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Apple is revving the MacBook Air, introduced last October, with a TrueTone display. Rather than update the other specs, though, Apple is pushing the price down to $1099. The "MacBook Escape" is also getting updated to full-on "MacBook No-Escape" with Touch Bar, Touch ID, and 8th gen Intel Coffee Lake processors, all for the same $1299.
Both are also getting the same, updated third-generation butterfly keyboard that debuted with the MacBook Pro revisions earlier this year.
And, since this is back to school season, Apple is giving students $100 off and throwing in a pair of Beats Studio 3 Wireless headphones with the purchase of a qualifying MacBook or iMac.
From Apple's senior director of Mac Product Marketing, Tom Boger:
"College students love the Mac — it's the notebook they rely on from the dorm room to the classroom, and the No. 1 choice among higher education students. With a lower $999 student price for MacBook Air and the updated 13-inch MacBook Pro with faster performance, Touch Bar and Touch ID at $1,199 for students, there's never been a better time to bring a Mac to college."
Apple has also removed the 12-inch MacBook from its laptop lineup. The 12-inch, which debuted in 2015 but didn't get anything more than a slightly tweaked gold color update in 2018, was lighter and more powerful than the Air but more expensive as well, and it lacked modern security hardware like the T2 chip and Touch ID and, you know, a second USB-C port or any Thunderbolt compatibility.
Removing it greatly simplifies Apple's MacBook story.
Apple has also effectively killed the so-called "MacBook Escape" with this update. Previously, the lowest-end MacBook Pro didn't have a Touch Bar or Touch ID but rather a good, old-fashioned ESC and function key row. People who didn't care for the Touch Bar but wanted something more than the Air liked the option.
Now, it's Touch Bars across the MacBook Pro lineup. So, you gotta love it, like it, ignore it, or go with a MacBook Air.
What's especially interesting with these updates is that, unlike the higher-end MacBook Pro updates earlier in the year, Apple didn't push for the latest, faster silicon. For the MacBook Air, they chose instead to keep the same chipsets and drop the price. For the MacBook Pro, they chose the 8th instead of 9th generation — Coffee Lake instead of Coffee Lake Refresh) — but added the Touch Bar, Touch ID, and T2 hardware, and kept the price the same.
I think that shows a great sensitivity to entry-level pricing but also a pragmatism over which specs mean the most at which ends of the lineup.
But let me know what you think.


























Earlier this week, Amazon rolled out Apple Music support for its Alexa-enabled speakers. That included devices like the Echo, Echo Show, Echo Spot, Echo Dot and more. But what about all of those third-party speakers that feature Alexa? They’re getting Apple Music support as well.
The news was confirmed by Mashable’s Raymond Wong, who asked Amazon the question directly if support for third-party Alexa speakers was going to happen. Amazon said it would happen “in the future” but did not provide details on timing.
🚨UPDATE!!!🚨Amazon has confirmed to me @AppleMusic will be coming to other Alexa enabled devices in the future. When? Idk... but hopefully soon

One of the big advantages Amazon Alexa speakers have over Apple’s HomePod is that it encompasses a lot of different speakers, including third-party ones. Apple’s move to work with Amazon to add Apple Music integration with its Echo speakers is undoubtedly to get Apple Music on more smart speakers. It’s now available on Amazon’s first-party speakers and soon it’ll be available on third-party speakers.


The Y530 is a 15.6-inch gaming laptop and is thermally optimised to run cooler and has a full size, white backlit keyboard.






















