Neuroanthropology

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Archive for the ‘Play’ Category

Play and Embodiment

Posted by dlende on February 23, 2008

In yesterday’s post, Play and Culture, I discussed how the neurobiological and behavioral aspects of play feed into the production of culture.  Play helps integrate the processing and coordination of different brain systems and to produce skilled social and physical engagement with other individuals in the environment.  By being able to draw on these evolutionary and embodied precursors, play also helps with the formation of cultural patterns, particularly among children.  These cultural patterns—say, a game of Cowboys and Indians—then feedback to shape the coordinated behavior of the individuals involved, from everything to guns vs. arrows and good vs. bad to cultural valuations of indigenous people and gender roles. 

In many ways, it sounds like a fairly neat story, at least to me (well, I wrote it, didn’t I?).  But the process of cultural production and the ability of cultural forms to then re-engage with people still seems a bit of a black box to me.  Biology and behavior don’t quite get us to culture, even if I invoke emotional and motor processing in conjunction with social relationships.  It’s too far a jump, because it assumes that all these things just “naturally” come together and somehow produce culture.  It also relinquishes too much of “meaning” to culture.  Anthropologists have traditionally been quite happy to accept that deal in the mind-body split—we talk about meaning, you guys about neurotransmitters. 

Greg and I have both pushed embodiment and practices as a central way to mediate between meaning and neural function.  Bringing body, behavior, and organism-environment interactions into the picture certainly is a big help.  But in writing the posts on play, I realized that all the talk of “embodied cognition” suffers from the same problem that I talked about in the first post on play.  Researchers often assume that the integration of different brain systems happens naturally, without help, without any “outside” process to help it along.  I see the same thing happening with embodied cognition. 
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Posted in Embodiment, Play, Psychological anthropology | Leave a Comment »

Play and Culture

Posted by dlende on February 22, 2008

Two earlier posts on The Neurobiology of Play and Taking Play Seriously examined play as the neurobiological and behavioral levels.  Together, they present an argument for play as one primary way that animals with large brains achieve neurological integration through play’s role in skilled behavioral engagement and the building of social relationships. The last post ended by discussing the role of play in joint coordination and reciprocal fair play, and the first post by saying that play helps combine sensory information, emotional states, cognitive framing, bodily movement, and decision making. 

Today I want to argue that together, these processes help promote the production of culture.  Without the integration of basic neurological processing and social relationships into culture, culture is, in effect, an empty shell of forms and roles and symbols.  Play connects us into cultural forms, helps recreate them anew for developing individuals and even create new forms.  In other words, I see play as part of how we get cultural creole, which I discussed in an early post, Avatars and Cultural Creole, on the challenge persistent on-line communities present to anthropology’s theory of culture. 

But first a mini-ethnographic moment.  I went sledding with my kids the other day.  My eldest son’s best friend joined us, along with his older sister.  At first I was sledding with my little daughter as the boys zipped and at times tumbled down the hill on their own.  They started to create a game out of it, imagining they were space ships in battle.  Arguments began to break out over who beat whom and what type of ship each one could be.  A new game quickly evolved as I started to race down on my sled after them—suddenly I became the enemy, trying to torpedo them, hands outstretched as they tried to squirm away.  (To note, the combined rough-and-tumble/Space Wars held no interest for the older sister and was a bit too dangerous for my daughter, so they started hanging out and doing things together.  Play and gender…)  Then the game evolved more, as I went up the other side of the run-off pond where we sled.  First I was a dangerous battleship attacking them.  Tiring more quickly than they did, I finally simply lay there on the flat bottom of the pond and became a battlestar which they could ram with fierce joy. 
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Posted in Cultural theory, Developmental psychology, Learning, Play, Psychological anthropology, Skill acquisition | 1 Comment »

Taking Play Seriously

Posted by dlende on February 19, 2008

When I lived in Nigeria, I used to cross the city of Calabar to visit the defunct zoo, taking food for the animals—a constrictor snake, some crocodiles, a male drill monkey—still trapped in cages.  Jacob, a large juvenile chimpanzee, lived in that zoo in a cage roughly ten feet by ten feet.  As I walked onto the zoo grounds, Jacob would greet me with an exuberant pant-hoot and I would respond back (my Intro to Anthro students are endlessly amused when I demonstrate my pant-hooting skills).  Though I carried food for him, what Jacob most wanted to do was play with me. 

Jacob loved to play tag first, swinging back and forth across the front of his thickly barred cage, sticking a hand out to see if I could catch it.  We would rush back and forth together, Jacob generally favoring the role of being chased.  Then we’d settle down for some tickling.  Believe me, being tickled by a chimpanzee is, I am sure, rather what my boys feel when I get overly excited about tickling them. 

Jacob’s fingers were powerful, and his arms more so, but I made myself laugh in the chortling sound of chimpanzees.  If he got too strong, I could simply let out a sound of pain and he’d stop.  Then we’d get started again, because of course I loved to tickle him back.  I remember times, our heads together, pressed against the bars, his hand at the back of my neck, my fingers digging into his ribs.  It was such fun, yet I never could quite shake the thought in that moment that he could crush my head so easily against the bars. 
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Posted in Animals, Evolution, Learning, Play, Relationships, Skill acquisition, Stress | 1 Comment »

The Neurobiology of Play

Posted by dlende on February 17, 2008

Taking Play Seriously, by Robin Marantz Henig, appears today in the New York Times Magazine.  Henig draws on ethology, neuroscience, and developmental psychology to highlight advances in research on play.  Play strikes many of us as deeply essential, but what the heck is it for?  It’s not precisely clear. 

