Pocket Lint #8: things that live under bridges

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Where have all the workers gone?
“Whether as victim, demon, or hero, the industrial worker of the past century filled the public imagination in books, movies, news stories, and even popular songs, putting a grimy human face on capitalism while dramatizing the social changes and conflicts it brought… With work increasingly invisible, it’s much harder to grasp the human effects, the social contours, of the Internet economy.”

Netrunner as life hacking for perfectionism
“It was Netrunner that crystallized for me the uncomfortable fact that in real life I’ve always run away from any space I couldn’t see completely, from any challenge I might not be able to win, and from any situation where I struggled to succeed.”

The Blood Harvest
“Each year, half a million horseshoe crabs are captured and bled alive to create an unparalleled biomedical technology.”

Do invertebrates feel pain?
“We know next to nothing about whether or not these animals – or invertebrates in general – actually suffer. In Elwood’s experience, researchers are either certain they feel pain or certain they don’t. “Very few people say we need to know,” he says.”

The internet is fucked (but we can fix it)
Forensic look at what’s wrong with the internet in the US.

Partners as patrons
“I am essentially “sponsored” by this very loving man who shows up at the end of the day, asks me how the writing went, pours me a glass of wine, then takes me out to eat. He accompanies me when I travel 500 miles to do a 75-minute reading, manages my finances, and never complains that my dark, heady little books have resulted in low advances and rather modest sales.”

This machine kills trolls
Anti-vandalism bots on Wikipedia: complex tech solutions to complex human problems.

Remember the human
“Try to be courteous to others. See someone having a bad day? Give them a compliment or ask them a thoughtful question, and it might make their day better. Did someone reply to your comment with valuable insights or something that cheered you up? Send them a quick thanks letting them know you appreciate their comment.”

Tumblr of the week: Things Called Jazz That Are Not Jazz

Free game of the week: Into The Box

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The generosity of governments

It’s not possible to make an infallible system.

If you support the death penalty in practice, on some level, you have to decide that a certain number of innocent lives are a price worth paying for the state to kill guilty people. You can support the principle but oppose the practice – as some do – because it is impossible in practice to create a system which only, ever, executes the guilty and spares the innocent. The more you try to ensure the innocent are spared, the more guilty people also avoid punishment. A perfect system of perfect judgements is impossible in the real world.

No system can sort with 100% accuracy between the deserving and undeserving, either for assistance or for punishment. There will always be borderline cases, those attempting to cheat the system, those whose circumstances are not neat or clean. Most systems are set up to assume a certain leeway, with the exception of those systems set up by states to help their people – or those wanting to become their people.

In the UK, the government has decided that no level of assistance should be given to anyone who does not fit increasingly strict criteria of need. It does not matter how many people with genuine needs are hurt in the pursuit of its desire; if one person who might just about be able to cope without benefits receives benefits, that is one too many. No matter that by tightening the system the government is actively hurting many, many times more people than it’s justifiably excluding from assistance – that is, fundamentally, the point. And the war of words in the popular imagination is won by convincing people that there are so many more undeserving than deserving welfare recipients, and that the pain is therefore proportionate.

But of course it is not. In striving to ensure that only people who most desperately need help ever receive it, the government cuts programs that help everyone. It sees the extra help given to disadvantaged people as an unequal and unnecessary expense, and so guts programs designed to ensure equality of opportunity. It is OK to hurt people who need help, the reasoning goes, so long as you don’t accidentally help anyone.

In Australia, the war is over asylum seekers. On one hand, there are supposedly queues of people waiting to get into Australia; asylum seekers with the proper documentation, who board planes and wait patiently for their chance to come here. On the other, there are people so desperate that they board unseaworthy boats run by people smugglers in the belief it would be better to drown than stay where they are. We are meant to believe that by punishing the latter, the former will benefit. We are meant to believe that it is not worth helping a single person who has come by boat. We are meant to believe that state assistance is a zero sum game, that what’s mine is mine and asylum seekers are Others. We are meant to believe that the country is giving something away when it takes in those desperate enough to risk drowning to live here, not gaining something. We are meant to believe that the only choice is between deaths at sea and deaths in detention, as though stopping the boats is more important than stopping the suffering, the desperation, the human misery that lies behind every journey to these shores.

