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Definition
increasing realism in the portrayal of everyday objects causes them at the same time to seem more disturbingly unreal.
observed in two categories:
- 1) The sensory interface (the raw materials such as the colors on screen perceived by the player)
- 2) The cognitive interface (what those raw materials represent and how they function in the relevant program)
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(Computational-Representational Understanding of Mind) - a view that states that cognitive processes are computations upon language-like (or, linguaform) representations
- Remember:Artificial intelligence is about trying to get computer to engage in plausibly human-like linguistic and inferential behavior
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all forms of human endeavor involving the use of intelligence can be tested for via conversation |
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the order of the words and how this order forms grammatical units
- Example statement: “Halloween is spooky."
- 'Halloween' and 'spooky' are units
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Compositional, representational semantics |
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Definition
The manner which we string together grammatical units creates new meanings from previous ones
- The 'is' connects the two units into meaningful statement
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Term
The way labor is distributed when making a videogame |
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Definition
- 2) Writers who put together longer lines of code into interactive dialogue
- 3) Artists who make sense of all this through their construction of the world of the game and the story/game play
- It can be postulated that the human brain works this way too: neurons to commands to organization (tying shoes)
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Term
the (5) factors that prevent comprehension, therefore, presenting the difficulty of developing AI |
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Definition
- “Noise” – Low blood sugar, inattentiveness, faulty primary education, hearing what you want to hear
- Cultural – “dormir avec ses mains fermer.” (sleeping with your fists clenched); “sleeping like a baby”
- Linguistic – speaking/writing in a second language
- Auditory – compromised hearing/speaking
- Writing – students writing in a casual voice vs. formal voice, texting/emailing and ‘tone’, poetry and metaphor
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Term
What philosophers have to say about acting and actors (Plato, Nietzsche)
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Definition
- 1) Plato hated acting/actors for their falseness
- 2) Nietzsche thought acting had evil influence on the performer and the audience
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Term
Archetypes (What are they and who created them)
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Jung (psychologist and cultural theorist); 'collective unconscious'
- we share the same notions of father/motherhood, the afterlife, and the gods
- we are prone to think of ourselves as playing an archetype (the loving mother, the devious trickster, the hero, etc.)
- adopting personas is unhealthy; becoming ‘individuated’ is the main goal (Jung)
- but, we get pleasure from our personas, and perhaps deal with stress through them
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Term
What is the connection between... Multiple personality Disorder and RPG's
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Definition
- the ‘alters’ rarely surface outside of the medical context (at the doctor/clinician’s office) So, it can be said that the extra personalities emerge in a kind of collaborative atmosphere (like RPGs!)
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Term
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Definition
- 1) In order to be psychologically and morally sound human beings, we must choose the ends that we pursue freely and autonomously
- 2) Autonomy in the choosing of one’s own ends is not possible without self-knowledge
- 3) The practice of role-playing (i.e., thinking and speaking of oneself as a character in a fictional narrative) reliably impedes one’s access to self-knowledge
- 4) Therefore, one should not engage in act
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Role-Playing by the Rules |
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Definition
- players have come to expect some kind of narrative in RPGs no matter how ‘thin’, and no matter how much mowing down your enemies is the real purpose
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- happiness is not derived from pleasure, honor or wealth
- to figure out what makes us happy, we have to figure out the ‘function of man’
So, he is assuming that we have some innate, shared purpose |
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we can change the world through the function of our free will |
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- Heidegger believed that all humans are in a condition of ‘throwness’ into ‘the there’
- We are immediately placed into the world as humans and become enmeshed in the everyday goings on of life
- so, there is no way to develop any detachment and objectivity that would allow us to become ‘self-aware’
- He says this because all of our lives aren’t a series of inevitabilities or responses to some cosmic vocation
- So, he really disagrees with Aristotle – we don’t have a purpose because we can’t know it!
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“man is a being whose existence precedes his essence.”
- Or, it’s pointless to try to explain or justify what we DO by appealing to what we essentially ARE
- So, you can’t do or don’t do something and then say, “well, I’m a man.” Or “I’m a Christian.”
