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<blockquote data-quote="Jack7" data-source="post: 5267194" data-attributes="member: 54707"><p>RW, since I read this thread, and then your blog, I spent some time seriously analyzing your concept of applying gaming reward systems to real world circumstances, and combining that with my own theories regarding the Renaissance Gild, and with certain concepts in game-theory, I developed seven aspects of game behavior that I think could be applied directly to real world endeavors. </p><p></p><p>So I'm going to write a Theory Paper on the subject.</p><p></p><p>This is how I've outlined the first draft:</p><p></p><p></p><p><strong>Tempus Parapplicus</strong> - the altered perception and application of time between real world and virtual environments</p><p></p><p><strong>A Private Country of Public Enterprise</strong> - the creation of parallel and sub-worlds of overlapping achievement</p><p></p><p><strong>The Gamble of Individual Identity</strong> - the development of artificial identities, and how to apply these to solve real world problems</p><p></p><p><strong>The Protean Environment</strong> - the reshaping of hyper-environmental milieus</p><p></p><p><strong>Telepropolis</strong> - the real world social community of virtual environments and the virtual technology of novel real world societies</p><p></p><p><strong>The Impossible Probability</strong> - learning to accomplish the virtually impossible, and the reward systems which facilitate such activities</p><p></p><p><strong>Renaissance Man</strong> - becoming Reborn through our virtual imprints of real world capabilities</p><p></p><p></p><p></p><p>The next to last section, <em>the Impossible Probability</em>, will basically address some of the aspects of the theoretical application of imaginary and non-localized reward systems to real-world human achievements of an unorthodox yet practical nature. Not exactly what you were describing, but I got the basic idea from you.</p><p></p><p>So thanks for the discussion and ideas.</p><p>Credit where credit is due.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5267194, member: 54707"] RW, since I read this thread, and then your blog, I spent some time seriously analyzing your concept of applying gaming reward systems to real world circumstances, and combining that with my own theories regarding the Renaissance Gild, and with certain concepts in game-theory, I developed seven aspects of game behavior that I think could be applied directly to real world endeavors. So I'm going to write a Theory Paper on the subject. This is how I've outlined the first draft: [B]Tempus Parapplicus[/B] - the altered perception and application of time between real world and virtual environments [B]A Private Country of Public Enterprise[/B] - the creation of parallel and sub-worlds of overlapping achievement [B]The Gamble of Individual Identity[/B] - the development of artificial identities, and how to apply these to solve real world problems [B]The Protean Environment[/B] - the reshaping of hyper-environmental milieus [B]Telepropolis[/B] - the real world social community of virtual environments and the virtual technology of novel real world societies [B]The Impossible Probability[/B] - learning to accomplish the virtually impossible, and the reward systems which facilitate such activities [B]Renaissance Man[/B] - becoming Reborn through our virtual imprints of real world capabilities The next to last section, [I]the Impossible Probability[/I], will basically address some of the aspects of the theoretical application of imaginary and non-localized reward systems to real-world human achievements of an unorthodox yet practical nature. Not exactly what you were describing, but I got the basic idea from you. So thanks for the discussion and ideas. Credit where credit is due. [/QUOTE]
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