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Collective Responsibility in the Era of Idiocy

December 30, 2017

In a previous article, I spoke of idiocy of a particular kind, that of people who are too self-centered to bother about the world around them. Of course, this kind of idiocy and selfishness also leads to mediocrity. Furthermore, there is a certain paradox in the phrase “the world around them”: it implies a certain separation between those people and their environment. This is obviously untrue. These people’s decisions and actions (or, rather, inaction), affect their environment, a fact which in turn affects them too. And still they remain apathetic and refuse to take responsibility.

The problem is, since we all occupy the same world – and in our era of globalization it is impossible to truly become isolated – even those who do think and act, and are responsible, are also affected.

responsibility
You may think you’re separate from your environment. You’re not.
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The Devolution of Video Games: Perspectives on Patience

December 29, 2017

Today’s topic focuses on the devolution of video games. Now, If I start talking about the video games of my childhood, you might think I’m planning to talk about nostalgia.

Undeniably, if I start talking about such computers as the Spectrum 128k, the Commodore 64, and the Amstrad CPC 6128, some older people will feel a sweet tingling in their hearts. Anyone over 35 years old has certainly heard of MatchDay II, Renegade, R-Type, or Ghosts ‘n Goblins.

In actual fact, however, today’s post will have more to do with something else. If you remember this article, I drew parallels between the expressions of mediocrity that frustrate modern life and the lack of patience displayed by modern people.

The video game evolution is a proper term only when the topic is approached from a technical perspective. Conversely, if you focus on society and culture, we should be talking about video game devolution.

devolution of video games
If you recognize this, congratulations; you’ve had a happy videogame childhood. In a framework related to the devolution of video games, it seems the more complex and easily accessible games become, the more devolved they are.
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Fake News, Based on a True Story

December 27, 2017

Why Are There Fake News?

There’s a question that has suddenly become relevant. But just because the question has acquired momentum, it doesn’t mean fake news is a new thing. It’s all about narrativeaffect, and control. Here’s a piece of fake news that’s already a couple of thousand years old: “God comes to earth in the body of his own son [sic], he is crucified, he is resurrected [by his own self, presumably?] and everyone is suddenly absolved [from the fact that a woman supposedly once ate a goddamn apple].

As a narrative, this fake news has a linear progression, but with plenty of intertextuality, which enhances its appeal. Crucially, it also has a personal-experience perspective. It’s not just about some random nameless character in a galaxy far-far away, but about you – yes, you, you sinner! As a result, it has great affective power, and is therefore effective in its mission: To exercise control over the populace.

The Discovered-Manuscript Trope of Gothic Fiction

Whoa, I hear you say. What kind of a leap was that? How did we get from fake news to Gothic fiction? Bare with me, and you’ll see.

Fake news, based on a true story
Fake news, based on a true story
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