Cause, Effect, and Player-Centric Time

Alvarez Igarzábal Federico
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Abstract

INTRODUCTION A central aspect of playing video games is determining the causal connections between entities. To achieve their objectives, players need to set chains of events in motion that will yield the desired outcomes. But how do players detect these causal relations? Studies conducted by psychologist Albert Michotte in the 1940s showed that “we see causality just as directly as we see color” (Kahneman 2011: 76). Causal relations appear before us effortlessly, to the point that we are prone to perceive them where there are none—which is why statisticians insistently repeat that correlation does not imply causation.
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原因、结果和以玩家为中心的时间
玩电子游戏的一个核心方面是确定实体之间的因果关系。为了实现自己的目标,玩家需要设置一系列能够产生预期结果的事件。但玩家如何发现这些因果关系呢?心理学家Albert Michotte在20世纪40年代进行的研究表明,“我们看到因果关系就像我们看到颜色一样直接”(Kahneman 2011: 76)。因果关系毫不费力地出现在我们面前,以至于我们倾向于在不存在因果关系的情况下感知它们——这就是为什么统计学家坚持不懈地重复相关性并不意味着因果关系。
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Chekhov’s BFG The Groundhog Day Effect Conclusion Cause, Effect, and Player-Centric Time The Hybrid Narrator
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