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WHEN HISTORICAL FICTION GOES MAGICAL 4 (1)

2020-03-02T07:51:21-05:00

A list of history’s mythic tricksters, Lewis Hyde says in his book “Trickster Makes This World” (1998), would be endless. Since the trickster is culture’s ultimate shape-shifting, boundary-crossing figure, “there will be some sort of representative wherever humans invent boundaries, which is to say, everywhere.” www.newyorker.com/magazine/2020/02/17/when-historical-fiction-goes-magical

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After a decade of revolution, can we now call video games art? 0 (0)

2018-09-17T18:12:17-04:00

Reassessing the form after ten years in which games both broke into the mainstream and became increasingly experimental. — Read on www.newstatesman.com/culture/games/2018/09/after-decade-revolution-can-we-now-call-video-games-art

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Gaming disorder 0 (0)

2018-06-27T05:17:43-04:00

Mind Matters: Gaming disorder Aiken Standard Video game addiction now considered mental health condition WTXL ABC 27 Commentary: Why excessive gaming is a mental health condition Channel NewsAsia Full coverage Source: Mind Matters: Gaming disorder

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The Clever Ways Video Games Are Used To Train AIs 0 (0)

2018-06-13T05:10:16-04:00

Video games are an incredibly powerful training ground for AI algorithms. They are flexible and customizable while providing a safe place for training and learning without any real-world repercussions or safety issues. Some of today’s most popular video games have already been used to train AI. Source: Artificial Intelligence: The Clever Ways Video Games Are

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The Internet Is Finally Going To Be Bigger Than TV 0 (0)

2018-06-13T05:14:52-04:00

According to estimates from media agency Zenith, next year, for the first time, people will spend more time using the internet than watching TV. People will spend an average of 170.6 minutes a day, or nearly three hours, using the internet in 2019. Source: The Internet Is Finally Going To Be Bigger Than TV Worldwide

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AI meets neuroscience, and hello games 0 (0)

2018-06-09T14:38:34-04:00

To improve hiring efficiency and success, companies are starting to leverage neuroscience gaming and AI to identify and attract the best people. Read More Source: AI meets neuroscience, and it’s goodbye resumes, hello games

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Free Will, Video Games, and Quantum Mechanics 0 (0)

2018-05-31T14:10:15-04:00

he word “predictable” first entered the English language two centuries ago. Its début came in neither a farmer’s almanac nor a cardsharp’s manual but in The Monthly Repository of Theology and General Literature, a Unitarian periodical. In 1820, one Stephen Freeman wrote a dense treatise in which he criticized the notion that human behavior—seemingly manifest “amidst the

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Where Was I 0 (0)

2018-04-23T04:11:41-04:00

A survey of Canadian media consumption by Microsoft concluded that the average attention span had fallen to eight seconds, down from 12 in the year 2000. We now have a shorter attention span than goldfish, the study found. From NYTimes  

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