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Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
                So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.

 One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.

 As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.

 Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*      #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D

Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOLMasochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
                So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.

 One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.

 As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.

 Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*      #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D

So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s.

In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL.

If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.

One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves?

In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.

As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.”

To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.

Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height.

The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand.

Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*

#Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D

So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s.

In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL.

If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.

One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves?

In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.

As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.”

To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.

Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height.

The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand.

Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*

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#Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOL

We’re retiring our oldest plans, some of which were built nearly 15 years ago – in the 3G and 4G eras, and well before our 5G network was fully deployed. Customers will transition to modern plans that provide access to America’s best wireless technology, enhanced features and a 5-year price guarantee for peace of mind. Some customers will see no change to their monthly bill, while some will see a modest adjustment. Every customer moved to a new plan will keep their current benefits while gaining improvements in network and service experiences.

#TMobile #booting #customers #oldest #plans5G,Mobile,Sprint,T-Mobile,Tech">T-Mobile is booting customers from its oldest plansWe’re retiring our oldest plans, some of which were built nearly 15 years ago – in the 3G and 4G eras, and well before our 5G network was fully deployed. Customers will transition to modern plans that provide access to America’s best wireless technology, enhanced features and a 5-year price guarantee for peace of mind. Some customers will see no change to their monthly bill, while some will see a modest adjustment. Every customer moved to a new plan will keep their current benefits while gaining improvements in network and service experiences.#TMobile #booting #customers #oldest #plans5G,Mobile,Sprint,T-Mobile,Tech
AI-related job loss fears grow each time another company announces a round of layoffs. Through May of 2026, companies announced that close to 90,000 job cuts were tied to AI, and, by some accounts, up to 15% of U.S. jobs are projected to be eliminated by AI over the next five years. Promises from the tech industry that AI will also create new jobs does little to ease fears, especially for the generation wondering if anyone will be hiring when they graduate. 

A recent report from Ramp and Revelio Labs, which track enterprise AI spend and workforce records from nearly 22,000 companies, respectively, complicates that gloomy narrative. 

The report found that companies spending heavily on AI are growing headcount faster, even in the entry-level roles that many fear are doomed. According to the report, “high-intensity adopters” — firms that spend on average $30 per employee per month on AI in the first three months — saw headcount increase 10.2%.

Headcount also rose across functions, including engineering, sales, administration, customer service, finance, marketing, and scientist roles. The strongest job growth among high-intensity adopters was in the information sector, which includes software, internet, media, and tech-adjacent firms. 

Despite these positive signals, the data isn’t as rosy as it seems. It skews heavily towards tech-forward, knowledge-work firms — ones that might have VC-backing and are growing fast anyway, making it difficult to say whether AI is contributing to the hiring or just showing up at companies that are expanding anyway.

“This paper does not show that AI universally creates jobs,” the paper’s authors admit, “but it does counter claims that AI will lead to broad job losses.”

It also counters claims that AI is killing all junior jobs. Recent research from Goldman Sachs found that AI has already erased about 16,000 net jobs per month over the past year, with Gen Z and entry level workers taking the brunt of the burden. But in tech-forward firms, the report finds that entry-level headcount actually rose by 12%.

So what can we take away from this? Perhaps that AI isn’t always a tool for labor substitution, but that it can be a tool for firm-expansion instead. 

“For software and technology firms, AI can make core output cheaper or faster to produce: writing code, debugging, building internal tools, producing technical documentation, and supporting product development,” the report reads. “Lower production costs in these workflows can raise the return to expanding the whole firm, not just the engineering team.”

But companies that buy subscriptions and run pilots, yet did not go on to make sustained investments, don’t tend to see any gains in headcount, per the report. 

That sets up the potential for a widening gap between firms that have the resources — like capital, technical staff, founder networks, and management bandwidth — to turn AI adoption into actual business gains and those that are stuck experimenting with subscriptions. In other words, this report suggests that firms that already have the resources are the ones who will see the largest gains. 

The paper’s authors speculate such a divide may continue to grow, saying: “Firms without those channels may fall behind.”

