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Obama’s Deal With China Is a Big Win for Solar, Nuclear, and Clean Coal

Mother Jones

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The plan announced last night for the United States and China to join forces in the fight against climate change is a big deal. It sets a new, more ambitious greenhouse gas reduction target for the US (although the target will only bring emissions slightly below 1990 levels, which isn’t as aggressive as climate scientists have advocated). It establishes a goal for China to get one-fifth of its power from low-carbon sources by 2030. And it lays out what both countries will bring to the table at next year’s international climate negotiations in Paris. That should help other countries set their own goals, and it increases the likelihood that the talks will be productive.

More coverage of the historic US-China climate deal.


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Obama’s Deal With China Is a Big Win for Solar, Nuclear, and Clean Coal


Awkward: Watch a Supercut of Republicans Using China As an Excuse to Do Nothing About Climate Change


Deep Inside the Wild World of China’s Fracking Boom


Here Comes the Sun: America’s Solar Boom, in Charts

The deal could also be a big win for the clean energy sector. It calls for more funding for research and development projects focused on renewable energy, energy efficiency, and clean vehicles. It also includes a major new pilot project in China to study carbon capture and sequestration, the controversial technology that—at least in theory—could help China curb its emissions while continuing to burn coal for electricity.

Perhaps most significantly, the plan says that for China to meet its clean energy production target, it will have to roll out an additional 800 to 1,000 gigawatts of low-carbon energy sources by 2030. That’s roughly equivalent to the size of the US’s current electric grid, but made up entirely of non-fossil energy. So the renewable energy market in China, already the world’s biggest, is poised to grow by a lot over the next decade or so. That’s not necessarily a new development, but now we know that the growth expectation is nailed down to some specific numbers—and that it will happen with the support of the US government and American companies.

In other words, China’s climate goals represent a big economic opportunity for both countries.

“I think the technology stuff is the most important part of this agreement,” said Alex Trembath, an energy analyst with the Breakthrough Institute. “This is what energy innovation looks like: Not only partnerships in deploying new technologies, but innovation that takes advantage of demand in growing markets” like China.

Up to this point, trade relations on clean energy have been a little icy between China and the US, especially on solar power. Over the last couple years, the explosion of the solar power market has led to some bitter trade wars between Chinese and American solar panel manufacturers, with US regulators complaining that Chinese companies were dumping super-cheap panels on the American market. The Commerce Department already raised tariffs on Chinese solar technology this summer, and it’s poised to do so again in December.

But Nick Culver, a solar market analyst for Bloomberg New Energy Finance, says yesterday’s announcement effectively signals a pivot in the Obama administration’s attitude that will ultimately benefit the US solar industry.

“Folks in the solar world are worried about a discrete number of things that can really throw the brakes in US, and one of those things is a trade war with escalating tariffs,” Culver said. “This seems like it really relieves that fear,” because the plan makes it US policy to promote, not inhibit, China’s clean energy sector.

Culver cautioned that it could be several years before China’s new commitments translate to a noticeable uptick in manufacturing, so don’t expect solar stock prices to necessarily skyrocket right away. The bilateral plan is light on details, so it’s hard to say exactly when and how China envisions ramping up its solar deployment. But now the tone is set for a relationship between the countries that is less combative and more collaborative.

That attitude applies beyond solar power. China is the world’s biggest coal consumer; it gets more than 70 percent of its power from coal. Thanks to China’s skyrocketing growth, its coal addiction is expected to rise until 2030, when the International Energy Agency predicts China will, at its peak, consume more than half the world’s coal. To reconcile China’s need for more cheap energy with its climate goals, the plan calls for a major pilot project to study carbon capture and sequestration, a technology intended to capture carbon dioxide from coal plants and either bury it underground or repackage it for use as an industrial chemical.

The project will be a fresh opportunity to prove that CCS can be made economically viable—the closest equivalent project in the US, a coal plant in Mississippi, is a $5 billion boondoggle.

“Having CCS called out specifically is a good sign that the technology is necessary” for China to meet its climate goals, said Elizabeth Burton, director of the Global CCS Institute, a Melbourne-based think tank.

Nuclear power could also be a winner. China already has 26 nuclear reactors in the works, with an additional 60 planned, according to the Nuclear Energy Institute. These will likely become a key component of China’s push for low-carbon energy.

Trembath said the agreement is a model for international collaboration on climate action that reduces our collective carbon footprint without the geopolitical hassle of a legally binding global treaty.

“If you really want to gather momentum for clean energy,” Trembath said, “you have to take advantage of China.”