I don’t think I am useless to Australia. Australia doesn’t think so either; I’m one of the good ones. I’m a temporary economic migrant, not a permanent refugee. I have knowledge skills that this country thinks are worth the cost of my admittance. I don’t really need to live in Australia. So the government has made it remarkably easy for me to choose to do so. It makes sure I can have my husband with me. It offers me healthcare arrangements, because my home country would do the same thing. As long as I am working and do not need further help, Australia is very happy to have me.

Of course it is, because I don’t need help. There is no room in this equation for political solutions that admit the possibility that it might be OK to help a few people who are two degrees above the breadline, if it ensures that a greater number of those below the breadline get that help too. There’s no room for generosity or for compassion, no room for the idea that it is better to make it easy for those who need help to get it than to make it hard for those who do not. And so, slowly but surely, governments act more and more like banks offering loans. They offer assistance only to those who can prove they do not need it, and leave those who need it most to drown.

5 things that made Journey to the End of the Night awesome

Runners preparing for Journey on the steps of the Powerhouse Museum
Runners preparing for Journey on the steps of the Powerhouse Museum

Last night I joined Grant and Bill Cohen in running a city-wide chase game called Journey to the End of the Night. It’s a US system, and it’s the first time it’s been run in Sydney, so we started off fairly low-key; in the end we had about 20 crew and about 60 players, which suited us pretty well. I ran & walked (mostly walked, admittedly) somewhere in the region of 7 miles around the city, coordinating runners by text message as we hunted down the players, and in the end we had 11 survivors who got round every checkpoint without being caught. It was enormous fun.

This is why it worked well.

The system

Journey is a very efficient system. It’s a simple, clear, uncomplicated ruleset that you can explain in a few words: run around all the checkpoints in any order, then get to the endzone, without being caught. If you’re caught, you have to chase the players. Catch three, and you can respawn back as a runner. Clean and crisp.

The core of the game is uncomplicated fun. It’s enormous fun to run around the city after dark with your friends hiding from people, especially when you know you have support nearby if you need it. It’s fun for fit people who enjoy running, and it’s also fun for people who like hiding and sneaking or thinking laterally about the logistics of things – it’s not always the best runners who win, it’s those who can avoid being caught. It’s a solid system that lends itself to all sorts of locations, and – because of the exponential nature of the catching system – it scales very well between small and large groups. Most of the success or failure of the game is down to the route you pick.

The route

We spent a lot of time ahead of the game scoping out potential checkpoint sites and creating a good route. There’s lots of variety in the areas we eventually picked – even if you don’t see a chaser for the whole time, you run through a mix of heavily-populated areas where anyone might be a chaser, and quiet back streets where there might be one around any corner. We picked checkpoints that weren’t easy to chain with public transport, though a couple of guys took an unorthodox ferry-and-tram route to save themselves some time. (I’m still impressed they did that.)

The checkpoints themselves were sometimes a little tricky. Two in particular gave us problems with spawn camping – player chasers lurking on the obvious entry and exit routes and ambushing runners, which wasn’t massively fair. It’s almost impossible to make rules to mitigate that sort of behaviour, so you have to rely on level design; when you don’t have the ability to manipulate levels yourself, because you can’t actually remodel traffic intersections just for your own games, sometimes you’re stuck with less-than-ideal areas. A good checkpoint is one that’s small but completely open on all sides, rather than large but with only one or two useful ingress routes. The best checkpoints are in the middle of huge open spaces with lots of potential cover, so players end up ducking in and out of hedges, trees and play equipment just in case there are chasers around.

Andy

Andy, aka the Terminator
Andy, aka the Terminator

Speaking of which: our star chaser, Andy, was a one-man army who managed to create exactly the right feeling of paranoia and fear right from the start. He’s a long distance runner. He went running before the game started, for fun. By the end of the night he’d acquired the nickname ‘Terminator’. One man hid under a car to escape him. Another vaulted into a construction site. Some people recruited passers-by as camouflage to help avoid his gaze. He was so fast and had so much stamina that hiding or outwitting him were your only options as players: simply outrunning him would never work. He was astonishing.

