Showing posts with label Psychobabble. Show all posts
Showing posts with label Psychobabble. Show all posts

Monday, October 05, 2015

The Problem is People

The problem with violence is people... always, and nothing but.

No substance, no object, no tool, no law, no government, no society, no state... just people, always and nothing but.

People are violent, and they cannot be controlled by the laws against violence we already have, nor by any new laws, nor by the state and it's agents, nor by other people directly.

The only control any person has, is over their own choices and actions. If people chose to act in ways that harm others, then there is very little anyone else can do, except to attempt to use force against those people, in order to stop them.

Laws do not keep one safe, nor do they control the actions of others. They simply codify the rules by which force may be used to attempt to prevent their violation, the means and manner of force which may be used to attempt to prevent such violations, and the means and manner of force which may be used to punish such violations when they occur.

LAW IS FORCE. If any control is exerted by this, it is through nothing but fear of said force, by those who would otherwise violate the law.

As should obvious to all... though many attempt to ignore and deny it... fear of this force, has but little restraining influence on those who would do violence against others.

Control over anything but ones own choices, is an illusion. Safety is an illusion. Both illusions are incredibly dangerous. There is no such thing as control, or safety... Only probabilities and degrees of risk, and mitigation of that risk. Acting as if it were otherwise guarantees only that the risks are greater, and the damage greater when that risk becomes reality.

This set of objective factors and principles, presents a truly, incredibly, difficult; intellectual, emotional, and moral understanding. It violates all of our closely held precepts of what society should be, how people should behave... simply the way things SHOULD be... and accepting it can be nearly impossible.

Some accept this, and decide that they have a moral responsibility to take what actions they can when confronted with it. Thus they prepare to use force personally and directly against others if necessary, and bear the consequences if they do so.

Some accept this, but also believe, or decide, that they cannot personally and directly use force against others, or have the means to do so, even in defense of themselves or others. They must then accept that when confronted by such violent acts, that either someone else must intervene, or violence will be done to them or others.

Some accept this, but believe morally or ideologically, that whether they would be capable of doing so or not; using force directly and personally against others, or having the means to do so, even in defense of themselves or others; presents an unacceptable risk or threat to themselves, to others, or to society as a whole. Thus they delegate such use of force to society as a whole, or to the state, and must accept that if the state fails to prevent it, violence may be done to them or others.

Many people simply cannot accept these things at all... or at best, only parts of them, or in limited ways. This creates extremely strong cognitive, emotional, and moral dissonance in them. Things simply SHOULD NOT BE this way. They CAN NOT BE this way. They feel out of control, unsafe, and threatened.

Many people cannot bear... or believe they cannot, or cannot even consider... the responsibility and moral weight, of personally using force directly against another, even in defense of themselves or others. Nor can they bear the understanding, that this moral weight falls not just equally upon them, but in fact greater upon them, when others do so on their behalf; whether as individuals, or as agents of the state.

In defense of their own sense of self, they create a false moral separation, and false sense of control and superiority, in order to partially resolve the emotional and moral dissonance of this state. They then partially resolve the cognitive dissonance, by rationalizing the false notion that they are too moral, too compassionate, too civilized... and therefore they are morally uncompromised, and superior... for being unable to, or refusing to, use force personally and directly against others.

Perhaps worse, they may also (or instead) rationalize the false notion that individuals (sometimes all individuals, sometimes all others but not themselves, sometimes just a subset of others they disfavor, sometimes all others except agents of the state) are morally and actually incapable of preventing, attempting to prevent, or having the means to prevent; such acts of violence against themselves or others (either entirely, or without engendering unacceptable risk or actual harm, to others, or to society). They falsely believe this then absolves them of the moral weight of the use of force against others, and the violence which might otherwise have been prevented.

Yet, they also cannot accept this utter lack of control over the actions of others. This presents an existential threat to their person and their psyche, which they cannot resolve within their intellectual, emotional, and moral framework. They feel out of control, unsafe, and threatened, with no means of resolving these problems.

Thus, in a state of profound cognitive, emotional, and moral dissonance, they will attempt ANYTHING they can justify in the slightest, no matter how poor the justification, no matter how little evidence or reason, to reassure themselves. They will seize on any rationalization, any symbol or totem or fetishes that they can cling to. Any way, in which they can at least partially resolve this dissonance, in order to regain and maintain the illusions of control and moral superiority.

In so doing, they have no problem with compelling others to use force on their behalf, and to enforce the symbols which maintain that illusion of control, on all people; falsely believing that such action absolves them of both the moral responsibility for the use of force against others, and the violence done to others that might otherwise have been prevented.

