04 NOV 2018 by ideonexus

 The Immersive Fallacy

According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world. [...] In the case of play, we know that metacommunication is always in operation. A teen kissing another teen in Spin the Bottle or a Gran Turismo player driving a virtual race car each understands that their play references other realities. But the very thing that makes their activity play is that they also know th...
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The false idea that a "suspension of disbelief" is needed to enjoy a work of art or game.

27 JUL 2018 by ideonexus

 Young Apes Resemble Human Children

Hartmann, in his work on the Anthropoid Apes (289, p. 301), quotes, approvingly, the words of Vogt: ‘When we consider the principles of the modern theory of evolution, as it is applied to the history of development, we are met by the important fact that in every respect the young ape stands nearer to the human child than the adult ape does to the adult man. The original differences between the young creatures of both types are much slighter than in their adult condition : this assertion, ma...
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16 APR 2018 by ideonexus

 Early Attempts to Replace Teachers with Games

The current push to bring digital games into school is, strictly speaking, not the first, nor even the second time that educators have pushed for individualized instruction via machines. But it is decidedly the most nuanced, humanistic, and thoughtful. The first actually took place in the 1950s and early 1960s, when a small group of educational psychologists proposed doing away with teachers altogether and replacing them with self-paced, preprogrammed instruction on so-called "teaching machin...
Folksonomies: history learning automation
Folksonomies: history learning automation
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10 FEB 2018 by ideonexus

 How Literacy Impacts Reading and Gaming

For Ellie, that charade contributed to her waning interest in computer games and simulations fi-om its highpoint in middle childhood. Reasonably versed in computer technologies and a fan of emerging online forums such as Tumblr, she agreed to talk about her play in virtual worlds not as an enthusiast, but as something of a philistine. She enjoyed Second Life—but only up to a point. "The imaginative part stopped for me when I stopped designing my avatar," she told me. Further opportunities...
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10 FEB 2018 by ideonexus

 Computer Models as Play

There is, indeed, an "art" to worldplay in the social sciences that fuses narrative with analytical technique. There is also a kinship with the arts in the relationship between imagined world and reality, a point brought home by political scientist and ellow Robert Axelrod. In the early 1960s the teenage Axelrod won the Westinghouse kience Talent Search for a very simple computer simulation of hypothetical lifeforms behaving in an artificial environment. Ever since, he has worked on the appli...
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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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25 OCT 2017 by ideonexus

 Blockchains

Ownership on the Bitcoin blockchain is determined by a pair of cryptographic keys. The first, called the public key, resides in the blockchain for anyone to see. The second is called the private key, and its owner keeps it safe from view. The two keys have a special mathematical relationship that makes them useful for signing digital messages. Here’s how that happens: Helmut takes a message, combines it with his private key, does some calculations, and ends up with a long number. Anyone who...
Folksonomies: blockchains technology
Folksonomies: blockchains technology
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29 SEP 2017 by ideonexus

 We Compile What We Read in the Context of When We Read It

Reading and experience train your model of the world. And even if you forget the experience or what you read, its effect on your model of the world persists. Your mind is like a compiled program you've lost the source of. It works, but you don't know why. [...] ...reading and experience are usually "compiled" at the time they happen, using the state of your brain at that time. The same book would get compiled differently at different points in your life. Which means it is very much worth re...
Folksonomies: worldview memory reading
Folksonomies: worldview memory reading
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20 JUL 2017 by ideonexus

 Cooperative Game of Competitive Questioning

Great Cooperative games make the play experience deliberately difficult; the game shouldn't be a cake walk. Mr. Glass's decision, therefore, is for him to assume the role of the game and present himself in opposition to his students—the players. He does this by instructing his students (working in groups designed to get everyone working together, especially those who have struggled in the past) to prepare 30 questions that, in their estimation, adequately assess or measure the topics with w...
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20 JUL 2017 by ideonexus

 Old CRPGs are Unplayable for Modern Gamers

They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable.” After removing the arrow from my chest, I asked them to explain why. It mostly came dow...
Folksonomies: gaming preservation history
Folksonomies: gaming preservation history
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