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originally posted by: works4dhs
No one wants to live in a police state surrounded by snitches.
but consider this...
when there's an *event* (school shooting, Boston bombing), people immediately demand to know why-wasn't-something-done and how-could-you-let-this-happen. DHS openly opines 'If you see something, say something'. Fascitic? perhaps. But consider the incident a few weeks ago when a suspicious / concerned woman saw the kid in the storage unit and called John Law. HS student with guns and bombs; *event* prevented thanks to an aware and concerned citizen.
People like me are tasked with protecting the populace, and I'd be remiss if I didn't have my eyes and ears open.
The legit question is, to what degree can someone like me have access to your life? And that's a hard question.
but pre 9/11 we still had a lot of information gathering ability, we actually had so much that we got a hit on the attacks and discarded it as noise. How is adding more information gathering a solution when the whole problem was having too much in the first place?
The legit question is, to what degree can someone like me have access to your life? And that's a hard question.
originally posted by: WCmutant
a reply to: darkbake
Darkblade...
I believe you are very correct. However, I wonder how much of these aspects have been developed purposefully for the programming of the people playing the game.
Here is an article about MMO (Massive Multi-player Online) games being run/designed by psychologists:
Most MMOs run by Psychologists...
The article has to do with repetitive behavior. There is a key to the way MANY of the online games are designed now - self-gratification being greater than teamwork. But when you build a game that relies less on cooperation and more on self-gratification you begin to tap into the paranoid and untrustworthy behaviors of human beings.
It's why I personally try to stay away from those games.