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The Killing IT Podcast

IT authors and entrepreneurs Ryan Morris, Karl Palachuk, and Dave Sobel provide commentary on the changing world of technology opportunities and emerging tech.

We want to expand the discussion from the SMB IT channel to all things tech - with one eye on the future and the other on profits. Join us!

Nov 24, 2020

A bit of wisdom from Dave on marketing: If you are only buying a sure thing for marketing, you are LAST.

Note: This space is available. YOU could be advertising here.

Topic 1: Modern "Proctored" Exams are creating excessive anxiety.

Cheating-detection companies made millions during the pandemic, and now students are fighting back. (This was originally a Washington Post article, but you need a subscription to read it there.)

You should read at least some of this article to get the gist of what's going on. Aside from over-doing distrust, the over-use of technology is making the system worst. This is also a reflection of how behind the times education is.

Our conclusion: If you're paid to give advice, don't ignore stupid stuff like this. Earn your pay and speak up!

Topic 2: Eight Smart Cities to Watch During Pandemic

A great look at some actual, real-world application of various technologies. This is a longer article and very good. Is your city on the list?

It's really amazing how much cool stuff is being done to improve the livability of cities with technologies that help with citizen participation, traffic managements, safety, and more. This is way beyond traffic lights and road sensors.

Note that there's also a HUGE opportunity here. These are cities, not states or federal governments. Cities hire people like you to make this stuff happen.

Topic 3: Video games are good for well-being (University of Oxford study).

People who play video games for long periods of time tend to report feeling happier than those who do not, the study shows. The Oxford Internet Institute research focused on two games: Nintendo's Animal Crossing and Electronic Art's Plants vs Zombies.

In an unusual step, the developers of the games shared anonymized data about how long each participant had played. These logs were then linked to a survey in which the players answered questions about their well-being.

A total of 3,274 gamers took part!!! All were over eighteen years of age. In previous research, data gathered about the duration of subjects' gaming sessions was based on self-reported "guesstimates," which can be inaccurate.