Anonymous ID: 33ed5b April 16, 2021, 5:02 a.m. No.13438411   ๐Ÿ—„๏ธ.is ๐Ÿ”—kun

>>13438244

 

Gaming revenues are much greater than movies and TV.

Virtual environments permit even greater control of human consciousness.

 

The cult has put millions man hours into developing seductive pseudo or anti-realities - using the same form of sophisticated psychological design elements used to keep gamblers at the tables in Vega.

 

The purpose is to increase the emotional intensity and prolong the interaction

 

In game players emotional states are detected and observed in real time. (see images) allowing for AI player avatars to manipulate the player into in game purchases.

 

Games also aggregate data about players from outside the game. If the data they buy from FB says (for example) that the player's mother died, the AI can and will use such real life events in a sales pitch.

 

How the technology works and how well it works( 2000 % increase in in game sales) means this technology is being rapidly adopted by major game monopolies like Steam and supposed competitors like Riot.

Anonymous ID: 33ed5b April 16, 2021, 5:20 a.m. No.13438468   ๐Ÿ—„๏ธ.is ๐Ÿ”—kun

Anons do not demean or abuse others, weak minded cowards do; and they take both sides in an endless farrago of low IQ chatroom kayfabe.

 

hope that helps with (your) filter choices

Anonymous ID: 33ed5b April 16, 2021, 5:33 a.m. No.13438507   ๐Ÿ—„๏ธ.is ๐Ÿ”—kun

Over the past three years, we have monitored the global organization of social media manipulation by governments and political parties. Our 2019 report analyses the trends of computational propaganda and the evolving tools, capacities, strategies, and resources.

 

  1. Evidence of organized social media manipulation campaigns which have taken place in 70 countries, up from 48 countries in 2018 and 28 countries in 2017. In each country, there is at least one political

party or government agency using social media to shape public attitudes domestically (Figure 1).

 

2.Social media has become co-opted by many

authoritarian regimes. In 26 countries,

computational propaganda is being used as

a tool of information control in three distinct

ways: to suppress fundamental human rights,

discredit political opponents, and drown out

dissenting opinions (Figure 2).

 

  1. A handful of sophisticated state actors use

computational propaganda for foreign influence operations. Facebook and Twitter attributed foreign influence operations to seven countries (China, India, Iran, Pakistan, Russia, Saudi Arabia, and Venezuela) who have used these platforms to influence global audiences (Figure 3).

 

  1. China has become a major player in the global disinformation order. Until the 2019 protests in Hong Kong, most evidence of Chinese computational propaganda occurred on domestic platforms such as Weibo, WeChat, and QQ. But Chinaโ€™s new-found

interest in aggressively using Facebook, Twitter, and YouTube should raise goncerns for demogracies

 

  1. Despite there being more social networking

platforms than ever, Facebook remains the

platform of choice for social media manipulation.

 

In 56 countries, we found evidence of formally

organized computational propaganda campaigns .