#WELCOME TO MY MINDCRAFT VIDEO
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kinnie airlines
I tolerate any treatment. Like I kin alone sometimes, and I’ll put up with anything. I’ll make an account on some garbage website - you know, I don��t wanna name an actual website so let’s just make one up; let’s call it ‘Tumblr.’ So I’ll make a blog on ‘Tumblr’ and I’ll show up at the dashboard and I’ll go, ‘Can I get some mutuals now, please?’ And they go, ‘No. The site's been down for nine hours.’ And I go, ‘Okaaay!’ And then I go to discord. And then I log out of discord and I go, ‘Any updates?’ and they go ‘Yeah, we made a callout post while you were in the discord server. Because we hate you. Now take this tumblr update that doesn’t work, go fetch!’ And I go ‘Okaaay!’ and I go over to my tumblr famous mutuals and go, ‘Can I have a promo please?’ and they go ‘NO!’ And I go ‘Okaaay!’ And they go, ‘You’re a little racefaker, aren’t you?’ And I go ‘Nooo,’ and they go ‘SAY IT!’ and I go ‘I’m a little racefaker.’ And then I go over to the Tumblr Help Desk, which is an oxymoron, and I go, ‘Can I please change my icon without breaking my link html?’ and they go ‘No! In fact, we’re gonna frame you for aphobia! And you’re gonna be on a blocklist for thirty years!’ And I go ‘Why are you doing this to me?!’ And they go, ‘Because we’re Kin Tuuuumblr, and life is a fucking nightmare!’ But with my qpp she would be like, ‘Let’s see if Twitter has any kinnies?’ And it’s better.
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You have been gone for a while, I thought you were done with tumblr and went to upgamers.
me falling for this trick; what’s upgamers
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Video Notes
Minecraft: The Story of Mojang – 20 Minute Short
· Markus “Notch Persson, of Sweden, built the game entirely by himself
· He always wanted to be a game developer since boyhood, programming since age 8
· Persson’s first individual take on game development, after having a job helping build other’s games, was a personal project he designed and was to take up to 12 months to make. That game is now called Minecraft
· Persson quit his job to try and keep up with the Minecraft demand. It went from a beta testing, 7 employee managed game, to exponential growth; Minecraft not long after its launch was making $250,000 a day!
· The Mojang founders are dedicated to developing a company that they want to work at for a long time to come, not sell for a quick profit, and this business model maintains the integrity of the game and its origins
· Mojang never received a penny from an investment party, it has never spent a penny on marketing, as all of it has become from blog users raving about it and the power of word of mouth. Entirely self-funded!
· Minecraft is not a linear game with tasks or objectives, but rather skills and tools and the power of the imagination to build practically anything
· Incredibly, Minecraft is still being built and developed, but more or less has been able to be played in a beta version since practically inception. All along the way, things have been added/improved and even at one point during ongoing development
· Mojang’s follow up game is ironically called the “The Game Which Is Not Announced Yet ™” and they already know it will be hard to top Minecraft
· As of February 2013, Minecraft continued to sell over $10,000 copies per day. As of May 2019, Mojang announced that Minecraft has sold over 175 million copies, and has over 200 million users in its free Chinese version already
Adults Try Minecraft
· Minecraft is the digital equivalent of Legos, built in 2009
· 2 game modes: Creative (limitless materials and no threats) or Survival, threatened by creatures and limited resources
· Although a much more preferred game for children on behalf of adults, it seems not a game for adults preference because of the time dedication
Moms Play Minecraft
· Minecraft?! I thought it was “Mindcraft” hahaha
· “What is the object of the game?” (There isn’t one)
· Totally zero to 100 once threatened and unprepared
· Endless creativity based option versus alternatives: shooter, violence, etc
Immersive Education Overview
· Immersive education is used to better engage students to material via a game-type atmosphere and mode of use for collaboration/education
· Can create/customize avatar to appear more like oneself & environment to resemble classroom or alternative landscape conducive to learning
· Immersive education, while not always designed for non-techonolgical courses, is a powerful tool designed to increase engagement and connection from teachers to students
· Unfortunately, Immersive education continues to worsen the social lack of interaction (anti-social) with others personally and face-to-face, despite a creative and significant alterative way to increase attention and students to material (I think that immersive education will be most successful in alternative education settings, but we should not lean on technology to learn as our primary resource, because the internet will eventually become that no matter what for each of us professionally)
China’s Web Junkies
· China has an internet addiction treatment center
· It seems like a horrible place where, rather than give people alternatives to using the internet like being outside and activities, they tie you up and make you have to quit cold turkey despite possibly thinking about using it still. Instead of healing oneself by not simply using the internet with an alternative, they are more of a detention center than treatment center
· In 2008, China declared internet addiction to be a clinical disorder, saying it’s a top health threat to its teenagers
· They say “treatment at this center includes a mix of therapy and “Military” drills, often lasting 3-4 months.
· “Our study shows that people who spend more than six hours on the internet for something other than work or study again, for other than work or study, are most likely to become addicted to the internet.” –Tao Ran, Addiction Specialist, Director of Daxing Center
· Parents are encouraged to stay during treatment and participate in therapy sessions, but this seems to be a conflict between parent and child
· It seems that the bigger issue amongst those addicted to the internet is loneliness, and that from this separation from daily life of loneliness, the kids in the treatment center bond over their interests in common, while the world continues to tell them they have a problem, instead of using their passion for the internet in a constructive and alternatively useful manner and practice to be beneficial society members.
