Should TikTok be banned in the US?

Clearly, TikTok’s executives would have you believe that there is no risk when using TikTok. Is there a national security risk, though? Yes. Let’s explore.
Bytedance
TikTok is presently owned by Bytedance. Bytedance’s company headquarters are located at Room 10A Building 2 No. 48 Zhichun Road, Haidian District, Beijing China. We also need to understand that businesses operating in Beijing China operate under Chinese law (such that it is). What that means for TikTok is that in order for this company to operate within China, it must always abide by China’s rules and regulations including spurious Chinese government requirements and mandates both existing and instantaneously required by the government.
For example, if Xi Jinping decides that Bytedance must turn over all information it has acquired to the Chinese government, Bytedance must comply or face the possibility of China pulling its licenses to operate its business in mainland China.
On the one hand, you have the TikTok CEO Shou Chew claiming that TikTok’s user data is safe. On the other hand, you have China’s government which can instantly require (i.e., force) Bytedance (or any Chinese based company) to hand over its data or face the loss of operating a business in China. Because China is a communist government, whatever China wants, China gets. Meaning, TikTok can absolutely make no assurances that user data is truly safe while Bytedance remains under China’s overreaching communist government authority. The rule of law only applies in China when the Chinese government WANTS it to apply, a key takeaway here. Internationally, China’s government does whatever it wants under the guise of appearing to support the rule of law.
Oracle Cloud
TikTok’s CEO has assured congress that it could move its data to within the Oracle cloud environment. While moving TikTok’s data storage to a United States owned business might sound great on paper, in reality it means nothing. Data stored in the US can STILL be easily exported, backed up, copied and recovered to computer equipment which resides in China. In fact, it would be entirely surprising if TikTok didn’t keep live backup copies of all user data somewhere on Chinese servers.
In other words, the CEO’s statements about using data storage on US shores as a “protection scheme” rings hollow. It’s far too easy to create copies of data and put it anywhere you want. It’s also guaranteed that if the Chinese government were to mandate that Bytedance turn over all relevant data to the Chinese government, TikTok would be forced to comply with those orders or face China’s government retaliation. In this case, not only can Bytedance not protect user data, they would have to appear completely willing to hand it over to the government instantly. Why? Because of Bytedance’s allegiance to China and not the United States… and because if TikTok doesn’t, China will close them down.
Allegiance
This word denotes a whole lot of things all at once. However, the most important thing this word signifies is what happens if China requests something from Bytedance and they refuse? A US based company protects all data of its users under the laws of the United States. If there were a subpoena by law enforcement issued for that data, a US based company would either have to comply with the subpoena or file an objection to quash the subpoena under specific grounds. In China, such avenues of refusal don’t necessarily work.
Because the United States is, at least thus far, based on the rule of law, the government would be required to allow an objection to funnel through the court processes before requiring the company to turn over whatever data is required by that subpoena. Even then, it would only be required if the court upheld the subpoena instead of siding with the appeal.
On the flip side, because China is a communist operated government, businesses operate under the whims of the Chinese government, which is not always based on the rule of law. While China does put up appearances suggesting that rule of law exists, the realities within China don’t always match that “rule of law” narrative. Meaning, China’s rule of law facade is just that, a facade.
For this reason, Bytedance’s allegiance must remain with China and never with the United States. The only reason Bytedance can operate within the US borders is because the United States, at present, allows it. But, that may be changing…
Is My Data Safe with TikTok?
The short answer is, no. Why? Because Bytedance’s allegiance remains solely with China because that’s where its business is incorporated. Regardless of what the executives of Bytedance may claim, that Chinese allegiance means that if Xi Jingping requires Bytedance to turn over all user data to China’s government about TikTok users, Bytedance must comply… and with no questions asked.
It doesn’t work like this if Bytedance were a company owned and operated within the United States. Rule of law actually matters in the United States where in China it only appears to matter, but doesn’t actually matter when the Chinese government wants what it wants.
What’s Wrong with China Knowing About Me?
If you don’t live in China or plan to visit, it might not matter that much. However, if you were ever to visit China, what you post on TikTok might be considered a legal offense in China and could see you legally apprehended, detained and/or jailed.
In other words, if you intend to post on TikTok and you have said or done anything that China takes offense to, you could become wanted in China. That’s a fairly extreme outcome, but China takes offense easily to many things and it takes those offenses seriously… so why poke that bull if you don’t have to?
Worse, because China is all about the money, having critical data from your phone device could allow would-be Chinese hackers to infiltrate your device, steal your identity and steal your money.
Should I use TikTok? — Should I allow my kids to use TikTok?
If you value your family’s privacy, no. YouTube and Facebook both offer similar enough video sharing features to more than make up for TikTok’s functionality. Both YouTube and Facebook are US based companies not under the Chinese government’s thumb. Why risk potentially losing your (or your child’s) personal data to China needlessly when you don’t have to?
This author definitely recommends avoiding the use of TikTok entirely. There’s really no reason to risk losing your family’s personal data to China over the use of a silly video sharing platform… a platform that already exists on YouTube and via other US operated companies.
Creators
The argument on not banning TikTok seems to stem mainly from both the TikTok executives (naturally) and from TikTok’s creators. Ignoring TikTok’s weak executive arguments for the moment, let’s focus on TikTok creators. While I agree that many creators may not have understood the ramifications of investing their creative efforts and skills into a platform of questionable origin, unfortunately they have. What that means is that a ban on TikTok in the US means that these creators must lose the audiences they have worked to gain. I get it, but that’s not reason enough.
For creators, this is a problem. However, it’s relatively simple for creators to ask their audience to move with them to a new platform. If a creator’s audience is truly committed to that creator’s content, most (if not all) of that audience should will be willing to move to any other platform that that creator may choose to use. A simple video which requests fans to sign up for and move to a new platform shouldn’t be a big deal.
If you’re a TikTok creator considering that you may lose your ability to create on the TikTok platform, you should definitely consider a movement plan to another platform. Whether that be YouTube, Instagram, Snapchat or any other short video sharing platform, moving away from TikTok is the key. You shouldn’t remain complacent and simply assume a ban won’t happen. You should take action now and, yes, complain if you like, but you should also prepare to move your fans and content to another platform. Don’t wait, take action now!
Creator arguments about engagement or loss of revenue or any other such arguments are simply not strong enough arguments to sway regulators away from the above China data sharing problem. There are too many other platforms owned and operated by US companies for such creator arguments to hold any weight at all. Simply, they don’t. This is why creators need to be proactive and take steps to plan to move both your fanbase and content to another platform now. Don’t sit on your hands and think it won’t happen. Plan ahead.