Original source – 

Obama’s Deal With China Is a Big Win for Solar, Nuclear, and Clean Coal

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This Jeopardy Champ and Proud Geek Gives Swirlies to Gamergaters in His Spare Time

Mother Jones

Like Disney and the WWF, the game show Jeopardy! has its villains—or at least one, in the form of Arthur Chu, the 30-year-old Cleveland native who took home nearly $300,000 after winning an 11-game streak and seemingly pissing off half of America. How? His sins ranged from “pounding the bejesus out of his buzzer” to skipping wildly around the board in search of Daily Doubles, setting longtime viewers’ heads on fire. The “Jeopardy! bad boy” has continued courting controversy since his February appearance with a number of provocative essays on race and gender issues. He’s recently had a lot to say about Gamergate, a fierce debate going on in the world of video games over issues of diversity and harassment of women. I talked to Chu right before his Jeopardy! return in this week’s Tournament of Champions.

Mother Jones: So how does one study for Jeopardy?

Arthur Chu: A lot of flashcards. There’s a whole online community where people archive clues from the past. Since I talked about using that, I think they’ve started writing the show to make it harder.

People say Jeopardy! is getting “dumbed down” because there are more pop culture questions. I think it’s the opposite. There’s only so many classic operas you can study. For pop culture, you have to actually watch the shows. There’s one every week! It’s much harder.

MJ: What’s your buzzer strategy?

AC: The thing about being a lifelong gamer is that my eye-to-hand reaction time is faster than average. I actually went on a website that tests your reaction time and verified this to my satisfaction.

I knew Ken Jennings loved to buzz in and then start to try to figure out the answer after buzzing. Ken’s very smart, but that’s a little too dangerous for me. Jeopardy! is won partially by keeping your mouth shut when you aren’t sure, so you don’t lose points by getting something wrong.

Really, when you practice watching the show, you should practice reading ahead of Alex’s talking so that by the instant he’s done talking, you’ve digested the question and decided whether you know it or not.

MJ: The times you’ve played, were there any categories you just dreaded, and prayed they wouldn’t come up?

AC: Sports was a huge handicap for me in my original run. And what’s worse, it’s known that it was a huge handicap for me because everyone reported on that famous Daily Double where I bet $5 and blew off the clue. So I felt like I had to shore that up, and studied a ton of sports.

MJ: Switching topics to another kind of gaming, the Gamergate debate is clearly on some level a backlash to demands for better diversity in video games. But a lot of gamers say the lack of female lead characters in games—or brown characters, queer characters, and so on—simply isn’t a problem that needs fixing.

AC: You hear a lot of this. “Why are you dragging real-life politics into cyberspace? I go to gaming to get away from real-life issues.” For a lot of geeks, gaming is all about stripping who you are completely and entering this imaginary space, this world that’s made for you, where winning and losing have nothing to do with real life. They try to argue that representation in games has not been an issue because nobody is really themselves in a game; it’s all just avatars. They’re not seeing the many ways in which that’s not true.

This is a conversation that we’ve needed to have for a long time. And now it’s being dragged into the open.

MJ: So why are we having this conversation now?

AC: From the beginning, the internet has been dominated by white men. So if you wanted to be a part of the internet and you weren’t a white man, you had to adapt yourself to their world. It became normal for women on the internet to adopt gender-neutral or male screen names. If you’re not white, you didn’t talk about your background. It became normal to subsume yourself into a generalized American identity.

We’ve sort of reached a tipping point where people are tired of that. People are saying, “Look, I’m gay”—for instance—”and being gay is important to me and I’m going to talk about it and I’m not going to just sit here and pretend that the many little ways you take a crap on my identity don’t matter.”

MJ: I’ve noticed that the vast majority of people supporting Gamergate online are using anonymous avatars, while a lot of the people they’re piling on to are writing under their real names.

AC: It’s part of the whole idea that the internet is just “for lulz,” that the internet’s not real. Look at 4chan culture, which is the ultimate version of shedding your IRL in real life identity—you don’t even keep a consistent screen name from thread to thread. That’s very important to them, this belief in the possibility that what I do online is completely separate from who I really am.

MJ: Do you have any empathy with the young men who are the bulk of this movement, who, whether they realize it or not, are pretty clearly grappling with some gnarly issues of identity and change?

AC: Oh yeah, I do. I think I’ve tried to be open about the fact that I’ve changed a lot. As an early adopter of the internet, I’ve changed as the internet has changed, and I regret a lot of the things that I used to believe or used to do.

MJ: Like what?

AC: For example, in college I was known as Mister Reasonable Neutrality, always trying to find the middle, to be “rational.” And now that’s almost a cliché—that annoying guy on the internet who insists on playing devil’s advocate, on having a “rational debate,” insisting that emotions are always wrong or biased.

It took me a while to realize that it doesn’t help anyone to have these rational debates. A rational debate is never going to lead to an objectively rational conclusion. It’s never going to pull people out of where they are.

MJ: I feel like anyone who’s spent any time on Reddit has met That Guy.

