Saturday, May 18, 2024

Problem with microtransactions and young people using it!

 Let's start by simulating a world that you definitely don't want in reality, but it's possible that we'll live in one soon.

It's Monday, you're in a hurry to catch the bus. You quickly go to the frog for something to drink and you see that there is a promotion for Oshee paddles. Perfect, a divine drink at 60% of the price.

You go to the cash register, the lady scans the bottle and the price appears... but without any promotion. You ask what's going on, you have the frog application. And the lady behind the counter informs you that to activate the promotion, you need to watch a dedicated advertisement in the application, which lasts two minutes. Two minutes to save a penny. Not bad. You leave irritated.

Because of this whole situation, you missed the bus, so you quickly order a Bolt. The driver arrives, you get in, and you drive in silence until suddenly the guy stops.

You ask what's going on, there are still a few kilometers left. And he points to the application, which says that to unlock the second part of the ride, you have to pay an additional PLN 5. And now you know why the price when ordering was lower than usual.

You get off nervous. You decide to walk the rest of the way home to cool down a bit. An evening walk is soothing, and you wanted to stop at a parcel locker on the way anyway.

You call him, open the text message, which normally contains the pickup code, but this time you only have 3 digits out of the 6 needed. The content of the text message shows that you need to make a micropayment of 50 groszy to unlock the remaining digits to open the locker in the parcel locker. Otherwise, the parcel will be returned within 3 days.

Sounds absurd, right? Now imagine this is what the gaming world looks like. As a result, young minds are accustomed to this image of the world. Minds that have not yet developed defense mechanisms that protect against monetization systems created by specialists.

On the contrary - young minds consider it a norm that at a certain stage of advancement in the game you have to pay extra for something, otherwise you will be excluded from the game or even from your friends' circle - you don't pay - you are too weak - you have an ugly skin - you don't deserve to play with us.

A child who is learning mechanisms today, for example those related to microtransactions, will soon be an adult and will translate the learned mechanisms into reality. You can read more about this in the article "Microtransactions in computer games - a threat to child development."

Videos such as Bonkol's "Micropayments Generation" should have hundreds of thousands of views, but this is not a topic that divides society, most will say: what is this boomer talking about, it's just children spending money on microtransactions in games.

That's the problem, these children will grow up, but their habits and operating system will remain, so watch until the end so that the film reaches as many people as possible. Why is this material so important?

In this episode, I will show you how game developers literally create the game world in such a way that the child player leaves as much money there as possible. This involves manipulation, laws governing human nature and social behavior, and carefully designed game mechanics. And the consequences mainly affect young people who, from their teenage years, may be exposed to mechanisms similar in their characteristics to gambling.

And personally, one sentence from me why this topic is so important. Young people brought up on microtransactions, for them this is normal - when they grow up, corporations will be able to add microtransactions everywhere, because the TikTok generation will be used to it. Children are literally brought up and accustomed to the fact that there is nothing wrong with microtransactions. This is therefore an ideal ground for introducing micropayments for everything - from food to place of residence to travel.

The topic of micropayments is about our freedom in this world.

But before we talk about the consequences, let's first answer the question:

What are microtransactions anyway?

Microtransactions are defined as small payments made in exchange for additional game content. The subject of the transaction may be all kinds of digital goods that expand the basic game with additional elements. Depending on the manufacturer's decision, these may include, among others: new heroes, equipment, tasks, maps, and additional story content.

So, as in the example from the beginning of the episode - you have access to reality, but some element of it is behind a paywall and you have to pay to use it.

And there is no big problem if this element of reality is completely additional, unnecessary for survival. But game developers are increasingly creating mechanics that make purchasing some digital good a necessity for the player, rather than a matter of desire. Then, making a purchase is necessary to continue the game or advance to a higher level.

1/4 of respondents aged 11–16 paid to open a loot box at least once

31% of young gamers admitted that they have difficulty keeping track of how much money they spend on crates

33% do not feel in control of the expenses caused by these types of microtransactions

Add to this the fact that companies base their profits on microtransactions. For example, between July 2019 and August 2020, Activision Blizzard recorded over $1.92 billion in profit, of which $1.2 billion came solely from microtransactions.

Then you begin to understand: firstly, what profits are behind this business, and secondly, that microtransactions are part of a young person's life.

Touro University Worldwide has divided microtransactions used in video games into four sample categories: premium currency, random content boxes, premium items and limited items. If you are not interested in discussing them in detail, skip the material by two minutes (to the next time stamp), there we return to the topic of threats and gambling. But if you want to better understand the whole thing, I recommend listening.

Premium currency is a type of in-game money used to purchase various types of digital additions and improvements to the game. In most games, the only way to obtain it is to purchase a package containing a certain amount of a given currency for real money. So these are tokens in the game - money in the world in which the game takes place. For example, gold in Candy Crush Saga, platinum in Warframe.

Boxes with random content are called loot boxes. And it cannot be denied that this is an element of games that arouses a lot of controversy. The box itself is often free and its contents are generated randomly, but opening the box can be done using the special currency mentioned earlier. So look - you pay by making microtransactions for an uncertain, random profit... It's a bit like gambling.

Additional items also contain an interesting mechanism. Their basic version is usually available from the gameplay level - by completing specific tasks, you can obtain the necessary item. But! There are also premium items that give you an advantage over other players. And then you can pay extra to get such a premium item. This mechanism is nicely referred to as pay to win.

The last category of microtransactions listed by TUW are items subject to various types of limits - e.g. time limits. After using them, you can pay extra for further use. So the creators let you see for a moment what it's like to have this cool item, and then they take it away - clever.

In each of the mentioned types, the mechanism is exactly the same: it is impossible to obtain something through the game itself (and if it is possible, it is not enough), which provokes players to spend real money on all premium things such as currency or items. Limited items sometimes have collector's value, and boxes with random content are simply like...

Imagine that a certain game is taking place in the real world. The company, which has parcel locker devices and hundreds of thousands of customers throughout Poland, selects 10,000 people once a month and sends a random parcel to them. The parcel arrives at the parcel locker for free, and selected customers receive an SMS notification that they can collect the parcel.

The contents of the package are also random - you may find a gift worth several thousand, or you may find... some set of advertisements. But there's a catch. The parcel comes to the parcel locker for free, but to generate a code to open the locker, you need to make a micropayment of PLN 10.

