These Stunning Birds Create Enduring Bonds

True friends, as most would agree, support one another. This can mean offering emotional encouragement or lending a hand during a move. For a vibrant Sterling—a lively songbird from the African savanna—this includes feeding insects to your friends’ offspring, with the expectation that they will do the same for you in return.

Research has shown that social animals tend to form bonds primarily with their relatives. However, according to a study published in the Journal Nature Wednesday, researchers analyzed two decades of field data, revealing new interactions among unrelated members of great starling communities.

“These findings are the core of our study,” stated Dustin Reubenstein, an ecology professor at Columbia University and the paper’s author.

Alexis Earle, a biologist from Cornell University and co-author, noted that great starlings exhibit unique cooperative breeding behavior, blending family units with newcomers. New parents often depend on as many as 16 helpers.

Dr. Reubenstein’s lab has maintained a 20-year field survey of the species, encompassing 40 breeding seasons. They recorded thousands of interactions among hundreds of vocal birds and collected DNA samples to explore genetic linkages. When Dr. Earle, then a graduate student, began analyzing the data, she and her colleagues were not surprised to find that the birds predominantly assisted their relatives.

However, they were taken aback to discover that starlings also assisted non-relatives, even opting to help others when they could have aided their family members. Newcomers in the flock offered assistance to birds born within it, and vice versa. As great starlings frequently shift between parenting and supportive roles, the research team found that individuals who aided non-relatives tended to reciprocate those good deeds over time.

“Starlings consistently invest in the same valued social partners over their lives,” Dr. Earle remarked. “To me, that resembles friendship.”

Gerald Carter, an animal behavior expert at Princeton University and co-author, noted the controversy surrounding the idea of animals forming friendships with non-related individuals. Yet, increasing research supports the presence of long-term interactions among primates, elephants, crows, and whales. There are even vampire bats that share their blood meals with unrelated members of their colonies, alongside unrelated male lance-tailed manakins who act as each other’s “wingmen” to attract female attention.

Detecting long-term relationships, however, can be challenging, as Dr. Reubenstein points out. The research team required 27 seasons of data to reveal signs of reciprocity among starlings, and he believes they may still be underestimating it.

Dr. Reubenstein suggested that mutual support relationships may be more crucial than lab data indicates. “Having substantial long-term data is essential to uncovering these dynamics.”

The study presents a strong case, according to Jorg Massen, a behavioral ecologist at Utrecht University in the Netherlands who was not involved in the research. A key next step is to determine how these long-term relationships are sustained on a daily basis.

“Is it merely based on reproductive support, or does it involve other behavioral factors?” he posed.

Moreover, the behavior of great starlings suggests that everyone benefits from maintaining relationships with unrelated peers. “Birds residing in larger groups tend to have longer lifespans and produce more offspring over their lifetimes,” stated Dr. Reubenstein. In the harsh and unpredictable environments of the African savanna, maximizing resources is vital, and incorporating migrant birds enhances group stability.

According to Dr. Reubenstein, this mirrors the evolutionary trajectory of humans.

Amid growing concerns over the epidemic of human loneliness, experts may find valuable lessons in the lives of starlings. In essence, strong relationships often emerge from a foundation of support.

But you don’t need to feed your friends’ kids bugs! Luckily, there are always babysitting services available.

Source: www.nytimes.com

The Enduring Legacy of Destiny: A Timeless Game That Will Stand the Test of Time

isEvangelion was released 10 years ago, an eternity in the world of video games. It's also one of the most compelling games of the decade, and sometimes it's not. On the surface, it's a gorgeous online progressive rock space shooter made by Bungie, the creators of the Xbox classic Halo. Gather up with some friends, deploy somewhere in the shimmering landscapes of a future solar system, and shoot people, aliens, and robots to earn better loot.

None of this is unprecedented, and maybe that's the point. You could say that Destiny's touchstones are Halo with its gunplay, World of Warcraft with its persistent online space, and (admittedly, this is a bit odd) the immortal British retailer Marks & Spencer. This last point is especially true because Destiny is a game of fluctuating destiny that seems to fascinate everyone involved in video games, whether they actually play Destiny or not. Just as many in the UK secretly know if M&S is currently trending up or down (there is no middle ground), everyone in the games industry knows if Destiny is doing well or not. Is it doing better than it has in many years? Or is it in a state of decline that is not comparable to where it was two, five, or seven years ago? Destiny is always an uneasy conversation topic for us.

