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The relationship between video gaming and entrepreneurial mindsets " it suggests that an individual who exhibits a high level of entrepreneurial orientation has an enhanced opportunity recognition capability when the intensity of playing video games is also high.
thus why so many games focus on the use of single-shot disposable magical abilities, burst limiters, canned combos, ults and magical uncounterable pokes, and ignore the actual mechanics of fighting.
knowledge-based games translate more easily, but face even stricter controls and market allegiance against them. knowledge isn't supposed to be free, let alone cheap or easily obtainable.
plus most of these controls over gaming are derived from god, as he's obsessed with gaming and thus squatting on the potential benefits it can provide to people who aren't him. so there's a very low chance of arguing anyone down about it.
yes indeed. i think these topics should be studied even more because the effects are mostly unknown and games should be picked not only for their fun giving attributes but also for the long term effects on mind and body. in the past they viewed mostly negatively but now we can say they have some pretty good perks too.
Oldskool RPG games certainly trains your higher math skills when you got to distribute skill points. lmao
But playing Street Fighter probably won't turn you into a better street fighter.
MKUltra ended research into games because it was having positive feedback results and the project lead was looking for offensive weapons.
The project itself was shut down because it wasn't funded under the assumption it would be used for weapons; it was supposed to be general purpose psychonautica research that was merely masquerading as mind control research.
Then a nazi turned out to be in charge, so they cut the funding.
Anyway the benefits are well known and proven. As well as the susceptibility to hypnotic patterning distingiushable from epilepsy a handful of people are vulnerable to. Almost all of them robots or people with robot-architecture-like genetics. In theory this can be used to suggest things to them, but in practice it's only good for suggesting they go to an uplink so god can pilot them for a joyride or ... whatever he wants them for at this moment.
after things ended they were disinterested because there's no market in therapy or helping people; those are secondary markets which occur after a problem has been caused in the first place. their interests were more in causing problems, and the research was proving that games were a threat to this interest.
Gamified apps are fun.
Quizlet, Duolingo, Kenhub for example.
https://www.nbcnews.com/id/wbna12955998
yessss! that's the gamification of boring tasks. you can do it in schools and even firms too. but this study focuses on some parts of our cognitive abilities. there are some researches in this area but this is more specific.