Gene Studies Lead To Breakthrough

Tue, 07/13/2004 — Fasteriskhead

Anaheim, CA (AP) -- Scientists at the Trusteeship for the Investigation of Teel's Syndrome yesterday published a study announcing the discovery of a genetic variation that may account for more than 60% of known cases of the disease in question, more popularly known as "Invinco Fever." Teel's Syndrome has thousands of documented cases in America alone, and countless other victims all around the world have gone undiagnosed.

"We're talking about making a huge step forward in the treatment of a massively widespread medical crisis that has gone nearly unsung until very recently," said project leader Dr. Sak Ritmo at today's press conference. "If nothing else, we can now inform people of their condition beforehand and allow them to tell their families, 'Oh no, here comes Teel's Syndrome.' Though there's still no known cure for Invinco Fever, the fact that we can now identify high-risk cases not only gives us the chance to treat people much earlier, but we finally have a key for studying the disease in far greater depth."

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I got you.

Sun, 07/11/2004 — Nice Pete

music: Renegade Funktrain - Love Theme From "Gotcha"

Hi! I'm Nice Pete! The SHY one!

MARXIST THOUGHT, INTERSUBJECTIVITY, AND THE INVINCO CONNECTION

Sun, 07/11/2004 — Sak

Since the dawn of time, humankind has been working towards one, and only one goal: that of death. This particular telos has been remedied throughout the ages by the greatest diversionary tactic that our minds could possibly conceive: games. Games have arguably required less and less of the imagination today than they did during, let's say, the proto-Hellenistic period of Greece -- after all, to Euclid, Aristotle, and Sophocles, geometry, philosophy, and literature were all merely products of their elite status in Athenian society. In modern society, videogames are identified as the most common form of recreation (the exclusion of sports is due to the fact that, in western bourgeoisie culture at least, rigorous physical activity isn't seen so much as a form of distraction or play, but as a form of labor) - however, the activity of playing a videogame isn't as so much seen as an aristocratic form of praxis, as it is aesthetically debasing, and holds little foundational or even pragmatic framework.

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