And from a crew perspective, he was invaluable too: he was checking in at regular intervals, letting us know which way players were scattering so we could set up less-manoeuvrable chasers to give them a good run. He was happy to go where he was needed most, and responsive to instructions. And, despite being the scariest thing in the game, he only caught two runners: the rest just had very near misses. Andy was incredible.

Froth

It’s been too long since I ran the sort of game that finishes up with froth. At the end of the night, we set up a couple of tables on Observatory Hill, a tricky-to-reach but beautiful park with gorgeous views across the harbour. By the time I got there most of the survivors had arrived and crew were still trickling in from across the city. I walked in to be surrounded by stories: the making of mythologies, happening around me. Many of them about Andy.

Froth is a LARP slang term for discussing events during a game, but out of character, afterwards. It lets you process what’s happened during an event, collaboratively building a single story out of the most exciting moments, turning what can be quite a disjointed experience into a coherent narrative.

GIving people space to froth after a game is one of the most important things you can possibly do. And lots of sporting events do it too: Tough Mudder, for instance, has a superb back-slapping and beer session once the race is over, which is all about frothing over what’s happened to you during your run. You make friends, you meet up with folks you lost on the way, you get to hear the stories of other people’s miraculous successes or so-close failures.

The view from the end zone
The view from the end zone

When I walked up to the hill last night, before I’d managed to get a bottle of water and say hi to the other crew, four different runners had already told me a little story of how they escaped a chaser or how they caught one of their friends or what happened when Andy showed up.

The players

People are amazing. People turned up last night to a random free event, excited to see what happens next, willing to suspend their disbelief and explore and create together. People turned up happy to play – playing to win, playing to have fun, playing to see what happened next.

That goes for the crew, too. We had a superb volunteer crew, all happy to take hours out of their Saturday nights to run around, sit about, sign papers, chat to players, and chase them around the city. We quite literally could not have run the game without those people, and they all made it better for the players by being so committed to maintaining the playful nature of the evening.

One woman got caught early on and then tried to head her friend off by taking a shortcut to where she knew he’d have to go. Then they had a tickle fight – he won, and left her giggling on the floor as he sprinted away into the darkness. With players like that, the game can’t help but be fun to run.

What’s next?

We’re going to be running Journey again in Sydney, I hope – there’s definitely appetite for it. But first, Grant and I are running a new game, Spirits Walk, in Melbourne in collaboration with Pop Up Players, on March 7, 8 and 9. You can reserve a space here.

Pocket Lint #7: glitch mobs

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We have known boys, but none have been bullet-proof
“We are replanting our underripe fruit, graveyards becoming our gardens, and tending far more memories of boys than moments with full-grown men.”

The founder of 4chan on anonymity
“It’s incredible what people can make when they’re able to fail publicly without fear, since not only will those failures not be attributed to them, but they’ll be washed away by a waterfall of new content.”

Twitch Plays Pokemon, in which 80,000+ people simultaneously play the same game of Pokemon Red, creating a sort of giant ongoing metaphor for the evolution of internet community. And the miraculous progress of Twitch Plays Pokemon, which explains the importance of the Helix Fossil.

How the potato changed the world

The construction of a Twitter aesthetic
“You’re trying to find a way to state contradiction. You’re writing a cartoon caption for a cartoon that doesn’t exist”

For 700 years, the people of Geel have taken in people with psychiatric illness and cared for them as family members
“My father always said, ‘These are the best children. They must sleep in the center of the bed.'”

Dismantling the five silliest responses to calls for more women in videogames

Games by humans
“If a games journalist is interviewing a developer about a game, they typically only have access to the lead developers, the ones in charge. Usually, the journalist’s access to these developers is through the publisher that is bankrolling the game. The dozens or hundreds of men and women actually making the game are hidden from the public behind the doubly thick wall of their employers and their publishers. We can’t speak to them and, more often than not, their employment contract means they can’t speak to us.”

A worldwide registry of roller derby names

Finishing, beating, playing through, bursting out: worldwide ways to talk about completing games

Automatic Guardian comment generator

Tumblr of the week: Sorry, Asylum Seekers

Free game of the week: You Have To Burn The Rope

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UsVsTh3m turns comments on

UsVsTh3m has decided to give Th3m a direct voice on site, and turned its comments on.

