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The ludic fallacy, proposed by Nassim Nicholas Taleb in his book The Black Swan , is "the misuse of games to model real-life situations". [1] Taleb explains the fallacy as "basing studies of chance on the narrow world of games and dice". [2] The adjective ludic originates from the Latin noun ludus, meaning "play, game, sport, pastime". [3]
Duḥkha (/ ˈ d uː k ə /)(Sanskrit: दुःख; Pali: dukkha), "suffering", "pain," "unease," "unsatisfactoriness," is an important concept in Buddhism, Jainism ...
Ludic may refer to: Games, structured play; Ludic language, spoken in Russia; See also. Ludic fallacy, the misuse of games as models; Ludic interface, in computing;
The first view, which might be termed the proof-theoretic or Gentzen-style interpretation of propositions, says that the meaning of a proposition arises from its introduction and elimination rules. Focalization refines this viewpoint by distinguishing between positive propositions, whose meaning arises from their introduction rules, and ...
As a goddess of poverty, frustration, and despair, Daniélou associates Dhumavati with Nirriti, the goddess of disease and misery, and Alakshmi, the goddess of misfortune and poverty. [2] Kinsley adds another goddess to the list: Jyestha. [3] The Vedic goddess Nirriti is associated with death, decay, bad luck, anger, and need. Hymns emphasize ...
In this article, developing on debates sparked by Hocking's blog post, Seraphine identifies the reason of ludonarrative dissonance as an opposition between "incentives" and "directives" within the "ludic structure (the gameplay)" and the "narrative structure (the story)". [8]
The painting Stańczyk, which contains a depiction of the sad clown paradox. The sad clown paradox is the contradictory association, in performers, between comedy and mental disorders such as depression and anxiety.
It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, [4] the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research ...