27 JUL 2018 by ideonexus

 Universality of Games

Just as the ancient and primitive religions of the world show profound similarities in their fertility rites and their sun and moon worship, many games appear to be common property to human beings everywhere. Indeed, the comparison is not at all farfetched: many games now thought to be mere children's pastimes are, in fact, relics of religious rituals, often dating back to the dawn of mankind. Tug of war, for example, is a dramatized struggle between natural forces; knucklebones were once par...
Folksonomies: history gaming
Folksonomies: history gaming
  1  notes
 
24 FEB 2015 by ideonexus

 Player Motivations for Role-Playing

Actor The actor likes to pretend to be her character. She emphasizes character development that has nothing to do with numbers and powers, trying to make her character seem to be a real person in the fantasy world. She enjoys interacting with the rest of the group, with characters and monsters in the game world, and with the fantasy world in general by speaking “in character” and describing her character’s actions in the first person. The actor values narrative game elements over mech...
Folksonomies: rpg role-playing games
Folksonomies: rpg role-playing games
  1  notes
 
28 JUL 2011 by ideonexus

 IQ is Malleable

IQ is malleable. IQ has been shown to vary over one’s life span, and it is surprisingly vulnerable to environmental influences. It can change if one is stressed, old, or living in a different culture from the testing majority. A child’s IQ is influenced by his or her family, too. Growing up in the same household tends to increase IQ similarities between siblings, for example. Poor people tend to have significantly lower IQs than rich people. And if you are below a certain income level, ec...
Folksonomies: intelligence iq elasticty
Folksonomies: intelligence iq elasticty
  1  notes

A poor child adopted into a middle-class family will gain 12 to 18 IQ points.