10 FEB 2018 by ideonexus

 Applications for Simulated Worlds

Consider that applications of simulated worlds and simulated games to science and social science research are on the increase. Businesses build virtual worlds for commercial purposes. Scientists utilize video games to crowd-source solutions to protein folding, to invesfigate complexity theory and artificial life, to visualize the physics of black holes, and to research economic, social, and psychological behaviors. Call of Duty, Second Life, World of Warcraft—and the software that makes the...
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10 FEB 2018 by ideonexus

 Adult Participation in Children's Worldplay

In The Brightening Glance: Imagination and Childhood (2006), the art theorist Ellen Handler Spitz argues that "[t]he topic of adult participation in children's play is delicate, complex, and controversial," largely due to the overwhelming influence a parent or a teacher or even adult-generated entertainment media can have. Adults must work hard not to impose their owti interests, methods, or judgments upon play activity. The act of modeling and encouraging can, indeed, be fi-aught with miss...
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10 FEB 2018 by ideonexus

 Agency in Game Creation VS Game Play

Game design has been referred to as an art, and it is for the designers, calling upon all their powers of imaginative and creative production. For the child user, however, game play is not an art, but more of a sport. What we're talking about here is the difference between the free-form activity of pretend play and soccer on the playground or in organized leagues. In the first, child-determined goals and constraints respond or in organized leagues. In the first, child-determined goals and con...
Folksonomies: literacy gaming game making
Folksonomies: literacy gaming game making
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10 FEB 2018 by ideonexus

 Imaginative Play Creates Ownership

Ultimately, the child as creator exercises a whole range of capacities that set the Stage for original thinking. We find the imprint of creative practice in the blending of experiences and ideas, the classifications of real and imagined things, the organization of systemic patterns and narrative sequences, the modeling of worlds, the generation of artifacts, and the synthesizing of all that is known and felt into one grand design. The creating self "owns" the processes and products of make-...
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06 JAN 2018 by ideonexus

 Blends, Bricolage, and Chimeras of Association in Child I...

Blends and bricolage can tell us much about the young imagination and its potential for mature creativity. No one is surprised when a child substitutes a little toy truck television show—though perhaps we should be. No matter how unremarkable, all blends reflect the imagination at work. That said, our notice of make-believe chimeras generally increases, the more unlikely the juxtaposition of their elements. What we notice and notice again in child's play are the blends and complexes that ar...
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06 JAN 2018 by ideonexus

 World-Play as Self-Apprenticeship

...worldplay can be studied as a kind of self-apprenticeship in creative practice, rather than prodigious application in discipline or craft. The childhood inventor of imaginary lands often elaborates his or her world in multiple ways at once. He or she may write stories and compose music, draw maps and build models, design games, and possibly construct a secret language—all within the context of play. It is likely, therefore, that childhood woridplay confers benefits that differ substantia...
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06 JAN 2018 by ideonexus

 Considering Art Creative but Engineering Not as a Questio...

In retrospect, Cohen and MacKeith made a number of questionable assumptions that undermine that conclusion. To be fair, these assumptions were quite common among psychologists at the time and still persist to a significant degree among the public. One of these assumptions is that some activities, such as the arts, are inherently creative, whereas others, such as science or engineering, are not. Another assumption is that creativity is a function of one's ability to fantasize, which is to say,...
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06 JAN 2018 by ideonexus

 Mental Illness is Not Correlated with Genius

What madness may have to do with creativity and genius has continued to intrigue down to this day, with scholars arguing for and against the association, its benefits and its deficits. In 1995, in a large scale and statistically convincing study of 1,004 eminent individuals of the 20th century, psychiatrist Arnold Ludwig argued that no necessary or sufficient correlation, hence no causal connection, between mental illness and creative achievement was to be found. Individuals in artistic profe...
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06 JAN 2018 by ideonexus

 Pattern-Seeking Through Play

Meredith's worldplay was shot through with yet another well-recognized ingigredienlent of creative thinking, the comparison and synthesis of two or more unlike things. As the mathematician and poet Jacob Bronowski famously expressed it, the discoveries of science and of art "are explorations—^more, are explosions, of a hidden likeness The same holds true for the insights generated in worldplay. Documents of play in Lewis, like many a child, combined the animal and the human in Lord Big. Una...
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22 SEP 2017 by ideonexus

 The Great Man Theory Promotes Misunderstanding of History

The Great Man theory is the notion that behind every great innovation is a single individual -- usually a man. It attempts to write a simple story about every innovation. But Ford didn't invent the automobile, Edison didn't invent the light bulb, and the Wright brothers didn't invent the airplane. The simple story strips away all the other people with whom that person worked, both before and afterwards, and their critical contributions to the innovation process. It also perpetuates the notion...
Folksonomies: great man theory
Folksonomies: great man theory
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