Hong Kong Zaron. In the new drug trade, sucking up to China could prove more fruitful in stemming drugs coming into America than building a Mexican wall.

      The world’s second biggest economy—a nation that, ironically, was forced to import British opium or be bombed by gunboats during the Opium Wars in the mid 19th century—could soon become the world’s biggest illegal drug exporter.

      Analysis in the RAND report found that for illicit drug suppliers, “fentanyl’s potency and price make it an economically attractive alternative to heroin.” It said that, according to the U.S. Drug Enforcement Administration, “one kilogram of fentanyl, after being pressed into pills, could generate between $10 and $20 million in retail sales. After factoring in the minimal $3,500 per kilogram of product purchased online from China, dealers are attracted to the drug’s profitability. In comparison, heroin wholesales at $50,000 to $80,000 per kilogram and is a fraction of the potency, generating a profit of perhaps $200,000.”

      “It’s a bit of a nightmare how operationally simple it is for a single individual to be able to introduce so much fentanyl into the market using China and the internet,” tweeted Bryce Pardo, an associate policy researcher at the RAND Corporation. “At this rate with several years of declining life expectancy in the U.S. it’s not unreasonable to categorize this as a mass poisoning.”

    1. An insight into how social networks work

      Let's begin with two principles: (1)People are status-seeking monkeys, (2) People seek out the most efficient path to maximizing social capital.

      Why do some large social networks suddenly fade away, or lose out to new tiny networks? What ties many of these explanations together is social capital theory. Classic network effects theory [that a network’s utility increases with the number of users who use it] still holds, I’m not discarding it. Instead, let's append some social capital theory. Together, those form the two axes on which I like to analyze social network health. When modeling how successful social networks create a status game worth playing, a useful metaphor is one of the trendiest technologies: cryptocurrency.

      How is a new social network analogous to an ICO?

      (1) Each new social network issues a new form of social capital, a token.

      (2) You must show proof of work to earn the token.

      (3) Over time it becomes harder and harder to mine new tokens on each social network, creating built-in scarcity.

      (4) Many people, especially older folks, scoff at both social networks and cryptocurrencies.

      Perhaps you've read a long and thoughtful response by a random person on Quora or Reddit, or watched YouTube vloggers publishing night after night, or heard about popular Vine stars living in houses together, helping each other shoot and edit 6-second videos. While you can outsource Bitcoin mining to a computer, people still mine for social capital on social networks largely through their own blood, sweat, and tears.

      Almost every social network of note had an early signature proof of work hurdle. For Facebook it was posting some witty text-based status update. For Instagram, it was posting an interesting square photo. For Vine, an entertaining 6-second video. For Twitter, it was writing an amusing bit of text of 140 characters or fewer. Pinterest? Pinning a compelling photo. You can likely derive the proof of work for other networks like Quora and Reddit and Twitch and so on. Successful social networks don't pose trick questions at the start, it’s usually clear what they want from you.

      If you've ever joined one of these social networks early enough, you know that, on a relative basis, getting ahead of others in terms of social capital (followers, likes, etc.) is easier in the early days. Some people who were featured on recommended follower lists in the early days of Twitter have follower counts in the 7-figures, just as early masters of Musical.ly and Vine were accumulated massive and compounding follower counts. The more people who follow you, the more followers you gain because of leaderboards and recommended follower algorithms and other such common discovery mechanisms.

      Young people, with their much higher usage rate on social media, are the most sensitive and attuned demographic to the payback period and ROI on their social media labor. So, for example, young people tend not to like Twitter but do enjoy Instagram.

      It's not that Twitter doesn't dole out the occasional viral supernova; every so often someone composes a tweet that goes over 1K and then 10K likes or retweets (Twitter should allow people to buy a framed print of said tweet with a silver or gold 1K club or 10K club designation to supplement its monetization). But it’s not common, and most tweets are barely seen by anyone at all. Pair that with the fact that young people's bias towards and skill advantage in visual mediums over textual ones and it's not surprising Instagram is their social battleground of preference (video games might be the most lucrative battleground for the young if you broaden your definition of social networks, and that's entirely reasonable, though that arena skews male).

      The gradient of your network's social capital ROI can often govern your market share among different demographics. Young girls flocked to Musical.ly in its early days because they were uniquely good at the lip synch dance routine videos that were its bread and butter. In this age of neverending notifications, heavy social media users are hyper aware of differing status ROI among the apps they use.

      TikTok is an interesting new player in social media because its default feed, For You, relies on a machine learning algorithm to determine what each user sees; the feed of content from by creators you follow, in contrast, is hidden one pane over. If you are new to TikTok and have just uploaded a great video, the selection algorithm promises to distribute your post much more quickly than if you were on sharing it on a network that relies on the size of your following, which most people have to build up over a long period of time. Conversely, if you come up with one great video but the rest of your work is mediocre, you can't count on continued distribution on TikTok since your followers live mostly in a feed driven by the TikTok algorithm, not their follow graph.

