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#psychological operation
disease · 4 months
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“To think for yourself, you must learn how to reprogram, reform, inform your own brain. To do this, to take responsibility for your brain, it is necessary to question everything that you have been taught, to question authority, to learn to take the brave step of taking responsibility for operating your brain. For designing, redesigning, reforming the chaos within.”
—TIMOTHY LEARY | HOW TO OPERATE YOUR BRAIN, 1994
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squeakadeeks · 3 months
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moodboard for this past week ❤️
#they should invent a grad school thats not fucking insane#i'm hanging in there but im the most unwell i've been in AWhile#this week was just horrible#there was already the freezer food incident but it also started off with a very severe pain episode thats putting me in constant woe#even mundane motion has been agonizing which is McAwesome bc we had a lab inspection which involved moving hundreds of pounds of equipment#during which we found a blackwidow and rats which we had to deal with and was a whole thing psychologically on top of the physical toll#the new class fiasco is still popping off and i had to respond to at this point over 400 emails in the fleeting moments outside of lab#AND A STUDENT TRIED TO FINANCIALLY BRIBE THEIR WAY INTO THE CLASS ? ?? ?? ?????#then the instructor wanted to use me as a guinea pig and i had to test new circuit boards but I wasnt given any time to do so properly#i had to test them plus get them operational and deal with my incoming students all in a frantic 10 minute window#im in charge of running our meetings too but the instructor was interrupting and having side conversations that made it really hard-#to train the other people on the new equipment in a smooth manner#which meant that a bunch of people had to keep me after to ask questions which made me late for my drs appointment#where i found out i cant get the new covid vaccine bc my heart and blood levels arnt stable enough#and joanns lost an expensive+critical fabric order of mine+i had to give a big presentation this week on my research that was stressful#and my inbox is still blowing up from being needed all over the place between teaching lab and classes and yall i am. so so tired.#im in so much pain and so stressed out#debating the ethics of turning into a pile of lint to escape my responsibilities and mortal frame
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kaurwreck · 6 months
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Y'all: It cheapens the Meursault arc if Dazai realized Chuuya wasn't a vampire beneath someone else's will as soon as Chuuya, whose singularity remains suppressed only by his human will, without which Arahabaki is untethered, sauntered on-camera after mauling, in violation of the vampires' modus operandi that Ango would have reported to Dazai by then, several floors of heavily armored officers who have a license to shoot and waterboard prisoners incarcerated in a western European blacksite that presumably operates outside of anything resembling due process.
Dazai, who hasn't had any enrichment except for Fyodor and cipher sexts with Ango for two weeks:
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(Vampire | Hotel Mira)
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prontaentrega · 10 months
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something i’ve observed while watching videos of Videogame Men talking about punishing indie games is that they’re always like this game is INSANE HELL DIFICULTY it will BEAT YOUR ASS it will MAKE YOUU CRY AND CALL YOU A BABY!!! and then i play the game and it’s not that bad and it turns out the gamer with the youtube channel may just not be very good at this specific kind of videogame. and im not a Gamer whos Skilled at videogames i dont know how to aim and i only care about games that are 70% reading. and its never an AVGN type guy its always the video essay introspective I Have Deep Things To Say ones doing this. I’m not talking about shit like dark souls btw i mean like pathologic or fear and hunger. Which are games i feel are gonna wreck your brain only if youre wayyy to used to like, aaa first person shooter or high profile rpg-elements sandbox games.... like i’ve seen people call disco elysium a game that’s hard to get into gameplay wise. but i think if i gave my 50yo dad disco elysium and left him to his own devices he wouldnt have a hard time learning the gameplay ropes of it because he’s not brain poisoned by skyrim. like sometimes the problem is that you haven’t dedicated your middle school years to playing shitty indie horror rpgmaker games with a lot of unfair instakills and shitty puzzles.... and now you automatically assume the obvious way to beat a game is thru sheer violence and skill so the moment a game puts you in a position of Uh oh maybe you can’t kill this guy even if you get really good! maybe inflicting as much violence as you can isn’t the way forward! it makes videogame men go 🤯🤯🤯🤯🤯 is this the hardest most challenging videogame EVER?
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bittersweetresilience · 6 months
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there are twenty seven songs in my félix playlist which means a few more and i can do a monthly writing game. why am i saying this when i have several important wips i am meant to be doing? well, you see
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evermoredeluxe · 4 months
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i’ve been mostly offline today, but today has been a not-so-fun Swiftie Day huh. one article after another after another. it’s just never ending.
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ajani · 4 months
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Googling a keyword on a DNI and learning about a new type of discourse is always a strange experience, especially when it's effectively transmedicalism
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jbfly46 · 8 months
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I will continue to counter, accelerate, and disrupt all U.S. psychological operations until everyone from the Rockefellers and others that invented it to the to modern private public relations industry are dismantled, prosecuted, and their wealth is redistributed directly to those that suffered the most from their operations.
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95zintheirownworld · 2 years
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more of vmin in memories of 2021
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kvetcher-in-the-rye · 28 days
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Ghost in the Shell Video Game
Civilians drafted into the US Military under threat of violence often refused to shoot people on the battlefield until military researchers desensitized troops to violence with simulations which the military-industrial-complex turned into the video game industry and made civilians so eager to kill that the draft is no longer needed and even protesters voluntarily surrender tax dollars for video game sales which fund the military tyranny and violence they protest against.
Inform video gamers of these facts and they still disagree, so apparently video games also cause retardation.
