Playing With Reality: Environment, Situation, and GamesJeff Watson
Talk delivered at Different Games 2014. Explores how games “play with reality,” opening various avenues for inquiry around notions of environment and situation. Makes reference to Sartre, Goffman, and Baron Von Haussmann, among others, and offers up the following definition for game: “Games are semi-regulated situations that unfold over time and resolve based on the creative participation of one or more players.”
Pervasive and Environmental Game Design WorkshopJeff Watson
This workshop is intended for those who wish to explore how games can be designed to directly impact the social fabrics of lived environments such as schools, public institutions, workplaces, and neighborhoods. In specific, this workshop is about how artists, entertainers, educators, policy-makers, and activists can use game design to embolden and empower communities to actively engage in the creative construction of their own realities.
Mr. Warhol presents a survey of 'life simulation' games created through the years, with a focus on overall structure; similarities; differences; and unique features.
How to design the fun out of things workshop Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
Playing With Reality: Environment, Situation, and GamesJeff Watson
Talk delivered at Different Games 2014. Explores how games “play with reality,” opening various avenues for inquiry around notions of environment and situation. Makes reference to Sartre, Goffman, and Baron Von Haussmann, among others, and offers up the following definition for game: “Games are semi-regulated situations that unfold over time and resolve based on the creative participation of one or more players.”
Pervasive and Environmental Game Design WorkshopJeff Watson
This workshop is intended for those who wish to explore how games can be designed to directly impact the social fabrics of lived environments such as schools, public institutions, workplaces, and neighborhoods. In specific, this workshop is about how artists, entertainers, educators, policy-makers, and activists can use game design to embolden and empower communities to actively engage in the creative construction of their own realities.
Mr. Warhol presents a survey of 'life simulation' games created through the years, with a focus on overall structure; similarities; differences; and unique features.
How to design the fun out of things workshop Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Deze presentatie is gegeven tijdens de Stedenlink bijeenkomst op 12 mei 2009. In de presentatie worden verschillende aspecten van de ontwikkelingen op het web uitgelegd, zoals rechten, randvoorwaarden, e-vangelisten en e-theïsten.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
"Radical Animal: Constructing the Creative Self" - Pat Kanewww.patkane.global
Slides to my lecture to the Kings' College Literature And Arts Festival, "PLAY", delivered on Wed, October 12th, 2016. For more on this, please visit www.theplayethic.com
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Deze presentatie is gegeven tijdens de Stedenlink bijeenkomst op 12 mei 2009. In de presentatie worden verschillende aspecten van de ontwikkelingen op het web uitgelegd, zoals rechten, randvoorwaarden, e-vangelisten en e-theïsten.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
"Radical Animal: Constructing the Creative Self" - Pat Kanewww.patkane.global
Slides to my lecture to the Kings' College Literature And Arts Festival, "PLAY", delivered on Wed, October 12th, 2016. For more on this, please visit www.theplayethic.com
Gamers Conquered the Mainstream... What's Next?Philip Minchin
Games. Everyone loves them - and pretty much everyone plays them, whether it's cutting-edge electronic games, or traditional games like chess and bridge, or anything in between. And when you look at our history, starting with the very first work of written history in the Western canon, it's clear we always have.
With strong evidence linking play to learning, intelligence, creativity, community connectedness, physical AND mental health, problem-solving, systems literacy, psychological literacy, optimism, and a host of other benefits, this is a good thing!
But given that play is so profoundly linked to and good for humanity, where is the public institutional support for it?
This presentation attempts to (very briefly!) outline the case for games and play, describe how we could be covering and supporting them a whole lot better, and then plot a course for how to get there from here. First presented at PAX Aus, it's now being shared online.
If you like the ideas contained in this presentation, check out http://apili.org and http://australianplayalliance.org!
Or you can read more by the author at http://philipminchin.com - or contact him via http://philipminchin.com/contact if you have questions or would like to consult him on a matter related to games and play.
Reality Ends Here: Transforming Media Learning in Higher Educationswiscombe
Presented at NAMLE 2013, this presentation covers the development and rollout of the 2011 season of Reality Ends Here at USC's School of Cinematic Arts.
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
69 A METHoDoLogICAL PLAYgRoUND
5.
A METHODOLOGICALPLAYGROUnD:
FICTIOnAL wORLDs
AnD THOUGHT EXPERIMEnTs
The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental
laboratory of the world-constructing enterprise.
