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An improved existing technology by integrating a flexible, #phosphorescent #polymer layer and transparent #electrodes made from MXene nanomaterial. The result is an #OLED that can be stretched to 1.6 times its original size, while maintaining most of its #luminescence
#Technology #Nanotechnology #MaterialScience #sflorg
https://www.sflorg.com/2026/01/tech01142601.html -
An improved existing technology by integrating a flexible, #phosphorescent #polymer layer and transparent #electrodes made from MXene nanomaterial. The result is an #OLED that can be stretched to 1.6 times its original size, while maintaining most of its #luminescence
#Technology #Nanotechnology #MaterialScience #sflorg
https://www.sflorg.com/2026/01/tech01142601.html -
An improved existing technology by integrating a flexible, #phosphorescent #polymer layer and transparent #electrodes made from MXene nanomaterial. The result is an #OLED that can be stretched to 1.6 times its original size, while maintaining most of its #luminescence
#Technology #Nanotechnology #MaterialScience #sflorg
https://www.sflorg.com/2026/01/tech01142601.html -
An improved existing technology by integrating a flexible, #phosphorescent #polymer layer and transparent #electrodes made from MXene nanomaterial. The result is an #OLED that can be stretched to 1.6 times its original size, while maintaining most of its #luminescence
#Technology #Nanotechnology #MaterialScience #sflorg
https://www.sflorg.com/2026/01/tech01142601.html -
An improved existing technology by integrating a flexible, #phosphorescent #polymer layer and transparent #electrodes made from MXene nanomaterial. The result is an #OLED that can be stretched to 1.6 times its original size, while maintaining most of its #luminescence
#Technology #Nanotechnology #MaterialScience #sflorg
https://www.sflorg.com/2026/01/tech01142601.html -
#Epoxy resin is a clear, robust #polymer that is widely used – especially as part of fiber-reinforced materials in aviation, the automotive industry, and more. Until now, however, it has not been possible to recycle it
#MolecularScience #Chemistry #sflorg
https://www.sflorg.com/2026/01/mols01132601.html -
#Epoxy resin is a clear, robust #polymer that is widely used – especially as part of fiber-reinforced materials in aviation, the automotive industry, and more. Until now, however, it has not been possible to recycle it
#MolecularScience #Chemistry #sflorg
https://www.sflorg.com/2026/01/mols01132601.html -
#Epoxy resin is a clear, robust #polymer that is widely used – especially as part of fiber-reinforced materials in aviation, the automotive industry, and more. Until now, however, it has not been possible to recycle it
#MolecularScience #Chemistry #sflorg
https://www.sflorg.com/2026/01/mols01132601.html -
#Epoxy resin is a clear, robust #polymer that is widely used – especially as part of fiber-reinforced materials in aviation, the automotive industry, and more. Until now, however, it has not been possible to recycle it
#MolecularScience #Chemistry #sflorg
https://www.sflorg.com/2026/01/mols01132601.html -
#Epoxy resin is a clear, robust #polymer that is widely used – especially as part of fiber-reinforced materials in aviation, the automotive industry, and more. Until now, however, it has not been possible to recycle it
#MolecularScience #Chemistry #sflorg
https://www.sflorg.com/2026/01/mols01132601.html -
AI Helps Scientists Create New E.coli Strain Using Only 19 Amino Acids
A group of scientists from several institutions has reached a major scientific milestone by using artificial intelligence to…
#NewsBeep #News #Science #AI #AI-designedE.coli #aminoacids #AU #Australia #E.coliaminoacidstudy #E.ColiStrain
https://www.newsbeep.com/au/667703/ -
AI Helps Scientists Create New E.coli Strain Using Only 19 Amino Acids
A group of scientists from several institutions has reached a major scientific milestone by using artificial intelligence to…
#NewsBeep #News #Science #AI #AI-designedE.coli #aminoacids #AU #Australia #E.coliaminoacidstudy #E.ColiStrain
https://www.newsbeep.com/au/667703/ -
AI Helps Scientists Create New E.coli Strain Using Only 19 Amino Acids
A group of scientists from several institutions has reached a major scientific milestone by using artificial intelligence to…
#NewsBeep #News #Science #AI #AI-designedE.coli #aminoacids #AU #Australia #E.coliaminoacidstudy #E.ColiStrain
https://www.newsbeep.com/au/667860/ -
AI Helps Scientists Create New E.coli Strain Using Only 19 Amino Acids
A group of scientists from several institutions has reached a major scientific milestone by using artificial intelligence to…
#NewsBeep #News #Science #AI #AI-designedE.coli #aminoacids #AU #Australia #E.coliaminoacidstudy #E.ColiStrain
https://www.newsbeep.com/au/667860/ -
uMap – web application for creating and publishing custom interactive maps uMap is a web application for creating and publishing custom interactive maps based on OpenStreetMap layers. https://s.faithcollapsing.com/3tlzl#javascript #python #scientific #web-apps
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The pursuit of fusion energy has taken significant steps forward. Our new blog explains recent technological and scientific advancements that bring fusion closer to practical, low‑waste clean power. Read more: https://wix.to/uPPZkgz
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DATE: May 14, 2026 at 10:00AM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: Real-world evidence shows generative AI is making human creative output more uniform
Using artificial intelligence for creative tasks tends to make human output more uniform on a collective level. A recent preprint study provides evidence that while these tools might boost individual performance, they contribute to an overall reduction in the diversity of ideas across different users. This widespread reliance on automated assistance could lead to a narrower range of concepts in collaborative environments.
Generative artificial intelligence refers to computer programs capable of creating new text, images, or other media based on user instructions. The most common of these tools rely on large language models. Developers build these models by feeding them billions of sentences from the internet, allowing the software to recognize patterns and predict how words should follow one another.
Since many users interact with similar systems trained on overlapping data, scientists have raised concerns about how this technology shapes human thought. Researchers Alwin de Rooij, assistant professor in creativity research at Tilburg University and associate professor at Avans University of Applied Sciences, and Michael Mose Biskjaer, associate professor in design creativity and innovation at Aarhus University, designed a new study to assess these concerns. They noticed that previous research often focused on how these tools help individuals work faster or overcome temporary mental blocks.
They wanted to know if this individual assistance comes at a collective cost. “There are growing concerns that using Generative AI may lead people toward similar creative ideas,” the authors explained. “While AI can enhance creativity at the individual level, these benefits might come at a cost for creativity at a collective, or even societal, level.”
The authors sought to answer whether generative software makes people think alike. “We sought to address this by conducting a systematic review and meta-analysis of 19 empirical studies,” they noted. “More concretely, we wanted to examine whether and to what extent generative AI use is associated with convergence at the level of creative output, such as people’s ideas, designs, and creative writing.”
A meta-analysis is a statistical technique that combines the results of multiple independent studies to find common patterns or overall trends. By pooling data from various experiments, scientists can draw more robust conclusions than they could from a single test. The authors searched academic databases for studies published between 2022 and early 2026.
This time frame covers the period following the public release of popular chatbots, capturing the first wave of empirical research on this topic. The researchers selected 18 eligible articles containing 19 distinct experimental studies. These studies provided a total of 61 individual effect sizes, which are mathematical values indicating the strength of a specific phenomenon.
To be included in the analysis, the original experiments had to compare humans working with generative software against humans working alone. The original studies measured homogenization using several techniques. Many relied on advanced text analysis tools that translate written responses into mathematical coordinates.