It doesnt matter if what they are doing is useless, or even harmful. Even that which harms others, and violates the rights of others, is inconsequential to them, so long as they can restore and maintain their illusion of control, to resolve their cognitive, emotional, and moral dissonance, and to dismiss the existential threat.

They will justify and rationalize it in any and every possible way. Compassion, justice, morality, safety, "civilization"... but in reality, it is simply their desire to restore their comfortable illusion of control and safety, without having to take moral responsibility for the use of force against others.

Any person, principle, argument, or fact, that threatens this set of illusions and rationalizations... or breaks it...  must be destroyed or dismissed. or the painful dissonance and existential threat will return. They will feel out of control, and unsafe, and this cannot be tolerated.

Tuesday, December 17, 2013

When is an addiction not an addiction?

Whenever anyone says so, because no-one can agree on what an addiction actually is...

Recently, it was reported that a sex research study from UCLA has reported that sex addiction isn't really an addiction.

Sweeping aside the normal misreporting, misunderstanding, and misconstrual of scientific methodology and wording endemic to popular science and health reporting, this study has some major fundamental flaws.

As close to a consensus as exists on what constitutes addiction (as opposed to habituation, compulsion, or dependency), comes down to this:

  1. Is it habituating or compulsive
  2. Is there physical or emotional dependency (or both)
  3. Does it require escalating input to reach the desired output
  4. When deprived of it, is there withdrawal and craving
  5. Is pursuing and fulfilling this thing harmful or destructive to the person or those around them

Now... read the study linked above...

This study is entirely flawed, because it is incorrect in it's basic premise.

They're measuring the wrong thing, in the wrong way, because they don't seem to understand what sex addiction really is (a lack which, unfortunately, they seem to share with most people).

The premise of this study, is that sex addicts brains should respond to sexual imagery, in the same way that substance addicts respond to imagery of, or the presence of, the substance they are addicted to.

This premise shows a complete lack of understanding as to what sex addiction (which is an expression of clinical hypersexuality, but not the only expression, as misstated in the article) is... and more importantly WHY it is, how it is expressed, and what expressing it does for the addict.

Physically, no, it isn't an addiction to the actual sex... but emotionally it every much is an addiction. Not only that, but without doubt, the brain chemistry associated with it IS an addiction. It causes physical habituation with an escalating need for stimulus to achieve the same high, it crashes after an initial high, it has a strong compulsion and craving associated with it, and it has withdrawal symptoms (which can be dramatic).

And of course, the final element that separates habituation from addiction; sex addiction can be very destructive to the addict, and those around them (in fact, that can be part of the point of it).

Sex addiction isn't about sex, it's about self medication, self punishment, self harm, and self destruction; through novelty, risk, control, pushing the edge of control; and some times, for some people, losing control.

Sex addicts binge and purge... clean up, and fall off the wagon... just like any substance abuser. The behavior is the same, the emotional landscape that drives it is the same, the feelings it engenders and the psychological responses to it are the same... the only difference is the stimulus.

It's just substituting "sex"... but more importantly those things associated with risky sex... seduction, control, risk, and release... for the needle.

Wednesday, October 30, 2013

Metagaming, Fandom, and Gaming Theory: Acquisition, Engagement, and Retention


Boston Sports 
Since Y2K the Patriots have won 3 Super Bowls, the Red Sox have won 2 World Series, the Celtics won the NBA Championship, and the Bruins won the Stanley Cup. In addition since 2000 Boston College won 4 NCAA Hockey Championships and Boston University added another. 
...snip... 
The above doesn't even count this year's Red Sox team which is currently leading the World Series 3 games to 2 with the Series returning to Fenway Park. 
...snip... 
...since Y2K every major sports team in Boston except the Red Sox has also lost in the finals of their sport. If the Red Sox end up losing you won't hear me complain. The team has already delivered way more than any fan had a right to expect his season. 
Besides - given all that has happened in recent Boston sports who would have any sympathy for us? When it comes to sports opulence - we has it.
The title of the post reflects the three primary success vectors of a game, and thus the primary missions of a game designer: player acquisition, engagement, and retention.

While they are important to any game, player acquisition is the most important success vector for "one shot" games (also called "standalone" games). These are games where you pay for the game up front, and then don't pay again, so it doesn't matter how long, or how often you play.

Of course, in these games, engagement is still important; because having a "good game" with an engaged user population means that you get good reviews and word of mouth, for a longer period of time; increasing your player acquisition (and thus sales).

