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Youngster With Amazing Crypto-Mining Setup in His Apartment Bedroom

He must sleep in the living room, I think he said it’s a one bedroom apartment. The room with the mining machins (miners) in it is between 80

Why you shouldn’t do this? For some reason, he says he has a fixed electricity cost. If it weren’t for that, his electricity cost could easily exceed his mining rewards.
Several people commenting on the video said he could make more money growing cannabis than doing cryptcurrency mining.

He shows using 32-38 amps on a couple of wires in the power box in his wall. He said that is under 80% of the capability.

The room thermometer shows 87-88 degrees. He shows himself pointing a heat gun at various points in the room, and some parts over 100. Four fans are used to blow the air from his bedroom to his living room.

He has six mining rigs (each is basically a rack containing multiple mining machines). Most of them are mining either RinCoin or Ethereum.

When you watch the video – note how dusty the room is.

From the video, you can go to his channel “The Life of a Miner” and see other videos where he talks about what how many cryptos he is actually earning. With current prices, it’s hard to tell if he is profitable or not. You have to consider each mining machine can cost $1000-$3000, depending on it’s power and hashrate.

Circle, the Rise of Poloniex, and One of the Biggest Acquisitions Ever in the World of Cryptocurrency

The world seems to be at a weird crossroads. Everything seems to be globally-centered. Its possible to send an email across the world in a matter of seconds, but transferring money requires enough jumps through flaming hula hoops to scare away the most accomplished circus master.

It is confusing and odd and it stems from global economies keeping a tight lid on inter-government transactions and foreign exchanges. This is, until, cryptocurrency came along.

Infinite Exchanges

The initial appeal of cryptocurrency, in whatever form, is anonymity. The secret privatization of the cryptocurrency platform is what attracted many people to it in the first place. The source was founded on instant transactions and equality. No banks were needed. No exchange rate transfers and other frustrations of making a foreign exchange existed in cryptocurrency.

Admittedly, it attracted a lot of good with a lot of bad. But, this is the system at work. Circle wants to take the ethos and attractions of cryptocurrency to another level by adopting free and instant exchanges at a global level.

What is Circle?

Circle is a global finance and technology provider that is seeking to facilitate instant and free financial exchanges. The group has some top-tier investors behind it. Some of these leaders include Goldman Sachs, EverBright, and Accel Partners. The financial backers span the globe and have helped provide the company with $140 million in initial backing.

The company is utilizing Bitcoin currently to help funnel a massive system of instant transactions for big rewards. The team is able to do this through the blockchain, which hardly needs a thorough explanation for anyone familiar with the crypto world. The blockchain allocates safe and instant transactions. The team further apples their own AI risk engine to protect all finances.

The Purchase Proliferation of Poloniex Crypto-Exchange

The company has some substantial and impressive backing, and it is not slowing down anytime soon. The company just made a massive acquisition. According to reports, the group just snagged the Poloniex Crypto-Exchange. The acquisition cost about $400 million. It ranks as one of the highest single purchases in cryptocurrency.

The team will likely leverage this sale to continue their success. This includes nearly $2 billion in transactions every month, with about $60 million in profits received over a three month period.

The company is banking on two main aspects to provide an incredible financial future. The first is the slowing-down of Bitcoin, which has already come to fruition. The longevity of this slowdown and how far it will go into obscurity is not yet determined. But, the group is confident that there is room for another major player in the crypto-space.

Another element is the massive success of Poloniex. The group sees the coin as the future of the cryptocurrency world, and it is not hard to see why. The team has handled Bitcoin from the ground up, initially beginning as an exchange service or a proclaimed Paypal of Bitcoin. The group eventually dipped into social engagement, eventually returning back to the roots of cryptocurrency. It is a natural path and one that follows on the ways in which the Internet works.

Co-founder and CEO Jeremy Allaire has supported this seeming back-and-forth as simply following and then turning to leading the industry. He seems humbled by the success and is willing to make adjustments accordingly to accommodate larger tech industry trends.

Centre and Transaction Ease

The acquisition of Poloniex is certainly a step to new heights. Circle expects to expand into these new areas. One of their big accomplishments or goals is the combination of multiple e-wallet services under a single umbrella. The combination will take the form of a protocol that eases cross-wallet transactions. It is called Centre, and it will make cross-platform exchanges from Circle, Paypal, and more a whole lot easier.

