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--- a/essays/mock_risk_games.tex
+++ b/essays/mock_risk_games.tex
@@ -153,8 +153,7 @@ spring up next to you, and you have to maneuver yourself through the
lattice to escape them.
\end{enumerate}
-\item Play Game D in situations where you have to sit and wait.
-\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
@@ -176,7 +175,7 @@ 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.
-\midheading{Intrusions}
+\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.
@@ -194,19 +193,70 @@ the game is. Through how much distraction can the game hold the player's
attention? Turning to modulations, the player can also produce them for
himself.
-from blundering into a radiation beam, you have to communicate
-pre-verbally to the other mind by every means from vocal cries to
-pantomine, and get your-body/his-mind out of range of the radiation. When
-the body is out, you will both be restored to normal. (The first thing to
-anticipate is the basic shift in viewpoint by which you will be looking at
-your own body from the other's position. There is no point in tensing your
-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
-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.)
+More elaborate investigations require an experimenter outside a room
+where the subject is playing mock risk games. The experimenter needs a
+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:
+\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}
+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)}
+
+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}
+ \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
+ other is, because the head accelerates rapidly.
+ \item Just as the other is putting his foot down to make a step, he suddenly
+ 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
+ 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.
+ \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
+ 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
+ of language. In order to save your body, under the other's blind control,
+ from blundering into a radiation beam, you have to communicate
+ pre-verbally to the other mind by every means from vocal cries to
+ pantomine, and get your-body/his-mind out of range of the radiation. When
+ the body is out, you will both be restored to normal. (The first thing to
+ anticipate is the basic shift in viewpoint by which you will be looking at
+ your own body from the other's position. There is no point in tensing your
+ 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
+ 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}
\emph{Asymmetry:} The two of you play a given duo game, but each prepares
to evade a different misfortune.
@@ -246,7 +296,7 @@ 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 c }
+\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) & \\