Pay attention to what mechanism is used here. On the one hand, there is an element of randomness in winning, and on the other hand, you can decide whether you want to play it. But what's even more interesting is that your parcel with a potential prize is already waiting for you in the parcel locker. So it's at your fingertips. All you need to do is send a Blik and you might just win. And since this package has already arrived here, why not give it a try, hmm?

Loot boxes in games work very similarly. And now imagine that the mechanism just described is not addressed to adults, but also to children who do not have developed defense mechanisms against gambling threats.

A long-time researcher of youth gambling, Mark D. Griffiths, distinguishes five factors common to gambling activities:

1. "the exchange of funds depends on a future event, the outcome of which is not known at the time of the bet,

2. the result is completely or partially random,

3. financial benefits are not derived in the course of productive work by either party,

4. it is possible to avoid losses by resigning from participation in a given activity,

5. winners only gain at the expense of losers.”

Some researchers propose one more, sixth factor, i.e. the possibility of cashing in on virtual winnings. In other words - you win a virtual currency or item and have the opportunity (regardless of how) to exchange it for real money.

At this point, it is worth mentioning something that is closer to your life than you think. Because in the common understanding, addiction is mainly associated with substances that have an appropriate effect on a person.

However, it turns out that it is not the substance itself that is addictive, but the reaction to it. This leads us to a question - what if a person reacts to some activities in the same way as to substances? Then we may be dealing with a behavioral addiction:

It is "a process in which an activity is performed that may be a source of experiencing pleasure or brings relief from internal suffering, which is characterized by a repeated loss of control over this behavior and continuing it despite negative consequences."

And even if loot boxes cannot be directly called gambling, because it depends on the legal status and legal interpretation, many mechanisms used by parcels with random content bear the hallmarks of gambling and may lead to addiction.

The problem is that these mechanisms are used on children. As a society, we have agreed that we want to protect children from addictions, for example by making certain substances illegal for those under 18 years of age (the most recent example is energy).

On the other hand, however, children have access to games that are designed by teams of specialists in building micro-transaction mechanisms in such a way as to earn as much money as possible.

I mentioned that teams of specialists work to make the game mechanics as profitable and monetizable as possible. Loot boxes are of great importance here. That's why it's worth answering the question

How much are these gambling mechanics worth?

I will answer that in a moment, but first let's see how important the mechanics of micropayments and loot boxes are for game studios. David Zendle decided to check the impact of removing crates from the Heroes of the Storm game on how players spend money. You certainly can't guess what the effects were - the amount of money spent by people who were defined as problem gamblers dropped significantly.

In addition, expenses on loot boxes correlate with:

risky use (the higher the expenses, the higher the risk)

and with impaired use.

Taken together, this suggests that there is a strong connection between risky gambling and the use of loot boxes. Not only do both cases have similar mechanics, but people using loot boxes themselves feel as if they were taking part in a gambling activity.

So how much is all this worth? In short – tens of billions of dollars. It is difficult to estimate this clearly.

As we said earlier, between July 2019 and August 2020, Activision Blizzard made over $1.92 billion in profit, $1.2 billion of which came solely from microtransactions. So you can see what scale of revenues we are talking about.

And it's quite a clever move on the part of the game developers. Because if the game is cheap (i.e. the entry threshold is low), it's easy to attract customers. But once someone becomes a customer and likes the game, the gaming environment will offer the player opportunities to spend a few dollars from time to time. As a result, he will spend much more money than if he paid a higher price to buy the entire game at once.

“The report published by the British Parliament described the case of a player who spent over £50,000 on microtransactions in the RuneScape game, which exposed him and his family to serious financial damage. In one session, the player made up to five individual transactions totaling almost £250.”

Financial damage is one thing. But this is just a slice of life that starts to get complicated. Behind it, other spheres may fall apart, because - just like in the case of addictions - microtransactions in games start to consume (especially young) people, as the next story perfectly proves:

“(…) concerns a 19-year-old who spent over $10,000 on microtransactions over the course of two years. In an open letter titled: "I am 19, and addicted to gambling", posted on the Reddit forum and addressed to DICE and Electronic Arts, the teenager describes the impact that microtransactions in games had on him. (…). "What deserves special attention is the fact that the player was unable to control his expenses, which significantly worsened his financial situation and contacts with his family."

As you can see, the consequences are not only for the player himself, but also for his loved ones. Just as a person addicted to alcohol, for example, may spend their last savings on getting another dose of the substance, similarly, someone addicted to gambling may spend their last money on gambling. I would like to remind you that the mechanisms used in loot boxes are considered gambling.

And what, you probably didn't expect that this seemingly innocent thing could have a negative impact on your family life? You see, apparently anything can be a poison depending on the dose. And in this case, the dose strongly depends on the level of self-control.

Loot boxes and microtransactions are based on the phenomenon of spontaneous, impulsive buying. This means that the player is presented with specific conditions during which he must make a purchase decision. A seemingly attractive offer is presented, limited in time, but potentially giving a big advantage in the game. But this is an amateur technique, high caliber is still ahead of us.

Do you know something called grinding from real life? Especially gentlemen watching this episode who are familiar with the manosphere may associate that it is about maximizing the potential of your character and skills in order to achieve some benefit.

Games use a similar mechanism. You can achieve the goal set in the game in two ways. Or by grinding, i.e. spending a lot of time and repetitions on something before you maximize the result. Or... well, by buying a "shortcut" using micropayments.

“(…) an example of exposing players to extreme grind is the case of PlayerUnknown's Battleground, also known as PUBG, in which it would take an average player about 80 years to unlock the rarest item - a jacket. It can only be found in a special Motorcycle Crate and the chance of drawing it is 0.01%.

And it still wasn't the highest caliber. It turns out that a very interesting patent was granted to Activision, the manufacturer of, among others, Call of Duty game series. The document titled System and Method for Driving Microtransactions describes a system that would encourage players to make more micropayments.

The system is based on a game engine that exposes the beginner player to the characters of very advanced players more often. Such exposure, or even competition with him, is intended to make an inexperienced player want to acquire everything even faster, which usually requires many hours of playing a given game.

It's just like in life... In other episodes, we often talk about the phenomenon of exposure to the perfect life of influencers on Instagram. Not everyone feels that seeing such life has any impact on them. And it turns out that the same exposure mechanism is used in games and helps corporations earn millions of dollars.

