TELESUR — broadcast 20260808 223000 UTC 406 transcript segments Google Cloud Speech-to-Text API (Chirp) + Gemini 2.5 Flash Non-Thinking Data courtesy of The GDELT Project (https://www.gdeltproject.org/), from the Internet Archive TV News Archive. Machine transcription. Treat it as a searchable index of what was broadcast, not a verbatim quotation record. [00:00:22] Hello, hello, it's time to untangle ourselves with tangled, [00:00:25] the telesurky space invites you to navigate more consciously through the world of social [00:00:29] networks. Mysteries, dangers and applications on different digital [00:00:33] platforms. Join us to understand alternatives in this virtual [00:00:36] universe so that together we avoid getting lost in [00:00:39] it. [00:00:41] to algorithms designed to Let's be honest, who among us hasn't fallen into the temptation of a good [00:00:45] video game? Whether on the console, on the computer or [00:00:48] playing a quick game on the phone while waiting for the [00:00:52] bus. And it's that the colors, the rewards and [00:00:55] that feeling of disconnecting after a long day catches anyone. [00:00:59] But beware, because nowadays just playing is no longer [00:01:02] enough. The video game stopped being [00:01:05] simply that control connected to the TV at [00:01:08] home. What happens when a young person turns off the [00:01:11] Epic Games perfected the console? Immediately opens Twitch or Kick to [00:01:14] continue live streams for 8 hours straight, or enters TikTok and [00:01:18] Instagram to devour hundreds of clips with the best [00:01:22] plays, tricks and gossip of their favorite [00:01:25] streamers. This 24/7 presence [00:01:29] on social networks keeps the [00:01:32] brain on a constant wheel of stimuli where [00:01:36] the most outstanding content on the game literally never ends, and it's not just our [00:01:39] impression, the data [00:01:42] sectors continue to pay the cost of confirms it. According to a PW Research Center study, [00:01:44] 85% of teenagers play video games [00:01:48] and 41% do so every day. But there's a [00:01:52] alarming fact: four out of 10 young people [00:01:55] admit that screens and gaming are robbing them of crucial [00:01:58] sleep hours. This phenomenon is normal [00:02:02] in this new [00:02:03] entangled episode. [00:02:08] Did you know that spending endless [00:02:11] the point on hours in front of screens is now officially a global health issue? It turns out that the [00:02:15] World Health Organization formally included [00:02:18] gaming disorder in the eleventh [00:02:21] revision of its international classification of [00:02:24] diseases. After being approved by the World Health Assembly in [00:02:27] May 2019, it came into [00:02:30] international force on January 1, [00:02:33] 2022. [00:02:35] But beware, don't be scared, this doesn't mean that playing a game with [00:02:39] your friends on the weekend makes you a clinical [00:02:42] patient. In fact, data from the WHO [00:02:45] itself indicates that this disorder affects only a [00:02:49] very small percentage of the global gaming population. Furthermore, [00:02:53] specialists clarify that the condition does not depend only on the [00:02:56] amount of hours you spend in front of the TV or phone, [00:03:00] but on the persistent presence of three key [00:03:03] warning signs, such as the inability to decide when to [00:03:07] start, when to stop, or how many hours to dedicate to the [00:03:10] game, a drastic change in priorities, and continuing to [00:03:13] play relentlessly even when you are already suffering negative consequences [00:03:17] in your daily life or mental [00:03:19] health. [00:03:21] As if that weren't enough, for doctors to issue a formal diagnosis, [00:03:25] this behavioral pattern must [00:03:27] hook you like real-life be maintained continuously for at least 12 months straight. In [00:03:31] conclusion, playing to have fun, compete, and [00:03:34] connect with other people is incredible, but the key is [00:03:38] to make sure that the game doesn't end up playing [00:03:41] you. [00:03:46] And in our most searched segment, we scroll through the most viral of the [00:03:50] week. Trends, scandals, memes [00:03:53] or movements that set the web on fire and shook global [00:03:57] searches. Curiosity, indignation. Digital [00:04:00] FOMO, here we tell you everything unfiltered. [00:04:02] The dispute between digital [00:04:06] security, privacy and content control once again puts [00:04:09] large technology platforms [00:04:12] under the spotlight. Apple temporarily removed Telegram from [00:04:15] its app store, a decision that reopened the [00:04:19] debate about who should set the limits within digital [00:04:22] ecosystems. From