Vex Appeal is a weblog and collection of projects by Guy Parsons, a game designer, online community and digital strategy dude in London, England. Read more about the saucy butcher boy here.
previously on vexappeal: www.flickr.com
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Game face A quick little game that challenges you to identify the facial expressions that appear for a few milliseconds. I did surprisingly well - 9/10 - so I'm not sure what that means! It's based around the work of "that guy from Blink" who can read people's emotions amazingly well by focusing on the expressions that flash across their face very quickly. One exercise shows a grid of faces, with 15 of them frowning and one smiling. The player must find the smiling face as quickly as possible... the group that played the "find the smile" exercise reported feeling less stressed, had higher self esteem, made more sales, and were rated as being more confident in their phone calls. Most remarkably, said Balwin, they had 17 percent lower levels of the stress hormone cortisol.But you can actually play it online at Mindhabits.com! I mean the presentation is pretty meh and it's too big for my browser window and won't let me scroll and so on and so forth, but hey, check it out. I'd like to say I'm approaching a Zen state after 15 minutes of playing earlier, but at this exact moment I'm feeling more like carving out my eyeballs with rusty teaspoons, so best check back with me in another six days - unless I've become a Buddhist monk by then. Or actually have done the rusty teaspoons thing. Labels: cognition, emotion, games, psychology Illusioneering A couple of really nice illusions:
It's really weird and a bit frustrating - sometimes it's very easy to change direction, and then inexplicably I'll stop being able to do it for ages. There's no trickery with the image itself, either. You can download the picture to check if you want, or have the fun experience of getting a group of people to watch it and have them all see it spinning different ways. Next up: (Or see on YouTube if you can't view the embedded video.) Not much I can say about this without giving the game away, but needless to say it's impressive, and will leave you feeling a bit daft. It reminds me of a conversation I had with Stuart Nolan at PlayTime about using metaphorical sleight of hand and misdirection in game design to create the illusion of open-ended play within what's obviously a finite system. Although the actual trick he showed me just involved using different routes of getting to the same ending, so whatever cards you picked, it still ended up working as a "trick." Quite an interesting line of thought, nonetheless, although probably most effective in narrative-driven play than other sorts of experiences. Labels: brain, cognition, illusion, perception, sleight, trick |