Embedded in memory

Off the beaten path — Part VI

On memory

  • transience — forgetting with the passage of time.
  • absent-mindedness — where event details are overlooked which can lead to change-blindness (failing to see differences unfolding over time) and shallow encoding (encoding only at a superficial level).
  • blocking — where information is encoded in memory but we can’t recall (i.e. someone’s name)
  • misattribution — where we do remember but what we remember is wrong or even not a memory of our own but manufactured.
  • suggestibility — the tendency to incorporate misleading information from external sources into personal recollections.
  • bias — distorting influences of our present knowledge, beliefs, feelings on new experiences, or our later memories of them
  • persistence — negative memories tend to persist a lot longer than positive ones.

Cultural cycles

Gameplay and culture

Gameplay, Doctrine and Landscape

Summary

  • The collective has a memory and that memory is part of culture.
  • Your choices and actions, from your use of universally useful principles to gameplay, will affect that memory.
  • Within culture there are loops, some of which are positive (flywheel) and some of which can be negative (doom loop).
  • Not all gameplay is equal, some is more “evil” than others depending upon what your collective values.
  • Gameplay can impact culture and also can be constrained by it since it’s part of the same thing.

Off the beaten track

The book so far

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swardley

I like ducks, they're fowl but not through choice. RT is not an endorsement but a sign that I find a particular subject worthy of challenge and discussion.