A solicitation put out by the United States Department of Homeland Security seeks a contractor to collect data on social media influencers and media outlets.
Tip of the Hat to Contributing Editor Berto Jongman.
Phi Beta Iota: As a cautionary note, no counter-narrative can contest a reality in which the 99% are being consistently screwed by their own government. That leads to revolution.
A big problem in sharing even excellent, well-sourced information on the theme of pedophiles occupying the highest ranks of organizations, whether they be corporate, governmental or even religious, is not the sense of incredulity such information usually provokes in typically asleep middle-class readers who have lived relatively protected, cocooned existences oblivious to the innumerable black undersides of what some call reality. That's to be expected from those who live in middle-class cocoons. The real difficulty is in examining and sharing information on practices that are unarguably loathsome, depraved, vile, degenerate and in essence evil, and done by people we look upon as our highest and most respectable leaders. It's easy to accuse someone of evil, and it is insufficient by itself to do so. One has to provide evidence, and providing evidence entails describing something ineffably malign and almost unutterable in its horror – that's hard to do, by comparison, because except for those with a strong appetite or attraction to very, very dark things, a minority, no one else, understandably, wants to look at such things. People flee from what repels them, and what is more repellent than pederasts, especially those who have great power and privilege?
This undoubtedly largely has to do with living in a dominantly secular age. The influence of those who don't believe in a Divine Order or God is pervasive enough to compel the masses to assume the flip side: to take for granted there is no Devil, no source of deep, abiding non-human evil. Anything conveyed about people and their practices that smacks of a quality or degree of evil that puts the smug assumptions of modernity into doubt, that makes the Satanic much more plausible despite the stubborn persistence of modernity's assumptions about good and evil, is an object of terror and revulsion to the degree that modernity's values has descended into people's hearts and minds. Not that religious “authorities” can be counted on to protect innocent children. Note the Catholic Church's endless calls to stop abortion, which victimizes innocent children, they say, which is all well and good, but its compulsive, monotonic repetition of this meme seems to be a sign of a compensatory spilling-out of a guilty conscience for having permitted and protected the many pederast priests in its midst. They seem to ignore the more concrete or real crime in exchange for protesting the more abstract one when it comes to their most repeated phrase: innocent children. This happens likely because the real crime is done by their very own, at the center of power and control in the Church, by priests and their bishops.
For these and other reasons, getting the message out about pedophiles who are very powerful is more challenging and daunting than getting out information on any other category of crimes performed by members of the Elite. Yet the task should be done, if only as a microscopic, belated effort to help get some chance of justice for the countless and truly innocent children victimized and even tortured and killed by pederasts, especially those in the highest places, plus to help prevent new such crimes by the high and mighty especially.
Serious Game, life is.
Games based learning is one of the most important strategies for 21st Century education. We have enjoyed playing games since time immemorial, and video arcade games such as Asteroids and Space Invaders of the 1970's were just the start of the emergence of digital games. Recently, with the development of handheld controls (such as the Nintendo Wii), 3D screens (Nintendo 3DS) and non touch gestural and voice controls (Microsoft's XBox 360 Kinect) games have become increasingly captivating, and have an immersive quality. Games, whether digital or analogue, have the capability to motivate learners, challenge them to improve their dexterity, problem solving and reasoning skills, encourage teamwork and collaboration (Nemerow, 1996) – especially social games such as World of Warcraft or Call of Duty – and performance is under constant peer review. These match some of the key skills required to succeed in the world of work where digital technology is prevalent. Thiagarajan (1998) believes that games have five major characteristics that are important for learning, These are conflict, control, closure, contrivance, and competency. Clearly, digital games have a great deal to offer the future of learning. So what can we expect of games based learning in the future?
Phi Beta Iota: We continue to believe that Medard Gabel's EarthGame, combined with digital true cost information for every good, service, and behavior, is the foundation for the next big leap that integrates education, intelligence, and research.