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authorAki <please@ignore.pl>2024-09-01 00:16:38 +0200
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+<title>Ratio Between Consumption and Creation</title>
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+<time>1 September 2024</time>
+<h1>Ratio Between Consumption and Creation</h1>
+</header>
+
+<article>
+<p>Member of my extended family is an audiophile. Audiophiles have an interesting image around the Internet. For
+example, this particular specimen claimed to hear a difference between the same audio file played with a 32-bit build of
+foobar2000 and a 64-bit one. On the same platform. With bit rate of 128 kbit/s. If there was a difference in perception,
+I doubt it was a result of the build bitness.
+<p>Anyway, what we are interested in today is the ratio of the costs and what the activity gives back. I'd say that
+costs are easier to identify and quantify. For example, money spent or time consumed. On the other hand, the "give
+backs" are a bit more vague. Of course, we might sometimes get something quantifiable, like money, but usually it will
+be something like satisfaction, social interaction, experience, skill, things of that sort.
+<p>For the sake of an example, let's say the audiophiles have this ratio disastrously biased towards the costs.
+<p>However, the ratio does not depend only on the domain. Consider playing computer games. You need to buy them,
+sometimes even subscribe. They consume time and can get addictive, and result mainly in satisfaction after overcoming
+challenges or serve as a medium to relax or escape. Depending on the certain game the ratio may tilt dynamically. For
+instance, "whaling" is a known practice for MMO and/or gacha game companies, so some games may be designed to encourage
+this kind of behaviour. There are also cheap or free games that people play solely to meet with their friends. There are
+also games that accomplish both and even hold your social life as a hostage.</p>
+<img src="ratio_between_consumption_and_creation-1.png" alt="yae miko">
+<p>An individual approach may also change the ratio. Consider amateur radio operator that slowly expands their station.
+Maybe they bought a cheap handheld, but they also put up a long-wire with an SDR, built 144 MHz and/or 435 MHz antennas
+for amateur satellite communication, got in touch with local ham radio clubs, started learning more about electronics,
+and maybe even built their first receiver or transmitter from scratch. Compare that to someone who just spends a
+non-trivial amount of money buying a professional radio station. Similar behaviour can be observed with any other hobby,
+e.g., photography.
+<p>There are also gadgets. What does a programmer need to work? A computer, keyboard, a screen. There is no need for
+three ultra-wide screens and an RGB LED mechanical keyboard that reacts to the state of my lava lamp. Of course, have
+some fun, we can spoil ourselves a bit. But did I really do enough to spoil myself? Will I ever use this Raspberry Pi,
+or am I simply buying it to feel like doing something? Do not misunderstand and do not get discouraged. Trivial or even
+pointless tasks, spur-of-the-moment decisions can make difference and may allow us to make the first step and grow. If
+we never had chance in childhood or early adulthood, we might also discover new things that we enjoy.
+<p>Simply because of this possibility it might be worthwhile to try things. Or at least think about them. If we keep a
+discovery approach in mind, we might be able to maximize the "give backs". And because of this, I may want to avoid
+making (too much) fun of audiophiles because some of them may get into proper sound engineering or maybe the are
+actually very passionate about music. Also because what others do and enjoy is not my business and I should focus on
+judging myself.
+<p>With all of this being said, I really hope I won't feel bad about buying a new lens for my camera.
+</article>
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