Interactive Games Quotes

We've searched our database for all the quotes and captions related to Interactive Games. Here they are! All 100 of them:

I have a theory. Hating someone feels disturbingly similar to being in love with them. I've had a lot of time to compare love and hate, and these are my observations. Love and hate are visceral. Your stomach twists at the thought of that person. The heart in your chest beats heavy and bright, nearly visible through your flesh and clothes. Your appetite and sleep are schredded. Every interaction spikes your blood with adrenaline, and you're in the brink of fight or flight. Your body is barely under your control. You're consumed, and it scares you. Both love and hate are mirror versions of the same game - and you háve to win. Why? Your heart and your ego. Trust me, I should know.
Sally Thorne (The Hating Game)
Watching the two of you interact, it was like watching fireworks light up the night sky. You two burn brighter when you're together.
J. Sterling (The Perfect Game (The Perfect Game, #1))
Life seemed even more of a guessing game than usual.
Julian Barnes (The Sense of an Ending)
In the ill-judged execution of the well-judged plan of things the call seldom produces the comer, the man to love rarely coincides with the hour for loving. Nature does not often say 'See!' to her poor creature at a time when seeing can lead to happy doing; or reply 'Here!' to a body's cry of 'Where?' till the hide-and-seek has become an irksome, outworn game. We may wonder whether at the acme and summit of the human progress these anachronisms will be corrected by a finer intuition, a close interaction of the social machinery than that which now jolts us round and along; but such completeness is not to be prophesied, or even conceived as possible. Enough that in the present case, as in millions, it was not the two halves of a perfect whole that confronted each other at the perfect moment; part and counterpart wandered independently about the earth in the stupidest manner for a while, till the late time came. Out of which maladroit delay sprang anxieties, disappointments, shocks, catastrophes -- what was called a strange destiny.
Thomas Hardy (Tess of the D’Urbervilles)
In its silence, a book is a challenge: it can't lull you with surging music or deafen you with screeching laugh tracks or fire gunshots in your living room; you have to listen to it in your head. A book won't move your eyes for you the way images on a screen do. It won't move your mind unless you give it your mind, or your heart unless you put your heart in it ... To read a story well is to follow it, to act it, to feel it, to become it--everything short of writing it, in fact. Reading is not interactive with a set of rules or options, as games are; reading is actual collaboration with the writer's mind. No wonder not everyone is up to it.
Ursula K. Le Guin
The pleasantries were just ritual, but ritual was important. In Amos’ experience the more dangerous any two people were, the more carefully polite their social interactions tended to be. The loud, blustering ones were trying to get the other guy to back down. They wanted to stay out of a fight. The quiet ones were figuring out how to win it.
James S.A. Corey (Nemesis Games (The Expanse, #5))
Child psychologists have demonstrated that our minds are actually constructed by these thousands of tiny interactions during the first few years of life. We aren't just what we're taught. It's what we experience during those early years - a smile here, a jarring sound there - that creates the pathways and connections of the brain. We put our kids to fifteen years of quick-cut advertising, passive television watching, and sadistic video games, and we expect to see emerge a new generation of calm, compassionate, and engaged human beings?
Sidney Poitier (The Measure of a Man: A Spiritual Autobiography)
simply interacting with others—playing a game, for example—offers new stimuli and helps prevent the depression that can come with solitude.
Héctor García (Ikigai: The Japanese Secret to a Long and Happy Life)
All reality is a game. Physics at its most fundamental, the very fabric of our universe, results directly from the interaction of certain fairly simple rules, and chance; the same description may be applied to the best, most elefant and both intellectually and aesthetically satisfying games. By being unknowable, by resulting from events which, at the sub-atomic level, cannot be fully predicted, the future remains makkeable, and retains the possibility of change, the hope of coming to prevail; victory, to use an unfashionable word. In this, the future is a game; time is one of the rules. Generally, all the best mechanistic games - those which can be played in any sense "perfectly", such as a grid, Prallian scope, 'nkraytle, chess, Farnic dimensions - can be traced to civilisations lacking a realistic view of the universe (let alone the reality). They are also, I might add, invariably pre-machine-sentience societies. The very first-rank games acknowledge the element of chance, even if they rightly restrict raw luck. To attempt to construct a game on any other lines, no matter how complicated and subtle the rules are, and regardless of the scale and differentiation of the playing volume and the variety of the powers and attibutes of the pieces, is inevitably to schackle oneself to a conspectus which is not merely socially but techno-philosophically lagging several ages behind our own. As a historical exercise it might have some value, As a work of the intellect, it's just a waste of time. If you want to make something old-fashioned, why not build a wooden sailing boat, or a steam engine? They're just as complicated and demanding as a mechanistic game, and you'll keep fit at the same time.
Iain Banks (The Player of Games (Culture #2))
The challenge lies in knowing how to bring this sort of day to a close. His mind has been wound to a pitch of concentration by the interactions of the office. Now there are only silence and the flashing of the unset clock on the microwave. He feels as if he had been playing a computer game which remorselessly tested his reflexes, only to have its plug suddenly pulled from the wall. He is impatient and restless, but simultaneously exhausted and fragile. He is in no state to engage with anything significant. It is of course impossible to read, for a sincere book would demand not only time, but also a clear emotional lawn around the text in which associations and anxieties could emerge and be disentangled. He will perhaps only ever do one thing well in his life. For this particular combination of tiredness and nervous energy, the sole workable solution is wine. Office civilisation could not be feasible without the hard take-offs and landings effected by coffee and alcohol.
Alain de Botton (The Pleasures and Sorrows of Work)
Our entire pattern of socio-sexual interaction is nonexistent here. They cannot play the game. They do not see one another as men or women. This is almost impossible for our imagination to accept. What is the first question we ask about a newborn baby?
Ursula K. Le Guin (The Left Hand of Darkness)
Does identity matter anyway? I have my doubts. We are what we do, not what we think. Only the interactions count (there is no problem with free will here; that’s not incompatible with believing your actions define you). And what is free will anyway? Chance. The random factor. If one is not ultimately predictable, then of course that’s all it can be.
Iain M. Banks (The Player of Games (Culture, #2))
With the right ears even a lesser creature can hear the song. It is sung constantly, from the heart of each atom and star. The galaxies hum of shape and form in their essence. That is their secret. The particles whisper of the nature of proper interactions. That is their game. And during a storm, in the forest, on the right night, it is no secret that the leaves all sing of God.
Exurb1a (The Fifth Science)
Conversations between people can move like tennis games, swift and unpredictable. There are constant subtle visual and verbal cues, there's innuendo, sarcasm, body language, tone. Everyone occasionally fumbles an encounter, a victim of social clumsiness. It's part of being human.
Michael Finkel (The Stranger in the Woods: The Extraordinary Story of the Last True Hermit)
Something as superfluous as "play" is also an essential feature of our consciousness. If you ask children why they like to play, they will say, "Because it's fun." But that invites the next question: What is fun? Actually, when children play, they are often trying to reenact complex human interactions in simplified form. Human society is extremely sophisticated, much too involved for the developing brains of young children, so children run simplified simulations of adult society, playing games such as doctor, cops and robber, and school. Each game is a model that allows children to experiment with a small segment of adult behavior and then run simulations into the future. (Similarly, when adults engage in play, such as a game of poker, the brain constantly creates a model of what cards the various players possess, and then projects that model into the future, using previous data about people's personality, ability to bluff, etc. The key to games like chess, cards, and gambling is the ability to simulate the future. Animals, which live largely in the present, are not as good at games as humans are, especially if they involve planning. Infant mammals do engage in a form of play, but this is more for exercise, testing one another, practicing future battles, and establishing the coming social pecking order rather than simulating the future.)
Michio Kaku (The Future of the Mind: The Scientific Quest to Understand, Enhance, and Empower the Mind)
Think of a group of Extrovert Moms gathered together at a Little League game, excitedly chatting and enjoying the action. In comes Introvert Mom who, after a full day of work, wants nothing more than to savor the game—all by herself. She sits off a bit from everyone else, stretching her feet onto the bleacher bench, and may even have a book to indulge in as the team warms up. She might enjoy watching the people around her, but she has no energy to interact. What are the Extrovert Moms thinking? Because they are oriented to people, they will likely assume that Introvert Mom is, too—which means they see Introvert Mom as not liking people (what we know now as asocial) or being a “snob,” thinking she’s too good for the Extrovert Moms. More likely, Introvert Mom is not thinking about them at all! She is just doing something she likes to do.
Laurie A. Helgoe (Introvert Power: Why Your Inner Life Is Your Hidden Strength)
Ortiz is now synonymous with walk-off homers. After all, he hit a total of nine game-ending blasts from 2002-07. And that was just in the regular season. It was his blasts in the 2004 postseason that cemented his legacy in Boston.
Tucker Elliot (Boston Red Sox: An Interactive Guide to the World of Sports)
Little Red Riding Hood was a good story, but it wasn't interactive. Sooner or later I wanted to say 'no, I may be Red Riding Hood but I don't care about my grandmother; what I want is heroin and only heroin,' whereas the game had only 'over the river and through the woods' to offer me. Which was a good story, it just might not me mine.
