@elonmusk How to delineate genuine concern for children’s safety from censorship? Social media has done tremendous harm to younger generations. Why couldn’t this be as a sincere attempt at addressing that?
@sammathews@Vikxngr@googlecloud AI converges to the norm. A Harvard Business Review study found that executives who relied on AI for strategic guidance were consistently given the same recommendations regardless of context. Strategy can be outsourced to AI only if your aim is to be unexceptional.
The ruling states that any randomized digital asset sold to minors is subject to penalties. This definition is too broad and fails to capture the context in which the assets are sold (e.g., the contents, the UI, etc). Hextech chests have been well received by the community and are an uncommon example of engaging but non-predatory monetization. Hopefully future legislation will recognize this nuance.
@coachseeel If I’m not mistaken I believe they have been crafting storylines about the players and league in general. Why they might not be landing when compared to the previous generation is inauthenticity. It’s hard, as a fan, to connect with scripted corporatized media.
When players are able to cultivate a social (rather than strictly performance-based) reputation, they are more likely to engage in pro-social behaviours. Further, individuals will abstract their identity to whatever group is most relevant to them at that time. Currently, a group of 5 random players in a solo queue lobby have no shared significance. However, if unique shared identity is provided to each team (e.g, the underdogs, the veterans, the relentless, etc) players will identify more closely with that group rather than the community at large.
In League of Legends’ case, the existing honour system could be expanded to include more specificity for the types of positive behaviours, while inversely allowing players to cultivate negative reputations, all of which are visible to others. Also, during champ select a label based on prominent collective features or shared histories between players could be provided.
Many games have a reputation for toxic behaviour. Anonymity, lack of accountability, and the nature of group settings ensure that while playing, your inting teammates aren’t perceiving themselves as individuals and are instead deferring to the norms of their community. But, this *can* be overridden.
1. Self-identification: In certain contexts an individual’s self-concept is shaped by their group, and they adopt its values and norms as their own (tribalism).
2. Deindividuation: A psychological state where people in groups lose their self-awareness and sense of personal responsibility.