TikTok Audience versus TikTok CEO
While creators make up a relatively small portion of TikTok users, they are the ones responsible for bringing in the viewers. Still, having an audience is not an argument to keep TikTok from being banned. It’s not whether TikTok offers a valuable video sharing service, it’s that a Chinese based company manages TikTok’s data and always remains at the whims of China.
The CEO has stated that TikTok is beholden to no country, but that’s simply not a true statement. That statement cannot possibly be true. Every company must go into business under some country. Every country has laws and requirements for businesses to remain in business within that country. Bytedance incorporated its business within China. That means that Bytedance is beholden to China’s laws and regulations, no matter how, when or why they might appear. Because China’s government only appears to abide by its written laws and regulations, it only does so when it is convenient to the Chinese government. When it’s not convenient, new laws instantly come into being to cover whatever “thing” China is trying to make happen.
Instant laws don’t occur in the United States. It takes time, effort and lots of congressional or state legislator bickering and months of wrangling before a new law can come to exist. Most new laws require ballot measures to be voted on by the population, something that China doesn’t offer to its citizens.
What this all means is that TikTok’s CEO can say whatever he wants, but the realities of the way China operates remains. If Mr. Chew is so willing to lie about Bytedance’s allegiance to China, what else is Mr. Chew lying about? Lying to congressional members really doesn’t say great things about Bytedance or TikTok.
Should TikTok be banned in the United States?
We’ve come full circle from the beginning of this article. After all the above arguments are considered, I’d say that it is most definitely worth banning TikTok (and any other Chinese based apps) from the app stores. This situation shouldn’t be limited to TikTok. TikTok is simply so visible because it’s now used by more people than, in some cases, YouTube. The shear audience sizes alone for some TikTok creators means ever more and more people are signing up to use the service. Many of these new users are children (aged 17 and younger).
Children are unable to comprehend what sharing of personal data to China really means. They just see silly videos, but have no idea what information TikTok may be collecting while these children use TikTok.
Additionally, because Bytedance is a Chinese operated company, it doesn’t have to abide by federal regulations like COPPA. TikTok might choose to voluntarily comply (or simply put up a facade of doing so) as a measure of apparent goodwill. However internally, it may not at all comply with COPPA because it doesn’t have to. Because the TikTok company exists and operates outside of the US’s borders, United States federal laws don’t apply and cannot be enforced upon TikTok. This aspect right here is the single biggest elephant in the room and the single biggest reason why TikTok should be banned.
Without the federal regulations to help protect US citizens from nefarious or malicious use of data collected, Bytedance can literally do almost anything to non-Chinese citizens without any legal ramifications by the United States. Even if the United States were to try and bring suit, China wouldn’t allow it. This situation alone is why TikTok (and other Chinese operated services) should not be allowed to operate within the United States. TikTok is literally one Chinese company among many taking advantage of its Chinese locale to avoid being held accountable to United States laws.
The United States has every right to protect its citizens from unlawful interference by other countries. TikTok is one among many companies where this reality now exists, not just companies located in China. The United States legislators need to take a step back and really think long and hard about (the lack of) legislation around companies operating in countries which are mostly unfriendly to the United States.
China only tolerates the United States at this point because of the buying power the United States offers. Other than buying power, that’s where China’s civility with the US ends. China (and a Chinese operated company) doesn’t care how many people in the United States die, get maimed or get injured as a result of products made in China. The same can be said of services like TikTok. Anyone who legitimately believes that the TikTok CEO legitimately cares about United States citizens, other than for their wallets and the almighty dollar, is clearly deluded.
Yes, TikTok should be banned, along with every other app-based service operated out of unfriendly territories around the globe.
First Amendment?
Some have claimed that the First Amendment will be violated by banning TikTok. Let’s definitively state here and now that there is no First Amendment problem at play. Because TikTok is a Chinese company wholly operating out of China, Constitutional laws don’t apply to TikTok. The executives who operate TikTok aren’t United States citizens.
Even though there are United States users using the service as creators and viewers, the service itself is not bound by the United States Constitution. In effect, by you as a user choosing to invest your time and effort into putting your videos onto a wholly owned Chinese entity, you’ve effectively forfeited your right to First Amendment protections.
While some First Amendment advocates might disagree with the above stance, one thing is certain, the United States Constitution does not apply to non-US citizens… which would include any and all executives and staff who were hired and operate out of Bejing China. While it is possible that Bytedance has hired some United States citizens to help operate its service globally, that doesn’t wholly, suddenly or automatically then make Bytedance as a company bound by the United States Constitution.
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Movie Review: Smile Movie
Paying to see a film in the theater, particularly a film that I already know is bad, is out of the question. And so it goes with the movie Smile. Let’s explore this film’s problems.
Spoiler Warning: Don’t continue reading if you want to watch this film.
Derivative
Another movie reviewer suggests that this film takes some of its cues from The Ring (2002). I didn’t get much of a “The Ring” vibe while watching Smile. However, I did get a heavy Final Destination (2000) vibe. While the movie doesn’t feel like a Final Destination film in its story, the predestined outcome, once revealed by Rose, feels very much like Final Destination.
What that means is that Smile is very much derivative of other films which have come before, like Final Destination. Thus, the film feels already way too familiar while watching it.
Hitchcockian?
While I’m sure that the director and producer(s) had wanted to produce something that felt like a psychological thriller, in the vein of Alfred Hitchcock, unfortunately Smile never achieves that level of professional treatment. That’s mostly because the story fails the film. Instead of watching a solid thriller unfold, what we get is something that feels at once all too familiar, but with an overly problematic story. Unfortunately, as I said, that leaves the film never reaching the level of foreboding suspense of an Alfred Hitchcock production.
Story Problems
This story feels a lot like a very long episode of the Twilight Zone. Unfortunately, the writers more or less fail this film almost completely. The first act of this film begins by unfolding Smile’s narrative of a crazed young woman named Laura Weaver who complains of being stalked by an unseen entity. Rose (an overworked therapist at a hospital) initially diagnoses Laura’s condition as a psychotic break. It isn’t until she witnesses the brutal suicide death of Laura where Smile truly begins. Laura’s suicide is odd because she does it all with a smile on her face; a smile that remains even after she’s dead by her own hand.
This is where Rose’s life takes a huge turn and where the Smile movie’s first act can begin in earnest. During the first act, Rose doesn’t fully understand that something’s amiss for quite a long time. Too long, actually. She goes about her daily life believing that her being overworked is the source of her anxieties and “seeing things”. It isn’t until her cat ultimately disappears and then turns up in a rather awkward place that she really begins to understand something more than merely being overworked is at play.
