A 1,500-year-old board game has been unearthed in a Chinese tomb

When one thinks of the tombs plundered by videogame heroine Lara Croft, or even legendary adventure film archaeologist Indiana Jones, untold treasures and riches typically await them. During a 2004 excavation in China of first emperor of the Qin dynasty Qin Shi Huangdi’s self-constructed, terracotta warrior guarded, 2,300-year-old tomb, various artifacts were uncovered. Though not entirely reported until a full decade later in 2014 Chinese journal Wenwu, and translated recently into English and published in the Chinese Cultural Relics journal, the surprising find of an ancient board game was uncovered.

The ancient game, having been unplayed for approximately 1,500 years, was discovered in the heavily looted tomb along with a skeleton, presumably of one of the tomb’s aforementioned grave robbers. The game’s pieces consist of a 14-sided die (carved out of an old animal tooth), 21 numbered rectangular game pieces, and a slab of broken tile, thought to be a piece of the game’s board. The reconstructed tile was decorated with two eyes, which were painted amongst stormy cloud and thunder sketches, as archaeologists reported in their findings.


The game’s pieces are reported by archaeologists to potentially be of “liubo,” mostly called “bo” for short. “Bo” seemingly vanished from the history of ancient Chinese board games around 1,500 years ago, and researchers have remained at a loss as to how the game was played, as well as being unsure if the rules of the game even varied from generation to generation of players. The closest clue is that of a 2,200-year-old poem by Song Yu, which recounts a game with similar pieces to the ancient board game’s artifacts found over the years.

The 14-faced die is where this ancient game gets particularly interesting. Twelve sides of the die are numbered one through six in the ancient Chinese calligraphy of zhuan-shu, or “seal script,” which existed as the formal script for all of China during the Qin dynasty. However, the remaining two sides are blank – entirely vacant of any marks. Even with this new discovery, “Bo” remains a mystery to all.


Images courtesy of Chinese Cultural Relics

A 1,500-year-old board game has been unearthed in a Chinese tomb | Kill Screen.

A videogame meant to raise awareness of anxiety attacks


Anxiety Attacks doesn’t need to wander far from its inspiration to earn its status as a horror experience; there are no jumpscares or monsters—just the knowledge that you might not be in control of what you see and feel, that something as simple as moving and breathing can become a chore to juggle. It is, in short, a mental breakdown simulator, emulating the experiences of those who suffer from anxiety disorders and anxiety attacks.

You start in a bright forest, greeted with flowers and birdsong; the sun is bright, and the world is rich and vivid. You are given only a few commands: find a safe zone and control your breathing.

As you wander through the woods, if you lose the rhythm of your breath, the world loses its color and darkness sets in. The sound of struggled breathing overpowers the gentle rustle of leaves,the bird twittering. Messages pop up on-screen: “Am I crazy?… I can’t breath…. Fail.”

“Everything has been carefully studied to let you achieve anxiety while you play,” says developer Alessandro Salvati, also known as NeatWolf, on the game’s Steam Greenlight description. “The playtime as well has been tailored to reflect anxiety, long enough to deliver you the feeling and the message, without trying to overdo.” Salvati said he used his own experience with long-term anxiety in the game’s design.

The game’s mechanics revolve around what you’re supposed to do in an actual anxiety attack—keep on moving, find a safe space, and focus on controlling your breathing. Even so, the threat of another anxiety attack is always there, a feeling that many who suffer from anxiety can attest to.

“Am I crazy?… I can’t breath…. Fail.”

Anxiety Attacks isn’t recommended for those who already suffer from anxiety disorders, depression, or similar disorders. But, for the rest of us, it definitely sheds some light on an experience that is very scary indeed.

You can download Anxiety Attacks on Windows here.


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A videogame meant to raise awareness of anxiety attacks – Kill Screen – Videogame Arts & Culture..

U.S. Technology Device Ownership 2015

68% of Americans have smartphones; 45% have tablet computers. Ownership of other digital devices has not grown in recent years.