What I have described so far are only general rules. I will now present to you 7 techniques that are straight from manipulation and social psychology books and that game creators use to make money from unaware recipients. And again, if this particular fragment is not that important to you, then scroll to the next time stamp - we respect your time.

Matching offers to player types. There is a classification of players that divides them into: conquerors, explorers, life of the party and killers. Each of them spends money differently because they are guided by different motivations in the game. Offers are built in such a way as to most effectively meet the desires of each of these types. Winners spend the most money in games.

Staged monetization – it involves matching the offer to the player's level of advancement. Just like in life. Stores with the most expensive clothes are located in the most expensive districts because that is where the people to whom the offer is addressed live live. You probably don't expect a Prada store in some working-class housing estate with social housing blocks. The offer is tailored to the customer's status.

Selling a hope, not an object. “No matter how much money you spend, you can't directly get the card you want. You have to keep paying to get a bunch of random cards and hope that what you want is among them.” In other words, you are buying an opportunity, not a guarantee.

Reluctance to lose collected goods. Players are put into situations that make them averse to losses. Protection against loss may then be a solution for which you have to pay.

Anchoring - exposing the player to something expensive first, so that the things that the developers really want to sell seem much cheaper.

Social proof is nothing more than confirming the player's belief that making micropayments for individual items in the game is normal.

Building the game economy so that you can spend as much money there as possible.

And the most interesting and at the same time the most morally questionable thing is that sitting opposite these teams of specialists are often... children who are forced into micropayment mechanisms.

“The way players are tricked into making microtransactions is particularly important in the context of research conducted by David Zendle, Rachel Meyer and Harriet Over in 2019. They concerned the relationship between pathological gambling and the motivation to buy loot boxes among the 16-18 age group. The results obtained by the researchers showed a stronger relationship between these factors among adolescents than in the previously studied group of adults.

Other studies conducted on 611 people aged 13-24 provide further confirmation that younger people are more vulnerable in the face of the mechanisms that are prepared for them.

In most cases, young people are simply defenseless. They cannot reflect on their own that what they are participating in is a machine built to monetize them.

As a result of exposure to such mechanisms from an early age, a young person may develop a distorted perception of money - that money is essentially tokens that are used to unlock something new in the game or in life. Children notice this spending and consumption side. But do they also see the work behind the real value of money in real life? Or maybe money in the real world is the same as a token in the game...

Corporations care about Excel, not you. On March 31, 2024, the servers of Ubisoft's "The Crew" game are to be shut down. You understand, you bought the game for PLN 250 and after some time, in order to sell the next part of the game, the servers of the previous one are turned off and you cannot play it.

This is just an example of corporate decisions being driven by Excel. Microtransactions bring the greatest profits, so why create great missions, locations or focus on stupid things like the plot. If the microtransactions segment is crucial for the company's monetization, this is where the most attention from the game producing company will be directed. Instead of thinking about how to take the game to a higher level, now everything revolves around what skin to create and how to best monetize it.

And even if you give up buying games or burning money in microtransactions, it doesn't matter, because the company's target is not you, the viewer. I don't know, but I will find out, but Maciek, 11, who will buy games and burn his parents' money.

Corporations do not take into account the opinion of minorities because they use mechanisms that work for the majority and the numbers in Excel will match.

Raising children on a microtransaction farm is fertile ground for pathology. An entire generation is getting used to subscriptions, microtransactions, commitments - they are getting used to the idea that such things are not bad. Ask yourself what you will do if some millionaire or corporation buys the land and says you can enter the park for a micro fee. You will probably think that this is unacceptable - but for the generation raised on TikTok and such payments, such things will be possible to push through. It doesn't happen overnight. This can be compared to slowly cooking a frog so that it doesn't jump out of the boiling water. A person raised on typing aezaks into GTA San Andreas will have a hard time spending money, but even a 10-year-old who receives PLN 200 for his birthday will run to buy in-game currency or a new skin, because it is something - what peers, their idols do on the Internet or the game itself encourages them to do so.

Games are designed to make you impatient, because patience takes away money from the corporation - it's better for the player to spend the money now, because in 3 weeks he may get bored with the game. That's why there is a generation of people who need to get something now, and deferred gratification is one of the most powerful tools regarding the quality of life. Patience is necessary to build strong relationships with people or a professional position.

There are (fortunately) no microtransactions in life yet. Nobody expects you to pay extra for the fact that someone, for example, respects you. Unfortunately, many parts of life require patience, which children are deprived of. Well, you can buy something now, just click and buy. But some things in life can't be bought.

Sources:

1.Górecki B., LOOT BOXY – GAMBLING IN VIDEO GAMES, “Zeszyty Naukowe WSG. Education – Family – Society” 2022, vol. 40, no. 7.

2. Lelonek-Kuleta B., Behavioral addictions - theoretical foundations, [in:] "Behavioral addictions and problem behaviors of young people: theory, diagnosis, prevention, therapy", J. Jarczyńska (ed.), Bydgoszcz 2014, pp. 15- 29.

3. Markowska K., Microtransactions in computer games as a threat to child development, Kraków 2022; access: https://izss.uken.krakow.pl/wp-content/uploads/sites/13/2023/01/Klaudia-Markowska_Mikrotransakcje-w-grach-komputerowych-zagrozenie-dla-rozwoju-dziecka.pdf, [date accessed: 15/05/2024].

4. Micropayments Generation (online), access: https://youtu.be/WEGkHmMDyuU?si=UrgDGb8s9Ew8D9zI, [access date: May 15, 2024].

Why do girls make themselves look lots older?

 Hey, do you know the singer Viki Gabor? Viki is born in 2007 and looks like a mature woman. Well, maybe you have ever asked yourself why this is so. Why were there no such friends in your school days, and why do you see such girls all the time now?

“She squints her heavily made-up eyes and poses on a bed, lying on leopard-coloured sheets. Her deep-necked golden dress matches the color perfectly with sky-high high heels. He strokes the bunny with a hand with blood-red nails. You're probably thinking what a strange quote this is... But it's a description of one of the sessions for Vogue magazine from years ago, which featured almost 6-year-old girls styled as adult women. And even though this situation took place a long time ago, nothing has changed in this aspect.