Austin Grossman (You)
My point is that you could think of the people you meet in your life as questions, there to help you figure out who you are, what you’re made of, and what you want. In life, as in our new version of the game, you start off not knowing the answer. It’s only when the particles rub against each other that we figure out their properties. It’s the strangest thing, this idea in quantum physics, and yet somehow unsurprising when you consider it as a metaphor. It’s when the thing interacts that its properties are revealed, even resolved.
Zia Haider Rahman (In the Light of What We Know)
There is a meta-game going on during every interaction with another human, both consciously and unconsciously
John Carlton (Simple Success Secrets No One Told You About (The Business Pro's Essential Toolkit Book 1))
When you find yourself playing a strategic game, you must determine whether the interaction is simultaneous or sequential.
Avinash K. Dixit (The Art of Strategy: A Game Theorist's Guide to Success in Business and Life)
The funny thing about games and fictions is that they have a weird way of bleeding into reality. Whatever else it is, the world that humans experience is animated with narratives, rituals, and roles that organize psychological experience, social relations, and our imaginative grasp of the material cosmos. The world, then, is in many ways a webwork of fictions, or, better yet, of stories. The contemporary urge to “gamify” our social and technological interactions is, in this sense, simply an extension of the existing games of subculture, of folklore, even of belief. This is the secret truth of the history of religions: not that religions are “nothing more” than fictions, crafted out of sociobiological need or wielded by evil priests to control ignorant populations, but that human reality possesses an inherently fictional or fantastic dimension whose “game engine” can — and will — be organized along variously visionary, banal, and sinister lines. Part of our obsession with counterfactual genres like sci-fi or fantasy is not that they offer escape from reality — most of these genres are glum or dystopian a lot of the time anyway — but because, in reflecting the “as if” character of the world, they are actually realer than they appear.
Erik Davis (TechGnosis: Myth, Magic & Mysticism in the Age of Information)
On this voyage, I couldn't help but think we need need. We need to be forced to go outside. We need to be forced to depend on one another. we need to be forced to sacrifice, to grow a garden, to fix a rood, to interact with neighbors. Nature has been all around me as a boy. It unleashed terrifying storms, spun circular cycles, inflicted bone-chilling, cold and renewed itself with springy revivifications. Yet I was completely oblivious to it all. I was playing video games.
Ken Ilgunas (Walden on Wheels: On The Open Road from Debt to Freedom)
The next phase of the Digital Revolution will bring even more new methods of marrying technology with the creative industries, such as media, fashion, music, entertainment, education, literature, and the arts. Much of the first round of innovation involved pouring old wine—books, newspapers, opinion pieces, journals, songs, television shows, movies—into new digital bottles. But new platforms, services, and social networks are increasingly enabling fresh opportunities for individual imagination and collaborative creativity. Role-playing games and interactive plays are merging with collaborative forms of storytelling and augmented realities. This interplay between technology and the arts will eventually result in completely new forms of expression and formats of media. This innovation will come from people who are able to link beauty to engineering, humanity to technology, and poetry to processors. In other words, it will come from the spiritual heirs of Ada Lovelace, creators who can flourish where the arts intersect with the sciences and who have a rebellious sense of wonder that opens them to the beauty of both.
Walter Isaacson (The Innovators: How a Group of Hackers, Geniuses, and Geeks Created the Digital Revolution)
Interactions with people are the major source of emotional turmoil, but it doesn’t have to be that way. The problem is that we are continually judging people, wishing they were something that they are not… We want them to think and act a certain way, most often the way we think and act. And because this is not possible, because everyone is different, we are continually frustrated and upset. Instead, see other people as phenomena, as neutral as comets or plants. They simply exist. . . Work with what they give you, instead of resisting and trying to change them. Make understanding people a fun game, the solving of puzzles. It is all part of the human comedy.
Robert Greene (The Laws of Human Nature)
After an hour of blather, I started to understand Tyler Durden. Human interaction to him was a program. Behavior was determined by frames and congruence and state and validation and other big-chunk psychological principles. And he wanted to be the Wizard of Oz: the little guy behind the curtain, pulling the strings that made everyone around him think he was a big and powerful master of the realm. I
Neil Strauss (The Game: Penetrating the Secret Society of Pickup Artists)
Love and hate are visceral. Your stomach twists at the thought of that person. The heart in your chest beats heavy and bright, nearly visible through your flesh and clothes. Your appetite and sleep are shredded. Every interaction spikes your blood with a dangerous kind of adrenaline, and you’re on the brink of fight or flight. Your body is barely under your control. You’re consumed, and it scares you.
Sally Thorne (The Hating Game)
It’s Curt Schilling and his bloody sock staring down the Yankees in the Bronx. It’s Derek Lowe taking the mound the very next night to complete the most improbable comeback in baseball history—and then seven days later clinching the World Series. It’s Pedro Martinez and his six hitless innings of postseason relief against the Indians. Yes, it is also Cy Young and Roger Clemens, and the 192 wins in a Red Sox uniform that they share—the perfect game for Young, the 20 strikeout games for Clemens—but it is also Bill Dinneen clinching the 1903 World Series with a busted, bloody hand, and Jose Santiago shutting down Minnesota with two games left in the season to keep the 1967 Impossible Dream alive, and Jim Lonborg clinching the Impossible Dream the very next day, and Jim Lonborg again, tossing a one-hitter and a three-hitter in the 1967 World Series, and Luis Tiant in the 1975 postseason, shutting out Oakland and Cincinnati in back-to-back starts. They are all winners.
Tucker Elliot (Boston Red Sox: An Interactive Guide to the World of Sports)
That's not interactive, there's no back-and-forth with the other player and how much fun is it to watch someone incredibly good at moving their eyes? And then whichever Seeker gets lucky swoops in and grabs the Snitch and makes everyone else's work moot. It's like someone took a real game and grafted on this pointless extra position so that you could be the Most Important Player without needing to really get involved or learn the rest of it. Who was the first Seeker, the King's idiot son who wanted to play Quidditch but couldn't understand the rules?" Actually, now that Harry thought about it, that seemed like a surprisingly good hypothesis. Put him on a broomstick and tell him to catch the shiny thing...
Eliezer Yudkowsky (Harry Potter and the Methods of Rationality)
Many fathers who don’t have daily hands-on contact may fail to form the strong daddy brain circuits required for parent-child synchrony. The environment for eventually establishing such a close interaction may start before birth. During the last months of my pregnancy, my son’s father would play a tapping game with him. His dad would tap tap tap on my belly, and he’d tap tap tap back—kicking seemingly with the same rhythm. The father-son relationship had begun.
Louann Brizendine (The Male Brain: A Breakthrough Understanding of How Men and Boys Think)
All reality is a game. Physics at its most fundamental, the very fabric of our universe, results directly from the interaction of certain fairly simple rules, and chance; the same description may be applied to the best, most elegant and both intellectually and aesthetically satisfying games. By being unknowable, by resulting from events which, at the sub-atomic level, cannot be fully predicted, the future remains malleable, and retains the possibility of change.
Iain M. Banks (The Player of Games (Culture, #2))
The son of the Duke of Holstein, one of the most powerful men in Eldorra, he was an accomplished equestrian who spoke six languages fluently and graduated top of his class from Harvard and Oxford, where he studied political science and economics. He had a well-established record of philanthropy and his last relationship with an Eldorran heiress ended on amicable terms after two years. Based on my interactions with him so far, he seemed friendly and genuine. I hated him.
Ana Huang (Twisted Games (Twisted, #2))
Often, the things people enjoy most about games, such as social interaction or physical exercise, have nothing to do with problem solving. But while these other activities might improve a game, they are not essential to the game. When problem solving is removed from a game, it ceases to be a game and becomes just an activity.
Jesse Schell (The Art of Game Design: A Book of Lenses)
...nameless hideous monsters are freaking terrifying. You always fear what you don't know, what you don't understand, and the first step to having understanding of something is to know what to call it. It's a habit of mine to give names to anything I wind up interacting with if it doesn't have one readily available. Names have power--magically, sure, but far more important, they have psychological power. Something horrible with a name holds less power over you, less terror, than something horrible without one.
Jim Butcher (Skin Game (The Dresden Files, #15))
Mystery had recently developed another theory of social interaction. It basically stated that women are constantly judging a man’s value in order to determine if it can help them with their life objectives of survival and replication. In the microcosmic world we had created at the Highlands that night, I had the highest social value in the room. And just as most men are attracted in a Pavlovian manner to anything that is thin, has blonde hair, and possesses large breasts, women tend to respond to status and social proof. In
Neil Strauss (The Game: Penetrating the Secret Society of Pickup Artists)
His chief form of entertainment was reading. The last moments he was in a cabin were usually spent scanning bookshelves and nightstands. The life inside a book always felt welcoming to Knight. It pressed no demands on him, while the world of actual human interactions was so complex. Conversations between people can move like tennis games, swift and unpredictable. There are constant subtle visual and verbal cues, there's innuendo, sarcasm, body language, tone. Everyone occasionally fumbles an encounter, a victim of social clumsiness. It's part of being human. To Knight, it all felt impossible. His engagement with the written word might have been the closest he could come to genuine human encounters. The stretch of days between thieving raids allowed him to tumble into the pages, and if he felt transported he could float in bookworld, undisturbed, for as long as he pleased.