      Why copying proof of work is lousy strategy for status-driven networks… Most clones have and will fail. The reason that matching the basic proof of work hurdle of an Status as a Service incumbent fails is that it generally duplicates the status game that already exists. By definition, if the proof of work is the same, you're not really creating a new status ladder game, and so there isn't a real compelling reason to switch when the new network really has no one in it.

      I once wrote about social networks that the network's the thing; that is, the composition of the graph once a social network reaches scale is its most unique quality. Copying some network's feature often isn’t sufficient if you can’t also copy its graph, but if you can apply the feature to some unique graph that you earned some other way, it can be a defensible advantage. Nothing illustrates this better than Facebook's attempts to win back the young from Snapchat by copying some of the network's ephemeral messaging features, or Facebook's attempt to copy TikTok with Lasso, or, well Facebook's attempt to duplicate just about every social app with any traction anywhere. The problem with copying Snapchat is that, well, the reason young people left Facebook for Snapchat was in large part because their parents had invaded Facebook. You don't leave a party with your classmates to go back to one your parents are throwing just because your dad brings in a keg and offer to play beer pong.

      I think the Stories format is a genuine innovation on the social modesty problem of social networks. That is, all but the most egregious showoffs feel squeamish about publishing too much to their followers. Stories, by putting the onus on the viewer to pull that content, allows everyone to publish away guilt-free, without regard for the craft that regular posts demand in the ever escalating game that is life publishing. In a world where algorithmic feeds break up your sequence of posts, Stories also allow gifted creators to create sequential narratives. In the annals of tech, and perhaps the world, the event that created the greatest social capital boom in history was the launch of Facebook's News Feed. Before News Feed, if you were on, say MySpace, or even on a Facebook before News Feed launched, you had to browse around to find all the activity in your network. Only a demographic of a particular age will recall having to click from one profile to another on MySpace while stalking one’s friends. It almost seems comical in hindsight, that we'd impose such a heavy UI burden on social media users. Can you imagine if, to see all the new photos posted in your Instagram network, you had to click through each profile one by one to see if they’d posted any new photos? I feel like my parents talking about how they had to walk miles to grade school through winter snow wearing moccasins of tree bark when I complain about the undue burden of social media browsing before the News Feed, but it truly was a monumental pain in the ass.

      By merging all updates from all the accounts you followed into a single continuous surface and having that serve as the default screen, Facebook News Feed simultaneously increased the efficiency of distribution of new posts and pitted all such posts against each other in what was effectively a single giant attention arena, complete with live updating scoreboards on each post. It was as if the panopticon inverted itself overnight, as if a giant spotlight turned on and suddenly all of us performing on Facebook for approval realized we were all in the same auditorium, on one large, connected infinite stage, singing karaoke to the same audience at the same time.

      It's difficult to overstate what a momentous sea change it was for hundreds of millions, and eventually billions, of humans who had grown up competing for status in small tribes, to suddenly be dropped into a talent show competing against EVERY PERSON THEY HAD EVER MET.

      Incidentally, teens and twenty-somethings, more so than the middle-aged and elderly, tend to juggle more identities. In middle and high school, kids have to maintain an identity among classmates at school, then another identity at home with family. Twenty-somethings craft one identity among coworkers during the day, then another among their friends outside of work. Often those spheres have differing status games, and there is some penalty to merging those identities. Anyone who has ever sent a text meant for their schoolmates to their parents, or emailed a boss or coworker something meant for their happy hour crew knows the treacherous nature of context collapse.

      Add to that this younger generation's preference for and facility with visual communication and it's clearly why the preferred social network of the young is Instagram and the preferred messenger Snapchat, both preferable to Facebook. Instagram because of the ease of creating multiple accounts to match one's portfolio of identities, Snapchat for its best in class ease of visual messaging privately to particular recipients. The expiration of content, whether explicitly executed on Instagram (you can easily kill off a meme account after you've outgrown it, for example), or automatically handled on a service like Snapchat, is a must-have feature for those for whom multiple identity management is a fact of life.

      Many types of social capital have qualities which render them fragile. Status relies on coordinated consensus to define the scarcity that determines its value. Consensus can shift in an instant. Recall the friend in Swingers, who, at every crowded LA party, quips, "This place is dead anyway." Or recall the wise words of noted sociologist Groucho Marx: "I don't care to belong to any club that will have me as a member."

      The Groucho Marx effect doesn't take effect immediately. In the beginning, a status hierarchy requires lower status people to join so that the higher status people have a sense of just how far above the masses they reside. It's silly to order bottle service at Hakkasan in Las Vegas if no one is sitting on the opposite side of the velvet ropes; a leaderboard with just a single high score is meaningless.