The theme of sexualization in the media covers a wide range of content and behavior. It is also widely available on the Internet. You may be familiar with tics in which teenagers look more like adult women than people their own age. This is due to the fact that there are strong trends in social media that quickly find followers. These trends mean that more and more people want to, for example, look a certain way or own an item that has become viral on the Internet. These may be, for example, clothes, accessories, makeup trends or hairstyles. There's nothing shocking about it, but on the other hand - is it a positive trend? In this episode we will try to answer this question.

It cannot be denied that pop culture has a significant impact on the phenomenon of girls aging. One of the films that well illustrates this problem is the 2020 production "Cuties", which tells the story of eleven-year-old Amy trying to break away from a dysfunctional family.

The heroine joins the school dance team and thus discovers her blossoming femininity. Yes, you didn't hear me wrong. The film connects an 11-year-old girl with emerging femininity. Of course, the production received a lot of attention and aroused much controversy. One of the articles bluntly criticizes the film, calling it cliched and vulgar. As we read:

“Cuties lacked everything except vulgar scenes (…). Instead of a sensible, pedagogical proposal, we got a cliched picture dripping with vulgar scenes involving children (one has to wonder whether the actresses themselves, as well as their parents, were aware of what was going to happen on the film set). This is not how children should be portrayed in cinematography.

Of course, "Cuties" is an extreme example of what children can watch on the Internet, but it is difficult for parents to have 100% control over the content their children consume. Even if the guardian tries to control it, it may turn out that the child will still be exposed to this type of production, e.g. when visiting a friend.

However, are there any less blatant examples in pop culture of portraying girls as adult women? Of course. This includes: all kinds of series intended for children and teenagers. Let's look at the example of "Schools for the Elite" produced by Netflix. The series tells the story of students of an elite school in Spain. The girls there are more like adult women than teenagers - they prove it with their mature makeup and bold behavior.

Unfortunately, this way of presenting teenagers may perpetuate negative stereotypes about women. In this type of production, much attention is paid to their appearance or relationships with men, and one may get the impression that these are the elements that define a female character.

I will now read a fragment of the review of "School for the Elite", published on the website vibez.pl":

(…) The world of teen drama hasn't seen such a twisted (and perverse) plot for a long time. This brings us to what is most seductive in the series. Seeing a world of people absolutely liberated and willing to try anything (at least once). Sweet debauchery that may or may not have negative consequences.”

So we see that "School for the Elite" is even called perverse, and the characters of the series are characterized as liberated. It is worth remembering that this production is watched by many young people whose worldview is still developing. And by looking at the characters' behavior or appearance, they may say that they want to be like that too - look more mature and behave that way.

Series like "Schools for the Elite" are productions that attract young people who are just discovering aspects of their lives such as their own identity, sexuality and self-esteem. However, the purpose of such films or series is not to explain and educate viewers. The creators only care about raising a relevant or controversial topic and packaging it in an expressive way - and this is the perfect way to make a lot of money. After all, nothing sells better than controversy in TV series (including those intended for teenagers). And when young people observe certain harmful patterns that they encounter in films or TV series, they may encourage them to imitate them in real life. After all, young people need identification, and in times of crisis they often choose role models that are not good for them.

One of the most serious effects of growing up in a culture of widespread sexualization is causing young girls to develop complexes. In today's world, we do not talk about corporeality in a natural and delicate way, because corporeality is a modern product, aggressively sold in the media and pop culture.

The girls watch adult women taking on roles older than themselves. And because of this, young viewers can easily believe that maybe this is what they should look like at their age - like adult women. The problem is that this is only an idealized version of reality, prepared specifically for greater viewership or clicks, which translates into greater profit.

The issue of romantic relationships in teenage years is no different. Note that the theme of infatuation or relationship is an essential element of productions intended for young people. And this, in turn, affects teenagers who may wonder why I am lonely and can't find my other half. Nowadays, we can observe a harmful belief among young people, fueled by the media and culture, that every teenager should be in some kind of relationship. And if someone can't find a boyfriend or girlfriend, they may be at risk of stigmatization.

Nowadays, we can see the huge professionalization of the beauty sector. For several years now, we have had extensive access to makeup tutorials, e.g. on YouTube, and the necessary cosmetic products are available both online and in stationary stores. Today, not only drugstores offer specialized cosmetics. They can also be found in stores such as H&M, Sinsay, and Primark. Prices start from a few zlotys - so virtually anyone can afford to buy cosmetic products. And it must be admitted that this wide availability of cosmetics is a response to demand, shaped primarily by social media. How many times have you heard that someone around you feels better with makeup even though they also look great naturally? Well, nowadays the beauty sector and the fashion for beautification have developed so much that many people do not like their natural version and cannot imagine leaving home without makeup.

So let's ask ourselves what other aspects make girls start their adventure with makeup at such an early age and want to look like adult women?

It is difficult to deny that nowadays we are dealing with a huge emanation of sexuality, mainly due to the mass media. Celebrities tell us how to look, what treatments to use and how to apply makeup to look like them. The influence of mass media means that many women try to fit into the template, i.e. certain standards of beauty, and young, unaware girls observe this and draw patterns from their surroundings. And a large part of the reality observed by the youngest is mainly social media, such as TikTok or Instagram.

Miss children's pageants, which are a real sensation in the United States, are a clear illustration of the sexualization of girls. You may be familiar with the image of young participants who transform from children into miniature versions of adult women for the purposes of the competition. Mandatory elements of the image of a little miss are: a styled hairstyle, strong, often even grotesque makeup, painted nails, an evening dress and high heels. For the purposes of Miss competitions, little girls are taught not only a specific, feminine appearance, but also provocative behavior that is supposed to arouse desire among the audience.

What do experts think about this? Social psychologist Janusz Czapiński points out that:

“Without a doubt, such competitions are not good. Rewarding people for what they look like, rather than who they are, causes irreparable damage to children's psyche. "Unfortunately, this is reflected in adult life," because such girls may have problems with acceptance in their teenage years. It is also impossible not to mention that this type of competitions reinforces children's belief that beauty brings prestige in the form of recognition, money and education, and this, in turn, may develop a demanding attitude in the participants.

But let's get back to Polish realities. You probably know Wiki Gabor or Roksana Wegiel, who gained popularity thanks to their participation in the Junior Eurovision Song Contest. We met them as teenage girls with natural appearance, but now their appearance does not differ from mature stars, even though the girls are still teenagers.