Michael Finkel (The Stranger in the Woods: The Extraordinary Story of the Last True Hermit)
7) Good luck, and may the... "well you know the rest or do you?
Noel Johnson (THE HUNGER GAMES FAN QUIZ UNOFFICIAL INTERACTIVE CHALLENGE GAME.: Find out how you would fare in the Arena in this interactive challenge game. Can you become the overall winner?)
If you are the stronger player, simplify the interaction to emphasize your skill. If you are the underdog, complicate the game to introduce more luck into the outcome.
Michael J. Mauboussin (The Success Equation: Untangling Skill and Luck in Business, Sports, and Investing)
In Amos’ experience the more dangerous any two people were, the more carefully polite their social interactions tended to be.
James S.A. Corey (Nemesis Games (Expanse #5))
In the end, you will realize that it changes nothing, whether this world is real or a game the way you interact with it remains the same,” the Goddess Issara said wisely.
M.A. Carlson (The Duchess of Hammers: 2nd Dive (World Tree Online, #2))
Their three flaws: 1) they think in statics not dynamics, 2) they think in low, not high, dimensions, 3) they think in terms of actions, never interactions.
Nassim Nicholas Taleb (Skin in the Game: Hidden Asymmetries in Daily Life (Incerto))
It's easy to imagine that, in the future, telepathy and telekinesis will be the norm; we will interact with machines by sheer thought. Our mind will be able to turn on the lights, activate the internet, dictate letters, play video games, communicate with friends, call for a car, purchase merchandise, conjure any movie-all just by thinking. Astronauts of the future may use the power of their minds to pilot their spaceships or explore distant planets. Cities may rise from the desert of Mars, all due to master builders who mentally control the work of robots.
Michio Kaku (The Future of Humanity: Terraforming Mars, Interstellar Travel, Immortality and Our Destiny Beyond Earth)
It may have once been true that computer games encouraged us to interact more with machines than with each other. But if you still think of gamers as loners, then you’re not playing games.
Jane McGonigal (Reality Is Broken: Why Games Make Us Better and How They Can Change the World)
The symptoms of loving and hating someone are the same too. For example, the stomach twists at the thought of them. The heart beats faster at the thought of them. They make you lose sleep and appetite at the thought of them. And during every interaction with them, you lose control of your mind and body. You'd be so consumed by them that you cannot think of anything but them.
M.V. Kasi (Ruthless (The Revenge Games #2))
detailed overview of youth involvement in specific digital activities). Of principal interest to us are those activities that are interactive (such as multiplayer as opposed single-player games),
Carrie James (Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project)
MULTI-SIDED PLATFORMS bring together two or more distinct but interdependent groups of customers. • Such platforms are of value to one group of customers only if the other groups of customers are also present. • The platform creates value by facilitating interactions between the different groups. • A multi-sided platform grows in value to the extent that it attracts more users, a phenomenon known as the network effect.
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
Let’s play a game. I’ll say a word, and you say the first word that pops into your head. Ready? ME: Seattle. YOU: Rain. What you’ve heard about the rain: it’s all true. So you’d think it would become part of the fabric, especially among the lifers. But every time it rains, and you have to interact with someone, here’s what they’ll say: “Can you believe the weather?” And you want to say, “Actually, I can believe the weather. What I can’t believe is that I’m actually having a conversation about the weather.” But I don’t say that, you see, because that would be instigating a fight, something I try my best to avoid, with mixed results.
Maria Semple (Where'd You Go, Bernadette)
Online or offline, virtual reality is an artificial environment that you can enter, and you feel like you’re really there. Virtual Reality involves simulation of any imaginable environment that can be explored and interacted with by a person
Manuel Robins (The Metaverse: Unpacking The Hype: Understand What The Future Is Going To Look Like. Discover How To Invest In Cryptocurrency, NFT & Blockchain Gaming. ... Guide To The New Digital Revolution)
In order to turn a group of strangers into a community, you have to follow two basic steps: first, cultivate a shared interest among strangers, and, second, give them the opportunity and means to interact with each other around that interest.
Jane McGonigal (Reality Is Broken: Why Games Make Us Better and How They Can Change the World)
Dealing with new situations, learning something new every day, playing games, and interacting with other people seem to be essential antiaging strategies for the mind. Furthermore, a more positive outlook in this regard will yield greater mental benefits.
Héctor García (Ikigai: The Japanese Secret to a Long and Happy Life)
I also thought about that seminar classmate on Adam's ninth birthday. Adam had insisted on going to a pizza-and-games arcade for his party. The only person he'd invited besides his sisters was someone I'll call Lonnie, whom Adam claimed to be his girlfriend. Although I had often heard Adam sing about Lonnie, I had never met her, or seen Adam interact with any girl. I was afraid that he would start humping her leg the second she came in range. These were fears I'd sustained since before he was born; I though all people with Down syndrome were grossly overaffectionate. I was grossly wrong.
Martha N. Beck (Expecting Adam: A True Story of Birth, Rebirth, and Everyday Magic)
Hiro walks straight through the display, and it vanishes. Amusement parks in the Metaverse can be fantastic, offering a wide selection of interactive three-dimensional movies. But in the end, they’re still nothing more than video games. Hiro’s not so poor, yet, that he would go and write video games for this company. It’s owned by the Nipponese, which is no big deal. But it’s also managed by the Nipponese, which means that all the programmers have to wear white shirts and show up at eight in the morning and sit in cubicles and go to meetings. When Hiro learned how to do this, way back fifteen years ago, a hacker could sit down and write an entire piece of software by himself. Now, that’s no longer possible. Software comes out of factories, and hackers are, to a greater or lesser extent, assembly-line workers. Worse yet, they may become managers who never get to write any code themselves.
Neal Stephenson (Snow Crash)
Meanings don't just affect the way we feel; they affect all of our relationships and interactions. Some people think the first ten years of a relationship is just the beginning; that they're just now getting to know each other, and it's really exciting. It's an opportunity to go deeper. Other people could be ten days into a relationship, and the first time they have an argument, they think it's the end. Now tell me, if you think this is the beginning of a relationship, are you going to behave the same way as if it were the end? That one slight shift in perception, in meaning, can change your whole life in a moment. In the beginning of a relationship, if you're totally in love and attracted, what will you do for the other person? The answer is: anything! If he or she asks you to take out the trash, you might leap to your feet and say, "Anything that lights you up, sweetheart!" But after seven days, seven years, or seventy years, people say things like, "What the hell do you think I am, your janitor?!" And they wonder what happened to the passion in their life. I've often shared with couples having trouble in their relationships that if you do what you did in the beginning of the relationship, there wont be an end! Because in the beginning of the relationship, you were a giver, not an accountant. You weren't weighing constantly the meaning of who was giving more. Your entire focus was just lighting up that person, and his or her happiness made you feel like your life was filled with joy.
Tony Robbins (MONEY Master the Game: 7 Simple Steps to Financial Freedom (Tony Robbins Financial Freedom Series))
Watch movies. Read screenplays. Let them be your guide. […] Yes, McKee has been able to break down how the popular screenplay has worked. He has identified key qualities that many commercially successful screenplays share, he has codified a language that has been adopted by creative executives in both film and television. So there might be something of tangible value to be gained by interacting with his material, either in book form or at one of the seminars. But for someone who wants to be an artist, a creator, an architect of an original vision, the best book to read on screenwriting is no book on screenwriting. The best seminar is no seminar at all. To me, the writer wants to get as many outside voices OUT of his/her head as possible. Experts win by getting us to be dependent on their view of the world. They win when they get to frame the discussion, when they get to tell you there’s a right way and a wrong way to think about the game, whatever the game is. Because that makes you dependent on them. If they have the secret rules, then you need them if you want to get ahead. The truth is, you don’t. If you love and want to make movies about issues of social import, get your hands on Paddy Chayefsky’s screenplay for Network. Read it. Then watch the movie. Then read it again. If you love and want to make big blockbusters that also have great artistic merit, do the same thing with Lawrence Kasdan’s Raiders Of The Lost Ark screenplay and the movie made from it. Think about how the screenplays made you feel. And how the movies built from these screenplays did or didn’t hit you the same way. […] This sounds basic, right? That’s because it is basic. And it’s true. All the information you need is the movies and screenplays you love. And in the books you’ve read and the relationships you’ve had and your ability to use those things.
Brian Koppelman
It’s a type of frame control,” Tyler Durden replied. A frame is an NLP term: It is the perspective through which one sees the world. Whoever’s frame—or subjective reality—is the strongest tends to dominate an interaction. “Style has all these really subtle ways of keeping control of the frame and getting people to qualify themselves to him. He makes sure that the focus is always on him. I’m writing a post about it.” “That’s awesome,” I said. Suddenly, Papa, Tyler Durden, and the students laughed. “That’s one of the things you do,” Papa said. “Tyler’s writing about that.” “What? I just said ‘awesome.’ That’s because I think it’s hilarious. Seriously, I can’t wait to read it.” They all laughed again. Evidently I was Stylemogging them. “See,” Tyler Durden said. “You’ll use curiosity as a frame to get rapport and make the other person lose social value. When you show approval like that, it makes you the authority and makes other people want to seek your validation. We’re teaching that.” “Shit,
Neil Strauss (The Game: Penetrating the Secret Society of Pickup Artists)
I genuinely expect the best from people. And because I know there are people who will not live up to that expectation, I find it hard to interact with people whose intentions I can't decipher, which is a lot of people—not all of whom are ill-intentioned. This makes it hard for me to be social. It makes it hard to be a lot of things, really.