      Snapchat— Snapchat opens to a camera. If you want to text someone, it's extra work to swipe to the left pane to reach the text messaging screen. Remember Snapchat's original Best Friends list? I'm going to guess many of my readers don't, because, as noted earlier, old people probably didn't play that status game, if they'd even figured out how to use Snapchat by that point. This was just about as pure a status game feature as could be engineered for teens. Not only did it show the top three people you Snapped with most frequently, you could look at who the top three best friends were for any of your contacts. Essentially, it made the hierarchy of everyone's “friendships” public, making the popularity scoreboard explicit.

      As with aggregate follower counts and likes, the Best Friends list was a mechanism for people to accumulate a very specific form of social capital. From a platform perspective, however, there's a big problem with this feature: each user could only have one best friend. It put an artificial ceiling on the amount of social capital one could compete for and accumulate. In a clever move to unbound social capital accumulation and to turn a zero-sum game into a positive sum game, broadening the number of users working hard or engaging, Snapchat deprecated the very popular Best Friends list and replaced it with streaks.

      Social Arbitrage— Because social networks often attract different audiences, and because the configuration of graphs even when there are overlapping users often differ, opportunities exist to arbitrage social capital across apps. A prominent user of this tactic was @thefatjewish, the popular Instagram account (his real name was Josh Ostrovsky). He accumulated millions of followers on Instagram in large part by taking other people's jokes from Twitter and other social networks and then posting them as his own on Instagram. Not only did he rack up followers and likes by the millions, he even got signed with CAA! When he got called on it, he claimed it wasn't what he was about. He said, "Again, Instagram is just part of a larger thing I do. I have an army of interns working out of the back of a nail salon in Queens. We have so much stuff going on: I'm writing a book, I've got rosé. I need them to bathe me. I've got so many other things that I need them to do. It just didn't seem like something that was extremely dire." Which is really a long, bizarre way of saying, you caught me. Let he who does not have an army of interns bathing them throw the first stone.

    1. Walmart can be thought of as a bounded search for the optimal selection, inventory, and pricing of SKUs that a local market could support. It was bound, or constrained, by the characteristics of the local economy, and so each Walmart location was a direct reflection of the local market dynamics. The immensely difficult job of the local management team was to predict and implement the optimal mix that could theoretically have been found if every possible permutation were tested by the local economy. Undershooting or overshooting – that is, having too few or many SKUs, or too little or much inventory – would be a costly mistake. By the same token, higher-level managers were responsible for estimating the optimal size and location of the building itself, and for choosing the best associates to manage it, and so on. Each level of management, then, was tasked with managing their own level of the algorithm.

      Bezos, in other words, wanted to build an unbounded Walmart. By removing the constraint of geography – and therefore the local economy – and by adding search functionality, the new formula became simpler: the more SKUs it added, the more items would be discovered by customers; the more items that customers discovered, the more items they would buy. In this world of infinite shelf space, it wasn’t the quality of the selection that mattered – it was pure quantity. And with this insight, Amazon did not need to be nearly as good – let alone better – than Walmart at Walmart’s masterful game of vendor and SKU selection. Amazon just needed to be faster at aggregating SKUs – and therefore faster at onboarding vendors.

      To make sense of what started to happen after Amazon rolled out Marketplace, you have to understand that things get really weird when you run an unbounded search at internet-scale. When you remove “normal” constraints imposed by the physical world, the scale can get so massive that all of the normal approaches start to break down.

      So, what is Amazon? It started as an unbound Walmart, an algorithm for running an unbound search for global optima in the world of physical products. It became a platform for adapting that algorithm to any opportunity for customer-centric value creation that it encountered. If it devises a way to keep its incentive structures intact as it exposes itself through its ever-expanding external interfaces, it – or its various split-off subsidiaries – will dominate the economy for a generation. And if not, it’ll be just another company that seemed unstoppable until it wasn’t.

    1. “The most important thing is that we are not a news business. We are more like a search business or a social media platform,” Zhang said in a 2017 interview, adding that he employs no editors or reporters. “We are doing very innovative work. We are not a copycat of a U.S. company, both in product and technology.”

      The story of how Bytedance became a goliath begins with news site Jinri Toutiao but is tied more closely to a series of smart acquisitions and strategic expansions that propelled the company into mobile video and even beyond China. By nurturing a raft of successful apps, it’s gathered a force of hundreds of millions of users and now poses a threat to China’s largest internet operators. The company has evolved into a multi-faceted empire spanning video service Tik Tok -- known as Douyin locally -- and a plethora of platforms for everything from jokes to celebrity gossip.