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disease · 4 months
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youtube
HOW TO OPERATE YOUR BRAIN | 1993 TIMOTHY LEARY ft. GENESIS P-ORRIDGE
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milijanakomad · 8 months
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Product design and psychology: The Mechanism of Skinner Box Techniques in Video Game Design
Keywords: Skinner Box, Video Gaming, Game Design, Operant Conditioning, Reward
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Abstract:
This paper discusses the application of B.F. Skinner's operant conditioning framework, colloquially known as the Skinner Box mechanism, in the domain of modern video gaming. As a pivotal tool of psychological manipulation, this method has been integral in influencing player behaviour and engagement. Various case studies and examples are presented to provide a comprehensive understanding of its usage in game design.
Introduction:
The digital gaming industry has seen an unprecedented growth trajectory, fuelled by the increasing ubiquity of devices and the inherent human predilection towards engaging, interactive, and rewarding experiences. One psychological technique that has been instrumental in fostering these experiences is B.F. Skinner's operant conditioning principle. The primary objective of this paper is to delve into the specifics of the Skinner Box mechanism in video gaming, highlighting its implications from a product designer's perspective.
Skinner Box in Gaming: Conceptualization and Design
B.F. Skinner's operant conditioning theory revolves around the basic premise of reward and punishment. In a Skinner Box experiment, a rat is rewarded or punished based on its interaction with the environment. This principle, when mapped onto the gaming arena, translates into a design where player actions result in rewards or penalties, shaping subsequent behaviour.
The implementation of the Skinner Box mechanism varies greatly, from straightforward reward systems to intricate loot box mechanisms. For instance, in games like World of Warcraft, players are motivated to continue playing by the promise of levelling up or acquiring rare items, a phenomenon akin to the random reinforcement schedules of Skinner's experiments.
The effective use of the Skinner Box mechanism relies on the careful calibration of reward frequency and intensity. The random reinforcement schedule, akin to a slot machine's unpredictability, plays a pivotal role in maintaining player engagement and addiction. The concept of 'grinding' or performing repetitive tasks for rewards is a prime example of this method.
Case Study: Clash of Clans
Supercell's Clash of Clans offers an instructive example of the Skinner Box principle. Players are rewarded for attacking other players' bases, and these rewards can be used to upgrade their own base, troops, and defences. The time it takes to build and upgrade structures creates a variable ratio schedule of reinforcement that encourages regular engagement. A player might decide to continue playing, anticipating a shorter wait time or a more generous loot after an attack.
Case Study: Candy Crush Saga
King's Candy Crush Saga epitomizes the use of the Skinner Box mechanism through its reward system. As players progress through the levels, they receive varied types of reinforcement: unlocking new levels (positive reinforcement), losing lives for failed attempts (negative punishment), or gaining additional moves to complete a level (negative reinforcement). The unpredictability of rewards creates an intriguing suspense, impelling players to continue their interaction with the game.
Implications for Game Design
As a senior product designer, understanding the dynamics of the Skinner Box mechanism is crucial. The technique's potency lies in its ability to encourage player engagement, foster addiction, and influence in-game purchasing decisions. However, the ethical dimensions of this tool warrant careful consideration. Game designers must strike a delicate balance between maintaining player engagement and avoiding exploitative practices.
Conclusion
The Skinner Box mechanism has emerged as a powerful tool in the hands of game designers, helping sculpt player behaviour in a predictable manner. However, it is paramount for designers to consider the ethical implications of their design choices, ensuring their strategies promote a healthy and enjoyable gaming experience. As the digital gaming industry continues to evolve, it will be interesting to see how Skinner's principles continue to be integrated and innovated upon.
References:
Skinner, B. F. (1938). The Behavior of organisms: An experimental analysis. New York: Appleton-Century.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Eyal, N. (2014). Hooked: How to build habit-forming products. Penguin.
Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management, 37(3), 299-308.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166.
King, D., & Delfabbro, P. (2019). The concept of “harm” in Internet gaming disorder. Journal of Behavioral Addictions, 8(3), 456–468.
Koster, R. (2013). Theory of Fun for Game Design. O'Reilly Media.
Madigan, J. (2015). Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them. Rowman & Littlefield.
Fizek, S. (2018). Why Fun Matters: In Search of Emergent Playful Experiences. British Journal of Educational Technology, 49(5), 950-961.
Smith, S. L., & Toscano, A. J. (2016). Children's and adolescents' cognitive, affective, and behavioral responses to reward-related, child-targeted mobile applications. Cyberpsychology, Behavior, and Social Networking, 19(7), 441-447.
Chou, Y. K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15.
Supercell. (2012). Clash of Clans. [Video Game]. Helsinki, Finland.
King. (2012). Candy Crush Saga. [Video Game]. Stockholm, Sweden.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based augmented reality games? A study on Pokémon GO. International Journal of Human-Computer Interaction, 35(9), 804-819.
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orangerosebush · 9 months
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“Creative Writers and Day-Dreaming” by Sigmund Freud in The standard edition of the complete psychological works of Sigmund Freud (trans. James Strachey). 
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Humans have an evolved mechanism to eat whenever food is available. -Mark Leary Duke University
--Developed countries don't currently deal with the kind of food scarcity of our past. This is a reminder to check yourself-- you may not need to eat just because your body or mind is telling you to.
Be self aware. Cultivate that in yourself.
Have you eaten enough? When will food be available again?
If you haven't, go ahead. Eat. Be mindful of portions and eat for your goals.
If you have, it is ok to say no. It is ok to skip eating something that does not align with your goals. Especially if you have more nutritive or mindful options at home.
Writing this to myself as a personal note to stop over consumption. The people pleasing. The resources I am taking could be used for someone else. I don't need to eat multiple meals when others are going hungry.
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kerbxros-spined · 28 days
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me: Say I'm not gonna make Lyka fate-dominant
also me: Wow that is a lot of fate blogs.
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truegoist · 28 days
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Kay-
bbg I need you to understand that I have sm posts that you might react like this so u have to be a bit more specific
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