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Friday, April 17, 2015

PLAYING TO BE SLAVES

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For decades, we are immersed in it.
It is a process that is taking place before our eyes and gradually outlines a new model of humanity.
If we were to name it, what we might call "Process Outsourcing".
It develops naturally and seemingly unstoppable advance, horse of social and technological change.
Is basically the "outsourcing" of many of the mental processes that until now ejecutábamos ourselves, inside and individual levels; intellectual processes performed by our psyche and depended solely on our own ability and now, for the sake of convenience, efficiency and speed, gradually outsource to be managed by external "actors".
An example: whenever we need to exert less memory and ability to "store data" inside our brains, because we can access quickly and efficiently at high levels of information content on the Internet, become, increasingly, a kind of common global memory.
Before any student was forced to recall Arabian mathematical formulas, historical dates or geographical data, to give some examples.
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Now is unnecessary "store" in our minds throughout this volume of information because you can access them with a simple finger movement.
Certainly, this is a huge advantage and a great saving of energy, resources and time, which can be used in other more productive activities.
But it is also obvious that indicates that we are in a growing process of "outsourcing" of our memory, most likely in the not too distant future and when our brains can connect to the Internet directly, reach levels that we are now difficult to imagine .
Interestingly, human level, at least as it relates to memory management, we are experiencing a process similar to that experienced by the evolution of our own home computers.
At first, all we accumulated vast amounts of data, in the form of files, photos and video clips or audio on the hard drives of our home computers, similar to a data storage a student before school process.
However, now gradually increasing need to have least amount of memory in our domestic hard disks, because the space dedicated to data storage, it is redirecting to the Cloud, a huge storage space consisting of servers external internet where each user can access freely.
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Thus, the storage capacity of our computers has been "outsourced", ie for convenience and efficiency, he has been taken from our home computers, on which we had direct control and has been granted to external actors which most often inaccessible and impossible to monitor by us.
It is somewhat curious that some of the characteristics of our mind and our computers evolve in parallel.
In fact this parallel evolution tells us very clearly that these areas are on track to merge into one and that sooner or later, the coexistence of a "carnal" memory and an online memory will be used as an argument or excuse for putting emphasized that this multiplicity "inefficient", giving rise to the establishment of a global mind hive mind or cyber character, a sort of "macro-entity" that we are all connected.
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Unfortunately, there are still people who believe that this vision of the future is a fantasy science fiction unfounded own four blown geeks who crave the advent of a new human being fused with machines, when in fact, we are already headed in that direction and everything around us are clear and obvious it tracks.
The process of outsourcing our memory is a first indication of where we are headed as humanity.
But this growing outsourcing is not limited to the field of data storage, but increasingly encompasses more intellectual abilities and one of them is our ability to imagine and visualize.
One of the clearest examples of this, as we indicated in a previous article titled PLAYING TO KILL DREAMS , is found in the field of gaming.
As we indicated in PLAYING TO KILL DREAMS:
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"The world of gaming is the spearhead of the coming change, since its interior contains the germ of the new world.
The current video games are just the first step towards virtual reality and to the complete mental immersion in pre-created artificial realities.
The big problem of video games is that most people are only fixed in its most apparent and superficial effects, such as promoting violence or causing addiction.
But there is much more deep determinants that go unnoticed at first sight and they serve to set our minds at a deep level, installing and hold in our psyche, inadvertently, the basic mechanisms of the System "

But beyond the installation and consolidation in our psyche of these mechanisms of deep programming we talked about in the previous article, the most dangerous feature of video games comes from the fact that in a videogame merge two different fields: the Game and narrative.
And with that, the system is able to kill two birds with one stone, as snatches two capacities simultaneously the individual; first, the ability to imagine and visualize the system robs the individual through a process of outsourcing; the second, the ability to deny the "narrative authority."
To understand it better, go to parties.
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OUTSOURCING OF THE ABILITY TO IMAGINE
Certainly, there have always been persons endowed with a fertile imagination, superior to others that have helped other people to dream different from those experienced in their lives realities, through literature, music, painting, theater, comics or movies.
All these creative vehicles used to capture the imagination of the creators, had the ability to greatly influence the fantasy of others and especially the children in its development phase.
But it was only from external influences.
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Video games, however, have a much more invasive nature, especially if children play with them from an early age; a fact that probably end up impacting their ability to imagine or visualize own worlds or realities as adults.
Consider that before children could play with dolls or dolls, strollers or soldiers, but the stories and environments surrounding these game elements, should generate and display them inside their minds.
