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FBI Russia Probe Is Targeting "Someone Close to the President"

Mother Jones

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Oh come on:

President Trump told Russian officials in the Oval Office this month that firing the F.B.I. director, James B. Comey, had relieved “great pressure” on him, according to a document summarizing the meeting.

“I just fired the head of the F.B.I. He was crazy, a real nut job,” Mr. Trump said, according to the document, which was read to The New York Times by an American official. “I faced great pressure because of Russia. That’s taken off.”

….The White House document that contained Mr. Trump’s comments was based on notes taken from inside the Oval Office and has been circulated as the official account of the meeting. One official read quotations to The Times, and a second official confirmed the broad outlines of the discussion. Sean Spicer, the White House press secretary, did not dispute the account.

That’s from the New York Times, and it’s what Trump told the Russian ambassador and foreign minister the day after he fired Comey. Of course, Trump probably didn’t realize that the Russians were already keenly familiar with Comey since the FBI is America’s primary counterintelligence agency—that is, the agency that tracks down Russian spies. So they know perfectly well he’s not crazy and not a nut job. I’ll bet they also knew perfectly well that firing Comey was only going to increase the pressure on Trump over Russia. That’s because they aren’t idiots.

The Washington Post reports on just what this increased pressure is turning into:

The law enforcement investigation into possible coordination between Russia and the Trump campaign has identified a current White House official as a significant person of interest, showing that the probe is reaching into the highest levels of government, according to people familiar with the matter.

The senior White House adviser under scrutiny by investigators is someone close to the president, according to these people, who would not further identify the official.

Stay tuned.

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FBI Russia Probe Is Targeting "Someone Close to the President"

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Could we get climate action from … Republicans?

You can’t fight what you can’t measure. But Davida Herzl has a solution: Her company, Aclima, builds sensor networks that monitor environmental impacts at a hyperlocal scale. Clients can deploy sensors on city streets, inside buildings, even on vehicles, to compile data on pollutants, carbon footprint, and more.

Think of it as a Fitbit for a planet trying to take more steps toward carbon reduction. In addition to working with the Environmental Protection Agency, Aclima has partnered with Google’s Street View fleet to map greenhouse gas emissions and air quality in California.

Herzl ultimately wants her sensor networks to create changes in behavior, both from large institutions and from individuals who can follow their lead. “One of the things we know is that emissions from non-electric vehicles influence climate change — but now we’ve learned that the proximity of my house to a freeway increases my health risk,” she says. “That can influence whether I choose to buy an electric vehicle or a nonrenewable-fuel-based vehicle … That personal moment motivates me every day.”

Workplace culture matters to Herzl, too: She sees Aclima’s multiracial, gender-diverse crew as part of a new vanguard in Silicon Valley dedicated to solving the world’s biggest problems through industry and innovation.


Meet all the fixers on this year’s Grist 50.

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Could we get climate action from … Republicans?

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This Abortion Clinic Had to Shut Down Because It’s Expensive to Protect Against Violence

Mother Jones

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A Planned Parenthood clinic in Appleton, Wisconsin, is closing down. But not because of the state’s staunchly anti-abortion Legislature.

After two civilians and one police officer were killed at a Planned Parenthood in Colorado Springs last November, the women’s health care provider reworked its security plans for each affiliate. The Appleton clinic, which provides a range of reproductive health services beyond abortion to Wisconsin women, is unable to fulfill the new requirements. The closure of this clinic means Wisconsin is down to two Planned Parenthood clinics, 80 miles apart, that provide abortions—one in Milwaukee and one in Madison.

In 2015, anti-abortion activist David Daleiden released undercover videos that purported to show Planned Parenthood officials involved in selling fetal tissue—a federal crime. This led to a string of 12 state and four congressional investigations, but none revealed any evidence of wrongdoing by the provider. The videos did reinvigorate the anti-abortion movement, and threats of violence against abortion providers surged, culminating in the Colorado Springs clinic shooting.

