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π List of commercial failures in video games
The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial failures. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit.
Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failures of E.T. and Pac-Man for the Atari 2600 contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games.
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- "List of commercial failures in video games" | 2020-03-09 | 21 Upvotes 20 Comments
π Euro English
Euro English or European English, less commonly known as EU English and EU Speak, is a pidgin dialect of English based on the technical jargon of the European Union and the native languages of its non-native English speaking population. It is mostly used among EU staff, expatriates from EU countries, young international travellers (such as exchange students in the EUβs Erasmus programme), European diplomats, and sometimes by other Europeans that use English as a second or foreign language (especially Continental Europeans).
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- "Euro English" | 2020-10-04 | 39 Upvotes 27 Comments
π The Magical Number 7 plus or minus 2
"The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information" is one of the most highly cited papers in psychology. It was published in 1956 in Psychological Review by the cognitive psychologist George A. Miller of Harvard University's Department of Psychology. It is often interpreted to argue that the number of objects an average human can hold in short-term memory is 7 Β± 2. This has occasionally been referred to as Miller's law.
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- "The Magical Number Seven, Plus or Minus Two" | 2021-07-14 | 48 Upvotes 11 Comments
- "The Magical Number 7 plus or minus 2" | 2010-11-08 | 21 Upvotes 9 Comments
π Nothing about us without us
"Nothing about us without us" (Latin: Nihil de nobis, sine nobis) is a slogan used to communicate the idea that no policy should be decided by any representative without the full and direct participation of members of the group(s) affected by that policy. In its modern form, this often involves national, ethnic, disability-based, or other groups that are often marginalized from political, social, and economic opportunities.
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- "Nothing about us without us" | 2025-02-16 | 38 Upvotes 7 Comments
π Eroom's Law
Eroom's law is the observation that drug discovery is becoming slower and more expensive over time, despite improvements in technology (such as high-throughput screening, biotechnology, combinatorial chemistry, and computational drug design), a trend first observed in the 1980s. The cost of developing a new drug roughly doubles every nine years (inflation-adjusted). In order to highlight the contrast with the exponential advancements of other forms of technology (such as transistors) over time, the law was deliberately spelled as Moore's law spelled backwards.
The article proposing and naming the law attributes it to four main causes.
- the 'better than the Beatles' problem: the sense that new drugs only have modest incremental benefit over drugs already widely considered as successful, such as Lipitor, and treatment effects on top of already effective treatments are smaller than treatment effects versus placebo. The smaller size of these treatment effects mandates an increase in clinical trial sizes to show the same level of efficacy. This problem was phrased as "better than the Beatles" to highlight the fact that it would be difficult to come up with new successful pop songs if all new songs had to be better than the Beatles.
- the 'cautious regulator' problem: the progressive lowering of risk tolerance seen by drug regulatory agencies that makes R&D both costlier and harder. After older drugs (such as Thalidomide or Vioxx) are removed from the market due to safety reasons, the bar on safety for new drugs is increased.
- the 'throw money at it' tendency: the tendency to add human resources and other resources to R&D, which may lead to project overrun.
- the 'basic researchβbrute force' bias: the tendency to overestimate the ability of advances in basic research and brute force screening methods to show a molecule as safe and effective in clinical trials. From the 1960s to the 1990s (and later), drug discovery has shifted from whole-animal classical pharmacology testing methods (phenotypic screening) to reverse pharmacology target-approaches that result in the discovery of drugs that may tightly bind with high-affinity to target proteins, but which still often fail in clinical trials due to an under-appreciation of the complexity of the whole organism. Furthermore, drug discovery techniques have shifted from small-molecule and iterative low-throughput search strategies to target-based high-throughput screening (HTS) of large compound libraries. But despite being faster and cheaper, HTS approaches may be less productive.
While some suspect a lack of "low-hanging fruit" as a significant contribution to Eroom's law, this may be less important than the four main causes, as there are still many decades' worth of new potential drug targets relative to the number of targets which already have been exploited, even if the industry exploits 4 to 5 new targets per year. There is also space to explore selectively non-selective drugs (or "dirty drugs") that interact with several molecular targets, and which may be particularly effective as central nervous system (CNS) therapeutics, even though few of them have been introduced in the last few decades.
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- "Eroom's law" | 2018-04-14 | 120 Upvotes 34 Comments
π Canadian Traveller Problem
In computer science and graph theory, the Canadian traveller problem (CTP) is a generalization of the shortest path problem to graphs that are partially observable. In other words, the graph is revealed while it is being explored, and explorative edges are charged even if they do not contribute to the final path.