This is when Rose herself begins to see her former psychiatrist. More than this, Rose begins to understand that what Laura had said in her first encounter is actually unfolding in the same way for her.
Let’s stop right here…
Story and Plot So Far
To this point in the film, Smile is relatively slow burn, but the plot is unfolding in a way that’s not overly far fetched or out of line for its premise. However, most viewers by this point probably have a strong inkling of where this film is heading and where it is likely to head. That’s always a problem. The director and writer didn’t actually do anything counter this audience second-guessing problem, instead they double down on it… which ultimately doesn’t work.
What do the writers do? They begin Act II by waking Rose up and having her take her experience and knowledge and trying to determine if there’s truly something amiss… and more importantly, exactly how to resolve it. Of course, none of the characters around her believe any of her ramblings, partly because the entity is making her see people who aren’t actually there.
Act II
As we enter Act II of this film, Rose has decided that there’s a real problem that she needs to investigate. Rose dons her investigator cap and begins web surfing along with using an on-again-off-again boyfriend cop to get information related to her investigation of “the cycle.”
Suffice it to say that this investigatory process lasts way too long considering how it’s ultimately used in the film. Once again, let me stop right here.
Investigation and Horror
The only reason to launch a long drawn out investigation within a horror film is to try and break “the cycle.” Rose eventually determines that there is a cycle afoot; a cycle that could lead to her death if she can’t get out in front of it. This investigation leads her to one person who seemingly was able to break the cycle and lived to tell the tale.
Unfortunately, who and where this person is ultimately tells us exactly how the cycle was broken. Yet, the writers insist on taking us to where he is to actually talk to this person IN person to confirm it. Once we get there and Rose confirms the reason why this person was able to cheat the cycle, she instantly blurts out that she is unable to perform the act that got him out of the cycle. She blurts it out so fast, in fact, that it was somewhat difficult to understand what she said.
At first, I thought this admission was just the Rose character jumping to far-too-quick of a conclusion without truly thinking it through. If Rose’s life is on the line, her need for self-preservation should have eventually kicked in. After all, Smile is a suspense and horror film. For Rose to completely blow off the idea so readily and instantly tells me that the writers were hopelessly lost at this point. It’s a horror film, guys! Get with the program!
Second half of Act II
The second half of Act II was the time for a twist from the writers. Unfortunately, that twist just never materializes. Everything set up in the first act leads us in a very straightforward manner directly into the second act. Everything predicted by the cycle exactly comes to pass with no deviation… even though, Rose has had well enough time to investigate the cycle and even break it if she had so chosen.
Instead, the second half of the second act is merely devoted to just how the Smile entity can take over the mind of its victim making that person believe whatever it wants. In that goal, Rose decides to head out to an isolated house in the middle of the woods with no one there who can try to bring Rose back to reality… not that that would have been possible. Her rationale, though, was that with no one else there, the entity is trapped. Rose way underestimated the entity’s prowess.
Possession
One topic that was never really outright said in the film, demonic possession, was clearly the hallmark of this situation. This entity turns out to be some kind of demon who delights in seeing its victims commit suicide in front of others in a very brutal way. If the writers had embraced the idea of demonic possession, either Laura or Rose could have attempted to stop the demon from possessing them. Unfortunately, by the time the possession takes full effect (a slow buildup taking several days), once possessed, that leaves minutes before the person commits suicide in front of another, beginning the cycle anew. I have to assume the writers were thinking that the entity’s possession takes days because it takes that long to wear down the psyche of the person being tormented.
Overall
The film is derivative and unimpressive. The demonic smile isn’t demonic. It’s just a smile. The smile needed some major CG enhancement to make the smile wider, wierder and more sinister than it appears on the faces of each of the victims… perhaps, even tearing the face apart to achieve it.
Worse, the whole overly long investigatory aspect for Rose left the viewers wondering what the hell happened. Since Rose spent a large swath of screen time trying to make sense of the situation and, more importantly, trying to find a way out of it, you would think that Rose could have seriously contemplated what was needed to get herself out of it and survive. She didn’t. More than this, because it’s a horror film likely wanting to begin a franchise, killing off your lead character doesn’t allow for that.
If the writers are thinking that they can make Smile 2 using the ex-boyfriend cop as the lead, they need to think again. Of course, they can simply use him as the setup, like Laura, to initiate another lead character to try their hand again at trying to unravel the mystery of this demon. The question is, can a second Smile film actually pull that off? I’m not so sure.
For this film, the story doesn’t really work. If Rose had actually contemplated and achieved breaking the cycle, that would have been the twist that Smile required to make it satisfying. Yes, the cycle would have been broken for Rose, but someone else would have still inherited the demon to deal with later. Unfortunately, this all too predictable story was all too predictable in its ending.
Rating: 2 out of 5 stars
Recommendation: Watch only on “free” streaming services
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Fallout 76: Are Re-Rollers Gambling?

As of Season 12, entitled Rip Daring and the Cryptid Hunt, Bethesda might has well have entitled Fallout 76’s newest season, Welcome to Gambling. Let’s explore.
Challenge System
When Fallout 76 released in 2018, Bethesda included a “Challenge” system in the game. This challenge system allowed (and still allows in limited ways) players to obtain Atomic Shop currency called “Atom” in exchange for performing relatively basic challenges in the game world.
This Atom currency allows players to “buy” in-game items, such as CAMP add-ons, character clothing, hairstyles and face paint. The selection of the items in the Atomic Shop, at the time, was relatively limited in the early days, but has since expanded into consumables, Fallout 1st items, weapon and armor paints and even weapons.
Almost every video game released today offers a store with add-on items for players to purchase to enhance their gaming experience. The “Atom” currency has always been and remains the only currency in the game that can be purchased with real cash money in the form of USD (or other currencies around the world). For the purposes of this article, all dollar amounts shown are in USD.
For example, if you own a PlayStation, you can visit Sony’s PlayStation store and purchase Atom bundles, such as 500 Atom for $4.99 (or basically $5). The exchange rate is 100 Atoms to every $1 spent. An item in the Atomic Shop could then be said to cost $7 if it costs 700 Atoms. A small discount is applied the more Atom you buy.
