Largest Ever Annual Increase in CO2 Levels Recorded

According to a report in New Scientist,

It is not just temperature records that are falling. The average carbon dioxide level recorded at Mauna Loa, Hawaii, during February 2016 was 404.02 parts per million – 3.76 ppm higher than the average for February 2015, according to preliminary figures.

That is the biggest ever increase over a 12-month period. The previous 12-month record at Mauna Loa was 3.70 ppm, from September 1997 to September 1998.

A new record has also been set for the biggest rise over a calendar year. Global average CO2 levels (which differ slightly from the figures for Mauna Loa only) rose by 3.09 ppm in 2015. The previous record was a rise of 2.82 ppm, in 1998.

The record figures are due to the continued growth in emissions from human activity along with the ongoing El Niño phenomenon, which causes CO2 levels to shoot up because it causes in an increase in wildfires in places such as Indonesia.

The Placebo Effect Demonstrated With Video Games

New Scientist has an interesting summary of research that looked at whether or not the placebo effect — the tendency of a treatment to exhibit results simply because the recipient believes that it will work — could demonstrated in individuals playing video games. The study’s design was quite clever.

To test their idea, he and colleague Alena Denisova asked 21 people to play two rounds of Don’t Starve, an adventure game in which the player must collect objects using a map in order to survive.

In the first round, the researchers told the players that the map would be randomly generated. In the second, they said it would be controlled by an “adaptive AI” that could change the map based on the player’s skill level. After each round, the players filled out a survey.

In fact, neither game used AI – both versions of the game were identically random. But when players thought that they were playing with AI, they rated the game as more immersive and more entertaining. Some thought the game was harder with AI, others found it easier – but no one found it equally challenging.

. . .

A different experimental design, with 40 new subjects, confirmed the effect. This time, half of the players were put in a control group and told that the game was random, while the other half thought the game had built-in AI.