Amazingly, this has been the case from the very beginning. in front The beginning. Fate met with great misfortune. Revealed as a company Long before it was announced as a fictional universe, the game was announced as SKUs and Q1 financial forecasts, not as a fun gunfighting world dreamed up by the best combat designers in the industry. When the first game finally arrived, it was seen as a beautiful epicenter of action surrounded by something that felt somewhat hastily produced. It was an early star where dust and gas hadn't yet fully solidified. Sure, if you had the right shotgun, you'd go into battle and the whole world would sing with you, but the story and lore were scattered across the game's surface as a series of trading cards, as if Homer had unleashed the Iliad on a collection of beer mugs and hidden them across various battlefields.

A great action game… Destiny was shown on a curved screen at E3 in Los Angeles in June 2014. Photo: Michael Nelson/EPA

But here's the thing: people just couldn't stop playing Destiny. From the start, nights spent online with friends couldn't have been more fun: join in, blow up stuff, win stuff, and compare your gains. Leveling up felt like something meaningful here. New loot had real personality. Set pieces unfolded beneath skyboxes so vast and intense they reminded us that, spaceships aside, Bungie's soul has always been deeply romantic.

Part of the game's enduring appeal is a series of striking images: the funereal hulk of the Traveler, an artificial moon, floating in the sky above the world's last city. Claw-like eruptions of Martian rock illuminated by sunlight turned into a barium haze through the airborne dust. But from the beginning, Bungie's games also seeped into the real world: players could view their builds outside the game, millions of raid-party WhatsApp groups sprung up overnight, and websites and YouTube channels were devoted to everything from leveling tips to reconstructing the story of a Frankenstein-style soap opera.

So for the last decade, playing Destiny has meant arguing about the game, getting annoyed and uninstalling it, then reinstalling it and spending the night engrossed in the game again. The existence of conspiracy theories means that the game means something to people. Caves with easy loot The in-game economy nearly collapsed within the first few months. Was this a bug or an intentional design flaw? Raid area with cheese spots A place where players can dish out massive amounts of damage without putting themselves in danger. Is this the sign of an unstable map, or a sign of a savvy developer generating a different kind of buzz?

Inevitably, people were nostalgic for even the Grimoire lore cards by the time Destiny 2 came out in 2017. Since then, there have been ups and downs. Death of a major character Everyone was talking about it The price of the expansion is the samePeople get tired of the drudgery, they think the raids are unfair, they understandably complain about the store, but they also understandably buy Destiny: The Official Cookbook. Complicating things is the fact that Destiny has been steeped in nostalgia from the get-go. Another final point of connection to M&S is that Destiny is an institution.

Few would argue that Destiny is a great action game, and always has been. At its heart is a core of charismatic gunplay, and what radiates outwards from there is an evocative and unforgettable twist of sci-fi, combined with Bungie's long-standing talent for sad, flashy naming conventions. This is the studio that brought us Halo levels “Pillar of Autumn” and “Silent Cartographer.” It's no wonder that the game “Destiny Weapon Name or Roxy Music Deep Cut?” remains a reliable drinking game. (It goes both ways; it's easy to imagine Bungie releasing Sentimental Fool and Mother of Pearl SMGs.)

Striking image…Destiny 2. Photo: Activision

Still, there are fluctuations. The latest expansion was hailed as one of the best in a while, but player numbers haven't increased significantly since then. Over time, Bungie has gone from questions about the cost of cosmetics to serious allegations about its internal culture; the studio has changed owners and recently suffered layoffs. Last week, Destiny 2 Steam player numbers hit all-time low.

Still, we talk about the games that are always in the news (Includes bungeeannounced that it would be publishing a developer blog tonight discussing the future of the game. Many of us still feel nostalgia for a game that was born out of nostalgia. And these two things create a powerful allure. I remember when I first played Destiny 2, long after everyone I knew had cooled off from their obsession with the game. I found a game that kept me entertained for a few minutes, but those minutes could easily turn into hours. I also found a world that felt as if it was covered in blue plaques that told of a painter from long ago who once vacationed here.