If you pay $20, you’ll receive 2,400 Atoms. Bethesda’s marketing states there’s a bonus of 400 Atoms. In reality, this is simply considered a slight markdown on costs. Instead of costing $1 per 100 Atom, this changes the ratio to $1 per 120 Atom or discounted to 83¢ per 100 Atom. If you’re willing to spend $40, you’ll receive 5,000 Atoms. That further reduces the cost to $1 for every 125 Atom or 80¢ for every 100 Atom (a 20¢ discount or 20% discount for each 100 Atoms bought over the $5 purchase in the store).
That means that if you buy $5 worth of Atoms, a 1500 Atom item in the Atomic Shop store costs you $15.00. If you pay for $40 in Atoms, that same 1500 Atom item now costs you $12. That’s not a tremendous discount overall, but you will have saved $3 by buying $40 in Atom over buying three separate $5 Atom items (making $15 or 1500 Atom) from the PlayStation store. This conversion rate is only important if you’re wanting to equate how much something actually costs you in the Atomic Shop.
Fallout 1st
With the introduction of Fallout 1st, this monthly subscription service muddies the Atom waters just a little. By subscribing to this service, you’ll receive not only access to all of Fallout 1st’s features, including access to private worlds, access to custom worlds, access to the ammo and scrap boxes and a bunch of 1st exclusive Atomic Shop inclusions, you’ll also receive 1,650 Atoms each month. The cost for Fallout 1st is $12.99/mo straight up or $8.25/mo if you pay for the $99 to buy 1 year / 12 months up front.
Depending on how you choose to buy Fallout 1st, the value of the monthly allotment of Atoms changes. Buying Fallout 1st at the 1 year price is obviously the cheapest option offering up a nearly 50% discount off of those 1,650 Atoms (ignoring all of the rest of Fallout 1st’s features). 1,650 Atoms would normally cost close to $16.50 to purchase. Of course, the closest Atom bundle on the PS store is the 1,100 Atom bundle which costs $10. You’d have to jump to the 2,400 Atom bundle at $20 to get enough to cover 1,650 Atoms. The best Atom cost bundle is the 1 year subscription to Fallout 1st which discounts the cost of Atoms to 50¢ per 100 or effectively half price. That means that that same 1500 Atom item in the Atomic shop would cost you $7.50… assuming all of your Atoms came solely from being a Fallout 1st member.
Buying Fallout 1st monthly at $13 is still a discount on Atom, but at a rate of (rounded up) 127 Atom per $1 spent, just slightly better than buying the 5,000 Atom bundle shown above.
Challenges and Score
When the first Scoreboard season arrived in 2020, Bethesda changed what the daily and weekly challenges gave as rewards. Prior to the introduction of the Scoreboard seasons, all challenges awarded Atom. A player can spend these Atoms in any way chosen. Atom was originally awarded from both daily and weekly challenges as well as all of the other environmental challenges in the game.
With the introduction of the first Season and the Scoreboard, daily and weekly challenges changed to providing S.C.O.R.E. (another insipid Bethesda acronym). For the purposes of this article, this author will use the word ‘score’ for simplicity. Score is simply yet another, but separate form of Experience Points (XP). The score moves a blue progress bar across the Scoreboard. Once the progress bar reaches the end, the Scoreboard advances by one space. Each Scoreboard has 100 board spaces. Each space requires a progressive amount more score to complete. The first space might require 1000 score to complete. The last space might require 3500 score to complete. Every space in between requires more than 1000 score and less than 3500 score to advance to the next space. Once the game board has completed, additional board spaces appear so that awards can still be accrued by performing daily and weekly challenges.
For the first few seasons, once you reached the Scoreboard’s end, the board was over. Challenges did nothing and were worthless. It wasn’t until a few seasons later that Bethesda realized the problem and added more board spaces after the 100th board space, the final space which awards the “big prize” (such that it is).
What exactly is a Challenge?
While there are many challenges available in the game, the ones that matter most to today’s players are those that produce score. These are the only ones that advance board spaces on the Scoreboard. All other remaining challenges still provide Atom, but in small and diminishing quantities. The only renewing challenges are the daily and weekly challenges. The environmental challenges are one-off challenges that, for the most part, do not renew. These environmental challenges are one-and-done… with the exception of pick-lock and hack-terminal challenges that have a progression system that eventually ends, but which provide a small amount of Atom so long as they remain uncompleted.
The daily and weekly score challenges help “move the needle” through the Scoreboard. Each game board space unlocks some kind of Atomic Shop item including the possibility of a space awarding Atom itself. The board spaces are not random chance. They are hard set by Bethesda and the “prize” can be easily seen by hovering over the board space.
When Fallout 76 was introduced in 2018 (and until 2020), daily and weekly challenges awarded exclusively Atom alone. The daily challenge board might, in total, award anywhere from 100 to 300 Atoms (maybe more) depending on that day’s included challenges. That meant you could gain at least between 100-300 Atoms per day simply by doing the daily challenges. In a week, that could accrue to 1,000 or more Atoms just by doing daily challenges. The weekly challenges might accrue up to 1,000 to 2,000 Atoms (or more) depending on the included challenges. That meant that between the daily and weekly challenges you could see anywhere between 1,200 and 2000 Atom accrued per week. The problem for Bethesda was that all this freely available Atom from the daily and weekly challenges meant that players didn’t need to buy Atom frequently or sometimes at all. Bethesda wanted more income.
When the Scoreboard was introduced, the amount of Atom awarded by challenges was dramatically reduced to only those Scoreboard spaces which, all except one, offer a measly 150 Atom per space and only a handful of these spaces now exist on the board. In total, a single season Scoreboard typically awards 2,000 Atoms instead of up to 2,000 Atoms we were formerly getting per week from completing both the daily and weekly challenges. With the Scoreboard, it now takes many, many weeks of challenges to unlock the total Atom on the Scoreboard. Less Atom given out means more Atom sold with real cash money.
In other words, the amount of Atom awarded by the Scoreboard has been drastically reduced… forcing players to actually pay real money for Atom to buy larger Atomic Shop items. Bethesda enforces this purchase behavior by putting shop bundles into the Atomic shop for 16 days or 3 days or similar limited time offers which see the item disappear from the store after the timer ticks down. It’s a ruse that tries to force gamers into buying Atom to avoid “losing out”.
The challenges themselves include all manner of fetch quests. Some are long tailed and some can be completed in just a few minutes. Many are convoluted and may require things that a low level player might not have or might not yet have access to. Not all challenges can be completed by every player, depending on where that player is in completing the game’s main quest lines.
Challenge Examples
Challenges come in all shapes and forms. Some require completion of the challenge once, but many require completion of the challenge multiple times. For example, “Scrap Junk to produce Black Titanium (0/10)”. The 0/10 means that the player must scrap junk 10 times to produce Black Titanium to complete the challenge.
