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Video Game Addiction
·         Video games play on our need for interpersonal connections

·         Games continue to develop so people feel the need to keep playing to stay up to date

·         Video games offer people an escape from reality which fuels them to play even more

·         Leveling systems in certain games assure that the person playing stays hooked

·         In-game currency keeps players online motivating people to keep playing and earning

·         Incorporation of real-life rewards such as cash prizes has hooked people even further

·         People with less self-control and willpower are more susceptible to video game addiction
URL:https://www.goboldfish.com/video-game-addiction-problems-and-solutions/

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Korean AI Radar
URL: https://www.sciencedaily.com/releases/2019/07/190718085310.htm

Since 2014, South Korea’s Ministry of National Defense has been borrowing drone radars from technology overseas.

The need for a drone radar is high because S. Korea is looking into building a drone combat system and a drone unit to aid in defense.

Using a super-resolution algorithm of their own design, Korea’s first radar system could detect drones up to 200 meters away.

Scientists have finally built their first, successive, world-class system that can detect subminiature phantom drones up to 3 kilometers away.

The new radar system identifies and detects drones more clearly in real-time

GANs were used (Generative Adversarial Networks, it’s a based drone cognition tech.)

AESA technology was used, AESA increases the max. Detection distance of a radar

Hardware components of the radar were developed with small-medium sized Korean companies

The senior researcher of the project is Daegun Oh, he and his team are now discussing if they should share their technology to overseas defenses.

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Are Micro-transactions Exploiting Consumers?

URL: https://www.forbes.com/sites/davidthier/2019/05/08/new-microtransactionloot-box-bill-could-devastate-video-game-publishers-if-it-passes/#5714b045676f

·         Many games create barriers that make gaining progress extremely difficult for players in order to entice them to make micro-transactions in game

·         Many games make use of a loot box system where players purchase loot boxes in game in order to gain random items which effectively constitutes as gambling

·         Video game makers push micro-transactions to consumers heavily as they make up most of their revenue

·         Micro-transactions are included in games rated for minors by the ESRB and are highly exploitative to children

·         Mobile games will suffer heavily if micro-transactions are banned, as they make all of their revenue from micro-transactions and ads because they put their games up for free on app stores.

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·         Media portrays people that enjoy video games as nerds

·         eSports are up-and-coming and people are quick to insult those who enjoy it

·         People don’t accept others enjoyments because of their lack to understand it

·         Gaming and eSports are the future and should be treated like actual competition.

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As a columnist you hate to get a reputation for having anything negative to say about a large group of people. Which is why I am often at great pains to admit that nerd culture has given the world lots of wonderful things and not just wizard erotica, minarchism, and all the anti-anti arguments about racism and misogyny you can find on Reddit. I just don't know what they are yet.

My biggest problem with nerd culture, though, is not that it exists but that it has territorial ambitions. Two decades ago, comic books were still a fringe phenomenon; now they are the only things directors are allowed to make films about, notwithstanding mumblecore and Oscar bait. Oh well. Movie tickets are too expensive anyway. But at sports I feel like it is necessary to draw a line in the sand and, unlike President Obama, to act when my opponents cross it.

In 2016 something called the National Association of Collegiate Esports was established in order to regulate competitions between young adult gamers, taking over a role that had previously belonged to their mothers who needed the garbage taken out. Two years earlier, a private university in Illinois created the nation's first varsity gaming team and began awarding "athletic" scholarships to skilled players. Imagine being that kid's parents. "Oh, yes, Dylan just got accepted with an athletic scholarship." "That's wonderful. Cross country, right?" "No, Wario's Woods."

Video games are not a sport. On the loosest imaginable definition a sport involves not only skill and competition but physical exertion and at least the possibility of injury. Even darts and pool and ping pong are, in the broadest sense, sports. Sitting on a couch interacting with your television set is not a sport, otherwise watching CNN with your grandfather would be one. So would self-abuse.

It's actually not difficult to understand why universities are getting into this business. Even for those not lucky enough to make first string on U.C. Berkeley's traveling Overwatch team - which has an actual coach - there are plenty of opportunities on our nation's college campuses for people who want to pretend that there is no difference between FIFA and FIFA. At Western Michigan University in Kalamazoo, a mid-tier state school, it was recently announced that the administration is spending half a million dollars on "a new facility" for "multiplayer video games."

This is just a continuation of what these colleges have done for decades now when they advertised wave pools and cool dining facilities and hip-looking plate-glass dorms. Undergraduate education is actually a four-year-long debt-financed summer camp for lazy overgrown teenagers. It has nothing to do with the life of the mind, and even less to do with old-fashioned vocational training. One worthless piece of paper is as good as any other, which means that the directional state former polytechnics have to find some non-academic means of competing with each other for the loan dollars that will one day crush their underemployed 20-something graduates.