AC: The joke when I was a teenager was, “Someday you’ll all be working for me.” Being a nerd meant being good with computers, book knowledge, and data, and being bad with people. So the idea was that if you got really good at working with things and manipulating objects, you’d reach a point in life where you wouldn’t need people to like you. You’d win purely by merit. There’s nowhere on Earth where this is actually true, but there’s people who believe that.

That’s why so much of nerd culture involves these power fantasies full of magic—literally reshaping the world through thinking about it—and superheroes with super abilities. It’s also why a lot of the people in geeky subcultures gravitate towards libertarianism. There’s a strong ideological belief in wiping out “politics,” because politics means having to interact with people, and negotiating with people who have different interests.

MJ: So you know a bit about being on the receiving end of a lot of online hate. Most of us will never experience anything like this. What was it like?

AC: I’m glad it happened the way it did. I became a C-list celeb for being controversial. I’m the guy everybody hates. I’m the villain. I thought, I can embrace that.

Every time I write an article, it’s like, I’ve already been the “most hated man in America” for this really dumb thing. How could it get any worse if it were for something I actually believe? I’ve got the money already from being on this stupid game show. The limelight is an unexpected bonus. If I use the limelight to make people like me for a fake image of me, abandon these things I was so passionate about back when it was just me writing to a bunch of my friends on Facebook, then what kind of a person am I?

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This Jeopardy Champ and Proud Geek Gives Swirlies to Gamergaters in His Spare Time

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Cellphone Companies Are Working to Track Your Every Move

Mother Jones

Your cellphone company knows what you did today—whether you want them to or not:

Verizon and AT&T have been quietly tracking the Internet activity of more than 100 million cellular customers with what critics have dubbed “supercookies”…. Consumers cannot erase these supercookies or evade them by using browser settings, such as the “private” or “incognito” modes that are popular among users wary of corporate or government surveillance.

….Privacy advocates say that without legal action, in court or by a regulatory agency such as the FCC or FTC, the shift toward supercookies will be impossible to stop. Only encryption can keep a supercookie from tracking a user. Other new tracking technologies are probably coming soon, advocates say.

“There’s a stampede by the cable companies and wireless carriers to expand data collection,” said Jeffrey Chester, executive director of the Center for Digital Democracy, a Washington-based advocacy group. “They all want to outdo Google.”

Is there any hope for reining in this stuff? I’m pessimistic. The vast majority of users just don’t seem to care, and even if they do, they can usually be bought off with something as trivial as an iTunes download or a $10 Groupon discount. On the flip side, the value of this data to marketers is enormous, which means it can be stopped only by some equally enormous opposing force. But what? Government regulation is the only counterweight of similar power, and there won’t be any government action as long as the public remains indifferent about having their every movement tracked.

So this gets back to basics: How do you get the public to care? Business as usual won’t do it. It’s going to take something big and dramatic that finally crosses a line and starts to make people feel nervous. That hasn’t happened yet, but it might in the future. Stay tuned.

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Cellphone Companies Are Working to Track Your Every Move

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Uber says half its drivers make $90K a year — yeah, right.

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Uber says half its drivers make $90K a year — yeah, right.

While we’re technically pro- anything that can convince people to ditch their cars, we can’t ignore that Uber has come under fire for underpaying its workers, undercutting taxi regulations, and just generally being a pushy dudebro tech company.

Recent fare cuts have driven drivers to the streets to ask for better treatment, even as the company burns rubber in the profits department: In just four years, the upstarty start-up has gone from 0 to $17 billion, and it’s still growing to the tune of 50,000 new jobs a month.

But when the company claims that UberX drivers in New York City make a median income of $90,776 per year — meaning the average Joe with a Prius and some free time could theoretically catapult to the top third of the city’s earners — something smells a little off. Some have already pointed out that this number is gross income, before all the expenses that drivers are expected to cover kick in — like, you know, gas.

Luckily — for us, because this sounds like a lot of work — Slate’s Alison Griswold took a hard look at the math, then talked to some actual UberX drivers, and now she is calling shenanigans:

[UberX driver Jesus] Garay says that on average, a ride takes him 20 minutes from start to finish: five minutes to reach the pickup location, five to wait for the customer, and 10 to drive to the destination. For a trip of that length, Garay says he’ll make $10 or $11. “So if you’re busy, you’re going to make three rides in an hour,” he explains. “That’s $30 an hour. That’s before commission, taxes, the Black Car Fund, before you take off your gas …”

For a driver like Garay, all those deductions mean an initial $30 in fares leaves him with about $21 for the hour. According to statements Garay provided Slate, he made $1,163.30 in fares for 40 hours of work in the week ending Oct. 13. From that, he took home just under $850. In any given week, Garay expects to lose a bit more than $350 to gas, car cleanings, insurance, maintenance, and parking costs. That leaves him with about $480 before income taxes. Effectively, he’s making $12 an hour.

