summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
-rw-r--r--essays/mock_risk_games.tex119
1 files changed, 65 insertions, 54 deletions
diff --git a/essays/mock_risk_games.tex b/essays/mock_risk_games.tex
index 491b726..5a593b1 100644
--- a/essays/mock_risk_games.tex
+++ b/essays/mock_risk_games.tex
@@ -1,3 +1,7 @@
+\newcommand\aside[1]{
+ {\raggedleft \vskip 1em \parbox{3.5in}{\itshape [#1]} \par\vskip 1em}}
+\newcommand\lilskip{\vskip 0.3em}
+
\chapter{Mock Risk Games}
@@ -52,9 +56,11 @@ triples of misfortunes, and so forth.
The principal games are for a large room with no animals or distracting
sounds present.
-\textbf{A.}Walk across the lighted room from one corner to the diagonally
+\begin{itemize}[label={}. wide, nosep, itemsep=0.5em]
+ \item[\textbf{A.}] Walk across the lighted room from one corner to the diagonally
opposite one, breathing normally, with your eyes open.
-\begin{enumerate}
+\lilskip
+\begin{enumerate}[label=\arabic*., nosep, itemsep=0.5em]
\item You are suddenly upside down, resting on the top of your head on the
floor. You must get down without breaking your neck.
@@ -66,7 +72,7 @@ sure it will hold. Put the ball of the forward foot down before the heel.
\item Something happens to the cohesive forces in your neck so that if your
head tips in any direction, it will come right off your body, killing you
immediately. Otherwise everything remains normal. Thus, as you walk, you
-must "balance" your head on your neck. When you reach the other side of
+must \enquote{balance} your head on your neck. When you reach the other side of
the room, your neck will be restored to normal. (Prepare beforehand by
walking with a book balanced on your head.)
@@ -78,16 +84,18 @@ Walk softly and fast.
and swim to the top. Wear clothes suitable for swimming.
\end{enumerate}
-\textbf{A'.} Play game A while on a long walk on an uncrowded street. The floor
+\item[\textbf{A'.}] Play game \textbf{A} while on a long walk on an uncrowded street. The floor
is replaced by the sidewalk. The fifth misfortune becomes for space suddenly
to be filled with water to a height of fifteen feet above the street.
-\textbf{B.} Lie on your back on a pallet in the dimly lit room, hands at your
+\item[\textbf{B.}] Lie on your back on a pallet in the dimly lit room, hands at your
sides, with a pillow on your face so that it is slightly difficult to breathe, for
thirty seconds at a time.
+
+\lilskip
\begin{enumerate}
\item The pillow suddenly hardens and becomes hundreds of pounds heavier. It
-remains suspended on your face for a split second and then "falls," bears
+remains suspended on your face for a split second and then \enquote{falls,} bears
down with full weight. You must jerk your head out from under it in that
split second.
@@ -96,7 +104,9 @@ cohesion, and begins to rise. You must rise with it in such a way that your
skin is not torn.
\end{enumerate}
-\textbf{C.} Lie on your back on the pallet in the dimly lit room.
+\item[\textbf{C.}] Lie on your back on the pallet in the dimly lit room.
+
+\lilskip
\begin{enumerate}
\item Gravity suddenly disappears completely, so that nothing is held down by
@@ -119,10 +129,12 @@ balancing yourself. You will be reunited when you reach the top and your
waist passes above the wall.
\end{enumerate}
-\textbf{D.} Sit in a plain, small, straight chair, on the edge of the seat, hands
+\item[\textbf{D.}] Sit in a plain, small, straight chair, on the edge of the seat, hands
hanging at the sides of the seat, feet together in front of the chair, in the
lighted room, for about thirty seconds at a time.
+\lilskip
+
\begin{enumerate}
\item The chair is suddenly out from under you and sitting on you with Its legs
straddling your lap and legs. You have to get your weight over your feet so
@@ -153,29 +165,15 @@ spring up next to you, and you have to maneuver yourself through the
lattice to escape them.
\end{enumerate}
-\textbf{D`.} Play Game D in situations where you have to sit and wait.
-
-Note: The original version of \essaytitle{Mock Risk Games} was entitled
-\essaytitle{Exercise Awareness-States}. It was written during April--July, 1961; and
-read at the AG Gallery in New York on July 15, 1961. I subsequently turned
-against amusemental compositions, and around June 25, 1962 I sent the
-only copy of \essaytitle{Exercise Awareness-States} to the young musician Tom
-Constanten, at 1650 Michael Way in Las Vegas. I later wrote Constanten
-asking him to return the MS, but I never heard from him. The present revival
-analyses the activity better than the original version did. I am unable,
-though, to remember some of the most elegant misfortunes for the original
-games (A, B, C); and it seems that they are permanently lost.