      “The predominant issue in China’s internet is that the growth in users and the time each user spends online has slowed dramatically. It is becoming a zero-sum game, and costs for acquiring users and winning their time are increasing,” said Jerry Liu, an analyst with UBS. “What Bytedance has created is a group of apps that are very good at attracting users and retaining their time, in part, leveraging the traffic from Jinri Toutiao.”

      What Zhang perceived in 2012 was that Chinese mobile users struggled to find information they cared about on many apps. That’s partly because of the country’s draconian screening of information. Zhang thought he could do better than incumbents such as Baidu, which enjoyed a near-monopoly on search. The latter conflated advertising with search results, a botch that would later haunt the company via a series of medical scandals.

    1. Neopets” was the wireframe for a community of girls that continuously expanded its expressive reach. Not bound by the limitations of a traditional open-world game built on a console system, “Neopets” began a collaborative building exercise for those that played it. Even in the aspects of play that were regulated by “Neopets” developers, users provided input: A player could publish reported and researched stories or opinion pieces in the in-game newspaper, The Neopian Times, or build out shops that filled Neopia’s marketplace. Players gathered in forums and in guilds – partly responsible for the “Neopets” DIY media scene – to forge relationships and share experiences. Communities of storytellers, artists, reporters, designers, and poets emerged, alongside an economy that fed off its collaborators.

      Garcia and other girls like her, including Madison Kanna, now a software engineer, looked outside “Neopets'” set system to earn Neopoints, capitalizing on the skills that drew them to the site. “I would build profiles for people with HTML and CSS and exchange that for goods and supplies,” Kanna says. “Just going on and knowing I could create anything I wanted was huge.” Both women taught themselves as girls to design and code websites for their “Neopets,” and, in turn, started “businesses” designed to use those skills. “I designed my profile page, my shop,” Garcia says. “I coded everything. And what came out of that was my first tutorial site where I was teaching people – other girls, mostly – to code. I had a ‘staff member’ when I was 14, also writing tutorials. That’s what I was doing in my spare time.”

    1. Spontaneity is the big thing you'll miss

      Forget the calendar invite. Just jump into a conversation. That’s the idea powering a fresh batch of social startups poised to take advantage of our cleared schedules amidst quarantine. But they could also change the way we work and socialize long after COVID-19 by bringing the free-flowing, ad-hoc communication of parties and open office plans online. While “Live” has become synonymous with performative streaming, these new apps instead spread the limelight across several users as well as the task, game, or discussion at hand.

    1. So I'd have to encrypt them and the problem with encryption is decryption. If HIBP got comprehensively pwned itself - and that is always a possibility - to the extent where the encryption key was also exposed, it's game over. Or alternatively, if there's a flaw in the process that retrieves and displays the password such that it becomes visible to an unauthorised person, that's also a very serious issue.
    1. The game developers have taken part in what almost seems like a controlled demolition within their game world, inserting decay and failure to legitimize their take on cyberpunk

      Oh cool, this feels important!

    1. And helpless governors wakeTo resume their compulsory game:Who can release them now,Who can reach the deaf,Who can speak for the dumb?

      I think Auden is trying to say that the government lead the country into war without much thought for their people. Auden calls the war a "game" like the government is playing pieces on a board to gain the most power. While the whole country is affected by the negative factors of war, governors are continuing to play their "game". Unfortunately, citizens don't have the power to stop wars from happening.

    1. In addition to strings, Redis supports lists, sets, sorted sets, hashes, bit arrays, and hyperloglogs. Applications can use these more advanced data structures to support a variety of use cases. For example, you can use Redis Sorted Sets to easily implement a game leaderboard that keeps a list of players sorted by their rank.

      redis support more data structure memcached is k-v

      memCached is not highly available, beause lack of replication support like redis

    1. Finally, any certificate that affords special status, like the ability to work while others are quarantined, will create incentives for people to deliberately infect themselves or game the system with counterfeits. Immunity passports would unfairly “favor individuals who didn’t comply with social distancing and got sick early on,” said Alexandra Phelan of Georgetown University, who works on legal and policy issues related to infectious diseases. And “the idea that there would be a midpoint where some people could resume the right to be citizens and others could not is effectively an apartheid system,” said Sharon Abramowitz, a consultant at UNICEF who studies community responses to pandemics. “It might serve specific public-health ends, but in this society would be very problematic.” History affirms that concern: When yellow fever hit the American South in the 19th century, “immunoprivilege” worsened existing forms of discrimination while creating new ones.

      Morlokowie

    1. Adventure game for the TI99/4A, where the player attempts to use clues to figure out where the Wumpus is while avoiding running into him or dying to traps

      these are fragments. please make sure they're complete sentences

    1. During the past few days I've taken a step back in my thinking. Supposing that old man wasn't an executioner in disguise but really was a doctor-well, he'd still be a cannibal just the same.