Of course, these examples show that show business has its own rules, and young artists are expected to have a specific image that will arouse the audience's interest. However, on the other hand, it should be borne in mind that this trend may constitute a negative social role model for young girls, especially since young singers operate on social media. Wiki has gathered 750,000 followers on Instagram, Roksana has almost 1.5 million of them. So we can see that the influence of teenage artists on young people can be really significant and many people can follow their example in the context of building an adult image.

As is widely known, not everyone manages to become a singer or a celebrity. However, each of us is able to improve our career. Visit niewiem.pl and download your copy of the e-book How to get your dream job and get the profession you have always dreamed of.

I will now read the comments regarding the appearance of sixteen-year-old Wiki Gabor:

“A girl who pretends to be a woman over 30, and someone turns her into a money-making machine. What do these parents have in their heads to hurt their own child like this?”

“She's less than 15, but with all the makeup and everything she looks like she's at least 25,”

or: “But he's still a child. What is this world coming to?”

These comments show that the public notices the problem of artificially aging the teenage singer, and some people find it difficult to accept such an image. On the other hand, the saying "in the past, teenagers did not wear make-up and did not care about their appearance as much as they do now" is unfair because we are comparing the past, when there was no widespread access to professional cosmetics, and modern times, in which we have unlimited access to beauty world – both for products and makeup tutorials. It should be remembered that in the past girls did not have access to cosmetics that could make their look look professional.

Another reason for the discussed phenomenon is the universalization of appearance and greater freedom in self-expression - now both a 40-year-old and a 15-year-old can go out in holey pants and a T-shirt, and no one pays attention to it. Modern teenagers also bypass the "ugly duckling" stage - they do not go through the process of painting their hair with cheap dye or using cosmetics borrowed from their mother. Thanks to universal access to makeup knowledge and appearance inspiration, they know almost immediately how to look feminine and mature.

When talking about building an image using clothing, it is also worth mentioning clothes that shape the figure. Ever since such clothing appeared, women (including young girls) began to use it willingly. You don't have to look far for examples. Recently, Skims, an American clothing brand co-founded by Kim Kardashian, has become a real sensation. Skims clothing is advertised as shaping and emphasizing shapes. The brand's popularity proves that it is still fashionable to use clothes that emphasize shapes and include, for example, push-ups, because with this type of clothes you can look more mature than your age suggests.

It is impossible not to mention that young girls' desire to age their appearance is also caused by social pressure. It results from how boys treat girls around them. For example, they judge which of their friends looks better and more mature. The more attractive a girl is, the more attention she gets, and boys even compete for her affections. However, girls who develop slower and do not look mature enough may feel inferior and try to figure out what they can change to make boys pay attention to them. They then realize that good looks also go hand in hand with sexual success, and girls who have had such experiences yet may feel pressure and wonder what is wrong with them. It is worth recalling here that puberty is not a competition, and it is an individual matter for everyone. So there is no point in rushing and trying to prove to others that you are adult enough to do certain things, because there will be time for everything.

There are many reasons why the phenomenon of aging in young girls has become so widespread. Pop culture is to blame for this (such as the previously mentioned TV series for young people, or toxic music, which conveys harmful patterns such as casual sex, treating women as objects or money as the primary value). The mass media, in particular the Internet, are also to blame. Lots of social media accounts like Instagram and TikTok convey certain patterns. What does it look like on Instagram? Lots of people share photos there in certain poses, revealing and exposing certain parts of the body, and on TikTok, content in which half-dressed teenagers dance to the rhythm of a song is highly clickable. The reach of this content shows that such sexually emanating materials sell well and get a lot of reactions. Even promoters of a healthy lifestyle tend to recommend exercises that emphasize specific parts of the body.

One of the more clear examples are some YouTube channels, which in theory are supposed to share a healthy lifestyle with others, but as you can guess, not all content posted online is completely neutral. On YouTube, you can also easily find sexualized content created by teenagers. E.g. a video titled “BUTCH TRAINING AT HOME 30 MIN | No equipment *Round buttocks*.” At this point, a question should be asked whether the creation of such content by such young people can remain without consequences? As you probably guessed, probably not. Both for the creators and for its young audience, because these types of videos add another brick to the already very common sexualization on the Internet.

Nowadays, children grow up in a highly sexualized world - they observe people in the media exuding their sexuality, which makes them want to imitate idols. However, such regular exposure to this type of messages may lead to a situation in which the child acquires a certain value system and in the future will evaluate the value of others based on appearance.

Therefore, it is important that young girls do not construct their own identity solely based on what they see in the media or pop culture. Appearance should not dominate other aspects, such as personal development or broadening one's horizons.

Nowadays, we notice enormous social pressure that makes young people try to accelerate their development. However, children should have the opportunity to shape their identity in a natural way. Protecting children's healthy development also includes the sphere of appearance, which is why it is so important that we, as a society, support the process of growing up, allowing children to be children.

Sources:

1.Best Tiktok Cute Girl Dance Compilation | Tiktok Compilations #27 (online), available: https://www.youtube.com/watch?v=iWis8vQdn5o, [access date: May 13, 2024].

2. Dziedzic M., School for the elite - review (online), access: https://vibez.pl/lifestyle/szkola-dla-elity-sezon-5-mocne-69-10-6758553405409888a, [access date: May 13 .2024].

3. Miastowska A., She looks thirty, she's seventeen. Why are today's teenagers getting older? (online), access: https://natemat.pl/414751,dzisiejsze-nastolatki-wygladaja-staro-co-sie-stalo-z-wygladem-dziewczynek, [access date: May 13, 2024].

4. Piwowar M., Girls without childhood (online), access: https://www.rp.pl/telewizja/art16144361-dziewczynki-bez-dziecinstwa, [access date: May 13, 2024].

5. Sikora K., One twerk too far. The sexualization of children is not the only problem here. Review of the film "Gwiazdeczki" (online), access: https://klubjagiellonski.pl/2020/09/27/o-jeden-twerk-za-daleko-nie-motyw-seksualizacja-dzieci-jest-tu-problemem-recenzja -film-starlets, [access date: May 13, 2024].

6. A scandalous photo session of 6-year-olds in Vogue. There are consequences (online), access: https://kobieta.dziennik.pl/moda-na-topie/artykuly/317884,skandaliczna-sesja-6-latka-w-vogue-sa-prezente.html, [access date: 13/05/2024].