Russ Pitts (Sex, Drugs and Cartoon Violence: My Decade as a Video Game Journalist)
Children surrounded by fast-paced visual stimuli (TV, videos, computer games) at the expense of face-to-face adult modeling, interactive language, reflective problem-solving, creative play, and sustained attention may be expected to arrive at school unprepared for academic learning—and to fall farther behind and become increasingly “unmotivated” as the years go by.
Jane M. Healy (Endangered Minds: Why Children Dont Think And What We Can Do About I)
I was starting to remember the whole problem now: I hate these fucking people [people at Tea Party rallies, ed]. It's never been just political, it's personal. I'm not convinced anyone in this country except the kinds of weenies who thought student council was important really cares about large versus small government or strict constructionalism versus judicial activism. The ostensible issues are just code words in an ugly snarl of class resentment, anti-intellectualism, old-school snobbery, racism, and who knows what else - grudges left over from the Civil War, the sixties, gym class. The Tea Party likes to cite a poll showing that their members are wealthier and better educated than te general populace, but to me they mostly looked like the same people I'd had to listen to in countless dive bars railing against "edjumicated idiots" and explaining exactly how Nostradamus predicted 9/11, the very people I and everyone I know fled our hometowns to get away from. So far all my interactions at the rally were only reinforcing my private theory - I suppose you might call it a prejudice - that liberals are the ones who went to college, moved to the nearest city where no one would call them a fag, and now only go back for holidays; conservatives are the ones who married their high school girlfriends, bought houses in their hometowns, and kept going to church and giving a shit who won the homecoming game. It's the divide between the Got Out and the Stayed Put. This theory also account for the different reactions of these two camps when the opposition party takes power, raising the specter of either fascist or socialist tyranny: the Got Outs always fantasize about fleeing the country for someplace more civilized - Canada, France, New Zealand; the Stayed Put just di further in, hunkering down in compounds, buying up canned goods and ammo.
Tim Kreider (We Learn Nothing)
We end up populating what we call the intelligentsia with people who are delusional, literally mentally deranged, simply because they never have to pay for the consequences of their actions, repeating moderniest slogans stripped of all depth...The principle of intervention, like that of healers, is first do not harm; even more we will argue, those who don't take risks should never be involved in decision making (p.10). Their three flaws 1) they think in statics not dynamics 2) they think in low, not high dimensions 3) they think in terms of actions, never interactions....The first flaw is they are incapable in thinking in second steps and unaware of the need of them...The second flaw is that they are also incapable of distinguishing between multidimensional problems and their single dimensional representations. The third flaw is they can't forecast the evolution of those one helps by attaching, or the magnification one gets from feedback. (p.9)
Nassim Nicholas Taleb (Skin in the Game: The Hidden Asymmetries in Daily Life)
It is safe to say that the message spoke of a common shape to all the processes of the world, and insisted there was a unity to all explanations. It confirmed that all phenomena are expressions of a single phenomenon, and while all droplets consider themselves independent, they are nonetheless still ocean through and through. In that message the great suspicions were vindicated and the old cliches were jettisoned. The hymn of the world was notated and an invitation to join the choir extended. The shape of Being was outlined in all its myriad forms and the whole was expressed in the part. With the right ears even a lesser creature can hear the song. It is sung constantly, from the heart of each atom and star. The galaxies hum of shape and form in their essence. That is their secret. The particles whisper of the nature of proper interactions. That is their game. And during a storm, in the forest, on the right night, it is no secret that the leaves all sing of God.
Exurb1a (The Fifth Science)
After one game of chess with him, he flipped the board. “Fuck your Nigger chess, this is Jewish chess,” he said. “Do you have something against Black people?” I asked. “Nigger is not black, Nigger means stupid,” he argued. We had many discussions like that. At the time we had only one Black guard who had no say, and when he worked with ■​■​■​■​■​■​■​ they never interacted. ■​■​■​■​■​■​■​ resented him. ■​■​■​■​■​■​■​ had a very strong personality, dominant, authoritarian, patriarchal, and arrogant.
Mohamedou Ould Slahi (The Mauritanian (originally published as Guantánamo Diary))
gene plays a role, are quite tractable, but anything entailing higher dimensionality falls apart. Understanding the genetic makeup of a unit will never allow us to understand the behavior of the unit itself. A reminder that what I am writing here isn’t an opinion. It is a straightforward mathematical property. The mean-field approach is when one uses the average interaction between, say, two people, and generalizes to the group—it is only possible if there are no asymmetries. For instance, Yaneer Bar-Yam has applied the failure of mean-field to evolutionary theory of the selfish-gene narrative trumpeted by such aggressive journalistic minds as Richard Dawkins and Steven Pinker, with more mastery of English than probability theory. He shows that local properties fail and the so-called mathematics used to prove the selfish gene are woefully naive and misplaced. There has been a storm around work by Martin Nowack and his colleagues (which include the biologist E. O. Wilson) about the terminal flaws in the selfish gene theory.fn2
Nassim Nicholas Taleb (Skin in the Game: Hidden Asymmetries in Daily Life)
It’s easy to imagine that, in the future, telepathy and telekinesis will be the norm; we will interact with machines by sheer thought. Our mind will be able to turn on the lights, activate the internet, dictate letters, play video games, communicate with friends, call for a car, purchase merchandise, conjure any movie—all just by thinking. Astronauts of the future may use the power of their minds to pilot their spaceships or explore distant planets. Cities may rise from the deserts of Mars, all due to master builders who mentally control the
Michio Kaku (The Future of Humanity: Terraforming Mars, Interstellar Travel, Immortality, and Our Destiny BeyondEarth)
Every night, millions of Americans spend their free hours watching television rather than engaging in any form of social interaction. What are they watching? In recent years we have seen reality television become the most popular form of television programming. To discover the nature of our current “reality,” we might consider examples such as Survivor, the series that helped spawn the reality TV revolution. Every week tens of millions of viewers watched as a group of ordinary people stranded in some isolated place struggled to meet various challenges and endure harsh conditions. Ah, one might think, here we will see people working cooperatively, like our ancient ancestors, working cooperatively in order to “win”! But the “reality” was very different. The conditions of the game were arranged so that, yes, they had to work cooperatively, but the alliances by nature were only temporary and conditional, as the contestants plotted and schemed against one another to win the game and walk off with the Grand Prize: a million dollars! The objective was to banish contestants one by one from the deserted island through a group vote, eliminating every other contestant until only a lone individual remained—the “sole survivor.” The end game was the ultimate American fantasy in our Age of Individualism: to be left completely alone, sitting on a mountain of cash!   While Survivor was an overt example of our individualistic orientation, it certainly was not unique in its glorification of rugged individualists on American television. Even commercial breaks provide equally compelling examples, with advertisers such as Burger King, proclaiming, HAVE IT YOUR WAY! The message? America, the land where not only every man and every woman is an individual but also where every hamburger is an individual!   Human beings do not live in a vacuum; we live in a society. Thus it is important to look at the values promoted and celebrated in a given society and measure what effect this conditioning has on our sense of independence or of interdependence
Dalai Lama XIV (The Art of Happiness in a Troubled World)
I explained to the father that he needed to develop a connection to his son, he bemoaned, “But he won’t even let me in his room. If he won’t say a word to me, how am I supposed to connect?” “You start from the ‘as is’ of the situation,” I explained. “What does he do on his computer?” “He studies and plays video games.” “Then this is how you connect—by showing an interest in a video game he really enjoys and inviting him to play with you.” This is how you witness a child’s reality. “But I hate video games. They bore me.” “It’s not about what excites you, but how to engage with your child. When he sees you are genuinely interested in interacting with him and not just looking for a way to change him, he’ll begin to open up. But let me warn you, it will take time. You’ll have to build trust one brick at a time. To do this, you can’t let his rejection of you trigger you. See it as part of the process. It will help if you stay in touch with the fact he’s only showing you how he has felt for many years.” Children aren’t naturally closed off. On the contrary, they are open and willing to share themselves as long as it feels safe to do so. Children want us to see their inherent goodness, regardless of their external behavior at a particular moment. They delight in assurance their misbehavior won’t faze us. To accept them unconditionally is what it means to witness our children.
Shefali Tsabary (Out of Control: Why Disciplining Your Child Doesn't Work... and What Will)
Much of the first round of innovation involved pouring old wine—books, newspapers, opinion pieces, journals, songs, television shows, movies—into new digital bottles. But new platforms, services, and social networks are increasingly enabling fresh opportunities for individual imagination and collaborative creativity. Role-playing games and interactive plays are merging with collaborative forms of storytelling and augmented realities. This interplay between technology and the arts will eventually result in completely new forms of expression and formats of media. This innovation will come from people who are able to link beauty to engineering, humanity to technology, and poetry to processors.
