







You don't have to gamble for gambling to ruin your life
How gambling is eroding empathy, destroying relationships, and changing our culture — even for people who never bet.

ADDICTION BY DESIGN: Machine Gambling in Las Vegas – Natasha Dow Schüll
Slot machines, revamped by evermore compelling digital and video technology, have unseated traditional casino games as the gambling industry’s revenue mainstay. Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schüll explores the dark side of machine gambling—a solitary, rapid, continuous form of play that has less to do with the competitive thrill of winning than with the pull of “the machine zone,” as gamblers call the trancelike state they enter.
From Pill Mills to Prop Bets: Prediction Markets and Mobile Sports Betting Apps Are Fueling America’s Next Addiction Crisis
Against the gamblification of the world.

Generative AI runs on gambling addiction — just one more prompt, bro!
You’ll have noticed how previously normal people start acting like addicts to their favourite generative AI and shout at you like you’re trying to take their cocaine away. Matthias Döpm…

How Everything Became Gambling
It’s not just DraftKings and Polymarket — the logic of gambling undergirds everything coming out of Silicon Valley.

We Haven’t Seen the Worst of What Gambling and Prediction Markets Will Do to America
I don’t think people have thought hard enough about how bad this could get.

#760: Gambling the future into existence
Plus: Cosmo for conservatives, AI;DR and being "agentic"

Upside Down: A Primer for the Looking-Glass World
In a series of mock lesson plans and a "program of study" Galeano provides an eloquent, passionate, funny and shocking exposé of First World privileges and assumptions. From a master class in "The Impunity of Power" to a seminar on "The Sacred Car"—with tips along the way on "How to Resist Useless Vices" and a declaration of the "The Right to Rave"—he surveys a world unevenly divided between abundance and deprivation, carnival and torture, power and helplessness. We have accepted a "reality" we should reject, he writes, one where poverty kills, people are hungry, machines are more precious than humans, and children work from dark to dark. In the North, we are fed on a diet of artificial need and all made the same by things we own; the South is the galley slave enabling our greed.
Integrative experiments identify how punishment affects welfare in public goods games
Despite decades of research, the conditions under which punishment promotes cooperation remain unclear. Through an integrative experiment varying 14 design parameters of public goods games across 360 experimental conditions (147,618 decisions from 7100 participants), we reveal substantial heterogeneity in punishment effectiveness: Its impact on welfare ranges from 43% improvement to 44% reduction depending on the game parameters. To characterize these patterns, we developed models that outperformed human forecasters in predicting punishment effectiveness in new experiments. Communication emerges as the most important factor, followed by contribution framing (opt out versus opt in), contribution type (variable versus all-or-nothing), game length, and outcome visibility, though these factors often interact. The results reframe the debate from whether punishment works to when it does, demonstrating how integrative experiments enable discovery of generalizable patterns in social phenomena. , Editor’s summary People face conflicts between maximizing personal gain versus supporting collective interests. If we cooperatively recycle or donate to charities, it benefits society, but it also costs us time and resources that could be selfishly preserved for ourselves. We impose penalties to deter those undesirable or selfish behaviors, but under what conditions do punishments or penalties effectively modify behavior to benefit group welfare? Alsobay et al . systematically and simultaneously varied 14 factors together instead of in isolation. Punishment was unequivocally most effective when paired with consistent communication, particularly over time. Another effective factor was “opting out” or withdrawing some, but not all, endowments already in the public fund. These methodological advances revealed when, rather than whether, punishment works. —Ekeoma Uzogara , INTRODUCTION Human societies face many situations where individual and collective interests conflict, often referred to as social dilemmas. Costly peer punishment has been studied for more than 25 years in public goods games (stylized behavioral experiments in which individuals decide how much to contribute to a shared pool that benefits everyone) as a mechanism to promote cooperation. Prior research has identified many contextual factors that moderate punishment’s effectiveness, including game length, communication, group size, punishment cost, and so on. However, the specific conditions under which punishment improves group welfare remain unclear. RATIONALE We argue that this lack of clarity derives from the dominant experimental paradigm, in which any given study manipulates only one or a few theoretically informed factors. Because such studies differ in many ways (different experimental procedures, populations), their results are often difficult to compare or integrate. Consequently, one can list many factors that have some effect, but cannot say how much each matters relative to the others, or how they work together, and as a result, cannot predict when punishment will help or harm welfare in new settings. To address this fundamental knowledge gap, we use an integrative experimental design and systematically vary 14 parameters across 360 conditions (147,618 decisions from 7100 participants) to elucidate when punishment improves versus undermines welfare in public goods games, which factors matter most, and how they interact. RESULTS The effect of punishment on welfare ranged from 43% improvement to 44% reduction depending on the specific combination of game parameters. To characterize this heterogeneity, we trained a model that outperformed all 553 human forecasters (laypeople and experts) in predicting whether punishment would help or harm welfare in new experiments. Communication emerged as roughly three times more important than any other factor, followed by contribution framing (opt in versus opt out), contribution type (variable versus all-or-nothing), game length, and peer outcome visibility (whether participants can see others’ earnings). These factors often interact. For example, longer games enhance punishment’s effectiveness only when communication is available, and contribution framing effects depend on both contribution type and outcome visibility. CONCLUSION Many phenomena in social science are shaped by many factors whose interactions are consequential, yet the dominant experimental paradigm often limits its inquiry to “does a given effect exist?” and examines hypothesized factors in isolation. As a result, research programs can accumulate many partial explanations without a clear picture of how they combine to determine outcomes across settings. Knowing that factors matter individually is fundamentally different from knowing how much each matters and how they interact. The integrative approach implemented here offers one way forward. It varies many factors simultaneously within a shared design space, evaluates models by their predictive accuracy on new experiments, and probes those models to constrain and develop theory. Our hope is that integrative experiment designs, combined with models that integrate prediction and explanation, represent a path toward more cumulative social science. Integrative experiment reveals when punishment helps versus harms. We systematically varied 14 design parameters across 360 experimental conditions. The effect of punishment on cooperation efficiency ranged from −44% to +43% depending on the specific game parameters. Communication emerged as three times more important than any other factor, followed by contribution framing, contribution type, and game length.

The hidden ‘rules of the game’ that dictate how we navigate the world | Psyche Videos
How free are we really, if human behaviour embodies the complex, intertwined webs of society and history?

More Than a Quarter of Americans Gamble Online Daily, But Frequent Gamblers Likely to Self-Impose Br
As millions of Americans log on to track their college basketball pools, more than half (58%) of adults who gamble online daily say that they have intentionally taken a break or limited the amount of time they spend gambling, new poll data from the American Psychiatric Association (APA) shows.

Humanity’s Endgame
A new history of societal collapse by an expert in existential risk argues that our globalized society is edging toward the precipice.

Exploitative Game Design: Beyond the F2P Debate
The past few months have seen a torrent of articles about Free-to-Play business models, often discussed alongside issues of ethics in games (for example: 1, 2, 3, 4, 5). These pieces have addressed the effect on addiction-prone players or children, the possibility of corrupting artistic intent, the sheer amount of money being spent, and other advantages and dangers of F2P. While all of this is relevant, I fear that we’re focusing too much on F2P and glossing over the wider ethical issues in game design.
We are all going to regret Kalshi and Polymarket.
Gambling should be like cigarettes: Legal but inaccessible.

Pluralistic: They’re just trying to earn a buck (07 Oct 2025) – Pluralistic: Daily links from Cory Doctorow
Life as a prisoner of the neoliberal mind palace must suck: it's a world where every person who suffers under predatory business practices is a "consumer" who has "revealed a preference" for being screwed:
