Setting the date to 1 January 1970 will brick your iPhone, iPad or iPod touch

Date bug will prevent 64-bit iOS devices from booting up, rendering them inoperable even through fail-safe restore methods using iTunes

Manually setting the date of your iPhone or iPad to 1 January 1970, or tricking your friends into doing it, will cause it to get permanently stuck while trying to boot back up if it’s switched off.

The bug within Apple’s date and time settings within iOS causes such an issue that users are reporting that the fail-safe restore techniques using iTunes are not able to repair the problem.

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UK’s Streetmap loses ‘anticompetitive’ search abuse case against Google

UK internet mapping company to appeal after High Court rejects lawsuit claiming Google’s conduct led to ‘dramatic loss of traffic’

UK-based digital map provider Streetmap has lost its High Court action accusing Google of abusing its search dominance to promote Google Maps over rivals.

Streetmap, which launched in 1997 as one of the first online mapping services, had claimed Google was engaging in “anticompetitive conduct” contrary to provisions of the Competition Act 1998 and that its launch of Google Maps in 2007 lead to a “dramatic loss of traffic” to Steetmap’s website.

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What video games get wrong about love and sex

As a medium, games are only really now getting to grips with romance and relationships, but they’re still too goal-orientated

Let’s say I want to know what love is … and I want something to show me. I could listen to pop music. I would discover that love is the greatest thing. It’s a drug. It’s something you can’t hurry. Apparently it’s thicker than water, which doesn’t really tell me much, other than love will be difficult to drink and may have a lower freezing point. By this point, I’ve already had enough of silly love songs.

Cinema, too, has explored it for many years – all those two-hour stories of forgiveness and redemption, and Julia Roberts just being a girl standing in front of a boy, asking him to love her. Books have been there for centuries, covering both ends of the sexy spectrum from the gently smouldering affection between Elizabeth and Darcy, to Morrissey’s car crash of a sex scene.

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That Dragon, Cancer: the video game that takes death seriously

A grieving father’s heartbreaking memorial for his son demonstrates that the genre can be about more than entertainment

Video games have long enjoyed making entertainment out of conflict, but mainly from the infantilisation and the belittling of what is at its heart. As Simon Parkin explored in his recent book Death by Video Game, gaming barely acknowledges death, despite how central it is to so many titles, let alone lingers on it, or considers the grief in its aftermath.

Entertainment is what drives the industry. But it need not define the medium and that it can be more is evident in the recently released That Dragon, Cancer, a title with an uncomfortable subject at its heart. It is a game made by parents Ryan and Amy Green about their son Joel, who was diagnosed with brain cancer at 12 months old.

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Runkeeper bought by Asics in latest sports brand app acquisition

Digital fitness apps go the way of big-brands, as the last popular running app joins the purchase list alongside Adidas’s Runtastic and Under Armour’s MyFitnessPal

Japanese trainer and sportswear manufacturer Asics has bought the popular running app Runkeeper, making it the latest in a string of fitness app purchases by sporting-goods manufacturers.

The app, which has over 33 million users worldwide, is available for the iPhone and Android, with smartwatch apps and links to other fitness tracking apps and platforms.

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Women considered better coders – but only if they hide their gender

Researchers find software repository GitHub approved code written by women at a higher rate than code written by men, but only if the gender was not disclosed

When a group of computer science students decided to study the way that gender bias plays out in software development communities, they assumed that coders would be prejudiced against code written by women.

After all, women make up a very small percentage of software developers – 11.2% according to one 2013 survey – and the presence of sexism in all corners of the overwhelmingly male tech industry has been well documented.

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Douglas Rushkoff: ‘Corporations are like big obese people, they store money in the fat of their share price’

The media critic on the malfunctioning tech economy, digital detoxes and why Facebook is unhygenic

Douglas Rushkoff emerged as a media commentator in 1994 with his first book, Cyberia. His debut examined “the early psychedelic, rave roots of digital technology. I was trying to infer what a digital society might be like given the beliefs of these people,” he tells me during a phone interview from his Brooklyn home.

He has published 10 books detailing an increasingly fierce critique of digital society. Along the way Rushkoff has coined terms that have slipped into the lexicon such as “digital natives”, “social currency” and “viral media”. He has also made several documentaries and written novels both graphic and regular; consulted for organisations from the UN to the US government and composed music with Genesis P-Orridge. In 2013 MIT named him the sixth most influential thinker in the world, sandwiched between Steven Pinker and Niall Ferguson.

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Video games and aggression: a complex relationship

Our new study on the associations between playing shoot-em-ups at a young age and aggression in adolescence highlights a complex link, surprising no one that actually plays video games

It was a headline in the Daily Mail that started it. ‘Computer games leave children with ‘dementia’, warns top neurologist’. It was annoying, because (a) there’s no evidence that games cause dementia in kids, and (b) the top neurologist wasn’t a neurologist. Scaremongering stories about the clear-cut negative effects of video games crop up in the news far too often, but when you start to dig into the evidence behind the claims, the story becomes murky. So rather than simply moan about the problem, Suzi Gage and I, along with some colleagues from the University of Bristol and UCL, decided to do some research for ourselves.

A few years later, and the fruits of our labour have just been published in PLOS ONE. Using data from the Children of the 90s study, we set out to answer a (seemingly) simple question: is there an association between playing violent video games at young age, and aggressive behaviour during teenage years?

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