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#31 status - Ghost

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Posted 21 November 2016 - 06:03 PM

A modern game developer is on a mission to slaughter innocent intelligent processes wherever possible.
A game AI developer tries as hard as he can (usually at the bidding of a project manager) to minimize intelligence. One reason is that intelligent processes are massive processing-power hogs. Thus, like an obese overeater the systems must forcibly give away every other meal to accommodate an average person’s desktop PC — and those machines don’t have much elbow-room to replicate the massive crimson jelly residing in the heads of animals. Human or other.
And then there are graphics, another obese overeater, who also need a place at the table. And because games are governed by the laws of commerce, Game AI must leave at least five chicken wings more than it ate itself for its obese, graphics rendering sibling. Beautiful games get a lot of coverage and attention, and developing graphics is a question of engineering. In a business plan it’s therefore rational to emphasize graphics. Both in terms of predicting the amount of effort required to implement it and the potential payoff.
Game AI is just one of many different subfields of AI and is governed heavily by the laws of commerce, entertainment value and modern desktop computing resources. While it may seem it must intersect with other subfields, the truth is that its a somewhat isolated field with its own sets of tricks and tools. (Mostly tricks.)
At times, games may also feel like they are the only commercial products successfully employing AI. But this is largely because of too high consumer expectations to AI in other products, and the consequent fact that companies don’t like mentioning that their product uses, what is by definition, artificial intelligence.
And finally, a difference between apparent intelligence and actual intelligence is that the latter figures out solutions to problems, while the former doesn’t care about what happens under the hood as long as an observer thinks it’s intelligent. A lot of the times—that doesn’t involve intelligence at all.

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#32 Feathers


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Posted 21 November 2016 - 08:15 PM


This Sex Game Could Help Oculus Sell Virtual Reality in Japan
When Facebook spent $2 billion to acquire Palmer Luckey’s Oculus VR company in 2014, virtual reality sex games probably weren’t a top priority. But just as the porn industry has embraced Oculus Rift and virtual reality across Google Cardboard, Samsung Gear VR, and Valve/HTC Vive, now so has the adult video game industry.
Don't think for a minute that Facebook, Google, and the rest don't have a heavy stake in the adult industries. It HAS always been a high priority. Even in denial. The profits are too hard to ignore.



Sex Games?





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#33 Digger


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Posted 29 November 2016 - 01:29 PM


It's turning us into telly tubbies hooked into a matrix that sucks the very soul of humanity. 



:Laughing-rolf:  :Laughing-rolf:  :Laughing-rolf:

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#34 status - BFM

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Posted 29 November 2016 - 02:42 PM

Did this kid fry his brain on video games? You be the judge....


Boy, 11, leads police on wild chase on Hwy 400 after game of Grand Theft Auto
The boy had been playing the Grand Theft Auto video game at home and "wanted to see what it was like to drive a car."
"Here we have an influence of a video game making kids try things without their parents' knowledge or consent," 

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#35 status - Guest

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Posted 29 November 2016 - 07:12 PM

That's valuable to learn too. I'm thinking the media doesn't live up to its best standards to truly educate the public. Not scare them or show them facts chosen to push propaganda scripts forward. People need to know about the effects of the hyper realistic nature all media influences and how it affects an individuals emotional level. That constant hyper flow of clicks and twists on the controller gives the illusion of control. 



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#36 status - Videodome

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Posted 05 January 2017 - 01:22 PM

How Video Games Satisfy Basic Human Needs
In a 2012 study, titled “The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be,” a team of five psychologists more closely examined the way in which players experiment with “type” in video games. They found that video games that allowed players to play out their “ideal selves” (embodying roles that allow them to be, for example, braver, fairer, more generous, or more glorious) were not only the most intrinsically rewarding, but also had the greatest influence on our emotions. “Humans are drawn to video and computer games because such games provide players with access to ideal aspects of themselves,” the authors concluded. Video games are at their most alluring, in other words, when they allow a person to close the distance between how they are, and how they wish to be.
“It’s the very reason that people play online RPGs,” Bartle said. “In this world we are subject to all kinds of pressures to behave in a certain way and think a certain way and interact a certain way. In video games, those pressures aren’t there.” In video games, we are free to be who we really are—or at least find out who we really are if we don’t already know. “Self-actualization is there at the top of Maslow’s Hierarchy of Needs, and it’s what many games deliver,” Bartle added. “That’s all people ever truly want: to be.”
For these researchers, incredibly, enjoyment is not the primary reason why we play video games. Enjoyment is not the primary motivation—“it is rather,” they wrote, “the result of satisfaction of basic needs.” Video game worlds provide us with places where we can act with impunity within the game’s reality. And yet, freed of meaningful consequence, law abiders continue to abide the law. The competitive continue to compete. The lonely seek community. Wherever we go, there we will be.

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#37 status - Direct Application

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Posted 09 July 2017 - 01:41 PM

How much do video games and other mediums of media influence aggressive behavior into a social structure?
In 1961 Bandura conducted a controversial experiment known as the Bobo doll experiment, to study patterns of behavior , at least in part, by social learning theory, and that similar behaviors were learned by individuals shaping their own behavior after the actions of models.
The experiment was criticized by some on ethical grounds, for training children towards aggression. Bandura's results from the Bobo Doll Experiment changed the course of modern psychology, and were widely credited for helping shift the focus in academic psychology from pure behaviorism to cognitive psychology. The experiment is among the most lauded and celebrated of psychological experiments.

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#38 status - Guest

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Posted 09 July 2017 - 02:16 PM


How much do video games and other mediums of media influence aggressive behavior into a social structure?



An argument can be made that such mediums are outlets for aggression. Sports are good at redirecting that emotion.

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#39 status - Shoo Fly Pie

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Posted 09 July 2017 - 02:25 PM

Sports is a good outlet, but, I think video games add to aggressive emotions. So many portray behaviors that are reprehensible to a decent society. Grand Theft Auto is a good example of that. How many of the best selling games are military oriented? Video games have come a long way since the simple pong days. Remember when MS Flight Simulator came out? That game is training ground for todays drone pilots.


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#40 Ghost in the Machine

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Posted 17 July 2017 - 04:17 PM

MadWorld: 'most violent computer game ever' launched on Nintendo Wii
MadWorld, a new computer game claimed to be "the most violent ever", is being launched on the Nintendo Wii console. 
 Players in MadWorld use chainsaws, spiked clubs, daggers and spears to execute victims.
They can impale their enemies on road signs, fry them on electrical sockets and rip out their hearts.
The game's 'bloodbath challenges' see characters mown down by trains, crushed in the back of refuse collection vehicles and blown up as 'human fireworks'.
A challenge called 'human darts' sees players pick up Madworld citizens and hurl them onto giant spiked dartboard.
Sega, publishers of the game, said it is "tipped to be the most violent video game in history". 

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