1
Although design usually references sculpture and painting for material,
formal and graphic inspiration, and more recently the social sciences for
protocols on working with and studying people—if we are interested in shifting
design’s focus from designing for how the world is now to designing for how
things could be—we will need to turn to speculative culture and what Lubomír
Doležel has called an “experimental laboratory of the world-constructing
enterprise.”
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EBSCO : eBook Collection (EBSCOhost) - printed on 3/5/2019 7:43 PM via MONASH UNIVERSITY LIBRARY
AN: 672907 ; Dunne, Anthony, Raby, Fiona.; Speculative Everything : Design, Fiction, and Social Dreaming
Account: s8849760.main.ehost
70 CHAPTER 5
Speculating is based on imagination, the ability to literally imagine
other worlds and alternatives. In Such Stuff as Dreams Keith oatley writes
that “[i]magination gives us entry to abstraction, including mathematics.
We gain the ability to conceive alternatives and hence to evaluate. We
gain the ability to think of futures and outcomes, skills of planning.
The ability to think ethically also becomes a possibility.”
2
There are many kinds of imagination, dark imaginations, original
imaginations, social, creative, mathematical. There are also professional
imaginations—the scientific imagination, the technological imagination,
the artistic imagination, the sociological imagination, and of course
the one we are most interested in, the design imagination.
fictionAl WorldS
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,
“our actual world is surrounded by an infinity of other possible worlds.”
3
once we move away from the present, from how things are now, we enter
this realm of possible worlds. We find the idea of creating fictional worlds
and putting them to work fascinating. The ones we are most interested in
are not just for entertainment but for reflection, critique, provocation,
and inspiration. Rather than thinking about architecture, products,
and the environment, we start with laws, ethics, political systems,
social beliefs, values, fears, and hopes, and how these can be translated
into material expressions, embodied in material culture, becoming little
bits of .
A presentation given to the Impact Hub Birmingham's Radical Childcare event, Mon 16th July, 2018. For more please contact either www.patkane.global or www.thealternative.org.uk
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Similar to Why We Play - Pat Kane presentation at Edinburgh International Science Festival (20)
Trusted To Develop Us? How Community Development Trusts Can Respond To – and ...www.patkane.global
Slides to the Zoom webinar presentation by Pat Kane to Development Trust Northern Ireland (DTNI), on 12 May, 2020. Biog on the presentation at The Alternative UK here - https://www.thealternative.org.uk/dailyalternative/2020/5/10/dtni-trusted-to-develop-us. For more, contact Pat at www.patkane.global
How do you make a Citizens Action Network (CAN)? - The Alternative UKwww.patkane.global
These slides are part of The Alternative UK's 2020 presentation on Citizens Action Networks - their definition, their tools, and the methods and stages of their assembly. For more, visit www.thealternative.org.uk
“AFTER POPULISM: IS EMOTIONAL LITERACY THE KEY TO A NEW POLITICS?” by The Alt...www.patkane.global
The co-initiators of The Alternative UK (Indra Adnan and Pat Kane) were invited to give a presentation at Innocracy, Berlin on November 28. Our theme was ‘After populism: is emotional literacy the key to a new politics?”
http://www.thealternative.org.uk
http://www.progressives-zentrum.org/innocracy-programme/
Phil Teer: Universal Basic Income - an Insurrection of the Imaginationwww.patkane.global
Slides from a presentation given by PHIL TEER, of the creative agency Brothers and Sisters, at the first "friendly" of The Alternative UK (www.thealternative.org.uk), March 1st, 2017.
Some Notes On "Inclusion" - Pat Kane for Creative Scotlandwww.patkane.global
My presentation to the Regular Funded Organisation - Creative Scotland - Equality, Diversity and Inclusion conference, Feb 1, Mitchell Library, Glasgow. To contact me, go to www.patkane.today
The Play Ethic: forging a "good society" through the power and potential of playwww.patkane.global
Presentation by Pat Kane to the Global Gathering on Early Childhood, Aviva Stadium, Dublin, 17 October 2013. For more contact Pat at http://www.theplayethic.com
Pat Kane's presentation to The Future of Media in Scotland conference, 9/4/13 (http://scotsmanconferences.com/viewconference.aspx?id=29). More from http://www.thoughtland.info
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
(May 29th, 2024) Advancements in Intravital Microscopy- Insights for Preclini...Scintica Instrumentation
Intravital microscopy (IVM) is a powerful tool utilized to study cellular behavior over time and space in vivo. Much of our understanding of cell biology has been accomplished using various in vitro and ex vivo methods; however, these studies do not necessarily reflect the natural dynamics of biological processes. Unlike traditional cell culture or fixed tissue imaging, IVM allows for the ultra-fast high-resolution imaging of cellular processes over time and space and were studied in its natural environment. Real-time visualization of biological processes in the context of an intact organism helps maintain physiological relevance and provide insights into the progression of disease, response to treatments or developmental processes.