7. The effects of sexualization of women in pop culture. Negative impact on young recipients (online), access: https://www.ofeminin.pl/lifestyle/kultura/nagosc-i-brutalnosc-te-seriale-promuja-negacyjne-stereotypy-o-kobietach/8rb2h5z, [date of access : 13/05/2024].

8. Stawczyk J., Furious mothers lynched 14-year-old Viki Gabor online. For "pompowane wary i blond" (online), access: https://natemat.pl/394217,viki-gabor-14-lat-powiekszone-usta-zlinczowana-prze-wsciekle-matki, [access date: May 13, 2024 ]

Saturday, May 11, 2024

Does Fallout predict our post-war reality? Consequences of a nuclear disaster and a chance for survival

 When we think of nuclear war, images of destroyed cities, radioactive contamination and survivors struggling to survive immediately come to mind. The Fallout series and games perfectly reflect this post-apocalyptic scenario. But can this fictional world become our real future?

Nuclear war is one of the most terrifying scenarios for humanity. Atomic bomb explosions cause enormous destruction - gigantic fireballs and the release of radioactive particles into the atmosphere. The consequences of such a disaster are difficult to predict, but one thing is certain - the world will be on the verge of survival.

The series and games "Fallout" show us a world after a nuclear war, in which people are forced to fight for survival in conditions of chaos and total destruction. Is this future realistic? Research shows that after a nuclear conflict there may be long-term consequences - radioactive contamination, famine, disease and competition for remaining resources.

Despite all the horrors of nuclear war, scientists say that humanity has a chance to survive and regenerate after the catastrophe. It is crucial to prepare for such a scenario and take the necessary actions to minimize the damage. That is why it is so important to recognize the threats associated with nuclear weapons and take steps to prevent their use.

Although the "Fallout" series and games are works of science fiction, it cannot be ruled out that its post-apocalyptic world may become our real future. Nuclear war is still a real threat, and the consequences of such a conflict may be much more severe than fiction suggests. That is why it is so important that we are prepared for such a scenario and do everything in our power to prevent a disaster.

Pyramids and their secrets.

 Pyramids are one of the most fascinating man-made structures, automatically associated with the Egyptian Giza Plateau. However, there are many more pyramids around the world than you might think. For example, in Central America there are over 1,000 such structures, in China there are about 300, and in Sudan there are about 200. For comparison, in Egypt, which is best known for these monumental structures, there are only about 120 of them. This diversity of locations and numbers of pyramids shows that they were an element of many ancient cultures, not just the Egyptian civilization.

For years, scientists have wondered about the function of these impressive structures. Although the prevailing theory is that these were tombs of rulers, new evidence may suggest other uses. Dr. Volodymyr Krashnoholovets, a Ukrainian physicist, spent over a decade studying pyramids and even built one 44 meters high near Moscow with support from the Russian government.

Research by Dr. Krashnoholovets showed that pyramids can have unusual properties that have a beneficial effect on the environment and living organisms. Examples of such impacts include improving the functioning of the immune system (increasing the number of leukocytes), accelerating tissue regeneration, and increasing the yield of seeds stored in the pyramid by 30-100%. Moreover, the possibility of improving the ozone level over the area where the pyramid was built, reducing seismic activity and mitigating weather phenomena in its vicinity was indicated.

Additional effects include improved crude oil properties and well yields in Bashkortostan, reduced levels of aggression among prisoners consuming salt and pepper irradiated in the pyramid, increased cell survival after infection with viruses and bacteria, as well as reduced levels of radiation inside the pyramid and spontaneous charging of capacitors.

These discoveries challenge the traditional belief that the main purpose of building pyramids was to create tombs for rulers. Rather, they point to other, yet undiscovered functions of these structures. It is possible that ancient civilizations were aware of the unusual properties of the pyramids and used them for purposes that we are only beginning to understand.

Although the Ukrainian scientist's theory still requires further research, it provides fascinating insight into the potential uses of the pyramids. These enigmatic structures still hide many secrets, and their full understanding may yet surprise the world of science. As you can see, the history of the pyramids is as complex as their massive, mysterious structures scattered around various corners of our planet.

Skeleton Coast - The Namibian desert swallows up shipwrecks

 Namibia, a country located in southwestern Africa, hides a unique and amazing place that attracts travelers from all over the world - the Skeleton Coast. This raw, wild landscape along the Atlantic coast is a real pearl of Namibia, although it does not always evoke positive associations.

  The Skeleton Coast, located within the famous Namib Desert, is known for its inhospitability and difficult accessibility. For sailors who once tried to survive in these dangerous waters, it was a real test of endurance. Strong waves of the Benguela Current, thick fog, and constantly shifting desert dunes created a deadly threat to ships trying to reach the shore.

The Bushmen, the indigenous inhabitants of these areas, called this place "the land that God created in anger" - and it is hard to disagree with them. Numerous shipwrecks washed ashore have given this region the grim name of the "Skeleton Coast." The most famous of them is Eduard Bolen, a trader who ran aground in thick fog in 1909. Its wreck, now over 300 meters from the coastline, has become a symbol of this dangerous and fascinating part of Namibia.

In the years since the sinking, the desert has gradually eaten away at the coast, swallowing up shipwreck after shipwreck. The dunes are constantly shifting, almost completely covering some of them. So the Skeleton Coast has become something of a ship graveyard in the desert, attracting history buffs, shipwreck enthusiasts and explorers.

Although this landscape may seem unfriendly, it is this raw, untamed nature that attracts tourists who want to experience the extraordinary atmosphere of this place. Walking among the dunes, admiring picturesque sunsets over the ocean and exploring forgotten shipwrecks are just some of the attractions that the Skeleton Coast offers.

Namibia, with its diversity of nature and cultural heritage, constantly surprises and delights travelers. The Skeleton Coast is just one of the many gems of this extraordinary country worth discovering and experiencing for yourself.

The secrets of the Great Sphinx and Atlantis according to the vision of the "sleeping prophet" Edgar Cayce

 Edgar Cayce, known as the "sleeping prophet," left behind a remarkable legacy of prophecy, including shocking claims about the Great Sphinx of Giza. His visions of hidden chambers and connections to the lost civilization of Atlantis still arouse controversy and curiosity in the modern world.

