Police: Man who fired officer's gun at city hall was high on mushrooms, had 'superhuman strength'

sonofbaldwin:

bluejuell:

sonofbaldwin:

Get into this.

An 18-year-old white dudebro high on mushrooms breaks into a government building acting wild as fuck.

Dudebro goes BUCK on several police officers.

During his all-out bucktitude, he manages to break out of handcuffs and grab a police officer’s gun.

HE FIRES OFF A SHOT from this gun.

A gang of the keystone cops finally subdue him and take his precious ofay ass off to be booked.

NOW.

Let’s imagine how this shit would have gone down if dudebro was black:

"Police officers shot and killed a black man acting erratically in a government building yesterday. They fired a total of 1,169 times. They said he made furtive movements and that his keys looked like a gun. An autopsy revealed that the man was on crack, heroin, and the marijuana, and his blood alcohol was 856 times the legal limit. Police say he has a criminal record dating back to 1956, before even his parents were born."

This is implicit and institutionalized white supremacy in action.


H/T Brennan Proctor

Okay thats actually not fair. We will never know how those officers acted if the suspect had been black because he wasnt. You can not asume that just because we have seen many cases of police brutality based on racism that every cop and every station or postion is like that. Even though there are quite a few dick bags still avoiding justice because of a biased system and corrupt co workers, that doesnr make everyone every where with a badge racist. So since there is absolutely no way to know how the officers would have treated a black man in this situation, I refuse to assume that they would have been racist assholes based solely on that fact that there are cops who are. Remember what we leared about asuming, it makes an ass out of you and me.

The white person above ^ said that shit like we don’t have COUNTLESS examples that contradict their fairytale version of events.

Isn’t it amazing how white people can wade through MOUNDS of evidence of injustice JUST to say how it isn’t fair to point out implicit and institutionalized racism?

Like, for them, the MOST important thing is to ensure Whiteness is defended and racism is eliminated as a cause for something.

That’s how you can tell when an ofay feels implicated.

My grandmother used to say, “A hit dog will holler.”

She ain’t NEVER lied.

Most white folks make it their BUSINESS to holler.

All this fucking racism in America, but, mysteriously, not a single racist to be found.

FOH.

brandx:

lakotapeopleslawproject:

Please Keep Sharing and become a Member at http://lakota.cc/1kvf8ka to help create a foster care system run by Lakota, for Lakota and end the corrupt practices of the state of South Dakota. Illegal over-drugging of Lakota children. Many Lakota children in foster care are being involuntarily administered as many as five adult psychiatric drugs every day, including: Zyprexa, Geodon, Prozac, and Abilify—all of which are not allowed, by the FDA, to be administered to children without consent from their parent or guardian. The use of such powerful anti-psychotic pharmaceutical drugs on Indian children by the State of South Dakota has, in fact, increased by over 1300% since the year 2000! Due to this, and other problems with state-run foster care, when these Indian children “age out” of the state foster care system in the State of South Dakota at the age of 18, over 63 percent of these children are, by the time they are 20 years old, either homeless, in prison, or dead.  Children should not be drugged into submission and made to feel like zombies because they have been taken from their families and their communities. This must stop. Please show your support by becoming a member!

This is ethnocide and this is child abuse, all courtesy of the white savior industrial complex.

brandx:

lakotapeopleslawproject:

Please Keep Sharing and become a Member at http://lakota.cc/1kvf8ka to help create a foster care system run by Lakota, for Lakota and end the corrupt practices of the state of South Dakota.

Illegal over-drugging of Lakota children. Many Lakota children in foster care are being involuntarily administered as many as five adult psychiatric drugs every day, including: Zyprexa, Geodon, Prozac, and Abilify—all of which are not allowed, by the FDA, to be administered to children without consent from their parent or guardian. The use of such powerful anti-psychotic pharmaceutical drugs on Indian children by the State of South Dakota has, in fact, increased by over 1300% since the year 2000! Due to this, and other problems with state-run foster care, when these Indian children “age out” of the state foster care system in the State of South Dakota at the age of 18, over 63 percent of these children are, by the time they are 20 years old, either homeless, in prison, or dead.

Children should not be drugged into submission and made to feel like zombies because they have been taken from their families and their communities. This must stop. Please show your support by becoming a member!

This is ethnocide and this is child abuse, all courtesy of the white savior industrial complex.

(via shittyisland)

whitebeyonce:

the scary thing about dating is that you are either going to marry that person or break up

My boyfriend and I, not long into our relationship, swore to each other that we were going to keep things going no matter what and that we were going to treat the relationship as indefinite. And that’s worked out well, four years later.

(Source: anus, via comradechrisman)

The End of Gamers

dangolding:

The last few weeks in videogame culture have seen a level of combativeness more marked and bitter than any beforehand. 

First, a developer—a woman who makes games who has had so much piled on to her that I don’t want to perpetuate things by naming her—was the target of a harassment campaign that attacked her personal life and friendships. Campaigns of personal harassment aimed at game developers are nothing new. They are dismayingly common among those who happen to be women, or not white straight men, and doubly so if they also happen to make the sort of game that in any way challenge the status quo, even if that challenge is only made through their very existence. The viciousness and ferocity with which this campaign occurred, however, was shocking, and certainly out of the ordinary. This was something more than routine misogyny (and in games, it often is routine, shockingly). It was an ugly spectacle that should haunt and shame those involved for the rest of their lives.