Bethesda plays games with these counters, too. The “Collect Pieces of Wood (0/200)” is a challenge that Bethesda has modified from its original to make it more difficult. When you collect wood, you might actually collect 4, 8 or even up to 20 pieces of wood as random chance. Yet, Bethesda only counts the collection itself toward the counter, not the number of the pieces of wood collected… as a way to cheat the player out of getting the task done sooner. Yet, “Craft ammo on a Crafting Bench (0/50)” still counts each individual piece of ammo crafted towards the challenge, even if you’ve only pressed the crafting button once. It’s this inconsistency and disparity between the challenges that not only make this system confusing, it makes the challenges a pain in the ass not knowing which rules apply. These counters are also what put long tails on challenges and require them to take a whole lot longer to complete than they should.
Some challenges are based solely on the completion of other challenges, like the Gold Star Daily Challenge. The Gold Star challenge isn’t actually a challenge, it’s a counter. It counts a specific set of challenges that have been completed. Once all of the Daily Challenges have been fully completed, the Gold Star Daily Challenge also completes. The Gold Star Daily challenge is an incidental challenge that completes only because other challenges have completed.
Challenges might include the following:
- Kill a Yao Guai with a Syringer
- Collect 100 Pieces of Wood
- Scrap junk to produce Black Titanium
- Kill a Deathclaw
- Eat a Meat based Meal
- Eat Pre-War Food
- Scrap Pre-War Money
- Complete a Daily Ops
Each of these challenges is usually sub-qualified with the number of times the player must perform that task. For daily challenges, if not once only, then it’s typically set to 3-5 times; relatively easy. For weekly challenges, it might be 20-100 times. With the introduction of the Re-Roller, the daily challenges have increased repeating the task from 3-5 to sometimes 20 or 30 or more, making these tasks take much, much longer. Yet, you still only have 24 hours to complete the challenge. There’s reason for this change, keep reading.
Atomic Shop Items
Atomic shop items are actually worthless. Why? Because you can’t craft them for others, sell them or even drop them. Any items purchase from the Atomic shop or, by extension, received from the Scoreboard are exclusively locked to that player. If you purchase (for Atom) an outfit from the Atomic Shop, it is exclusively for your use alone. If another player wants that same item, they must also spend Atom to buy it from the Atomic Shop. These player locked items make the item, in fact, worthless in the game world. They’re cosmetic, yes, but that’s the extent of the value of that item.
Some items can be used by other players, like Shelters, making these kinds of Atomic Shop items a bit more worthwhile than those like cosmetic armor or weapon skins. Shelters, for example, are probably one of the most useful items in the game. These in-game rooms offer the player a way to decorate and build in creative form, which can be shared by other players who visit that shelter. Shelters also afford a way to display items to other players that you have found and which you value. You can even display Atomic Shop items, but why bother? Only the rarest items found in the game world are those worth displaying.
What is a Re-Roller?
Here we arrive at the heart of this article and why you’re here reading. It’s important to understand the above system in place to understand this next most recent introduction by Bethesda, the Re-Roller (aka Re-Roll). Some challenges have been a problem to complete by some players, but only because the player might not be far enough along in the game to actually complete that challenge. For example, they might not have access to a specific location that a challenge requires. The player also might not be high enough level to use the required weapon to complete the challenge. There are many challenges like these that Bethesda includes in the challenge board.
Because of complaints over uncompletable challenges, Bethesda has now introduced in Season 12 (the current season as of this article), the concept of a Re-Roller. What is a Re-Roller? It simply allows you to “spin” for and hopefully 🤞 get a new and completely different challenge. And here’s where the gambling arises and where Re-Rollers intentionally fail.
Before diving into all of that, let’s step back in time.
EA and Loot Boxes
Several years back around 2019, EA introduced for-pay loot boxes into several of its games, but most notably FIFA. These for pay random chance loot boxes, once opened, provided the player with a common, rare or legendary item, which could be used in the game. In the case of FIFA, the game’s loot boxes provided trading cards in various rarities.
Many authorities jumped in claiming these loot boxes had become a form of gambling. These authorities are not wrong. They are a form of gambling. You spend real money and then the game spins and awards you with a “win” or “lose” situation. Because of typical house odds of offering up the worst rewards most frequently, it encourages players to do it again and again in hopes of getting “something better” or at least not a duplicate. Yes, duplicates are possible and extremely common.
As a result of the backlash over loot box gambling and other games of chance, EA and several other game developers have since stripped loot boxes from their games.
Enter Bethesda and Re-Rollers…
Re-Roller Gambling
While Fallout 76 has included a relatively real appearing slot machine in the game for many months now, it doesn’t rely on real cash money to operate. The in-game slot machine uses “caps”, an easily obtained in-game currency. This currency has been in the game from the beginning. Today, caps are considered mostly worthless, other than for the purposes of finding player vendors who are selling relatively rare in-game items.
With this slot machine, there is effectively no way to lose. The cost to play is 10 caps. Spending 10 caps, you’ll always get something for your caps spent. For example, spinning this slot machine always awards +2 to Luck for a limited time, a very useful player perk for as long as it lasts. You can always renew this perk by spinning again. You get this perk no matter whether you get caps back or not. Most times, you’ll get back exactly the caps you spent to play, 10 caps. Sometimes you’ll get back 4 caps. Occasionally, you’ll get 20 caps or more. If you don’t win anything, the game still awards you a piece junk to scrap or sell… junk likely worth 5-10 caps at a vendor. In essence, you almost never lose any caps in this slot machine… and even then, the additional perk means you never lose. It is also impossible to spend real cash money to play this machine as caps cannot be purchased directly with USD.
Enter Re-Rollers
The name itself actually has connotations of spinning something, like a slot machine. Even the sound effects used when re-rolling are reminiscent of spinning a slot machine. How do Re-Rollers work?
Because some challenges may be uncompletable (for whatever reason), a Re-Roller allows the player to take a chance on a new replacement challenge in the hopes it will be better than what was there. In effect, the Re-Roller is tantamount to pulling the arm on a slot machine and waiting for the spinning to stop to see if you have “won”. If not, that encourages you to spin again. This encouragement is tantamount to and turns a Re-Roller into a form of gambling… triggering the same effects as any other game of gambling. While the game issues one free Re-Roller per day, additional Re-Rollers aren’t free, making this situation far, far worse.