Poloniex users should have no problem ingratiating the coin into their profile and utilizing it on a level playing field with other currency exchanges.

Fortunately, Circle seems to have developed a pretty incredible trajectory in the past three years. The support from major players tells a big part of the story. In the right hands and with the right series of decisions for Poloniex, the team could dominate the space in no time.

Cryptocurrency Acronyms: HODL, FOMO, FUD, BTFD and so on

If you listen to many YouTube or Facebook videos on BitCoin, LiteCoin, Ethereum, and the other alt coins, you will have to know these acronyms.

  1. HODL – Hold On for Dear Life – This is a style of investing where you believe that long term the coin will go up in value, but it could take a while. Crypto’s are known to be quite volatile, so you have to ride it like a roller coaster, accepting the lows with the highs.
  2. FOMO – Fear of Missing Out – This could apply to people who aren’t in crypto at all, or to people who don’t have a coin, and buy it when it is high, because they fear missing out a “moon shot” or meteoric/exponential rise. This often leads people to buy at the top of a market cycle and potentially lose on their investment.
  3. FUD – Fear Uncertainty and Doubt- this could include news that makes the cryptos go down in value (such as today, when Warren Buffet said he would never invest in BitCoin or any of other crypto). It can also be used dissuade people from using Bitcoin and instead only use government-authorized money (like dollars), or can be gossip aimed at lowering the value of any coin or companies perceived value.
  4. BTFD – Buy the Freaking Dip (this is the PG-13 version, substitute the third word as desired). If you are going to invest in any coin or token, instead of buying at an all time high, often the price will retrace and go down a little (thus called “the dip”). You can get more coins and thus make more profit if you buy on the dip before it goes up again.

Just like the stock market has ticker symbols, most coins have a similar abbreviation; but there is no standard governing body that sets the abbreviation. So for example BitCoin is often referenced to as BTC, LiteCoin as LTC, and Ethereum as ETH. In some cases, the names can be confusing, such as Cardano, who’s coin/symbol is ADA (both are named after historical figures).

Enriching Learning Environments With the Game Gamification and Cryptocurrencies

Games are an ancient invention. Although their date of origin is unknown, five years ago archaeologists unearthed some 5,000-year old gaming tokens during an excavation in Turkey. You may have heard a recent buzz about a newly coined term with a related theory and tactics, referred to as gamification. It is a method used for taking existing ideas, knowledge, or actions, and integrating them with game mechanics to engage people in gameplay with nongaming contexts. The gamified technique can encourage behavioral changes, such as loyalty or participation, among other things.

There is one application of the method that is gaining popularity with businesses and schools. It is gamifying learning, whether it be for employee onboarding, professional skill improvement, or turning in a homework assignment on time. By gamifying instructional environments, the desired results and learner experiences are worth more with learning made into a game.

What Are the Mechanics of Gamification?

Game mechanics or building blocks of the game, make up essential parts of the game theory. These raw materials are elementary to gamified learning. Game designers efficiently and artfully construct the game with these elements so the players can enjoy the game better when achieving wanted goals and needed results. Below are a few of the building blocks commonly used to gamify the nongaming:

  • Points are single count units of measurements.

  • Badges add positive reinforcement and players earn them after collecting some points.

  • Leaderboards can incorporate the two mechanics above by displaying players in either a descending or climbing order, based on levels and achievements.

  • Challenge is purposeful in motivating players to act and work toward something more significant and great.

  • Constraints, like a deadline, is a game mechanic aimed to encourage self-motivation.

  • Narrative brings players deep inside the story of the game.

Who Are The Players?

It is good for game designers to know the way in which the players approach gameplay. British professor and game researcher, Richard Bartle, created an analysis of player types and the Bartle Test of Psychology. He divides the way people play games into separate categories. Although distinctive from one another, the four different personality types are not rigid. Most of the players have traits assigned to more than one group, but mostly everyone has one characteristic that dominates, thus controlling his or her overall playing approach.

  • Achievers: They care only about ranking, status, and measurable units of achievement. Achievers are quick to tell their peers about their progress and prominently display their collection of earned badges.

  • Explorers: They feel that discovering something new or unveiling secrets of the game is the real prize and not badges.

