Inhabit: Your Game

Corey deVos Art & Creativity, Entertainment, Free, Inhabit, Integral Basics, Perspectives, Video 3 Comments

“Manifestation, incarnation, is the great Game of the One playing at being the Many, for the sheer sport and fun of it. The manifest world is a world of opposites — of pleasure versus pain, up versus down, good versus evil, subject versus object, light versus shadow. But if you are going to play the great cosmic Game, that is what you yourself set into motion. How else can you do it? If there are no parts and no players and no suffering and no Many, then you simply remain as the One and Only, Alone and Aloof. But it’s no fun having dinner alone.”Ken Wilber
I

n this continuation of our “integral media” series, Ryan and Corey take another look at the major stages of human development, this time using a series of 33 video games in order to illustrate the qualities and characteristics of each stage.

All of this allows you to not only observe these stages within you, but to actively inhabit, engage, and play with them as well.

If you are new to the Integral Approach, this episode and the preceding Inhabit: Your Inner Theatre episode are a great place to start, since they use well-known cultural reference points in order to explore each of the major stages of the Growing Up process.

If you are already familiar with the mechanics of integral thought, this will be a great opportunity to practice applying the model to the world around us, deepening our appreciation of our world and the intricate strata of our cultural inheritance.

And if you don’t know very much about video games, this episode will introduce you to an entirely new genre of interactive media, as it features some of the very best and most popular games in history!

A few fun facts about video games
  • The average video game player is 35-44 years old.
  • About 59% of gamers are male, and around 41% are female.
  • 70% of kids under the age of 18 are gamers. 64% of adults over 18 are also gamers.
  • 75% of households have at least gamer in the house.
  • The global video game industry is now larger and more profitable than the global film industry and sports industry combined.
  • The video game industry represents one of the most complex and multi-disciplinary ongoing creative endeavors in the world.

Considering just how prevalent video games have become in our culture, it’s surprising that it took us this long to do an episode like this! We hope you enjoy.

Click here for Part 1 of this series, Inhabit: Your Inner Theatre

Written by Corey deVos
Music by Justin Miles and Stuart Davis

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Previous  Episodes  of  Inhabit
Inhabit: Your Inner Theatre

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Notable Replies

  1. This was a very big episode! As a life-long gamer, I was very excited to put this episode together with Ryan. We would love to hear what you think!

  2. This was a very interesting episode and I really enjoyed it. Not only because of the nostalgia for the games of my childhood like “Pools of radiance” and “Doom”. It is a really interesting perspective to look at his new art form.

    I was particularly interested to know which games could be qualified as second tier. I even tried out the game that was promoted as Teal, “Rimworld”. As Corey is saying, people can discuss if it is actually a teal game but he is enacting it as such. But to me the game has an inherent Orange, even materialistic feel to it. The easiest way to show this is to compare it with a game that has a similar theme and similar gameplay, “This War of Mine”(TWM). As I remember when one my survivors in TWM killed another person in self defence, there were enormous consequences. He got into a depression and didn’t do anything useful for days, plunging the groups chances of surviving the winter.

    In Rimworld, there is some effort to let the characters show moral reactions, for example their mood drops a few points if they see a dead body or if they wear clothing stripped from a dead body, but killing a person (or an animal) in itself does nothing. This lack of realism contrasts with other features that have a lot of detail into it including the effect of comfort, beauty and social interactions on the mood of the colonists. The health system is also purely Orange/materialistic. For example sickness and injuries only effect the colonists mood if they experience physical pain.

    What I am trying to say is not that it is a bad game, but that if we want to talk about or develop (potential) second tier games we probably need a more extended vocabulary. Vocabulary is not my strong point. The characteristics that Corey gave are a good start: emergent gameplay, place for perspectives, first person motivations, second person relationships, third person skills/roles. TWM also has these features but at the same time has a much more Green feel to it. The makers intended to make it a anti-war game and I think they succeeded mostly by giving a realistic outlook on the effects of war and violence.

Continue the discussion at community.integrallife.com

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