That’s still not terrible, but it sure isn’t $90k. And there’s more. When Griswold just flat-out asks an Uber rep to show her ONE driver in NYC who is making the alleged median income, she got nothing. Here’s a quick math refresher — “median” means half of the drivers in NYC should be making MORE than that. So why is it so hard to dig up just one?

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Uber says half its drivers make $90K a year — yeah, right.

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Social Networking Employs More People Than We Think

Mother Jones

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This is a pretty amazing story from Wired reporter Adrian Chen about the army of workers who spend their days monitoring the raw feeds of social networking sites to get rid of “dick pics, thong shots, exotic objects inserted into bodies, hateful taunts, and requests for oral sex” before they show up on America’s morning skim of Facebook and Twitter:

Past the guard, in a large room packed with workers manning PCs on long tables, I meet Michael Baybayan, an enthusiastic 21-year-old with a jaunty pouf of reddish-brown hair….Baybayan is part of a massive labor force that handles “content moderation”—the removal of offensive material—for US social-networking sites. As social media connects more people more intimately than ever before, companies have been confronted with the Grandma Problem: Now that grandparents routinely use services like Facebook to connect with their kids and grandkids, they are potentially exposed to the Internet’s panoply of jerks, racists, creeps, criminals, and bullies. They won’t continue to log on if they find their family photos sandwiched between a gruesome Russian highway accident and a hardcore porn video.

….So companies like Facebook and Twitter rely on an army of workers employed to soak up the worst of humanity in order to protect the rest of us. And there are legions of them—a vast, invisible pool of human labor. Hemanshu Nigam, the former chief security officer of MySpace who now runs online safety consultancy SSP Blue, estimates that the number of content moderators scrubbing the world’s social media sites, mobile apps, and cloud storage services runs to “well over 100,000”—that is, about twice the total head count of Google and nearly 14 times that of Facebook.

Given that content moderators might very well comprise as much as half the total workforce for social media sites, it’s worth pondering just what the long-term psychological toll of this work can be.

We often hear about how the new app economy is largely a jobless economy, but thanks to the general scumminess of human beings maybe that’s less true than we think. Cleaning up the internet for grandma is a grueling, never-ending job that, for now anyway, can only be done by other, less scummy, human beings. Lots of them.

It’s true that the “basic moderation” jobs are largely overseas and don’t pay much, but second-tier moderators are mostly US-based and are paid fairly well. As you’d expect, though, most don’t last long. Burnout comes pretty quickly when you spend all day exposed to a nonstop stream of torture videos, hate speech, YouTube beheadings, and the entire remaining panoply of general human degradation. That’s what the rest of Chen’s story is about. It’s a pretty interesting read.

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Social Networking Employs More People Than We Think

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How One Man Poured Chemicals Into New Jersey’s Drinking Water and Changed Women’s Fashion Forever

Mother Jones

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These days, drinking more water seems to be the solution for everything from weight loss to youthful skin. In fact, we’ve taken our obsession with water so far that the medical community is actually warning people that drinking too much water can be poisonous. What most of us take for granted, however, is that water (in reasonable quantities) is safe to drink—a notion that was absolutely not true a hundred years ago.

The innovations that gave us clean drinking water don’t seem as sexy as self-driving cars or a rover on Mars. But author Steven Johnson argues that these types of technological advances have changed our world in profound ways—impacting everything from life expectancy to women’s fashion (more on that below).

Seemingly mundane scientific breakthroughs can create what Johnson calls a “hummingbird effect,” a reference to the great evolutionary leap that species made when it began to mimic the flight patterns of insects in order to extract nectar more efficiently from flowers. Johnson coined the phrase while writing his latest book—How We Got to Now: Six Innovations that Made the Modern World—in Marin County, Calif., where hummingbirds were frequent visitors in his garden. What started out as a distraction provided him with an apt metaphor for the often unpredictable and far-reaching effects that a simple innovation can have on society. “You think you’re inventing something that just involves flowers and insects, but it ends up changing the anatomy of birds,” says Johnson on this week’s episode of the Inquiring Minds podcast. “We see that again and again and again in the history of technology.”

So how does Johnson link clean drinking water with female fashion? The story begins with a nineteenth century problem. As American cities grew larger, contamination of drinking water by sewage was becoming a serious health hazard. For John Leal, a doctor based in New Jersey, the problem was personal: his father had died a slow and agonizing death after drinking contaminated water during the Civil War. He wasn’t alone. “Nineteen men in the 144th Regiment died in combat,” writes Johnson, “while 178 died of disease during the war.”

