norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


touched with fire / spread(s) / evolution(s) []

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


thin line(s) -- the temperament and mood of voyager(s)

creative process ... the need for discipline, control, and highly reasoned thought must be stressed ... but also, the creative significance of the tension and reconciliation of naturally occurring, opposite emotional and cognitive states

touched with fire

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


theory of ethic(s)

  • utilitarian -- reward(s) / what's in it for me/us?
  • deontic -- golden rule(s) / thou shalt / what?
  • value-driven -- what is the (cultural) result?

ethics of computer games

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


ethics of (computer) games -- as a system of rules that creates a (game) world, ... experienced by a moral agent, with creative and participatory capacities, ... who develops through time the skills to apply ... player values ...

ethics of computer games

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


imagination(s) -- period(s) of madness

the importance of mood(s) in igniting thought(s), changing perception(s), creating chaos, forcing order upon that chaos, and enabling transformation(s) ...

touched with fire

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)








touched with fire

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)



supercooperators / emotion(s) / ethic(s)

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

norm -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _


education(s) question(s) moral(s) rethoric(s)


societal option(s) -- generating trust

/ utopia / liars and outliers / noise /

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