For local affiliates, this has meant providing more security and, as Planned Parenthood of Wisconsin Chief Operating Officer Chris Williams told the Capitol Times, the Appleton facility was unable to meet the “more stringent and scrutinized approach.” The Appleton clinic has experienced violence in the past. In 2012, anti-abortion activist Francis Grady threw a homemade explosive device through a window and damaged a small exam room. The facility was closed when the incident occurred, so no one was injured, and it reopened less than a week later.

The biggest concern was the state of the clinic building, Williams told the Capitol Times, and retrofitting it to make it secure would have cost nearly $300,000. He did not specify what precisely needed to be done. The clinic performed about 600 abortions per year, according to Williams. Collectively, the Madison and Milwaukee Planned Parenthoods provide about 3,400 abortions annually.

It’s no secret that Wisconsin has a history of passing stringent anti-abortion restrictions, and its governor, Scott Walker, has been quoted saying that choosing the life of a pregnant women or her fetus is a “false choice.” Planned Parenthood is currently suing the state for $1.8 million to reimburse the legal costs of fighting restrictions such as those from Texas that were recently struck down by the Supreme Court as unconstitutional.

The closure means women will now have to drive 200 or 300 miles to one of the other Wisconsin Planned Parenthood clinics, or go as far as Chicago or Minneapolis. Another option would be in Marquette, Michigan, where a single Planned Parenthood-affiliated physician provides abortions, but the scheduling is infrequent and can be unpredictable.

“While this decision is extremely disappointing and difficult to make, we believe our staff and patients deserve the best health care environment,” said Teri Huyuck, CEO of Planned Parenthood Wisconsin, in a statement. “We remain committed to finding other opportunities to enhance abortion access. We also call on elected officials and community leaders to create a dialogue that prioritizes women’s health and stop the hateful rhetoric and smear campaigns against abortion providers that breed acts of violence.”

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This Abortion Clinic Had to Shut Down Because It’s Expensive to Protect Against Violence

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How Science Explains #Gamergate

Mother Jones

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By now you’re probably heard of #Gamergate, the internet lynch mob masquerading as a movement for ethics in video game journalism. Though #Gamergaters, as they’re known, have repeatedly targeted their critics with rape and death threats, drawing rebukes from the broader gaming community, surprisingly few observers have asked whether violent video games themselves may have triggered this sort of abhorrent behavior.

Debate about video games and violence has, of course, been around almost as long as video games have. In 1976, the now-defunct game company Exidy introduced Death Race, a driving game based around mowing down what appeared to be pedestrians. “I’m sure most people playing this game do not jump in their car and drive at pedestrians,” the behavioral psychologist Gerald Driessen told the New York Times. “But one in a thousand? One in a million? And I shudder to think what will come next if this is encouraged. It’ll be pretty gory.”

Driessen’s fears seem almost quaint these days. Traffic fatalities and violent crime are at their lowest rates in decades, despite the advent of drastically more realistic and morally depraved games such as Grand Theft Auto. “Facts, common sense, and numerous studies all debunk the myth that there is a link between video games and violence,” the Entertainment Software Association, the trade group that represents the $65 billion video game industry, writes on its web page. “In fact, numerous authorities, including the US Supreme Court, US Surgeon General, Federal Trade Commission, and Federal Communications Commission examined the scientific record and found that it does not establish any causal link between violent programming and violent behavior.”

But the ESA’s defense of violent games masks a deeper reality: An emerging body of scientific research shows that the games aren’t as harmless as many people think.

“Just because you don’t necessarily go out and stab someone” after playing a violent game “doesn’t mean you won’t have a more adversarial mindset,” says Susan Greenfield, an Oxford-trained neurologist and author of the forthcoming book, Mind Change: How Digital Technologies Are Leaving Their Mark on Our Brains. “Your thermostat will change so that you will be more easily angered, more hostile than polite. And that, in fact, is what we’re seeing with this #Gamergate thing.”

