#exploratory β Public Fediverse posts
Live and recent posts from across the Fediverse tagged #exploratory, aggregated by home.social.
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πͺ§ 2 new articles from #TheGrackleProject!
π Grackles who were #trained to be more #flexible were more #exploratory after the training than untrained grackles. This indicates that the more an individual investigates a novel object, the more it can learn and adapt its #behavior accordingly
βοΈ Grackles in an edge #population disperse farther than those in a more central population. This suggests that the rapid geographic range expansion of great-tailed grackles is associated with individuals differentially expressing #dispersal behaviors
πΊοΈ These results suggest that flexibility, exploration, and dispersal are key traits involved in this speciesβ rapid expansion into new areas
πͺ They started as #RegisteredReports @ #PCIEcology @PeerCommunityIn years ago! After lots of hard work from many collaborators (including @DieterLukas) they are now at the #diamondOA @PeerCommunityJournal π
π° Press release: https://www.mpg.de/25179774/0811-evan-exploration-and-dispersal-150495-x
π Articles: https://doi.org/10.24072/pcjournal.593 and https://doi.org/10.24072/pcjournal.591 -
I've been thinking a lot about the role of game design in the broader cultural sense. It feels to me that so far the understanding of what game truly are has not really been understood by the vast majority of gamers. If we consider them from the perspective of propaganda (or message carriers if you will) it is clear to me that what they do is not necessarily the face value. A game about tanks that shoot other tanks is on the surface a very shallow/trite message. but if we instead look at the social interactions of a game and how it shapes our behavioral patterns and problem solving skills it becomes very apparent that even the simplest of games carry a lot of mind altering aspects.
Consider the creation of America's Army (AA) as a recruitment tool, and a well documented and effective one at that. The game has a clear interaction pattern which is the traditional get task, do task, get reward loop (in itself a pretty devious way of teaching hierarchic relationships to the players), but underneath/behind that there is another more devious purpose: normalization. AA normalizes the thought of becoming a recruit by telling the players that what they experience in the game is somehow comparable to what they would experience if they joined the army.
Consider how many games that work under a capitalist accumulation theory of economy. Even if it is disguised as a leveling system in a TTRPG or as a Achievement meta system.
Why do we see so few games that try to break out of the current paradigm of hierarchic and capitalistic hellscape? I am sure we have a lot of game designers that crave something else for us all. So why do we keep making models of the same type of structures that we want to get away from? I am sure we have better imaginations than that. Don't we?
A while back me and some friend made a zine creating a few design challenges for game designers who want to break the mold. Check it out.
https://jocher-symbolic-systems.itch.io/fxck-capitalist-game-design-zine
#gamedesign #capitalism #propaganda #theory #transformativegames #gamesforchange #fuckcapitalistgamedesign #imaginaryfutures #exploratory #creativity
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Today, I've been revisiting our 2021 book chapter on #Exploratory #DataAnalysis for large #MovementData
Crazy that it has been only 2 years, well 3 since most of the writing happened. Too bad the figures are only b/w, but I still like them
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CW: NSFW piss scene
2/4 He was more #dominant than in the past. Rubbed my face in to #smell him while I #knelt. #mounted my shoulders. #spanked my ass. It felt #exploratory but liked it. I sense him allowing himself to #explore his urges.
I laid #prone on the concrete floor. And he #showered me. Up my nose, in my waiting bowl. I #choked once. Had my eyes closed. He resumed until he was #spent. He forced the last few bits out hard against my face.