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Triphibian

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He has a Lightphone which he hates. That's how I know it is working. He built a gaming PC last year, so I am aware that Pandora's box is open there. But look, it has been thirteen years of playing whackamole with YouTube. I can't keep him off it. They watch it at school. They give him chromebooks that I have no control over. And the stuff I do have control over the control is tenuous. I have largely given up. He is pretty much grown now. But man, has it felt like gaslighting when people are like, "Do parenting. Use the settings. Get a dumb phone. Problem solved."

Your collection or wishlist, printed onto standard 63 × 88 mm game cards. Movies, books, board games, video games, comics: don't look at your phone to decide what to watch next, when you can shuffle cards and let fate decide (*)

The Backrooms kid got to spend three years working on a project he was clearly passionate about. He wasn't chasing clicks, creating daily content to keep the algorithm happy or worrying about ever mysterious ebb and flow of Google's payouts. He had an agent and manager that got him a deal and probably points on profit and who will make sure he gets paid. Sounds like a pretty sweet deal to me.

Hollywood is looking for a slightly different skill set than what YouTubers do, but what they do want is that relationship with an audience. Filmmaking chops can be taught and nurtured, but that trust that some of these creators have earned is gold to them.

I suppose if The Daniels were the last directors to enjoy the music video > Hollywood path then Neil Blomkamp might be the proto-example of Internet content > Hollywood.

I saw a Youtuber recently make a compelling argument that one of the features Hollywood has been missing is the pipeline of young, imaginative talent that music video direction used to provide. Backrooms, Iron Lung, etc. make a good case that YouTube can be that new pipeline.

Andrew Callahan of Channel 5 has mentioned several times that he adopted the technique of "active listening" which largely amounts to letting people talk until they stop. And then when you are tempted to prompt them, just wait and let them continue. And when they do that is when they start to really get real.

I had the good fortune of being able to hang out and watch him and some vintage Apple enthusiasts recover some source code for an old game. I have a lot of admiration for his dedication.

I remember showing up to buy a new Call of Duty game on release day, back when physical was the only way to buy games and seeing tons of people with boxes full of old games and consoles. I realized then that GameStop's differentiation from other retailers was that it was also a kind of pawn shop.

I have been kicking around this idea for a bumper sticker. "The '90s were lame, but they were still better than this."

I remember not loving the '90s when I was living through them, but my sense now (and I am hearing it more and more from others) is that we didn't realize how good we had it.

Same. I don't like to yuck other people's yums, but I don't get a lot from those kinds of games. Talking to strangers is not a problem for me.

I have been spending a bit of time at the local board game shops and the crowd sounds quite similar to the crowd you are attracting. On a very basic level I just try to model being a social adult and hope it rubs off.

It has been my experience that social deduction games are very attractive to folks who have problems socializing in day-to-day life. You can see them almost come alive when they are given the permission.