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

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


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 someway be utilized to the actual one?

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

For some, this phenomenon results in an curiosity in circulation states and immersion. For others, it’s merely a cause to play extra video games. For a handful of consultants, startup gurus, and sport designers within the late 2000s, it grew to become the important thing to unlocking our true human potential. However as an alternative of liberating us, gamification turned out to be simply one other device for coercion, distraction, and management. Learn the total story.

—Bryan Gardiner

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

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

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

Wrangling air pollution may appear to be the vital bit, and there’s typically a variety of deal with what fraction of emissions a CCS system can filter out. However with out storage, the entire mission can be fairly ineffective. It’s actually the mix of seize and long-term storage that helps to scale back local weather influence.Â