Gaming Cultural Atonement

Author(s):  
Stephen Brock Schafer

According to theological precedents and science—just as sub-human sentient scales exist—so must super-human scales of sentience exist in a quantum field structured as fractal geometry. If the human organism is multi-functionally “conscious,” so is the quantum field in which it is embedded. Just as differences exist among the frequencies of light, differences exist in harmonic scales of the universal frequency spectrum. The loosely defined term “consciousness” is too limited to express the cosmic range of “sentient” access to frequencies. Though humans have unique choice-making agency, theological-philosophical and experiential precedents which place limits on its coherence. With their emphasis on coherent choice-making, PSYCHecology video games (PEGs) could be designed as “dreamlike” analogs to harmonize functional agency. According to Jungian principles, these dream analogs could be employed to reinforce coherent humanitarian sentience with mediated biofeedback for the purpose of healing the collective unconscious.

Author(s):  
Stephen Brock Schafer

Increasingly, human perceptions of reality are based on virtual illusions. This altered reality called the metaverse is dreamlike. If reality, the metaverse, and dreams are virtual illusions, the metaverse and dreams are real. This suggests that virtual realities may be analyzed according to Carl Jung's compensational dynamics of dream analysis. The objective of such analysis would be discovery of contextual (target group) meaning in unconscious dimensions. Such discovery could lead to the use of mediated biofeedback to engineer Earth-sustainable media content in order to promote coherent frequencies on correlated electro-magnetic scales. This chapter will emphasize the authenticity of research on the collective unconscious as projected into the metaverse. Based on fundamental correlations in structure, function, and purpose of dreams as defined by Carl Jung, drama-based video games can be understood as a genre that may serve as an unprecedented, interactive dream analog for purposes of cognitive research.


2022 ◽  
pp. 149-172
Author(s):  
Nick Sambrook

A convergence of quantum-field-based scientific, philosophical, psychological, esoteric, and religious research has contributed to a better understanding of Carl Jung's collective unconscious that is generating a paradigm shift in the scientific approach to cosmic reality and human purpose. Collective humanity now faces responsibility for intentional cosmic participation to change or reprogram this collective entity that is us. Because humans have significant agency in a universal frequency scaled-sentient and stratified unified field, human responsibility for influencing evolution is becoming more apparent. Indicators suggest that humans are responsible for an impending crisis of planetary extinction, which they are now capable of consciously re-programming. In this context, the author's extreme paranormal experiences of ‘IT'—a planetary analog for the collective human unconscious mind—is uniquely relevant.


Author(s):  
Beat Suter

This chapter shows the attempt to use narrative projections of the unconscious in video games (and film) for transgressing into a virtual world. It demonstrates the conceptual development from C.G. Jung's theories via Joseph Campbell and Hollywood's screenwriters to Video Game mythologies. It shows that a visual approach by game artists often leads to stereotypical implementation of archetypes and archeplot in video games that illustrates a lack of reflection and flexibility of mind and creativity. It further shows that a conscious implementation of individual patterns and archetypes as seen in Adventure Games and recent Indie Games may obtain narrative depth for a game and contribute to exploring the collective unconscious in new media. Gaming is rapidly changing and aims towards the ideal of a Holodeck. New Virtual Reality experiments and gadgets prepare the ground for new ways to engage in imagined (conscious and unconscious) realities. The chapter concludes with an example of an attempt to build a virtual dream world with the project Birdly (2014) and Oculus Rift.


Author(s):  
Ervin Goldfain

The goal of this work is to show that the underlying symmetries of effective field theory can be traced to the onset of self-similarity. In particular, we argue that the scale-free structure of fractal geometry lies at the heart of invariance principles in classical and Quantum Field Theory.


2008 ◽  
Vol 44 ◽  
pp. 11-26 ◽  
Author(s):  
Ralph Beneke ◽  
Dieter Böning

Human performance, defined by mechanical resistance and distance per time, includes human, task and environmental factors, all interrelated. It requires metabolic energy provided by anaerobic and aerobic metabolic energy sources. These sources have specific limitations in the capacity and rate to provide re-phosphorylation energy, which determines individual ratios of aerobic and anaerobic metabolic power and their sustainability. In healthy athletes, limits to provide and utilize metabolic energy are multifactorial, carefully matched and include a safety margin imposed in order to protect the integrity of the human organism under maximal effort. Perception of afferent input associated with effort leads to conscious or unconscious decisions to modulate or terminate performance; however, the underlying mechanisms of cerebral control are not fully understood. The idea to move borders of performance with the help of biochemicals is two millennia old. Biochemical findings resulted in highly effective substances widely used to increase performance in daily life, during preparation for sport events and during competition, but many of them must be considered as doping and therefore illegal. Supplements and food have ergogenic potential; however, numerous concepts are controversially discussed with respect to legality and particularly evidence in terms of usefulness and risks. The effect of evidence-based nutritional strategies on adaptations in terms of gene and protein expression that occur in skeletal muscle during and after exercise training sessions is widely unknown. Biochemical research is essential for better understanding of the basic mechanisms causing fatigue and the regulation of the dynamic adaptation to physical and mental training.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


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