Noisy conclusion (18/46)
On top of that, there is a so-called problem of "Denoising", where you need to process "signal" to get useful information out of it, and the more "noisy" signal becomes, the less accurate your decision will be, unless you figure out a way around it. And our brain can be treated like a "signal processing machine", our attention span, capability of understanding "differences" between ideas and cultural images is struggling when overwhelmed with noise. We can use the example that we showed above: Lots of people are emotionally struggling to tell a difference between "old" and "modern" graphics, partly because they've seen so many games to this point, that "borders become vague". Distinguishing among that many games requires at least a constantly updated "categorization". And we have struggled with it so far: for some reason we still call Dark Souls and Witcher by the same genre "ARPG", and think of games like Squad and CoD as basically the same thing, like shooters. Some go deeper, adding "Souls-like" and "Milsim" to their vocabulary, but even that misses key differences between games, and more dangerously - lags behind the accelerating market, damaging the perception of novelty for the players. But, acknowledging some of these problems, to maintain reasonable marketing budgets, some developers are taking "experimental" approaches in social networks – like meme-spreading, online-communication with audience about development, etc – trying to "ignite" the positive feedback loop of virality, but this sometimes can backfire.
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