So it was like inside their psyches, a stone was transformed into a mountain, a cardboard box became a destroyed by a giant robot or pen became a supersonic missile skyscrapers.
Play helping them develop the ability to conceive imaginary environments and transform reality that appeared before his eyes.
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An abstract creation capacity at the end is essential to imagine alternative realities offered by the environment and an indispensable step for one day can conceive an alternative to the reality of our own lives and therefore an alternative to society and the system.
In other words: the ability to imagine and visualize abstract realities coming from the game, you can end up being a dangerous tool for the survival of the system itself if used in the right way.
However, this ability is clearly locked in a child playing a video game, for his ability to imagine and visualize, has been "outsourced".
He is the creator of the video game which imagines the story and setting, snatching that capacity the child or the player, who has nothing to imagine or visualize.
This effect of "outsourcing of imagination" occurs because the game blend the game world itself, the world of "external narrative," where a third person you tells a story invented by him.
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'NOW IMAGINE FOR YOU'
As we see, the game outsource our ability to imagine and thus get locked one of our best capabilities to find alternatives to the system.
The motto of background that repeats on all video games subliminally, is: "I imagine us by you. You play and be quiet "
Obviously, neither the creators of the game or the players themselves, are aware that in the background you are deploying these logics, which seem to have generated naturally.
And in fact, a video game is only the culmination of the long evolutionary process "external narrative".
The "external narrative" began with the oral storytelling and stories, then, with the advent of writing, it happened to be offered via the literature until later, with the emergence of cinema, it happened to be offered via the images and sound, the foundations that have given rise to video games.
The evolution that has taken us from storyteller to the game, is the story of a long and subtle process outsourcing will soon culminate with the arrival of Virtual Reality.
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To understand how this process has occurred outsourcing, analyze its basic principles.
Both literary fiction as an oral narrative, we must be aware that an implied contract between the narrator and the reader is produced.
If we focus on the field of literature, when someone opens a book to read a story, a novel or story, implicitly accepts as true or plausible all internal logic proposed by the author; these logics governing the story and give meaning to both the characters and the environment, which allows the reader to immerse yourself in the history, forgetting thus the logic governing its own reality.
It is as if we switched off temporarily brain sensors that allow us to detect our own everyday reality, with its implicit logic and let ourselves be hypnotized by the inherent logical alternative narrative that we read.
If you do not perform the test this unconscious exercise, or we never would enjoy reading emocionaríamos Dracula, Lord of the Rings or 1984, because none of these novels would agree with the logic of our own reality.
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Only we could read the paper and drawn aseptically news that made reference to known issues and a tangible and observable reality.
When reading a book, the words written by the author are converted to images within our psyche and immerse ourselves in a created and imagined by writer narrative, but viewed by us.
Somehow, the reader itself is an active part of the creative process, albeit unconsciously, the reader's mind is the screen on which the images suggested by the words of the narrator are projected.
With the advent of cinema, however, occurs a first step towards outsourcing our ability to imagine and visualize.
In the cinema or on television, the author not only make history, but also reflected in the images and outsourcing the process we carried out within our psyche while reading a book or listening to a story.
With film, therefore, our ability to visualize the story told, is outsourced and is all in the hands of the narrator.
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As we can see, there is a big difference between being a reader, which is involved in the creative process or be a spectator practically just look and listen.
However, despite the jump from one medium to another involves a step in the outsourcing process, still fulfilling the same implicit contract between the narrator and the audience.
To enjoy the film properly, the viewer must voluntarily waive detect logic of their environment and must accept the logic proposed by the filmmaker to immerse yourself in cinematic storytelling, in the same way that the reader must accept the logic proposed by the writer .
In both cases, we decided to forget that we are sitting on a couch or in a chair and let ourselves be "hypnotized" by narrative to fully enjoy it.
But we, the viewers, who willingly perform the disconnection process.
Both in literature as in the film, the reader-viewer is the one who has the last word, which may at any time terminate the contract unilaterally.
And that happens for a very simple reason: to read a book or watch a movie, we are not part of the narrative, or interact with it, because it is something external to us.
No matter how skilled the narrator trying to get into their world, when the truth must be us who we "hipnoticemos auto" for it to become temporarily and partially in an alternative to our reality.
That means we establish a relationship of equals with the narrator, even if the very Francis Ford Coppola, Stanley Kubrick and Steven Spielberg.
We have identified the narrator and we may refuse to follow his proposal.
Put another way: in film and literature, we can deny the authority of the narrator when we want.