Steven Johnson Nutopia

In addition to his work as a physician, Leal was a health officer and inspector for the city of Paterson, N.J. His duties included understanding and curtailing communicable diseases and disinfecting the homes of people who died from them. He was also in charge of the city’s public water supply and the safe disposal of sewage. This combination of interests and responsibilities ensured that he spent a lot of time thinking about how to improve water safety. Whereas other doctors rejected the notion of using chemicals to kill noxious bacteria in water, Leal began to consider chlorine—in the form of calcium hypochlorite—which was commonly used to disinfect houses and neighborhoods affected by typhoid and cholera outbreaks.

Chloride of lime, as it was called back then, smelled terrible and was known to be toxic, so the idea of putting it in drinking water seemed ludicrous. But Leal realized that in small doses, it was essentially harmless to humans and yet still effective at destroying deadly bacteria. “Leal understood this in part because he had access to very good microscopes,” explains Johnson. “In the old days, if you had a hypothesis about how to clean the water, you would kind of do it, and then you’d wait for a month and see if anybody died.”

But putting what is essentially poison into the city’s water supply was still an unpopular suggestion, to say the least.

And so, a few years later, when Leal was put in charge of Jersey City’s water supply, he added chlorine to the city’s reservoirs “in almost complete secrecy, without any permission from government authorities (and no notice to the general public),” writes Johnson. And not surprisingly, once people realized what he had done, Leal was called a madman and even a terrorist. He had to appear in court to defend his actions, where he testified that he believed his chlorinated water was, in fact, the safest in the world.

The case was settled in his favor and, unlike many of his contemporaries, Leal gave away the recipe for chlorination for free to whomever wanted it. “Unencumbered by patent restrictions and licensing fees,” writes Johnson, “municipalities quickly adopted chlorination as a standard practice, across the United States and eventually the world.”

Mass chlorination had some predictable effects, reducing the mortality rate in the average American city by 43 percent. According to Johnson, parents of infants benefited even more significantly, as the death rate for babies dropped by 74 percent. And while reducing mortality is perhaps the most important consequence of Leal’s innovation, there is also a lighter side to the story.

As the First World War came to an end and chlorination spread across the country, some 10,000 public baths and pools were opened in the United States, giving women a new forum to show off their figures. As pools became safe and swimming became the norm, swimsuit fashions exploded. Or compressed, more accurately. “At the turn of the century,” Johnson writes, “the average woman’s bathing suit required 10 yards of fabric; by the end of the 1930s, one yard was sufficient.”

“Hanging out at a pool and seeing people in swimsuits” became a major driver of fashion, says Johnson. And while Hollywood glamor, fashion magazines, and other cultural changes had an effect, “without the mass adoption of swimming as a leisure activity,” he writes, “those fashions would have been deprived of one of their key showcases.”

How We Got to Now’s publication also coincides with a six-part PBS and BBC television series airing Wednesdays at 10 pm ET, from October 15 to November 12. You can watch a preview below:

Inquiring Minds is a podcast hosted by neuroscientist and musician Indre Viskontas. To catch future shows right when they are released, subscribe to Inquiring Minds via iTunes or RSS. We are also available on Stitcher. You can follow the show on Twitter at @inquiringshow and like us on Facebook. Inquiring Minds was also singled out as one of the “Best of 2013” on iTunes—you can learn more here.

Original article:

How One Man Poured Chemicals Into New Jersey’s Drinking Water and Changed Women’s Fashion Forever

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Women Harassed Out of Their Homes. Mass Shooting Threats. How #Gamergate Morphed Into a Monster.

Mother Jones

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Video game critic and feminist author Anita Sarkeesian canceled a speaking engagement at Utah State University on Tuesday after an email from an unknown source promised “the deadliest school shooting in American history” and threatened that Sarkeesian would “die screaming like the craven little whore that she is if you let her come to USU.” Sarkeesian is the creator of an online video series that critiques mainstream video games for misogyny; she has long been the target of violent threats from online trolls. Despite that Sarkeesian had every reason to be concerned about the specter of vicious misogyny mixed with guns, USU officials said that under state law concealed weapons could not be barred from the event. She blasted the university late Wednesday for how it handled the situation:

Sarkeesian noted recently that she has been “subjected to the worst harassment I’ve ever faced” as part of a convoluted conflict known as #Gamergate, which has been roiling the gaming industry since August. Playing out primarily on social media, #Gamergate centers around several women who work in the industry and have criticized its dominant macho culture and frequent sexualization of women. Their critique has met with intense harassment and bullying. The FBI is currently investigating the threats against Sarkeesian and others, according to Vice.

On one level, #Gamergate is an internal squabble between ideologically opposed factions within the gaming world. But now, disturbing developments such as Sarkeesian’s cancelled appearance reflect how the controversy has blown up beyond the familiar trappings of online nastiness and spilled into real life—with serious consequences. At least two women involved in #Gamergate have said that they had to flee their homes, fearing for their safety. Kyle Wagner at Deadspin suggests that #Gamergate may be no less than “the future of grievance politics as they will be carried out by people who grew up online.”

