I wonder if they do this at other airports located in of near cities such as LGA.
"In 1990, Congress, fearing that many localities could eventually hamstring the growth of aviation by implementing their own patchwork of noise restrictions, passed the Airport Noise and Capacity Act which outlawed curfews at airports. John Wayne was grandfathered in, however, due to the original lawsuit being filed in 1985."
https://www.avgeekery.com/whats-rollercoaster-takeoffs-orang...
Fun example of this is John Wayne airport in Orange County pilots do a special takooff involving cutting power to engines to reduce noise for Newport Beach neighborhood below dating back to a lawsuit from the 80s.
I Googled for "fortnite addiction" and was shocked how many similar stories there are. It is an epidemy. Game shops are exploiting advanced psychological tactics to turn young generation into addicts.
I am thinking more and more that this should be regulated. There should be a set of rules that a game shouldn't break. For example, prohibiting sales of items, or putting a cap on that. No gambling. A user should be able to pause a game without being punished. And so on... Isn't there a way at all? I understand this is stepping on personal liberties, but it hurts to know dudes in Epic Games are stuffing their wallets while young kids are breaking their banks to buy virtual pistols and don't have ways to exit that world without taking a hit. Especially since playgrounds are empty and streets are not playgrounds anymore.
I blame myself.
This is a narrative the game industry has been successfully pushing through organized PR campaigns and astroturfing online discussions, of course parents share some responsibility but this angle is disingenuous and lets publishers off the hook too easily. I wouldn't beat yourself up too much here you're aware of the situation and actively involved in fixing it.
> Game shops are exploiting advanced psychological tactics to turn young generation into addicts.
This + the instantly available secondary market which allows you to gamble with your digital goods/currency is the major difference between this and it's predecessor: baseball/pokemon/magic the gathering card packs.
Belgium/EU are making strong moves on this but very doubtful we'll see any movement in the US anytime soon, a New Hampshire senator dared to question the situation and was blasted by an aggressive letter from the ESRB claiming loot boxes are not at all gambling.
The games industry is uniquely positioned to allow for this kind of abuse because the primary targets (marks) are unorganized young children that don't know any better. Most games are just a vessel for the 'marketplace' which is an online casino for kids. The current state of gaming is shocking, regulation is desperately needed.
What's going on on reddit is something never before seen and has directly lead to the rise of extremism in the US. Every thread about reddit should be about this, nothing else matters in the context of what's going on here - on topic or not. How are more people not paying attention or maybe they are and OK with it, which is even scarier.
You've done the same to my comments about this exact issue in the past. You're denying visibility to an issue so much more important than some inc fluff piece, on the grounds of what - making YC funded companies look bad? Being off topic? Too political?
The admin team has shown a flagrant and criminally negligent disregard for the ethical and social impact of their platform which has lead directly to the loss of human life on more than one occasion, the rise of extremism and fascism but we're not allowed to talk about it here on any threads, why?
Not to mention Apple’s beef with Qualcomm means we’ll probably never see apt-X support in an iPhone.
"Your brain can’t tell the difference between a delay of 0 and 100ms"*
Reminds me of the old "brain can't process more than 30fps" Marketing folks running wild over there.
https://steamcommunity.com/market/search?appid=730
https://steamcommunity.com/market/search?appid=578080
First page results from a quick google search, who's talking bullshit
I also wish that the NYT and other outlets were more interested in covering the worse stuff you mentioned, but in no way is their covering of this other bad stuff anything less than a positive development.
Games are designed to keep you interested and engaged-- that's just what a game is. Children's games have included gambling since toys have existed (dreidel, jacks, marbles, to name a few). Children learn about the real world through play, and gambling is a part of that. Risks give benefits or consequences that are often unpredictable. I don't see the explicit benefit of excluding these gambles from children's games.
You're not wrong, can also point to baseball cards, magic the gathering or pokemon cards. The key differences today are
1) Instant-availability of the secondary market and third party sites that allow you to gamble with virtual currency you've won.
2) Devs/Publishers hiring psychologists and cognitive behavior specialists to design these loot box experiences to release the perfect amount of dopamine to get users addicted, with frightening efficiency. In comparison your examples are extremely mild.
You could say it's the parents responsibility to educate and protect their children from these practices - but would you say the same about the tobacco industry advertising to children? For me this is the same addiction from profit motive the tobacco industry exploited for many years until they were rightfully regulated.