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Thursday, April 2, 2015

PLAYING TO KILL DREAMS


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It is a subtle process that we do not even notice.
We take it like a story, something everyday.
But the truth is that we are quietly stealing the ability to imagine, design and visualize alternative realities.
Using everyday tools of mere entertainment, they are snatching one of the most extraordinary capabilities that we have and at this rate, in a few generations, the ability to visualize themselves and alternative worlds have been reduced to nothing.
Human nature will have changed radically, without just we have realized this and that transformation will lead to new structures and social relations; a new human scenario, so we can guess, will have little positive.
Indeed, it seems as if the entire entertainment industry was focused on achieving this dark subject.
Most representative and most significant example of this subtle but crucial process, found in video games, the most powerful entertainment industry right now.
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VIDEO: THE SPEARHEAD OF "NEW WORLD"
Most people believe that this is a minor issue, especially the older people, who probably considers videogames as a vague and almost incomprehensible distraction.
But the world of video games is the spearhead of the coming change; inside contains the germ of the new world, the seed from which spring the vine that strangle our individual consciousness forever if we do anything about it.
The current video games are just the first step towards virtual reality and to the complete mental immersion in pre-created artificial realities.
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Currently only allow us to vaguely sense the magnitude and scope of the entertainment of the future, in the same way that the shadow play could have served to intuit what would become cinema.
The big problem with the game is that most of us just look at their most apparent and superficial effects, such as promoting violence or causing addiction.
But there is much more decisive deeper elements that go unnoticed at first sight.
Nobody will notice the subliminal burden involved and which is related to the deep mechanisms that make up the system.
And is that video games not only reinforce the existing structures of the system, but eventually setting the structures of the future society, because they directly attack the most basic mechanisms of our mind.
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Obviously, we are not saying the game creators are evil people laden with bad intentions, or that his only obsession is promoting violence and destroy the consciousness of individuals.
Indeed, video games are extraordinary creations full of talent, creativity and inventiveness.
Some of them are real works of art that at least deserve the same level of admiration and recognition that the best cinema.
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In addition, numerous studies (would need to see who pays) show that playing video games helps activate reflexes and coordination, develops visual learning and helps make decisions quickly (though perhaps all that too can be achieved by practicing sports).
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Nobody can argue with that, no one can not argue that there are many positive, educational and creative games that may help mental development.
But not deceive ourselves: the vast majority of video games and especially the most successful and addictive involve competitiveness, violence, destruction and death.
Most games that succeed the basis for a gradual dehumanization, a social environment in which others pain or death become an empty visual show any emotional involvement.
Furthermore, video games in general implicitly encourage more profound selfishness, they all contain subtle and cryptic form, the same message: "You can only win you and no one can or should do more."
That creates a perception horizontal competition, in which the enemy is always around us; is someone of the same rank and should be eliminated without mercy for us to achieve success.
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VIOLENCE AND VIDEO
As we say, violence and destruction in video games is widespread.
A high percentage of games are centered on blind and selfish competitiveness, destruction, death and instincts.
If we look closely, we see that basically most games are limited to the same thing: create a virtual environment in which violence and destruction have logical sense to plot level, different to that found in our daily lives.
For example, if we went outside, the narrative of our everyday reality does not include the logical possibility of violence and explicit destruction: people walk, going to work, cars circulating around the middle of a relative order and tranquility develops . Violence and destruction are items that appear unusually large scale and impact us because of their disengagement with the narrative of everyday life.
However, if we go to the same immersed street in a war situation, the middle of a zombie epidemic or under an alien invasion, the same everyday environment will be immersed in a new narrative logic that violence is inherent and will make logical sense .
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Thus, the game basically limited to creating fictional environments in which the logic of extreme competitiveness, violence and death have a sense argument, showing that in the background are merely vehicles specifically designed to enable the expression of such violence.
In fact, most games, which is primarily allow us to kill, remove and destroy without anything or anyone punish us for it.
A lot of them may seem silly, but it seems no one realizes that even the most seemingly innocent games are focused on killing, removal or destruction.
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The early video games were basically kill Martians and today, play games like Angry Birds, despite its childish appearance, still contains within it an obvious burden of violence and death.
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Even the type Candy Crush, as popularly widespread and that seem so naive, games consist align elements to physically remove them to our advantage.
THE MESSAGE OF FUND
If you look, we see that there are repetitive patterns in most video games:
-The Concept of removal and destruction of annoying or contrary to our interests, expressed in a thousand different ways elements.
-The Competitiveness and selfishness, based on the single player win above all else, leaving no room for the selfless cooperation.
-The Victory obtained through accumulation (whether of money, points or dead).
-The Finalismo, ie the achievement of goals, objectives or concrete and perfectly pre-defined, that determine the difference between success or failure and are always set by the creator of the game and never by the player missions.
All these structural arrangements are in the background and go unnoticed because we just focus our attention on the superficial aspect of the game and its formal expression.
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But beyond looks likely to have the game, this constant subliminal message, repeated over and over and over again, just shaping our view of reality, society and the solutions that we implement to address situations or solve everything such conflicts.
A clear example of this is that if we ask anyone to imagine a fun game that does not consist in accumulating points, performing a specific mission runner, racing, remove or destroy anything, it is very difficult to create or imagine, to the point that we will say that "it is impossible to create a game that does not involve these parameters and at the same time is really fun."
And possibly be right: our minds have been programmed at a deep level with these mechanisms inherent in almost all aspects of our culture, including video games, to the point that we hardly have fun with games that do not include these features.