Re-Rollers cost Atom to buy from the Atomic Shop. As has been established earlier, Atoms cost real USD. Thus, to buy Atom means paying real cash money to Bethesda for these Atoms. Thus, Re-Rollers cost the player real cash money to buy. This further means it’s possible to lose a large amount of real USD to gambling with these Re-Rollers. This is also the first time Bethesda has tied real cash money to an in-game random chance based gambling device in Fallout 76.
One could argue that Lunchboxes could be considered a form of gambling, but there’s really no gambling involved. You buy a lunchbox, you open it and you get a reward in game. There is no random chance involved. The only randomness is in the name of perk you get, not whether you’ll get one as each one is nearly equal to the others. More than this, you can buy Lunchboxes in the game world by earning in-game currency… something that can’t be done with Re-Rollers.
Re-Rollers can only be obtained by spending Atom in the atomic shop or by obtaining a very small number of them off of the Scoreboard (and even less off of the ever diminishing environmental challenges). Even then, the Scoreboard only offers 3 Re-Rollers from a single space with just a few spaces across the game board. Those 3 Re-Rollers are easily consumed in just a few minutes on ONE (1) Challenge. There is no other way to get Re-Rollers in Fallout 76 as of this writing.
Gambling Triggers and Addictions
The problem with random chance spin and win mechanisms is that they trigger the same exact gambling centers of the brain as any other form of gambling. Because real money is involved in obtaining Re-Rollers, this could cause real actual gambling problems for children targeted by this new Re-Roller mechanism. Unlike the slot machine above, which always wins you something, the Re-Roller has no guarantee you will get anything different from what you already have, which is perceived by the player as a loss. Yes, it IS entirely possible to get the same exact (or an even worse) challenge as a result of a Re-Roller. Sometimes it happens multiple times in a row.
Let’s consider that it costs 50 Atom to buy one Re-Roller. That means that an average player could spend as much as $1 for every 2 Re-Rollers purchased. Because a player might need use multiple Re-Rollers multiple times, it would be easy to spend $5 or $10 attempting to get new daily challenges… every single day. That money adds up in a week or a month or even a year.
As stated above, this unusual move is the first time Bethesda has tied real world fiat money into the purchase of a random chance game mechanic driven entirely by the need to gamble. While there’s no way to win cash money back out of this, using it always means loss of money AND its effect as a gambling device stands. Because the win is considered a “better” (subjective interpretation) challenge, the loss is real money spent on wasted / lost Re-Rollers. This loss of Re-Rollers has the real affect of triggering a gambling addiction.
As a result, the questionable inclusion of this game mechanic is easy to see children become addicted to this system so that they continue to Re-Roll without bounds, just to see what they get… all in an effort to make Bethesda more money! It’s not a simple matter that child wants to complete the challenges. It’s that the addiction causes the child to want to see “better” or “rarer” challenges. Addictive mechanics lead to addictive behaviors… and this Re-Roller feature has a real chance of being abused by someone caught up in gambling addictions. Worse, these games are targeted towards children and young adults who might not understand gambling addiction or the money problems which can result from them.
More than this, it’s surprising that Bethesda didn’t realize that these real world money tied Re-Rollers are actually a form of gambling and put the brakes on this feature before introduction.
Because Bethesda is now owned by Microsoft, that puts Microsoft on the hook for this gambling device. An enterprising lawyer may now see very deep pockets in Microsoft and choose to pursue a lawsuit over perpetrating gambling on minors. In fact, under the eyes of state laws, gambling targeted towards minors is illegal. Bethesda is playing with legal fire here.
Convoluted and Epic Challenges
One thing that has made this entire Re-Roller system far worse and even more addictive is the inclusion of even more complex and convoluted challenges. Most daily challenges included in past Seasons have required relatively simple quest objectives. Go kill a single creature. Fetch 5 purified water. Easy and relatively simple, but also useful items to player.
With this Season, Bethesda has abandoned these simplistic challenges for longer tailed, more complex and even more difficult challenges. Where it might have taken an hour to get through the daily challenge board, it might now take 3 hours because of these newer more complex and convoluted daily challenges.
Weekly challenges have always been long tailed. That means that they might take several days to complete. That’s the point in weekly challenges. Daily challenges have always given only 24 hours to complete these challenges before they reset for the next day. Moving the challenges from maybe 5-10 minutes per challenge to 15-20 minutes per challenge is an odd play, but not when you consider Re-Rollers.
A reasonably experienced player can instantly size up the amount of time a specific challenge might take. This re-enforces the need to Re-Roll long-tailed challenges in the hopes of “getting something better” …. thus, ensuring that players get addicted to this random chance Re-Roller system. Thus, the reason for inclusion of longer, obscure and more complex challenges ensure that players will buy into this gambling mechanism for a “chance” to get something better or faster or easier.
In reality, the challenges ahead of the one being Re-Rolled are equally as complex and equally convoluted, with the exception of a perhaps a tiny few which might be as easy or as useful as those given in prior seasons. A player ultimately has no idea what might pop up when a challenge is Re-Rolled. Thus, the illusion of “getting something better.”
However, it didn’t stop with complexity. Bethesda felt the need to include one more incentive to reinforce gambling behaviors: Epic Challenges. “Epic Challenges” offer higher Score and are, thus, rarer to see from a Re-Roller. Rarity is a concept that will cause players to want to gamble. Because Epic Challenges are considered a low chance “win”, players will be incentivized to consume Re-Rollers multiple times until they get an Epic challenge.
Therefore, this Epic Challenge system “rarity” encourages players to Re-Roll every challenge on the daily (and weekly) boards simply to get Epic Challenges. Doing so could cost the player $20, $50 or even $100 real cash money to achieve… being required to Re-Roll 6 challenges per day and up to 12-20 Weekly challenges. Expensive AND addictive.
Way Cheaper to Pay for Board Spaces
On the Scoreboard, Bethesda has included the ability to pay 150 Atom to advance one space. For example, if you’re at space 99 and you want to complete the board, you could simply pay 150 Atom and avoid the hassles of performing challenges to gain the required amount of score.
Let’s equate this with Re-Roller costs. The purchase of three (3) Re-Rollers costs 150 Atom, the same amount it costs to buy one board space. Consider that three Re-Rollers on daily challenges cannot provide you with any amount of score close to completing a board space by itself. The board space might complete if, for example, the score amount given for a challenge is 150 and that also happens to be the amount needed to advance to the next board space. That also meant you had completed many previous challenges to get the progress bar to the point of being almost completed.