That’s perhaps not a huge surprise, given Rob Manuel’s involvement – he’s talked in the past about the class issues involved in online commenting, as well as presiding over one of the most interesting hotbeds of user activity on the internet. But it runs counter to a long-term trend of sites shutting down comments, deliberately deciding that they’re too much work, too unruly, too problematic, or even counter to the entire purpose of what the site’s trying to do.

It’s a nice start, opening with a joke and a clear prompt to participate, and a potential reward for excellence in the form of inclusion in the daily newsletter – a promise internet bragging rights that act as an incentive to be awesome, rather than merely guidelines that tell you how not to be bad. Worth noting that Rob’s participating there too.

It’ll be an interesting experiment to watch, and if a creative community of jokers is what UsVsTh3m is after, they seem to have started out pretty well.

Pocket Lint #6: in the dark

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Georgina Henry obituary
I was privileged to work with George, albeit briefly, and she will be very much missed.

How colleges flunk mental health
“Colleges are very accustomed to accommodating learning and physical disabilities, but they don’t understand simple ways of accommodating mental health disabilities”

Climate change is happening, now, and could lead to global conflict
“Delay is dangerous. Inaction could be justified only if we could have great confidence that the risks posed by climate change are small. But that is not what 200 years of climate science is telling us. The risks are huge.”

Good Samaritan backfires
Arrested and detained naked in a solitary psych cell after calling an ambulance to help injured cyclists.

The rise of the Facebook truthers
“Something about Facebook makes journalists lose their minds. How else to explain the seemingly unending procession of stories based on wild speculation and implausible conspiracy theories?”

Unnecessary surgeries to correct male babies
“In contemporary American culture, much is still demanded of “real men”: To be commanding and composed. To be courageous and chivalrous. To be rugged, strong, and low-voiced. And to be able to pee standing up.”

Listen to the purring, electromagnetic weirdness of mushrooms

Our Flappy Dystopia
“We, as global, national, and artistic communities, justify a lot of shitty things on the premise of making money. This industry justifies sexism, racism, and all forms of discrimination and oppression because of some unwritten right to make money. Why can’t we have equal representation of minorities in our media? Because someone wants to make money.”

Tumblr of the week: Flappy Bird Think Pieces

Free games of the week, Flappy Bird edition: Flappybalt; Maverick Bird; 171 other Flappy Jam games

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Pocket Lint #5: snowsight

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The Empathy Exams: deep, long read from a medical actor. Anything I say here will under-sell it.
“Empathy means realizing no trauma has discrete edges. Trauma bleeds. Out of wounds and across boundaries. Sadness becomes a seizure. Empathy demands another kind of porousness in response.”

What snow tells us about creating better public spaces

Poverty in academia (and other places)
“If we are a collection of our experiences, can you imagine how difficult it can be then to sit in polite conversation and try and engage about childhood holidays, where you learned so ski, and how to fit orchestra practice in around your job?”

The power of Flappy Bird
“Finally, and most importantly, we should learn once and for all that we will never really know what ‘the people’ want. The screenwriter and novelist William Goldman famously suggested that in Hollywood “nobody knows anything.” The success of Flappy Bird is above all a reminder that this maxim is as true in game development as it is in movie making.”

In defense of Twitter feminism
“In a world where the voices of white middle-class heterosexual men and women are privileged, it is striking that Twitter, one of the few spaces that allows for counternarratives and resistance, is now facing a barrage of criticism.”

A linguistic analysis of the language of doge.

Game openings are important
What’s wrong with the first 300 seconds of Bioshock Infinite

FLUSHED!, a zine exploring the intersection of gaming and toilets, is out now. Go get it.

A newsgames hackathon is happening in May. If you’re like me you might want to apply.

Tumblr of the week: Deep Dark Fears

Free game of the week: Candy Match Forever

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In defense of pageviews

Pageviews have been much maligned as a measure of web traffic for the last few years. They’re flimsy, prone to being distorted by artificial inflation, and have generally fallen out of favour as a universal metric. Instead, web analytics for content is fracturing, with news and content businesses starting to promote their own individual ways of measuring what matters, while other businesses make big money by producing proprietary, comparative metrics that let competitors analyse each other and help agencies decide where to spend money.

Upworthy is the latest business to come out with its own way to measure itself: attention minutes, a composite metric that takes in whether and how its users are engaged with what it’s producing.

