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Sack Head Shaun @2againsttyranny - oh and citations:
Primary Sources & Citations:
- Soviet Union (20–30 million)
Robert Conquest, The Great Terror
Nicolas Werth, The Black Book of Communism (1997)
Includes: Holodomor famine, Great Purge, Gulags, mass deportations
- China (45–70 million)
Jung Chang & Jon Halliday, Mao: The Unknown Story
Stéphane Courtois et al., The Black Book of Communism
Major events: Great Leap Forward famine (30–45M), Cultural Revolution
- Cambodia / Khmer Rouge (1.7–2 million)
Ben Kiernan, The Pol Pot Regime
Yale Cambodian Genocide Project
Includes executions, forced labor, starvation
- North Korea (2–4 million)
HRNK (Committee for Human Rights in North Korea)
UN Commission of Inquiry on DPRK Human Rights (2014)
Includes famine in the 1990s, gulags, purges
- Ethiopia (500K–1 million)
Martin Meredith, The Fate of Africa
Human Rights Watch reports on Red Terror under Mengistu Haile Mariam
- Eastern Bloc (1–2 million)
The Black Book of Communism
Includes deaths from secret police, repression, failed revolts (e.g. Hungary 1956, Prague Spring 1968)
- Cuba (≥10,000)
Cuba Archive / Truth and Memory Project
Documentation of political executions, escape drownings, prison deaths
- Other Regimes (100K–200K+)
Includes: Vietnam, Laos, Mozambique, Angola, Venezuela (indirect deaths from economic collapse and medical system failure)
Sources: Amnesty International, Human Rights Watch, country-specific truth commissions
Aggregate Source:
Courtois, Stéphane et al., The Black Book of Communism: Crimes, Terror, Repression (Harvard University Press, 1999)
https://x.com/2againsttyranny/status/1948454830001008869

Scot R. Morrison @ka3drr - Can Radiosport Compete Against Video Games
Ham radio contesting struggles to compete with video games for broad appeal, especially among younger audiences, due to several key factors:
1.) Accessibility and Cost: Video games are widely accessible, often requiring just a console, PC, or smartphone, with many free or low-cost options. Ham radio contesting demands specialized equipment (transceivers, antennas, etc.), licensing, and setup, which can cost hundreds to thousands of dollars and require technical knowledge. The entry barrier is significantly higher.
2.) Instant Gratification vs. Learning Curve: Video games offer immediate engagement, with intuitive controls and quick rewards (e.g., leveling up, winning matches). Ham radio contesting has a steep learning curve, involving radio theory, regulations, and operating skills. The thrill of making contacts (QSOs) during contests often requires patience and persistence, which may not satisfy those accustomed to fast-paced gaming.
3.) Social Dynamics: Video games provide vibrant, real-time multiplayer experiences with voice chat, leaderboards, and global communities. While ham radio contesting fosters a sense of community, interactions are often brief (exchanging signal reports) and less personal. The social aspect is niche, appealing to enthusiasts but lacking the mainstream draw of gaming platforms like Discord or Twitch.
4.) Cultural Relevance and Marketing: Video games dominate pop culture, with esports, streaming, and constant innovation (e.g., VR, new genres). Ham radio, despite its historical significance and technical depth, is perceived as outdated by many, with limited marketing or exposure to new audiences. Contesting events rarely reach beyond the amateur radio community.
5.) Time Commitment and Lifestyle Fit: Contesting often involves long hours of focused operation, sometimes over entire weekends, which may not align with modern, on-demand entertainment preferences. Video games offer flexible playtimes, from quick mobile sessions to immersive RPGs, catering to varied schedules.
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