It's a bit hard to summarize, right now we're going over game characters and how we tend to gravitate towards games that have characters who are complementary to our personality styles and less towards ones that are similar (this is provided that the game is non-rpg).
One interesting part I'm reading about in our textbook is how the court of law and how war can be read as games, that culture is at heart founded on chivarlry/honor is at heart a game. ie. a non-consequential means of establishing status. Or rather, it's a means of arriving at status in an efficient way; however the bounds by which "efficiency" is drawn is different in every case. For instance, the court of law efficiently decides who has status without the antagonistic parties killing each other. War efficiently decides the status of countries concretely, whereas otherwise it would take centuries which is hindsight that rulers are rarely willing to spare.
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It's a bit hard to summarize, right now we're going over game characters and how we tend to gravitate towards games that have characters who are complementary to our personality styles and less towards ones that are similar (this is provided that the game is non-rpg).
One interesting part I'm reading about in our textbook is how the court of law and how war can be read as games, that culture is at heart founded on chivarlry/honor is at heart a game. ie. a non-consequential means of establishing status. Or rather, it's a means of arriving at status in an efficient way; however the bounds by which "efficiency" is drawn is different in every case. For instance, the court of law efficiently decides who has status without the antagonistic parties killing each other. War efficiently decides the status of countries concretely, whereas otherwise it would take centuries which is hindsight that rulers are rarely willing to spare.