This process allows computers to measure the semantic distance between words, essentially calculating how closely related different ideas are to one another. Other studies used human experts to rate the variety of meanings produced by participants. The analysis revealed a statistically significant homogenization effect associated with the use of artificial intelligence.
When people co-created with these systems, their final products tended to be more similar to the work of other users. “The meta-analysis shows that using generative AI can indeed lead people to think alike,” the authors noted. “Across individuals, AI use tends to make ideas, designs, and creative texts more similar to one another.”
“This suggests that AI may contribute to a form of homogenization of creative thought at the collective level,” they continued. “Importantly, this does not necessarily reflect a failure of human-AI co-creation but may instead be an inherent feature of how these systems currently support creative work at scale.”
The scientists also evaluated whether the type of task influenced the degree of uniformity. They categorized the experiments into four groups, which included divergent thinking, idea generation, writing, and visual art. Divergent thinking tasks are highly open-ended exercises, such as asking someone to list creative uses for a paperclip.
Idea generation tasks provide more specific constraints, such as asking for solutions to improve public transportation. The analysis showed that the homogenization effect was strongest in the idea generation tasks. Because these exercises require specific solutions to defined problems, users likely rely more heavily on the predictable suggestions provided by the computer algorithms.
The researchers did not find strong statistical evidence for differences among the other three categories, suggesting that open-ended tasks lead to less convergence. They also checked if these patterns only happen in highly controlled laboratory settings. The authors compared traditional laboratory experiments with real-world scenarios, such as analyzing published essays and visual artworks created before and after the widespread adoption of automated writing tools.
The analysis of these real-world conditions showed a small but significant reduction in idea diversity. “In many ways, the findings resemble classic fixation effects from the psychology literature, where exposure to examples constrains later thinking, but here they appear amplified by the scale and synchronicity of generative AI model use,” the researchers stated. “This homogenization effect was observed not only in controlled lab studies but also in real-world quasi-experiments. This suggests that it is not merely a lab-based phenomenon, but a practical concern affecting concrete creative processes and practices.”
De Rooij and Biskjaer also investigated whether this narrowing of ideas persists after a person stops using the software. They isolated a subset of studies that tested participants on new creative tasks after their initial interaction with the computer models. The results suggest that the homogenization effect carries over into these subsequent activities.
“The findings also provide preliminary evidence that homogenization effects may persist beyond moments of direct AI use,” the researchers told PsyPost. “In other words, interacting with these generative AI systems may shape how people think and generate ideas even after the interaction has ended. This potential ‘rub-off’ effect on creative cognition warrants further research and is something we would like to explore in more depth.”
These results closely align with another recent study published in the journal PNAS Nexus. Scientists Emily Wenger and Yoed N. Kenett tested how large language models affect human creativity by evaluating 22 different commercial chatbots. They recruited 102 human participants to complete a series of verbal creativity tests, including the alternative uses task, and then asked the chatbots to complete the exact same assignments.
Wenger and Kenett found that individual language models performed at or slightly above the level of the average human on most exercises. When viewed in isolation, a single chatbot provided highly original and creative responses. However, when the scientists compared all the responses from the different models, a stark pattern of similarity emerged.
Across all tasks, the computer programs produced answers that were significantly more alike than the answers provided by the human participants. Both sets of researchers point to similar underlying mechanisms for this phenomenon. Because the major technology companies train their models on massive, overlapping datasets scraped from the internet, the programs naturally gravitate toward the most statistically common word associations.
When thousands of people use these tools to generate ideas, the software acts as a semantic anchor. The models pull human users toward a shared set of typical concepts, reducing the overall variety of ideas. Wenger and Kenett attempted to fix this issue by adjusting the internal settings of the chatbots to force more random text generation, but this caused the models to produce nonsensical sentences.
Readers should avoid interpreting these findings as proof that human beings are becoming entirely uncreative. De Rooij and Biskjaer note that the reduction in collective diversity does not equal a total loss of individual ability. “A key point is that our findings do not show that using AI reduces creativity,” the researchers emphasized.
“Rather, they point to a shift in where and how creative diversity occurs, and where it may be constrained,” the authors said. “Individual output can improve in creative quality while becoming more similar across people. While these effects are often subtle in single instances, they may become meaningful when considered at the scale at which generative AI is now being used.”
The authors point out some limitations to their current analysis. The review primarily focuses on text-based tools and large language models, meaning the findings might not apply to other types of computer systems. For instance, adaptive machine learning programs or tools used for music composition were not adequately represented in the available data.
This restricts how broadly the scientific community can apply these conclusions across different artistic domains. Additionally, the analyses regarding long-term persistence and real-world applications relied on relatively small groups of studies. The limited data makes these specific conclusions tentative and open to revision.
Future research should explore different forms of human and machine collaboration over extended periods of time. “An important next step is rethinking how generative AI systems are designed and used in creative contexts to mitigate homogenization effects,” the authors noted. “This includes exploring alternative workflows, interaction designs, and creative strategies that sustain diversity rather than encourage early convergence.”
“One step in this direction has already been taken by mapping creative strategies for working with generative AI and machine learning, based on analyses of AI art practices,” they added, referencing a recently published article outlining this approach. “We believe these strategies can transfer to other creative domains.”
The preprint study, “Does Generative AI Make Us Think Alike? A Systematic Review and Meta-Analysis of Homogenization Effects in Human-AI Co-Creation,” was authored by Alwin de Rooij and Michael Mose Biskjaer.
-------------------------------------------------
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-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #GenerativeAI #CreativityDiversity #AICoCreation #Homogenization #CreativeThinking #AIImpact #CreativeDiversity #LLMs #TechEthics #InnovationScience
-
DATE: May 14, 2026 at 10:00AM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: Real-world evidence shows generative AI is making human creative output more uniform
Using artificial intelligence for creative tasks tends to make human output more uniform on a collective level. A recent preprint study provides evidence that while these tools might boost individual performance, they contribute to an overall reduction in the diversity of ideas across different users. This widespread reliance on automated assistance could lead to a narrower range of concepts in collaborative environments.
Generative artificial intelligence refers to computer programs capable of creating new text, images, or other media based on user instructions. The most common of these tools rely on large language models. Developers build these models by feeding them billions of sentences from the internet, allowing the software to recognize patterns and predict how words should follow one another.
Since many users interact with similar systems trained on overlapping data, scientists have raised concerns about how this technology shapes human thought. Researchers Alwin de Rooij, assistant professor in creativity research at Tilburg University and associate professor at Avans University of Applied Sciences, and Michael Mose Biskjaer, associate professor in design creativity and innovation at Aarhus University, designed a new study to assess these concerns. They noticed that previous research often focused on how these tools help individuals work faster or overcome temporary mental blocks.
They wanted to know if this individual assistance comes at a collective cost. “There are growing concerns that using Generative AI may lead people toward similar creative ideas,” the authors explained. “While AI can enhance creativity at the individual level, these benefits might come at a cost for creativity at a collective, or even societal, level.”
The authors sought to answer whether generative software makes people think alike. “We sought to address this by conducting a systematic review and meta-analysis of 19 empirical studies,” they noted. “More concretely, we wanted to examine whether and to what extent generative AI use is associated with convergence at the level of creative output, such as people’s ideas, designs, and creative writing.”
A meta-analysis is a statistical technique that combines the results of multiple independent studies to find common patterns or overall trends. By pooling data from various experiments, scientists can draw more robust conclusions than they could from a single test. The authors searched academic databases for studies published between 2022 and early 2026.