      This annotation showed how the Madman was reacting towards his fellow community and how he a sense of paranoia with everyone including a doctor which only wants to help their patient. He obviously sees his paranoia just for the fact that he acknowledge the fact that the doctor might actually be a doctor trying to help and not harm. But at the end of the sentence he stated "He'd still be a cannibal just the same". This shows that he is still convinced everyone in the town is a cannibal and no will ever change their ways. He was lead to believe that everyone is a cannibal because he did not conform to societies rules and this made him an outcast. This quote exposes the ubiquity of such cannibalism and how everyone is an accomplice in the game of eating and being eaten.

    1. It is hard even to imagine a lifethat didn’t involve at least some tools, devices, or implements. Today, it is evenharder to imagine a life without complex technological systems of energy,transportation, waste management, and production.

      As I read this I simply thought to myself that this is nothing but the truth without technology I dont know what the world would be like. My generation was born into a tech world so all we know is technology like Iphones IPad laptops and game systems our world would be a whole lot different if these things didn't exist. I feel as if we wouldn't be as smart as a country if we didn't have it though that would only show how far behind we are as a whole. Its important for us to study ethics in technology because if we didn't know the ethics behind it nothing would make sense. This relates to idea that dash said about technology is used to create not to consume because technology opened doors for us in today's society.

    1. moral sense turns out to be an organ of considerable complexit

      Morality is "an organ." He says the same thing about language, (I think takes that phrase from Chomsky.) It's not that such an approach is necessarily entirely wrong, but seems too narrow, and subtly pushes the reader (in this case the general reader of NYT Magazine) to accept a whole set of assumptions before the game has really begun.

    2. a new field is using illusions to unmask a sixth sense, the moral sense. Moral intuitions are being drawn out of people in the lab, onWeb sites and in brain scanners, and are being explained with tools from game theory, neuroscience and evolutionary biology

      Pinker writes that this new field is "unmasking" the sixth sense, aka our moral sense. He could say evo psych researchers are making "arguments," and one way of thinking about morality is that it shares some similarities with physical senses, although the analogy is obviously partial at best. "Real" academics "unmask," revealing the pre-existing truth of an underlying human nature that we can identify through brain scans and lab work. The way he argues is very similar to Chomsly (as linguist) and echoes Chomskyan theory.

      Pinker describes a fascinating, rich new area of research. But he moves quickly to "naturalize" key terms and claims, trying to move a lot outside argument before he begins. If we accept this initial framing (or don't notice it) then much of the rest follows.

    1. human moral sense turns out to be an organ of considerable complexity,

      Morality is "an organ." He says the same thing about language, (I think takes that phrase from Chomsky.) It's not that such an approach is necessarily entirely wrong, but seems too narrow, and subtly pushes the reader (in this case the general reader of NYT Magazine) to accept a whole set of assumptions before the game has really begun.

    1. I also got ridiculously bored. I still chased the high of a well-liked post,

      compares social media to the thrills of a game, where the objective is to have the most, such as monopoly. Without the currency objective, the game is meaningless.

    1. these are the men who, being little committed by prior practice to the traditional rules of normal science, are particularly likely to see that those rules no longer define a playable game and to conceive another set that can replace them.

      so traditional roles of normal science prohibit advancement and production of new theories and extraordinary science?

    1. Meaning that at all times while playing you are seeing other players playing in the same game as you doing various quests, or you can be facing off against them.

      edit for fragment

    1. meaningful basketball game, I mean a postseason game

      This is also an interesting comment to make, because of how to season left off I think that right now all teams are in critical positions, especially at the top of the rankings, and meaningful games are going to be the ones right before playoffs, not just the playoffs itself.

    2. players can't be expected to hop right back into game action after a long layoff,

      This is a very valid argument, but i also think that asking for an addition month training camp is a lot and since the NBA is worried about financial liability they are just pushing it back because you can't necessarily make money until teams resume play.

    1. Michael Stora est psychanaliste et psychologue clinicien pour les enfants et adolescents au centre médico-psychologique (CMP) de Pantin (Seine-Saint-Denis). Il a également cofondé l'Observatoire des mondes numériques en sciences humaines. Il dirige par ailleurs la cellule psychologique de la radio Skyrock depuis 2008.

      Psychanalyste et psychologue clinicien, il est aussi membre de différents conseils d'administration et/ou de comités d'experts notamment de la fondation SFR, la société Manzalab specialisée dans le "serious game" et la plateforme HappyStudio de Mc Donald Europe. http://www.omnsh.org/michael.stora

      Reconnu dans le milieu de la thérapie par les jeux vidéos

    1. Embodied in Hermanowicz's approach to the interview is the notion of the skilled interviewer who, when able to successfully seduce his or her participant, will come away from the interview with descriptions of a person's 'essence or inner core

      Yes and no, I think. People are generally fiercely sensitive to bullshit. "Seduce" implies deception, but here the author is talking about building rapport which happens when trust is established. Rapport will not be built if the interviewer appears to be seducing, if anything then the interviewee may play the same game and respond minimally or evasively.