Lenovo has introduced new Gaming machines under its gaming sub-brand Legion. After the popularity of its Y-series gaming machines, Lenovo introduced Legion sub-brand last year, which competes against Dell's Alienware and HP's Omen.
Lenovo claims that these new gaming laptops and desktops feature industry-leading design and engineering and deliver the ideal balance between aesthetics and performance.
"With the launch of Legion series last year, we have managed to capture the number three spot with 19.2 per cent market share in hard-core gaming segment and aim to be the market leader in this space," said Shailendra Katyal, Executive Director & India PCSD Consumer Leader, Lenovo.
Explaining the ethos of the new machines, he said, "As the gaming community rapidly grows in Asia-Pacific, it is important to cut through the stereotypes to understand what today's gamer really wants: Authenticity and portability. Furthermore, in such a fast-paced environment, devices need to be able to follow consumers wherever their passions take them. It's no longer about housing the latest-generation specs, but also about having an appreciation for purposeful design that is both aesthetically pleasing yet incredibly functional."
In the next few quarters, Lenovo also plans to host a multi-city tournament in association with NVIDIA.
The company claims that these new machines have been designed to address the desires and concerns of gamers. The Y530 is a 15.6-inch gaming laptop and is thermally optimised to run cooler and has a full size, white backlit keyboard. The machine has been priced at Rs 85,585 plus taxes. The Y730 features the latest in gaming technology from Intel and NVIDIA, is wrapped in expertly crafted all-aluminium material, has over 16 million colour combinations and effects on the keyboard and has been priced at Rs 96,025 plus taxes. Another machine in the range, T530 Tower desktop houses Intel gaming processors, discrete graphics, DDR4 memory, PCIe SSD storage and dual-channel cooling, all with external red system lighting and will be priced at Rs 86,299 plus taxes.
Legion 730 CUBE features Intel K processing, NVIDIA graphics, an overclocked Corsair memory, a chassis featuring a dual-channel thermal system with RGB system lighting and a transparent top panel. It comes for Rs 1,34,599 plus taxes. The T730 Tower desktop features customisable RGB LED system lighting, a transparent side panel, optional liquid cooling, and extreme processing and graphics power with overclocking options for Rs 1,34,599 plus taxes.










If you want an example of how great and diverse gaming culture can be, look no further than “Grandma Gamer” Shirley Curry.
In a world where many have the misconception that gamers are nothing but basement-dwelling teenage boys, Curry is proof that gaming is for all and that the community will accept anyone.
Curry is an 82-year-old widowed grandmother of nine who likes to play and stream video games. She gained popularity in 2015 after uploading a video of herself playing “The Elder Scrolls V: Skyrim.” The video now has 1.6 million views, and more than 367,000 fans are subscribed to Curry’s YouTube channel.
In the video, Curry explains she’s playing as a Khajiit--a cat-like race--because they’re merchants, and that’s what she wants to be in the game.
“What I really enjoy most in the game is traveling across the country, looking in all the caves, discovering places, fighting, killing things and looting,” Curry says.
It doesn’t get more wholesome than that, right?
Curry spends the video narrating what she does, from taking gold off of bodies to walking up steps. After using a greatsword to kill two bandits, Curry lets out a little giggle. Even grandmothers can enjoy the fun violent Video Games provide.








Grandma Gamer is slow and methodical, stopping every few feet to gain her bearings and only occasionally getting lost. She struggles to pick easy chest locks, spends minutes solving a simple puzzle and has trouble killing speedy rat enemies.
In other words, she’s not very good at “Skyrim,” but that doesn’t matter. The point is she’s having fun, and her viewers support her because of that.
“What a sweet old lady,” a top-voted comment from a random fan reads. “May your quests come with good luck and prosperity, and may you die with a sword in your hands, you furious warrior.”
Another comment compares Curry to the recognized television artist Bob Ross—a compliment of the highest order. The video is filled with wholesome messages from viewers who love Curry’s content.
Curry gained popularity overnight when an Internet user found her first “Skyrim” video and posted it to the content-sharing website Reddit. Curry was inundated with more than 11,000 emails and comments from supportive fans. To this day she still uploads gaming videos that net her thousands of views, and I couldn’t be happier for her.
Gaming often gets a bad rap. Some people think it’s a hobby that turns kids into mindless drones and adults into socially maladjusted losers. While there are certainly some bad apples in the bunch, as there are with any hobby as popular as gaming, I’m glad people such as Curry exist and shamelessly share their love for the hobby to show the world gaming is for all.

With other original games like Kingdom Hearts 2.8, Sea of Thieves and others in the kitty, India is fast becoming a hub for game development catering to markets like US, China, Japan and Europe.