To put this in perspective, for only 150 Atom, the gameboard will advance an entire board space (adding somewhere between 1000 and 3500 score) OR you can pay 150 Atom for three Re-Rollers in the hopes that you can replace one single daily challenge and receive maybe 100-200 score. In other words, paying for just three Re-Rollers at 50 * 3 = 150 Atom is between 10x-35x more expensive than simply paying that same 150 Atom to advance a full board space. Thus, there is zero value in paying for Re-Rollers when you can pay for board spaces. Bethesda understands this.
Gambling Targeted Towards Minors
There’s a reason why gambling establishments require people to be age 21 to play. First and foremost, it’s the law. More than this, children shouldn’t be gambling. Unfortunately, video games can’t age check before each use. There is no way to exclude a system like Re-Rollers from players under the age of 21. The only way to avoid such a situation is if such a gambling system is not included at all.
This is why so many game developers have since removed real cash money based random chance loot box systems from their games. It’s also questionable why Bethesda has now chosen to include one in Fallout 76. Bethesda has most definitely crossed a line here; a line that shouldn’t have been crossed.
Ultimately, this Re-Roller system is likely to be seen for what it is, a gambling system strongly encouraging children to gamble by the use of Bethesda’s “Epic” challenge strategy, strongly appealing to “rarity” and “miss out” child behaviors. Gambling systems should never be included in products used by or, more importantly, targeted towards minors… particularly gambling systems when tied to the use of real cash money.
Bethesda, if you’re reading, you might want to quickly retain legal counsel as this Re-Roller system is likely to blow up in your face once again. That, or you quickly need to consider its removal from Fallout 76.
Gambling Addictions / Get Help
If you’re a player who is susceptible to gambling addiction, you should not play nor fall prey to Bethesda’s gambling encouragement. Instead, please get help. It is strongly recommended to steer clear of all such gambling mechanisms included in video games; mechanisms which trigger gambling addictions and encourage you to spend real money on them.
If you’re a parent reading, you should limit your child’s play of Fallout 76. Better, stop their play altogether until Bethesda removes this gambling device and stops encouraging players to pay real cash money on random chance gambling devices.
No video game should ever make money off of the backs of children encouraged to ostensibly gamble with real money. Gambling should always remain in places like Las Vegas or Atlantic City, where people who physically travel there have made the conscious decision to gamble and are of legal age to do so.
Can this be corrected / Solutions?
[Updated Mar 18th, 2023] When this article began, this author wrestled with the idea of adding a solutions section and decided against it. The simplest solution seemed for Bethesda to remove the feature from the game entirely and be done with it. However, I’ve since decided to include this section, only because it may help out other developers considering adding “games of chance” to their game… particularly when those games of chance are tied to fiat currency and in games where children (aged 17 and below) already make up a very large portion of the player demographic.
When you’re building an adventure game like Fallout 76, where the primary objectives are to explore and experience combat situations, adding games of chance (like the Re-Roller) as ways of raising additional money is problematic and possibly illegal in some parts of the United States. Basically, a game developer should never raise money by targeting children with games of chance when tied to fiat currencies.
The big mistake Bethesda made here was to tie the purchase of a Re-Roller to fiat USD money. To rectify this situation, Bethesda would need to untie this entirely. Get rid of Re-Rollers purchased through the Atomic Shop and replace the purchase of Re-Rollers to vendors located in the game world using one of the many already established in-game currencies, such as Scrip, Gold Bullion, Stamps or Caps. These in-game currencies are earned, not purchased. For a gamer to obtain these currencies, it only requires time, not real cash money. In fact, there is no way to pay for these currencies with real cash money using any in-game mechanism by Bethesda. However, that doesn’t resolve the problem over the fact that Re-Rollers are a game of chance included in a game title targeted towards children.
Instead, Bethesda needs to reconsider the idea of swapping out one challenge for another entirely. For example, get rid of this “game of chance” mechanic entirely and replace it with a buyout option. Instead of being required to “roll and pray for something better”, the player can simply buy out the challenge by using in-game currency. Pay some amount of caps or scrip or stamps or bullion and the challenge is instantly completed. An in-replacement buyout option gets around the problem of gambling and games of chance entirely.
The other option is to simply include more challenges… more than are actually needed to complete the game board. If the player misses a few challenges, no big deal. Though, the buyout option is the best solution as it gives the player the option to complete all challenges if they so choose simply by playing longer and earning more in-game currency.
Should a buyout option be tied to actual fiat currency? Perhaps. One thing is certain with the buy-out option, it cannot in any way be considered a potentially illegal form of gambling targeted at children. Though, bilking children out of money for the purposes of such “buy-out” mechanics is still considered dubious at best. Including games of chance in similar fashion to a slot machine, on the other hand, is problematic all around when an excessively large demographic of players consists of ages 17 and below. The only way such games of chance mechanics should be included is if the developer has a way to absolutely 100% exclude 17 and younger from participating in these mechanics.
To date, I don’t know of any game developer that has found a way to do this reliably… or at all! The best way to handle the inclusion of “adult” gambling situations is simply not to include them. If you want to operate games of chance via fiat money gambling situations, then spend the money to construct and open a real casino in Las Vegas.
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Did Elizabeth Holmes get the correct sentence?
As we should already know, now-disgraced and convicted CEO Elizabeth Holmes operated Theranos. Theranos was to offer the world a fantastical new way of testing people’s health concerns for all manner of blood diagnostics all with the tiniest drop of blood. It’s fantastical because Elizabeth Holmes’s Theranos was never able to make this testing technology actually work (the entire basis for the fraud). Ms. Holmes has now been convicted of wire fraud and defrauding investors, a federal crime. More than this, Ms. Holmes has now been sentenced to serve 11 years in a federal prison.
NBC News Opinion
One NBC opinion piece, written by a former federal prosecutor and current attorney, Andrey Spektor, contends that Elizabeth Holmes’s 11 year sentence is too harsh. This author does not agree. Why? Because of the nature of and, more importantly, the real dangers posed by the device she failed to create.
Andrey’s contention is:
But that calculation was the least important component of determining Holmes’ sentence because the judge ultimately disagreed with the probation estimate and, anyway, no rational judge would have sentenced her to anything approaching life in prison. Among other things, she is a first-time, nonviolent offender whose crime did not lead to anyone’s death.
I contend that this highlighted statement is, at best, inaccurate and is, at its worst, false. There may actually have been illness and death as a result of Theranos’s deception, when the Theranos “Edison miniLab” machine (pictured)
, did not work as purported and likely impacted medical treatments needed (or weren’t needed, as the case may be) for medical patients. For Andrey to contend that no one died (or by extension, weren’t injured or hurt), that’s incredibly wrong thinking.