Which is not to say that no opportunities await the Doug Fluties of Mario Kart. As I write this, hundreds of millions of dollars are being made streaming video games on the internet by people with few or any other marketable skills. The amount of revenue generated by advertising and sponsorships from "esports" is soon expected to reach $1 billion annually.

Treating video games as sports is a civilizational rather than a semantic problem. Enjoyed in moderation, they are probably a harmless pastime like anything else. But increasingly the reality is not 10-year-olds leveling up their Pikachus on the school bus or even high-school kids unwinding with a little Goldeneye but adults - almost all of them men - in their 20s, 30s, and even 40s playing games for hours every day. Gaming is not only a compulsion, but something far more sinister - what one game designer has called "a simulation of being an expert." In a country without meaningful or well-paying opportunities for work young people disappear into their fantasies of competence in which they fly airplanes and score touchdowns and perform daring commando raids without having to go further than the refrigerator.

Video games are, in other words, another of those illusions we peddle to convince people that the world's problems do not exist. Sports, by comparison, are very much of this world. Compared with what's going on inside a PlayStation the most insignificant Saturday afternoon baseball game between two clubs with losing records is a thing of epochal significance, brimming with meaningful human drama.

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Sorry, nerds: Video games are not a sport

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As a columnist you hate to get a reputation for having anything negative to say about a large group of people. Which is why I am often at great pains to admit that nerd culture has given the world lots of wonderful things and not just wizard erotica, minarchism, and all the anti-anti arguments about racism and misogyny you can find on Reddit.

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Augmented Reality changing people’s behavior

·         People who Use AR react the same as if it were real

·         Recent study showed people would rather sit in an empty chair next to a chair being used by a virtual character

·         When in AR people tend to feel less socially connected to their virtual partner

·         People are influenced by the presences of a virtual person just like if there were a real person there

·         People avoid sitting in chairs that a virtual person has just sat in

·         Study showed the AR changes how people walk turn their head and how well people are good at completing task.

https://www.sciencedaily.com/releases/2019/05/190522101944.htm

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Hospitals are using hackers as protection from other hackers

Hacker One is the primary source of "White Hat" Hackers

The business is extremely lucrative and is increasing in popularity exponentialy

https://www.the-scientist.com/notebook/hackers-are-breaking-into-medical-databases-to-help-science--64799

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3D Printing a human heart

·         Advancements in technology have made it to be able to print functioning parts of the heart

·         Uses collagen to print the parts from a liquid form

·         The collagen is printed inside a gel-like substance, so it gives the collagen a chance for it to solidify

·         This new technique can be used to print large scale organ other than the heart, it could print a liver, stomach or other organs
https://www.sciencedaily.com/releases/2019/08/190801142542.htm

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https://www.sciencedaily.com/releases/2019/07/190731125437.htm

·         Los Alamos National Laboratory developed a quantum computing algorithm

·         The algorithm determines how close a quantum system is to a classic one

·         Quantum objects behave like both particles and waves

·         Answers are extremely difficult to obtain due to the exponentially rising number of equations for single atoms

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Gaming stocks are dropping after presidential address.

· President states popular video games are too cause for rise in gun violence

· President mentions the more popular games such as “Call of Duty” and “Grand Theft Auto”

· Shares in the "Call of Duty" maker Activision Blizzard and the "Grand Theft Auto" developer Take-Two Interactive dropped 6%.

· Shares in the developers of games involving guns were among the biggest fallers.

· Traders anticipated regulations on the games' sale and the possibility of a consumer backlash.

https://markets.businessinsider.com/news/stocks/gaming-stocks-tank-donald-trump-blames-video-games-shootings-2019-8-1028418488

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Violent video games having a toxic impact on kids

·Kids use a lot more profanity than they used to

·People use homophobic and racial slurs in online games/lobbies

·Some companies are trying to cut down on this toxic behavior by allowing you to report others

·Vr headsets make it way more realistic for violent games which can lead to that person doing harm to the society, people, or the environment

·Players don’t focus on school as much when they play violent games

·These violent games can lead people to be toxic on other platforms such as Instagram or twitter
https://www.nytimes.com/2018/03/13/opinion/video-games-toxic-violence.html

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The very real issues of Virtual Reality

Ø  Virtual reality can cause many issues

Ø Motion Sickness is a common issue with virtual reality as it is a new technology.

Ø Myopia is a growing problem around the world, rose from 25% to 40% in 20 years.

Ø The virtual reality helmet can cause headaches and eyestrain if used for long periods of time.

Ø Lack of awareness of the world around you.

https://www.cnn.com/2017/12/13/health/virtual-reality-vr-dangers-safety/index.html