The YouTubing of Games

Video games get personal

4 min read

So we've heard the impressive numbers. Video game sales rose 6 percent last year to hit $7.4 billion in the United States alone. But there's just one problem: despite the ubiquity, the medium of video games has been largely impersonal.

Here's what I mean: we can personalize every other medium. Text isn't read-only; we can write it. We don't simply look at photographs; we take them. Same with movies and music. There is the capacity to be engaged as creators. And it's this potential for participation, whether we exercise it or not, that makes media so compelling. Harry Potter started with J.K. Rowling scribbling notes in a café. If she can do this, maybe you can, too.

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Why Functional Programming Should Be the Future of Software Development

It’s hard to learn, but your code will produce fewer nasty surprises

11 min read
A plate of spaghetti made from code
Shira Inbar

You’d expectthe longest and most costly phase in the lifecycle of a software product to be the initial development of the system, when all those great features are first imagined and then created. In fact, the hardest part comes later, during the maintenance phase. That’s when programmers pay the price for the shortcuts they took during development.

So why did they take shortcuts? Maybe they didn’t realize that they were cutting any corners. Only when their code was deployed and exercised by a lot of users did its hidden flaws come to light. And maybe the developers were rushed. Time-to-market pressures would almost guarantee that their software will contain more bugs than it would otherwise.

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