Cupertino, the measure [00:04:26] responds to the need to guarantee security standards [00:04:29] and prevent its platforms from being used for illicit [00:04:33] activities. However, for Telegram, the [00:04:36] challenge is to combat digital crimes without [00:04:39] weakening the privacy of millions of users. Its founder [00:04:43] Pavel Durov warns that extortion and fraud networks [00:04:47] are constantly evolving and using increasingly [00:04:51] sophisticated methods to evade automated detection [00:04:55] systems, but also poses a key question: [00:04:58] how far can moderation go without affecting the right to private [00:05:02] communication? The episode exposes one of the great [00:05:05] contradictions of the digital era. The same [00:05:08] companies that promise to protect their [00:05:10] but the design of the users concentrate an enormous power to decide which [00:05:14] applications, content and services have [00:05:17] access to the global market. [00:05:21] Social networks have become an extension of the [00:05:24] daily lives of millions of adolescents, but the debate about [00:05:27] their effects at a key stage of human development remains [00:05:31] open. Research by mental health specialists at the [00:05:35] University of Milan, Bicocca, draws attention [00:05:38] again to the possible impacts of early use of [00:05:41] these platforms, especially between the ages of 10 [00:05:44] and 15, when the brain goes through an intense [00:05:48] stage of transformation. The study indicates that constant exposure [00:05:53] maintain attention to immediate reward systems [00:05:57] can influence processes such as concentration, the search for [00:06:00] social approval, and academic performance. Although its [00:06:04] results are observational, they provide new elements to a [00:06:08] discussion that is growing globally. Large technology companies [00:06:11] defend that their platforms allow [00:06:14] learning, communication, and access to new opportunities. However, [00:06:18] critics warn that behind many digital [00:06:21] tools there is a model based on capturing as much user [00:06:25] time as possible. The challenge is not to reject [00:06:29] technology, but to ask how to build more [00:06:32] responsible digital environments for a generation [00:06:35] whose brain is still developing. [00:06:39] The universe of video games and streaming is no longer just for gamers [00:06:42] locked in their dark room. Today it is [00:06:46] a gigantic cultural and financial monster. We are talking about a [00:06:50] multi-million dollar industry that grosses more than cinema and music [00:06:53] combined. But among so many lights, consoles and [00:06:57] live marathons, a question arises: are we facing healthy [00:07:00] entertainment or an obsession that is reconfiguring [00:07:04] our brain? [00:07:07] a) just for fun, [00:07:10] b) another unimportant fad, [00:07:13] c) total and inevitable addiction, and [00:07:16] d) it's a thin line that depends on the usage. Stay tuned to [00:07:20] tangled to find out the answer. [00:07:41] Report. [00:07:53] On the centenary of the birth of one of the most influential men in our [00:07:57] history, the brother president, the [00:08:00] distinguished fighter, the guerrilla of the Sierra [00:08:03] Maestra, the liberator of Cuba, the master [00:08:07] and father of all of us, Fidel [00:08:10] Castro, long live. The chronicle of a diplomatic [00:08:14] man who sought the union of countries at key moments [00:08:18] of an era. The sources make a [00:08:20] difference. Our YouTube channel is a space to understand [00:08:24] the world in depth, with critical thinking and [00:08:28] high-level visual journalism. Be part of a [00:08:31] community that seeks to look beyond. Multimedia from [00:08:34] the South, our YouTube channel. Subscribe [00:08:37] now. Only on [00:08:40] Telesur. [00:09:14] Believe it or not, the most addictive video games and [00:09:17] those with the most streamers are not necessarily those with the best [00:09:21] graphics or the most complex stories. The industry [00:09:25] has perfected the use of persuasive design and reward [00:09:28] loops, to keep both players and [00:09:32] audiences hooked. Here we tell you [00:09:36] which titles lead the global lists of hours [00:09:38] played and live streams on [00:09:42] Twitch, Kick and YouTube. [00:09:46] League of Legends. [00:09:48] The giant of competitive [00:09:52] addiction. [00:09:54] This is the undisputed king of Esports. Its ranking [00:09:58] system exploits ego and [00:10:01] competitiveness, which leads players to chain 40-minute [00:10:04] games for hours to climb [00:10:08] ranks. Streamers accumulate hundreds of thousands of [00:10:11] continuous