After all, Destiny as a game benefits greatly from its dialogue fallbacks. For example, when I first met Devrim Kay, Destiny's gentlemanly sniper, in person, I knew so much about him I could have been his biographer. I felt like I was in the presence of a celebrity, even though he was just another quest giver.

Source: www.theguardian.com

The Enduring Appeal of Candy Crush: What Keeps Millions Hooked

a Many of us were once obsessed with our smartphones. In the early days of Android and iPhone, apps seemed designed to entertain us. In 2010, you could shell out a few pounds on the App Store and within minutes be playing a cutesy bird game or frolicking with a lightsaber. Social media apps designed for phones let you post artsy, casual photos and send hearts to your friends in just a few taps. That used to be fun.

But over time, it became a toxic relationship. The fun was taken out of it all. Social media turned into a hellish place designed to trap and anger us. just My friends are posting too much, and rather than actually quitting the platform, I’m prioritizing Twitter ads and algorithmic videos. Twitter used to be full of jokes and cat memes, but now it’s… well, X. I know I’m not the only one who has completely deleted Twitter from my phone. My experience of using apps, my phone, and the internet in general has deteriorated significantly. The same can be said for mobile games. Now most games provide me with around 83 seconds of entertainment before forcing me to pay a £7.99 monthly subscription fee or showing me nasty, misleading ads that I can’t look away from.

And all that time, Candy Crush has been around. Released first on Facebook in 2012 and on mobile phones soon after, the game existed during a booming era of mobile gaming, when the iPhone was becoming the new creative frontier for game developers around the world, bringing new bite-sized chunks of gaming joy every week. It exploded in popularity around 2014, when it seemed like everyone was playing it on their phone, and hundreds of articles were written about how fun, addictive, and bad it was. And it’s still around, and it’s one of the most popular and profitable games of all time.




One of the latest ads for Candy Crush encourages players to “swipe to relieve stress.”

Swedish manufacturer King was sold to Activision Blizzard for $5.9 billion in 2016, and Microsoft acquired the entire group for $70 billion last year. In 2024, a staggering 200 million people will still be playing Candy Crush every month, double the number in 2014. The game’s cumulative revenue exceeds $20 billion.

How has Candy Crush survived? It’s not because it has changed with the times. On the surface, Candy Crush is exactly the same as it was 10 years ago: a free-to-play game where you swap colorful candies to make satisfying lines of three, then the candies disappear and more candies flow into the level until you’re satisfied. But behind the scenes, Candy Crush has undergone a huge improvement. how Candy Crush is done. It’s still free to play, and while only a small percentage of people pay for power-ups, extra time, and levels, it’s now also supported by advertising.

During a visit to King’s Stockholm offices, full of candy-colored recreation rooms, breakout spaces and ample dining options, it all felt eerily empty because of the pandemic, I learned that King has transformed itself from a social mobile-game developer into a behavioral-science company. Its 200 million players generate a ton of data about how and why people play, what makes them keep playing or close the app. That data is King’s most valuable asset; as with any social-media company, the actual product is secondary.

One way to leverage that data in 2024 is to train AI to develop new levels for King’s games, Candy Crush and Farm Heroes. AI head Luka Crnkovic-Friis argues that it should be developed alongside human designers, not instead of them. He explained how a human designer can create a candy-matching level and then press a button to have the AI ​​test it against a model of player behavior to see if it’s too hard, too tedious or too easy. This saves designers a ton of time by not having to test levels with real players before iterating. King’s designers publish 45 new levels every week, totaling more than 17,000, with millions of dollars spent to ensure each one is optimally satisfying.

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“For many players, it becomes part of their daily routine,” said Eva Lyot, Head of Gameplay for King’s Candy Crush Saga. Photo: King

The data also tells King’s designers that millions of players have been playing for years. “We take great pride in having a really high-quality game. That’s how we retain our player base,” says Eva Lyot, head of gameplay for Candy Crush, who joined King as a data scientist in 2013. “They enjoy the game, and for many of our players it’s part of their daily routine. It’s part of their rest and relaxation. Many play multiple times a day, some once a day. We’ve been listening to our players’ needs and wants, making small tweaks and big expansions. That combination keeps people hooked on the game. We want to always be the best quality match-3 game.”