This time frame covers the period following the public release of popular chatbots, capturing the first wave of empirical research on this topic. The researchers selected 18 eligible articles containing 19 distinct experimental studies. These studies provided a total of 61 individual effect sizes, which are mathematical values indicating the strength of a specific phenomenon.
To be included in the analysis, the original experiments had to compare humans working with generative software against humans working alone. The original studies measured homogenization using several techniques. Many relied on advanced text analysis tools that translate written responses into mathematical coordinates.
This process allows computers to measure the semantic distance between words, essentially calculating how closely related different ideas are to one another. Other studies used human experts to rate the variety of meanings produced by participants. The analysis revealed a statistically significant homogenization effect associated with the use of artificial intelligence.
When people co-created with these systems, their final products tended to be more similar to the work of other users. “The meta-analysis shows that using generative AI can indeed lead people to think alike,” the authors noted. “Across individuals, AI use tends to make ideas, designs, and creative texts more similar to one another.”
“This suggests that AI may contribute to a form of homogenization of creative thought at the collective level,” they continued. “Importantly, this does not necessarily reflect a failure of human-AI co-creation but may instead be an inherent feature of how these systems currently support creative work at scale.”
The scientists also evaluated whether the type of task influenced the degree of uniformity. They categorized the experiments into four groups, which included divergent thinking, idea generation, writing, and visual art. Divergent thinking tasks are highly open-ended exercises, such as asking someone to list creative uses for a paperclip.
Idea generation tasks provide more specific constraints, such as asking for solutions to improve public transportation. The analysis showed that the homogenization effect was strongest in the idea generation tasks. Because these exercises require specific solutions to defined problems, users likely rely more heavily on the predictable suggestions provided by the computer algorithms.
The researchers did not find strong statistical evidence for differences among the other three categories, suggesting that open-ended tasks lead to less convergence. They also checked if these patterns only happen in highly controlled laboratory settings. The authors compared traditional laboratory experiments with real-world scenarios, such as analyzing published essays and visual artworks created before and after the widespread adoption of automated writing tools.
The analysis of these real-world conditions showed a small but significant reduction in idea diversity. “In many ways, the findings resemble classic fixation effects from the psychology literature, where exposure to examples constrains later thinking, but here they appear amplified by the scale and synchronicity of generative AI model use,” the researchers stated. “This homogenization effect was observed not only in controlled lab studies but also in real-world quasi-experiments. This suggests that it is not merely a lab-based phenomenon, but a practical concern affecting concrete creative processes and practices.”
De Rooij and Biskjaer also investigated whether this narrowing of ideas persists after a person stops using the software. They isolated a subset of studies that tested participants on new creative tasks after their initial interaction with the computer models. The results suggest that the homogenization effect carries over into these subsequent activities.
“The findings also provide preliminary evidence that homogenization effects may persist beyond moments of direct AI use,” the researchers told PsyPost. “In other words, interacting with these generative AI systems may shape how people think and generate ideas even after the interaction has ended. This potential ‘rub-off’ effect on creative cognition warrants further research and is something we would like to explore in more depth.”
These results closely align with another recent study published in the journal PNAS Nexus. Scientists Emily Wenger and Yoed N. Kenett tested how large language models affect human creativity by evaluating 22 different commercial chatbots. They recruited 102 human participants to complete a series of verbal creativity tests, including the alternative uses task, and then asked the chatbots to complete the exact same assignments.
Wenger and Kenett found that individual language models performed at or slightly above the level of the average human on most exercises. When viewed in isolation, a single chatbot provided highly original and creative responses. However, when the scientists compared all the responses from the different models, a stark pattern of similarity emerged.
Across all tasks, the computer programs produced answers that were significantly more alike than the answers provided by the human participants. Both sets of researchers point to similar underlying mechanisms for this phenomenon. Because the major technology companies train their models on massive, overlapping datasets scraped from the internet, the programs naturally gravitate toward the most statistically common word associations.
When thousands of people use these tools to generate ideas, the software acts as a semantic anchor. The models pull human users toward a shared set of typical concepts, reducing the overall variety of ideas. Wenger and Kenett attempted to fix this issue by adjusting the internal settings of the chatbots to force more random text generation, but this caused the models to produce nonsensical sentences.
Readers should avoid interpreting these findings as proof that human beings are becoming entirely uncreative. De Rooij and Biskjaer note that the reduction in collective diversity does not equal a total loss of individual ability. “A key point is that our findings do not show that using AI reduces creativity,” the researchers emphasized.
“Rather, they point to a shift in where and how creative diversity occurs, and where it may be constrained,” the authors said. “Individual output can improve in creative quality while becoming more similar across people. While these effects are often subtle in single instances, they may become meaningful when considered at the scale at which generative AI is now being used.”
The authors point out some limitations to their current analysis. The review primarily focuses on text-based tools and large language models, meaning the findings might not apply to other types of computer systems. For instance, adaptive machine learning programs or tools used for music composition were not adequately represented in the available data.
This restricts how broadly the scientific community can apply these conclusions across different artistic domains. Additionally, the analyses regarding long-term persistence and real-world applications relied on relatively small groups of studies. The limited data makes these specific conclusions tentative and open to revision.
Future research should explore different forms of human and machine collaboration over extended periods of time. “An important next step is rethinking how generative AI systems are designed and used in creative contexts to mitigate homogenization effects,” the authors noted. “This includes exploring alternative workflows, interaction designs, and creative strategies that sustain diversity rather than encourage early convergence.”
“One step in this direction has already been taken by mapping creative strategies for working with generative AI and machine learning, based on analyses of AI art practices,” they added, referencing a recently published article outlining this approach. “We believe these strategies can transfer to other creative domains.”
The preprint study, “Does Generative AI Make Us Think Alike? A Systematic Review and Meta-Analysis of Homogenization Effects in Human-AI Co-Creation,” was authored by Alwin de Rooij and Michael Mose Biskjaer.
-------------------------------------------------
DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.
Private, vetted email list for mental health professionals: https://www.clinicians-exchange.org
Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot
NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot
Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: https://www.nationalpsychologist.com
EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: http://subscribe-article-digests.clinicians-exchange.org
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It's primitive... but it works... mostly...
-------------------------------------------------
#psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #GenerativeAI #CreativityDiversity #AICoCreation #Homogenization #CreativeThinking #AIImpact #CreativeDiversity #LLMs #TechEthics #InnovationScience
-
DATE: May 14, 2026 at 10:00AM
SOURCE: PSYPOST.ORG** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
-------------------------------------------------TITLE: Real-world evidence shows generative AI is making human creative output more uniform
Using artificial intelligence for creative tasks tends to make human output more uniform on a collective level. A recent preprint study provides evidence that while these tools might boost individual performance, they contribute to an overall reduction in the diversity of ideas across different users. This widespread reliance on automated assistance could lead to a narrower range of concepts in collaborative environments.
Generative artificial intelligence refers to computer programs capable of creating new text, images, or other media based on user instructions. The most common of these tools rely on large language models. Developers build these models by feeding them billions of sentences from the internet, allowing the software to recognize patterns and predict how words should follow one another.
Since many users interact with similar systems trained on overlapping data, scientists have raised concerns about how this technology shapes human thought. Researchers Alwin de Rooij, assistant professor in creativity research at Tilburg University and associate professor at Avans University of Applied Sciences, and Michael Mose Biskjaer, associate professor in design creativity and innovation at Aarhus University, designed a new study to assess these concerns. They noticed that previous research often focused on how these tools help individuals work faster or overcome temporary mental blocks.