viewers, and maintain massive audiences [00:10:14] analyzing plays or suffering defeats live. [00:10:18] Grand Theft Auto [00:10:20] 5, the vice of roleplay. [00:10:23] Despite being on the market for more than a decade, [00:10:27] the roleplay server, where players [00:10:30] play a character with a virtual life in real time, [00:10:34] turns GTA V into an infinite interactive [00:10:38] telenovela. Creators like Ibai, AuronPlay, or the [00:10:41] biggest streamers in the United States, spend 8 to 12 [00:10:45] hours straight playing their characters, [00:10:49] making the audience hooked on weekly stories [00:10:52] as if it were a live TV [00:10:55] series. Valorant and Counter-Strike [00:10:59] 2. The adrenaline of tactical shooting. [00:11:03] These offer ultra-precise shooting mechanics, where [00:11:07] every millisecond counts. The feeling of overcoming an opponent in [00:11:11] a one-on-one duel releases immediate peaks [00:11:14] of dopamine. With these games, streamers have thousands of [00:11:17] channels broadcasting simultaneously. Viewers [00:11:20] not only watch the games for entertainment, [00:11:24] but also to copy the tactics, positions, and [00:11:27] configurations of the best players in the [00:11:29] world. Fortnite, the king of [00:11:33] FOMO. [00:11:36] battle pass model and cultural integration. They constantly [00:11:40] change the island, adding content from [00:11:43] Marvel, anime, singers, and [00:11:46] movies. If you don't play for a week, you miss the unique [00:11:50] event of the year. It was the game that boosted streaming legends like [00:11:53] Ninja and Clips. Its fast and colorful rhythm makes [00:11:56] it extremely attractive for younger audiences on [00:12:00] TikTok and Twitch. [00:12:03] Roblox and Minecraft. Creation and [00:12:05] socialization. More than video games, they are [00:12:09] social interaction platforms. In Roblox, [00:12:12] children do not play just one game, but millions of [00:12:16] mini-games created by the community. In Minecraft, [00:12:20] multiplayer servers and survival modes create [00:12:23] addiction due to the sense of progression and [00:12:26] community. These, without a doubt, dominate [00:12:29] broadcasts focused on young audiences. [00:12:33] Massive servers organized by creators like [00:12:36] Permadeath or Tortillanland, in their time, have broken historical [00:12:40] audience records. In this [00:12:42] case, the creators not only conquered consoles, but [00:12:46] built the perfect ecosystem for playing and watching others [00:12:50] play to be practically the same. The key [00:12:53] question is, do you play for fun or to stay on the [00:13:07] platforms have taken video games to another [00:13:10] level. We went from playing a game of Call of Duty [00:13:14] to lying in bed and watching a content creator [00:13:17] play it. But did you know this has a name? It's called [00:13:20] 360-degree ecosystem, and today, [00:13:23] behind the algorithm, your digital dictionary [00:13:25] explains it: The 360-degree ecosystem [00:13:29] is a digital gear where the video game is the main engine [00:13:33] of a massive content wheel that literally never [00:13:36] rests. The master trick of this machinery is that it has [00:13:40] a perfect format for every moment of the day. [00:13:44] On one hand, there are the marathon live streams on [00:13:47] Twitch or YouTube, where GTA RP games [00:13:52] soap operas, and the competitive tension of games like Valorant [00:13:56] or LoL keeps you on the edge of your seat, suffering [00:13:59] for every rank point. Meanwhile, all that madness is [00:14:03] broken down into micro-content for [00:14:05] TikToks, Reels, or Shorts. These 15-second [00:14:09] clips with impossible plays, ridiculous [00:14:11] trophies, or express tricks keep you glued to [00:14:15] the game's universe without needing to touch a [00:14:18] controller. This phenomenon transcends [00:14:22] screens and completely takes over the school and [00:14:25] social environment. The dances, inside jokes, and viral [00:14:29] phrases become the language of the friend group, while [00:14:32] having the best skins or a high rank becomes [00:14:36] the greatest symbol of status. This is how [00:14:39] we fall into the trap of total passive consumption, as [00:14:43] it seems that more and more video games have stopped being a [00:14:47] simple pastime to become the soundtrack and [00:14:50] absolute center of daily life. But [00:14:53] do we really enjoy them or do we fall into the trap of passive consumption? [00:15:19] just lose honey, we'll lose food, and the most [00:15:22] disturbing thing is that the solution they are creating is not [00:15:26] to save them, but to replace them. The [00:15:29] crisis is already here: pesticides, climate [00:15:32] change, and habitat loss are emptying [00:15:35] beehives across the planet. Without pollination, up to [00:15:39] a third of what we eat could disappear, and [00:15:43] faced with this void, technology responds with [00:15:46] microdrones, pollinating robots, small [00:15:49] robots designed to do the work of bees [00:15:52] and keep entire crops [00:15:55] alive. They are not simple drones; they operate with swarm [00:15:59] intelligence, optical sensors, and precision [00:16:01] systems capable of detecting flowers, [00:16:04] transporting pollen, and coordinating with each other across [00:16:08] enormous expanses of land. The promise is [00:16:11] huge: protect agriculture and prevent a food [00:16:15] crisis. But the ethical cost also [00:16:18] weighs heavily. Is technology being used to save [00:16:21] the planet or to justify its [00:16:24] destruction? Because if the future of flowers depends [00:16:28] more on silicon than on nature, perhaps [00:16:31] it's something that no longer seems so much like [00:17:00] The overheating of the oceans due to the extractive capitalist [00:17:04] model, has unleashed the fury of the phenomenon known as [00:17:10] an extreme event that severely punishes vulnerable communities, [00:17:14] peasants and the working class. Will the popular [00:17:19] the climate crisis? Learn more in [00:17:23] realities, [00:17:26] today only on [00:17:28] Telesur, [00:18:27] Sticking to the screen for endless marathons takes a [00:18:31] brutal toll, but the cost changes depending on your [00:18:34] role. While both end up with dry eyes, sore [00:18:38] backs and shattered sleep due to blue light, the mental [00:18:42] damage plays in bigger leagues. [00:18:45] For the player, the marathon is a quick dopamine [00:18:48] hit that makes real life boring, fuels [00:18:51] frustration and pushes isolation. In contrast, for the [00:18:55] streamer, the screen is a glass cage. Behind the millionaire [00:18:58] income, the algorithm's pressure to stream 8 to 14 [00:19:02] hours daily has led the world's biggest [00:19:05] creators to physical and mental exhaustion, [00:19:09] demonstrating the real dangers of this practice: having [00:19:12] to perform non-stop and live glued to the viewer counter generates [00:19:16] burnout. And it's not theory, these are some cases where the [00:19:20] weight of these platforms pushed streamers to their limits. [00:19:24] Rubius had to stop short. Through an emotional [00:19:27] video, he announced his temporary retirement, revealing it can [00:19:30] break mental health. Squeezie, [00:19:33] Lucas, an undisputed reference in the French [00:19:37] and international scene who experienced the cost of burnout [00:19:41] firsthand. The demand to combine marathon broadcasts [00:19:44] with the production of mega-events led him to a state [00:19:47] of severe chronic fatigue. Squeezie has [00:19:50] become the visible face of overproduction burnout, [00:19:53] demonstrating that taking a mandatory [00:19:57] break is sometimes the only way out of extreme [00:20:00] exhaustion. Pokimane. [00:20:02] In September 2022, [00:20:06] Imane Anys published a video on YouTube [00:20:10] confessing that the pressure to maintain numbers and the need [00:20:13] to broadcast every second of her life made her feel that [00:20:17] she had no identity outside the screen. To avoid [00:20:20] collapsing completely, she decided to drastically cut her streaming [00:20:24] hours to just a couple of days a week. The definitive [00:20:28] end of this stage came in early 2024 [00:20:31] when she announced the end of an era. She preferred not [00:20:34] to renew her millionaire exclusivity contract with Twitch to [00:20:38] free herself from the demands of the algorithm and finally [00:20:42] prioritize her mental health. The big villain [00:20:45] here is not just exhaustion, [00:20:48] platforms themselves that punish rest. If a [00:20:52] creator takes a couple of days or a few weeks off, they lose thousands [00:20:55] of subscribers and the algorithm erases them from the [00:20:58] map. This makes creators feel that stopping even [00:21:02] for a single day destroys years of work, pushing them to [00:21:05] stream non-stop. [00:21:06] The [00:21:12] time has come to answer the question of the week, but first [00:21:15] let's remember it: are we facing healthy entertainment [00:21:19] or an obsession that is reconfiguring our [00:21:22] brain? If your answer was option d, it's a thin [00:21:25] line that depends on the usage, you're right and I'll explain [00:21:29] why. The giant leap in gaming [00:21:32] happened not just because games now look like [00:21:35] movies, but because the