  • Socializers: They make up the vast majority of players and represent the way about 80 percent of people play games. Socializers enjoy interacting with other players during the game and do not mind joining forces and collaborating if it accomplishes more than playing alone.

  • The Killer: They are like the Achievers, in that they concern themselves with winning and getting as many game credits as possible. However, the thrill for Killers is in seeing other players lose, which is another level of competitiveness.

How is Gamified Learning Different from Game-Based Learning?

Gamification is a concept in which games inspire learning and a nongaming setup, whereas, training that is game-based uses games for the enhancement of study. It is a subtle difference. However, the distinction is that the former uses game mechanics, such as badges, achievements, and awards as a substitute for grades in some cases, and the latter may make use of digital or nondigital games and possible simulations for the students to learn.

Benefits of Gamifying a Learning Environment

Whether in a classroom or office, to gamify an instructional experience can provide advantages that traditional education methods may also do but differently. Some benefits may include but are not limited to the following:

  • Optimization of the brain’s processing and capacity to retain new information.

  • Improved engagement and motivation.

  • Adjustment of the cognitive pleasure and reward center for heightened learning.

  • Strengthened recall and other soft skills.

  • Facilitates better learner engagement.

  • Fosters positive behavior changes.

Examples of a gamified classroom setting, whether it be at the workplace or school, could include the following:

  • Grading backward, starting from zero instead of 100. Credits are added with each submitted assignment or a demonstration of understanding in a particular area, for example, until 100 gets reached. When that happens, the players get badges and have ascension on a leaderboard.

  • Players can use role-play, similar to a video game. It adds learning perspective by having viewpoints from different people with a different relation to a problem when learning a concept. It will also add to the game mechanic, narrative.

Alternatively, the following are examples of ways to gamify an eLearning platform:

  • Players create avatars and go through different simulation challenges which map to specific qualities needed to receive a reward. The scores after each task build up, so the player earns the bonus. High scorers display on a leaderboard.

  • Like above, for this example, players will use avatars. They journey along different learner paths. They must answer a series of questions for various named real-life challenges. The more skillful a player becomes on his or her track, the fewer lifelines or learning aids are accessible, and the more immersive the learning experience becomes for the player.

Gamification may still be fairly new, but different industries are benefiting from its application in online communities, customer relations, and education among other uses. Researchers are steadily conducting studies to see how gamifying influences people’s social behavior, thought processing, loyalty, engagement, and learning. The creative and proper use of game mechanics motivates people to learn more, and it adds value to desirable outcomes of nongaming situations.

Another aspect of gamification involves using cryptocurrencies to reward the learner (customer) for taking micro-actions. For example, if the player/learner finishes 3 lessons per week, they could earn some crypto-token. This could be a rebate on their sales price, or could possible be exchanged for other goods or services

Amazon Coins – Perhaps a predecessor to Amazon’s First Cryptocurrency?

I was looking at the possibility of dumping my cable provider and using only Amazon apps, or YouTube’s new TV service.

What is the difference between HBO-GO and HBO-Now?

I noticed that Amazon has two HBOs apps, HBO Now and HBO Go. HBO Now allows is free to install, but requires you to approve the in-app purchase of the unlimited version for $14.99/month. HBO Go is for user who are already HBO subscribers (such as via their cable company), and wish to watch HBO on their smart TV. HBO Go is also available outside of an amazon as a website, for travelers who want to watch HBO on their laptops or phones.

Yes, Amazon Prime members can buy an HBO channel subscription for $14.99/month. The HBO channel on Amazon Channels gives you unlimited, on-demand access to HBOs current and past programming (the same great content available through HBO GOand HBO NOW).

My first assumption was that one of these apps would have in-app purchases, that would allow you to watch in a pay-per-view mode, but I was wrong.

When I was researching in-app purchases, I discovered that some apps allow you to pay for these with “Amazon Coins” which I found below. When you buy them in lots of 50,000, you save 25%, and there are various discounts for the smaller purchases down to 1% for the smallest purchase of 300.

 

 

So like a cryptocurrency, you can transfer coins to a friend (or perhaps to even pay for something that friend gives you). They don’t have mining of course, but they do say you can earn Amazon Coins when you buy certain eliglbe apps, games and in-app items through the Amazon Appstore.

Amazon Coins work with the Fire-TV and Android, sorry iPhone users.