    1. ergodicity

      Ergodic process: flipping a coin Non-ergodic process: russian roulette

      The difference is that in one, the process can go on indefinitely, while in the other, as soon as you hit the bullet, the game stops, affecting statistics and probability calculations

    1. he conduction of my interview with A couple of sports analysts and expertise has told me that the failures of these non-American basketball players and the reason they don’t get these big contracts are because of the non-exposure and or the minute restrictions they get from coach’s during game time. 

      The interview that I conducted Please cite interview subject by name

    1. In 50+ interviews for data related jobs, I’ve been asked about AB testing, SQL analytics questions, optimizing SQL queries, how to code a game in Python, Logistic Regression, Gradient Boosted Trees, data structures and/or algorithms programming problems!

      Data science interviews lack a clarity of scope

    1. We hold Google Hangout strategy sessions to design game plans for figuring out difficult work situations. We send each other handwritten notes, celebrate each other’s success, and take trips together.

      This by necessity transforms the colleague relationship into something very different. I wonder how best to maintain this intimacy with work personalities that don't particularly gel together well. Do we need to love the people we work with in scholarly and activist circles?

    1. Now, Minesweeper is awesome, but it's not the driver of the effect, because if you play the game first before you learn about the task, there's no creativity boost. It's only when you're told that you're going to be working on this problem, and then you start procrastinating, but the task is still active in the back of your mind, that you start to incubate. Procrastination gives you time to consider divergent ideas, to think in nonlinear ways, to make unexpected leaps. 

      When I really think about it, I more often than not will come up with the best ideas when I'm not working on the project. Either something in my daily life will suddenly inspire new ideas or something will occur that I notice correlates with my studies.

    1. Much of the “baseball is dying” discourse is superficial and unserious; no amount of cranky color commentary or two-sport athletes who pick football will kill the game off.

      This again follows the idea of the author admiting that the changes would not kill the game but it would still have long term effects on the nature of the game showing he is being fair to both sides

    1. Facebook has faced a torrent of criticism for not doing enough to protect its users’ data.

      Just yesterday, my mom accidentally gave away some of her personal information on Facebook through a game. This shows that they haven't done too much to protect user data.

    1. This does not mean you have to give the game away right from the start

      In other words--consider making your first mention of your thesis an open thesis statement

    1.                           Feedback Summary
      

      First, your story has a cool concept, it gave me some Black Panther vibes. I like the way the characters interact, it’s seamless and it does not seem forced. It was creatively done, and I like how you tied football into it, it’s a good way to make yourself part of the story you are telling. Apart from some minor punctuation errors, it is written well and tells an engaging story. I noticed that when you referred to Galen from the perspective of his parents, you wrote “Son,” I’m not sure but I think it is supposed to be lowercase because it is not his name. I think it’s different when you referred to his parents, but I could be wrong. Also, I am not sure how Galen has younger siblings if his father was abducted before Galen was born, this could be an opportunity to change the story or edit it by saying that they prepared for a situation like this, etc.<br> I like that you had elements to the story that are able to catch the attention of readers and makes them ask questions about the plot line. However, I would like to have a little bit more of an expansion on what happens after Galen’s father went home. Early in the story (after Galen arrives at Lyssa’s house), you laid out a plan about what was going to happen, and I made it so that the reader knows exactly what is coming. I think that the story could be made more exciting and it would add an element of not surprise but critical thinking for readers to be able to try to figure out what happens next. Additionally, the evenings seem repetitive and I think the story would be livelier with some different things happening during those evening hours. Perhaps a little more conversation or a card game. I liked that the story ended happily and resolved the conflict. I also felt like the scene in the beginning when Cybernetics was explained was done quickly and the character acknowledges such fact. I think the reader would have more context if we knew more about the Cybernetics building and what they do. Just fleshed out a little maybe. Furthermore, I found the introduction of the story to be excellent, it definitely caught my attention and it seems so real when you read it. I think if you use that same energy and put it into the end of the short story, you’ll leave an audience wanting to read more. Another idea is giving a glimpse of what a sequel would be like.

    1. more time to think about any essential parts to the game

      This would be a good point to then transition into talking about how you have observed behaviors on the court that require more investigation. Otherwise, this and the rest of the paragraph about being on the bench should probably be cut.