We built attention minutes to look at a wide range of signals — everything from video player signals about whether a video is currently playing, to a user’s mouse movements, to which browser tab is currently open — to determine whether the user is still engaged. The result is a fine-grained and unforgiving metric that tells us whether people are really engaged with our content or whether they’ve moved on to the next thing.

 

Upworthy’s making what looks like a sensible move here, focussing on the things that make them money and with a clear understanding of how they’re going to act on their new number. The most important questions about any metric for content online are as follows:

  1. How does it make money?
  2. How can I act on it?

If any metric doesn’t have clear answers to those things, it’s probably not something you should be asking your newsroom to try and affect. There’s no point in having targets based on numbers you can’t do anything about, especially opaque ones made up of multiple factors that are difficult to tease out. (This is why anyone even thinking about using the phrase “Klout for content” should desist immediately and repent.)

Upworthy, as with Medium, is finding a metric that works for its business, which doesn’t rely on banner ads and therefore doesn’t make money from pageviews. From the looks of things it’s found a solid metric that allows editorial staff to make decisions about what they promote; closing the circle like that is absolutely crucial.

But one big metric for everything is an unachievable goal for most content businesses, especially if you want more than just an inscrutable number: you need complexity, granularity, and ways to actually affect the number. That granularity comes from segmentation, not from bundling more numbers together, but it isn’t at all important for everyone to see every metric that matters – as long as those who can change things see the ones they need to change. How do reporters, writers, editors, people who are making and working directly with content, make a dent in a metric like “engaged time on page” in real time?

What matters for the business is different to what matters for newsrooms on a day-to-day basis. Of course it’s important to be aware of your views per visit, your engaged time on page, your DAU to MAU ratio, your signed-in user rate – whatever metric you’re using as a proxy for loyalty or engagement – and to understand how to make differences to it over time. But most people in most newsrooms will struggle to articulate what those metrics are, and will struggle even harder to take actions to increase them.

Which is where pageviews come in. Pageviews have a lot of advantages over other, more complicated metrics. They’re relatively easy to measure. In a business where display ad revenue matters, or which revolves around driving traffic to content in some other way, they have a clear value attached. And they’re immediately and obviously affected by activities people do in newsrooms: editing, commissioning, subbing, promoting.

Everyone in a newsroom can get behind the idea of maximising the number of potential pageviews for a piece of work – the number of potential reads. They’re an equaliser: a click from a front is the same value as a click from social media or search or from a different article, so anyone with skin in the game in any of those areas can make a difference. Everyone can get invested in that number, because they feel like they can control it, even if only a little. If you’re trying to get people to act on data in real time – rather than just building a dashboard that looks pretty on a big screen – that usability can’t be an afterthought. It has to be baked in.

Honesty matters too. If you’re inflating your pageviews with galleries or autorefresh, you’re creating perverse incentives for your editorial staff, who are going to take the easy routes to boost that number. If you’re gaming the numbers as a business, your newsroom will game them too. That leads to big problems – but those problems are with the dishonesty, not the metric itself. It also makes it unsuitable for external comparisons, unless you’re sure all your competitors are no more or less honest than you – but in a world where every competitive metric is plagued with accuracy, comparability and gaming issues, that’s not a crippling defect when it comes to internal use.

Pageviews aren’t a bad metric, if they’re used well. New metrics like attention minutes or engaged time on page aren’t either, as long as they’re being used sensibly. If the number that everyone understands and everyone can act on is pageviews, you should be using it.

Dungeon Keeper may be a bad game, but it’s still a game

Reading this review of the new, free to play Dungeon Keeper mobile game in the Metro, I was struck by this quote:

We were going to refer to Dungeon Keeper as a non-game, but that’s not really accurate. It’s an anti-game. It is purposefully designed not to require thought, skill, or experimentation. Instead it rewards only money and, begrudgingly, patience.

And later, this:

But it doesn’t really matter what you play. Whether it’s the violent anarchy of GTA V, the dramatic splendour of The Last Of Us, or the joyful invention of Super Mario 3D World. Just play a video game, a real video game, and help stop these hateful anti-games from spreading their poison any further.