With very good engagement, you may be able to create a franchise; thus increasing your success with other installments in the franchise (sequels, expansions etc...). However, in creating a franchise, you effectively change your standalone game into a persistent game.

Persistent games, are a somewhat different story. These are games where the player is expected to play many times, for an extended period, or both; and whose success depends on having a large player population These would include casino gaming (particular slot machines), free to play games (which earn money by either advertising or small in game premium purchases), "many replay" casual games (candy crush anyone?), and persistent world games like MMORPGs.

Both acquisition and retention are particularly critical to these games; and retention is achieved through engagement.

The way game designers accomplish these missions are with spectacle, and reward psychology (positive and negative reinforcement through anticipation, reward and penalty; with a very strong bias towards reward, leavened by the occasional penalty), particularly competitive reward psychology.

Something spectacular engages you for the duration of the spectacle. You are a passive participant. It attracts you, and fascinates you; but only for that moment. Retention requires maintaining engagement over time... becoming an active participant, either directly or as a metaparticipant.

So... what does that have to do with sports? Or with spectator sports fans in particular?

Simple... Sports fans are players in a metagame.

Spectator sport fandom, although passively received (the fan isn't an active participant in the games they are watching); isn't a passive, receptive, entertainment experience (like a movie or television).

However, much as television shows retain viewers by emotional engagement in the story (thus making them metaparticipants in the narrative); spectator sports retain fans by persistent emotional engagement with the sport, and particularly with their team (making them metaplayers in the game).

Sports fandom, is a kind of play by proxy; much as horse racing, and other betting games (roulette for example) where the players interaction with the game is not part of the gameplay. This makes it a metagame.

And metagames have the same success vectors as any other game.

One of the things that makes Boston sports fandom so... passionate and crazy I guess is the best way to put it... is that a Boston fan is being fed with a near perfect reward psychology cycle.

Boston teams win often enough (and often quite excitingly) to attract attention and generate spectacle. This  acquires new fans (or brings back those whose engagement has weakened); and it presses the "happy button" in existing fans, engaging their reward pleasure mechanism.

Importantly though, Boston teams don't win so often that fans get victory fatigue, and need reward escalation to maintain engagement.

When they're NOT winning, Boston teams are rarely just mediocre... they tend to alternate between "oh God so close..." and "total abject failure" (at least psychologically if not objectively). It may seem counterintuitive, but this is actually far more engaging than consistent high performance or even consistent victory.

In terms of gaming theory, this 3 point cycle (victory, near victory, failure) helps create spectacle to attract and acquire participants; and helps create, reinforce, and increase engagement.

Very importantly, it also helps maintain engagement (and thus retention) by reducing victory fatigue, anticipation fatigue, and expectation escalation.

So... getting into that second and third part...

Retention is achieved through continued engagement. When engagement is weakened or broken, you lose participants (gamers, fans).

Engagement is created, reinforced, and increased; with spectacle, novelty, fascination, and competitive reward psychology as described above.

Engagement is weakened or broken and you lose participants (gamers, fans) through frustration, demoralization, boredom, and fatigue.

So, the challenge is to maintain or increase engagement over time.

In general, you deal with boredom and fatigue, through novelty. Change things up, so that a participants experience, expectations, and emotional engagement with the game are maintained, and thus they are retained.

I mentioned victory fatigue above, but didn't define it, I should probably define the three elements of "game fatigue" now.

Victory fatigue is what happens when a player receives too many rewards, or wins too much too easily. This tends to cause boredom, and frustration; because the rewards no longer feel like rewards. This weakens or breaks engagement.

In an interactive game you can deal with victory fatigue (and to a lesser extent anticipation fatigue) by varying gameplay (introducing new and different ways of earning rewards) increasing challenge (NOT just increasing difficulty, though that is one way of doing so), increasing penalty for failure (though you can't do that too much or you break engagement through frustration and demoralization), varying rewards (making the rewards new, interesting, and different), or by increasing intensity or spectacle (making the rewards bigger or more desirable). These mechanisms keep the players anticipation and pre-reward engagement high, and their reward pleasure mechanisms responding strongly to the rewards.

In most spectator sports however, you don't have those mechanisms available to you (or they are severely limited). The difficulty and rewards do escalate somewhat over the course of a season, but are basically fixed year to year (win a game, win a conference, win a division, win a playoff game, win a championship game). So, frequent and consistent victories, particularly championships, result in expectation escalation.