It’s important to note that this hate campaign took the guise of a crusade against ‘corruption’ and ‘bias’ in the games industry, with particular emphasis on the relationships between independent game developers and the press.

These fires, already burning hot, were further fuelled yesterday by the release of the latest installment in Anita Sarkeesian’s ‘Tropes vs. Women in Video Games’ video series. In this particular video, Sarkeesian outlines “largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players.” Today, Sarkeesian has been forced to leave her home due to some serious threats made against her and her family in response to the video. It is terrifying stuff.

Taken in their simplest, most basic form, a videogame is a creative application of computer technology. For a while, perhaps, when such technology was found mostly in masculine cultures, videogames accordingly developed a limited, inwards-looking perception of the world that marked them as different from everyone else. This is the gamer, an identity based on difference and separateness. When playing games was an unusual activity, this identity was constructed in order to define and unite the group (and to help demarcate it as a targetable demographic for business). It became deeply bound up in assumptions and performances of gender and sexuality. To be a gamer was to signal a great many things, not all of which are about the actual playing of videogames. Research like this, by Adrienne Shaw, proves this point clearly.

When, over the last decade, the playing of videogames moved beyond the niche, the gamer identity remained fairly uniformly stagnant and immobile. Gamer identity was simply not fluid enough to apply to a broad spectrum of people. It could not meaningfully contain, for example, Candy Crush players, Proteus players, and Call of Duty players simultaneously. When videogames changed, the gamer identity did not stretch, and so it has been broken.

And lest you think that I’m exaggerating about the irrelevance of the traditionally male dominated gamer identity, recent news confirms this, with adult women outnumbering teenage boys in game-playing demographics in the USA. Similar numbers also often come out of Australian surveys. The predictable ‘what kind of games do they really play, though—are they really gamers?’ response says all you need to know about this ongoing demographic shift. This insinuated criteria for ‘real’ videogames is wholly contingent on identity (i.e. a real gamer shouldn’t play Candy Crush, for instance).

On the evidence of the last few weeks, what we are seeing is the end of gamers, and the viciousness that accompanies the death of an identity. Due to fundamental shifts in the videogame audience, and a move towards progressive attitudes within more traditional areas of videogame culture, the gamer identity has been broken. It has nowhere to call home, and so it reaches out inarticulately at invented problems, such as bias and corruption, which are partly just ways of expressing confusion as to why things the traditional gamer does not understand are successful (that such confusion results in abject heartlessness is an indictment on the character of the male-focussed gamer culture to begin with).

The gamer as an identity feels like it is under assault, and so it should. Though the ‘consumer king’ gamer will continue to be targeted and exploited while their profitability as a demographic outweighs their toxicity, the traditional gamer identity is now culturally irrelevant.

The battles (and I don’t use that word lightly; in some ways perhaps ‘war’ is more appropriate) to make safe spaces for videogame cultures are long and they are resisted tempestuously, but through the pain and suffering of people who have their friendships, their personal lives, and their professions on the line, things continue to improve. The result has been a palpable progressive shift.

This shift is precisely the root of such increasingly violent hostility. The hysterical fits of those inculcated at the heart of gamer culture might on the surface be claimed as crusades for journalistic integrity, or a defense against falsehoods, but—along with a mix of the hatred of women and an expansive bigotry thrown in for good measure—what is actually going on is an attempt to retain hegemony. Make no mistake: this is the exertion of power in the name of (male) gamer orthodoxy—an orthodoxy that has already begun to disappear.

The last few weeks therefore represent the moment that gamers realised their own irrelevance. This is a cold wind that has been a long time coming, and which has framed these increasingly malicious incidents along the way. Videogames have now achieved a purchase on popular culture that is only possible without gamers.

Today, videogames are for everyone. I mean this in an almost destructive way. Videogames, to read the other side of the same statement, are not for you. You do not get to own videogames. No one gets to own videogames when they are for everyone. They add up to more than any one group.

On some level, the grim individuals who are self-centred and myopic enough to be upset at the prospect of having their medium taken away from them are absolutely right. They have astutely, and correctly identified what is going on here. Their toys are being taken away, and their treehouses are being boarded up. Videogames now live in the world and there is no going back.

I am convinced that this marks the end. We are finished here. From now on, there are no more gamers—only players.

sukoot:

We have been duped into moving capitalism’s problems around instead of resolving them, into the foolish notion that buying green is an act of divergence from capitalist exploitation.

Worried about car emissions? Buy Tesla’s Model S. Want to fight water misuse? Take shorter showers. Concerned for underserved children around the world? Use a credit card that supports a NGO. Interested in bettering working conditions for exploited laborers? Look for the “fair trade” stamp at corporate outlet malls.

But by all means, NEVER stop buying.

Identifying the central issue with this behavior, Derrick Jensen explained, “Part of the problem is that we’ve been victims of a campaign of systematic misdirection. Consumer culture and the capitalist mindset have taught us to substitute acts of personal consumption (or enlightenment) for organized political resistance.”

As individuals we should do what we can, but we have to realize that letting corporations frame/limit global issues like environmental responsibility to consumer choice is self-defeating. We need bigger tools than our individual selves. Imagine trying to fill a dump truck using a spoon. That is what we are doing when we decouple the need for organized, community-wide political resistance from our individual ability to partake in generating and sustaining solutions.

Capitalism, the Electric Car’s Achilles Heel: Shifting Pollution from Exhaust-Pipes to Smokestacks.

(via owning-my-truth)