They wanted to know if this individual assistance comes at a collective cost. “There are growing concerns that using Generative AI may lead people toward similar creative ideas,” the authors explained. “While AI can enhance creativity at the individual level, these benefits might come at a cost for creativity at a collective, or even societal, level.”
The authors sought to answer whether generative software makes people think alike. “We sought to address this by conducting a systematic review and meta-analysis of 19 empirical studies,” they noted. “More concretely, we wanted to examine whether and to what extent generative AI use is associated with convergence at the level of creative output, such as people’s ideas, designs, and creative writing.”
A meta-analysis is a statistical technique that combines the results of multiple independent studies to find common patterns or overall trends. By pooling data from various experiments, scientists can draw more robust conclusions than they could from a single test. The authors searched academic databases for studies published between 2022 and early 2026.
This time frame covers the period following the public release of popular chatbots, capturing the first wave of empirical research on this topic. The researchers selected 18 eligible articles containing 19 distinct experimental studies. These studies provided a total of 61 individual effect sizes, which are mathematical values indicating the strength of a specific phenomenon.
To be included in the analysis, the original experiments had to compare humans working with generative software against humans working alone. The original studies measured homogenization using several techniques. Many relied on advanced text analysis tools that translate written responses into mathematical coordinates.
This process allows computers to measure the semantic distance between words, essentially calculating how closely related different ideas are to one another. Other studies used human experts to rate the variety of meanings produced by participants. The analysis revealed a statistically significant homogenization effect associated with the use of artificial intelligence.
When people co-created with these systems, their final products tended to be more similar to the work of other users. “The meta-analysis shows that using generative AI can indeed lead people to think alike,” the authors noted. “Across individuals, AI use tends to make ideas, designs, and creative texts more similar to one another.”
“This suggests that AI may contribute to a form of homogenization of creative thought at the collective level,” they continued. “Importantly, this does not necessarily reflect a failure of human-AI co-creation but may instead be an inherent feature of how these systems currently support creative work at scale.”
The scientists also evaluated whether the type of task influenced the degree of uniformity. They categorized the experiments into four groups, which included divergent thinking, idea generation, writing, and visual art. Divergent thinking tasks are highly open-ended exercises, such as asking someone to list creative uses for a paperclip.
Idea generation tasks provide more specific constraints, such as asking for solutions to improve public transportation. The analysis showed that the homogenization effect was strongest in the idea generation tasks. Because these exercises require specific solutions to defined problems, users likely rely more heavily on the predictable suggestions provided by the computer algorithms.
The researchers did not find strong statistical evidence for differences among the other three categories, suggesting that open-ended tasks lead to less convergence. They also checked if these patterns only happen in highly controlled laboratory settings. The authors compared traditional laboratory experiments with real-world scenarios, such as analyzing published essays and visual artworks created before and after the widespread adoption of automated writing tools.
The analysis of these real-world conditions showed a small but significant reduction in idea diversity. “In many ways, the findings resemble classic fixation effects from the psychology literature, where exposure to examples constrains later thinking, but here they appear amplified by the scale and synchronicity of generative AI model use,” the researchers stated. “This homogenization effect was observed not only in controlled lab studies but also in real-world quasi-experiments. This suggests that it is not merely a lab-based phenomenon, but a practical concern affecting concrete creative processes and practices.”
De Rooij and Biskjaer also investigated whether this narrowing of ideas persists after a person stops using the software. They isolated a subset of studies that tested participants on new creative tasks after their initial interaction with the computer models. The results suggest that the homogenization effect carries over into these subsequent activities.
“The findings also provide preliminary evidence that homogenization effects may persist beyond moments of direct AI use,” the researchers told PsyPost. “In other words, interacting with these generative AI systems may shape how people think and generate ideas even after the interaction has ended. This potential ‘rub-off’ effect on creative cognition warrants further research and is something we would like to explore in more depth.”
These results closely align with another recent study published in the journal PNAS Nexus. Scientists Emily Wenger and Yoed N. Kenett tested how large language models affect human creativity by evaluating 22 different commercial chatbots. They recruited 102 human participants to complete a series of verbal creativity tests, including the alternative uses task, and then asked the chatbots to complete the exact same assignments.
Wenger and Kenett found that individual language models performed at or slightly above the level of the average human on most exercises. When viewed in isolation, a single chatbot provided highly original and creative responses. However, when the scientists compared all the responses from the different models, a stark pattern of similarity emerged.
Across all tasks, the computer programs produced answers that were significantly more alike than the answers provided by the human participants. Both sets of researchers point to similar underlying mechanisms for this phenomenon. Because the major technology companies train their models on massive, overlapping datasets scraped from the internet, the programs naturally gravitate toward the most statistically common word associations.
When thousands of people use these tools to generate ideas, the software acts as a semantic anchor. The models pull human users toward a shared set of typical concepts, reducing the overall variety of ideas. Wenger and Kenett attempted to fix this issue by adjusting the internal settings of the chatbots to force more random text generation, but this caused the models to produce nonsensical sentences.
Readers should avoid interpreting these findings as proof that human beings are becoming entirely uncreative. De Rooij and Biskjaer note that the reduction in collective diversity does not equal a total loss of individual ability. “A key point is that our findings do not show that using AI reduces creativity,” the researchers emphasized.
“Rather, they point to a shift in where and how creative diversity occurs, and where it may be constrained,” the authors said. “Individual output can improve in creative quality while becoming more similar across people. While these effects are often subtle in single instances, they may become meaningful when considered at the scale at which generative AI is now being used.”
The authors point out some limitations to their current analysis. The review primarily focuses on text-based tools and large language models, meaning the findings might not apply to other types of computer systems. For instance, adaptive machine learning programs or tools used for music composition were not adequately represented in the available data.
This restricts how broadly the scientific community can apply these conclusions across different artistic domains. Additionally, the analyses regarding long-term persistence and real-world applications relied on relatively small groups of studies. The limited data makes these specific conclusions tentative and open to revision.
Future research should explore different forms of human and machine collaboration over extended periods of time. “An important next step is rethinking how generative AI systems are designed and used in creative contexts to mitigate homogenization effects,” the authors noted. “This includes exploring alternative workflows, interaction designs, and creative strategies that sustain diversity rather than encourage early convergence.”
“One step in this direction has already been taken by mapping creative strategies for working with generative AI and machine learning, based on analyses of AI art practices,” they added, referencing a recently published article outlining this approach. “We believe these strategies can transfer to other creative domains.”
The preprint study, “Does Generative AI Make Us Think Alike? A Systematic Review and Meta-Analysis of Homogenization Effects in Human-AI Co-Creation,” was authored by Alwin de Rooij and Michael Mose Biskjaer.
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Dottor Strange di Steve Ditko: il "Concept Album" tra Magia e Rivoluzione
Perché il Dottor Strange di Steve Ditko non è solo un fumetto, ma il primo vero concept album visivo della storia dei comics? In questo video vi racconto come magia “scientifica” e filosofia si siano fuse per dare vita a una rivoluzione estetica senza precedenti. BUONA VISIONE!
https://youtu.be/C2R8No-Hz-k?si=nUwadhtrvkjb91IO#marvelcomıcs #dottorstrange #panini #comics #marveluniverse #steveditkoart #steveditkodoctorstrange
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Trust Begins With Scientific Consensus
What do we do with people who want to challenge established scientific consensus? Food science is a mature…
#UnitedStates #US #USA #america #Expertise #FoodTechnologyMagazine #majority #May/June2026 #No.3 #reputation #science #scientificconsensus #soundscience #technology #trustinscience #unitedstatesofamerica #Vol.80
https://www.europesays.com/2973480/ -
A Look Back at Gen13 #1 (1994)
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of Jim Lee’s original WildStorm universe through the original Gen13 mini-series.
