Wednesday, February 22, 2017

What ‘Youth’? The Electron iONization of Slack

What ‘Youth’?

Part 1, 2
21 February 2017

NASA | 7 Earth Sized Planets Discovered

iON&BOb Top Ten Audience Statistics for 22 February 2017

Queen | ‘39

Midget Porn

Urban Dictionary

A phrase used in jest as a proxy for anything (often, but not necessarily porn) where you want to be deliberately vague or insinuate nefarious doings without being too specific. For example you could say “this party is boring, I’m going home to watch some midget porn” meaning you have something more interesting to do but can’t be bothered to describe what.

Or you could tell someone with a computer virus that they need to stop looking at midget porn, meaning that they need to stop frequenting the dodgy website they got the virus from, whatever it my be.

I might finish this essy on time, if I cut back on the midget porn for a few days.

Many Americans Replaced Work Hours With Game Play & Ended Up Happier

by Frank Guan

Video games are better than real life. What do video games give gamers that the real world doesn’t?

Like so many others, I played video games, often to excess, and had done so eagerly since childhood, to the point where the games we played became, necessarily, reflections of our being.

To the uninitiated, the figures are ­nothing if not staggering: 155 million Americans play video games, more than the number who voted in November’s presidential election. And they play them a lot: According to a variety of recent studies, more than 40 percent of Americans play at least three hours a week, 34 million play on average 22 hours each week, 5 million hit 40 hours, and the average young American will now spend as many hours (roughly 10,000) playing by the time he or she turns 21 as that person spent in middle- and high-school classrooms combined. Which means that a niche activity confined a few decades ago to preadolescents and adolescents has become, increasingly, a cultural juggernaut for all races, genders, and ages. How had video games, over that time, ascended within American and world culture to a scale rivaling sports, film, and television? Like those other entertainments, video games offered an escape, of course.

“He is allowed a couple of hours of video-game time on the weekend, when homework is done. However, if it were up to him, I have no doubt he would play video games 23 and a half hours per day. He told me so. If we didn’t ration video games, I am not sure he would ever eat. I am positive he wouldn’t shower.”
Professor Erik Hurst on his son’s relationship to video games

In June, Erik Hurst, a professor at the University of Chicago’s Booth School of Business, delivered a graduation address and later wrote an essay in which he publicized statistics showing that, compared with the beginning of the millennium, working-class men in their 20s were on average working four hours less per week and playing video games for three hours. As a demographic, they had replaced the lost work time with playtime spent gaming. How had this happened? Technology, through automation, had reduced the employment rate of these men by reducing demand for what Hurst referred to as “lower-skilled” labor. He proposed that by creating more vivid and engrossing gaming experiences, technology also increased the subjective value of leisure relative to labor.

But the most striking fact was their happy present — which he neglected to emphasize. The men whose experiences he described were not in any meaningful way despairing. In fact, the opposite. “If we go to surveys that track subjective well-being,” he wrote, “lower-skilled young men in 2014 reported being much happier on average than did lower-skilled men in the early 2000s. This increase in happiness is despite their employment rate falling by 10 percentage points and the increased propensity to be living in their parents’ basement.” The games were obviously a comforting distraction for those playing them. But they were also, it follows, giving players something, or some things, their lives could not.

What do games offer that the rest of the world can not? To begin with, games make sense, unlike life: As with all sports, digital or analog, there are ground rules that determine success (rules that, unlike those in society, are clear to all). The purpose of a game, within it, unlike in society, is directly recognized and never discounted. You are always a protagonist: Unlike with film and television, where one has to watch the acts of others, in games, one is an agent within it. And unlike someone playing sports, one no longer has to leave the house to compete, explore, commune, exercise agency, or be happy, and the game possesses the potential to let one do all of these at once. The environment of the game might be challenging, but in another sense it is literally designed for a player to succeed — or, in the case of multiplayer games, to have a fair chance at success. In those games, too, players typically begin in the same place, and in public agreement about what counts for status and how to get it. In other words, games look like the perfect meritocracies we are taught to expect for ourselves from childhood but never actually find in adulthood.

And then there is the drug effect. In converting achievement into a reliable drug, games allow one to turn the rest of the world off to an unprecedented degree; gaming’s opiate-like trance can be delivered with greater immediacy only by, well, actual opiates. Continue reading at Vulture

Jess Grippo’s OA Movements Tutorial

Bob Reviews Tombs in the Père Lachaise Cemetery


Part 1, 2
18 February 2017

Bob Reviews Rev. Stang’s Recent Heart Attack


18 February 2017

New Trailer for The Discovery | Mass Suicides