So what is #Gamergate and how did this all start?
#Gamergate is essentially an escalating fight about the direction of gaming culture. It pits a group of feminists and their supporters—who advocate for expanding beyond the testosterone-fueled games that dominate the industry—against a vocal faction that is openly hostile toward their views. The conflict first blew up in August after a programmer named Eron Gonji wrote a revenge post about his breakup with developer Zoe Quinn, the creator of Depression Quest, a critically acclaimed game whose purpose is to illustrate the challenges of coping with depression.

The post implied Quinn had a romantic relationship with a writer for Kotaku, the gaming site run by Gawker Media, supposedly to receive favorable coverage of Depression Quest. In fact, Kotaku never reviewed the game, but nasty attacks against Quinn—including the circulation of nude photos, death threats, and rape threats—quickly flooded sites like Reddit and 4chan. Sarkeesian experienced similar threats just a few days later, after publishing a new video in her series on women and gaming. Brianna Wu, a developer behind a game with all female lead characters, has written about harassment of women in the industry; she received a series of graphic death threats last week after sharing a meme making fun of #Gamergate. She said she had to flee her home as a result.

Who is responsible for all this nastiness?

It’s hard to say: Most of the viciousness comes from anonymous trolls. However, a couple of particular players have helped inflame the situation:

Adam Baldwin, perhaps best known for portraying paranoid mercenary Jayne Cobb in “Firefly” and for voicing strident political views on social media, chimed in:

Milo Yiannopoulos, associate editor at Breitbart.com, also helped fuel the haters with a blog post in which he declared “an army of sociopathic feminist programmers and campaigners, abetted by achingly politically correct American tech bloggers, are terrorising the entire community.”

What’s the deal with those strange hashtags and other terms?
Here’s a quick primer:

8chan – a site that allows anyone to anonymously create their own message board. Threads related to #Gamergate originally sprung up on 4chan, but were banned for breaking the site’s policy on distributing personal information. At that point, the conversation largely moved to 8chan.

“Social justice warrior” (or SJW) – a derisive term used by many in the #Gamergate crowd to describe its feminist and otherwise inclusion-minded critics. It’s largely synonymous with “PC police.”

#NotYourShield – a Twitter hashtag used to point out that not all #Gamergate supporters are white and/or male. It’s been used by women and people of color sympathetic to the cause to counter claims that the movement is inherently misogynistic or comprised solely of gaming’s status quo. Some claim that many “sock puppets,” or fake accounts, have been created to make the tag appear more popular than it is; there is no way to confirm or deny this.

#StopGamerGate2014 – a Twitter hashtag that has garnered around 75,000 tweets since it first appeared late Tuesday night (#gamergate has been getting around 100,000 tweets a day). It’s essentially a form of counter-protest.

So what is this really all about?
#Gamergaters, as they’re called, say their target isn’t women but instead what they deem to be corrupt journalism. They claim the fact that a game developer like Quinn once had a romantic relationship with a writer at Kotaku is evidence that media coverage of games can be bought and sold with sexual favors. But the writer in question never reviewed Quinn’s game, and nor did anyone else at Kotaku. Kotaku looked into the accusations and said it found no evidence of a conflict of interest.

#Gamergaters argue more broadly that journalists are too cozy with game developers—they fund their projects, date them, and are sometimes roommates or friends with them—which makes it impossible, they say, for gamers to trust reviews from gaming news sites. Polygon, Kotaku, and the Verge have come under attack along these lines. (You can read about their ethics policies here, here, and here.) Other #Gamergaters take issue with a growing pool of gaming writers and editors interested in issues of diversity, inclusion, sexism, and violence in video games. “Headlines are becoming less about gaming and more about mysoginy sic, feminism, and are reduced to click-grabbing disappointments,” laments one manifesto.

Meanwhile, there is an email listserv called GamingJournoPros that some industry writers use to discuss trends and new releases; its recent “discovery” by Breitbart.com has prompted additional outrage among #Gamergaters, despite that there are multitudes of such listservs in journalism. (Read more from its moderator here.) On the other hand, popular gaming critic Leigh Alexander has compiled a list of more substantive ethics issues in the trade. For instance, “One of the US’s most long-running and successful print game publications is owned by one of the world’s best-known game retailers, and few of the magazine’s consumers seem aware of what, if any impact that relationship might have.”

How are tech and social media companies reacting?
Intel was pulled into #Gamergate early this month when it bowed to pressure from an email blizzard by yanking it ads from Gamasutra, one of several sites that have published essays critical of rampant sexism in gamer culture. Subsequently criticized for that move, the company apologized two days later but hasn’t reinstated the ads.

