PLAYTESTABLE AS FAR AS I CARE
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@ -96,6 +96,14 @@ b, strong{
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background-position: 0% 0%;
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}
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/* Peep Icon */
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.peep_icon{
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height:1em;
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position: relative;
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top: 3px;
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transform: scale(1.2);
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}
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/* Sim UI */
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.sim_ui{
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position: absolute;
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18
index.html
18
index.html
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@ -249,7 +249,7 @@ MY "WHY" FOR MAKING THIS:
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People look at their social connections, to understand their social world.
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In this example, people look to their peers to
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find out what % of their friends (not counting selves) are,
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say, binge-drinkers. (img)
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say, binge-drinkers. <icon yellow></icon>
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</words>
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@ -307,7 +307,7 @@ MY "WHY" FOR MAKING THIS:
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<b style="font-size:2em">PUZZLE TIME!</b>
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<br>
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Fool <i>everyone</i> into thinking
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the majority of their friends are binge-drinkers (img)
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the majority of their friends are binge-drinkers <icon yellow></icon>
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(even though binge-drinkers are outnumbered 2-to-1)
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</words>
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@ -343,7 +343,7 @@ MY "WHY" FOR MAKING THIS:
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<!-- Simple Contagions -->
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<words id="simple_simple">
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Below, we start with one person (img) who has some information.
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Below, we start with one person <icon red></icon> who has some information.
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Some <i>mis</i>information. "Fake news", as the cool kids say.
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And every day, that person spreads the rumor to their friends.
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And they spread it to <i>their</i> friends. And so on.
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@ -396,7 +396,7 @@ MY "WHY" FOR MAKING THIS:
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Truth may be stranger than fiction, but it doesn't sell as well.
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<div style="height:0.9em"></div>
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<div style="height:0.7em"></div>
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<b>Simple contagions</b>, like juicy rumors or hot takes,
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only need one "infected" friend to spread.
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@ -404,7 +404,7 @@ MY "WHY" FOR MAKING THIS:
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just that one exposure <i>can</i> be enough to spread.
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This, by the way, is how <i>biological</i> contagions (like bacteria & viruses) work.
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<div style="height:0.9em"></div>
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<div style="height:0.7em"></div>
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<b>Complex contagions</b> are weirder.
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Some things -- like norms, habits and hard-to-accept ideas --
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@ -412,10 +412,10 @@ MY "WHY" FOR MAKING THIS:
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They need not a minimum <i>number</i> of friends to spread,
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but a minimum <i>percentage</i> of friends to spread!<ref id="complex"></ref>
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<div style="height:0.9em"></div>
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<div style="height:0.7em"></div>
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<b>On the right, a person needs <i>AT LEAST 25%</i> of their friends to
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adopt a complex fact (img) before they do.
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adopt a complex fact <icon blue></icon> before they do.
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Try "infecting" them all with <i>wisdom!</i> →</b>
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</span>
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@ -450,7 +450,7 @@ MY "WHY" FOR MAKING THIS:
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</words>
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<words id="complex_cascade">
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You did this before, but now, with a <i>complex</i> contagion (img), it'll be tougher...
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You did this before, but now, with a <i>complex</i> contagion <icon blue></icon>, it'll be tougher...
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<b>Try to "infect" everyone with complex wisdom! ↓</b>
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(feel free to just hit 'start' and <i>try</i> as many solutions as you want)
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</words>
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@ -460,7 +460,7 @@ MY "WHY" FOR MAKING THIS:
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</words>
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<words id="complex_post_cascade">
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Now, you may think: so what, complex contagions () are just simple contagions ()
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Now, you may think: so what, complex contagions <icon blue></icon> are just simple contagions <icon red></icon>
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that need more connections?
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Not so fast!
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The difference between "complex" and "simple" is a difference in <i>kind</i>, not degree.