This optimization problem was introduced by Christos Papadimitriou and Mihalis Yannakakis in 1989 and a number of variants of the problem have been studied since. The name supposedly originates from conversations of the authors who learned of a difficulty Canadian drivers had: traveling a network of cities with snowfall randomly blocking roads. The stochastic version, where each edge is associated with a probability of independently being in the graph, has been given considerable attention in operations research under the name "the Stochastic Shortest Path Problem with Recourse" (SSPPR).
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- "Canadian Traveller Problem" | 2019-05-27 | 20 Upvotes 1 Comments
π Evercookie
Evercookie is a JavaScript-based application created by Samy Kamkar that produces zombie cookies in a web browser that are intentionally difficult to delete. In 2013, a top-secret NSA document was leaked by Edward Snowden, citing Evercookie as a method of tracking Tor users.
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- "Evercookie" | 2011-04-05 | 75 Upvotes 17 Comments
π In C
In C is a musical piece composed by Terry Riley in 1964 for an indefinite number of performers. He suggests "a group of about 35 is desired if possible but smaller or larger groups will work". A series of short melodic fragments that can be repeated at the discretion of musicians, In C is often cited as the first minimalist composition to make a significant impact on the public consciousness.
The piece was first performed by Steve Reich, Jon Gibson, Pauline Oliveros, Stuart Dempster, Morton Subotnick and others at the San Francisco Tape Music Center. It received its first recorded release in 1968 on CBS Records. Subsequent performances have been recorded many times since.
In 2022, the 1968 LP recording of In C was selected by the Library of Congress for preservation in the United States National Recording Registry as being "culturally, historically, or aesthetically significant.".
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- "In C" | 2024-10-12 | 33 Upvotes 4 Comments
π SNAP-10A was an experimental nuclear reactor launched into space in 1965
SNAP-10A (Systems for Nuclear, Auxiliary Power, aka Snapshot for Space Nuclear Auxiliary Power Shot, also known as OPS 4682, COSPAR 1965-027A) was a US experimental nuclear powered satellite launched into space in 1965 as part of the SNAPSHOT program. The test marked the world's first operation of a nuclear reactor in orbit, and also the first operation of an ion thruster system in orbit. It is the only fission reactor power system launched into space by the United States. The reactor stopped working after just 43 days due to a non-nuclear electrical component failure. The Systems Nuclear Auxiliary Power Program (SNAP) reactor was specifically developed for satellite use in the 1950s and early 1960s under the supervision of the U.S. Atomic Energy Commission.
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- "SNAP-10A was an experimental nuclear reactor launched into space in 1965" | 2015-12-27 | 30 Upvotes 11 Comments
π Parasocial Interaction
Parasocial interaction (PSI) refers to a kind of psychological relationship experienced by an audience in their mediated encounters with performers in the mass media, particularly on television and on online platforms. Viewers or listeners come to consider media personalities as friends, despite having no or limited interactions with them. PSI is described as an illusionary experience, such that media audiences interact with personas (e.g., talk show hosts, celebrities, fictional characters, social media influencers) as if they are engaged in a reciprocal relationship with them. The term was coined by Donald Horton and Richard Wohl in 1956.
A parasocial interaction, an exposure that garners interest in a persona, becomes a parasocial relationship after repeated exposure to the media persona causes the media user to develop illusions of intimacy, friendship, and identification. Positive information learned about the media persona results in increased attraction, and the relationship progresses. Parasocial relationships are enhanced due to trust and self-disclosure provided by the media persona. Media users are loyal and feel directly connected to the persona, much as they are connected to their close friends, by observing and interpreting their appearance, gestures, voice, conversation, and conduct. Media personas have a significant amount of influence over media users, positive or negative, informing the way that they perceive certain topics or even their purchasing habits. Studies involving longitudinal effects of parasocial interactions on children are still relatively new, according to developmental psychologist Sandra L. Calvert.
Social media introduces additional opportunities for parasocial relationships to intensify because it provides more opportunities for intimate, reciprocal, and frequent interactions between the user and persona. These virtual interactions may involve commenting, following, liking, or direct messaging. The consistency in which the persona appears could also lead to a more intimate perception in the eyes of the user.
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- "Parasocial Interaction" | 2022-11-16 | 12 Upvotes 1 Comments