Truth Cutter 👑

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Truth Cutter 👑

Truth Cutter 👑

@TruthCutter

Cutting through noise on politics, history, food, health & fitness, technology, anime, gaming & culture. 🇺🇸 日本は日本人のものだ

Texas, USA Katılım Aralık 2024
483 Takip Edilen771 Takipçiler
Truth Cutter 👑
Truth Cutter 👑@TruthCutter·
@konbanwaisetu In recent memory it's 5 times, but probably more in the long run. She disappeared after that and we met up again a few years later. She had never forgotten that night.
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吉村
吉村@konbanwaisetu·
彼女と1日でセックス何回出来るかチャレンジした事あるメンズ 正直に手を上げてレコード数を教えなさい✋
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Yorch Torch Games
Yorch Torch Games@YorchTorchGames·
Why is no one talking about Death Stranding 2, yet everyone's talking about Pragmata?
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Right Angle News Network
Right Angle News Network@Rightanglenews·
One of Japan’s oldest Shinto shrines, the 1,200 year old Urufushine Shrine, has been burned to the ground in what locals are calling an “intentional fire,” with some people pointing to retaliation for Japan and the prime minister’s recent crackdown on Muslim burial sites.
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Mike Netter
Mike Netter@nettermike·
An elderly woman in Green Bay placed an American Flag on her front porch to honor her WWII veteran husband who recently passed away... But someone stole the flag, so she reported it to the police. When Green Bay Police Officer Rob Ecke found out, he went out and bought a new flag for the woman. He and other officers delivered it to her and put it up for her. Officer Ecke is a veteran so he knows how special the flag is to military families. Thumbs UP and Thank you to Officers Ecke, Thorseson, Lt. Strouf and Capt. Muraski for going out of their way to make this right. A small but meaningful gesture that took place in 2016 but still, like our flag, stands tall today.
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Owen Gregorian
Owen Gregorian@OwenGregorian·
Feeling empty after finishing a video game? Researchers say post-game depression is a real phenomenon | Eric W. Dolan, PsyPost A recent study published in Current Psychology has found that many video game players experience a specific sense of emptiness and sadness after finishing highly engaging games. The research introduces a new psychological scale to measure this phenomenon, showing that post-game depression is linked to general depressive symptoms and difficulties in processing emotions. These findings offer new insights into how deeply immersive media can impact a person’s emotional well-being. Video games are the third most popular leisure activity in the world. Modern video games are not solely designed to provide simple entertainment or pleasure. Many of these titles feature complex narratives that evoke deep emotions, existential reflection, and a profound sense of achievement. As players invest hours into these immersive worlds, they often form strong attachments to the characters and the storylines. When the experience abruptly ends, gamers often report a lingering sense of loss or emptiness. Psychologist Kamil Janowicz at the Center for Research on Personality Development at SWPS University in Poznań and Piotr Klimczyk, a UX researcher and narrative designer with Orion Belt Games, conducted the study to develop the first quantitative tool to measure post-game depression. They wanted to understand the prevalence of this state and identify which types of games evoke it. They also aimed to see if this experience is associated with broader mental health challenges. “The idea came from experiences shared by video game players on social media, Discord, and Reddit,” Janowicz said. “Many of them described a feeling of emptiness and a range of various emotions after finishing an engaging video game. First, my colleague, Dr. Piotr Klimczyk, explored it in his qualitative study. Then, based on his findings, we developed a quantitative measure of post-game depression and conducted our research.” To explore these questions, the researchers conducted two separate studies. The first study aimed to create and test the initial version of the Post-Game Depression Scale. The authors recruited participants through social media announcements, gaming forums like Reddit, and chat platforms like Discord. The initial sample included adults who actively played video games and had recently finished a game they considered personally important. After filtering out incomplete responses and those who failed attention checks, the final sample consisted of 210 participants. The average age of this group was roughly 28 years old, and most participants reported playing games every day or almost every day. In this first phase, participants answered a draft version of the new 20-item questionnaire. They also completed several established psychological surveys to measure their baseline mental health, including a nine-item survey to assess symptoms of clinical depression. Additionally, the scientists used a survey to measure rumination and reflection. Rumination is a psychological term for the habit of repetitively thinking about negative experiences or emotions, while reflection refers to a healthier, more positive contemplation of one’s life. Participants also indicated the specific genre of the game they had recently finished. Based on the responses, the researchers narrowed their new scale down to 17 questions grouped into four distinct categories. The first category, game-related ruminations, measures how often players experience intrusive thoughts about the game. The second category captures the challenging end of the experience, representing the feeling of sadness or emptiness because the story is over. The third category measures the necessity of repeating the game, which is the immediate urge to replay the title. The final category is media anhedonia. Anhedonia is a psychological term for the inability to feel pleasure, and here it describes an inability to enjoy other games or media following the recent gaming experience. “We found empirical confirmation of a range of experiences after finishing the video game, as reported by video game players in recent years,” Janowicz explained. “Thus, post-game depression is real and could be measured in a reliable way with our questionnaire. We found that players spending more time on RPGs are more prone to experience more intense symptoms of post-game depression. As well as those who have a stronger tendency to ruminate and more problems with processing their emotions.” Role-playing games, or RPGs, often require players to make heavy narrative choices and build deep relationships with virtual characters. While RPGs stood out in the data, Klimczyk expects other genres to show similar effects in future research. “The fact that the RPGs can be one of the main genres did not surprise me, however, I would put them in the same row as narrative and/or adventure games in the style of old point-and-click games, but that’s just my personal bias,” Klimczyk said. “I hope that in the future, another team or we will be able to conduct such research on a much bigger pool of participants. I believe that these genres will be up there with the RPGs. It is a guess, although an educated one, to quote Mrs. Dana Scully.” The scientists conducted a second study