· When somebody is lonely, they can always look to the internet for companionship, and this is a growing problem and concern
· One parent even drugged their child with sleeping pills to bring them to the treatment facility; this to me is a problem with parenting or lack thereof and the notion that if parenting is not done right at an early age, the child will more or less parent themselves based on a simple feel good or feel bad emotional system of right versus wrong or yes versus no
Video Game Addiction/Your Brain on Video Games
· Is video game addiction real? My opinion is yes and the ‘high’ or brain chemical levels react to the desire or need to play video games and that change biologically/physiologically is enough to warrant the label addiction from my point of view
· At first it may be an interest, a positive result, or emotional response to being safe and victorious in a game, but then can quickly become, if not in balance with other activities, feelings of anxiety, depression, agitation etc when not receiving their “fix” of gaming an adequate amount of time
· It is unique and “cool” yet concerning that the immersive virtual reality worlds in gaming we have entered and created are now coming back to us and entering our world more and more realistically and not providing a balance of separation from them, but rather taking over more of our time and energy in the real ‘finite’ world
· New Zealand has a national E-gaming team, oh no. I think at a certain point this has to stop being about the money and we need to start encouraging people to know that this is not the real world and that it can be fun in smaller doses, but shouldn’t take over or be the primary foundation of their schedules.
· If you are addicted to video games/alcohol then go work in the game development/alcohol industry, are you still an addict? Interesting parallel, but my answer would be yes from a medical/clinical point of view, even if you are capitalizing/profiting from your time spent now versus before
Growing Up Online
· 90% of teenagers are online, and the number is only growing
· Social media and the internet are seen by teenagers as an extension of real life and the continuation of their relationships not separate, essentially always keeping them connected even when apart. The new “currency,” if you don’t use it you will fall behind and stop becoming relevant or able to keep up with others
· Behind the comfort of a screen, people are much freer to behave in ways they would not normally. At first it may be an experiment of expression, afterwards becoming their identity and their escape from reality and the escape/decision to go with the identity that is cooler or more popular or welcoming and secure emotionally
· There is a fine line on the internet between privacy and public and the use of the information once it is out there is anybody’s and safety for children is the top priority for parents and their families/communities
· The internet is public, despite any claims to personal property, it is extremely hard to enforce and therefore it is said that the inaccessibility to children’s information by parents is considered invasive once they do and the internet has caused the biggest generational divide since rock and roll
· The internet is an enhancer, an accelerator of information and emotion and aspects of life that happen in the real world. A magnifying glass that inspects and magnifies the intensity of real-world feelings and questions and the way we go about solving them or letting them destroy us. It can and should be used positively, but often is misused and hurtful to others
· Cyberbullying is real and exists and is a serious issue that shouldn’t be taken lightly or any different than bullying in person and is truly concerning and making parenting and growing up for the children increasingly more difficult. We should provide them more ways to be trained and versed in cyber defense and protection so they can withstand the negative and embrace the positive of online/internet
Generation Like
· The current generation is dabbing in the currency of ‘likes’ and social media and broadcasting oneself out there in the world is a way for them to create an online identity and build oneself up emotionally. Unfortunately, this isn’t the real world and is sadly is just a temporary high and will forever be chased to increase unless we realize it is not what matters most
· Social media and the profile of individuals is free advertising and marketing for companies and data creation, collection, and free word of mouth
· We are all walking billboards and our own personal media and marketing companies/agencies etc. Therefore, we can provide exposure and time for free for companies and endorsements and through the power of connecting and relationships direct or indirect, people and products can connect and work together to increase their popularity and monetary value
· Consumers are the marketers if not more so than before. They want to be included and feel above or more involved in the conversation and by doing so they are rewarded and valued
· In a way social media is a real life hunger games version and the game is never ending and there will always be new players replacing those eliminated and just trying to live and survive for a share of the monetary value if possible for a split moment in time and doing so by exploring themselves and their interests and connections
· Fame by association, the interactivity, kids are using the very marketing techniques used on themselves and turning them onto others as increasingly manipulating middle people but appropriately getting their share of the cut on the things they endorse and support. I don’t think this is wrong but there is only a limited amount of exposure and ability to get a share of the pie even though it seems to be endless in the long run the short term it is a finite amount.
How Facebook Shares Your Information
· Shadow contacts/profile: the information you can’t see or control
· Information by people who know you that start to piece together a profile or an account about you and come at you from an aggregate group of sources of other sources that are connected to you in order to advertise and market to you
· Altogether, Facebook KNOWS you and your connections and it crosses lines and boundaries through connections and databases between people and connections in order to link everything and every one together simply by aggregate information. IE: Facebook is the data gatherers and organizers, and once they have them it is theirs because you didn’t provide all the outside info to them
· GO EUROPE! Battling versus Facebook because that information whether provided directly or indirectly is YOUR information and yours to decide who does and doesn’t have access to it. SCARY STUFF!
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why the fuck is tumblr showing random people who liked a post at the bottom of the post now
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god does anyone remember when youtube gamers weren’t a bunch of pewdiepie ripoffs with 5 minute intros and screaming
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i just got accused of abusefaking IN REAL LIFE by some kids who have never even met my father. step aside kin drama plebs
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why are kinnies suddenly making fun of asexuals all over my dash today.. is this the birth of a war
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fuck you tumblr app stop refreshing when i switch to my messages for 2.5 seconds cause i get mad pussy
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i literally just remade my sc 2 seconds ago so i'm sharing it on the tumblypoo if yall want to add me uwu idc if we never interact or aren't mutuals just add me coward
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how much of that "pranking my girlfriend/boyfriend xD!!" shyt on youtube is actually a prank and how much of it is softcore emotional abuse
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