The three major expectations to this issue of fixed challenge and fixed rewards by the way, are motor racing, premiership style football (soccer), and NCAA football and basketball. Not surprisingly, the first two are the two most popular spectator sports in the world; and the third creates a degree of unreasoning passion far greater than any other sports in America.

Anticipation fatigue is a more interesting issue. When you get that "so close" feeling too much, it actually tends to discourage and disappoint you, which increases frustration and breaks engagement i.e. "they get our hopes up every time then disappoint us every time... what's the point".

Expectation escalation, is what happens when performance or rewards consistently exceed expectations (or consistently exceed the mean performance of a peer group).This causes people to "reset" their emotional expectation of what poor, acceptable, and excellent are, such that their median level of performance, even if it is objectively far better than average, is simply "expected".

So, a team that wins 80% of the time, year after year, will eventually be expected to do so. If that team starts to win consistently less than 80%, even if they are still better than most teams and win 60% of the time; the emotional reaction of their fans will be the same as if they had objectively poor performance, rather than simply "less good".

Lesser success can feel like failure, when you're used to greater success.

Cycling between "not quite great", and "really bad" (even if "really bad" is actually mediocre statistically, the victories and near victories redefine emotional expectations such that mediocre FEELS like abject failure), actually creates and reinforces engagement, and passion; far more, and far more intensely, than consistently high performance.

This by the way, is the exact same reinforcement cycle that creates and reinforces addiction. Reward (the high), anticipation (the process up to the high), and penalty (the come down and the jones).

So... for Boston fans, it's like vegas slot machine designers were controlling things for optimum fan acquisition, engagement, and retention.

It's an almost perfect metagame... arising without design... which is kinda neat.

Saturday, April 28, 2007

What's the deal with ADD?

Someone asked on the gunthing.com forums, what's the deal with ADD? Is it all bullshit, or do all these kids really need medication?

Well, really, it's about 99% bullshit; and for the 1% of kids diagnosed that actually have it, the treatments often are worse than the problem.

Most often the diagnosis of ADD or ADHD or any of the related "persnality disorders" is part of the general war on boys (between 5 and 8 times as many boys are diagnosed with ADD as girls - depending on which numbers you believe).

The issue here is that many of the criteria for diagnoses are all parts of normal little boy behavior. Of course to todays "enlightened" politically correct, non-competitive, sensitive society, little boys behavior is unacceptable. It's not ok to be competitive or judgmental or aggressive or any of the other things that separate boys social behavior from girls social behaviot.

The teachers have been trying since the early seventies to turn little boys into little girls. When they found that no matter how much they socially indoctrinated the boys, they would still behave like boys; they turned to medication.

Most of the rest of the time, when this relentless pursuit of pharmacology isn't part of social engineering, it's as an aid to teachers who have poor control and discipline over students.

This one I don't blame on the teachers, I blame it on the parents and administrators. Children are today allowed what I would call obscenely poor standards of behavior, both in public and in private; because the parents from my generation on down, are either afraid to be parents, or have been taught ridiculously stupid things about parenting.

Of course administrators aren't going to allow teachers to use stricter discipline or harsher punishments than parents would allow.

... and of course, that's all part of the social engineering as well. Indoctrinate kids make for indoctrinated parents.

Finally, the diagnosis of "personality disorders" like ADD is almsot ALWAYS used to justify increases "special needs" funding for the schools. In some districts, every kid they get with ADD is worth as much as $5000 extra to the school; and medicated kids are well behaved kids who take less time and effort and money.

Except of course for those who don't need the medications (most of them), who end up zonked, and have their developing personalities messed up by psychoactive drugs. Or the kids who the medications backfire on, and turn them manic or generate other psychoses in them.

You cannot possibly understand the effect that psychoactive drugs have on childrens personalities; because they havent fully formed their personalities yet. You can never know if it's really your kid, or if it's the drugs.

The fact is, maybe 1 out of every 20 or 30 kids had "problems concentrating and acting out" before the ADD drugs were heavily prescribed; and most of those kids did reasonably well without drugs. Maybe 1 in 100 kids were a serious behavioral problem. Now, one out of 5 (yes, seriously, 1 out of 5) kids in affluent communities (the poor don't generally take ritalin) are on some kind of psychoactive medication before they leave high school.

This isn't to take away from those who WERE helped by the drugs, and really did need them (that 1 in 100 I mentioned). I had several friends growing up who were little monsters without their drugs, had no attention span, would act out violently etc... Thats the 1 in 20 or 30 that I talked about who can really use it.

All those other Kids though? ...Teachers and parents should be dealing with their children, not their pharmacists.