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Digitale Demenz ( Digital Dementia )
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  • Based on detailed police accident reports for Tippecanoe County, Indiana, and using the introduction of the virtual reality game Pokémon GO as a natural experiment, we document a disproportionate increase in vehicular crashes and associated vehicular damage, personal injuries, and fatalities in the vicinity of locations, called PokéStops, where users can play the game while driving. The results are robust to using points of play, called Gyms, that cannot be used to play the game while driving as a placebo. We estimate the total incremental county-wide cost of users playing Pokémon GO while driving, including the value of the two incremental human lives lost, to be in the range of $5.2 million to $25.5 million over only the 148 days following the introduction of the game. Extrapolation of these estimates to nation-wide levels yields a total ranging from $2 to $7.3 billion for the same period.

    Natural selection in action, thousands of stupid bastards are dead.

    https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3073723

  • Social media turned into business strongholds

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  • In is real issue with reading now

    Researchers and educators say that how well a child reads in third grade is a key indicator of future academic success. Michigan, and many other states, have focused efforts on improving early reading skills.

    Despite that focus, third-grade English language arts scores have dropped from 2014-15 to 2016-17 across the board:

    • White students: 58 percent to 52 percent.
    • Black students: 23 percent to 19 percent.
    • Hispanic students: 37 percent to 32 percent.
    • Economically disadvantaged: 35 percent to 29 percent.
    • Non-economically disadvantaged: 66 percent to 60 percent.

    http://www.bridgemi.com/talent-education/michigan-spent-80-million-improve-early-reading-scores-went-down

  • Escapism is popular lately

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  • Schools are removing analogue clocks from examination halls because teenagers are unable to tell the time, a head teachers’ union has said.

    “The current generation aren’t as good at reading the traditional clock face as older generations,”

    “They are used to seeing a digital representation of time on their phone, on their computer. Nearly everything they’ve got is digital so youngsters are just exposed to time being given digitally everywhere.”

    Huh. News from 2030:

    Schools don't know that to do with new arising problem. The current generation can't piss and shit without proper Google robot instructions and assistance. The only skill they get in this regard is calling Google voice assistant and asking for help. Pulling pants down is very complex and advanced procedure and schools are worried that they have little time for such advanced courses.

  • Some gaming charts again

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    This one is same as one above (but from different presentation)

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    And this one shows society degradation.

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  • Media agency Zenith estimated that by next year, for the first time, people will spend more time using the internet than watching TV.

    The report said that people would spend an average of 170.6 minutes a day, or nearly three hours, using the internet in 2019. That's a tad more than the 170.3 minutes they're expected to spend watching TV.

  • Gaming disorder is characterized by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, manifested by: 1) impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3) continuation or escalation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behaviour may be continuous or episodic and recurrent. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.

    https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234

    Main cause of gaming disorder - alienation from work, doing stuff you do not care of or hate. And main cause of this - capitalism.

  • On Monday, France lawmakers decided that students under the age of 15 must leave their cellphones at home, or at least have them turned off during the school day.

    Will help at schools a little, but not much.

  • Dangerous trend

    People tapped, swiped and clicked a whopping 2,617 times each day, on average.

    For the heaviest users—the top 10%—average interactions doubled to 5,427 touches a day.

    https://blog.dscout.com/mobile-touches

  • Classroom product manager Lisa Wang outlines a new system to encourage engagement from students in class. Student Selector is, essentially, a way to randomly select kids to answer a question rather than waiting for hands to go into the air.

    All a teacher has to do is hit the feature, which is only currently available on Android devices, and it'll pick a kid for them to pick on. Teachers can then either ask them to speak up, ask the app to call on them later or mark them as absent if they're not in class that day.

    I believe it is new low. May be it is made for new generation of scared teachers?

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  • Poll respondents were shown a list of 12 behaviours or experiences common to our modern digital age and asked to pick the ones that they personally found annoying.

    The two experiences that polled joint top, on the basis of each irking nearly two-thirds (63%) of respondents, were:

    • Online ads for something you once clicked on, that then keep following you around
    • People having loud and endless phone conversations in public places

    “The more digital that the world becomes, the more people are realising that all real relationships and business deals happen offline, in an analogue [‘analog’ in US] world.

    “And it’s folks in their twenties and early thirties, the so-called digital natives, who are leading the charge back to the future and adopting the old analogue/analog ways with most gusto.”

    Four other options were found annoying by over half of all poll respondents.

    • People playing music or videos on their phones at full volume on public places (59%)
    • Phone Zombies­ – alias “distracted walkers” – bumping into you and/or each other on the pavement/sidewalk (55%)
    • Having to compete for attention with people’s phones during meals and/ or other face-to-face conversations (53%)
    • Endless requests to “rate” or give feedback on companies or services you’ve contacted. (53%)
  • Youtube is catching Twitch and help increase wasted time

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    It all looks really horrible.

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  • Apple loves this:

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  • Consequences of games and too much smartphone use:

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  • Smart speakers sales set new records, worst thing you can ever have

    Looks like personal chat, but such thing is controlled by your enemies including all information and responses it provides.

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  • More on smart speakers

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  • Shit happens in Japan also

    For women between the ages of 18 and 39, a total of 24.6 percent were virgins in 2015, up from 21.7 percent in 1992. Among men of the same age bracket, the percentage without sexual experience increased from 20 percent to 25.8 percent.

    The trend towards less sex was consistent even for the older half of the cohort. 6.2 percent of women and 8.8 percent of men aged 30 to 34 reported no heterosexual experience in a 1987 survey; those figures jumped to 11.9 percent and 12.7 percent, respectively, in 2015. Between the ages of 35 and 39, 4 percent of women and 5.5 percent of men reported no heterosexual experience in 1992; in 2015 the figures increased to 8.9 percent and 9.5 percent.

    The data comes from the Japanese National Institute of Population and Social Security Research's National Fertility Survey of Japan.

  • Extreme degradation

    Over 164 million US adults play video games - a figure that's 20% more than a year ago and over 85% more than in 2015.

    $43.4 billion had been spent in 2018 mostly on content, as opposed to hardware and accessories.

    60 percent of players gaming on their smartphones, though about half also play on personal computers and specialized consoles.

    And everything around is private property that big owner do not want you to touch, as well as horrible education and food.

    Computer games became new form of drugs, hence all big game companies must be eliminated and authors of this plan to be held accountable by hanging them on the trees.

  • Report about gamers (it is source of some numbers in post above)

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    http://www.theesa.com/wp-content/uploads/2019/05/EssentialFacts.pdf

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