    1. find people willing to test your service and start analyzing data and selecting samples by hand

      It's like beta testing in game development

    1. “What we are seeing is clearly people are all together, they’re spending time together and our games business is quite robust. Clearly, people know our games brands such as Monopoly, Game of Life and Operation,” Goldner said on The First Trade.“Play-doh products as kids are looking for creativity and parents are looking to educate their kids and develop milestones, clearly another area of growth for us,” continued Goldner.

      Play doh销量上升

    1. In a study that Adachi conducted, the goal of the presented study was to examine whether strategic video game play predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years (Adachi).

      I am concerned that you you have quoted a source without the appropriate punctuation--quotation marks

    1. It could also spark an all-out brawl with the players’ union. The league’s collective bargaining agreement allows the N.B.A. to reduce player salaries by 1/92.6th for each game missed because of, among other things, epidemics.

      players will get paid less

    1. And if the closed platforms prohibited DRM in apps, then the large content providers would simply distribute their own set-top boxes and game consoles as the only way to watch their stuff.

      This sounds a bit naive to me. Who would buy those set-top boxes and game consoles? And do not only consider the United States' and European markets. Wouldn't the large content providers have to adapt to how the web works if they want to reach a broader audience?

    1. вари.

      глюкнуло у меня что-то, часть текста убрала нужную :( должно быть: ...малвари (ее составили 9Game, Feral, Vmall, Xiaomi и Zhushou).

    1. Professional football players, too, are selected for gameness. When Kyle Turley was knocked unconscious, in that game against the Packers, he returned to practice four days later because, he said, “I didn’t want to miss a game.

      Comparison between prized dogs from dog fighting and NFL players. Only difference is a person in good mind and body chooses to be a football player and accepts the consequences and risk of the sport and because of their athletic grace and ability are heftily rewarded.

    2. It’s a feature of the sport that dogs almost always get hurt. Something like stock-car racing, by contrast, is dangerous, but not unavoidably so.

      Theres definite risk in the game of football.

    1. “What is that noise?”                           The wind under the door. “What is that noise now? What is the wind doing?”                            Nothing again nothing.                                                         “Do “You know nothing? Do you see nothing? Do you remember “Nothing?”          I remember Those are pearls that were his eyes. “Are you alive, or not? Is there nothing in your head?”

      The voices in this excerpt appears to be between two women. The beginning of “The Game of Chess” describes in vivid detail the vast and sophisticated room of a women that’s confined in exile. It’s not clear if this woman, who I believe is named Lil, is awaiting her husband to return from serving in the army because the time sequence of this section isn't natural, particularly in the latter half when the second women says, “When Lil’s husband got demobbed, I said—”. This quote makes me speculate that the second women is flashing back to a point in time she held an actual conversation with Lil. Moreover, the second woman’s reply to Lil in this excerpt, “Those are pearls that were his eyes” makes me believe that the husband, Albert, might be dead.

      This excerpt reveals on behalf of Lil a frustrated desire to connect with somebody. She halfwittedly inquires twice on the noise that the wind is doing. And the second women’s zombie-like reply of “nothing” is another motif in this excerpt. It’s as if nobody wants to talk to Lil; Lil is quite the buzzkill even though she is on some meds herself, the irony.

    2. The hot water at ten. And if it rains, a closed car at four. And we shall play a game of chess, Pressing lidless eyes and waiting for a knock upon the door.     When Lil’s husband got demobbed, I said— I didn’t mince my words, I said to her myself, HURRY UP PLEASE ITS TIME Now Albert’s coming back, make yourself a bit smart. He’ll want to know what you done with that money he gave you To get yourself some teeth. He did, I was there.

      The first motif that I noticed in this part of II. A Game of Chess was that of wet/dry. The passage I've highlighted opens with "The hot water at ten. And if it rains, a closed car at four". I don't know exactly how bathing worked back then, but I'm sure people still preferred hot water, so Eliot is setting up people who are looking forward to hot water and hoping for no rain. People could wait for the rain and bathe themselves in it, instead of waiting for the hot water. I see a connection here between un/natural time, too. The people want to be clean for sure by ten; they won't wait for nature to pick a time to provide water. Nature provides people with what they need, but not always a way to form these things to suit themselves. I'm thinking toilet paper, loin cloths, fire, etc. People manipulate nature, including its timing, to create comfort and order.

      The thing about the teeth could be connected to to zombies, as well as desire frustrated. Lil needs new teeth because our bodies only give us one set, which can (and often does) decay before the rest of our bodies. This decay -a dead or dying thing residing within a living person- reminds me of zombies. Somewhere in the corpse that is a zombie something lives. Not unlike how in the body of a living person something dead (fake teeth) can live. That she wants and needs new teeth because at age 31 a person is expected to still have them is an example of her desires being frustrated.

