Heterotopias of the game have never been of much interest to theory, but to gamer theory they may be a key precursor to gamespace. Among them are separate worlds pitting different attributes of body and mind into contests of skill or luck, from badminton to backgammon. Every way of measuring what one body does against…
Scientific instruction is a craft. This is because skill in a science, knowledge of its diverse aspects, and mastery of it are the result of a habit.... The easiest method of acquiring the scientific habit is through acquiring the ability to express oneself clearly in discussing and disputing scientific problems. This…
While certainly realistic, the harsh death penalty makes players think twice before trying anything adventurous. Risk avoidance then leads to long stretches of the game where nothing much happens, which can be a bit boring. As a consequence Real Life is one of the few games where the crafting and tradeskill part of…
All of humanity's tool extensions are divisible into two main groups: the craft and the industrial tools. I define the craft tools as all those tools which could be invented by one man starting all alone, naked in the wilderness, using only his own experience and his own integral facilities. Under these isolated…