The official game based on the Jennifer Lawrence and Chris Patt starrer Passengers was developed in partnership with India-based Hero Digital Entertainment. This may be surprising to some that close to 100 games are being developed in India for the international market every year.With other original titles such as Kingdom Hearts 2.8, Sea of Thieves and others in the kitty, India is fast becoming a hub for game development catering to markets like US, China, Japan and Europe. With a steady YoY of almost 30 percent, Indian game developing companies are banking on the global gaming market as it is expected to touch $134 billion by 2022 , up from $107 billion in 2017.
Interestingly, according to a latest study by KPMG and Google in India, the gaming industry is currently estimated to stand at approximately $0.6 billion, of which online gaming is approximately $0.37 billion. The study also says that the gaming industry in India is expected to touch $1.3 billion by 2022, adding more than 0.19 billion gamers in the time-frame.
“It is the growth of the gaming industry in India that is making game development popular as a career option,” said Rajan Navani, managing director and CEO at Pune based JetSynthesys.
JetSynthesys has a catalogue of over 300 games across HTML, Java, Android and iOS platforms and features eminent stars like Salman Khan, Sachin Tendulkar and others.The company has offices in Europe, UK and US, with global relations include a partnership with Japanese Gaming company GREE to manage multiple titles with over 50 million downloads globally.
JetSynthesys also has a joint venture partnership with Kentucky-based HitCents called Hero Digital Entertainment. The venture is focused on developing Hollywood gaming titles like Passengers Official game and Wild Poker with Floyd Mayweather.
The company also has strategic partnerships with Google  and Apple. One of the most popular games from JetSynthesys is the Sachin Saga game for Android Go which specifically caters to low end smartphones with Android Oreo.
JetSynthesys however is not the only player in the domain. There are host of others like Hashstash, Lakshya Digital, Geek Monitors Studio, Damadu Games. Lakshya Digital for instance is working with some of the biggest names in the space over the last decade. Kingdom Hearts 2.8 from Square Enix, Sea of Thieves from Rare Studios, Just Cause III from Avalanche Studios, Dauntless from Phoenix Labs, Middle Earth: Shadow of War from Warner Brothers Interactive Entertainment, State of Decay 2 from Undead Labs are popular titles that Lakshya has worked on recently.
















But how much does it cost to develop a game? Factors like the platform for which the game is being made and its genre play a major role determining the cost of development. “On one hand, a solo developer using free to use art and audio resources can make a simple mobile game for almost no cost while on the other, a major studio may spend well upwards of $100 million on their next blockbuster console title. This is much like the movie business wherein a person can shoot a movie on their mobile phone with a cast comprising their friends while on the other hand a major production can cost tens of crores,” said Manvendra Shukul, CEO at Lakshya Digital.
According to Shuklul India is also putting up a tough fight with competitors like China. “Emergence of China’s game outsourcing industry owes much to the establishment of offices by western game developers due to the access to cheap labour. But as wages in China increase, developers are moving to India which offers competitive wages for a very high quality of work,” he said.
A game developed in India costs at least 50 percent less compared to a similar product developed in other countries.

Gaming mice have astronomical DPI numbers these days, but how much do you really need?


These days, the best gaming mice come packed with so many buttons and features that shopping for a new one can be overwhelming. Things like ergonomics, button placement, and even RGB lighting all need to be considered. There's also the matter of DPI, a feature that is often prominently displayed on packaging and in product listings. But you might find yourself still wondering: what DPI do I really need?
DPI stands for "dots per linear inch" and is a measure of how many pixels the cursor moves per inch the actual mouse moves. Other names for DPI are "counts per inch" (CPI) and "mickeys per second,"  the latter of which is an older term that isn't used much anymore. No matter what it's called, though, they all boil down to one thing:      mouse sensitivity.

Because of the different roles required by many FPS games, there is no one "correct" DPI number. It all comes down to feel. Things are muddied further by the fact that most games include their own sensitivity slider, meaning that you'll have to juggle two different numbers to find what works best for you. A common benchmark used by many players is the "360 test," where you measure the distance the mouse must travel for your in-game character to do a full 360 degree turn. This can provide a baseline DPI number for you to start with, followed by experimenting with in-game sensitivity numbers. There are some handy online calculators that can smooth this process.







Another way to find the best DPI for you is to emulate the pros.On-Winning.com is a database that gathers the settings that pro Gamers use across several games, including Overwatch. Looking at the list reveals a lot of interesting DPI information, namely that most Overwatch pros fall between 800 and 1600 DPI. There are a few outliers, like Muma from the Houston Outlaws at 2000 DPI and the San Francisco Shock's iddqd at 400 DPI, but most fall into that range. Where we see the most variance is in the in-game sensitivity settings. To compensate for his low DPI, iddqd has his sensitivity set at 7, while Muma paired his 2000 DPI with a 4.3 sensitivity.

