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A great article that highlights author Niall Ferguson's love of counterfactual history, and how his recent incorporation of games as tools to help such thought has pushed him to work on a game in the same vein (Wired [Clive Thompson], May 21 2007).
article culture economics foreignpolicy fun gaming history information media people Politics research story teaching technology thinking docsnewswire for:creatureparade docbadwrench
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Adam Crowe"when today's teenagers become tomorrow's historians, politicians and war fighters [will they] have reclaimed the ability to think counterfactually? Will all those years of gaming have trained them to imagine the many different ways a crisis can evolve?"
history gaming simulation fiction narrativeenvironments objects narrativeobjects storytelling narrativeactivism virtualworlds technology memory quantum anthropology reality roleplay alternativerealitygaming
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you develop a Mandlebrotian appreciation of chaos dynamics -- how a single change can take a stable situation and sent it spiraling all to hell, or vice versa.
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The power of counterfactual thinking is that forces us to step outside of our comfort zones. When we think about historical events, we have 20/20 hindsight -- so we forget how confusing and uncertain they were at the time.
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When we play with sims, they knock us off our pedestals -- because crazy things usually happen we don't predict.
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The United States used to be champions at this sort of strategic thinking, Ferguson notes, until Iraq came along. Much of America's failures in Iraq have been due to the overly rosy predictions of administration heads. They didn't have the healthy respect for chaos that was the original animating genius of conservatism -- the thinkers like Edmund Burke, who distrusted aggressive tinkering with economies, states or cultures, because they shuddered to think of what genies might be unleashed.
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