to confirm the structure of their new scale and further test its relationship to emotional regulation. They recruited a fresh sample of 163 adult gamers using similar online channels. The average age in this second group was nearly 30 years old. Like the first group, these participants completed the finalized 17-item scale, along with surveys to measure their general depressive symptoms and their tendencies toward rumination. In addition, the second study included an emotional processing scale to see how participants handled difficult feelings in their daily lives. The authors specifically looked at emotional retention, which is the tendency to hold onto unpleasant emotions and feel overwhelmed by them. They also measured emotional avoidance, which describes how often a person tries to escape or suppress negative feelings. The second study confirmed that the 17-item scale is a consistent and valid way to measure this phenomenon. Game-related ruminations were the most commonly reported experience, while media anhedonia was the least intense symptom. The second study also confirmed that fans of role-playing games were the most susceptible to these lingering feelings of loss. “I would add here that our research shows how video games can be a source of very complex and emotional experiences,” Klimczyk noted. “We see our research fitting the overarching theme of eudaimonic experiences in video games, area of study that, we believe, will gain bigger traction in the future. Our study is but a small stepping stone towards that.” A eudaimonic experience refers to media that provides a sense of meaning, personal insight, or emotional growth, as opposed to simple enjoyment. While the research offers a detailed look at this modern phenomenon, the authors warn against overstating the clinical severity of the condition. “In some cases, people implied that by ‘post-game depression’ we mean a clinical case of depressive episode,” Klimczyk explained. “This is not the case, although, as Dr. Janowicz wrote, the link with lower mental health exists.” “The term was coined by the gamers. Googling ‘post-game depression’ before our research gained traction, one would find a vast amount of Reddit posts about that specific feeling that they described by using such a term. We decided to keep it that way.” Because the research relied on cross-sectional surveys, the scientists only captured a single snapshot in time. A cross-sectional design means that the researchers surveyed the participants all at once, which makes it impossible to prove cause and effect. “Our study was cross-sectional, so it is not possible to determine causal relationships between observed variables,” Janowicz said. “For example, it is possible that players with lower mental health are more prone to experience post-game depression after finishing the game, but it is also possible that post-game depression may lead to a decline in their mental health.” The researchers plan to conduct longitudinal studies, which track the same individuals over a long period, to solve this puzzle. “Longitudinal research will be a huge step toward overcoming the limitations of our research,” Janowicz said. “It would allow us to determine causal relationships, and assess what are antecedents and consequences of post-game depression. Moreover, comparing players from various countries will be very interesting.” Despite these limitations, the newly developed scale has already made a significant impact. “We got a lot of interest and attention on our findings around the world,” Janowicz said, noting the positive reaction from the gaming community. “Many people contacted us to discuss our findings. That’s very nice to see this work inspire many people and be interesting to video game players, who found it valid and described their real feelings.” The authors hope other scientists will build upon their foundational work to better understand how interactive media affects human psychology. “If anyone would like to use our scale or adapt it for their language, we warmly welcome scholars to contact us,” Janowicz added. “We will be happy to help and to develop research on post-game depression worldwide.” Read more: psypost.org/feeling-empty-…
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Truth Cutter 👑
Truth Cutter 👑@TruthCutter·
@Pirat_Nation I took a break, there was still so much to do but I think I'm a few chapters away from the end game. Was worried I wouldn't want to continue playing if I finished the main story too quick.
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
Only 6.7% of players have finished the main story of Crimson Desert. The game was released nearly two months ago Most players are still in the massive starting area called Hernand. >Hernand has lots to do: castles, farms, forests, ports, quarries, hidden caves.. > It includes 63 side jobs and many quests. >Players often spend 40 to 70 hours or more there before moving on. Pearl Abyss has estimated that a focused run through the main story requires 50 to 80 hours. With exploration and side content, most players extend to 75 to 95 hours or longer, while full completion is reported by the community to reach 300 to 400 hours.
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たそがれ+
たそがれ+@tasogare_plus·
これ、知ってた? 日本の所得税、 G20でぶっちぎりの1位です。 🇯🇵 日本      56% 🇦🇺 オーストラリア 45% 🇺🇸 アメリカ    37% 🇷🇺 ロシア     13% 🇸🇦 サウジアラビア  0% 同じ地球の話です。 頑張って稼いでも、 半分以上持っていかれる国。 それでも文句言っちゃダメなの? そろそろ、怒っていいと思う。
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James Woods
James Woods@RealJamesWoods·
The Mayor of Charlotte is demanding people stop posting this reminder of the lovely innocent Iryna Zarutska butchered by a savage on Charlotte public transit. He was on probation by a liberal activist judge.
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Rock Solid
Rock Solid@ShitpostRock2·
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James Woods
James Woods@RealJamesWoods·
Don’t let this go viral though.
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Spencer Pratt
Spencer Pratt@spencerpratt·
“The animals are not neglected” - Karen Bass
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Linus ✦ Ekenstam
Linus ✦ Ekenstam@LinusEkenstam·
This is how the algorithm can completely destroy your reach over night. This is the last: Left: 3 months Right: 2 weeks Super consistent 85-95% drop on all metrics. everything after a viral post going ballistic, I tried everything, cool down, delete low quality posts, block bot accounts. Kept posting after cool down, nothing really breaks through. Short hot takes 🛑 Long form with good signal 🛑 Viral potential post 🛑 Core audience value post 🛑 What bothers me here is that 48h after posting a mega viral post I get suppressed back to the Stone Age. This follow previous situations I’ve had with the grok powered algorithm. Where it feels like tweepCred falls far below a certain level, and you’re locked into a low reach prison with every effort to break out is making it harder and harder to do so. I’m asking for transparency on what we can do as content creators when this happens. I don’t want to spam my way out of this. I’d like to know, if I did something wrong, how I can address it, take the responsibility of algorithmic suppression for what ever the length is. But this limbo is most likely going to make me leave the platform.
Linus ✦ Ekenstam tweet mediaLinus ✦ Ekenstam tweet media
Linus ✦ Ekenstam@LinusEkenstam