In this webinar we give an overview of advanced applications of the IVM system in preclinical research. IVIM technology is a provider of all-in-one intravital microscopy systems and solutions optimized for in vivo imaging of live animal models at sub-micron resolution. The system’s unique features and user-friendly software enables researchers to probe fast dynamic biological processes such as immune cell tracking, cell-cell interaction as well as vascularization and tumor metastasis with exceptional detail. This webinar will also give an overview of IVM being utilized in drug development, offering a view into the intricate interaction between drugs/nanoparticles and tissues in vivo and allows for the evaluation of therapeutic intervention in a variety of tissues and organs. This interdisciplinary collaboration continues to drive the advancements of novel therapeutic strategies.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
on Io’s surface have been monitored from both spacecraft and ground-based telescopes.
Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
show that a plume deposit from a powerful eruption at Pillan Patera has covered part
of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
optics at visible wavelengths.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
Slide 1: Title Slide
Extrachromosomal Inheritance
Slide 2: Introduction to Extrachromosomal Inheritance
Definition: Extrachromosomal inheritance refers to the transmission of genetic material that is not found within the nucleus.
Key Components: Involves genes located in mitochondria, chloroplasts, and plasmids.
Slide 3: Mitochondrial Inheritance
Mitochondria: Organelles responsible for energy production.
Mitochondrial DNA (mtDNA): Circular DNA molecule found in mitochondria.
Inheritance Pattern: Maternally inherited, meaning it is passed from mothers to all their offspring.
Diseases: Examples include Leber’s hereditary optic neuropathy (LHON) and mitochondrial myopathy.
Slide 4: Chloroplast Inheritance
Chloroplasts: Organelles responsible for photosynthesis in plants.
Chloroplast DNA (cpDNA): Circular DNA molecule found in chloroplasts.
Inheritance Pattern: Often maternally inherited in most plants, but can vary in some species.
Examples: Variegation in plants, where leaf color patterns are determined by chloroplast DNA.
Slide 5: Plasmid Inheritance
Plasmids: Small, circular DNA molecules found in bacteria and some eukaryotes.
Features: Can carry antibiotic resistance genes and can be transferred between cells through processes like conjugation.
Significance: Important in biotechnology for gene cloning and genetic engineering.
Slide 6: Mechanisms of Extrachromosomal Inheritance
Non-Mendelian Patterns: Do not follow Mendel’s laws of inheritance.
Cytoplasmic Segregation: During cell division, organelles like mitochondria and chloroplasts are randomly distributed to daughter cells.
Heteroplasmy: Presence of more than one type of organellar genome within a cell, leading to variation in expression.
Slide 7: Examples of Extrachromosomal Inheritance
Four O’clock Plant (Mirabilis jalapa): Shows variegated leaves due to different cpDNA in leaf cells.
Petite Mutants in Yeast: Result from mutations in mitochondrial DNA affecting respiration.
Slide 8: Importance of Extrachromosomal Inheritance
Evolution: Provides insight into the evolution of eukaryotic cells.
Medicine: Understanding mitochondrial inheritance helps in diagnosing and treating mitochondrial diseases.
Agriculture: Chloroplast inheritance can be used in plant breeding and genetic modification.
Slide 9: Recent Research and Advances
Gene Editing: Techniques like CRISPR-Cas9 are being used to edit mitochondrial and chloroplast DNA.
Therapies: Development of mitochondrial replacement therapy (MRT) for preventing mitochondrial diseases.
Slide 10: Conclusion
Summary: Extrachromosomal inheritance involves the transmission of genetic material outside the nucleus and plays a crucial role in genetics, medicine, and biotechnology.
Future Directions: Continued research and technological advancements hold promise for new treatments and applications.
Slide 11: Questions and Discussion
Invite Audience: Open the floor for any questions or further discussion on the topic.
Professional air quality monitoring systems provide immediate, on-site data for analysis, compliance, and decision-making.
Monitor common gases, weather parameters, particulates.
Introduction:
RNA interference (RNAi) or Post-Transcriptional Gene Silencing (PTGS) is an important biological process for modulating eukaryotic gene expression.