The full system is based on these mechanisms and guidelines: finalismo; win accumulation; competitiveness and selfishness; disposal and destructive attitudes to achieve victory.
The problem is that we are so immersed in the system, most people believe that things can not be otherwise.
But the truth is that our mental structures and the complete system could be very different if we were able to create the necessary conditions.
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PLAYING IN A DIFFERENT WORLD
Imagine, for example, a world in which from an early age, rather than the idea of ​​competitiveness as an essential attitude to achieve victory, we will instill the concept of selfless cooperation; a world in which instead of the destruction or removal, success was achieved through the construction and the creation of new elements not previously exist; in which the accumulation of units of a particular item (points, medals, awards, money) was not assessed and no sense; a world in which no value is given to the final realization of a concrete and pragmatic goal, but the whole recayera value, not only in the beauty of the road that runs, but how that path is traversed.
And now imagine, what would it be a video game in a world where people have these mental mechanisms installed in their minds?
The first thing we can deduce the game is that, not being based on competitiveness with others, there would be no concept of winner and loser.
It is easy to deduce that the game also would have a finalist idea of ​​success or failure and therefore, probably, the game would never end or time limitations.
In addition, the game would be based on kill, destroy or remove items, but would be based on the constant creation of new elements and therefore what would be valued above all be the way those elements were created, their inherent beauty and perhaps its instrumental function.
Knowing all this, visualize how it could be a video game in the world.
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We could imagine a large gathering of players, building together, constantly changing as dynamic spatial, visual and sound structures that each player would bring a new expression to the whole element, implying that all items would be radically different, as each new contribution change the conditions that would mark the further development of the game.
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Those games could include joint development of buildings or fabulous cities, in the composition of symphonies filled surreal and changing sounds unimaginable in the conception of full fantastic three-dimensional spaces unique properties or creating structures endowed dancers difficult abstract movements to conceive from our point of view; these "games" probably never would end and each would be a work of abstract art in itself.
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Now imagine someone brought up from childhood with these very different from our concepts and give one of our video game shooters, in which you dedicate to shoot right and left until you kill.
Does not it seem very dull our games the player of that other world?
You will probably clash a game has an end; when we told you that success is to accumulate points, probably consider absurd and devoid of meaning and probably be bored touring again and again, not changing scenarios created by a stranger in those who always repeat the same kind of destructive actions.
Someone whose fun consisted of continuously create new and surprising elements, how could convince him how much fun it is to break and destroy items created by a third party?
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Their thinking and conceiving reality, would be very different from ours. At the end of the day, this would be a type of person for whom an athletic career would make no sense.
When someone explain that in a race "wins before arriving at a certain place," probably ask us "and that what it is?".
In his world there finalist, people would run just to get each step representing an enjoyment and out beautiful in itself and the concept of "competitive race" have no meaning and would be seen as meaningless that adds nothing . We say "what do you want to arrive so early for that, if the fun is the path jumping and dancing without worrying about the elapsed time?"
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Likewise, when we counted the satisfaction of football is to be the one who gets more times a ball from 3 sticks for 90 minutes, probably be perplexed and ask us "What grace has put a ball between 3 suits often ? ". Probably, to him it would be fun to do things with the ball that he had never occurred to anyone and make them increasingly different and innovative.
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Now perform the opposite way and imagine a video game player of our world, playing some of these games Abstract creating this imaginary world, where no purpose, win or competition.
For someone in our world, a game of this type would be something unbearably boring and hard to understand. We say "how I can have fun with a game I can not win, it has no purpose and that never ends?"
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With all these speculations, we want to make is that there is a deep mental programming inculcated by the system that transforms our view of reality and, for example, is expressed in what amuses us or entertaining; and video games are a clear example of this.
All our games, basically, are based on the accumulation, competition, destruction and finality.
These essential mechanisms underlying the background, in the same way that underlie the way the system is structured and hence in the way we are educated or programmed by society from birth.
So, it matters little that we remove our son's bloody game of "kill zombies" and instead we do play Angry Birds, the Candy Crush, the Parcheesi or Chess, because the mechanisms background of all these games are always the same, with different forms of expression.
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These are the essential structures in which no one is fixed, when in fact they are the most important, because they represent the backbone of the system itself.
So far we have talked about video games, but we can extrapolate the same analysis to other elements of our existence related to the system.
For example, when we undertake some of these revolutions and social changes that seem to change everything, in fact we are not changing nothing but the external appearance of the system.
When someone wants to end the monarchy to establish the Republic, get the Conservatives to put the Progressive or end the dictatorship to establish democracy really is just changing the "God of War" by the "Angry Birds".
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At first glance, it does seem a radical change and people with a superficial view believe convinced they're starring in a historic transformation.
But basically, the system only changes of skin; only change uniforms, logos, color flag or the nomenclature applied to the state organization.
We changed bloody enemies friendly pigs, but actually, the same psychological mechanisms that underlie everything intact.
Nobody says that we should not fight social level, fly the flags of ideals or get actively involved in socio-economic transformations.
Doing so is essential if we want to transform society.
But all these revolutions and changes, positive and fair that we now seem, will avail nothing if each of us did not dive into the depths of our psyche and took off from there the deep roots of the system.
To most people find it uncomfortable and ungrateful accept this harsh reality, but true: the mass revolutions do not exist.
The real revolution is always individual ...

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