Walter Isaacson
Learning grammar can be viewed as a game that a little boy plays with his father. Daddy talks, the boy listens — perhaps disobeys — and Daddy talks some more. All the while the boy is trying to figure out the grammar that can generate the sentences in Daddy's speech. The boy might occasionally talk back, but there is no guarantee that Daddy will pay any attention. Not that he is a bad father: recall from Chapter 5 that in some cultures, adults do not interact with children until they are socially and linguistically adept. To fully understand the game of language learning, then, Daddy can be assumed only as a rather passive participant. The goal of the game is to learn Daddy's grammar within some finite amount of time: nobody learns forever.
Charles Yang
But reading is active, an act of attention, of absorbed alertness -- not all that different from hunting, in fact, or from gathering. In its silence, a book is a challenge: it can't lull you with surging music or deafen you with screeching laugh tracks or fire gunshots in your living room; you have to listen to it in your head. A book won't move your eyes for you the way images on a screen do. It won't move your mind unless you give it your mind, or your heart unless you put your heart in it. It won't do the work for you. To read a story well is to follow it, to act it, to feel it, to become it -- everything short of writing it, in fact. Reading is not "interactive" with a set of rules or options, as games are: reading is actual collaborating with the writer's mind. No wonder not everybody is up to it.
Ursula K. Le Guin (Words Are My Matter: Writings About Life and Books, 2000-2016)
I am Ra. Let us give the example of the man who sees all the poker hands. He then knows the game. It is but child’s play to gamble, for it is no risk. The other hands are known. The possibilities are known and the hand will be played correctly but with no interest. In time/space and in the true-color green density, the hands of all are open to the eye. The thoughts, the feelings, the troubles: all these may be seen. There is no deception and no desire for deception. Thus much may be accomplished in harmony, but the mind/body/spirit gains little polarity from this interaction. Let us re-examine this metaphor and multiply it into the longest poker game you can imagine: a lifetime. The cards are love, dislike, limitation, unhappiness, pleasure, etc. They are dealt, and re-dealt, and re-dealt continuously. You may, during this incarnation begin—and we stress begin—to know your own cards. You may begin to find the love within you. You may begin to balance your pleasure, your limitations, etc. However, your only indication of other-selves’ cards is to look into the eyes. You cannot remember your hand, their hands, perhaps even the rules of this game. This game can only be won by those who lose their cards in the melting influence of love; can only be won by those who lay their pleasures, their limitations, their all upon the table face up and say inwardly: “All, all of you players, each other-self, whatever your hand, I love you.” This is the game: to know, to accept, to forgive, to balance, and to open the self in love. This cannot be done without the forgetting, for it would carry no weight in the life of the mind/body/spirit beingness totality.
Donald Tully Elkins (The Ra Contact: Teaching the Law of One: Volume 1)
A wealth of research confirms the importance of face-to-face contact. One experiment performed by two researchers at the University of Michigan challenged groups of six students to play a game in which everyone could earn money by cooperating. One set of groups met for ten minutes face-to-face to discuss strategy before playing. Another set of groups had thirty minutes for electronic interaction. The groups that met in person cooperated well and earned more money. The groups that had only connected electronically fell apart, as members put their personal gains ahead of the group’s needs. This finding resonates well with many other experiments, which have shown that face-to-face contact leads to more trust, generosity, and cooperation than any other sort of interaction. The very first experiment in social psychology was conducted by a University of Indiana psychologist who was also an avid bicyclist. He noted that “racing men” believe that “the value of a pace,” or competitor, shaves twenty to thirty seconds off the time of a mile. To rigorously test the value of human proximity, he got forty children to compete at spinning fishing reels to pull a cable. In all cases, the kids were supposed to go as fast as they could, but most of them, especially the slower ones, were much quicker when they were paired with another child. Modern statistical evidence finds that young professionals today work longer hours if they live in a metropolitan area with plenty of competitors in their own occupational niche. Supermarket checkouts provide a particularly striking example of the power of proximity. As anyone who has been to a grocery store knows, checkout clerks differ wildly in their speed and competence. In one major chain, clerks with differing abilities are more or less randomly shuffled across shifts, which enabled two economists to look at the impact of productive peers. It turns out that the productivity of average clerks rises substantially when there is a star clerk working on their shift, and those same average clerks get worse when their shift is filled with below-average clerks. Statistical evidence also suggests that electronic interactions and face-to-face interactions support one another; in the language of economics, they’re complements rather than substitutes. Telephone calls are disproportionately made among people who are geographically close, presumably because face-to-face relationships increase the demand for talking over the phone. And when countries become more urban, they engage in more electronic communications.
Edward L. Glaeser (Triumph of the City: How Our Greatest Invention Makes Us Richer, Smarter, Greener, Healthier and Happier)
In modern church life, we often leave the nave to have "fellowship" with one another at social functions in the basement, and we are sometimes invited to "fun and fellowship" at games nights or congregational picnics. These are inappropriate usages of the word "fellowship" (which translates the New Testament κοινωνία), for the human interaction that takes place in church basements and public parks can be shared without a qualm with Christians of other confession and even with the irreligious and pagans. True κοινωνία begins with baptismal admission into the church (δι' οὗ ἐκλήθητε εἰς κοινωνίαν τοῦ υἱοῦ αὐτοῦ 'Ιησοῦ Χριστοῦ τοῦ κυρίου ἡμῶν, 1 Cor 1:9) and culminates in the fellowship granted through common partaking of the holy things; as such, it is entirely distinct from all Adamic-earthly gatherings, being the supernatural product of divine monergism.
John R. Stephenson (The Lord's Supper)
Another thing you will notice about the puppeteer and neurosurgeon examples in the literature on free will is that the intervention is always—always—secret. Why should this be? Because it is only when we are unwittingly being caused to act or choose by some other, secret agent that the intuitions flood in to the effect that our will is not free. The reason for this is not far to seek, and harks back to the insight that inaugurated game theory: when an agent knows about the attempted manipulation by another agent, it thereupon seeks countermeasures, and at the very least adjusts its behavior to better cope with this discovery. The competitive interactions between the two agents involve multiple levels of feedback, and hence diminishing control by the would-be manipulator. And if the intervention is not only secretive, but requested by the"puppet,” the tables are turned completely.
Daniel C. Dennett (Intuition Pumps And Other Tools for Thinking)
The day we visited, mothers were chatting comfortably on one of the benches while their children ran around happily exploring and playing games. The beauty of natural playgrounds is that they tap directly into children’s passions. In traditional playspaces constructed of metal and plastic, decisions about what to play are made by the designers. First you swing. Then you go down the slide. Too often, the result is competition, with kids arguing over who gets to do what, followed by frustration and tears. Conversely, in natural play areas, the child is boss. Imaginations are fired up as kids invent games with the available loose parts. Studies show that interactions tend to be more cooperative as well. Bullying is greatly decreased, and both vandalism and aggressive behavior also go down if there is a tree canopy. And with greater engagement comes longer play intervals, about three times longer compared with old-style play equipment.
Scott D. Sampson (How to Raise a Wild Child: The Art and Science of Falling in Love with Nature)
He smiles, cocks his head. 'Why would it matter if someone saw you saying hello to me?' I clench my jaw and breathe hard through my nose. His innocence feels put on, like he’s playing with me by playing dumb. Still smiling, he leans back in his chair, and him doing that—leaning back, crossing his arms, looking me up and down as though I’m entertaining, just something to look at—makes anger flare up inside me, so sudden and strong I ball my hands into fists to stop from screaming, lunging forward, grabbing the Harvard mug off his desk and hurling it at his face. I turn on my heel, stomp out of the room and down the hallway. I’m furious the whole way back to Gould, but once I’m in my room, the anger disappears and all that’s left is the dull-ache desire for meaning I’ve had for weeks now. He said he wanted to kiss me. He touched me. Every interaction between us is tinged now with something potentially ruinous, and it isn’t fair for him to pretend otherwise.
Kate Elizabeth Russell (My Dark Vanessa)
How do you get into making video games anyway? Sadie hated answering this question, especially after a person told her he hadn't heard of Ichigo. "Well, I learned to program computers in middle school, I got an 800 on my math SAT, won a Westinghouse and a Leipzig, and then I went to MIT, which, by the way, is highly competitive, even for a lowly female like myself, and studied computer science. At MIT, I learned four or five more programming languages and studied psychology with an emphasis on ludic techniques and persuasive designs, and English, including narrative structures, the classics, and the history of interactive storytelling. Got myself a great mentor. Regrettably made him my boyfriend. Suffice it to say, I was young. And then I dropped out of school for a time to make a game because my best frenemy wanted me to. That game became the game you never heard of. But yeah, it sold around two and a half million copies, just in the U.S., so...." Instead, she said, "I like to play games a lot, so I thought I'd see if I could make them.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
If you are present, then you can see that you give yourself presents in each moment that you can unwrap and thoroughly enjoy - the amazing world around us that we can explore, each incredible detail, the lives, and the stories we tell ourselves or experience so that we can feel what it's like to be human, the things we can learn from an interaction, about ourselves as well as everything and everyone else. Everyone is here in their own story, writing the script as they go, living the movie picture.... choosing who to meet, what to do, how to react to each new experience. We each find our own tools to help us traverse the terrain of each particular part of our journeys. It cannot be right to judge another, or yourself, for we are all at different stages, or on different stages. We do as we need to according to where and how we find ourselves, but the more you realise that you actually put yourself exactly where you are in each moment, the more your eyes will widen. You are an amazing Being playing the game of life - your attitude makes all the difference.