- Sartre is famous for saying that life is actually devoid of meaning, (hence existenetialism)
- humans should live free from government/religion, but also all other behavioral restrictions (duty, fidelity, personal)
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Definition
- a set of rules, with gameplay, but no players
- The Game of Life (1970); dots in a matrix that represent lives
- a representation of how animal populations thrived or diminished over a give expanse of space and period of time
Basically, survival is more likely when communities form, but starts to go down when it becomes overcrowded
- what we see in the game are types of stasis/change, where populations self-aggregate over generations
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Definition
- a political/legal movement
- a technological movement (centered around birth control tech.)
- a series of academic movements
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What do we (I) mean by the gender? |
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Definition
- different than sex (chromosomal, physical)
- rejection of biological determinism
- underlines the fundamentally social/cultural quality of distinctions based on sex (and sexual difference)
- points out the false binary distinction between man and women
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Term
So how do we theorize violence and men? |
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Definition
- the triad of men’s violence
- 2) Violence against women
- 3) Violence against the self
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The four “rules” of masculinity: |
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Definition
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Basic psychoanalytic theory
(Sigmund Freud) |
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Definition
The unconscious, dreams, desire, sex as the central motivating force of life
- the Oedipal cycle or triangle
- the father, the mother, the child
- the male child must join culture/society, and so in order to do so, must identify with the father and eschew the mother
- ‘mature’ healthy men are ones who have strong identification with other men, but homosexuality is a “disease” – “homosocial”
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Definition
the regressive state of masculinity where men can ignore responsibility and use their bodies and minds as weapons
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Term
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Definition
- On the go (poortables, cameras, keychains)
- Arcades and playspaces (Dave and Busters)
- Online in virtual worlds (World of Warcraft)
- In your head (“minds eye”, phenomenology)
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Definition
a space where every point contains, is, or has a value of energy, force or information
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a closed region of space, V, together with a privileged point, x, in V such that all points in space are visible from x
(Gaze, Perception)
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Video games are something that we do, not just something that we watch |
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- the notion that culture is centered around the eyes and vision
- this means perspective is all about power
- link this to malls, space, memorials, virtual space, and culture in general
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Wii and Kinect
A new style of videogame (and a new genre?) that requires the player to exercise in the process of play |
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- interface: anything player has to use or have direct contact with in order to play game, ie controller, menu system, game control system (how to steer/control pieces in game)
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Often game architecture from game:
- -2. With changes in graphics and story
- This means sequels can be made for cheap |
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A moment where the player is not in control of the action, can be short (1-3 seconds) or long (<5 minutes)
- practical computing issues
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An episodic and heirarchical series of challenges or spaces the player must complete before finishing/winning
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Definition
A pause in the action, often in the form of a fixed screen which features tasks completed, lives lost, kills, traps found/missed, etc.
- these breaks are often used, even when not needed
- this illustrates their importance to play and the player
- allows player to assess their performance
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Definition
the way we interact with technology (ex. keyboards, mouse)
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Studying the text of the game (game as story)
- narrative in games has changed because games have changed
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Studying the act of play (game as play)
- players as creators of text
- PlayStation, again, is responsible because of the greater speed of the graphics
- Enables play to be more seamless
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Looking for bugs/glitches |
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looking at how people play (Is it too easy? Is it too hard?) |
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“Whatever I do in the game is false” because you’re doing things in the game, not in real life.
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Types of games (from Huizinga)
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- alea: chance (ie. gambling)
- agon: competition (ie. videogames)
- illinx: pleasure through movement (ie. rollercoasters)
- mimesis: make believe and roleplay (ie. renaissance fair, theatre, dance)
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Requiring non-trivial effort; games require play |
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Computers as theatre is a book about actors, plots, scenery, props, music, etc.
