Tuesday

Proximity vs similarity

In general, people chose friends of similar age and race. But if the friend lived down the hall, then age and race became a lot less important. Proximity overpowered similarity.

//here

Monday

one vs all

The first is that the individual forming part of a crowd acquires, solely from numerical considerations, a sentiment of invincible power which allows him to yield to instincts which, had he been alone, he would perforce have kept under restraint.
He will be the less disposed to check himself from the consideration that, a crowd being anonymous, and in consequence irresponsible, the sentiment of responsibility which always controls individuals disappears entirely.

//here

Sunday

virus vs gammarid


The gammarid’s odd swimming behavior allows the parasite to take the next step in its life cycle. Unlike baculoviruses, which go from caterpillar to caterpillar, thorny-headed worms need to live in two species: a gammarid and then a bird. Hiding in the pond mud keeps a gammarid safe from predators. By forcing it to swim to the surface, the thorny-headed worm makes it an easy target.

Saturday

voting vs cereals


Since the great majority of voters presumably do not expect to influence election outcomes, who they support is influenced disproportionately by campaign rhetoric, debates among candidates that have little intellectual content, and by other methods of persuasion that are not very informative about the candidates. I like to say that consumers put more time and effort into deciding which cereal to buy and into other small consumer choices than in gathering information on economic and other issues about presidential candidates.

Friday

80/20


Economists often talk about the 80/20 Principle, which is the idea that in any situation roughly 80 percent of the "work" will be done by 20 percent of the participants. In most societies, 20 percent of criminals commit 80 percent of crimes.

//here

gambling & cocaine


He was learning that a game is, at its root, a structured experience with clear goals, rules that force a player to overcome challenges, and instant feedback. What he couldn't have known then is that because they offer those clearly articulated rewards for each point players score and new level they achieve, games trigger the release of dopamine, a hormone in the brain that encourages us to explore and try new things. Since we like the feeling we get when our brains are awash in dopamine, we'll do whatever it takes to get it, over and over again. Video and computer games, as well as slot machines, are particularly good at this. They offer "threshold effects," where prizes or level changes are dribbled out to keep us hooked. It's the same system that drives compulsive gamblers and cocaine addicts.


Thursday

in & out

We are trained to think that what goes into any transaction or relationship or system must be directly related, in intensity and dimension, to what comes out.

//here

cats & toxoplasma


This research could potentially provide important clues about human behavior. In the case of Toxoplasma, for example, humans can become hosts if they handle contaminated cat litter or eat parasite-laden meat. Some studies have linked Toxoplasma infection with subtle changes in personality, as well as with a higher risk of schizophrenia.

Wednesday

life & warcraft


Since the game's release in 2004, users have racked up some 50 billion hours of playing time -- the equivalent of 5.93 million years. McGonigal points out that 5.93 million years ago is when early primates began to walk upright. "We've spent as much time playing World of Warcraft," she notes, "as we've spent evolving as a species."

//here

Tuesday

memory vs pot


The interesting thing about smoking pot is that marijuana is one of those rare drugs that seems to interact with both the dopamine and the acetylcholine system, speeding up the former and slowing down the latter. That's why when you get stoned, your heart races but your memory sucks.

//here