Specifically, I’m struck by the similarity in rhetoric used to attack Dungeon Keeper, and that used to attack other games – particularly Twine games, Gone Home, interactive fiction-ish games – based on their differences from “real video games”. The Metro’s far from the only place where this type of language crops up: just from a quick search, it’s in the comments on Pocket Gamer and Kotaku, and it comes up in Eurogamer’s review:

It’s always tempting to write this sort of free-to-play title off by saying it’s not really a game, and in a lot of ways it isn’t. But it’s Dungeon Keeper, and every now and then you see enough of that game to feel nostalgic, before it vanishes again behind a 24-hour cool down timer.

And there’s this from the Escapist:

I’m a big defender of most games – even ones I hate – when somebody says they’re “not a game.” The accusation of something not being a game is a blinkered and often weak form of noncommittal criticism. In the case of Dungeon Keeper, however, I can find no defense. It isn’t a game. It’s a cynically fabricated cash delivery system.

Exploitative game mechanics are still part of games. Games that cynically monetise the pants off their players are still games. We can’t No True Scotsman our way out of this one any more than we can those other games that most of the games community doesn’t like. “Not a game” is not a criticism, unless you think games can only be good.

Yes, Dungeon Keeper is a game. It’s OK to say it’s a bad game. It’s OK to say you don’t like time-gating and artificially preventing play and £69.99 consumable IAPs, it’s OK to say you don’t want to – or shouldn’t – pay for this kind of thing, it’s even OK to say it’s exploitative and unpleasant and that games like this are bad for their players and for the industry. It’s OK to be critical of a game while still acknowledging that it’s a game that can be, that is, played; it’s OK to say that games, this medium you love, are not always perfect and contain bad things and even do bad things, without needing to push those things outside the medium entirely. It’s astonishing how hard that seems to be for some mainstream games writers to do.

The rise of ‘social headlines’ is not the end of search

At the launch of BuzzFeed Australia on Friday, Scott Lamb gave an interesting keynote aimed at puncturing some commonly-held myths about the internet and social sharing. It was a good speech, well written up here, but at one point he gave a view that social is essentially an evolution of the net. His idea – at least as I understood it – was that the internet had gone from portals, through search, and was now at social; that search is something of the past.

Perhaps it’s not possible to say this clearly enough. Search and social as they’re currently used are two sides of the same coin – two strategies for discovering information that serve two very different purposes. Search is where you go to find information you already know exists; social is where you go to be surprised with something you didn’t know you wanted. If you know something’s happened very recently, these days, you might go to Twitter rather than Google, but once you’re there, you search. And if a clever headline crafted for Twitter doesn’t contain the keywords someone’s going to search for, then it’s going to be as impossible to find it on Twitter as it is in Google. It’s easy to forget that a hashtag is just a link to a Twitter search.

But Twitter isn’t what we’re really talking about here. “Social” when it comes to traffic, at the moment, is a code word that means Facebook – in much the same way that “social” for news journalists is a code word that means Twitter. And optimising headlines exclusively for Facebook gives you about as much leeway to be creative and clever as optimising exclusively for Google. You can do whatever you want as long as you follow the rules for what works, and those rules are surprisingly restrictive.

Lamb, to give him credit, pointed out the problem with the current over-reliance on Facebook: they burn their partners, they have full control over their feeds and what appears in them, and they have shown no hesitation in the past in shifting traffic away from publishers if it serves them or their users. All the same problems as a lot of sites have with Google.

David Higgerson has an interesting post that feeds into this issue, asking whether the growth of social and mobile has “saved the clever headline”. He writes that instead of straight keyword optimisation, social headlines require a reaction from the reader, and says:

This should be great news for publishers steeped in writing great headlines. Just as having a website isn’t quite like having multiple editions throughout the day, the need to force a smile or an emotion in a headline doesn’t mean the days of punderful headlines can return, but there are similarities we can draw on.

Lamb also said that optimising for search is all about optimising for machines, while social is all about optimising for people. Like Higgerson, he expressed a hope that social headlines mean a more creative approach – and the idea that now we’re moving past the machine-led algorithms news can be more human.

But search, like social is people; social, like search, is machines. Online we are all people mediated by machines, and we find content through algorithms that drive our news feeds and search results. Optimising purely for Facebook’s algorithm produces different results to optimising purely for Google’s, but it’s no less risky a strategy – and no more or less human.