Loading article…
Explore three blog posts titled “Five things I’m thinking right now,” highlighting thoughts on TV consumption, storytelling, and challenges in game funding.
The “Five things I’m thinking right now” format has become a brief, introspective exercise for several bloggers, each using the prompt to comment on media habits, creative work, and industry obstacles. The original post on Knowing and Making lists personal distractions and TV’s pull on attention, while Matt Edgar expands the idea to storytelling and change, and dwlt reflects on funding models in the games sector [1].
Key takeaways
The first “Five things I’m thinking right now” entry describes a night of television that feels both entertaining and “cognitively poisonous,” likening its pull to the addiction of cigarettes or alcohol. The author admits that background media fills the curiosity impulse, preventing deeper thought, and wonders why posting a daily blog entry seems more important than posting quality content. This self‑critical tone frames the list as a moment of personal honesty about media consumption and its impact on productivity [1].
Matt Edgar’s version takes a broader cultural view. He notes that paper extends beyond books to items like Proboscis’s Storycubes, which enable “six‑sided, stackable, remixable stories.” He highlights the wealth of forgotten content in “photocopied ‘history of our area’ pamphlets” and other analog archives, arguing that digital tools like Historypin could make such material more accessible. Edgar also reflects on how every storyteller begins as a listener, and how “constant change” should be seen as a characteristic of service rather than a relentless techno‑determinist pace, drawing inspiration from Gothic architecture’s “changefulness” [2].
dwlt’s contribution shifts the focus to the games industry. He observes that while “funding models for games are all there,” the difficulty lies in bringing projects to market, partly because platforms enforce scarcity and there is no equivalent to a film festival circuit. He also challenges the notion that Android is inherently better for developers, reminding readers of the first decade of mobile game development that pre‑dated Android’s rise. Finally, dwlt suggests the industry could learn from TV, film, radio, music, and restaurant sectors, though he admits this comparison “hurts my brain” [4].
These three posts illustrate how a simple prompt can surface diverse concerns: personal media habits, the preservation and evolution of storytelling, and structural hurdles in game publishing. Together they underscore a shared tension between consumption and creation, and they hint at possible cross‑industry learning—whether it’s applying archival techniques to digital storytelling or borrowing festival‑style showcases for indie games. As each author continues to reflect on their own “five things,” the format itself may encourage broader conversations about how creators balance distraction, inspiration, and practical challenges.
Coverage is mostly measured — 10 of 10 reports stay neutral.
Every Monday — the token unlocks, Fed dates & catalysts set to move crypto and markets this week. So you’re never blindsided.
Free · 3-min read · one-click unsubscribe
The authors use these posts as a platform to document and share half-formed ideas and intellectual interests that they have not yet had the time to write about in full.
Watson proposes that the editorial role in publishing could be partially automated or improved by crowdsourcing, specifically to reduce the time required for copy editing.
Jones observes that society is currently prioritizing attention-consuming screen devices over the 'Internet of Things' and suggests that users should consider de-emphasizing these devices to better engage with their physical surroundings.
AI-assisted synthesis by the TrendWatcher Editorial Desk · sourced from 4 outlets · Jun 11, 2026 · How we report