Domain: grantland.com
Stories and comments across the archive that link to grantland.com.
Stories · 3
-
For the Love of the Analytics of the Game: Before Beane, There Was AVM Systems
theodp writes: Those of you slugging your way through EdX's (free) Sabermetrics 101: Introduction to Baseball Analytics MOOC course might want to take a break from your R and SQL coding to check out Grantland's Before Beane, in which Ben Lindbergh tells the story of AVM Systems, the little-known company that jump-started sabermetrics and made Moneyball possible. Ken Mauriello, whose love-for-the-analytics-of-the-game led him to ditch a trading career to co-found AVM in the mid-90's, said of the early days, "Back in the day we weren't doing presentations [to skeptical MLB teams] with laptops. We were carrying around two enormous boxes with an enormous monitor and an enormous tower. It was like Planes, Trains & Automobiles traveling around with that stuff. Watching a great big Gateway box with your monitor come tumbling out upside down, and you pick it up and it's rattling. ... So we're in the hotel, saying, 'Please lord, let this thing work.'" -
The Rise of Hoax News
Hugh Pickens DOT Com writes "Reporter Luke O'Neil writes that 2013 was journalism's year of bungles: the New Jersey waitress who received a homophobic comment on the receipt from a party she had served; Samsung paying Apple $1 billion in nickels; former NSA chief Michael Hayden's assassination; #CutForBieber; Nelson Mandela's death pic; that eagle snatching a child off the ground on YouTube; Jimmy Kimmel's 'twerk fail' video; and Sarah Palin taking a job with Al-Jazeera America (an obviously satirical story that even suckered in The Washington Post). All these stories had one thing in common: They seemed too tidily packaged, too neat, 'too good to check,' as they used to say, to actually be true. 'Any number of reporters or editors at any of the hundreds of sites that posted these Platonic ideals of shareability could've told you that they smelled, but in the ongoing decimation of the publishing industry, fact-checking has been outsourced to the readers,' writes O'Neil. 'This is not a glitch in the system. It is the system. Readers are gullible, the media is feckless, garbage is circulated around, and everyone goes to bed happy and fed.' O'Neil says that the stories he's written this year that took the least amount of time and effort usually did the most traffic while his more in-depth, reported pieces didn't stand a chance against riffs on things predestined to go viral. That's the secret that Upworthy, BuzzFeed, MailOnline, Viral Nova, and their dozens of knockoffs have figured out: You don't need to write anymore—just write a good headline and point. 'As Big Viral gets bigger, traditional media organizations are scrambling to keep pace,' concludes O'Neil. 'We the media have betrayed your trust, and the general public has taken our self-sanctioned lowering of standards as tacit permission to lower their own.'" -
Myst Was Supposed To Change the Face of Gaming. What Is Its Legacy?
glowend writes "On 24 September 1993, computer users were introduced to Myst. Grantland takes a look at the game's legacy, two decades on. Quoting: 'Twenty years ago, people talked about Myst the same way they talked about The Sopranos during its first season: as one of those rare works that irrevocably changed its medium. It certainly felt like nothing in gaming would or could be the same after it. Yes, Myst went on to sell more than 6 million copies and was declared a game-changer (so to speak), widely credited with launching the era of CD-ROM gaming. It launched an equally critically adored and commercially successful sequel, and eventually four more installments. Fans and critics alike held their breath in anticipation of the tidal wave of exploratory, open-ended gaming that was supposed to follow, waiting to be drowned in a sea of new worlds. And then, nothing.' Why didn't Myst have a larger impact?"