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<blockquote data-quote="Bedrockgames" data-source="post: 6778542" data-attributes="member: 85555"><p>I am no expert in psychology or bias so I will leave the current state of research to the experts but I have listened to those Ted talks and this strikes me as an unusual application of what they were talking about as well as an overstatement of their positions. They were talking about serious stuff like the criminal justice system where even a single instance of bias resulting in a wrongful conviction is a huge deal. We're talking about games, where the stakes are low. But in those talks I remember them saying that, for the most part our mental short hand for getting through the day works in most situations and its when those short cuts don't align with reality or logic that bias becomes an issue. For the purpose of running a game or even referring a sporting match, the aim is to get it right enough that all or most participating feel things have been handled as fairly and objectively as possible. A ref who constantly favors one player or makes judgments to suit the outcomes he wants is a slave to his biases. One that can keep those in check, isn't. Now if the biases are so deep and unconscious that no one notices and it doesn't have a discernible impact on people's enjoyment or immersion, then it really isn't an issue. I mean I suppose if you planted a team of psychologists in my game they'd notice little biased that would make a good paper and give some insight into how the human mind works. I think if it isn't affecting play, it isn't an issue and operating at too small a level for us to worry about. For the purposes of play, it is quite possible to be self aware enough that people feel you are as fair and impartial as possible. Also, this is why communication is important. Most GMs have to learn this skill over time by paying attention to how players are responding and seriously listening to concerns they raise. But this isn't really the sort of thing people are worried about when they talk about bias. When it comes to creating a believable world the aim is not a true model of reality, but one that feels real to the players. As long as my biases about how the world operates aligns with what the players feel it will work. Even more, I think as long as the GMs biases are consistent it will create a world that feels Internet sound and real (even if the players have different assumption about how our world operates in reality).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6778542, member: 85555"] I am no expert in psychology or bias so I will leave the current state of research to the experts but I have listened to those Ted talks and this strikes me as an unusual application of what they were talking about as well as an overstatement of their positions. They were talking about serious stuff like the criminal justice system where even a single instance of bias resulting in a wrongful conviction is a huge deal. We're talking about games, where the stakes are low. But in those talks I remember them saying that, for the most part our mental short hand for getting through the day works in most situations and its when those short cuts don't align with reality or logic that bias becomes an issue. For the purpose of running a game or even referring a sporting match, the aim is to get it right enough that all or most participating feel things have been handled as fairly and objectively as possible. A ref who constantly favors one player or makes judgments to suit the outcomes he wants is a slave to his biases. One that can keep those in check, isn't. Now if the biases are so deep and unconscious that no one notices and it doesn't have a discernible impact on people's enjoyment or immersion, then it really isn't an issue. I mean I suppose if you planted a team of psychologists in my game they'd notice little biased that would make a good paper and give some insight into how the human mind works. I think if it isn't affecting play, it isn't an issue and operating at too small a level for us to worry about. For the purposes of play, it is quite possible to be self aware enough that people feel you are as fair and impartial as possible. Also, this is why communication is important. Most GMs have to learn this skill over time by paying attention to how players are responding and seriously listening to concerns they raise. But this isn't really the sort of thing people are worried about when they talk about bias. When it comes to creating a believable world the aim is not a true model of reality, but one that feels real to the players. As long as my biases about how the world operates aligns with what the players feel it will work. Even more, I think as long as the GMs biases are consistent it will create a world that feels Internet sound and real (even if the players have different assumption about how our world operates in reality). [/QUOTE]
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