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Jason Vacare
Flesh cannot contain the enthusiasm.
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This is epic.
An argument on the mind

This is a fascinating interview. You can either watch the video, or read the text. He discusses theory of mind, free will, religion, culture, and the brain.

My favorite parts about his theory of the brain:

"each neuron, far from being a simple logical switch, is a little agent with an agenda, and they are much more autonomous and much more interesting than any switch."


"The question is, what happens to your ideas about computational architecture when you think of individual neurons not as dutiful slaves or as simple machines but as agents that have to be kept in line and that have to be properly rewarded and that can form coalitions and cabals and organizations and alliances?"


"We're beginning to come to grips with the idea that your brain is not this well-organized hierarchical control system where everything is in order, a very dramatic vision of bureaucracy. In fact, it's much more like anarchy with some elements of democracy. Sometimes you can achieve stability and mutual aid and a sort of calm united front, and then everything is hunky-dory, but then it's always possible for things to get out of whack and for one alliance or another to gain control, and then you get obsessions and delusions and so forth."

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_#brain #mind #philosophy _

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(Thu01) Don't Blame the Game

It makes my brain happy when people document the research behind their arguments and share!

Via: +Ryan Straight

So, there's been talk of how video games rot the mind, and by extension are at fault for society's ills. Long story short, anyone making these claims is uneducated at best, in someone's pocket at worst. The very little evidence out there that supports these assertions is spurious and questionable, at best.

Here's a little bit of reading material for those making these assertions. You know... just to get you started.

Abrams, S. S. (2009). A gaming frame of mind: digital contexts and academic implications. Educational Media International, 46(4), 335–347. doi:10.1080/09523980903387480

Bailey, K., West, R., & Anderson, C. A. (2010). A negative association between video game experience and proactive cognitive control. Psychophysiology, 47(1), 34–42. doi:DOI: 10.1111/j.1469-8986.2009.00925.x

Bijvank, M. N., Konijn, E. A., Bushman, B. J., & Roelofsma, P. H. M. P. (2009). Age and Violent-Content Labels Make Video Games Forbidden Fruits for Youth. Pediatrics, 123(3), 870–876. doi:10.1542/peds.2008-0601

Ferguson, C. J., Colwell, J., Mlačić, B., Milas, G., & Mikloušić, I. (2011). Personality and media influences on violence and depression in a cross-national sample of young adults: Data from Mexican–Americans, English and Croatians. Computers in Human Behavior, 27(3), 1195–1200. doi:10.1016/j.chb.2010.12.015

Fischer, P., Kastenmü, ller, A., & Greitemeyer, T. (2010). Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46(1), 192–195.

Fraser, A. M., Padilla-Walker, L. M., Coyne, S. M., Nelson, L. J., & Stockdale, L. A. (2012). Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members. Journal of youth and adolescence, 41(5), 636–49. doi:10.1007/s10964-012-9742-2

Green, A. J. (2010). Book review: Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. Journal of the American Academy of Child & Adolescent Psychiatry, 49(7), 720–722. doi:10.1016/j.jaac.2010.05.002

Greitemeyer, T., & Osswald, S. (2010). Effects of Prosocial Video Games on Prosocial Behavior. Journal of Personality & Social Psychology, 98(2), 211–221. doi:10.1037/a0016997

Grey, S. (n.d.). Dissonance and Dystopia: Fallout 3 and Philosophy Amidst the Ashes. Oslo, Norway: Department of Philosophy, Classics, History of Art and Ideas, University of Oslo.

Hall, R. C. W., Day, T., & Hall, R. C. W. (2011). A plea for caution: violent video games, the Supreme Court, and the role of science. Mayo Clinic proceedings. Mayo Clinic, 86(4), 315–21.

Kirriemuir, J., & McFarlane, A. (2003). Report 8: Literature Review in Games and Learning. Futurelab.

Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2009). More Than Just a Game: Video Game and Internet Use During Emerging Adulthood. Journal of Youth and Adolescence, 39(2), 103–113. doi:10.1007/s10964-008-9390-8

Squire, K. R. (2003). Video Games in Education. International Journal of Intelligent Simulations and Gaming, 2(1), 49–62.

Yao, M., Mahood, C., & Linz, D. (2010). Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game. Sex Roles, 62(1), 77–88. doi:10.1007/s11199-009-9695-4

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For posterity (circa 1997):

wufight: (woo-fight) interrogative adverb. who would be the winner of a fight  

As in:

Wufight, ninja or pirate?

This is the fundamental question instinctively instilled in almost all young men. It is the root motivation behind every male inquiry about the universe.

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Today's +NASA Astronomy Picture of the Day - The Scale of the Universe (Interactive)

A must see!

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via Alex McNotonsocialmediason: Real-life looks more like computer graphics than computer graphics do.
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