There is a lot to enjoy in the WildStorm comic book universe of the 1990s with such titles like WildCATS: Covert Action Teams, Team 7, StormWatch, Grifter, Backlash and Wetworks to name some. The WildStorm depicts the world as chaotic filled with strong paramilitary concepts, conspiracies and even aliens from deep space.
Along the way, WildStorm has its own take on the sub-genre of super-powered teenagers which was realized as Gen13 (stylized as Gen13). Strangely enough, the team – which actually first appeared in the Deathmate Black crossover comic book in 1993 – was originally titled as Gen X but WildStorm had to rebrand it into Gen13 as Marvel Comics already trademarked the name Generation X for an X-Men-related comic book project. To learn more about production history and background of Gen13, click here.
With those details laid down, here is a look back at Gen13 #1, published by Image Comics in 1994 with a story written by Jim Lee and Brandon Choi with artwork done by Jeffrey Scott Campbell (ink work by Alex Garner). This is the first issue of the mini-series.
The cover.Early story
The story begins sometime in 1979 when a married couple (Stephen and Rachel Callahan) desperate runs away with their two little children. A team of armored troops (the Black Razors) riding two hovering vehicles catches up with them and hit Rachel with bullets passing through her body. Stephen, who is carrying his son Matthew, uses his power to destroy one of the hovering vehicles. One of the Black Razors realized that the husband is gen-active and nobody informed their team that he was with Gen12.
Agonizing with severe head pain, Stephen tells Matthew to take his little sister Nicole with him and run to the trees. As far as Stephen is concerned, he is finished and all he can do is buy time for the two little children to escape. He tells Matthew to protect his sister. Suddenly, the Black Razors killed Stephen right in front of Matthew and Nicole.
Fifteen years later, a young, nerdy college student named Caitlin Fairchild makes her way through the college campus in Princeton. She is a gifted student who has been focused on maintaining a high grade and graduate with her advanced degree in computer science in the near future.
Upon arriving at the dormitory, she meets her promiscuous roommate Alexa who informs her that some guys arrived earlier looking for her. The guys were described as middle-aged suits and they wanted to talk to Caitlin about some internship program. Alexa then leaves.
A few hours later, Caitlin wakes up as the door gets knocked. Special agent baker of the National Security Committee tells her that she has been accepted into the Gen13 program and her presence is immediately required in order to process her into the program before it begins the next day…
Quality
Roxy, Burnout, Grunge and Caitlin Fairchild together for the first time at the secret facility of the Gen13 program. One other member – Rainmaker – has yet to appear.I enjoyed this comic book the first time I had it in 1994. I can clearly say that it is still fun and engaging to read again today.
This comic book was written with the intention to introduce super-powered teenagers as a new and really distinctive team in one corner of the original WildStorm universe while also expanding the lore by focusing more on International Operations’ unethical covert operations which will easily remind people about government conspiracies, top secret missions and the like. The story has really strong elements about conspiracies, unethical scientific experiments and even human rights violations. The story by Jim Lee and Brandon Choi has a strong structure but what stood out to me was the really creative writing done to bring the characters to life complete with a touch of the 1990s vibe (in reference to comic book trends and real-life society).
John Lynch, a former member of Team 7 and also one of the high-ranking officials of IO who occasionally appeared in prior WildStorm comic books, gets a nice share of the spotlight in the story and indeed he is not full control of his organization. In fact, IO’s execution of a new program about developing people with special abilities or powers (without their knowledge) raises Lynch’s concerns as he himself was a victim of betrayal and exposure to an experimental gas during his time with Team 7. Lynch also appeared in The Kindred mini-series (read my reviews by clicking here, here and here).
When it comes to the characters, Gen13’s members here are introduced with notable differences in terms of personality. The nerdy Caitlin Fairchild is the very promising smart young lady who has the potential to succeed. Bobby (Burnout) is the quiet guy who quickly realizes that true unity is needed in order for a group to succeed under the program they are in. Roxy is the undisciplined and rebellious young lady while Grunge is the loose cannon and has trouble with authorities. While it is clear you won’t see much of their powers yet in this comic book, they turned out to be interesting enough to follow thanks to the strong creative writing by Lee and Choi.
When it comes to the visuals, Jeffrey Scott Campbell’s artworks really stood out mainly due to his distinctive style. If you look closely at how he draws the faces of women – particularly the ones who are young and fit – you will realize the exaggerated look complete with the big eyes and curves seen on females in anime or even manga (Japanese comics). If you are looking visual realism on the characters, you won’t find it here at all. Campbell’s style truly defined the look of the characters and yet he was able to draw armored troops (Black Razors and the armed security guard) with a really high level of details (including their weapons) which really stood out visually. Campbell is also good with superhero spectacle and hard action. Last but not least, there is a deliberate amount of erotic imagery in this comic book which serves as a reminder that this is a story aimed at young adult and adult readers.
Conclusion
John Lynch and Ivana having a confidential talk about International Operations and its current project about super-powered beings. Even though he is a very high officer at IO, Lynch was kept in the dark about something crucial.Indeed, Gen13 #1 (1994) remains entertaining to read mainly because of the strong writing. The story moved at a smooth pace, the exposition was done cleverly, and the characters ended up being worthy enough to pay attention to. By the time I reached the end, I am convinced to go on to the next issue and rediscover not only more of the mini-series but also the way it expanded the lore of the WildStorm universe of the 1990s. This comic book alone strongly emphasized the connections with other elements of the WildStorm universe, particularly with Team 7 (its mini-series launched months after this one) and the dark legacy of IO. It is an adulterated superhero comic book that really offered readers something new and intriguing.
Overall, Gen13 #1 (1994) is recommended.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/.
#Comic #1990s #AlexGarner #America #amusement #animation #Backlash #Blog #blogger #blogging #BobbyBurnoutLane #BrandonChoi #Burnout #CaitlinFairchild #CarloCarrasco #ChatGPT #ColeCash #comicBook #comicBookAdaptation #ComicBookReview #comicBooks #comicReview #comics #comicsBlog #comicsReview #Daemonites #Deathmate #DeathmateBlack #entertainment #entertainmentBlog #fun #geek #GenX #Gen13 #GenerationX #Google #GoogleSearch #Grifter #Grunge #illustratedLiterature #ImageComics #InternationalOperationsIO #JeffreyScottCampbell #JimLee #JohnLynch #kabataan #Kindred #literature #MarcSlayton #Marvel #MarvelComics #military #paraMilitary #paramilitary #PercivalEdmundGrungeChang #retroReview #Retrospective #review #Reviews #Roxy #RoxyFreefallSpaulding #SarahRainmaker #StormWatch #superhero #superheroes #Team7 #teenagers #The1990s #TheKindred #Tumblr #Twitter #WildCATSCovertActionTeams #WildCATS #WillStorm #WordPress #WordPressCom #XMen #youth -
A Look Back at Gen13 #1 (1994)
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of Jim Lee’s original WildStorm universe through the original Gen13 mini-series.
There is a lot to enjoy in the WildStorm comic book universe of the 1990s with such titles like WildCATS: Covert Action Teams, Team 7, StormWatch, Grifter, Backlash and Wetworks to name some. The WildStorm depicts the world as chaotic filled with strong paramilitary concepts, conspiracies and even aliens from deep space.
