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	<title>Comments on: Reflections</title>
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	<link>http://redkingsdream.com/2009/10/reflections/</link>
	<description>reflective musings and retrospective mutterings</description>
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		<title>By: Fraser</title>
		<link>http://redkingsdream.com/2009/10/reflections/comment-page-1/#comment-48</link>
		<dc:creator>Fraser</dc:creator>
		<pubDate>Tue, 20 Oct 2009 11:56:51 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=328#comment-48</guid>
		<description>It is ironic, isn&#039;t it? The stereotype of the videogame player is the one told in this story - obsession with the game and neglect of the self - the exact opposite of the behaviour The Sims requires the player to model in their avatar.

If games were pure escapism with no remedial benefits, it would be a sad but inevitable irony. Games are a form of play, though, and play is practice for life. We are attracted to the forms of play that our biology or culture tells us will help us survive and prosper, from basics like body movement to chasing, fighting, collecting useful items and social engagement. The lessons taught in a game of The Sims are the skills we need in modern life: self-improvement, cleanliness, money management, working for career advancement, forming and maintaining relationships and so on. Whether the flat-screen representations of those things really become ingrained in the actions of the player is unknown - doubtful. But if the game&#039;s themes represent the things we fear we cannot control, then they must appeal to our innate instinct to learn how to control and overcome those things.</description>
		<content:encoded><![CDATA[<p>It is ironic, isn&#8217;t it? The stereotype of the videogame player is the one told in this story &#8211; obsession with the game and neglect of the self &#8211; the exact opposite of the behaviour The Sims requires the player to model in their avatar.</p>
<p>If games were pure escapism with no remedial benefits, it would be a sad but inevitable irony. Games are a form of play, though, and play is practice for life. We are attracted to the forms of play that our biology or culture tells us will help us survive and prosper, from basics like body movement to chasing, fighting, collecting useful items and social engagement. The lessons taught in a game of The Sims are the skills we need in modern life: self-improvement, cleanliness, money management, working for career advancement, forming and maintaining relationships and so on. Whether the flat-screen representations of those things really become ingrained in the actions of the player is unknown &#8211; doubtful. But if the game&#8217;s themes represent the things we fear we cannot control, then they must appeal to our innate instinct to learn how to control and overcome those things.</p>
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		<title>By: Evan Stubbs</title>
		<link>http://redkingsdream.com/2009/10/reflections/comment-page-1/#comment-46</link>
		<dc:creator>Evan Stubbs</dc:creator>
		<pubDate>Mon, 19 Oct 2009 22:57:14 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=328#comment-46</guid>
		<description>Free will&#039;s a funny one - I really had the paradox of escaping into a virtual world that mirrors our own stuck in my head last night.  I wonder how much of our absorption into games like WoW and The Sims is simply a manifest fear of the uncontrollable.</description>
		<content:encoded><![CDATA[<p>Free will&#8217;s a funny one &#8211; I really had the paradox of escaping into a virtual world that mirrors our own stuck in my head last night.  I wonder how much of our absorption into games like WoW and The Sims is simply a manifest fear of the uncontrollable.</p>
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		<title>By: Fraser</title>
		<link>http://redkingsdream.com/2009/10/reflections/comment-page-1/#comment-45</link>
		<dc:creator>Fraser</dc:creator>
		<pubDate>Mon, 19 Oct 2009 12:43:52 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=328#comment-45</guid>
		<description>The Sims: Will Wright&#039;s grand propaganda campaign for/against the idea of free will. The game shows us how we are/aren&#039;t in control of our own fates, subject to/free from the will of a higher controlling power. It sure is good to be/not to be free!</description>
		<content:encoded><![CDATA[<p>The Sims: Will Wright&#8217;s grand propaganda campaign for/against the idea of free will. The game shows us how we are/aren&#8217;t in control of our own fates, subject to/free from the will of a higher controlling power. It sure is good to be/not to be free!</p>
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