And with that, we exercise our individual power without realizing it.
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However, with the arrival of the game, this last barrier, very subtle, but significant is partially trips.
As mentioned above, the game is a mixture of two different areas: the game and the external narrative.
This mixture has a double benefit for the system and damaging to the individual:
· First, the incorporation of external narrative to the game, resulting in an externalization of the ability to imagine and visualize by the player.
· Second, the incorporation of the game to external narrative, eliminates the ability to deny the authority of the narrator.
This second effect occurs because the game allows us to interact with history, we create an illusion of freedom of choice and makes us believe that we are influencing the narrative.
In fact, unconsciously makes us believe that we too are story tellers in part, something that is totally false.
This confusion makes us forget that we remain spectators actually an external narrative, in which there is someone who has created all the rules and all the limitations of the game; in a game, we're just rats walking a pre-created maze, after which we expect a bit of cheese.
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The game gets in our minds the image of the external narrator fades and with it also blurs our ability to deny the authority.
When playing within the proposed by the narrator world, we forget that at any moment we can look directly at the teller and say "do not believe you," as we could do while reading a book or watching a movie; cease to be in a relationship of equality with the narrator and thus just under their authority, their rules and their conditions without just realizing it.
This inability to distinguish narrative authority, ie, which imposes rules and logic leads us to perceive these rules, logic, constraints and limitations of the game as if they were natural and inevitable.
It is as if the rat walking the labyrinth, maze believe that has always been there and part of nature, like the sun, the mountains or the law of gravity.
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That rat would never be aware that a man has created the maze so that she scroll so that man uses that same piece of cheese as an incentive to accept cross it again and again.
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Well, this is the subliminal effect of video games on the minds of the players.
Regardless of surface features having, video games inoculated an extremely pernicious unconscious programming in the minds of players: the acceptance of limitations as something inevitable and therefore impossible to deny the authority of the narrator.
If we look closely, we see that society has the same logical repressive than a video game. Society imposes a number of restrictions, customs, attitudes and rules to be obeyed and that are like the walls of labyrinth walking the rat.
At the same time, creates in us the illusion of freedom of choice and thus makes us believe that we are part of society as narrators.
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That brings us to not be able to distinguish the narrative authority properly and therefore prevents us from denying, which ultimately leads us to believe that the limitations imposed by society have a natural and inevitable and can not be debated or put in doubt.
The company, like video games, makes us believe that we are free because we can choose the brand of shampoo with which we wash our hair or the political party that voted to rob us, in the same way that the game makes us believe We are free because we can go left or right.
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It is the same freedom of action having the rat in the maze.
The fiction of freedom, makes us forget that all our movements have been planned and preconditioned and objectives that we impose in life, like targets imposed on us the game to "win the game" are like that piece cheese that you have put the rat at the end of the maze to the scroll again and again without question.
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Society, the rat in the maze and video games share the same deep programming mechanisms that happen to us unnoticed, but that shape our whole mind and our vision of reality.
For that reason, video games so efficiently contribute to reinforce and consolidate these mechanisms of mental programming in the depths of our mind.
As a whispering voice inside our heads, we repeat again and again the mechanisms of deep mental programming that reinforce our obedience to society and therefore, the System.
The worst thing is that when the Virtual Reality becomes popular and evolve the Artificial Intelligence, dimensions of deep mental programming that currently have video games, will multiply.
Those same players who no longer distinguish the narrative authority and no longer cast doubt, end up obeying the dictates of cyber narrative brains that create virtual worlds of tomorrow.
They accepted its rules, its logic, its laws and restrictions as inevitable and natural that can not be questioned, as they do now with a video game and thus become those machines in the new gods that govern all aspects of our existence, until finally, we will be subject to them as if it were the most natural thing in the world.
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Thus, the role of deep programming of video games is not as harmless and anecdotal as many people would like to believe.
They are not only reinforcing the mental mechanisms of our submission to the society and the system currently, but that shape the characteristics of the future society.
They are one more piece of this huge machinery of destruction of our individual power, which is gaining more power and better each time hides our scrutiny.
Obviously, as we have indicated before, the game creators are unaware that their works contribute to this mental programming or the outsourcing process.
Video games have appeared naturally in our society, subject to technological and social developments.
And this is what is more disturbing: the system is constantly evolving, apparently natural and unpremeditated, creating along the way all the elements you need for your own benefit and for the expansion of its capacity control over individuals.
The most terrifying thing is that this great machine works alone for millennia and apparently, no one in the control room ...

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