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@ -73,20 +73,21 @@ SLIDES.push(
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// SHOW/HIDE INSTRUCTIONS
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var boxes = slideshow.boxes;
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// If connections went UP, hide "connect" instructions
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if(state.currConnections > state.lastConnections){
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if(state.currConnections > state.lastConnections && !state.canConnect){
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state.canConnect = true;
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boxes.hideChildByID("connect_words");
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boxes.hideChildByID("connect_pic");
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boxes.removeChildByID("connect_words", true);
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boxes.removeChildByID("connect_pic", true);
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}
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// If connections went DOWN, hide "connect" instructions
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if(state.currConnections < state.lastConnections){
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// If connections went DOWN, hide "disconnect" instructions
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if(state.currConnections < state.lastConnections && !state.canDisconnect){
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state.canDisconnect = true;
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boxes.hideChildByID("disconnect_words");
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boxes.hideChildByID("disconnect_pic");
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boxes.removeChildByID("disconnect_words", true);
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boxes.removeChildByID("disconnect_pic", true);
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}
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// If did both, show end
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if(state.canConnect && state.canDisconnect){
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boxes.showChildByID("end_words");
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if(state.canConnect && state.canDisconnect && !state.BUTTON_SHOWED){
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state.BUTTON_SHOWED = true;
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boxes.showChildByID("end_words", true);
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//boxes.showChildByID("end_button");
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}
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@ -102,6 +102,10 @@ SLIDES.push(
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fontSize:"30px", lineHeight:"30px",
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align:"center"
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},
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{
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type:"box",
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img:"sprites/small_world.png", x:-10, y:95, w:970, h:284
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},
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{
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type:"box",
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text:"bb_small_world_5", x:0, y:360, w:640, h:180,
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@ -12,7 +12,11 @@ SLIDES.push(
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type:"box",
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id:"conclusion_1",
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text:"conclusion_1", x:0, y:0, w:960, h:540
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}
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},
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{
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type:"box",
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img:"sprites/conclusion.png", x:-10, y:-15, w:470, h:562
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},
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]
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@ -36,7 +36,7 @@ function ConnectorCutter(config){
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if(mouse.justPressed && self.state===0){
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// Clicked on a peep?
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var peepClicked = self.sim.getHoveredPeep(0);
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var peepClicked = self.sim.getHoveredPeep(20);
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if(peepClicked){
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self.state = 1; // START CONNECTING
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self.connectFrom = peepClicked;
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@ -69,7 +69,7 @@ function ConnectorCutter(config){
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// In "NORMAL" state... tell Pencil what frame to go to
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if(self.state==0){
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if(!Simulations.IS_RUNNING){
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var peepHovered = self.sim.getHoveredPeep(0);
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var peepHovered = self.sim.getHoveredPeep(20);
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pencil.gotoFrame( peepHovered ? 1 : 0 );
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}else{
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pencil.gotoFrame(0);
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@ -107,6 +107,21 @@ function Boxes(){
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};
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});
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// Replace icons
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box.querySelectorAll("icon").forEach(function(icon){
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// Create next button
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var name = icon.getAttributeNames()[0];
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var src = "sprites/icons/"+name+".png";
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var img = new Image();
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img.src = src;
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img.className = "peep_icon";
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// Replace it in parent!
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icon.parentNode.replaceChild(img, icon);
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});
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// Add to array
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self.boxes.push(box);
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@ -133,10 +148,7 @@ function Boxes(){
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fadeIn(self.dom, toShow);
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}
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};
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self.hideChildByID = function(id){
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var toHide = self.getChildByID(id);
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toHide.style.display = "none";
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};
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self.removeChildByID = function(id, withFade){
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var removeBox = self.getChildByID(id);
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@ -14,7 +14,7 @@ subscribe("prepreload", function(){
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if(progress==1){
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var pre_preloader = $("#pre_preloader");
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pre_preloader.parentNode.removeChild(pre_preloader);
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slideshow.gotoChapter("Networks-Threshold");
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slideshow.gotoChapter("Preloader");
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publish("preload");
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}
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});
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