I’ve been here since 2007, 19 years. I’m about to give up on X. For the third time in <12 months my account is under immense algorithmic suppression. No reach. no nothing. I get punished for being a good person on the platform. In the past my account has been “miss labeled by grok” or “i did not do anything wrong, they did”. Stuff that’s been completely out of my control. This time feels just the same. Nothing breaks past the great algorithmus. I’m a premium+ user. I provide value and have posted tens of thousands of useful posts on here. Yet my account is pushed into “limbo” where posts get throttled down. Super low view count, and no clear pathway to get out of it. For the last 2 weeks, nothing gets close to reaching you, my followers. I’ve seen this before and I know the pattern far too well. It’s a place where many people basically throws in the towel. There is something seriously wrong with how the reach suppression works on here. I post daily, 3-6 times, it’s part of my routine, have been doing so for years. You build momentum, you provide value, and the cycle repeats, until, something breaks out of your network (OON reach) then the algorithm slams you with the biggest breaks ever, throwing your account into reverse. If @xai and @nikitabier is listening they should really think hard about why stuff like this happens to users that really want the best for this platform. At the very least, surface insights inside of creator tools area that shows if and when something has gone wrong or happened to your account that can inform us about wrong doings or simply surfaces issues. That way people like me that spends an unhealthy amount of time on here can better understand why I’m getting punished. I’m extra under the weather this time. It just zucks to be fair.

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Truth Cutter 👑
Truth Cutter 👑@TruthCutter·
@Milajoy @TheRoyalSerf Apparently some of these violent hobos are stapling dogs eyes shut. This shit has to be stopped, bums held accountable immediately.
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Mila Joy
Mila Joy@Milajoy·
Spencer Pratt vows to save dogs from Skid Row. Right now, the homeless are using dogs as gunnea pigs to make sure their drugs don't kill them. If the drugs don't kill the dogs, then they know they are safe to take. What fucking SICKOS.
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Mia 🍋
Mia 🍋@Mialygosa·
@cb_doge Is this considered a thirst picture ? 😘
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DogeDesigner
DogeDesigner@cb_doge·
Hey Girls! You can post thirst pictures on 𝕏 too and even get paid for it.
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Serf
Serf@TheRoyalSerf·
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Truth Cutter 👑
Truth Cutter 👑@TruthCutter·
@douga111www Disgusting people. I would press charges and if they were "friends", never speak to them again. Except in court.
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