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The Download: The rise of gamification, and carbon dioxide storage

Pauline Wright by Pauline Wright
June 13, 2024
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It’s a thought that happens to each video-game participant sooner or later: What if the bizarre, hyper-focused state I enter when taking part in in digital worlds might one way or the other be utilized to the true one?

Often contemplated throughout particularly difficult or tedious duties in meatspace (writing essays, say, or doing all of your taxes), it’s an eminently cheap query to ask. Life, in any case, is difficult. And whereas video video games are too, there’s one thing nearly magical about the best way they will promote sustained bouts of superhuman focus and resolve.

For some, this phenomenon results in an curiosity in stream states and immersion. For others, it’s merely a cause to play extra video games. For a handful of consultants, startup gurus, and recreation designers within the late 2000s, it turned the important thing to unlocking our true human potential. But as a substitute of liberating us, gamification turned out to be simply one other software for coercion, distraction, and management. Read the complete story.

—Bryan Gardiner

This piece is from the forthcoming print problem of MIT Technology Review, which explores the theme of Play. It’s set to go stay on Wednesday June 26, so in the event you don’t already, subscribe now to get a duplicate when it lands.

Why we have to shoot carbon dioxide 1000’s of toes underground

Carbon seize and storage (CCS) tech has two primary steps. First, carbon dioxide is filtered out of emissions at amenities like fossil-fuel energy crops. Then it will get locked away, or saved.  

Wrangling air pollution would possibly look like the essential bit, and there’s usually lots of concentrate on what fraction of emissions a CCS system can filter out. But with out storage, the entire challenge could be fairly ineffective. It’s actually the mix of seize and long-term storage that helps to scale back local weather influence. 



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