-
-In developing the original games---and the present games---I had two
-objectives in mind. First, the experience of playing the games (as opposed to
-reading or analyzing them) must involve or compel you, must be vivid and
-immediate. Secondly, the misfortunes must be elegant, undreamed-of
-"explosions" of the natural order. These objectives, though, do not
-constitute a use for the games. The games can have many uses, beginning
-with amusement; and it remains to be seen what the most significant use will
-be.
-
-\section*{Intrusions}
+\item[\textbf{D`.}] Play Game \textbf{D} in situations where you have to sit and wait.
+
+\end{itemize}
+
+\aside{Note: The original version of \essaytitle{Mock Risk Games} was entitled \essaytitle{Exercise Awareness-States}. It was written during April--July, 1961; and read at the AG Gallery in New York on July 15, 1961. I subsequently turned against amusemental compositions, and around June 25, 1962 I sent the only copy of \essaytitle{Exercise Awareness-States} to the young musician Tom Constanten, at 1650 Michael Way in Las Vegas. I later wrote Constanten asking him to return the MS, but I never heard from him. The present revival analyses the activity better than the original version did. I am unable, though, to remember some of the most elegant misfortunes for the original games (\textbf{A}, \textbf{B}, \textbf{C}); and it seems that they are permanently lost.
+
+In developing the original games---and the present games---I had two objectives in mind. First, the experience of playing the games (as opposed to reading or analyzing them) must involve or compel you, must be vivid and immediate. Secondly, the misfortunes must be elegant, undreamed-of \enquote{explosions} of the natural order. These objectives, though, do not constitute a use for the games. The games can have many uses, beginning with amusement; and it remains to be seen what the most significant use will be.}
+
+\section{Intrusions}
A noise in an adjacent room may intrude on a person playing a mock
risk game, and affect his experience or state of being in a variety of ways.
@@ -199,27 +197,32 @@ one-way window and an intercom to observe and talk with the subject. Here
the effects of bogies can be studied. (The experimenter has a problem
though, in that after he frightens the subject, the subject will forget about
the game and just watch out for the bogies.) Here are some sample bogies,
-for game A:
+for game \textbf{A}:
+\lilskip
\begin{enumerate}
\item Trip the subject with an invisible thread.
\item Cause the floor to shift.
\item Throw a pingpong ball at the subject from the side.
\item Squirt water on him from behind.
\end{enumerate}
+\lilskip
The mechanics of the experiments can readily be
worked out by anyone interested in them. After an intrusion, the
experimenter should question the subject about his reaction if it is
appropriate.
-\section*{Mock Risk Games for Couples (Duo Games)}
+\section{Mock Risk Games for Couples (Duo Games)}
In order for these games to
be successful, each of you has to have confidence that the other is actually
playing. If you lack this confidence, you forget the game and just watch out
for intrusions created by the other.
-\textbf{AA.} Face each other at a distance and walk toward each other.
-\begin{enumerate}
+\vskip 0.5em
+\begin{itemize}[label={}. wide, nosep, itemsep=0.5em]
+ \item[\textbf{AA.}] Face each other at a distance and walk toward each other.
+ \lilskip
+ \begin{enumerate}[nosep,itemsep=0.5em]
\item The other's head flies off and hurtles at you like a cannonball. It can
swerve up or down, so that you will be hit unless you jump aside. The time
you have to jump is about the same no matter what your distance from the
@@ -228,17 +231,17 @@ for intrusions created by the other.
becomes so large that his foot is descending right over your head. At the
same time, the mental commands of each of you to your muscles begin to be
transmitted to the other's muscles rather than your own, and to be executed
- by his muscles rather than by yours. Thus, you must jerk "your" / "his" foot
+ by his muscles rather than by yours. Thus, you must jerk \enquote{your} / \enquote{his} foot
back, rather than complete the step, in order not to "step on your own
head." The two of you should walk in step, right foot with right and left
with left. Watch the other's feet and also watch above yourself---using your
vertical peripheral vision to do so. In short, if you suddenly see a giant foot
- coming down on you, jerk "your" forward foot back.
+ coming down on you, jerk \enquote{your} forward foot back.
