The stated goals of diversity, equity, and inclusion programs are often reasonable, if not noble—to create a more welcoming and inclusive environment for all. Yet, as more and more people are discovering, DEI as commonly practiced isn’t a natural extension of past civil rights movements or an ethical framework for opposing discrimination on the grounds of race, sex, etc. Rather, it is inextricably connected with an illiberal and authoritarian ideology—Critical Social Justice—that demands adherence to its tenets and punishes any dissent from its dogma.
Even the mildest questions about Critical Social Justice claims—that all white people are racists, that all underrepresented minorities are oppressed, that sex and gender differences have no biological basis, that censorship is a necessary good—are regularly met by DEI trainers and HR officers with pat commands: “Educate yourself,” “Do the work,” “Listen and learn.” At work, raises, promotions, and future employment often depend on our nodding approval of such claims. At school, grades, nominations, and awards are often contingent upon our active agreement with these beliefs. In our daily lives, Critical Social Justice ideology poses a genuine threat not only to our fundamental rights but also to the future of our democratic systems, but if we suggest this, we risk being canceled or shunned by community members. When facing a choice between silent submission and risky if ethical opposition, what is a person to do?
While a growing number of groups concerned about the nature of Critical Social Justice have begun to attack it from the top down through legal, financial, and political means, The Counterweight Handbook takes a decidedly different and novel approach. It works from the bottom up and is written to empower individuals who wish to combat Critical Social Justice in their personal and professional lives. Based on the author’s years of experience studying, exposing, and fighting Critical Social Justice ideology and advising individuals and organizations struggling with it, The Counterweight Handbook is designed to help people address Critical Social Justice problems in the most ethical and effective way possible. It not only offers principled responses to the main claims of Critical Social Justice but also teaches individuals what to do when they are asked to affirm beliefs they do not hold, undergo training in an ideology they cannot support, or submit to antiscientific testing and retraining of their “unconscious” minds. In short, it is for all of us who believe in freedom of speech and conscience, who wish to push back against the hostile work and educational environments Critical Social Justice has created, and who want to stand up for our individual liberties and universal rights.
Helen Pluckrose is a liberal political and cultural writer and was one of the founders of Counterweight. A participant in the Grievance Studies Affair probe that highlighted problems in Critical Social Justice scholarship, she is the coauthor of Cynical Theories and Social (In)justice. She lives in England and can be found on X @HPluckrose
Shermer and Pluckrose discuss:
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A nasty sort of bias called Malmquist bias affects almost every astronomical survey, and the only solution is to…keep doing surveys.
Back in the 1970’s and 80’s astronomers first began to identify a structure known as the Great Attractor, which is defined by the common motion of all the galaxies in our nearby vicinity of the cosmos.
But for over a decade, however, many astronomers weren’t exactly convinced that the Great Attractor existed. Their skepticism was well justified because of a common observational effect in astronomy known as Malmquist bias. Named after the Swedish astronomer Gunnar Malmquist, who first elucidated a discussion of this effect in 1922, this bias is a specialized version of a much more common statistical effect known as selection bias.
Most astronomical surveys are limited in brightness. There is a certain floor representing the dimmest possible object that a given telescope with a given exposure will be able to see. But objects in the universe can be dim for two separate reasons: because they are well and truly dim intrinsically, or simply because they are far away. So a typical survey of astronomical objects, like galaxies, will preferentially select for closer and/or brighter ones. In the case of galaxies, the farther out we look from the Milky Way, there more likely we’ll only catch the brightest galaxies at that distance, and miss all of their dimmer siblings.
This bias could potentially distort our understanding of the wider universe, especially if we’re trying to use the velocities of galaxies to map out their bulk motion. In those first surveys in the 1970’s and 80’s, many astronomers argued that we were only seeing the movements of the brightest galaxies, giving the illusion of a general flow towards the Great Attractor, and a more complete census of the local universe would average everything out.
The solution? Even more surveys, with more depth and more completeness, which eventually revealed the reality of the Great Attractor.
The post The Hardest Bias in Astronomy appeared first on Universe Today.
Meanwhile, in Dobrzyn, Hili is eating herself healthy:
A: What are you eating?
Hili: Grass, it helps with digestion.
Ja: Co ty jesz?
Hili: Trawę, wspomaga trawienie.
Gotta love the title of this paper: “A critical hit: Dungeons and Dragons as a buff for autistic people“. Dungeons & Dragons (D&D) is a tabletop roleplaying game where a small group of people each play characters adventuring in an imaginary world run by the dungeon master (DM). (That explanation was probably not necessary for the majority of readers here, but just to be thorough.) The game has just celebrated its 50th anniversary, which was even commemorated by official US stamps.