Jay Woodman
Even when you're keeping score, golf is all about focusing on the shot at hand, the total score being a sum of those shots. On magic mushrooms, each shot was an act of self-expression - a karate kick, a pirouette, a paintbrush stroke. The course was an aren, a stage, and a canvas. That's the way it felt playing in the backcountry, too. Going beyond the simple visual appreciation of a landscape and interacting with it beyond the reach of the physical body. Launching shots across canyons and rivers and down mountainsides and beaches. The motion of the body determining the motion of the ball - its flight an extension of the body like a spider riding the wind on a silken thread or a perfectly cast fly arcing down onto the surface of the water. This is the part of the game that is hard for nongolfers to see. You have to play to feel it. It isn't visible through the TV screen or from outside the picket fences and privet hedges. The forest gets lost in tress of tartan and argyle, visors and V-necks. Golf seems to be one thing but is very much another, and backcountry golf and mushroom night golf are as true to the nature of the game as any stuffy country club championship or Saturday Nassau or fourball.
John Dunn (Loopers: A Caddie's Twenty-Year Golf Odyssey)
Did you ever consider how ridiculous it would be to try to cram on a farm—to forget to plant in the spring, play all summer and then cram in the fall to bring in the harvest? The farm is a natural system. The price must be paid and the process followed. You always reap what you sow; there is no shortcut. This principle is also true, ultimately, in human behavior, in human relationships. They, too, are natural systems based on the law of the harvest. In the short run, in an artificial social system such as school, you may be able to get by if you learn how to manipulate the man-made rules, to “play the game.” In most one-shot or short-lived human interactions, you can use the Personality Ethic to get by and to make favorable impressions through charm and skill and pretending to be interested in other people’s hobbies. You can pick up quick, easy techniques that may work in short-term situations. But secondary traits alone have no permanent worth in long-term relationships. Eventually, if there isn’t deep integrity and fundamental character strength, the challenges of life will cause true motives to surface and human relationship failure will replace short-term success. Many people with secondary greatness—that is, social recognition for their talents—lack primary greatness or goodness in their character. Sooner or later, you’ll see this in every long-term relationship they have, whether it is with a business associate, a spouse, a friend, or a teenage child going through an identity crisis. It is character that communicates most eloquently. As Emerson once put it, “What you are shouts so loudly in my ears I cannot hear what you say.” There are, of course, situations where people have character strength but they lack communication skills, and that undoubtedly affects the quality of relationships as well. But the effects are still secondary. In the last analysis, what we are communicates far more eloquently than anything we say or do. We all know it. There are people we trust absolutely because we know their character. Whether they’re eloquent or not, whether they have the human relations techniques or not, we trust them, and we work successfully with them. In the words of William George Jordan, “Into the hands of every individual is given a marvelous power for good or evil—the silent, unconscious, unseen influence of his life. This is simply the constant radiation of what man really is, not what he pretends to be.
Stephen R. Covey (The 7 Habits of Highly Effective People)
Much of doing and saying the right things in social situations comes from understanding the rules of the culture game. Our world is a melting pot of vastly different cultures. These cultures interact, live, and conduct business with each other according to very specific rules. There is no way around it, and it is a requirement to learn how to become emotionally intelligent across cultures. The secret to winning this culture game is to treat others how they want to be treated, not how you would want to be treated. The trick is identifying the different rules for each culture. To make matters even more complicated, the rules you should be watching for and mastering include the rules not only of ethnic culture but also of family and business culture. How do you go about mastering multiple sets of rules at once? The first step is to listen and watch even more and for a longer period of time than you would with people from your own culture. Collect multiple observations and think before you jump to conclusions. Consider yourself new in town, and before you open your mouth and insert your foot, observe other people’s interactions. Look for similarities and differences between how you would play the game versus how others are playing it. Next,
Travis Bradberry (Emotional Intelligence 2.0)
The biggest fear for homeschooled children is that they will be unable to relate to their peers, will not have friends, or that they will otherwise be unable to interact with people in a normal way. Consider this: How many of your daily interactions with people are solely with people of your own birth year?  We’re not considering interactions with people who are a year or two older or a year or two younger, but specifically people who were born within a few months of your birthday. In society, it would be very odd to section people at work by their birth year and allow you to interact only with persons your same age. This artificial constraint would limit your understanding of people and society across a broader range of ages. In traditional schools, children are placed in grades artificially constrained by the child’s birth date and an arbitrary cut-off day on a school calendar. Every student is taught the same thing as everyone else of the same age primarily because it is a convenient way to manage a large number of students. Students are not grouped that way because there is any inherent special socialization that occurs when grouping children in such a manner. Sectioning off children into narrow bands of same-age peers does not make them better able to interact with society at large. In fact, sectioning off children in this way does just the opposite—it restricts their ability to practice interacting with a wide variety of people. So why do we worry about homeschooled children’s socialization?  The erroneous assumption is that the child will be homeschooled and will be at home, schooling in the house, all day every day, with no interactions with other people. Unless a family is remotely located in a desolate place away from any form of civilization, social isolation is highly unlikely. Every homeschooling family I know involves their children in daily life—going to the grocery store or the bank, running errands, volunteering in the community, or participating in sports, arts, or community classes. Within the homeschooled community, sports, arts, drama, co-op classes, etc., are usually sectioned by elementary, pre-teen, and teen groupings. This allows students to interact with a wider range of children, and the interactions usually enhance a child’s ability to interact well with a wider age-range of students. Additionally, being out in the community provides many opportunities for children to interact with people of all ages. When homeschooling groups plan field trips, there are sometimes constraints on the age range, depending upon the destination, but many times the trip is open to children of all ages. As an example, when our group went on a field trip to the Federal Reserve Bank, all ages of children attended. The tour and information were of interest to all of the children in one way or another. After the tour, our group dined at a nearby food court. The parents sat together to chat and the children all sat with each other, with kids of all ages talking and having fun with each other. When interacting with society, exposure to a wider variety of people makes for better overall socialization. Many homeschooling groups also have park days, game days, or play days that allow all of the children in the homeschooled community to come together and play. Usually such social opportunities last for two, three, or four hours. Our group used to have Friday afternoon “Park Day.”  After our morning studies, we would pack a picnic lunch, drive to the park, and spend the rest of the afternoon letting the kids run and play. Older kids would organize games and play with younger kids, which let them practice great leadership skills. The younger kids truly looked up to and enjoyed being included in games with the older kids.
Sandra K. Cook (Overcome Your Fear of Homeschooling with Insider Information)
And in 1956, Sir Charles Darwin, grandson of the Charles Darwin, wrote an essay on the forthcoming Age of Leisure in the magazine New Scientist in which he argued: Take it that there are fifty hours a week of possible working time. The technologists, working for fifty hours a week, will be making inventions so the rest of the world need only work twenty-five hours a week. The more leisured members of the community will have to play games for the other twenty-five hours so they may be kept out of mischief. . . . Is the majority of mankind really able to face the choice of leisure enjoyments, or will it not be necessary to provide adults with something like the compulsory games of the schoolboy? They could not have been more wrong. The main challenge they foresaw was how to keep people occupied so that they wouldn’t become bored to death. Instead of giving us more time, “science and compound interest” driven by “technologists working for fifty hours a week” have, in fact, given us less time. The multiplicative compounding of socioeconomic interactivity engendered by urbanization has inevitably led to the contraction of time. Rather than being bored to death, our actual challenge is to avoid anxiety attacks, psychotic breakdowns, heart attacks, and strokes resulting from being accelerated to death.
Geoffrey West (Scale: The Universal Laws of Growth, Innovation, Sustainability, and the Pace of Life, in Organisms, Cities, Economies, and Companies)
To understand Bashō’s place in Japanese poetry, it’s useful to have some sense of the literary culture he entered. The practice of the fine arts had been central to Japanese life from at least the seventh century, and virtually all educated people painted, played musical instruments, and wrote poems. In 17th century Japan, linked-verse writing was as widespread and popular as card games or Scrabble in mid-20th-century America. A certain amount of rice wine was often involved, and so another useful comparison might be made to playing pool or darts at a local bar. The closest analogy, though, can be found in certain areas of online life today. As with Dungeons and Dragons a few years ago, or Worlds of War and Second Life today, linked verse brought its practitioners into an interactive community that was continually and rapidly evolving. Hovering somewhere between art-form and competition, renga writing provided both a party and a playing field in which intelligence, knowledge, and ingenuity might be put to the test. Add to this mix some of street rap’s boundary-pushing language, and, finally, the video images of You-Tube. Now imagine the possibility that a “high art” form of very brief films might emerge from You-Tube, primarily out of one extraordinarily talented young film-maker’s creations and influence. In the realm of 17th-century Japanese haiku, that person was Basho.