Today, 68% of U.S. adults have a smartphone, up from 35% in 2011, and tablet computer ownership has edged up to 45% among adults, according to newly released survey data from the Pew Research Center. Smartphone ownership is nearing the saturation point with some groups: 86% of those ages 18-29 have a smartphone, as do 83% of those ages 30-49 and 87% of those living in households earning $75,000 and up annually.

At the same time, the surveys suggest the adoption of some digital devices has slowed and even declined in recent years.

Smartphones, Tablets Grew in Recent Years; Other Devices Declined or Stayed Flat

For example, e-reader device ownership has fallen. Today, about one-in-five adults (19%) report owning an e-reader, while in early 2014 that share was a third (32%). Ownership of MP3 players has not had a notable decline, but the percentage of adults who own one has hovered around the 40% mark since 2008. And computer ownership levels have stayed roughly where they were a decade ago. These changes are all taking place in a world where smartphones are transforming into all-purpose devices that can take the place of specialized technology, such as music players, e-book readers and gaming devices. Some of the changes in device ownership patterns are particularly evident for young adults. Among those ages 18-29, ownership of MP3 players and computers has declined by double digits in the past five years. In 2010, three-quarters of 18- to 29-year-olds owned an MP3 player; by 2015, only half (51%) had one.

MP3, Computer Ownership Has Dropped Among Younger Adults Since 2010 There is a similar pattern with computer ownership. Today, 78% of adults under 30 own a laptop or desktop computer, compared with 88% who did so in 2010. Smartphone ownership, on the other hand, has surpassed both of these devices, with 86% of 18- to 29-year-olds owning one in 2015. In other words, as smartphones came to prominence several years ago, younger owners perhaps did not feel as much of a need as their older peers to have other kinds of devices.

Cellphones, Computers Are the Most Commonly Owned DevicesThe Pew Research Center surveys cover ownership of seven types of devices. The center studies them because their use often affects how people connect with each other, with information and with media. They also impact the way people spend their time. And each kind of device has its own attributes of how people use them and engage with the material they provide. Thus, device usage has notable social and cultural implications, and there are sometimes important political and macroeconomic consequences to the way people use their gadgets. For instance, every major media industry – those built around video, audio and text – has been disrupted by these devices.

Cellphones continue to top of the list. Roughly nine-in-ten American adults (92%) own a mobile phone of some kind. Although these mobile devices are ubiquitous today, the share of adults who own one has risen substantially since 2004, when Pew Research conducted its first poll on cell ownership. At that time, 65% of Americans owned a cellphone.

Some of the other findings:

  • Computers are the next-most popular device among those measured. Some 73% of U.S. adults own a desktop or laptop computer, a figure that is similar to the 71% of those who owned a computer or laptop in 2004 and down somewhat from a high of 80% in 2012.
  • Some 40% of adults report having a game console, a number that has not budged in five years.
  • Four-in-ten Americans (40%) own MP3 players, down from the high mark of 47% in 2010.
  • About a fifth (19%) have e-book readers, a drop from 32% who said they owned one in early 2014.
  • Some 14% of adults own a portable gaming device, such as a PlayStation Portable (PSP).

The analysis in this report is based mostly on telephone interviews conducted March 17 through April 12, 2015, among a national sample of 1,907 adults ages 18 and older living in all 50 U.S. states and the District of Columbia. Of these respondents, 672 were interviewed on a landline telephone, and 1,235 were interviewed on a cellphone, including 730 who had no landline telephone.

Of the full sample, 1,612 are internet users. The margin of sampling error for results based on the full sample is plus or minus 2.6 percentage points. Because many items were based on half samples, results based on internet users in this report have a margin of error of plus or minus 4.0 percentage points. Results based on smartphone owners come from a survey conducted between June 10 and July 12, 2015. They have a margin of error of plus or minus 3.1 percentage points. See the Methods section at the end of this report for more details.

U.S. Technology Device Ownership 2015 | Pew Research Center.

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