Playing and Reality

Playing and Reality

Author: Donald Woods Winnicott

Publisher: Psychology Press

Published: 1991

Total Pages: 192

ISBN-13: 9780415036894

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Winnicott is concerned with the springs of imaginative living and of cultural experience in every sense, with whatever determines an individual's capacity to live creatively and to find life worth living.


Playing with Reality

Playing with Reality

Author: Sidney Homan

Publisher: Routledge

Published: 2022-03-11

Total Pages: 246

ISBN-13: 1000556441

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This volume explores how and why we deny, or manipulate, or convert, or enhance reality. Finding it important to come to terms with reality, with what is there before us, and, with reality however defined, to live responsibly, this collection takes a truly multidisciplinary approach to examining the idea that history, the truth, facts, and the events of the present time can be refashioned as prismatic, theatrical, something we can play with for agendas either noble or ignoble. An international team of contributors considers the issue of how and why, in dealing what is there before us, we play with reality by employing theatre, fiction, words, conspiracy theories, alternate realities, scenarios, and art itself. Chapters delve into issues of fake news, propaganda, virtual reality, theatre as real life, reality TV, and positive ways of refashioning and enhancing your own reality. Drawing on examples from film studies to sociology, from the social sciences to medicine, this volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre.


Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy

Author: David J. Chalmers

Publisher: W. W. Norton & Company

Published: 2022-01-25

Total Pages: 544

ISBN-13: 0393635813

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A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.


Bending Reality

Bending Reality

Author: Victoria Song

Publisher: Simon and Schuster

Published: 2021-08-24

Total Pages: 97

ISBN-13: 1637630050

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Bending Reality is the innovative process used by billionaires, tech leaders, and the world's most successful people to make the impossible . . . probable. Victoria Song teaches readers how to unlock the hidden power within their bodies to get what they want. After achieving success but lacking fulfillment as a student at Yale University and Harvard Business School, and then as a Forbes 30 Under 30 Venture Capitalist, Victoria set off on an unusual quest to study, train, and work with more than 24 of the best coaches, therapists, and healers in the world. She then deployed the skills and tools she'd learned with a diverse group of the world's highest performers. Through it all, she's discovered the codes that enable her clients to bend reality toward the directions they want. By accessing this extraordinary ability, Victoria's clients have sold a company for 4 billion dollars, grown revenue 1,000% during a pandemic, and pivoted to design a more effective COVID-19 vaccine. Victoria reveals the meta-framework behind peak performance, self-development, therapy, and meditation that is accessible for all. Whether you've studied these areas closely or this is the first book you've read on this topic, you'll have a front row seat to how the world's elite use this knowledge to achieve more while doing less. In this fast-paced guide to success, you will learn how to: Bend reality by mastering two states of being that most people aren't even aware of. Navigate change and face the unknown like the greatest leaders. Access creative downloads that artists, musicians, and geniuses receive. Make your own luck--there's literally a recipe! Find your unique "zone of genius" and live from it every day. Packed with powerful tools and exercises, Bending Reality will move you beyond intellectual understanding to embodiment. This is not another mindset book. You're ready for Bending Reality if you realize it's time to go beyond the mind and harness the full capacity of your consciousness to make quantum leaps in every area of your life. After learning how to bend reality, you will no longer need to memorize rules, tips, or tricks, but you will embody the essence of a remarkable leader who can make the impossible--probable.


Playing with Reality

Playing with Reality

Author: Kelly Clancy

Publisher: Penguin

Published: 2024-06-18

Total Pages: 369

ISBN-13: 0593538188

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A wide-ranging intellectual history that reveals how important games have been to human progress, and what’s at stake when we forget what games we’re really playing. We play games to learn about the world, to understand our minds and the minds of others, and to make predictions about the future. Games are an essential aspect of humanity and a powerful tool for modeling reality. They’re also a lot of fun. But games can be dangerous, especially when we mistake the model worlds of games for reality itself and let gamification co-opt human decision making. Playing with Reality explores the riveting history of games since the Enlightenment, weaving an unexpected path through military theory, political science, evolutionary biology, the development of computers and AI, cutting-edge neuroscience, and cognitive psychology. Neuroscientist and physicist Kelly Clancy shows how intertwined games have been with the arc of history. War games shaped the outcomes of real wars in nineteenth and twentieth century Europe. Game theory warped our understanding of human behavior and brought us to the brink of annihilation—yet still underlies basic assumptions in economics, politics, and technology design. We used games to teach computers how to learn for themselves, and now we are designing games that will determine the shape of society and future of democracy. In this revelatory new work, Clancy makes the bold argument that the human fascination with games is the key to understanding our nature and our actions.


Playing with Reality

Playing with Reality

Author: Kelly Clancy

Publisher: Penguin

Published: 2024-06-18

Total Pages: 369

ISBN-13: 059353820X

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A wide-ranging intellectual history that reveals how important games have been to human progress, and what’s at stake when we forget what games we’re really playing. We play games to learn about the world, to understand our minds and the minds of others, and to make predictions about the future. Games are an essential aspect of humanity and a powerful tool for modeling reality. They’re also a lot of fun. But games can be dangerous, especially when we mistake the model worlds of games for reality itself and let gamification co-opt human decision making. Playing with Reality explores the riveting history of games since the Enlightenment, weaving an unexpected path through military theory, political science, evolutionary biology, the development of computers and AI, cutting-edge neuroscience, and cognitive psychology. Neuroscientist and physicist Kelly Clancy shows how intertwined games have been with the arc of history. War games shaped the outcomes of real wars in nineteenth and twentieth century Europe. Game theory warped our understanding of human behavior and brought us to the brink of annihilation—yet still underlies basic assumptions in economics, politics, and technology design. We used games to teach computers how to learn for themselves, and now we are designing games that will determine the shape of society and future of democracy. In this revelatory new work, Clancy makes the bold argument that the human fascination with games is the key to understanding our nature and our actions.


Reality Is Broken

Reality Is Broken

Author: Jane McGonigal

Publisher: Penguin

Published: 2011-01-20

Total Pages: 334

ISBN-13: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


Playing with Reality

Playing with Reality

Author: Alex Humphreys

Publisher: Renard Press Ltd

Published: 2022-08-17

Total Pages: 360

ISBN-13: 191372493X

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What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn


Reality Media

Reality Media

Author: Jay David Bolter

Publisher: MIT Press

Published: 2021-11-16

Total Pages: 245

ISBN-13: 0262045125

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How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.