Milgram found that 62.5% of his subjects could be encouraged, browbeaten or intimidated into seeing the test through to its conclusion by delivering scores of shocks of increasing intensity to the maximum of 450 volts. In Game of Death, 81% of contestants went all the way by administering more than 20 shocks up to a maximum of 460 volts. Only 16 of the 80 subjects recruited for the fake game show refused the verbal prodding from the host — and pressure from the audience to keep dishing out the torture like a good sport — though most expressed misgivings or tried to pull out before being convinced otherwise.
✖ Via Time: “Game of Death: France’s Shocking TV Experiment” by Bruce Crumley, March 17, 2010

Learn more about the “Milgram experiment” on Wikipedia.



↳Share Mar 18  link  notes communication  technology  television  vilence  torture  psychology  ecperiment  empathy  pain  autority  reality show  reality TV  game  play 
illustration game play society community network technology communication
✖ Via Daniel Stollee: “Games For Two”, 06/2008.
“Daniel Stolle is a freelance Illustrator. He was born in 1982 in Germany and graduated in 2006 as a Designer. Daniel is living and working in Finland.” (more)

Visit Daniel Stolle officiel site.

Previously on Skandalon


↳Share Feb 10  link  notes illustration  game  play  society  community  network  technology  communication 
technology game vintage tetris fps humor subject perspectivism
✖ Via First-Person Tetris

Try and rotate the blocks.

First-Person Tetris is a non-commercial project. There’s a contact link for inquiries.


↳Share Jan 29  link  notes technology  game  vintage  Tetris  FPS  humor  subject  perspectivism 

Whatever fortunes our activity might have known, it was Potlatch alone that filled the void in the cultural ideas of an era — that gaping hole in the middle of the 1950’s. It is already certain that history will see it not as a witness to the fidelity of the modern spirit during the reign of reactionary parody, but as a document of the experimental research that would be the central concern of the future. But this future is now — it is the game of every one of our lives. The real success that may be attributed to Potlatch is in its serving to unite the situationist movement on a new and greater field of operations.

Potlatch took its name from the North American Indian word for a pre-commercial form of circulation of goods, founded on the reciprocity of sumptuous gifts. The non-salable goods which such a free bulletin could distribute were desires and unedited problems; and it was their profundity for others that constituted a gift in return.

✖ Via DEBORD, Guy (1959). «The Role of Potlatch, Then and Now», Potlatch, no 30, July 15. Translated from the French by Reuben Keehan.

About the site where this translation is hosted: «NOT BORED! is an autonomous, situationist-inspired, low-budget, irregularly published, photocopied journal.»

Potlatch, as a circulation ritual (studied by Marcel Mauss), can be used to offer a different understanding of communication process. See Bataille (1933), Debord (1954) et Baudrillard (1972).



↳Share Nov 30  link  notes communication  author  sacrifice  theory  media  critic  philosophy  game  play  power 
art illustration kids game play vintage cover design
✖ Via Joe Kral photostream on Flickr: Boys’ Life: June 1965.

Boy’s Life is Scouts of America’s magazine. It’s still running.


↳Share Sep 10  link  notes art  illustration  kids  game  play  vintage  cover  design 
vintage ad computer technology game play kids family
✖ Via Junkyard.dogs photostream on Flickr

The excitement of playing with white squares.


↳Share Aug 28  link  notes vintage  ad  computer  technology  game  play  kids  family 
game play illustration society community technology communication network
✖ Via Daniel Stollee: “Games For Two”, 06/2008.

“Daniel Stolle is a freelance Illustrator. He was born in 1982 in Germany and graduated in 2006 as a Designer. Daniel is living and working in Finland.” (Info)


↳Share Aug 26  link  notes game  play  illustration  society  community  technology  communication  network 
girls photo photograph prison game play alone loneliness vintage
✖ Via Prison Photography: “Woman in cell, playing solitaire” by Nickolas Muray, circa 1950, transparency, chromogenic development (Kodachrome) process, George Eastman House Collection, accession no 1983:0567:0151

“American (b. Hungary, 1892-1965). Born in Hungary in 1892, Nickolas Muray immigrated to the United States in 1913, working first as a printer and then opening a photographic portrait studio in Greenwich Village in 1920. He became well known for his celebrity portraits, publishing them regularly in Harper’s Bazaar, Vanity Fair, Vogue, Ladies’ Home Journal, and The New York Times. After 1930, Muray turned away from celebrity and theatrical portraiture, and became a pioneering commercial photographer, famous for establishing many of the conventions of color advertising. He is considered the master of the three-color carbro process.” via George Eadtman House). Read more and take a look at his set on Flickr.


↳Share Jul 10  link  notes girls  photo  photograph  prison  game  play  alone  loneliness  vintage 
game alone lost play communication community philosophy ressource  reblog
✖ Via Things Magazine: Project : “Action cards from The London Game, played around the capital’s underground network”. See more cards.

“things magazine was originally founded in 1994 by a group of writers and historians based at the Victoria & Albert Museum/Royal College of Art in the belief that objects can open up new ways of understanding the world. Now an independent magazine, things has built a reputation as a home for new writing – essays, reviews, short stories and poems – about objects and their meanings. The website contains a weblog, photography galleries, special projects, searchable archives and the occasional on-line only article.


↳Share Apr 30  link  notes reblogged from this isn't happiness. game  alone  lost  play  communication  community  philosophy  ressource 
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✖ Via Threadless: “The Gaming Revolution” by Sean Mort

“I don’t want to overcomplicate the idea behind the tee too much so i’ll just say this; all consoles (i think) are represented from the NES to PS3, the NES being the home console which brought the gaming industry back to life.”


↳Share Apr 19  link  notes design  game  revolution  critic  art  illustration 

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