Studies, in fact, show a strong connection between gaming and the types of behaviors exhibited by the #Gamergate mob. A 2010 meta-analysis of 136 papers detailing 381 tests involving 130,296 research participants found that violent gameplay led to a significant desensitization to violence, increases in aggression, and decreases in empathy. “Concerning public policy, we believe the debates can and should finally move beyond the general question of whether violent video game play is a causal risk factor for aggressive behavior,” the authors wrote. “The scientific literature has effectively and clearly shown the answer to be ‘yes.'”

More than half of the 50 top-selling video games contain violent content labels.* And evidence suggests that the effects of playing them go beyond the effects of just watching violence on a screen. Researchers from Denmark’s Utrecht University, for instance, found that students who played a violent video game later exhibited more aggressive behavior than a group of spectators who had watched the others play.

The aggressive behavior resulting from gaming isn’t just theoretical; it can spill out into the real world. For example, a study of long-term effects in American and Japanese schoolchildren showed that as little as three months of intense gaming increased their frequency of violent behavior such as punching or kicking or getting into fights. Several studies have involved telling experimental subjects competing in a nonviolent video game that they could administer a sonic blast through their opponents’ headphones, but warned that it would be loud enough to cause permanent hearing damage. Those most willing to administer the (nonexistent) sound blasts, as it turned out, had recently played violent games.

Other evidence suggests that people who play violent video games are less likely than others to act as Good Samaritans. Participants in an Iowa State University study played either a violent or nonviolent video game before a fake fight was staged outside the laboratory. Players of the violent game were less likely than other participants to report hearing the fight, judged the fight as less serious, and took longer to help the injured party.

In a 2012 study whose outcome relates more directly to #Gamergate, French college students played either a violent game or a nonviolent game before reading ambiguous story plots about potential interpersonal conflicts. The researchers then had them list what they thought the main characters would do, say, or feel as the story continued. The players of the violent games expected more aggressive responses from the characters in the story—a result that mirrors how the gaming community, but hardly anyone else, has consistently imputed evil motives to video game journalists and female game developers when reading about developments in the emerging “scandal.”

Taken together, these studies may help explain why some participants in #Gamergate felt justified in sending rape and death threats to their critics while other gamers, instead of calling them out, looked the other way.

In her book, Greenfield lays out a convincing neurological explanation for the video game/violence connection. While the well-known plasticity of the human brain allows it to adapt to a wide range of environments, Greenfield argues that it also exposes us to dangerous changes in brain chemistry when we immerse ourselves in violent video games for extended periods:

Investigators recorded the brain activity of experienced gamers, who normally played an average of fourteen hours per week, while they played a first-person shooter game…Results showed that areas of the brain linked with emotion and empathy (the cingulate cortex and the amygdala) were less active during violent video gaming. The authors suggest that these areas must be suppressed during violent video gaming, just as they would be in real life, in order to act violently without hesitation.

What’s more, the thrill that we experience while playing video games results from a release of dopamine, the same brain stimulant that accounts for the addictive appeal of drugs, gambling, and porn.

When dopamine accesses the prefrontal cortex, it inhibits the activity of the neurons there, and so recapitulates in some ways the immature brain state of the child, or indeed of the reckless gambler, schizophrenic or the food junkie. Just as children are highly emotional and excitable, adults in this condition are also more reactive to sensations rather than calmly proactive.

“How might his apply to video games?” Greenfield goes on to ask. “You can afford to be reckless in a way that would have dire results in the three-dimensional world. The consequence-free nature of video gaming is a basic part of its ethos.”

And, so it seems, of the ethos of #Gamergate. Harassing and threatening people might seem like fun to some people—until, at least, somebody dies in the real world.

Correction: An earlier version of this article stated that 60 percent of videogames are violent. It should have stated that more than half of top-selling video games are violent. The sentence has since been fixed.

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How Science Explains #Gamergate

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