Though #Gamergate first caught fire on 4Chan, it exploded on more mainstream social media outlets such as Reddit and Twitter, which have been criticized for providing a platform for its worst elements. On Saturday, for example, developer Brianna Wu left her home after a Twitter user sent her a string of threats including a pledge to choke her to death with her husband’s penis. Though Twitter has suspended those accounts, critics argue it could do much more by, say, actively detecting hostile behavior, limiting sock puppet, or fake, accounts, and making it easier to block users. Twitter spokesman Nu Wexler referred Mother Jones to the company’s user rules banning targeted abuse. He declined to say how many accounts have been suspended in relation to #Gamergate or if any have been referred to law enforcement.

On Reddit, a group devoted to #Gamergate has more than 11,000 subscribers. Many of the comments in these threads are misogynistic, and Zoe Quinn has produced logs of Reddit chatrooms that show gamers planning to hack her personal accounts. Even so, Reddit’s moderators haven’t shut down its main #Gamergate page. (In contrast, a #Gamergate forum on Github has been disabled by the site’s staff.) “We received a number of contacts related to this issue,” Reddit spokeswoman Victoria Taylor wrote in response to questions from Mother Jones. “Anything that we found or that was reported to us that broke our rules was removed and the user banned.” But it seems that the fallout from #Gamergate hasn’t prompted much concern or soul searching at Reddit: “We do not plan on changing any site policies due to the occurrence of this event.”

How have leaders in the gaming industry responded?
Pushback on the nastiness from the world of gaming journalism has included comments from Stephen Totilo, the editor-in-chief of Kotaku (and #Gamergate’s journalistic enemy number one), who published a piece criticizing the movement and its tactics:

“All of us at Kotaku condemn the sort of harassment that’s being carried out against critics, developers, journalists, and other members of the gaming community. If you’re someone who harasses people online, you’re not a part of the community we want to foster at Kotaku, and you’re actively hurting people and driving important voices away from the video game scene. Enough.”

Chris Plante at Polygon, the Vox Media-owned video game site and frequent #Gamergate punching bag, scolded:

“This week, the obstinate child threw a temper tantrum, and the industry was stuck in the metaphorical grocery store as everyone was forced to suffer through it together. But unlike a child, the people behind these temper tantrums are hurting others. It’s time to grow up.”

And Keith Stuart, games editor of the Guardian wrote:

“I have found a lot of the actions of self-confessed hardcore gamers horrendous, upsetting and unjustifiable over the past two weeks… I don’t have a problem with the term ‘gamer’… I have a problem with gamers who deny that this industry needs to improve its representation – in terms of race, gender and sexuality.”

On Wednesday, the Entertainment Software Association, gaming’s largest industry group, issued a short statement:

“Threats of violence and harassment are wrong… They have to stop. There is no place in the video game community—or our society—for personal attacks and threats.”

And developer Andreas Zecher wrote a widely-circulated “open letter to the gaming community” posted to Medium:

“We believe that everyone, no matter what gender, sexual orientation, ethnicity, religion or disability has the right to play games, criticize games and make games without getting harassed or threatened… If you see hateful, harassing speech, take a public stand against it and make the gaming community a more enjoyable space to be in.”

The letter was signed by hundreds in the gaming community, including people from big-time studios like Electronic Arts, Microsoft, Ubisoft, and Nintendo.

From the indie community, developer Phil Fish has led the charge to defend Quinn and others:

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Women Harassed Out of Their Homes. Mass Shooting Threats. How #Gamergate Morphed Into a Monster.

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While You Procrastinate on Facebook, More Than Half the World Still Doesn’t Have Internet Access

Mother Jones

If you’re an American office worker who sleeps next to a smartphone and deals with an average of 120 work emails a day, life without the internet may seem like a quaint memory. But you’re actually in the minority: According to a new report, more than 60 percent of the world’s population hasn’t accessed the internet in the past 12 months. And those without access are disproportionately rural, low income, elderly, illiterate, and female.

Since 2004, 1.8 billion people have joined the online community, bringing total internet users to 2.7 billion. Even as new users continue to join the online ranks, however, the rate at which they join is slowing. The McKinsey & Company report projects that less than 1 million additional users will be added by 2017, leaving up to 4.2 billion people—more than half the forecasted world population—on the other side of the digital divide.

The share of the global population with access (defined as having used the internet in the preceding 12 months) grew sharply from 2004 to 2009, but less so from 2009 through 2011, and even less growth is projected from 2013 to 2017:

The specific trends that drove people online over the past decade (such as urbanization, cheaper smartphones, and the internet’s increased utility) likely won’t be enough to push the remaining population online, thanks to barriers like low incomes and lack of infrastructure.

“Those who do not or simply cannot go online increasingly suffer from constrained prospects for economic attainment, class mobility, education, and other areas related to quality of life,” the report notes. “The voices, ideas, and contributions of the offline population can’t be heard and often can’t be made until they’re connected.”