It is highly conserved process of posttranscriptional gene silencing by which double stranded RNA (dsRNA) causes sequence-specific degradation of mRNA sequences.
dsRNA-induced gene silencing (RNAi) is reported in a wide range of eukaryotes ranging from worms, insects, mammals and plants.
This process mediates resistance to both endogenous parasitic and exogenous pathogenic nucleic acids, and regulates the expression of protein-coding genes.
What are small ncRNAs?
micro RNA (miRNA)
short interfering RNA (siRNA)
Properties of small non-coding RNA:
Involved in silencing mRNA transcripts.
Called “small” because they are usually only about 21-24 nucleotides long.
Synthesized by first cutting up longer precursor sequences (like the 61nt one that Lee discovered).
Silence an mRNA by base pairing with some sequence on the mRNA.
Discovery of siRNA?
The first small RNA:
In 1993 Rosalind Lee (Victor Ambros lab) was studying a non- coding gene in C. elegans, lin-4, that was involved in silencing of another gene, lin-14, at the appropriate time in the
development of the worm C. elegans.
Two small transcripts of lin-4 (22nt and 61nt) were found to be complementary to a sequence in the 3' UTR of lin-14.
Because lin-4 encoded no protein, she deduced that it must be these transcripts that are causing the silencing by RNA-RNA interactions.
Types of RNAi ( non coding RNA)
MiRNA
Length (23-25 nt)
Trans acting
Binds with target MRNA in mismatch
Translation inhibition
Si RNA
Length 21 nt.
Cis acting
Bind with target Mrna in perfect complementary sequence
Piwi-RNA
Length ; 25 to 36 nt.
Expressed in Germ Cells
Regulates trnasposomes activity
MECHANISM OF RNAI:
First the double-stranded RNA teams up with a protein complex named Dicer, which cuts the long RNA into short pieces.
Then another protein complex called RISC (RNA-induced silencing complex) discards one of the two RNA strands.
The RISC-docked, single-stranded RNA then pairs with the homologous mRNA and destroys it.
THE RISC COMPLEX:
RISC is large(>500kD) RNA multi- protein Binding complex which triggers MRNA degradation in response to MRNA
Unwinding of double stranded Si RNA by ATP independent Helicase
Active component of RISC is Ago proteins( ENDONUCLEASE) which cleave target MRNA.
DICER: endonuclease (RNase Family III)
Argonaute: Central Component of the RNA-Induced Silencing Complex (RISC)
One strand of the dsRNA produced by Dicer is retained in the RISC complex in association with Argonaute
ARGONAUTE PROTEIN :
1.PAZ(PIWI/Argonaute/ Zwille)- Recognition of target MRNA
2.PIWI (p-element induced wimpy Testis)- breaks Phosphodiester bond of mRNA.)RNAse H activity.
MiRNA:
The Double-stranded RNAs are naturally produced in eukaryotic cells during development, and they have a key role in regulating gene expression .
A brief information about the SCOP protein database used in bioinformatics.
The Structural Classification of Proteins (SCOP) database is a comprehensive and authoritative resource for the structural and evolutionary relationships of proteins. It provides a detailed and curated classification of protein structures, grouping them into families, superfamilies, and folds based on their structural and sequence similarities.
Why We Play - Pat Kane presentation at Edinburgh International Science Festival
1. WHY WE PLAY
& HOW IT CAN BRING ABOUT
THE GOOD SOCIETY
PAT KANE, THEPLAYETHIC.COM
2. Lecture plan
■ Videos
■ Play as the deep and evolved foundation of creativity
■ The societal "grounds of play"
■ The playground has (planetary) limits
■ We radical animals
8. Lecture plan
■ Videos
■ Play as the deep and evolved foundation of creativity
■ The societal "grounds of play"
■ The playground has (planetary) limits
■ We radical animals
9. Play as the deep and evolved foundation of
creativity: primary emotions
Antonio Damasio (plus Trust/Anticipation, Ekman)
•Adequate nutrition, air, water and shelter from the elements
•Safety and security
•Emotional connection
•Fun, friendship and intimacy
•A sense of belonging to a wider community
•A measure of control and autonomy
•Attention (to give and receive)
•Status in life (which comes from having stretched ourselves
and achieved things)
•Meaning and purpose
The
”Human
Givens”
Model
- see Tyrell
and
Griffin
10. Play as the deep and evolved foundation
of creativity
Jaak Panksepp
- ”Archaeology
of Mind”
- Opiates,
areas
stimulated –
produce
same effects
in the
mammal
brain
11. Play as the deep and evolved foundation
of creativity
Bateson and Martin:
- Play is “fun” – spontaneous and
intrinsically rewarding
- Players are protected from normal
consequences of serious behaviour
- Play generates novelty (role play, new
combinations
- Play looks different to normal behaviour
- Play indicates well-being (only happens
when organism is free from illness or
stress)
12. Play as the deep and evolved foundation
of creativity
Bateson and Martin:
Identify playful play & playfulness as the
mood state that’s most optimum for
creativity (some play can of course slide into
aggression, powergames)
Mood state: cheerful, frisky, frolicsome,
good-natured, joyous, merry, rollicking
spirited, sprightly and vivacious…
13. Play as the deep and evolved foundation
of creativity
Bateson and Martin:
Playful play contributes most to creativity –
creativity defined as the generation of novel
actions and ideas, by recombining elements
in new ways, or apply them to to new
situations.