When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.

#jobs #debate #messier #TechCrunchRamp,ai job loss,revelio labs">The AI jobs debate just got messier | TechCrunch
AI-related job loss fears grow each time another company announces a round of layoffs. Through May of 2026, companies announced that close to 90,000 job cuts were tied to AI, and, by some accounts, up to 15% of U.S. jobs are projected to be eliminated by AI over the next five years. Promises from the tech industry that AI will also create new jobs does little to ease fears, especially for the generation wondering if anyone will be hiring when they graduate. 

A recent report from Ramp and Revelio Labs, which track enterprise AI spend and workforce records from nearly 22,000 companies, respectively, complicates that gloomy narrative. 







The report found that companies spending heavily on AI are growing headcount faster, even in the entry-level roles that many fear are doomed. According to the report, “high-intensity adopters” — firms that spend on average  per employee per month on AI in the first three months — saw headcount increase 10.2%. 

Headcount also rose across functions, including engineering, sales, administration, customer service, finance, marketing, and scientist roles. The strongest job growth among high-intensity adopters was in the information sector, which includes software, internet, media, and tech-adjacent firms. 

Despite these positive signals, the data isn’t as rosy as it seems. It skews heavily towards tech-forward, knowledge-work firms — ones that might have VC-backing and are growing fast anyway, making it difficult to say whether AI is contributing to the hiring or just showing up at companies that are expanding anyway.

“This paper does not show that AI universally creates jobs,” the paper’s authors admit, “but it does counter claims that AI will lead to broad job losses.”

It also counters claims that AI is killing all junior jobs. Recent research from Goldman Sachs found that AI has already erased about 16,000 net jobs per month over the past year, with Gen Z and entry level workers taking the brunt of the burden. But in tech-forward firms, the report finds that entry-level headcount actually rose by 12%.


So what can we take away from this? Perhaps that AI isn’t always a tool for labor substitution, but that it can be a tool for firm-expansion instead. 

“For software and technology firms, AI can make core output cheaper or faster to produce: writing code, debugging, building internal tools, producing technical documentation, and supporting product development,” the report reads. “Lower production costs in these workflows can raise the return to expanding the whole firm, not just the engineering team.”

But companies that buy subscriptions and run pilots, yet did not go on to make sustained investments, don’t tend to see any gains in headcount, per the report. 







That sets up the potential for a widening gap between firms that have the resources — like capital, technical staff, founder networks, and management bandwidth — to turn AI adoption into actual business gains and those that are stuck experimenting with subscriptions. In other words, this report suggests that firms that already have the resources are the ones who will see the largest gains. 

The paper’s authors speculate such a divide may continue to grow, saying: “Firms without those channels may fall behind.”
When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.#jobs #debate #messier #TechCrunchRamp,ai job loss,revelio labs

announces a round of layoffs. Through May of 2026, companies announced that close to 90,000 job cuts were tied to AI, and, by some accounts, up to 15% of U.S. jobs are projected to be eliminated by AI over the next five years. Promises from the tech industry that AI will also create new jobs does little to ease fears, especially for the generation wondering if anyone will be hiring when they graduate. 

A recent report from Ramp and Revelio Labs, which track enterprise AI spend and workforce records from nearly 22,000 companies, respectively, complicates that gloomy narrative. 

The report found that companies spending heavily on AI are growing headcount faster, even in the entry-level roles that many fear are doomed. According to the report, “high-intensity adopters” — firms that spend on average $30 per employee per month on AI in the first three months — saw headcount increase 10.2%.

Headcount also rose across functions, including engineering, sales, administration, customer service, finance, marketing, and scientist roles. The strongest job growth among high-intensity adopters was in the information sector, which includes software, internet, media, and tech-adjacent firms. 

Despite these positive signals, the data isn’t as rosy as it seems. It skews heavily towards tech-forward, knowledge-work firms — ones that might have VC-backing and are growing fast anyway, making it difficult to say whether AI is contributing to the hiring or just showing up at companies that are expanding anyway.