    3. The Chair she sat in, like a burnished throne, Glowed on the marble, where the glass Held up by standards wrought with fruited vines

      3 Motifs in a game of chess

      Voices: in this excerpt we see a voice a man or it could be a women too because we see the speaker observing this women who is sitting fragrantly on this chair, almost as she addresses this woman as she was divine. The type of a voice that seems like he is I really had to tease arch this one up and find out what Eliot was trying to convey here and the two voices that we are introduced in here is from the context in Shakespeare’s tragedy Antony and Cleopatra where Enobarbus, a characters of the play, describes Cleopatra's royal barge as it appeared when she first pursued Marc Antony. The gilded setting could be a palace, a temple, or just a bedroom. The room appears to be richly decorated by objects found in Virgil, Ovid, and Milton. The woman is inside an enclosed space, like the Sybil trapped in a jar in the Epigraph. She is rich, idle, and useless, just like Marie in “The Burial of the Dead.” The voices in here in this specific poem aren’t the character form Shakespeare’s tragedy, but I think Eliot chooses this because the women in this poem is like Cleopatra.

      Text As Plagiarism/remix: one of the ways this principle applies is that Eliot uses the lines from Shakespeare’s Anthony and Cleopatra. Also I went more into about the title of the poem and Eliot The title is taken from two plays by Thomas Middleton, wherein the idea of a game of chess is an exercise in seduction.

      un/natural time: in the first stanza this motif appears or a signifier of a time of war or pre-war. One of the reason of being why it indicates a time of war or a going into a time of war is that maybe the the reference or representation to ‘throne’ could be attempting to pinpoint to Europe, or England, more specifically, but even without the remits of place, the idea is of pre-war Europe, the seductive and vicious Old World that American writers harped on about in their works.

    1. During the first era of the internet — from the 1980s through the early 2000s — internet services were built on open protocols that were controlled by the internet community. This meant that people or organizations could grow their internet presence knowing the rules of the game wouldn’t change later on.
    1. From The Art of Game Design, by Jesse Schell: Verbs that can act on many objects. This is possibly the single most powerful thing you can do to make an interesting game. If you give a player a gun that can only shoot bad guys, you have a very simple game. But if that same gun can be used to shoot a lock off a door, break a window, hunt for food, pop a car tire, or write a message on the wall, now you start to enter a world of many possibilities.

      connection to genotype=>phenotype, hyperneat, DNA, transformers

    1. First, we can begin by introducing new users to a limited subset of the language: a subset which may lack nuance, but which is good enough for basic tasks. Super Smash Bros. does this pretty well. All of the controls can be combined in a wide variety of different ways, but you only need to know a handful of basic moves to begin playing the game.

      low floors high ceilings

    1. A game developer named Jane Mcgonigal presented the idea to the world that gaming can make a better world.

      okay--but a transition might be needed?

    2. he goal of the presented study was to examine whether strategic video game play predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years

      We have a problem here. You seem to be quoting without using quotation marks--which would be plagiarism, right? Even though you rightly cite the source you seem to be paraphrasing when you are in fact quoting. Here is the original: "The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years."

      I will continue to read unless I see another instance of plagiarsm.

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    1. Pretend that furniture is enough

      This child understands the danger of the situation, the Cold War, and has full knowledge of the utter lack of power over the situation. "Pretending" is often something adults will do to make a situation a game, or to soften the edges of a harsh reality. This child's insight that the desk, the infrastructure of life as they know it, none of it will protect them, demonstrating a loss of childhood innocence due to the bitter cruelties of war.

    1. “You’re going to leave the victims behind!” As in the funding game, so in the battle for caravan seats—the more victims, the better.10

      On the one hand, their work of victimization provides an opportunity to be heard by the larger audiences. On the other hand, it is likely to rationalize potential interventions of the “invisible enemy” which has already been trying to sustain its humanitarian discourse. So, to what extent is victimization a useful tactic for the migrants?

  7. Mar 2020
    1. Skyrim

      I suggest is adding more description about Skyrim to help people visualize it...

      What is Skyrim? It is a role playing game created by Bethesda Game Studios that takes place in Skyrim on the continent Tamriel. It has beautiful mountains and forests, but is also torn apart by civil war between the Stormcloak Rebellion and the Imperial Legion. The player develops a character from countless races and works to improve their attributes through fighting, magic, and stealth. Because Skyrim is set in a vast fantasy world it is often heavily modded. Mods are modifications to a game.

    1. ut the secret of capitalism’s integration of critique lies not in the process of commodifi cation, no matter how self-evident it appears. Th e secret is in the promise. If one invests oneself in the promise of the future, through this gesture one accepts the basic rules of the capitalist game.

      You lost me.

    1. But it seems clear also that the contents and the agents en- gaged in this intellectual game are what get to the heart of what is distinctive about horrific art as well as what generates and sus- tains the widespread popular interest in it

      that is, the body and its transgressions