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Jesper Juul:
Three levels of narrative time |
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Definition
- Story Time: the time of the events told (ex: game takes place in 1940 through the course of 2 weeks)
- Discourse Time: Time of the telling of the events (player’s time inside the game)
- Reading/ Viewing Time: The ‘other’ time that is real for the viewer/ reader, i.e. how the story has it’s own time
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from William Gibson’s novel Neuromancer
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Players created characters or digitized pictures of themselves downloaded and sutured onto an avatar |
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Costume play (common in Japan - Otaku) |
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Game modules that mock the original titles |
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Two or more topics/sources working together in one object (game, film, etc.)
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when multiple texts are put in one space (idea-based)
- I.E. Kingdom Hearts II (Final Fantasy + Disney)
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- fetishization of original hardware and aesthetics
- average age of gamers has gotten older, desire for childhood play
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Propp’s character analysis |
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Definition
- psychological motivations are insignificant beside their function in driving the narrative
- seven characters (dramatis personnae) or “spheres of action”
- villain: action is disruptive
- donor: provides for the hero (objects, advice, etc)
- helper: helps hero solve difficult problem
- princess: threatened by villain, saved by hero
- dispatcher: sends hero on quest
- hero: searches for equilibrium by defeating villain
- false hero: eventually unmasked imposter posing as hero
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Games that continue to operate even when the player logs off |
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A form of public rhetorical performance |
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A Statement or proposition that, despite seeming to be sensible or coming from a logical premise, leads to a conclusion that is senseless, contradictory or illogical
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the only thing that has intrinsic value is pleasure |
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Rene Descartes (1596-1650) - French philosopher |
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Definition
-wax: apply heat and it changes, but it’s still wax
-the property of ‘extension’: occupying a determinate part of space |
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David Hume (1700’s, Scottish) - Skeptical about Descartes |
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Definition
-It’s impossible to be simply of yourself, out off from all that surrounds you
-Try going ‘into’ yourself and ‘be’ without having some kind of relation to the external (feeling, touch, time, etc) |
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philosophers developed a theory of a self that allows for change over time
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All belief is based directly on evidence of the senses
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People do not directly perceive the actual world; but instead experience a realm that is a function of their own private sensory manifolds
- Doesn’t matter how real the graphics are, what matters is how we look and interact with the game
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Definition
Humans do directly perceive the world; direct perception is a function of the way we physically manipulate ourselves and our environment
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hat we perceive
- properties we perceive change as we change positions and techniques
- real properties of objects are stable
- The Mind’s Eye: the thing inside all of us that experiences sense data
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Heidegger: use-oriented; objects are looked at not by their shape/color but what they can do (ex. hammer) |
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Perception depends and is constituted by the perceiver’s ability to move himself in goal-directed ways
-Perception isn’t just sense data, it’s our registering the possibilities of action afforded by the environment |
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Properties that we perceive as existing entirely independent of our observation |
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The way things appear in relation to one’s spatial relation to them |
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Intellectual skill that manifests itself in behavior |
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Knowledge that some set of declarative statement (about ideology/power) is true |
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doesn’t work; physical activity isn’t just in the brain muscle memory |
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Certain activities are remembered (in the form of proteins that rise when we return to formerly repeated activity) making it easier to get back to the behavior.
- Takes a long time learning and getting good at DDR and Guitar Hero, but doesn’t take long getting good again after a hiatus. Muscle Memory.
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The lack of knowledge of or hatred of other cultures other than one’s own |
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- Lucy (good wives, mothers & sisters)
- Xena (kick ass girl, Lara Croft)
- the first two are shallow stereotypes
- the third is deep amalgamation: anorexic thinness mixed w/unrealistic physical abilities; overcomes the violent attack, but does so w/a symbolic penis
- this explains cross-identification (men/women)
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Systematic differences in sex-relevant physiological properties between different sexes of the species |
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first principles of things- being, knowing, cause, identity, time, substance, space |
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theory of knowledge; methods, validity and scope |
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study of right and wrong, in regards to person/group; moral principles guiding behavior |
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what is good or bad behavior |
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beauty (and taste) and the standard or methods of establishing beauty |
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Three Defining Qualities of "God" |
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Definition
-1) Omnipotenet (all powerful)
-2) Omniscient (all seeing)
-3) Omnibenevolent (all-good) |
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