Along the way, WildStorm has its own take on the sub-genre of super-powered teenagers which was realized as Gen13 (stylized as Gen13). Strangely enough, the team – which actually first appeared in the Deathmate Black crossover comic book in 1993 – was originally titled as Gen X but WildStorm had to rebrand it into Gen13 as Marvel Comics already trademarked the name Generation X for an X-Men-related comic book project. To learn more about production history and background of Gen13, click here.
With those details laid down, here is a look back at Gen13 #1, published by Image Comics in 1994 with a story written by Jim Lee and Brandon Choi with artwork done by Jeffrey Scott Campbell (ink work by Alex Garner). This is the first issue of the mini-series.
The cover.Early story
The story begins sometime in 1979 when a married couple (Stephen and Rachel Callahan) desperate runs away with their two little children. A team of armored troops (the Black Razors) riding two hovering vehicles catches up with them and hit Rachel with bullets passing through her body. Stephen, who is carrying his son Matthew, uses his power to destroy one of the hovering vehicles. One of the Black Razors realized that the husband is gen-active and nobody informed their team that he was with Gen12.
Agonizing with severe head pain, Stephen tells Matthew to take his little sister Nicole with him and run to the trees. As far as Stephen is concerned, he is finished and all he can do is buy time for the two little children to escape. He tells Matthew to protect his sister. Suddenly, the Black Razors killed Stephen right in front of Matthew and Nicole.
Fifteen years later, a young, nerdy college student named Caitlin Fairchild makes her way through the college campus in Princeton. She is a gifted student who has been focused on maintaining a high grade and graduate with her advanced degree in computer science in the near future.
Upon arriving at the dormitory, she meets her promiscuous roommate Alexa who informs her that some guys arrived earlier looking for her. The guys were described as middle-aged suits and they wanted to talk to Caitlin about some internship program. Alexa then leaves.
A few hours later, Caitlin wakes up as the door gets knocked. Special agent baker of the National Security Committee tells her that she has been accepted into the Gen13 program and her presence is immediately required in order to process her into the program before it begins the next day…
Quality
Roxy, Burnout, Grunge and Caitlin Fairchild together for the first time at the secret facility of the Gen13 program. One other member – Rainmaker – has yet to appear.I enjoyed this comic book the first time I had it in 1994. I can clearly say that it is still fun and engaging to read again today.
This comic book was written with the intention to introduce super-powered teenagers as a new and really distinctive team in one corner of the original WildStorm universe while also expanding the lore by focusing more on International Operations’ unethical covert operations which will easily remind people about government conspiracies, top secret missions and the like. The story has really strong elements about conspiracies, unethical scientific experiments and even human rights violations. The story by Jim Lee and Brandon Choi has a strong structure but what stood out to me was the really creative writing done to bring the characters to life complete with a touch of the 1990s vibe (in reference to comic book trends and real-life society).
John Lynch, a former member of Team 7 and also one of the high-ranking officials of IO who occasionally appeared in prior WildStorm comic books, gets a nice share of the spotlight in the story and indeed he is not full control of his organization. In fact, IO’s execution of a new program about developing people with special abilities or powers (without their knowledge) raises Lynch’s concerns as he himself was a victim of betrayal and exposure to an experimental gas during his time with Team 7. Lynch also appeared in The Kindred mini-series (read my reviews by clicking here, here and here).
When it comes to the characters, Gen13’s members here are introduced with notable differences in terms of personality. The nerdy Caitlin Fairchild is the very promising smart young lady who has the potential to succeed. Bobby (Burnout) is the quiet guy who quickly realizes that true unity is needed in order for a group to succeed under the program they are in. Roxy is the undisciplined and rebellious young lady while Grunge is the loose cannon and has trouble with authorities. While it is clear you won’t see much of their powers yet in this comic book, they turned out to be interesting enough to follow thanks to the strong creative writing by Lee and Choi.
When it comes to the visuals, Jeffrey Scott Campbell’s artworks really stood out mainly due to his distinctive style. If you look closely at how he draws the faces of women – particularly the ones who are young and fit – you will realize the exaggerated look complete with the big eyes and curves seen on females in anime or even manga (Japanese comics). If you are looking visual realism on the characters, you won’t find it here at all. Campbell’s style truly defined the look of the characters and yet he was able to draw armored troops (Black Razors and the armed security guard) with a really high level of details (including their weapons) which really stood out visually. Campbell is also good with superhero spectacle and hard action. Last but not least, there is a deliberate amount of erotic imagery in this comic book which serves as a reminder that this is a story aimed at young adult and adult readers.
Conclusion
John Lynch and Ivana having a confidential talk about International Operations and its current project about super-powered beings. Even though he is a very high officer at IO, Lynch was kept in the dark about something crucial.Indeed, Gen13 #1 (1994) remains entertaining to read mainly because of the strong writing. The story moved at a smooth pace, the exposition was done cleverly, and the characters ended up being worthy enough to pay attention to. By the time I reached the end, I am convinced to go on to the next issue and rediscover not only more of the mini-series but also the way it expanded the lore of the WildStorm universe of the 1990s. This comic book alone strongly emphasized the connections with other elements of the WildStorm universe, particularly with Team 7 (its mini-series launched months after this one) and the dark legacy of IO. It is an adulterated superhero comic book that really offered readers something new and intriguing.
Overall, Gen13 #1 (1994) is recommended.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/.
#Comic #1990s #AlexGarner #America #amusement #animation #Backlash #Blog #blogger #blogging #BobbyBurnoutLane #BrandonChoi #Burnout #CaitlinFairchild #CarloCarrasco #ChatGPT #ColeCash #comicBook #comicBookAdaptation #ComicBookReview #comicBooks #comicReview #comics #comicsBlog #comicsReview #Daemonites #Deathmate #DeathmateBlack #entertainment #entertainmentBlog #fun #geek #GenX #Gen13 #GenerationX #Google #GoogleSearch #Grifter #Grunge #illustratedLiterature #ImageComics #InternationalOperationsIO #JeffreyScottCampbell #JimLee #JohnLynch #kabataan #Kindred #literature #MarcSlayton #Marvel #MarvelComics #military #paraMilitary #paramilitary #PercivalEdmundGrungeChang #retroReview #Retrospective #review #Reviews #Roxy #RoxyFreefallSpaulding #SarahRainmaker #StormWatch #superhero #superheroes #Team7 #teenagers #The1990s #TheKindred #Tumblr #Twitter #WildCATSCovertActionTeams #WildCATS #WillStorm #WordPress #WordPressCom #XMen #youth -
A Look Back at Gen13 #1 (1994)
Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.
Welcome back, superhero fans, 1990s arts and culture enthusiasts, Image Comics fans and comic book collectors! Today we go back to the mid-1990s to examine one of the many tales of Jim Lee’s original WildStorm universe through the original Gen13 mini-series.
There is a lot to enjoy in the WildStorm comic book universe of the 1990s with such titles like WildCATS: Covert Action Teams, Team 7, StormWatch, Grifter, Backlash and Wetworks to name some. The WildStorm depicts the world as chaotic filled with strong paramilitary concepts, conspiracies and even aliens from deep space.