Squeezing players won’t keep them around for very long. One of the reasons Candy Crush has lasted so long is that it doesn’t use the high-pressure monetization (“Buy this virtual jacket before it’s taken away tomorrow!”) or low-quality ads that are so prevalent in mobile games in general. “We definitely don’t want to frustrate players and make them want to quit,” says Trevor Burrows, head of Farm Heroes Saga. “Our goal is to get people into the game and keep them there, so we want to avoid misleading ads, for example. We design our games so that you don’t even need to spend money or watch an ad. It’s the King principle of as little friction as possible.”

The game is so over-optimized that people just can’t get enough of it. In fact, King tried to make a sequel, Candy Crush Saga Soda, in 2014, but too many people kept playing the original, so it became a companion game instead. The game is still running today, boasting its own player base and billions of dollars in revenue, and will soon be celebrating its 10th anniversary.




“It’s great to start your day by winning something” …Paula Ingvar, Head of Candy Crush: Soda Saga at King. Photo: King

Paula Engvall, head of Soda Saga, has a different opinion on why people can’t stop playing Candy Crush: in a world full of constant demands, Candy Crush simply doesn’t demand as much. “My personal hypothesis, which is pretty hard to prove, is that Candy Crush is part of our daily routine,” she says. “It doesn’t interfere with or compete with anything else that’s important in life. It fits into a little bit of time in the day. And solving small problems is something uniquely interesting for humans. It’s nice to start the day by winning something… The latest research on mental health suggests that achieving small things prepares you to tackle bigger things.”

Maybe people play Candy Crush for the same reasons people do Sudoku or crossword puzzles at breakfast, the same reasons people still play Wardle every day: It’s a little win that gets you set for the day, a few minutes of stress-free fun. It doesn’t take over your life or empty your wallet. Unlike doom-scrolling on a social media app, it doesn’t put you in a bad mood. It’s playing the long game, just like its most longtime customers.

“We’ve seen a lot of mobile game strategies rely on virality, squeezing as much as we can out of players, and then it’s game over,” says Ingvar. “That’s not the strategy with Candy Crush. There’s never been a difficulty barrier or pressure to monetize. We don’t have to follow every twist and turn of the market. We have a very loyal player base, and we can count on their loyalty as long as we don’t screw up and give them a reason to leave.”

Keza MacDonald conducted these interviews in King’s offices in Stockholm, with travel expenses covered by King.

Source: www.theguardian.com

Stunning, enduring pictures reveal Kazakhstan’s abandoned nuclear testing grounds

Ruins of the observation tower of Opitnoe pole

Eddo Hartmann, Netherlands, Finalist, Professional Competition, Landscape, Sony World Photography Awards 2024

These photos, all shortlisted for the 2024 Sony World Photography Awards, get to the heart of human vulnerability and the fragility of nature.

Eddo Hartmann was selected as a finalist in the Landscape category for his series. sacrifice zoneA remote area in Kazakhstan that was the main Soviet nuclear testing site from 1949 to 1989.

The image above shows a dosimeter measuring radiation levels at Lake Shagan in Kazakhstan. The area remains highly contaminated from around 450 nuclear tests conducted there. The featured photo (above) shows the remains of an observation tower at Russia's Opitnoye Pole, another area used for Soviet nuclear tests.

Hartmann photographed these landscapes using infrared light, whose red tint was reminiscent of radioactive contamination that is invisible to the naked eye. “Local scientists are using infrared technology to monitor the current status of contaminated sites,” he says. “Chlorophyll found in green plants reflects significant amounts of infrared radiation. The different shades of reflection provide valuable insight into the overall environmental health of a given area.”

Jonas Kako, finalist, professional competition, environment, Sony WPA 2024

In the Albanian village of Zales, a girl climbs onto an old oil tank (pictured above). This image, taken by Jonas Kakó, was shortlisted in the Environment category. The photo below was taken by wildlife and nature finalist Jasper Dost of an elephant charging through Livingstone, Zambia.

Jasper Dost, Finalist, Professional Contest, Wildlife and Wildlife Nature, Sony WPA 2024

The winner of the competition will be announced on April 18th, before the exhibition opens at Somerset House, London, from April 19th to May 6th.

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Source: www.newscientist.com