Monday, June 6, 2011

Transformation



Fondly remembering my month in France two years ago.

Making a Game of Self-Improvement

Almost by accident, but surely as a result of reading the book “Reality is Broken”,
I found myself assigning point values to the various things I do. What I valued the most I gave the highest scores, but everything I wanted to encourage from smiling to creative breakthrough was matched by a certain number of points. I was surprised at how much fun this was, comparing the relative values of not just the obvious stuff like taking my walk or doing an errand, but more nuanced behaviors like asking someone a good question or transforming a negative experience into a positive are encouraged by high scores. The highest scores are for creative breakthroughs, starting something new and doing something entirely different. Visiting my parents and getting my car’s emissions tested have the added satisfaction of contributing to high scores as well as feelings of satisfaction.
When I was in the hospital a few years ago, Union Memorial used a pain scale that helped patients put a number on the degree of their pain. A strip with faces numbered one to ten registering mild unease at the low end and screaming pain at the other not only helped me pinpoint the pain, it gave me a chance to compare and see how I was doing. It was satisfying to be able to measure my descent from nine to four over a period of days. Putting it on a spectrum, even though quantifying, gives a sense of perspective. Studies have shown we’re happiest when our left front hemisphere is active. That’s why the act of putting thoughts and emotions in words feels good. It’s encouraged by our reward system. Analytical abilities are there too, the good feeling is a sense of knowing what something is, a small act of pinning down the difficult to express.
Giving points to all the behaviors I want to encourage uses a game mode to fulfill the “I Ching’s” advice for being a happier person by cultivating my best qualities. Additionally I consider the modern happiness research and give points to whatever encourages a happy state of mind. Every smile counts. Negative points subtract from the total. These are for behaviors I want to discourage like mindless habits. Higher negative scores are given to anger and impatience, yelling at other drivers and careless accidents according to degree. The process of quantifying stuff like this is entertaining in itself. Living it through the day can be outright funny. When I forgot to put the whistling cap down on the teakettle, my husband called my attention to it when it had almost boiled down. After setting it right I came out of the kitchen and announced that I’d penalized myself five points. We both laughed.
In the time I’ve been playing this game it’s been especially effective with mindless habits. I have a few nervous habits of which picking at the skin around my fingernails is most intractable. At minus two points per instance, I’m amazed at the power of that little shift to make me more aware and resistant to the automatic. And when I do catch myself, I chuckle when I write it down and maybe the pleasure is partly in having some small penalty to exact. Looking at the day as an opportunity to beat a previous days score clearly adds mindfulness where it wasn’t before. I enjoy tallying up the previous days points when I write down my first scores the next day. Right now my highest is seventy and my lowest, twenty-eight. That shows how hard it can be. A day spent watching TV or daydreaming earns no points so would likely end up in the negative values after the nervous habits, angry voice and extra glasses of wine are added up.
One feature of happiness concerns how something becomes more meaningful when tied to a bigger picture. Putting separate routine actions into the larger score of my day, pulls together all the isolated acts that were difficult while separate, but became meaningful when tied to the whole. For a person not usually given to quantification, I think what I like best about playing this game with myself is that instead of counting up stuff- money, possessions and the externals of our lives, we’re counting our interior wealth, focusing on our actions, the behavior that creates our character. It’s a game that encourages us to live with the person we want to be.

Wednesday, May 25, 2011

Anti-Attention



This is a still from one of the thirty different areas in my 2002 interactive piece "CAVE" which I'm in the process of modifying into a video.

Where We Are

A central metaphor applied to human life is the metaphor of where we are. We use descriptions of location not just for the physical place we inhabit, but as a metaphor for anything that might happen to us. We naturally express our state of being as a relationship to our surroundings. When someone says, ”I’m in a tight place” or “I’m in the clear” we get it. We understand how it feels to be in that place. What gives the metaphor substance is the way movement is affected. Being thwarted by obstacles, being lost or unsure which way to turn, are nuanced opposites of smooth passage. A clear unobstructed view is equated with understanding. The more we see the more we know. Universals of being human are constructed by our shared experience of moving in the world. These are the archetypes, felt patterns of being that guide perception. Having more space is generally a positive, equated with freedom of action, thought, emotions. Having less space tends toward the negative, less freedom of movement, less space on your calendar, less room in a relationship, less mental space when the mind is cluttered. Though we might like it cozy, we don’t like being confined and resist what binds our movement. We build our concepts with this shared understanding of what moving around in the world feels like and it’s mapped in our hippocampus, gatehouse to long-term memory. Memories are tied to where they happened. Whatever tools are used to interact with the world are woven into the patterns of behavior that build around that space. What scientists call our peripersonal space includes whatever we can use to explore the world, mapped as extensions of the limbs involved. Cortical space grows with whatever we do most. If you spend a good part of the day dialing your cell phone with your thumb you would likely see an enlarged area for your thumb in a scan of your brain. Whatever capabilities you’re using have corresponding parts of the brain that are growing with that use. And the presence of the phone is mapped in as the location of the behavior. The size of our space has increased in the age of computers. Now where we can be extends into cyberspace. Though virtual, as a new location for our minds to go, it is also mapped in our brain. Now the options of our various actions in relation to the computer and phone create an intricate network of branching connections, personal maps of growing complexity. Since the brain developed to its current size because it needed inner maps to move around, having an enlarged space for movement, even if virtual, could lead to another level of evolution for our minds. Our inner model of reality would broaden and deepen. When I created my interactive piece, “CAVE”, my hope was to create a psychological space where fears and anxieties could be explored and gently recognized without judgment. It was meant to encourage curiosity and reward it with surprises (dopamine). Video games offer so many possibilities for places that could encourage positive qualities. As the computer links with the wide screen TV, game channels could become as widespread and varied as the passive channels that mesmerize and offer no challenges. Real learning channels and discovery channels and think tank channels could combine multiplayer game learning with collaborative problem solving. What kinds of places can be imagined offers the potential for tremendous growth in the perceptual understanding that underlies wisdom. Where we are is at a threshold of unity.

