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Which clippings match 'Game Theory' keyword pg.1 of 1
26 JULY 2016

The Trap: What Happened to Our Dream of Freedom?

"Individual freedom is the dream of our age. It's what our leaders promise to give us, it defines how we think of ourselves and, repeatedly, we have gone to war to impose freedom around the world. But if you step back and look at what freedom actually means for us today, it's a strange and limited kind of freedom.

Politicians promised to liberate us from the old dead hand of bureaucracy, but they have created an evermore controlling system of social management, driven by targets and numbers. Governments committed to freedom of choice have presided over a rise in inequality and a dramatic collapse in social mobility. And abroad, in Iraq and Afghanistan, the attempt to enforce freedom has led to bloody mayhem and the rise of an authoritarian anti-democratic Islamism. This, in turn, has helped inspire terrorist attacks in Britain. In response, the Government has dismantled long-standing laws designed to protect our freedom.

The Trap is a series of three films by Bafta-winning producer Adam Curtis that explains the origins of our contemporary, narrow idea of freedom. It shows how a simplistic model of human beings as self-seeking, almost robotic, creatures led to today's idea of freedom. This model was derived from ideas and techniques developed by nuclear strategists during the Cold War to control the behavior of the Soviet enemy."

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TAGS

2007 • A Beautiful Mind (2001) • Adam CurtisAfghanistan • anti-democratic • authoritarianismBBC Two • bloody mayhem • cold war • contemporary idea of freedom • controlling system • deterministic logicdocumentary seriesexplicit objectivesfreedom of choicegame theory • goal-oriented agenda • government policygrand political dreamhuman behaviourindividual freedomindividualismIraqIslamism • John Nash • limited kind of freedom • mathematical modelmetricisation • narrow idea of freedom • neoliberalism • nuclear strategists • operational criteriaoversimplificationpersonal freedom • point of equilibrium • rational self-interest • Ronald David Laing • self-monitoring • simplistic model • social inequality • social management • social mobility • Soviet Union • state control • systems theory • target-oriented agenda • targets and numbers • the dream of our age

CONTRIBUTOR

Simon Perkins
15 JULY 2013

Peter Norvig: The 100,000-student classroom

"In the fall of 2011 Peter Norvig taught a class with Sebastian Thrun on artificial intelligence at Stanford attended by 175 students in situ –– and over 100,000 via an interactive webcast. He shares what he learned about teaching to a global classroom."

(TED Talks)

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TAGS

14th century2011 • Andrew Ng • artificial intelligenceaudiencebar • Bayes networks • Benjamin BloomclassroomCoursera (provider) • Daphne Koller • disruptive education • due date • Eric Mazur • flipped classroomsflipping the classroomgame theoryglobal classroomin situ • interactive webcast • Khan Academy • MITx • motivationone-on-oneonline classesonline forumopen-ended questionspeer instruction • Peter Norvig • sage on the stageSebastian Thrun • Stanford Coursera • Stanford University • synchronous learning • Teach For America • teachingTED Talks • traditional education • Udacitywebcastwebcasting

CONTRIBUTOR

Simon Perkins
08 OCTOBER 2012

LUDOLOGY MEETS NARRATOLOGY: Similitude and differences between (video)games and narrative

"Literary theory and narratology have been helpful to understand cybertexts and videogames. Aristotelian Poetics [Laurel, 1993], Russian formalism [Porush and Hivner, ?], and poststructuralism [Landow, 1992] are some of the different perspectives that have been used to study the subject.

Some authors see cybertexts and videogames as a new form of or as an expansion of traditional narrative or drama. The fact is that these computer programs share many elements with stories: characters, chained actions, endings, settings.

However, there is another dimension that has been usually almost ignored when studying this kind of computer software: to analyze them as games.

The problems of using a 'game' perspective are many. Basically, traditional games have always had less academic status than other objects, like narrative. And because of this, game formalist studies are fragmented through different disciplines, and not very well developed.

In this paper we will propose to explore videogames and cybertexts as games. Our intention is not to replace the narratologic approach, but to complement it. We want to better understand what is the relationship with narrative and videogames; their similarities and differences."

(Gonzalo Frasca, 1999)

Frasca, Gonzalo (1999) 'Ludology Meets Narratology. Similitude and Differences between (Video)games and Narrative'. Originally published in Finnish in Parnasso 1999: 3, 365–71.

TAGS

1999 • Albert Sidney Hornby • Andre Lalande • Aristotelian Poetics • Aristotles Poetics • Brenda Laurelcausalitycausally relatedcausally related narrative events • chained actions • character • Claude Bremond • computer programme • computer software • cybertext • cybertexts • Daniel Vidart • David Porush • ending • Espen AarsethFILE (festival) • game formalist studies • game perspective • game studiesgame theorygames • George Landow • Gerald Prince • Gonzalo Frasca • Jean Piagetliterary theory • ludology • narrative and videogames • narratologic approach • narratologynew form • Oswald Ducrot • post-structuralism • Roger Caillois • Roland Barthes • Russian formalism • Schaeffer Jean-Marie • setting • similarities and differences • stories • studying games • Todd Hivnor • traditional drama • traditional narrative • Umberto Ecovideo gamevideogames

CONTRIBUTOR

Simon Perkins
30 JULY 2009

Digital Games Research Association

"Founded in 2003, DiGRA is the premiere international association for academics and professionals who research digital games and associated phenomena. It encourages high–quality research on games, and promotes collaboration and dissemination of work by its members."

(Digital Games Research Association)

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TAGS

2003critical theory • Digital Games Research Association (DiGRA) • DiGRAenquirygamegame designgame studiesgame theorygameplaygamesindie gamesresearchtheory buildingvideo games

CONTRIBUTOR

Simon Perkins
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