
90% das descobertas da biologia: "Sim, essa é de fato uma nova espécie de grama"
Nokt
283 posts


90% das descobertas da biologia: "Sim, essa é de fato uma nova espécie de grama"



@ARCANAMAJ0R Yeah sure. That definitely happens irl. If your manager tells you you suck they get fired. Of course, "artist" so that makes sense.


@Sheep_Esports People acting like the players are babies playing for fun and not grownass adults taking a hefty salary. Yeah you fuck up your job this consistently, your manager is gonna be pissed. Pretty normal shit.

Last years GotY was literally named after an art painting technique. Gamers like art. It just so happens they like... well, y'know. Games.



I hope you hoyoverse or wuwa only players know that no 50/50 often translates to no guarantee whatsoever and having to spend 200-300 pulls and not the 100% guarenteed rate that you are thinking

Had to draw this crap because a friend on discord legit didn't know what's POV

if I made a gacha game: - no 50/50 - 60 pity = 5 star - craftable signature weapons - 100+ pulls per patch - balanced gender ratio - androgynous mc - multiple skins for each character - skill based endgame - selectable gear stats - frequent character kit adjustments







Men have biological edges in FPS esports like Valorant: faster average reaction times (~20-30ms), better spatial awareness/mental rotation for aim & map control, plus higher competitiveness tied to physiology. Sources: - Reaction time: NCBI PMC3198384 (males faster) - Spatial skills: Feng et al. 2007 (pubmed.ncbi.nlm.nih.gov/17894600/) — men start ahead; action games narrow gap but elite dominance persists - Player pool/interest: Multiple analyses (VLR.gg, esports studies) show male-heavy participation drives top ranks Counter: MSU 2016 MMO study — no perf gap when controlling playtime. Real-world pro scenes remain ~99% male at highest levels.

A new 30-week study tracked 68 university students who had almost no previous gaming experience. Participants were divided into two groups: >One played League of Legends for one hour per day, five days a week. >The second group followed the exact same schedule but played Legends of the Three Kingdoms, a non-action strategy card game. Both groups improved in attention, working memory, and executive function, but the League of Legends players showed significantly stronger gains, especially in spatial attention and spatial working memory. EEG brain activity scans also confirmed greater improvements in information processing efficiency for the League of Legends group. These cognitive benefits remained noticeable 10 weeks after the gaming sessions ended. Important context is that this research involved only healthy young adults and could not fully account for outside influences such as academic workload or personal motivation.