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	Comments on: Cheating at Peekaboo against a Bad-Faith Adversary	</title>
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	<link>https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/</link>
	<description>Full-Stack Media Ecology</description>
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		<title>
		By: Luisa		</title>
		<link>https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-3468</link>

		<dc:creator><![CDATA[Luisa]]></dc:creator>
		<pubDate>Sun, 20 Jul 2025 11:29:45 +0000</pubDate>
		<guid isPermaLink="false">https://www.concernednetizen.com/?p=875#comment-3468</guid>

					<description><![CDATA[I read this yesterday and I went to sleep thinking about it and spent the whole day today thinking about it. I have read lots of your work and I am fairly familiar with your stances but the way you laid everything down is very rich and thought-provoking. Great job.]]></description>
			<content:encoded><![CDATA[<p>I read this yesterday and I went to sleep thinking about it and spent the whole day today thinking about it. I have read lots of your work and I am fairly familiar with your stances but the way you laid everything down is very rich and thought-provoking. Great job.</p>
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		<title>
		By: clintonthegeek@gmail.com		</title>
		<link>https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-2599</link>

		<dc:creator><![CDATA[clintonthegeek@gmail.com]]></dc:creator>
		<pubDate>Fri, 03 May 2024 16:05:55 +0000</pubDate>
		<guid isPermaLink="false">https://www.concernednetizen.com/?p=875#comment-2599</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-2594&quot;&gt;Mehmet&lt;/a&gt;.

You highlight a very important difference between the media, which is that television is basically a disembodied experience for the watcher, while video games &lt;em&gt;are&lt;/em&gt; putting the player inside the frame somehow. As Keough points out, mastery of the controller is essential for forgetting its existence and merging with the experience, just as learning to choreograph turn signals and acceleration and breaking and steering and mirror checks and road-sign comprehension into a singular activity (part-to-whole gestalt formation) is essential for a driver merging with their vehicle. Mobile phone games have the simplest interfaces yet, so you see them everywhere that people are killing time. I suspect that immersion isn&#039;t less for video games, but that the level of immersion they give already—a level similar to TV—is already sufficient, and so the VR headset tech and funky controller technology is excessive and unnecessary for the experienced gamers they were marketed to. Since games do need &lt;em&gt;some&lt;/em&gt; kind of embodiment, though, the shape and form of that relation is everything. (Remember the hype over “hand-eye coordination” which video game controllers bestowed upon youth, as though that was some kind of particular, generalizable gift? Did all the kids who played Mortal Combat become expert whittlers and puppeteers?)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-2594">Mehmet</a>.</p>
<p>You highlight a very important difference between the media, which is that television is basically a disembodied experience for the watcher, while video games <em>are</em> putting the player inside the frame somehow. As Keough points out, mastery of the controller is essential for forgetting its existence and merging with the experience, just as learning to choreograph turn signals and acceleration and breaking and steering and mirror checks and road-sign comprehension into a singular activity (part-to-whole gestalt formation) is essential for a driver merging with their vehicle. Mobile phone games have the simplest interfaces yet, so you see them everywhere that people are killing time. I suspect that immersion isn&#8217;t less for video games, but that the level of immersion they give already—a level similar to TV—is already sufficient, and so the VR headset tech and funky controller technology is excessive and unnecessary for the experienced gamers they were marketed to. Since games do need <em>some</em> kind of embodiment, though, the shape and form of that relation is everything. (Remember the hype over “hand-eye coordination” which video game controllers bestowed upon youth, as though that was some kind of particular, generalizable gift? Did all the kids who played Mortal Combat become expert whittlers and puppeteers?)</p>
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		<title>
		By: Mehmet		</title>
		<link>https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-2594</link>

		<dc:creator><![CDATA[Mehmet]]></dc:creator>
		<pubDate>Thu, 25 Apr 2024 19:14:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.concernednetizen.com/?p=875#comment-2594</guid>

					<description><![CDATA[Great piece, although I think the immersion itself is a rearview mirror idea leftover from the TV. Hence, the tendency among scholars who grew up with TV to attribute a similar desire for immersion to video games. You can see how this is objectively false if you try to trace it in the history of gaming itself. Whenever a company introduced a product meant to increase the immersion factor, it either flopped or was briefly entertained as a technological novelty only to be discarded and forgotten with no lasting impact (Virtual Boy, Microsoft Kinect, Playstation VR). The recent failure of Metaverse to take off can be thought of as another example. The analog interfaces of video games or computers in general create a far more detached relation between user and the screen than the previous era.]]></description>
			<content:encoded><![CDATA[<p>Great piece, although I think the immersion itself is a rearview mirror idea leftover from the TV. Hence, the tendency among scholars who grew up with TV to attribute a similar desire for immersion to video games. You can see how this is objectively false if you try to trace it in the history of gaming itself. Whenever a company introduced a product meant to increase the immersion factor, it either flopped or was briefly entertained as a technological novelty only to be discarded and forgotten with no lasting impact (Virtual Boy, Microsoft Kinect, Playstation VR). The recent failure of Metaverse to take off can be thought of as another example. The analog interfaces of video games or computers in general create a far more detached relation between user and the screen than the previous era.</p>
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		<title>
		By: Mehmet		</title>
		<link>https://www.concernednetizen.com/2024/03/cheating-at-peekaboo-against-a-bad-faith-adversary/#comment-2593</link>

		<dc:creator><![CDATA[Mehmet]]></dc:creator>
		<pubDate>Thu, 25 Apr 2024 13:49:28 +0000</pubDate>
		<guid isPermaLink="false">https://www.concernednetizen.com/?p=875#comment-2593</guid>

					<description><![CDATA[Great piece, although I think the immersion itself is a rearview mirror idea leftover from the TV. Hence, the tendency among scholars who grew up with TV to attribute a similar desire for immersion to video games. You can see how this is objectively false if you try to trace it in the history of gaming itself. Whenever a company introduced a product meant to increase the immersion factor, it either flopped or was briefly entertained as a technological novelty only to be discarded and forgotten with no lasting impact (Virtual Boy, Microsoft Kinect, Playstation VR). The recent failure of Metaverse to take off can be thought of as another example. The analog interfaces of video games or computers in general create a far more discreet relation between user and the screen than the previous era.]]></description>
			<content:encoded><![CDATA[<p>Great piece, although I think the immersion itself is a rearview mirror idea leftover from the TV. Hence, the tendency among scholars who grew up with TV to attribute a similar desire for immersion to video games. You can see how this is objectively false if you try to trace it in the history of gaming itself. Whenever a company introduced a product meant to increase the immersion factor, it either flopped or was briefly entertained as a technological novelty only to be discarded and forgotten with no lasting impact (Virtual Boy, Microsoft Kinect, Playstation VR). The recent failure of Metaverse to take off can be thought of as another example. The analog interfaces of video games or computers in general create a far more discreet relation between user and the screen than the previous era.</p>
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