NOT the same as innovation – which
winnows out new ideas, and takes on the
hard work of successfully implementing and
spreading them, in orgs or society.
14. Play as the deep and evolved foundation of
creativity
PLAY/CREATIVITY/JOY IS
BEGINNING TO FIND ITS
SECURE PLACE IN THE
SOLIDIFYING MAPS OF EVOLVED
HUMAN NATURE AND
BEHAVIOUR (FROM AFFECTIVE
NEUROSCIENCE & OTHER
AREAS)
WE NEED TO PLAY AND CREATE
– OTHERWISE, WE DENY OUR
BASIC EMOTIONAL NEEDS
15. Play as the deep and evolved foundation of
creativity (Nudge is not enough…)
“Think of Mr. Spock of Star Trek fame as
someone whose Reflective System is always in
control … In contrast, Homer Simpson seems
to have forgotten where he put his Reflective
System” (driven by his “instinctive Automatic
System”) [from Nudge, Thaler/Sunstein]
…whereas Lisa – imaginative, idealistic,
enthusiastic, expressive, - engages her
WHOLE system, through play/art/activism
16. Lecture plan
■ Videos
■ Play as the deep and evolved foundation of creativity
■ The societal "grounds of play"
■ The playground has (planetary) limits
■ We radical animals
17. The societal "grounds of play"
What kind of society does the
findings of affective neuroscience,
or neuroscience-informed
psychotherapy and psychology,
suggest?
One in which primary, evolved
emotions and drives are given their
rich and complex due…
...which is different from them being
manipulated (truth doesn’t come
into it)
18. The societal "grounds of play"
You can’t answer the play-drive in
isolation (with Arts! Free time! Basic
income!)
-- And expect it to redress and fix
maltreatment of the rest of the drives…
Panksepp’s (crude) model of primary
drives is still a symphony– care but also
rage, panic/fear but also seeking/lust..
“Out of the crooked timber of humanity,
no straight thing was ever made” (Kant)
19. The societal "grounds of play"
But if we give all the
other drives their
evolutionary due,
then we must value
play for what it is---
-—Which is a zone of
time and space,
where we can lightly
handle and toy with
the heavy
imperatives of
human existence…
....In order to refine our responses better, or seek out
new niches when current options have closed down.
What are these “play zones”? Or “grounds of play”?
20. The societal "grounds of play"
VALUE THE ONES WE KNOW:
• Education at all levels, 3-to-7 play-
based kindergarten
• An open web supporting mass self-
expression
• Festivals and carnivals – zones and
grounds (like this one!) where
people come together to enjoy
boundaries blurring, challenges
• The arts and cultural sectors and
their subsidies
• Primary science – Andre Geim,
Hawking, etc – and its subsidy
21. The societal "grounds of play"
CREATE NEW PLAYZONES:
• Argue for an open, common,
expressive dimension in every new
tech platform – particularly in AR and
VR
• Playzones alongside Carezones – what
new combinations of security and risk
can we imagine in society? In welfare,
housing, making/enterprise?
• How could our vast archive of creative
techniques be brought to bear on our
broken politics? New forms of
democracy/parties?
22. Lecture plan
■ Videos
■ Play as the deep and evolved foundation of creativity
■ The societal "grounds of play"
■ The playground has (planetary) limits
■ We radical animals
23. The playground has (planetary) limits
Can we make better choices with our innate ingenuity, love of novelty,
colour and form, endlessly ramifying appetites, vast systemic capacity…?