Gifted with extraordinary clairvoyant abilities, Cayce has fascinated audiences around the world with his talent for remote medical diagnoses and deep insights into past lives and ancient civilizations. Described as a "sleeping prophet," Cayce entered trance states to deliver lectures on a variety of topics, combining health care advice with esoteric wisdom. His revelations about the Great Sphinx of Giza aroused particular interest.

Cayce linked this ancient monument to a period much older than established historical records suggest, tying its existence to the legendary Atlantis. His claims about the Sphinx, seen as a bridge between the physical and metaphysical worlds, opened new avenues of thought about the intertwining of history, the spiritual and the inexplicable.

According to Cayce, his trance readings suggested a groundbreaking theory: the construction of the Sphinx and pyramids around 10,490 B.C., which significantly predates traditional Egyptian chronology. He boldly linked these iconic structures with the legendary civilization of Atlantis, described by the philosopher Plato and often perceived as mere mythology.

Cayce's readings suggested that Atlantis was not only real, but also closely related to what he called the "golden age" of ancient Egypt. This provocative perspective sparked a wave of interest among historians, archaeologists and ancient mysteries, leading to lively discussions about the true roots of Egypt's most enigmatic monuments.

The Edgar Cayce Foundation undertook an ambitious mission in 1978 called the Sphinx Exploration Project to uncover the truth behind Cayce's claims about secret chambers beneath the Sphinx. The project used advanced drilling techniques beneath this ancient statue, discovering anomalies in the ground that suggested the possibility of hidden chambers.

Unfortunately, the exploration was abruptly interrupted due to the intervention of the Egyptian army, just before a potential significant discovery. This abrupt end to exploration left many questions unanswered, and speculation about what secrets the Sphinx may still hold beneath its stone facade continues to fascinate researchers and enthusiasts.

Today, the enigma of the Sphinx, combined with Edgar Cayce's mystifying prophecies, remains the subject of intense debate and research. The idea of a "Hall of Records", a repository of ancient wisdom and technology, remains an extremely intriguing concept to many. With technological advances in archeology and exploration, the prospect of discovering these hidden chambers and revealing their connections to the mythical Atlantis becomes more and more tempting. The ongoing search to solve the mysteries of the Sphinx is a fascinating journey that continues to attract those fascinated by the mysteries of our ancient past.

  The Great Sphinx of Giza, shrouded in centuries of mystery and legend, remains a central point of interest for historical, archaeological and metaphysical research. Edgar Cayce's insights brought a rich and intriguing perspective to the Sphinx narrative, blurring the lines between historical fact and mythical legend. As we draw closer to potential new discoveries, the Sphinx remains the silent guardian of history's undiscovered secrets, challenging us to uncover the secrets it has held for countless generations.

June 18, 1178 - The day the Moon exploded

 The moon is undoubtedly one of the most enigmatic objects in the sky. Thousands of years ago, ancient civilizations watched the sky, gazing in awe at Earth's faithful companion. Since time immemorial, the moon has also been the subject of numerous myths and conspiracy theories. All kinds of "weird" things are associated with it. One of the most interesting occurred in 1178, when a group of Canterbury monks observed the moon "suddenly explode" into "sparks", taking on a "blackish appearance".

Looking through history, we will notice that many times astronomical events have been mistaken for supernatural signs. In ancient times, these events were considered bad omens, and from time to time, strange lights observed in the sky were interpreted as bad omens. On June 18, 1178, monks in Canterbury observed a fascinating phenomenon, which they described as follows:

"... THIS YEAR, ON THE SUNDAY BEFORE THE FESTIVAL OF SAINT JOHN THE BAPTIST, AFTER SUNSET, WHEN THE MOON HAS JUST BEEN VISIBLE, A MIRACLE SIGN WAS SEEN BY FIVE OR MORE MEN SITTING OPPOSITE OF HIM. NOW IT WAS A CLEAN NEW MOON, AS CALLED KLE W IN THIS PHASE, WITH THE HORNS FACING EAST, AND BEHOLD, ALL OF A sudden, THE UPPER CORNER SPLIT INTO TWO PARTS. FROM THE CENTER OF THIS DIVISION, A FIRING PROJECTILE FIRED, THROWING FAR AWAY FLAMES, COALS, AND SPARKS ALSO THE BODY OF THE MOON, WHICH WAS BELOW, TURNS HE WAS FOOTING AS IF IN ANXIETY AND IN THE WORDS OF THOSE WHO TOLD ME ABOUT IT AND SAW IT WITH THEIR OWN EYES, THE MOON PULSED LIKE A WHIPPED SNAKE AFTER RETURNING TO ITS PROPER STATE..."

So what did they actually observe in 1178? Did the moon really explode?

According to the researchers, they did not observe the actual explosion of the moon, but they did observe the huge impact of a large body that hit the moon, creating what we now know as the Giordano Bruno crater.

However, there are others who disagree, arguing that an impact of this scale would send debris towards Earth, which would lead to more people on Earth observing the phenomenon, not just a few monks. Studies have shown that the impact would have ejected 10 million tons of material into Earth's atmosphere in the following weeks.

According to a NASA report, the collision triggered a week-long meteor storm on Earth comparable to the 1966 Leonid meteor peak - and yet there are no accounts of such a storm in any known historical records, including European, Chinese, Arab, Japanese and Korean astronomical archives.

According to many, if we want to explain what the monks saw from a scientific perspective, the most likely explanation is that the monks probably observed a massive meteor exploding in the atmosphere.

From the perspective of observers - and only from this perspective - it would look as if the moon had exploded, while people elsewhere would only see the phenomenon as a bright shooting star.

The story of Helene Smith

 The woman known as Helene Smith, but whose real name was Catherine-Elise Muller, was a famous French medium of the late 19th century. She claimed to be the reincarnation of the Hindu princess, Marie Antoinette, and also claimed to communicate with beings from the planet Mars.

In 1900, Élise Müller, which was her real name, gained fame thanks to the publication of the book "From India to the Planet Mars" by Théodore Flournoy, a professor of psychology at the University of Geneva. The medium and the psychologist worked closely together until 1899, when the French edition of this work was first published.

The book documented Müller's diverse series of experiences, referred to as "romantic cycles" - the "Martian", "ultramarian", "Hindu", "oriental", and "real" cycle. The publication was very well received, but Müller herself felt that it was misinterpreted by Flournoy, who presented her various "cycles" as figments of a child's imagination, and the Martian language as merely a sophisticated linguistic construction.