Jane Hirshfield (The Heart of Haiku)
The powerful influence of filmed examples in changing the behavior of children can be used as therapy for various problems. Some striking evidence is available in the research of psychologist Robert O’Connor on socially withdrawn preschool children. We have all seen children of this sort, terribly shy, standing alone at the fringes of the games and groupings of their peers. O’Connor worried that a long-term pattern of isolation was forming, even at an early age, that would create persistent difficulties in social comfort and adjustment through adulthood. In an attempt to reverse the pattern, O’Connor made a film containing eleven different scenes in a nursery-school setting. Each scene began by showing a different solitary child watching some ongoing social activity and then actively joining the activity, to everyone’s enjoyment. O’Connor selected a group of the most severely withdrawn children from four preschools and showed them his film. The impact was impressive. The isolates immediately began to interact with their peers at a level equal to that of the normal children in the schools. Even more astonishing was what O’Connor found when he returned to observe six weeks later. While the withdrawn children who had not seen O’Connor’s film remained as isolated as ever, those who had viewed it were now leading their schools in amount of social activity. It seems that this twenty-three-minute movie, viewed just once, was enough to reverse a potential pattern of lifelong maladaptive behavior. Such is the potency of the principle of social proof.50   When
Robert B. Cialdini (Influence: The Psychology of Persuasion (Collins Business Essentials))
INSTRUCTIONS Welcome to Hanoi Puzzle Deluxe. This eBook contains several fully-interactive "Towers of Hanoi" puzzles to challenge and entertain you. Each puzzle is comprised of three fixed columnal pegs and a set number of movable discs. The rules of the game are quite simple. Each puzzle (except for the special challenges) starts with all discs arranged in order in the leftmost game column. Your challenge is to transport the pegs so that they appear in the same sequential order in the rightmost game column. Sounds easy, right? What makes it challenging is the fact that you can only move one disc at a time and you cannot place a larger disc on top of a smaller disc. At the top of the screen, you'll find all available moves available to you at the time. Using your kindle directional controller, select the move you desire and the puzzle will update. Each move is represented by one of the following six descriptions: A_to_B, A_to_C, B_to_A, B_to_C, C_to_A, C_to_B. The first letter of the move syntax describes from which stack you'll remove a disc. The second letter of the syntax is the destination to put that disc. Therefore, "A_to_B" means remove the top disc from column A and place it in column B. It's that simple. Puzzle difficulty gets harder the more discs are in play. The 4-disc version should be quite easily solved. It's a good one for novices to do in order to become familiar with the game. The 8-disc and especially 9-disc puzzle are challenging. Don't be discouraged if you don't solve them immediately. Finally, for the Hanoi experts, I've included some special challenges where the game starts mid-stream instead of with all disc in the left column. Can you solve these mid-stream puzzles as well? Good luck and have fun!
K. Lenart (Hanoi Puzzle Deluxe for Kindle (16 Interactive Puzzles Variations))
The population, who are, ultimately, indifferent to public affairs and even to their own interests, negotiate this indifference with an equally spectral partner and one that is similarly indifferent to its own will: the government [Ie pouvoir] . This game between zombies may stabilize in the long term. The Year 2000 will not take place in that an era of indifference to time itself - and therefore to the symbolic term of the millennium - will be ushered in by negotiation. Nowadays, you have to go straight from money to money, telegraphically so to speak, by direct transfer (that is the viral side of the matter). A viral revolution, then, more akin to the Glass Bead Game than to the steam engine, and admirably personified in Bernard Tapie's playboy face. For the look of money is reflected in faces. Gone are the hideous old capitalists, the old-style industrial barons wearing the masks of the suffering they have inflicted. Now there are only dashing playboys, sporty and sexual, true knights of industry, wearing the mask of the happiness they spread all around themselves. The world put on a show of despair after 1968. It's been putting on a big show of hope since 1980. No more tears, alright? Reaganite optimism, the pump ing up of the dollar. Fabius's glossy new look. Patriotic conviviality. Reluctance prohibited. The old pessimism was produced by the idea that things were getting worse and worse. The new pessimism is produced by the fact that everything is getting better and better. Supercooled euphoria. Controlled anaesthesia. I should like to see the equivalent of Bernard Tapie in the world of business emerge in the world of concepts. Buying up failing concepts, swallowing them up, dusting them off (firing all the deadbeats who are in the way), putting them back into circulation with a dynamic virginity, sending them shooting up on the Stock Exchange and then abandoning them afterwards like dogs. Some people do this very well. It is perhaps better to save tired concepts by maintaining them in a super cooled state like unemployed labour, or locking them away in interactive data banks kept alive on a respirator.
Jean Baudrillard (Cool Memories)
(50.7) Questioner Thank you. Can you expand on the concept which is this: that it is necessary for an entity to, during incarnation in the physical, as we call it, become polarized or interact properly with other entities, and why this isn’t possible in between incarnations when he is aware of what he wants to do, but why must he come into an incarnation and lose memory, conscious memory, of what he wants to do and then act in a way that he hopes to act? Could you expand on that please? Ra I am Ra. Let us give the example of the man who sees all the poker hands. He then knows the game. It is but child’s play to gamble, for it is no risk. The other hands are known. The possibilities are known and the hand will be played correctly but with no interest. In time/ space and in the true-color green density, the hands of all are open to the eye. The thoughts, the feelings, the troubles: all these may be seen. There is no deception and no desire for deception. Thus much may be accomplished in harmony, but the mind/ body/ spirit gains little polarity from this interaction. Let us re-examine this metaphor and multiply it into the longest poker game you can imagine: a lifetime. The cards are love, dislike, limitation, unhappiness, pleasure, etc. They are dealt, and re-dealt, and re-dealt continuously. You may, during this incarnation begin—and we stress begin—to know your own cards. You may begin to find the love within you. You may begin to balance your pleasure, your limitations, etc. However, your only indication of other-selves’ cards is to look into the eyes. You cannot remember your hand, their hands, perhaps even the rules of this game. This game can only be won by those who lose their cards in the melting influence of love; can only be won by those who lay their pleasures, their limitations, their all upon the table face up and say inwardly: “All, all of you players, each other-self, whatever your hand, I love you.” This is the game: to know, to accept, to forgive, to balance, and to open the self in love. This cannot be done without the forgetting, for it would carry no weight in the life of the mind/ body/ spirit beingness totality.
Donald Tully Elkins (The Ra Contact: Teaching the Law of One: Volume 1)
Consider: Anyone can turn his hand to anything. This sounds very simple, but its psychological effects are incalculable. The fact that everyone between seventeen and thirty-five or so is liable to be (as Nim put it) “tied down to childbearing,” implies that no one is quite so thoroughly “tied down” here as women, elsewhere, are likely to be—psychologically or physically. Burden and privilege are shared out pretty equally; everybody has the same risk to run or choice to make. Therefore nobody here is quite so free as a free male anywhere else. Consider: A child has no psycho-sexual relationship to his mother and father. There is no myth of Oedipus on Winter. Consider: There is no unconsenting sex, no rape. As with most mammals other than man, coitus can be performed only by mutual invitation and consent; otherwise it is not possible. Seduction certainly is possible, but it must have to be awfully well timed. Consider: There is no division of humanity into strong and weak halves, protective/protected, dominant/submissive, owner/chattel, active/passive. In fact the whole tendency to dualism that pervades human thinking may be found to be lessened, or changed, on Winter. The following must go into my finished Directives: when you meet a Gethenian you cannot and must not do what a bisexual naturally does, which is to cast him in the role of Man or Woman, while adopting towards him a corresponding role dependent on your expectations of the patterned or possible interactions between persons of the same or the opposite sex. Our entire pattern of sociosexual interaction is nonexistent here. They cannot play the game. They do not see one another as men or women. This is almost impossible for our imagination to accept. What is the first question we ask about a newborn baby? Yet you cannot think of a Gethenian as “it.” They are not neuters. They are potentials, or integrals. Lacking the Karhidish “human pronoun” used for persons in somer, I must say “he,” for the same reasons as we used the masculine pronoun in referring to a transcendent god: it is less defined, less specific, than the neuter or the feminine. But the very use of the pronoun in my thoughts leads me continually to forget that the Karhider I am with is not a man, but a manwoman. The First Mobile, if one is sent, must be warned that unless he is very self-assured, or senile, his pride will suffer. A man wants his virility regarded, a woman wants her femininity appreciated, however indirect and subtle the indications of regard and appreciation. On Winter they will not exist. One is respected and judged only as a human being. It is an appalling experience. Back
Ursula K. Le Guin (The Left Hand of Darkness)
Geopolitics is ultimately the study of the balance between options and lim­itations. A country's geography determines in large part what vulnerabilities it faces and what tools it holds. "Countries with flat tracks of land -- think Poland or Russia -- find building infrastructure easier and so become rich faster, but also find them­selves on the receiving end of invasions. This necessitates substantial stand­ing armies, but the very act of attempting to gain a bit of security automat­ically triggers angst and paranoia in the neighbors. "Countries with navigable rivers -- France and Argentina being premier examples -- start the game with some 'infrastructure' already baked in. Such ease of internal transport not only makes these countries socially uni­fied, wealthy, and cosmopolitan, but also more than a touch self-important. They show a distressing habit of becoming overimpressed with themselves -- and so tend to overreach. "Island nations enjoy security -- think the United Kingdom and Japan -- in part because of the physical separation from rivals, but also because they have no choice but to develop navies that help them keep others away from their shores. Armed with such tools, they find themselves actively meddling in the affairs of countries not just within arm's reach, but half a world away. "In contrast, mountain countries -- Kyrgyzstan and Bolivia, to pick a pair -- are so capital-poor they find even securing the basics difficult, mak­ing them largely subject to the whims of their less-mountainous neighbors. "It's the balance of these restrictions and empowerments that determine both possibilities and constraints, which from my point of view makes it straightforward to predict what most countries will do: · The Philippines' archipelagic nature gives it the physical stand-off of is­lands without the navy, so in the face of a threat from a superior country it will prostrate itself before any naval power that might come to its aid. · Chile's population center is in a single valley surrounded by mountains. Breaching those mountains is so difficult that the Chileans often find it easier to turn their back on the South American continent and interact economically with nations much further afield. · The Netherlands benefits from a huge portion of European trade because it controls the mouth of the Rhine, so it will seek to unite the Continent economically to maximize its economic gain while bringing in an exter­nal security guarantor to minimize threats to its independence. · Uzbekistan sits in the middle of a flat, arid pancake and so will try to expand like syrup until it reaches a barrier it cannot pass. The lack of local competition combined with regional water shortages adds a sharp, brutal aspect to its foreign policy. · New Zealand is a temperate zone country with a huge maritime frontage beyond the edge of the world, making it both wealthy and secure -- how could the Kiwis not be in a good mood every day? "But then there is the United States. It has the fiat lands of Australia with the climate and land quality of France, the riverine characteristics of Germany with the strategic exposure of New Zealand, and the island fea­tures of Japan but with oceanic moats -- and all on a scale that is quite lit­erally continental. Such landscapes not only make it rich and secure beyond peer, but also enable its navy to be so powerful that America dominates the global oceans.