The game certainly has a very different reputation today than it did in the 70s and 80s. Back then it was seen as the exclusive domain of extreme geeks and nerds, mostly males who needed a distraction from the fact that they had no chance of finding a girlfriend. This was never true, but that was the reputation. In the 80s things got even worse, with D&D being tied to the “satanic panic” of that decade. The game was blamed, mostly by fundamentalist religious groups, for demon worship, witchcraft, and resulting in suicides and murder. I still remember when the school board in our town had a debate about whether or not the game should be banned from school grounds. The adults having the conversation had literally no idea what they were talking about, and filled the gaps in their knowledge with their own vivid imaginations.
In reality D&D and similar roleplaying games are perfectly wholesome and have a lot of positive attributes. First, they are extremely social. They are especially good for people who may find social interactions challenging or at least very demanding. While roleplaying you are in a social safe-space, where you can let aspects of your personality out to play. The game is also mostly pure imagination. Other than a few aids, like dice for random outcome generation, maps and figures, the adventure takes place in the minds of the players, helped along by the GM. The game can therefore help people develop social connections and social skills, and to learn more about themselves and close friends.
When you get deeper into the game (and for older players), especially when you DM, the game is very creative. It can involved various knowledge and skills sets, such as history, literature, geology and geography, culture, language, art, and whatever science you want to use to add depth and flavor to your game. For example, I learned a great deal about the nature and structure of language from an article in Dragon Magazine, written by a linguist, designed to help DMs write more believable and realistic fake languages. The game can also be very tactical – literally simulating combat in any scenario imaginable.
Over this same time psychologists and therapists have realized the potential benefits of roleplaying in the therapy setting. Roleplaying can be used to do cognitive behavioral therapy, teach new skills, identify negative patterns, build confidence, and even treat trauma.
So it is no surprise that today roleplaying, including games like D&D, are being studied for their potential therapeutic benefits. The autistic population also makes sense as a target for this approach. The study essentially had autistic subjects play D&D with a researcher acting as DM for 6 weeks. They were then interviewed to explore their experience and any potential effects. Study author Dr Gray Atherton, says about the results:
“There are many myths and misconceptions about autism, with some of the biggest suggesting that those with it aren’t socially motivated, or don’t have any imagination. Dungeons and Dragons goes against all that, centering around working together in a team, all of which takes place in a completely imaginary environment. Those taking part in our study saw the game as a breath of fresh air, a chance to take on a different persona and share experiences outside of an often-challenging reality. That sense of escapism made them feel incredibly comfortable, and many of them said they were now trying to apply aspects of it in their daily lives.”
This simultaneously confronts potential misconceptions about autism and roleplaying games. Many autistic people are very social, they just find it very demanding and challenging to navigate social interactions. So they have a desire they find hard to satisfy, which can be frustrating and isolating. Roleplaying games gives them the opportunity to have the social interaction they crave, in a manageable small group, in a semi-structured format they find easier to handle. This gives them the opportunity to build social skills and confidence they otherwise would not have.
Of course, these potential benefits can apply to everyone. Public speaking really is the number one fear in the world, affecting up to 75% of people by some surveys. Roleplaying can build confidence in performing in front of others, and not panicking when the spotlight is on you. Live action roleplaying (LARP) games can give you this experience in front of larger audiences, with the “protection” of playing, not yourself, but another character. I have experienced this myself, and attribute part of my ease with public speaking to my LARPing experience.
Having lived through the 50 year arc of roleplaying games as an active participant, I am happy to see it now being celebrated for its many positive aspects, and having shed much of the shame and stigma previously attached to it. This is probably largely because today’s adults likely played the game when they were younger. The simple fear of the unknown is no longer very relevant. Also, D&D has benefited from the overall rise in geek culture. There are extremely popular shows like Stranger Things, which features a group of kids, bonding over D&D, translating skills they learned in the game to deal with real-life monsters and mysteries.
I also hope that studies like this one will increase the application of roleplaying games to help the autistic community deal with the challenges they face.
Side note: In this article I refer to “autistic people” rather than following the more common format of “people with autism”. This is at the request of people in the autism community, who see themselves not as “typical people with autism” but “neurodiverse autistic people”. It is not something they have, but central to who they are.
The post Roleplaying Games May Help Autistic People first appeared on NeuroLogica Blog.
Turns out that the cause of death known as excited delirium is not an actual cause of death at all.