Those left offline miss out on opportunities to connect socially, access information on everything from health to the weather, and take advantage of online government services. The internet allows communities to participate in political movements like the Arab Spring and mobilize aid following natural disasters. Online access also increases government transparency, helps shoppers save time and money, lowers the barriers of entry for businesses, and of course, provides entertainment.

Beyond individuals, whole countries are left behind: An earlier McKinsey report found that from 2006 to 2011, the internet accounted for 21 percent of GDP growth in nations with stable populations and slowing economic growth. And global connectivity can lead to improvements in technology, education, democracy, and tourism.

The disadvantages of being left behind in a digital world fall disproportionately on certain communities: A full 74 percent of today’s offline population resides in just 20 countries. Even within these nations, those who lack internet access often fit similar profiles.

The report outlines four major barriers to internet access:

Incentives: Many people lack awareness of online capabilities: In 2011, 21 percent of those surveyed in Ethiopia’s capital did not know what the internet was. Even those who know of its existence might not find relevant local information or even material in their own language. The World Bank reports that 80 percent of all internet content is written in one of just 10 languages. There is also decreased incentive to use the internet in countries with limited online freedom or information security, like Iran or Nigeria.

Low incomes and affordability: Internet access is expensive in rural areas. In Ethiopia, a country with an annual per capita income of just $470, a smartphone retails for $377.

User capability: Many people throughout the world have never been educated on the internet and how to use it. Some are held back by the even more basic barrier of illiteracy.

Infrastructure: In parts of the world, there is simply no mobile internet coverage or network access. In fact, 24 percent of sub-Saharan Africans and 20 percent of Southeast Asians lack even basic electricity. The McKinsey report cites an initiative to extend broadband access to a shared community space in every village and city in Colombia over the next several years, but notes this type of project “requires substantial investment in infrastructure and is cost-prohibitive to build out in many developing markets.”

Although the United States scored high on incentives and user capability, a chunk of the population remains offline due to affordability and infrastructure. Only 77 percent of US adults with household incomes below $30,000 go online, and World Economic Forum ranked the US 35th in the world in regard to internet bandwidth. Of the 50 million offline Americans, 80 percent are low income, 54 percent are seniors, and a full 66 percent are female.

The authors report that over the past decade, growth in online population has been driven by mobile coverage expansion, urbanization, cheaper phones and data plans, a growing middle class, and the internet’s increasing utility. But they caution that the remaining offline population is unlikely to be swayed by these advantages, unless the four barriers above are addressed. “Without a significant change in technology, in income growth or in the economics of access, or in policies to spur internet adoption, the rate of growth of internet penetration will continue to slow.”

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While You Procrastinate on Facebook, More Than Half the World Still Doesn’t Have Internet Access

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This Restaurant Is Trying To Be The Worst One on Yelp

Mother Jones

Botto Bistro wants to be the worst-reviewed restaurant on Yelp. Fed up with the site’s alleged manipulation of consumer reviews, owners David Cerretini and Michele Massimo have been offering a 25 percent discount at their Bay Area Italian eatery for each excoriating Yelp review, the Richmond Standard reports. Here are some recent entries from Botto Bistro’s Yelp page:

Yelp has for years been accused of soliciting money from mom-and-pop restaurant owners in exchange for hiding negative customer reviews. In response to a lawsuit over the alleged practice, a court recently ruled that Yelp has the legal right to manipulate reviews and engage in “hard bargaining”—practices restaurant owners have called extortion. Yelp denies that it accepts money to alter or suppress reviews.

According to Inside Scoop SF, Yelp’s only response to Botto Bistro has been a boilerplate email from its customer service division (see below), to which the restaurant sent a tongue-in-cheek rejoinder:

Inside Scoop SF

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This Restaurant Is Trying To Be The Worst One on Yelp

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Microsoft Wants Minecraft to Make It Cool. Good Luck.

Mother Jones

Microsoft rattled the gaming world this week when it announced it would spend $2.5 billion to acquire Minecraft, a wildly popular indie videogame. By buying the game, Microsoft hopes to tap into players’ wallets. But what’s less clear is whether Microsoft can win over gamers, some of whom are criticizing Microsoft for trying to buy its way to cool—and stifling creativity in the process.

Minecraft’s premise is simple: Players are dropped into a world with LEGO-style blocks, and can then choose their own adventures—exploring, building new structures, or fighting monsters. The game has legions of devoted followers—including hardcore gamers, elementary school kids, and United Nations staffers who have asked citizens in developing countries to use the program to design better public spaces. Some gamers are earning a living off of Minecraft by uploading game videos to YouTube and taking a chunk of the ad revenue, and they’re not shying away from slamming the deal.

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Microsoft Wants Minecraft to Make It Cool. Good Luck.

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