Peter Zeihan (The Absent Superpower: The Shale Revolution and a World Without America)
PATTERNS OF THE “SHY” What else is common among people who identify themselves as “shy?” Below are the results of a survey that was administered to 150 of my program’s participants. The results of this informal survey reveal certain facts and attitudes common among the socially anxious. Let me point out that these are the subjective answers of the clients themselves—not the professional opinions of the therapists. The average length of time in the program for all who responded was eight months. The average age was twenty-eight. (Some of the answers are based on a scale of 1 to 5, 1 being the lowest.) -Most clients considered shyness to be a serious problem at some point in their lives. Almost everyone rated the seriousness of their problem at level 5, which makes sense, considering that all who responded were seeking help for their problem. -60 percent of the respondents said that “shyness” first became enough of a problem that it held them back from things they wanted during adolescence; 35 percent reported the problem began in childhood; and 5 percent said not until adulthood. This answer reveals when clients were first aware of social anxiety as an inhibiting force. -The respondents perceived the average degree of “sociability” of their parents was a 2.7, which translates to “fair”; 60 percent of the respondents reported that no other member of the family had a problem with “shyness”; and 40 percent said there was at least one other family member who had a problem with “shyness.” -50 percent were aware of rejection by their peers during childhood. -66 percent had physical symptoms of discomfort during social interaction that they believed were related to social anxiety. -55 percent reported that they had experienced panic attacks. -85 percent do not use any medication for anxiety; 15 percent do. -90 percent said they avoid opportunities to meet new people; 75 percent acknowledged that they often stay home because of social fears, rather than going out. -80 percent identified feelings of depression that they connected to social fears. -70 percent said they had difficulty with social skills. -75 percent felt that before they started the program it was impossible to control their social fears; 80 percent said they now believed it was possible to control their fears. -50 percent said they believed they might have a learning disability. -70 percent felt that they were “too dependent on their parents”; 75 percent felt their parents were overprotective; 50 percent reported that they would not have sought professional help if not for their parents’ urging. -10 percent of respondents were the only child in their families; 40 percent had one sibling; 30 percent had two siblings; 10 percent had three; and 10 percent had four or more. Experts can play many games with statistics. Of importance here are the general attitudes and patterns of a population of socially anxious individuals who were in a therapy program designed to combat their problem. Of primary significance is the high percentage of people who first thought that “shyness” was uncontrollable, but then later changed their minds, once they realized that anxiety is a habit that can be broken—without medication. Also significant is that 50 percent of the participants recognized that their parents were the catalyst for their seeking help. Consider these statistics and think about where you fit into them. Do you identify with this profile? Look back on it in the coming months and examine the ways in which your sociability changes. Give yourself credit for successful breakthroughs, and keep in mind that you are not alone!
Jonathan Berent (Beyond Shyness: How to Conquer Social Anxieties)
Not all urinals are fun and games, though. Take the “Piss Screen” (yes, that’s the name), also from Germany. It is a game, but one with a serious message: Don’t drink and drive. Billed as “an interactive experience—not to be mistaken for the Wii,” the Piss Screen is actually a pressure-sensitive inlay set in urinals that simulates what it’s like to hit the road after a few drinks.
Richard H. Thaler (Nudge: Improving Decisions About Health, Wealth, and Happiness)
Where we did find a statistical difference was in character gender. Female characters had a much higher healing ratio compared with male characters. This disparity was a direct consequence of how players behave when they gender-bend. When men gender-bend and play female characters, they spend more time healing. And when women gender-bend and play male characters, they spend less time healing. In other words, when players in World of Warcraft genderbend, they enact the expected gender roles of their characters. As players conform to gender stereotypes, what was false becomes true. Thus, when players interact in the game, they experience a world in which women prefer to heal.
Nick Yee (The Proteus Paradox: How Online Games and Virtual Worlds Change Us - and How They Don't)
Kalinske then described what made the videogame industry unique, what made it superbly unpredictable, and what tomorrow might or might not bring. But along this wild roller-coaster ride, there was one thing that would not change. “Suspension of disbelief. It’s always been the fundamental component of diversion, whether that diversion is books, movies, or the theater. Advances in gaming mean we will come to supply that component more effectively than any other medium. The interactive entertainment business is going to allow the Walter Mitty in all of us to finally realize our dreams. We are going to become great football players, race car drivers, or aviators. We are going to move into and occupy new worlds that were formerly only available to us in dreams.
Blake J. Harris (Console Wars: Sega, Nintendo, and the Battle that Defined a Generation)
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He’s a really smart high-functioning Asperger’s case who deals with social interaction by emulating it in his head, running a set of social heuristics, and looking for positive-sum outcomes. If you try to game him, he’ll notice.
Anonymous
the open-world or sandbox or free-roaming game. This genre is superintended by a few general conventions, which include the sensation of being inside a large and disinterestedly functioning world, a main story line that can be abandoned for subordinate story lines (or for no purpose at all), large numbers of supporting characters with whom meaningful interaction is possible, and the ability to customize (or pimp, in the parlance of our time) the game's player-controlled central character.
Anonymous
The modern brand builder faces a difficult issue; communications theory is based on attitude change, and has limited implications for behaviour change. Games are characterised by interaction and behaviour rather than attitude, making the principles of gaming suited to brand building. I believe that games provide a practical template for brands that actively change behaviour.
Craig W. Atkinson (Game Change)
the discursivity of games is changed by the capabilities of game engines. The kinds of works, and the nature of these works, have material and functional limitations and capabilities-the unit operations the game engine exposes. These limitations and capabilities influence the kind of discourse the works can create, the ways they create them, and the ways users interact with them. For better or worse, the capabilities of game engines have been limited to visual and physical experience, rather than emotional and interpersonal experience.
Ian Bogost (Unit Operations: An Approach to Videogame Criticism (The MIT Press))
For once in his life, Bailey felt like he couldn't keep up. He was blaming the long week and the relaxed interactions with Dan that had thrown him off his game, but still. The man was clearly not making any sense. First he was making a move on Bailey, and then he was probing about his stupid crush on John, and then he was offering to have rebound sex (not that Bailey had "bounced" against John, or however the analogy went; sports were definitely not his thing). And now Dan wanted to brainstorm seduction tactics so he could "get" John. "Who the hell are you?" Baily asked, mystified. Just like in the beginning, Dan gave hime one of those million-dollar smiles. "I'm the man who is going to get you a boyfriend.
Alix Bekins (Written in the Stars)
Alix Bekins > Quotes > Quotable Quote (edit) “For once in his life, Bailey felt like he couldn't keep up. He was blaming the long week and the relaxed interactions with Dan that had thrown him off his game, but still. The man was clearly not making any sense. First he was making a move on Bailey, and then he was probing about his stupid crush on John, and then he was offering to have rebound sex (not that Bailey had "bounced" against John, or however the analogy went; sports were definitely not his thing). And now Dan wanted to brainstorm seduction tactics so he could "get" John. "Who the hell are you?" Baily asked, mystified. Just like in the beginning, Dan gave him one of those million-dollar smiles. "I'm the man who is going to get you a boyfriend.
Alix Bekins (Written in the Stars)
these games as a way to study model societies and social interactions.
Cathy N. Davidson (The Future of Learning Institutions in a Digital Age)