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Be Like, Books, and Fucking: toadscools: perfectlygenericblog: toadscools: i dont know how to explain this but. this might be me. i had a brown hoodie exactly like that. the phone on the table? i had a black and white case like that when i was like 12. my middle school’s classrooms looked like that. this literally might be a picture of me in 7th grade, shoveling pasta directly from a ziploc bag into my mouth like some sort of goblin, reblogged by twelve thousand people on the worst website known to mankind. and i dont know how to deal with this What’s interesting here is that there’s only a possibility that this is them in the picture. This means one of two things: 1) They remember doing this, but believe it to be so commonplace that it could be literally anyone in that photo. Like if you saw a picture of someone reading a book, you wouldn’t be like “Hey, I read a book once! That must be me in that picture!” because lots of people have read books. In this case, I bet their belief is based on personal experience. Perhaps there’s a town out there where people regularly eat pasta from a bag in class. Or even a secret society of such people living all over the globe. 2) They don’t remember doing this, but they’ve done so many bizarre (yet still extremely relatable) things that this could very well be one of them. This wasn’t the most noteworthy thing that happened to them that week. There were so many other, stranger, bigger things going on that they did remember, and this event simply wasn’t important enough to commit to memory. In this case, they’re just out there living their life. Society told them “don’t eat pasta from a ziploc bag in class”, but did they let that stop them? No. They have bigger fish to fry. i’ve never been fucking obliterated like this before. i dont know what to do. how do i go on when @perfectlygenericblog produced a fucking literary analysis of my life, wholly accurate, from one picture and my reaction to it. i’m getting this tattooed on my forearm
Bad, Bitch, and Curving: AREERS WITH STEM Code STreers Wlth Game-changing jobs Or tomorrow Combining-traditional cultural values with digital technologies p26 JUMP INTO Don't know what to do? Our has ogoga oui qwiz haTODAY'S all the answers p2o City vs Regional 7 very different paths to a coding career p14 COOLEST TECH JOBS eerswithSTEM.com Artificial intelligencel (Creativityl [Cybersecurity) (Start-ups! (Culturel Google MARU NIHONIHO LISY KANIE GAMERS ELISSA HARRIS A FUN, INTERACTIVE EXHIBITION RECOGNISES THE GROUNDBREAKING WORK BY WOMEN IN THE GAMES INDUSTRY e days of gaming being a boys-only zone are well and truly over. Nearly half of all gamers are women and, according to the Australian Bureau of Statistics, the number of women working in the industry rose from 8.7% in 2011-12 to 15% in 2015-16. But there is still a long way to go, and incidents like Gamergate-where female gamers and developers in the US were harassed and threatened for speaking out against sexism-give the industry a bad reputation. An exhibition at the Australian Centre for the Moving Image (ACMI) called Code Breakers: Women in Games aims to change that. Ten female programmers, producers, designers and directors from Australia and New Zealand are featured, and visitors can play their games, which range from big studio releases like Little Big Planet and Tricky Towers through to more experimental titles. As programmer Elissa Harris says in the exhibition, "One of the most important things for a child growing up is seeing people who look like them doing the things they want to be doing. More diversity behind the scenes also leads to more diversity in the games themselves. Protagonists in games used to be mainly men-now there is more variety, in culture and race, as well as gender. For example, Maru Nihoniho's Metio Interactive produces games with Mäori characters, and players can choose to play in English or Te Reo Mãori. And the good news is, Australia is ahead of the curve when it comes to being inclusive. Lisy Kane was the first female hire at League of Geeks in 2014 now the team is 35% women. "The video game industry has definitely identified the gender mbalance problem," she says. "They've accepted it and taken it on board and want to improve it." Code Breakers is at ACMI until November 5. Play the games online at acmi.net.au.-Chloe Walker Careers with Cade 29 Code CODE BITCH