Along the way, WildStorm has its own take on the sub-genre of super-powered teenagers which was realized as Gen13 (stylized as Gen13). Strangely enough, the team – which actually first appeared in the Deathmate Black crossover comic book in 1993 – was originally titled as Gen X but WildStorm had to rebrand it into Gen13 as Marvel Comics already trademarked the name Generation X for an X-Men-related comic book project. To learn more about production history and background of Gen13, click here.
With those details laid down, here is a look back at Gen13 #1, published by Image Comics in 1994 with a story written by Jim Lee and Brandon Choi with artwork done by Jeffrey Scott Campbell (ink work by Alex Garner). This is the first issue of the mini-series.
The cover.Early story
The story begins sometime in 1979 when a married couple (Stephen and Rachel Callahan) desperate runs away with their two little children. A team of armored troops (the Black Razors) riding two hovering vehicles catches up with them and hit Rachel with bullets passing through her body. Stephen, who is carrying his son Matthew, uses his power to destroy one of the hovering vehicles. One of the Black Razors realized that the husband is gen-active and nobody informed their team that he was with Gen12.
Agonizing with severe head pain, Stephen tells Matthew to take his little sister Nicole with him and run to the trees. As far as Stephen is concerned, he is finished and all he can do is buy time for the two little children to escape. He tells Matthew to protect his sister. Suddenly, the Black Razors killed Stephen right in front of Matthew and Nicole.
Fifteen years later, a young, nerdy college student named Caitlin Fairchild makes her way through the college campus in Princeton. She is a gifted student who has been focused on maintaining a high grade and graduate with her advanced degree in computer science in the near future.
Upon arriving at the dormitory, she meets her promiscuous roommate Alexa who informs her that some guys arrived earlier looking for her. The guys were described as middle-aged suits and they wanted to talk to Caitlin about some internship program. Alexa then leaves.
A few hours later, Caitlin wakes up as the door gets knocked. Special agent baker of the National Security Committee tells her that she has been accepted into the Gen13 program and her presence is immediately required in order to process her into the program before it begins the next day…
Quality
Roxy, Burnout, Grunge and Caitlin Fairchild together for the first time at the secret facility of the Gen13 program. One other member – Rainmaker – has yet to appear.I enjoyed this comic book the first time I had it in 1994. I can clearly say that it is still fun and engaging to read again today.
This comic book was written with the intention to introduce super-powered teenagers as a new and really distinctive team in one corner of the original WildStorm universe while also expanding the lore by focusing more on International Operations’ unethical covert operations which will easily remind people about government conspiracies, top secret missions and the like. The story has really strong elements about conspiracies, unethical scientific experiments and even human rights violations. The story by Jim Lee and Brandon Choi has a strong structure but what stood out to me was the really creative writing done to bring the characters to life complete with a touch of the 1990s vibe (in reference to comic book trends and real-life society).
John Lynch, a former member of Team 7 and also one of the high-ranking officials of IO who occasionally appeared in prior WildStorm comic books, gets a nice share of the spotlight in the story and indeed he is not full control of his organization. In fact, IO’s execution of a new program about developing people with special abilities or powers (without their knowledge) raises Lynch’s concerns as he himself was a victim of betrayal and exposure to an experimental gas during his time with Team 7. Lynch also appeared in The Kindred mini-series (read my reviews by clicking here, here and here).
When it comes to the characters, Gen13’s members here are introduced with notable differences in terms of personality. The nerdy Caitlin Fairchild is the very promising smart young lady who has the potential to succeed. Bobby (Burnout) is the quiet guy who quickly realizes that true unity is needed in order for a group to succeed under the program they are in. Roxy is the undisciplined and rebellious young lady while Grunge is the loose cannon and has trouble with authorities. While it is clear you won’t see much of their powers yet in this comic book, they turned out to be interesting enough to follow thanks to the strong creative writing by Lee and Choi.
When it comes to the visuals, Jeffrey Scott Campbell’s artworks really stood out mainly due to his distinctive style. If you look closely at how he draws the faces of women – particularly the ones who are young and fit – you will realize the exaggerated look complete with the big eyes and curves seen on females in anime or even manga (Japanese comics). If you are looking visual realism on the characters, you won’t find it here at all. Campbell’s style truly defined the look of the characters and yet he was able to draw armored troops (Black Razors and the armed security guard) with a really high level of details (including their weapons) which really stood out visually. Campbell is also good with superhero spectacle and hard action. Last but not least, there is a deliberate amount of erotic imagery in this comic book which serves as a reminder that this is a story aimed at young adult and adult readers.
Conclusion
John Lynch and Ivana having a confidential talk about International Operations and its current project about super-powered beings. Even though he is a very high officer at IO, Lynch was kept in the dark about something crucial.Indeed, Gen13 #1 (1994) remains entertaining to read mainly because of the strong writing. The story moved at a smooth pace, the exposition was done cleverly, and the characters ended up being worthy enough to pay attention to. By the time I reached the end, I am convinced to go on to the next issue and rediscover not only more of the mini-series but also the way it expanded the lore of the WildStorm universe of the 1990s. This comic book alone strongly emphasized the connections with other elements of the WildStorm universe, particularly with Team 7 (its mini-series launched months after this one) and the dark legacy of IO. It is an adulterated superhero comic book that really offered readers something new and intriguing.
Overall, Gen13 #1 (1994) is recommended.
+++++
Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. If you want to support my website, please consider making a donation. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco/.
#Comic #1990s #AlexGarner #America #amusement #animation #Backlash #Blog #blogger #blogging #BobbyBurnoutLane #BrandonChoi #Burnout #CaitlinFairchild #CarloCarrasco #ChatGPT #ColeCash #comicBook #comicBookAdaptation #ComicBookReview #comicBooks #comicReview #comics #comicsBlog #comicsReview #Daemonites #Deathmate #DeathmateBlack #entertainment #entertainmentBlog #fun #geek #GenX #Gen13 #GenerationX #Google #GoogleSearch #Grifter #Grunge #illustratedLiterature #ImageComics #InternationalOperationsIO #JeffreyScottCampbell #JimLee #JohnLynch #kabataan #Kindred #literature #MarcSlayton #Marvel #MarvelComics #military #paraMilitary #paramilitary #PercivalEdmundGrungeChang #retroReview #Retrospective #review #Reviews #Roxy #RoxyFreefallSpaulding #SarahRainmaker #StormWatch #superhero #superheroes #Team7 #teenagers #The1990s #TheKindred #Tumblr #Twitter #WildCATSCovertActionTeams #WildCATS #WillStorm #WordPress #WordPressCom #XMen #youth -
Scientists synthesized #potassium cobalt arsenate, a new magnetic #honeycomb lattice material where structural distortions cause #cobalt spins to strongly couple and align, serving as a stepping stone toward #quantum spin liquids.
#MaterialScience #Chemistry #Physics #sflorg
https://www.sflorg.com/2026/01/ms01162601.html -
"The U.S. Food and Drug Administration’s decision to approve the sale and marketing of four fruit- or mint-flavored vapes marks a significant rollback of Biden administration restrictions that had banned many of these products."
#Trump #FDA #Vaping #DumpTrump
https://www.scientificamerican.com/article/the-trump-administration-is-bringing-back-flavored-vapes-advocates-and-lawmakers-say-the-risks-outweigh-the-benefits/ -
Kink Communities: Beyond the Stereotypes
Originally Published on December 16th, 2025 at 08:00 amA Major UK Study Reveals Some Surprising Facts About Kink Communities
Media portrayals of niche sexual interests like BDSM, pet play, and furries often lean into sensationalism, painting participants as psychologically deviant or driven by singular, extreme fetishes. These stereotypes, while dramatic, rarely reflect the lived experiences of people within these communities. This leaves a significant gap between public perception of kink communities and reality.