plan completely changed. We went [00:21:39] from playing alone in our room to watching others play on [00:21:42] platforms like Twitch or YouTube. Today, the hook is [00:21:46] not just the game itself; it's the live chat. [00:21:50] It creates an illusion of closeness so strong that you feel the streamer [00:21:54] is a lifelong friend, generating enormous loyalty. If there's [00:21:57] balance, this ecosystem has a brilliant side. The [00:22:01] Fortnite maps or Discord servers have [00:22:05] become the true public squares where young people [00:22:08] gather to talk and socialize. Furthermore, [00:22:11] it's proven that playing with moderation sharpens the mind, [00:22:15] improves quick decision-making, and helps relieve [00:22:18] daily stress. The real problem is that the [00:22:22] line between having fun and getting hooked is [00:22:25] extremely thin, because everything is [00:22:28] designed to keep you from leaving. Random rewards, [00:22:31] battle passes, and limited-time promotions play [00:22:35] directly with dopamine and the anxiety of missing [00:22:38] out. When this practice gets out of control, the consequences [00:22:42] in real life are silently serious. Accustoming the [00:22:46] brain to receive hyperactive stimuli in 15-second [00:22:50] videos makes picking up a book or watching a 40-minute [00:22:53] video feel unbearably boring. Moreover, watching your [00:22:57] favorite creator win and succeed gives you a false [00:23:00] sense of your own success, making you enjoy others' [00:23:03] victories while neglecting your true goals. If you add [00:23:07] sleepless nights to that, the result is a [00:23:11] bomb of fatigue and anxiety. [00:23:14] We are facing a very thin line that depends [00:23:17] 100% on the use we give it. The [00:23:21] video game itself is not the enemy. The trap is in [00:23:24] giving it all our time and attention, even putting our [00:23:27] own lives on [00:23:28] pause. [00:23:35] To avoid getting caught in the 360-degree loop, where the game [00:23:39] goes from being a pastime to controlling your daily life, the key is not [00:23:43] to forcibly turn off the digital world, but to break [00:23:46] the chain of continuous stimulation. If this interests [00:23:50] you, note these key tips to disarm the [00:23:52] algorithm: take control of your [00:23:55] alerts. Disable notifications from [00:23:58] Twitch, Kick, TikTok, and YouTube. You decide when [00:24:02] to enter, don't let the algorithm choose for you. Apply [00:24:05] the 20-minute break. When you turn off your [00:24:08] console, don't immediately jump to your phone. Walk, [00:24:12] drink water, or stretch to stop the dopamine rush. [00:24:14] Clean and diversify your [00:24:18] feed. If you're interested in game clips, [00:24:21] follow content on sports, music, or travel to [00:24:25] reset what the app shows you. Disconnect with real [00:24:29] life. Replace consumption by [00:24:32] habit or boredom by making plans without screens, such [00:24:36] as playing sports, reading, or going out with friends. [00:24:39] Accompany younger people, don't prohibit. At [00:24:43] home, extreme rules only generate rebellion. The [00:24:47] goal with children and adolescents is to set clear limits, talk [00:24:50] without judging, and teach self-control. [00:24:54] In the end, disarming this digital loop is not about declaring [00:24:57] war on technology, but about regaining control of our [00:25:01] attention. The rise of video games and [00:25:04] streaming is not a black and white issue. It's not about [00:25:08] demonizing screens or pretending that nothing is happening. [00:25:12] We are facing the new great entertainment industry, [00:25:15] an incredible space to connect, compete, and [00:25:19] build community. [00:25:21] Now, when the persuasive design of applications, [00:25:25] endless streams, and algorithms trap us [00:25:29] in a 360-degree ecosystem, the line [00:25:31] between healthy distraction and obsession becomes ridiculously [00:25:35] thin. Therefore, the key is not to prohibit or [00:25:38] completely disconnect, but to learn to consume with a cool [00:25:42] head. The solution is to enjoy the game and your [00:25:45] favorite creators with clear limits, without giving up control of [00:25:49] time, rest, and real life to a system [00:25:52] designed not to let us [00:29:40] The military confrontation in West Asia has reached a critical turning [00:29:43] point after Tehran formally rejected Washington's ceasefire proposal [00:29:47] processed through the mediation of Iraqi Prime Minister Ali Al- [00:29:50] Saidi, whose nation Iraq is suffering a severe deterioration in its [00:29:54] relations due to recent Anglo-American and [00:29:57] Saudi bombings.