All these numbers are nice, but they can't stand up to the ultimate test: actually trying them out yourself. Because there's no one-size-fits-all when it comes to DPI, it will require a bit of experimenting to find what feels best. DPI is certainly an important number to consider when shopping for a new gaming mouse, but technology has advanced far enough that you don't need to spend a lot of money on DPI alone. These days, even budget mice are capable of pro-level DPI, and many even have dedicated buttons to change your numbers on the fly. While it's true that there's some clever marketing revolving around DPI, and there aren't any pros that use 16,000 DPI, it's nice to have the option.

THE HIGHS 


I'm skeptical when a developer says that such-and-such feature is going to generate such-and-such  player interactions, as it so rarely works as intended, but Sea of Thieves' skeleton forts really do generate tense, fragile alliances as promised. Case in point: I was a complete asshole to a group of four players who offered to help Chris and I for a split of the treasure, trying to stealthily sink their ship on the assumption they'd betray us. They didn't at all! They even offered to double check and make sure we had a fair share of the loot. I figured they probably ought to keep more of the treasure on account of my betrayal (and still worried that they'd betray us) so I waved goodbye and booked it away feeling like an ass.
Samuel Roberts: System Shocked
Reading Wes's interview with Nightdive, the steps that the studio is taking to get its System Shock remake back on track sound sensible to me. I appreciate the idea of trying to contemporise a game so you're not just selling them the same thing, but ultimately that project is exciting because it'll be familiar to people. 2020 is a long way away, though.
The team cites 'feature creep' as a problem in developing the game. Ultimately, the Unity demo for the remake was really promising, and I still can't wait to see what the finished project looks like.

Ni No Kuni 2: Revenant Kingdom finally released on Friday, but I've been digging into a review copy since last week and really enjoying my time with it. As someone that desperately wanted to love the first one but ultimately had to give up because it was just kinda bleh, Revenant Kingdom does a much better job of capturing the spirit of Studio Ghibli in a videogame. It's more Ponyo than it is Princess Mononoke, which is disappointing, but I'm still having a blast. Building the kingdom of Evermore is so much damn fun that it could almost be an entirely separate game. I love managing and recruiting new citizens, plotting new developments, and generally managing the affairs of state. It's a lovely surprise in what I thought was going to be another traditional JRPG.
This week I have been revisiting the flawed, broken, and occasionally brilliant Trespasser, a Jurassic Park spin-off game released in '98 that has become somewhat infamous over the years. Look out for a full retrospective on the site (and in the magazine) soon, but for now, I will say that it's one of the most fascinating games ever released on PC. I mean, it’s basically terrible, but there’s something compelling about how ambitious it is. And I always have time for scrappy games that try something new, even if they fail spectacularly.
Essentially a digital sequel to The Lost World, Spielberg's weirdly uninspired second Jurassic Park movie, the highlight for me is the presence of Richard Attenborough reprising his role as John Hammond. As you play the game you hear excerpts from his diary, and the late Attenborough's performance is fantastic. He really captures the tragedy of the character. If you want to hear them but can't stomach the game and its weird floppy arm physics, an enterprising Trespasser fan has collected them all here in a series of atmospheric videos.

We've covered Dark Souls' enemy placement mods in the past, but none have made my skin crawl more than horkrux's Bonewheels Everywhere. I mean, the thought of dropping the odd Royal Sentinel in Sen's Fortress' walkways is a scary one; as is facing off with a Giant Stone Knight on the Moonlight Butterfly fight bridge. But the idea of Bonewheels stalking your every turn? That's horrifying. Bonewheels in the Undead Burg. Bonewheels in Anor Londo. Bonewheels in The Depths, in New Londo Ruins and, bloody hell, Blighttown. I might rather turn hollow than suffer this nightmare. 
Horkrux's work proves gitting gud is all relative. Gud luck if you're taking this one on.
I looked at a few VR demos at GDC this week—I've already written about Creed: Rise to Glory and Mi Hiepa Sports, and there will be more to come—and something I noticed in many of the demos was that I had arms! Finally, I have arms!
 Typically, VR games render your hands in place of your controllers, but those hands are disembodied and floating. Which is weird. It's weird to have hands that aren't attached to anything. So, I was pleased to see several demos this week that gave me arms. And a legs. And a body. It felt much more natural, more immersive, more real—except for when you put a controller down and your virtual arm sort of weirdly and urgently points at it. Mostly, though, my virtual arms made me happy and I felt more connected to the world I was inhabiting.
Anyways now lets talk about the LOWS!