A recent scientific investigation, “A Survey of the United Kink-dom,” offers a rare, data-driven look into these worlds. Published in The Journal of Sex Research, this study surveyed 470 UK-based participants involved in five distinct interest groups:
- BDSM
- Age play
- Pet play
- Furries
- Balloon fetishists
The research provides one of the most comprehensive datasets to date on the demographics, psychology, and behaviors of these communities.
This article distills the five most surprising and stereotype-busting findings from this rigorous research. By moving past the hype and focusing on the evidence, we can begin to build a more nuanced and accurate understanding of kink communities and their members.
1. Most People Are Into More Than One Thing
Contrary to the idea that people belong to distinct and separate fetish groups, the study found a very high degree of overlapping interests. The data shows that having a single, isolated interest is actually the exception, not the rule.
Only 19% of the 470 participants reported having just one of the five paraphilic interests investigated. The majority had two (37.8%) or three (31.5%).
This finding is significant because it suggests these interests are not isolated quirks. They are often part of a broader exploration of non-normative identity and sexuality. The researchers identified specific patterns of co-occurrence.
For instance, there was a strong link between pet play and furry interests. This makes sense due to their shared themes of animal personification. Similarly, BDSM, which is defined by power dynamics, showed significant overlap with pet play. This is another of the groups in the study that centrally involve power exchange roles.
Check out the latest research on fetishes and criminality:
Read more articles about BDSM.
2. Kink Communities Deviate Sharply from Population Norms
When the researchers compared their sample to UK national statistics on sexual orientation and relationship styles, they found dramatic differences.
Across all five groups studied, participants reported significantly lower levels of heterosexual identity and much higher rates of gay/lesbian and bisexual identities than the general population.
For example, while 94.6% of the UK population identifies as heterosexual, the rate within the BDSM group was just 37.8%.
The study also found substantially higher rates of non-monogamy compared to population estimates. A 2.4% rate from a representative Canadian sample was used as a benchmark in the absence of equivalent UK data.
This finding supports a growing body of research suggesting these communities often function as welcoming spaces for individuals whose identities and relationship models are marginalized elsewhere. The study’s authors summarize the scale of this difference concisely:
Findings demonstrated groups differed significantly from population patterns of sexual orientation and relationship style, with effect sizes for these comparisons being large.
3. The “Psychopathic Dominant” is a Myth
A persistent and damaging stereotype suggests that individuals who enjoy dominant roles in BDSM must harbor “darker” personality traits. These traits inlcude:
- Narcissism
- Machiavellianism
- Psychopathy
This idea pathologizes practitioners by linking consensual power exchange with antisocial characteristics.
The “United Kink-dom” study directly tested this hypothesis by measuring these “Dark Triad” traits across different BDSM role identities:
- Dominant
- Submissive
- Switch (individuals who enjoy both roles)
The results were definitive: there were no significant differences in Dark Triad traits based on BDSM role.
People who identified with dominant roles did not score higher on measures of Machiavellianism, narcissism, or psychopathy than those in submissive or switch roles. This finding provides strong empirical evidence that debunks a harmful myth and supports previous research showing that BDSM practitioners generally have mental health profiles comparable to the general population.
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4. The Study Found Little Support for the Most Damaging Stereotypes in Kink Communities
The study carefully and sensitively investigated the most stigmatizing stereotypes the links between
- Age play and pedophilia
- Pet play/furries and zoophilia
The researchers’ goal was to see if these consensual adult role-playing activities were being used as a substitute for harmful, non-consensual interests.
The findings were more complex than a simple “myth-busted” headline would suggest.
For age play, the data showed that the vast majority of participants did not report any pedophilic arousal. However, a minority (14.1%) did report some level of arousal to pedophilic fantasy.
The researchers provide crucial context, noting that while their data “largely does not support stereotypes,” this rate of self-reported arousal is higher than the estimated prevalence of pedophilia in the general population (up to 5%).
A similar pattern emerged for pet play and furries within Kink Communities.
While most participants in these groups expressed “repulsion” to the idea of sex with animals, a minority reported some arousal to zoophilic fantasy (23.6% of pet players and 28.9% of furries).
Again, the researchers note that these rates are higher than the general population estimate for zoophilia (up to 8%).
For the overwhelming majority, consensual adult role-play is distinct from harmful acts, but the data reveals a nuanced reality that defies simple caricature.
5. Kink Can Be a Non-Sexual Identity
A common assumption is that participation in kink communities is always and exclusively about sexual gratification. However, the study’s data challenges this idea, revealing that for many, these interests are a multifaceted part of their identity that isn’t always tied to sex.
A significant minority of participants, particularly among pet players and furries, reported that they did not pair their interests with sexual acts.
Across the groups, “10–35% reported never pairing this with sex,” with furries (35.1%) and pet players (26.7%) being the most likely to engage non-sexually. Furthermore, when asked how much they viewed their interest as part of their “sexual orientation,” the study found a “bimodal distribution.”
This means participants tended to answer at the extremes: many saw it as absolutely central to their sexual identity, while many others saw it as not at all important.
This highlights that for a substantial portion of these communities, the appeal is not primarily sexual. Instead, it lies in social connection, psychological expression, and creative world-building – crystallized in practices like developing a detailed “fursona,” or animal character, which can be entirely separate from sexual gratification.
A More Complex Picture of Kink Communities
The “A Survey of the United Kink-dom” study provides a powerful, evidence-based counter-narrative to the prevailing stereotypes about kink communities.
The findings paint a picture of a world that is far more diverse, psychologically comparable to the general population, and less pathological than often portrayed.
It reveals communities that are highly interconnected, disproportionately queer and non-monogamous, and driven by a wide range of motivations that often extend well beyond sex.
This research underscores that the lived reality of people with non-normative sexual interests is more complex and far more human than caricature allows. As data replaces caricature, the central question is no longer if these communities are pathological, but how their complex networks of identity, creativity, and non-normative relationships challenge our broader cultural definitions of sexuality itself.
Be Part of the Kink Community Conversation
Do you participate in a kink community? How do you view kink communities? Drop a comment below and tell me about your non-explicit experiences!
For an in-depth guide on talking to your adolescents about cybersex and pornography, check out Dr. Jen’s book. Amazon | BookBaby
Have you found yourself in legal trouble due to your sexual behavior? Seek assistance before the court mandates it, with Sexual Addiction Treatment Services.
Are you looking for more reputable data-backed information on sexual addiction? The Mitigation Aide Research Archive is an excellent source for executive summaries of research studies.
#agePlay #BDSM #darkTriad #furries #JournalOfSexResearch #kinkCommunities #LGBTQ #nonMonogamy #petPlay #psychologyOfSexuality #sexResearch #sexualDiversity #sexualIdentity #sexualStereotypes #stigma -
Say Her Name.
Gladys West,
a largely-unheralded black woman who passed away at the age of 95 on January 17, 2026.
Her scientific contributions enabled us to understand geodesy and the shape of the Earth well enough to make GPS technology possible
#sayhername #science #pioneers #womenshistory #WomenInSTEM #women
-
Say Her Name.
Gladys West,
a largely-unheralded black woman who passed away at the age of 95 on January 17, 2026.
Her scientific contributions enabled us to understand geodesy and the shape of the Earth well enough to make GPS technology possible
#sayhername #science #pioneers #womenshistory #WomenInSTEM #women