In her "Mars Cycle," Smith described the environment and inhabitants of the red planet, communicating on their behalf. In her visions, Mars appears as a world inhabited by humanoid beings with a roughly Asian physiognomy, using a variety of futuristic devices, such as self-propelled vehicles and airplanes. Other interesting features on Mars included dog-like creatures with cabbage-like heads that not only grabbed unexpected items for their masters, but also dictated texts to them.

The Martian Cycle gave way to a related "Roman Cycle" set to take place in a place called Ultra-Mars, perhaps another part of the planet. Ultramartian trolls looked more like human beings, spoke a different language than the Martians, and used an ideographic script instead of a phonetic one.

Flournoy argued that Smith's personalities and languages were the product of subconscious fantasies and represented a huge variety of regressive behavior. He further maintained that the complexity and strangeness of trance stories, rather than indicating their veracity, demonstrated the medium's subconscious desire to satisfy the imagination of listeners.

In the following years, Helene Smith, generously sponsored by an American spiritualist, turned to Christian spiritualism with extraterrestrial elements. Her departure from Flournoy was deepened by a sometimes public fight over the rights to From India to Planet Mars, which Smith viewed as largely the result of her work. Over the next two decades, Smith held less frequent séances, devoting herself to painting, which also attracted much attention, including from André Breton and the Surrealists.

According to Flournoy, Helene Smith not only had the ability to remember everything she read or heard, but also used her imagination and storytelling skills to create wonderful stories about her alleged past lives or visits to other planets. Was she a fraud or a person with extraordinary psychic abilities? This remains a controversial issue to this day.

A senior government official confirms a UFO crash and the discovery of an alien body in Kingman, Arizona

 In recent days, there has been a lot of buzz around the famous Kingman UFO incident of 1953. According to former US Deputy Secretary of Defense Christopher Mellon, a high-ranking government official revealed key details about the "management structure and security control systems" of the alleged UFO recovery program.

The Kingman incident is one of many cases of alleged UFO sightings that occurred on May 20, 1953 near Kingman, Arizona, USA. According to reports, an object that was supposed to be a flying saucer crashed near this city.

The most famous account of this event comes from Arthur Stansel, an engineer who claimed he was called in to investigate the crashed object as part of a secret military operation. Stansel described the object as discoidal, about 30 feet in diameter, and made of a metal similar to aluminum. There was supposed to be only one pilot inside the facility, which was a small humanoid.

The Kingman incident is often cited in ufological literature as an example of possible contact with alien civilizations, but like many such accounts, it lacks confirmation by independent and reliable sources. This case, like other UFO incidents, is surrounded by mystery and controversy, and the information available is often second-hand. Perhaps now there will be some clarity on this matter.

In the published message, an excerpt of which Mellon shared on his blog, the official confirms that the U.S. government has information about the recovery of a UFO that crashed near Kingman, Arizona, in the 1950s. Moreover, the body of an extraterrestrial being was also to be recovered.

"We are currently dealing with a recovered UFO that landed in Kingman, Arizona in the 1950s. We are collecting information while [blurred] processes it. We now know the management structure and security control systems, as well as C/R ownership. We also know who recovers UFOs that land or crash, and under what authority. Furthermore, we know that a still highly classified memo from the 1950s from the US Secretary of the Air Force remains in force to keep the UFO case secret." we read in the message.

Mellon emphasizes that the person who provided this information has a much higher position than the earlier whistleblower, David Grusch.

"This was a high-ranking government official who claimed to be accessing an alleged alien technology recovery and exploitation program. I can confirm that this individual had credible access and held a high-ranking position; significantly higher than whistleblower Dave Grusch," explains Mellon.

The Kingman UFO incident has been known since the 1950s, but is still surrounded by mystery. Now, after years of silence, more and more officials are confirming that the US government has information about the recovery of an unidentified flying object and the body of an extraterrestrial being. Will we finally see this case fully disclosed?

Vampire epidemic - when did the fear of them become a reality?

 Imagine a time when the fear of vampires was not just the subject of horror movies, but a real epidemic that swept through Europe. It wasn't just a small panic, but entire communities in fear.

The story begins in the early 18th century, when science was just beginning to challenge superstitions and folklore still had a strong hold on the populace. The first documented case of this vampire hysteria was in 1725 and the death of Petar Blagojević in Serbia. Reports said he had returned from the dead, demanding blood from the living. Terrified residents dug up his body, found that it had "not decomposed" and decided to drive a stake through his heart, just in case. And so the vampire epidemic was born.

In 1732, panic spread to surrounding areas, including the Habsburg Monarchy. Another Serb, Arnold Paole, was reported to have come back from the dead and caused several deaths. His body also did not decompose after being excavated. Concerned authorities sent military doctors to investigate, giving the reports an official character.

What's fascinating is how this vampire panic combined folklore and science. The era of Enlightenment was coming, with its pursuit of rationality, and here communities were stuck in supernatural explanations of natural phenomena. The decomposition of bodies was not well understood; "vampire corpses" often showed natural signs of decomposition, such as bloating and bleeding, which were misinterpreted as signs of life.

The vampire epidemic was not limited to Eastern Europe. Reports of vampiric sightings and body digging spread to Germany, France, and England, sparking a pan-European vampire mania. Even respected newspapers of the time published stories about vampire trials and methods of protection against them.

By the late 1730s, the hysteria began to die down. Enlightenment-era thinkers such as the Benedictine monk Dom Augustin Calmet began to question vampire narratives, offering rational explanations. Habsburg authorities issued decrees regulating the excavation and desecration of corpses, calming public fears and gradually ending the vampire epidemic.

Looking back, the Great Vampire Epidemic is a testament to the power of superstition and the darkness that fear can create. It's a fascinating, if somewhat macabre, reminder of a time when the line between myth and reality was not only blurred, but completely blurred. Next time you watch a vampire movie, remember that fear was once very real.

This historical episode, while chilling, offers a lighthearted look at the human psyche's capacity for fear and the strange paths it can lead us down. The Great Vampire Epidemic remains one of the strangest facts of history, a macabre chapter in which vampires "walked" among humans and logic gave way to legend.

Mystery of her vanishing time

 Arthur had a peculiar habit of collecting old, broken handheld vacuum cleaners. He didn’t fix them; he just liked the way the plastic casin...