Ms. Holmes’s deception impacted many people’s health; health which relied on accurate testing results from Theranos’s Edison miniLab machine. Without accurate testing results, the wrong medications could have been prescribed, the wrong treatment plans could be implemented, up to and including not prescribing medications which could save people’s lives… or indeed the opposite may have occurred; the wrong prescription may have been prescribed causing injury or potentially death. Claiming her fraudulent testing equipment couldn’t cause harm is fallacious and disingenuous. Worse, according to the whistleblowers, Ms. Holmes knew that her miniLab testing equipment didn’t work!
Dangers to Society
The fact that the Edison’s machine’s deception was “caught early” is of no consolation to those who received inaccurate test results from Theranos’s intentional equipment deception. In other words, you can’t just play “god” with people’s lives and health and expect to get away with it.
To claim that her defrauding and misleading and intentional deception about her alleged testing methodology, which clearly did not work properly (or at all), didn’t impact people’s health and lives is insulting to those who could have lost their lives to Theranos’s medical fraud. Even still, some still could lose their lives early because of Theranos.
That the fraud was caught early because of two conscientious whistleblowers within Theranos employee ranks is more a testament to those two individual’s forthright and upstanding conscience than of Elizabeth Holmes coming clean about the dangers the Theranos Edison ultimately posed to society. Elizabeth Holmes would likely have continued to play this dangerous game if those two whistleblowers hadn’t come forward. It wasn’t Elizabeth Holmes who “came clean” on the wrongness of her equipment. It was those two Theranos whistleblowers who put their careers in jeopardy to save the lives of others.
11 Year Sentence
For all of these reasons above, I vehemently disagree with Andrey Spektor’s opinion. Elizabeth Holmes’s 11 year sentence is not at all inappropriate or too long. In fact, I’d say her sentence was downright lenient considering the danger she, Theranos and her fraudulent testing equipment posed to society as a whole. If her equipment’s fraud had not been found early, we could have gone perhaps a year or two or longer without knowing how many people might have been misdiagnosed, given the wrong medical treatments or, indeed, given no treatments at all for preventable, but fatal illnesses if left untreated. In short, Elizabeth Holmes (and her fake testing equipment) was (and is) a danger to society.
I contend that 11 years is way too lenient for that level of danger and risk that she and Theranos posed to the world. She doesn’t deserve leniency for having committed this level of medical malfeasance against the public at large. While one can try and argue that the trial wasn’t about her medical malfeasance specifically, the fraud fully stemmed from that malfeasance. Thus, any malfeasance must be considered as part of the sentencing. It can’t be “distanced” or “separated” as though it didn’t exist. That malfeasance was the entire reason Elizabeth Holmes’s machine was found to have caused the defrauding of investors. Eye on the ball, people.
While a trial for the affected patients was not allowed to move forward, that doesn’t preclude the absolute sheer negligence and willful malfeasance Holmes performed against an unsuspecting public. Elizabeth Holmes knew her machine didn’t work. Yet she STILL went ahead with placing it into Walgreens knowing its problems. That’s not innocent happenstance; that’s willful malfeasance and, at worst, malevolence. Conscientious people don’t put other people in harm’s way intentionally. Elizabeth Holmes put people in harm’s way. One might want to call that blind ambition. Call it what you will. Blind ambition can still result in someone doing the wrong things for the wrong reasons, even knowing that the outcome might cause harm to others. That can’t be dismissed with an 18 month sentence (as Ms. Holmes has requested), a mere slap on the wrist.
No, the 11 year sentence by federal sentencing Judge Edward Davilla was definitely of a sufficient length as to give her pause AND send her a solid message for what Theranos and she had done to the public… even if not specifically stated by judge Davilla; this judge knew the stakes.
Babies as Shields?
One thing Elizabeth Holmes appears to also be shrewd at is trying to get out of her 11 year sentence. She’s now attempting this by getting pregnant. There’s absolutely nothing wrong with starting a family… but on the heels of beginning an 11 year federal criminal sentence? I get that her biological clock is ticking, but it primarily says she’s using an infant as a shield. That’s not a good look and it fully supports the above malfeasance. She’s putting her baby in harm’s way to protect herself from going to prison, or at least so she hopes. It’s a crude and crass way to begin prison… and it leaves her kids in the lurch without a parent for 11 years.
She knew she had been convicted, yet she chose to get pregnant anyway? A judge should have held her in contempt of court over that. When Holmes’s first child was born, her trial had not yet begun. Thus, there was no way to know which way her trial might go. Her second child, however, is simply being used as a pawn against incarceration. That’s both a nasty and very vile reason to have a child. It doesn’t show compassion for the child, it shows self-preservation by Holmes. It’s an incredibly uncaring and self-centered tactic, especially for a baby that’s now caught in her manipulative crossfire. As I said, distasteful.
She’s now delivered her second child, but it’s almost certain she’s working hard to conceive a third as yet another shield. Enough’s enough here. If she pops up pregnant again, cite her for contempt of court, let her carry that child to term in prison and give birth to that child behind bars. The sentence was issued and it must be carried out. Having a baby shouldn’t become a “get out of jail free” card… not for her, not for anyone. Worse, babies should never be used as incarceration blockers.
Judges should make it perfectly clear to any convicted felon who decides to conceive a baby after conviction means possible contempt of court and that neither the pregnancy nor the birth will stop the incarceration from occurring. Playing these games with the court should always mean contempt of court and possible longer incarceration time.
Did Elizabeth Holmes get the correct sentence?
No, but not for the reasons Andrey Spektor proposed. In fact, Ms. Holmes got a far more lenient sentence than she should have been given considering the real medical dangers both she and her testing machine imposed on society. Ms. Holmes should count herself lucky at receiving only 11 years. Let’s hope that when she gets out of prison, she doesn’t try to start yet another dangerous “medical testing” company.
As for those 11 years Ms. Holmes faces? This amount of incarceration also sends a clear message to other would-be CEOs not to play with people’s lives using untested medical technologies in the goal of gaining personal fame, wealth or for any other reason.
Editor’s Update: Elizabeth Holmes began her 11 year sentence as of May 30th, 2023 at the minimum security facility for females Federal Prison Camp (FPC) located in Bryan, Texas. Her final bid to remain out on appeal was denied. Elizabeth Holmes’s federal inmate register number is 24965-111.
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In the mid-late 1990s and after Gene Roddenberry’s untimely passing, Majel Barrett Roddenberry pitched a new Sci-Fi series which was conceived by the late Gene Roddenberry based entirely on Gene’s notes. That series? Earth: Final Conflict. Let’s take a retro dive and explore and review this series.





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