Gaming guys

I was inspired by a recent mailing from T. and some previous writing on community ecology. I would like to draw your attention to Player By Michael Maccoby. In this book, which I have not read yet, but I got a summary of it Thoughts of a philosophical fighter pilot By Jim Stockdale, Maccoby identifies four types of people. Perhaps these types should be more accurately defined as traits since a person includes all of these traits to varying degrees.

The four qualities are

  1. Artisan (Ben Franklin) – Characterized as innovative, self-sufficient/independent, determined, and loyal. Since any force has a corresponding weakness, it is also prone to stubbornness, stinginess and doubt. Artisans were the dominant type from 1776 to the early 1900s, and they laid the foundation of society.
  2. Jungle Fighter (Andrew Carnegie) – He is strong, competitive, and bold, but also ego-driven, paternalistic, and authoritarian. Jungle Fighters operate in a world of limited resources and therefore play zero-sum games. We are against them. Jungle fighters often start from poor circumstances and work their way to the top.
  3. Company Man – Much like a jungle fighter but his primary motivation is the fear of losing rather than the desire to win. The company man is loyal, hard-working, honest, and eager to please, but also afraid to take risks. Corporate men are born into an affluent environment associated with being integrated into a structure and they fear losing it. Lacking the emphasis on the skills of artisans and the bravery of jungle fighters, it was the company men who made marketing and appearance important.
  4. The Gamesman – was the new generation of Ivy League educated people who saw the world as a giant chessboard. The Gamesman believes that everything can be analysed, dissected and improved. Thus the gamer does not believe in a zero-sum world in Jungle Fighter. In fact, everyone can win if they play their cards right. Games guys love prizes. The Gamesman is cool, detached, cultured and open. But he lacks a heart, inspires little loyalty, and does not like confrontations. Games guys don’t like to fire people. Instead, the Gamesmen devised complex performance review systems, for example: “It wasn’t me who fired you, it was your performance review.”

The current world is dominated by gamers. Hence the importance of sports rather than service in the military (war does not allow interruptions from work and requires performance under the worst conditions instead of the best in Gatorade and Under Armour, think about it!) as an asset on the career ladder. Hence the long books on exactly how to behave during an interview, what to say, what to do, and even where to sit in meetings, in detailed analyses. The oldest culture, the artisan culture, is difficult to find. If you want to see the difference, try comparing and contrasting a popular science magazine from a hundred years ago, which is packed with information and requires a solid foundation for understanding (if you can get old copies, get them!) Popular science magazines, with their glossy images and prose written to entertain, not inform .

Ecologically, most species naturally tend to feed on other species, and thus the next species feed on them. It is extremely arrogant to believe that humans or their culture are the only exception to this rule. And on the borders, artisans rule. They deal with nature and are therefore accustomed to dealing with problems that do not concern man. For example, when you’re on a small boat in a storm, the storm doesn’t care if you get seasick—it’ll kill you regardless. Artisans will colonize the wastelands. They will form a government where there is no government. He will invent tools where there were none. The jungle fighters will then move in and take advantage of these tools and use them to fight each other until the field is occupied. When there is nothing to fight for and no places to expand, jungle fighters can no longer expand. They have reached their population density. They are then gradually replaced by more social creatures, the company men. This allows population density to exceed. In other words, there are now more people offering essentially the same jobs. In other words, individual productivity decreases. Given a fully formed environment with redundant assets eliminated, the game guys will sweep in and start getting rid of people. In this sense, the players are like the trees covering the dense undergrowth of their ancestors.

It is important to note that players are not self-sufficient. This will be a problem that the next generation will realize. It is also interesting that it is inevitable and unavoidable. Gamers, who are actually passive contributors (this explanation fits very well with their focus on appearances and their belief that everyone wins), will ultimately cause their own downfall. For example, it is clear that when companies removed their employees’ loyalty to jungle fighters, employees removed company men’s loyalty to their employers. This makes the hull less skill dependent but less rigid (much like a modern bicycle helmet is less bulky and therefore less safe while still avoiding standards – yacht racing is a worse example of this problem, here computer programs design yachts not to meet seaworthiness but According to racing regulations). I see this problem developing rapidly. The main question is who will be the next type to replace the gamesman. There is a suggestion in Thoughts of a philosophical fighter pilot. Not sure I agree.

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Originally published on 05-11-2008 10:54:25.

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