1,570 days, 2,407 entries ...

Newsticker, link list, time machine: HOLO.mg/stream logs emerging trajectories in art, science, technology, and culture––every day
“To stand in these places is to stand in a place where desire was met. Where for a moment, something that was yours was carved out of the ugly body of online corporate games culture. Like building a fort in the woods between the highway and the mall.”
– Software artist Everest Pipkin, on the seven billion worlds users (the majority of them children) created in Roblox, the “lush, blocky, user-design nightmare” that is “one of the biggest games in the world”
“In Roblox, you can choose your gender. Go in as female and no one knows you’re biologically male. As soon as I got on the computer, I just knew myself as Hannah.”
– A 20-year old Roblox user, in Tom Faber’s piece on how the popular online gaming platform provides a safe space for teenagers exploring their gender identity. “I spoke to almost 30 trans gamers, aged 13 to 30, for this article,” writes Faber, “and each emphasised the important role that games played in helping them to come to terms with their real-world selves.”
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