This weekend, I'll redownload Star Wars Battlefront 2 and find out if there's still time for the overhauled progression system to rejuvenate the game. I'm not terribly optimistic, mostly because the wait for this new system has taken so long, and I haven't played the game since January, when I enjoyed the Star Wars-y spectacle above all else (much as with the first game). 
If nothing else, I'm excited at seeing what that new Bespin map looks like on my monitor. The loot crate system was ill-advised in Star Wars Battlefront 2, but I can't argue with the idea of giving away new maps for free. 
It's a lot better now, but it was a huge pain in the ass getting into Sea of Thieves earlier this week, with the servers going down or barring new players multiple times. There were also issues with earned gold and reputation progress taking ages to show up, and bugs, such as when my brand new ship sank for no reason. I'm starting to wonder if it's even possible for big multiplayer games to launch in a working state, no matter how many stress tests are done.

I had to give up on Final Fantasy XV. A few weeks ago I wrote that I was enjoying my road trip with Noctis and chums, but I’ve since uninstalled it completely. The moment that broke it for me was when, shortly after a devastating event that completely changed the life of the main character, I found myself delivering a tomato to someone. A single tomato, to some random guy in a diner I'd met once before. I think the disappointment of this truly banal sidequest was heightened by the fact that I had just finished The Witcher 3. In that game, even a random encounter with the most unimportant NPC can lead to something amazing.
But in XV, every sidequest I've gone on so far (there may be exceptions) has either involved killing X amount of monsters, or delivering X to X. Plenty of games are guilty of this, but if you're going to have the character be a prince, maybe make the tasks given to him at least a little relevant? I could just ignore the sidequests, but why should I have to? It's on the developers to make them interesting if they want to hold my attention. I'll probably return to XV again in a few months and give it another shot, but for now I'm playing the much more enjoyable Ni No Kuni 2, which is an absolute delight in comparison, if maddeningly twee.
"I'm going to use the slow-ish start to 2018 to catch up on all the games I've missed recently", is something I definitely said in December of last year. Fast forward three months and I've spent most of my time dicking around in GTA 5and its Online counterpart. Two months from now marks the arrival of Dark Souls Remastered, and while I absolutely don't have time to revisit Lordran, I almost certainly will.
I was sort of pleased, then, when then latest images to surface for the PS4 version looked a bit pants. Granted, PC mods have raised the original game to the point where I'm unsure how, or even if, the remaster can better what we have already—but I did expect more from its console variation, even if it's but a glimpse at this point. And so it's a double-edged greatsword for me: if the remaster looks spectacular, I'll throw myself into it. If it's not, I'll grumble about its shortcomings from the Undead Asylum to the Kiln of the First Flame. 
 Earlier this month, Path of Exile launched its latest league called Bestiary. It's all about capturing monsters and using them to craft powerful gear. To get you up to speed, these temporary leagues introduce wild new systems but require that everyone start from scratch. Normally, it's a lot of fun as it almost feels like a race against everyone else who is playing but with crazy new gameplay elements to contend with along the way (the last league had fissures that would randomly spill out demons and valuable treasure). It's also a great chance to try out new characters and playstyles.
But this league is just not that fun. When I previewed it before launch, I loved the idea but in execution it often feels more like a tiresome distraction that doesn't gel well with the core loop of killing and looting. It's tedious managing my monster inventory and the crafting recipes just aren't that lucrative. I've mostly given up even paying attention to it. I love that Grinding Gear Games loves to take risks, and the way they've built Path of Exile's temporary leagues means that the stakes are never so high that they can't weather a bad flop, but Bestiary has me wishing there was a fast-forward button on life so I could skip to whatever GGG has planned for the summer.
Some pretty disheartening information out of GDC, as Mike Rose, publisher of Descenders, got real about indie games on Steam. With the rise of Steam Direct, and the veritable flood of games pouring onto Steam every week, it's just harder and harder for any one game to get noticed before it's swept away with all the rest. It's not hopeless, of course—some games do make it and sell well or at least have a modest amount of success. But the vast majority of developers—93%, by Rose's reckoning—don't and won't make enough money to get by, even when their game is on Steam.
Apple on Tuesday released iOS 11.2.5, which is rolling out over the air right now. The latest update includes a number of bug fixes and enhancements, along with some new features designed to improve the overall experience.
One of the major improvements squashes a malicious link that would freeze the iPhone when clicked on. It’s unclear what else is new in Apple’s latest update, so we’ll be sure to update this post if anything significant pops up.
It doesn’t appear that iOS 11.2.5 includes iCloud Messages, which was delayed from iOS 11’s launch back in September of last year. Apple has yet to indicate when the feature will be available.
HomePod support
– Setup and automatically transfer your Apple ID, Apple Music, Siri and Wi-Fi settings to HomePod.
Siri News
– Siri can now read the news, just ask, “Hey Siri, play the news”. You can also ask for specific news categories including Sports, Business or Music.
Other improvements and fixes
– Addresses an issue that could cause the Phone app to display incomplete information in the call list – Fixes an issue that caused Mail notifications from some Exchange accounts to disappear from the Lock screen when unlocking iPhone X with Face ID – Addresses an issue that could cause Messages conversations to temporarily be listed out of order – Fixes an issue in CarPlay where Now Playing controls become unresponsive after multiple track changes – Adds ability for VoiceOver to announce playback destinations and AirPod battery level
After months spent away from the language-learning app Duolingo, my level-five French skills were in decline. The "food" category was particularly threatened, coded red (for danger) with just one "strength bar" remaining. I clicked it, and was asked to translate: Je mange un repas. No problem. "I eat…" Wait, what was repas? My mind drifted to arepas, the Colombian snack. Defeated, I Google Translated. A meal! I should have intuited this from the English "repast". But, in the moment, I forgot.