\item (This misfortune is exceptionally complex, but there are good reasons for
the complexity, and it will repay study.) The consciousness of each of you
suddenly becomes located in the other's body and becomes hooked into the
other's receptors and muscles. At the same time, your body, which is now
- "outside you" and which is under the other's control, becomes surrounded
+ \enquote{outside you} and which is under the other's control, becomes surrounded
by slowly moving beams of tissue-destroying radiation coming from the sides
of the room. The radiation is invisible, but the eyes you are seeing through
become sensitive to it. At the same time, the other mind loses its knowledge
@@ -252,23 +255,27 @@ for intrusions created by the other.
muscles in preparatiton for the misfortune, because if it occurs, you will be
working with a strange set of muscles anyway. The next thing to prepare to
do is to spot the radiation beams; and then to yell, gesture, or
- whatever--anything to get the "other" to avoid the radiation. Note finally
+ whatever--anything to get the \enquote{other} to avoid the radiation. Note finally
that neither player prepares for the possibility that he will be surrounded by
radiation. Each player prepares for the same role in an asymmetrical pas de
deux.)
\end{enumerate}
+\vskip 0.5em
+
\emph{Asymmetry:} The two of you play a given duo game, but each prepares
to evade a different misfortune.
-\textbf{AB.} Stay awake with eyes closed for an agreed upon time between one
-and fifteen minutes. Use a timer with an alarm.
+\vskip 0.5em
-\begin{enumerate}
+\item[\textbf{AB.}] Stay awake with eyes closed for an agreed upon time between one
+and fifteen minutes. Use a timer with an alarm.
+\vskip 0.5em
+\begin{enumerate}[nosep,itemsep=0.5em]
\item Each suddenly has the other's entire present consciousness in addition to
his own, from perceptions to memories, ideologies, ambitions, and
everything else---threatening both with psychological shock.
-
+\lilskip
The couple must take up positions such that their sensory perceptions
are as nearly identical as possible. Beforehand, each must discuss with the
other the aspects of the other's attitude to the world which each must fears
@@ -278,7 +285,7 @@ about these aspects and try to prepare for them.
\item Each suddenly relives the other's most intense past feelings of depression
and suicidal impulses. In other words, if five years ago the other attempted
suicide because he failed out of college, you suddenly have the consciousness
-that "you" have just failed out of college, are totally worthless, and should
+that \enquote{you} have just failed out of college, are totally worthless, and should
destroy yourself. Presumably the other has since learned to live with his past
disasters, but you do not have the defenses he has built up. You are
overwhelmed with a despair which the other felt in the past, and which is
@@ -287,8 +294,9 @@ risk shock and suicidal impulses. Beforehand, of course, each must tell the
other of his worst past suicidal or depressed episode; and discuss anything
else that may minimize the risk of shock.
\end{enumerate}
+\end{itemize}
-\section*{Intrusions in Duo Games}
+\section{Intrusions in Duo Games}
As before, distractions and modulations can be openly studied by
consent of the players. As for bogies, it is possible in duo games for one
@@ -296,13 +304,16 @@ player to create a bogy without warning, in effect acting as a saboteur. As
soon as a game is sabotaged, though, confidence is lost, and each player just
watches out for the other's bogies. Here are some sample intrusions.
-\begin{tabular}{ r c c p{2in} }
- \textsc{Game} & \textsc{Distraction} & \textsc{Bogy} & \textsc{Modulation} \\
- AA 1. & cough & shout in other's face & each take a different drug \\
- 2. & talk and laugh \linebreak get out of step & $\rightarrow$ \linebreak (stomp hard) & \\
- 3. & spin around & $\rightarrow$ & \\
- AB 1. & cough \linebreak talk and laugh & gasp \linebreak silently pass palm back \& forth in front of other's face & \\
- 2. & & & \\
+\newcommand\rP[2]{\parbox{#1}{\raggedleft #2}}
+\newcommand\cP[2]{\parbox{#1}{\centering #2}}
+
+% \begin{tabular}{4in}{|r|p{1.25in}|p{1.25in}|}
+ \begin{tabular}{|r|p{1.25in}|p{1.25in}|l|}\cline{1-4}
+ \textsc{Game} & \textsc{Distraction} & \textsc{Bogy} & \textsc{Modulation} \\\cline{1-4}
+ \textbf{AA.} 1. & cough & shout in other's face& \\\cline{1-3}
+ 2. & talk and laugh \vskip 0.5em get out of step & stamp hard& \\\cline{1-3}
+ 3. & spin around & & \rotatebox{70}{each take a different drug} \\\cline{1-3}
+ \textbf{AB.} 1. & cough \vskip 0.5em talk and laugh &
+ gasp \vskip 0.5em silently pass palm back \& forth in front of others face& \\\cline{1-3}
+ 2. & && \\\cline{1-4}
\end{tabular}
-
-