“This paper does not show that AI universally creates jobs,” the paper’s authors admit, “but it does counter claims that AI will lead to broad job losses.”

It also counters claims that AI is killing all junior jobs. Recent research from Goldman Sachs found that AI has already erased about 16,000 net jobs per month over the past year, with Gen Z and entry level workers taking the brunt of the burden. But in tech-forward firms, the report finds that entry-level headcount actually rose by 12%.

So what can we take away from this? Perhaps that AI isn’t always a tool for labor substitution, but that it can be a tool for firm-expansion instead. 

“For software and technology firms, AI can make core output cheaper or faster to produce: writing code, debugging, building internal tools, producing technical documentation, and supporting product development,” the report reads. “Lower production costs in these workflows can raise the return to expanding the whole firm, not just the engineering team.”

But companies that buy subscriptions and run pilots, yet did not go on to make sustained investments, don’t tend to see any gains in headcount, per the report. 

That sets up the potential for a widening gap between firms that have the resources — like capital, technical staff, founder networks, and management bandwidth — to turn AI adoption into actual business gains and those that are stuck experimenting with subscriptions. In other words, this report suggests that firms that already have the resources are the ones who will see the largest gains. 

The paper’s authors speculate such a divide may continue to grow, saying: “Firms without those channels may fall behind.”

When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.

#jobs #debate #messier #TechCrunchRamp,ai job loss,revelio labs">The AI jobs debate just got messier | TechCrunch

AI-related job loss fears grow each time another company announces a round of layoffs. Through May of 2026, companies announced that close to 90,000 job cuts were tied to AI, and, by some accounts, up to 15% of U.S. jobs are projected to be eliminated by AI over the next five years. Promises from the tech industry that AI will also create new jobs does little to ease fears, especially for the generation wondering if anyone will be hiring when they graduate. 

A recent report from Ramp and Revelio Labs, which track enterprise AI spend and workforce records from nearly 22,000 companies, respectively, complicates that gloomy narrative. 

The report found that companies spending heavily on AI are growing headcount faster, even in the entry-level roles that many fear are doomed. According to the report, “high-intensity adopters” — firms that spend on average $30 per employee per month on AI in the first three months — saw headcount increase 10.2%.

Headcount also rose across functions, including engineering, sales, administration, customer service, finance, marketing, and scientist roles. The strongest job growth among high-intensity adopters was in the information sector, which includes software, internet, media, and tech-adjacent firms. 

Despite these positive signals, the data isn’t as rosy as it seems. It skews heavily towards tech-forward, knowledge-work firms — ones that might have VC-backing and are growing fast anyway, making it difficult to say whether AI is contributing to the hiring or just showing up at companies that are expanding anyway.

“This paper does not show that AI universally creates jobs,” the paper’s authors admit, “but it does counter claims that AI will lead to broad job losses.”

It also counters claims that AI is killing all junior jobs. Recent research from Goldman Sachs found that AI has already erased about 16,000 net jobs per month over the past year, with Gen Z and entry level workers taking the brunt of the burden. But in tech-forward firms, the report finds that entry-level headcount actually rose by 12%.

So what can we take away from this? Perhaps that AI isn’t always a tool for labor substitution, but that it can be a tool for firm-expansion instead. 

“For software and technology firms, AI can make core output cheaper or faster to produce: writing code, debugging, building internal tools, producing technical documentation, and supporting product development,” the report reads. “Lower production costs in these workflows can raise the return to expanding the whole firm, not just the engineering team.”

But companies that buy subscriptions and run pilots, yet did not go on to make sustained investments, don’t tend to see any gains in headcount, per the report. 

That sets up the potential for a widening gap between firms that have the resources — like capital, technical staff, founder networks, and management bandwidth — to turn AI adoption into actual business gains and those that are stuck experimenting with subscriptions. In other words, this report suggests that firms that already have the resources are the ones who will see the largest gains. 

The paper’s authors speculate such a divide may continue to grow, saying: “Firms without those channels may fall behind.”

When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.

#jobs #debate #messier #TechCrunchRamp,ai job loss,revelio labs

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