Learning is forgetting; or, more accurately, it's virtually forgetting that we know something, but then being able to magically retrieve it when called upon. As Ulrich Boser, author of Learn Better, suggested to me, the human mind is not simply a computer; we will forget things, at a fairly predictable rate. So should I have simply drilled French food vocabulary every morning over my petits déjenuers? No, Boser says. The best thing "is to learn a word right when you're about to forget it". With each instance of effortful relearning, you remember longer.
Boser is referring to the "forgetting curve", pioneered by 19th-century psychologist Hermann Ebbinghaus, and it's precisely why Duolingo had coded my food vocab red: there was a good chance some of those words were going to slip into oblivion.
But as Burr Settles, chief researcher for the Pittsburgh-based company, told me, Duolingo was frustrated by how poorly its curves were working. "Users in the forums were saying, 'I don't feel this is capturing my understanding of the language,'" he said. Then it dawned: Duolingo could create its own curve. "We're tracking the data for every single user at every single point, and we know the statistics about how many times in the past they've gotten the word right or wrong." Rather than use an ad-hoc heuristic, it could create its own model
With its omniscient big-data eye cast upon millions of users toiling away through hours of language acquisition, Duolingo has a uniquely incisive view on learning as it is actually happening. It's learned a lot. It knows which countries tend to learn which languages (typically those of neighbouring countries, except for English, which is universal).


It knows which users are least likely to progress (English speakers learning Turkish and Irish, it turns out). But it is also learning about learning. In the beginning, "We had no idea how to teach a language," says founder Luis von Ahn (a Guatemalan inspired to launch the company by his struggles to learn English in his native country). Now, they do.
One way the company learns is by looking at people's most common mistakes. This often depends, says von Ahn, on which language people are coming from. Speakers of French, for example, seem to struggle with English contractions. "In English, contractions are optional," he says, "whereas in French they're not." Similarly, speakers of Chinese, which lacks articles like "a" and "the", don't need to face those concepts in the first English lessons. "It's demotivating," says Settles.
Motivation is a key, if sometimes under-appreciated, factor in learning. So, rather like video-game designers, who often use devices such as "pity timers" (which grant players some breathing room after they have suffered repeatedly) to keep users from quitting, Duolingo sometimes contravenes its own model of learning in order to boost motivation.


One behavioural enticement is a percentage figure showing fluency in a particular language: the number, drawn from a benchmarking system devised by the EU is not so much a precise diagnostic as a way to keep people engaged - and around. It's the carrot and the stick; or, as they say in German, "mit zuckerbrot und peitsche" - sweet bread and the whip.
But what Duolingo also showed, via its new algorithm, is that a learning system that responds better to users' own abilities is its own reward. The company's new model was better at predicting which words users would forget, which meant people weren't endlessly practising words they already knew. Users were taking on more lessons, but practising less. They were brushing up on language skills, but Duolingo was building its strength bars in a larger sense: learning how we learn.