Thursday, May 5, 2011

Dynamic Stillness

Simulation

The first book I’m putting on my summer reading list is a new book with the wonderful title “Reality Is Broken: How Games Make Us Better and How They Can Change the World”. The optimism of the title was expressed enthusiastically by the author, Jane McGonigal, in a recent radio interview. She described how games can change behavior, treat depression and anxiety, and tap into skills that young people have developed through the games they’ve already played. Instead of just shooting, games can be designed that engage problem solving skills, creative thinking and shift emphasis from competition to cooperation. There is a realm of possibilities here that we probably haven’t begun to imagine. The author describes new games that develop our minds and abilities, and open better opportunities for learning in a venue where anything can be simulated. This raises the fascinating question of where we could go that we can’t in reality, and by the repeated training through technology, developing powers we humans don’t currently have. Anthropologists have pointed out how the brain jumped in size after we started using tools. They provided a new level of involvement with physical reality that included building, modifying, weighing and counterbalancing. Each new physical act brought with it new metaphors for thinking about building our future, modifying our plans, weighing our alternatives and counterbalancing risks.
Given the complexity of the new tools in our midst, it seems reasonable to expect another jump in the capacities of our brains. It might give us a chance to cultivate values that could lead to a more harmonious society. This may be the most important area where imagery can foster a more positive evolution in our human minds. We can reshape the foundation that guides thought from a model based on separateness and competing ideas and values, to one that shows the interconnectedness of everything and our participation in intelligent organization seen in everything around us.
Video and computer games offer the possibility of expanding human consciousness.
The entertainment goals of the industry have used most of the development dollars thus far, but in the realm of education there’s plenty to still be explored. Classroom games that feature collaboration could develop the sense of pleasure we get from working together. Rewards for discovery of what’s new can help people out of old mindsets that distrust what’s unfamiliar and cultivate instead a taste for difference. The brain is already designed to support novelty seeking, producing dopamine to stimulate even more interest. The visual nature of screen based media opens the way for development of visual reasoning that would build on abilities favored by video games, discerning the significant detail, the inconsistency in a picture, the anticipation of the next step in a pattern, which could lead to skills in perceiving deeper level more complex patterns. The military has long used simulation for training. It should be possible to use it to add sophistication to our ability to conceptualize.
Most video games now are spatially organized but can do all kinds of things that real space can’t. Since memory is spatially organized we might be able to introduce difficult concepts like multiple dimensions in a way that makes sense to the visual brain. One Superbowl commercial had a character walking from room to room and the wall becomes the floor in each successive room, regular gravity is ignored. And we adjust with it. There was a remarkable experiment at the end of the nineteenth century where the subject wears prism glasses that turn the entire visual field upside down. By the end of a week wearing them, the wearer saw the world right side up again, adapting to whatever it has to do to function in the world. This capacity could be used to understand deeper level interconnection in the patterning we participate in. What kinds of simulations would encourage a deep sense of interconnection to the world? Seeing everything as extensions of ourselves we would naturally care for it.
It’s a potential that can only be played out visually, finding representations that can help us see the linkages between complex systems and the constants in their functioning.
Today’s young people have been conditioned to the attitude that easy is good, robbing them of the pleasure of really getting lost in something that demands full attention. The state of flow in the peak experience occurs with the maximum challenge we can handle. Self-consciousness and time disappear in the ongoing response to feedback which keeps attention completely in the here and now of the action. When you’re deeply involved you feel most alive, experiencing the very best brain chemistry. Video games have provided a version of this experience for young people and are an ideal format for new kinds of challenges. With the rising popularity of playing with many others on line, it’s not hard to envision game designs that help us finally make the shift from a machine model of reality to an organic, multiple systems one that could in fact “change the world”.