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When taking part in any form of computational conflict, this program laces all of the offensive actions a user takes with dangerous biofeedback signals. This program only works if the target has the possibility to experience some form of physical simsense, and has limited effect on users perceiving the internet environment using traditional displays or low resolution AR. When a user's actions cause computational damage, the target might be physically stunned if the target was only using a form of low resolution AR, yet physically wounded if the target has somehow directly linked their body to the internet (like the Matrix movies).
If a character plays a game like [[Counter-Strike_(video_game)|Counterstrike]] or [[PlayerUnknown's_Battlegrounds|PUBG]] with a low amount of simsense, the experience is distant and limited, yet also less risky. It might be better than a desktop experience, because "you're actually there", yet still not have the risk of fighting with real bullets. A character shoots another character, and its only a line item on a text feed and a wait to respawn. Yet for a character deeply immersed in simsense, playing such a game would involve actually having bullets rip through their flesh and bones, with all the discomfort, wounding, and long term effects that might cause. A character might not even die, and simply be left debilitated, much like soldiers from [[WWII]] or [[Vietnam]].
A biofeedback program would take character attempting to interact in a relatively low-risk way, yet have the potential for risky simsense, and force those character to experience the most hurtful possible effects. Rather than simply win a conflict, the biofeedback program user is specifically attempting to cause physical pain and suffering.
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