24. PLAY-ETHICS IN A WORLD OF ECOLOGICAL CRISIS ARE NOT EASY.... TAKE
STUART BRAND
IN 60'S/70's BRAND EASILY FUSED
DEVELOPMENTAL, HEALTHY,
NATURAL PLAY (MERRY
PRANKSTERS, NEW GAMES
MOVEMENT, COMMUNAL LIVING)...
....WITH TECHNOLOGICAL,
ABSTRACT, UNNATURAL PLAY
(COMPUTERS & NETS,
ARCHITECTURE/URBANISM, ALT.
ENERGY, BUSINESS CONSULTANCY)
http://www.youtube.com/watch?v=iTAuLsJDyWI
LSD?
The playground has (planetary) limits
25. STUART BRAND
1968 WHOLE EARTH CATALOG:
“WE ARE AS GODS AND WE
MIGHT AS WELL GET GOOD AT
IT”
(DIY, SMALL-IS-BEAUTIFUL, SOFT
TECHNOLOGY)
2009 WHOLE EARTH
DISCIPLINE: “WE ARE AS
GODS AND WE MUST GET
GOOD AT IT”
(NUCLEAR POWER, GENE-
TECH, TERRA-FORMING)
IS HE NOW RIGHT? WRONG?
BUT RECONCILING NATURAL AND UNNATURAL PLAY OF HUMANITY IS VERY
DIFFICULT...
NATURAL AND UNNATURAL PLAY COME
TOGETHER IN ONE SLOGAN...
26. 'Human activities increasingly dominate 9 crucial planetary systems. Add to the familiar ones---
climate, biodiversity, and chemical pollution---atmospheric aerosols, ocean acidification, excess
nitrogen in agriculture, too much land in agriculture, freshwater scarcity, and ozone depletion. To
have "a safe operating space for humanity" on Earth requires adjusting our behavior to work within
those systems. How we collectively step up to that responsibility will determine whether "the
Anthropocene" (the current geological era shaped by humans) will be a tragedy or humanity's
greatest accomplishment.”
… BUT LYNAS' INNOVATION PLAYGROUND IS SECURED BY PRO-NUKES, PRO-GEO-
ENGINEERING, PRO-”PROSPERITY”-AS-MATERIAL-ACCUMULATION
HEROIC, “RATIONALIST”, INDIVIDUALIST, GREEN-BAITING DISCOURSE
The playground has (planetary) limits
27. BELIEVES THAT WITH OUR WEB AND
“NOOSPHERE” OF INFORMATION-PLUS-
COMMUNITY-PARTICIPATION, WE HAVE
THE POSSIBILITY OF “GIVING GAIA ITS
MOMENT OF META-AWARE SELF-
CONSCIOUSNESS” - OF BEING GAIAS
BRAIN...
BUT FLANNERY IS POST-INDIVIDUALIST –
WE ARE “GREEDY APES”, TOO WEAK TO BE
HUNTER-GATHERERS, NEEDING OUR
SOCIAL CODES (AND DIVISIONS OF
LABOUR) TO GET ANYTHING WORTHWHILE
DONE – JUMPED-UP SUPERORGANISMS
WHO HAVE TO ATTAIN A MODICUM OF
PLANETARY ETHICS...
The playground has (planetary) limits
28. Lecture plan
■ Videos
■ Play as the deep and evolved foundation of creativity
■ The societal "grounds of play"
■ The playground has (planetary) limits
■ We radical animals
29. We “radical animals”
Even Harari’s view of all life driven by
algorithms, where machine intelligence
outstrips our own…
...stumbles at the door of consciousness.
“My test for whether something is real: Does
it suffer?”
Yet we are also the animal that can percieive
our own limitations – and then play with
those limits...
30. We “radical animals”
It might be fruitful to explore the
crossover between:
Play – a zone for safely exploring all
possibilities
Mindfulness/non-reactivity – a way
to use consciousness to observe our
evolved mechanisms
Though someone might have gotten
there first…
31. Question:
How does play, creativity and
innovation relate? Where does
spontaneity end, and control
begin?
32. Question:
If we understood the evolutionary
role of play better, how might we
change our societies, economies
and ourselves?
33. Question:
How radical can play be? If play
means ALL possibilities can be
lightly considered, what horrors
as well as delights may ensue?
34. WHY WE PLAY
& HOW IT CAN BRING ABOUT
THE GOOD SOCIETY
PAT KANE, THEPLAYETHIC.COM