Today I’ll cover some of the interesting developments about the neurobiology of play mentioned in Taking Play Seriously.  So John Byers first.  Byers is a zoologist at the University of Idaho who noticed that the developmental trajectory of play looks like an inverted U across many species, increasing during the juvenile period and dropping off during puberty.  This pattern corresponded quite well with the growth curve of the cerebellum.  The article summarizes the implications: 

The synchrony suggested a few things to Byers: that play might be related to growth of the cerebellum, since they both peak at about the same time; that there is a sensitive period in brain growth, during which time it’s important for an animal to get the brain-growth stimulation of play; and that the cerebellum needs the whole-body movements of play to achieve its ultimate configuration.

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Posted in Brain Mechanisms, Developmental psychology, Embodiment, Learning, Perception and the senses, Play, Skill acquisition | 2 Comments »

Equilibrium, modularity, and training the brain-body

Posted by gregdowney on January 1, 2008

Blogging on Peer-Reviewed ResearchRetaining one’s balance in movement is one of the more complicated sensory and motor tasks that humans routinely accomplish.  Elite athletic activities make the task of maintaining bipedal locomotion all the more difficult; no other species, I would argue, not even the kangaroo or gibbon, engages in a repertoire of bipedal activities even remotely close to as varied as that of humans.  We walk, run, skip, hop, and combinations of all three; we kick while running, jump over a range of obstacles, cross balance beams and tight ropes, ride unicycles; some of our species even juggle soccer balls, play badminton and volleyball with our feet (no kidding, in Brazil I used to see futevolei — ‘foot-volleyball’ — on the beach… amazing), balance objects on our feet and a host of other activities.  And, in the example I want to start discussing, some of us even invert our bodies and become bipedal on our hands, sometimes to extraordinary effect.

In order to accomplish these sorts of tasks, we use our ‘sense of balance.’  I hesitate to call it a sense, though, because the systems of perception, forms of analysis that we do, and reactions that we use to preserve our equilibrium are actually a complicated system, a set of shifting constellations of interio- and exterioceptions, differently weighted and compared depending upon our environment and task, and a host of active patterns of physical compensation, most of them only vaguely conscious, at best, that keep us upright.  Equilibrium is a perceptual-motor system in the sense discussed by James J. Gibson (1979), perhaps even more baroque the visual perception system (his favourite example).

Minimally, a brief ecological psychology of balance would need to include at least the following: the vestibular system; information from the visual system including the horizon line, parallax, relation of centre of field of vision to visual references, and movement in peripheral vision; sensations on the soles of the feet as well as at joints and other forms of proprioception; sense receptors at the back of the neck as well as a sense of the head’s alignment in space and in relation to the body; the gravity-resisting muscles, usually those of the lower body, and the reflexes that move them to compensate for perturbations in balance.

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Posted in Developmental psychology, Embodiment, Learning, Neural plasticity, Perception and the senses, Play, Skill acquisition, Sport | 10 Comments »

Avatars and Cultural Creole

Posted by dlende on December 30, 2007

Can video games change the way we think about culture?  Yes!  In the previous posts I’ve explored how the interaction and embodied perception that both designers and players use outlines an area of research for neuroanthropology.  And I’ve dropped plenty of hints that gaming can help us re-think culture.  Today I’ll continue to develop those ideas some more. 

Let’s start with a rather conventional statement on “culture” in relation to this new world of Internet, gaming, and all the rest.  Arturo Escobar, professor of anthropology at the University of North Carolina-Chapel Hill (and better, a Colombian!), has a chapter, “Welcome to Cyberia: Notes on the Anthropology of Cyberculture,” which appears in the book The Cybercultures Reader.    Read the rest of this entry »

Posted in Cultural theory, general, Play, Psychological anthropology | 5 Comments »

Have & Have-Nots in Gaming: Linking Back

Posted by dlende on December 27, 2007

For those of you who think that there is no connection between my posts on video games and my posts on stress and inequality, I beg to differ.  Clive Thompson’s commentary, “Suicide Bombing Makes Sick Sense in Halo 3” helps us see how.  First he writes: 

The structure of Xbox Live creates a world composed of two classes — haves and have-nots. And, just as in the real world, some of the disgruntled have-nots are all too willing to toss their lives away — just for the satisfaction of momentarily halting the progress of the haves. Since the game instantly resurrects me, I have no real dread of death in Halo 3.

 Here we have a direct connection to being in the “wrong” class mentioned by Sapolsky, in this case, the have-nots who get killed so quickly it makes their head spin.  But Clive found his revenge by blowing himself and his enemy up with a plasma grenade—and believe me, the elite players hate to die needlessly.   Clive then makes a further point: 

Even though I’ve read scores of articles, white papers and books on the psychology of terrorists in recent years, and even though I have (I think) a strong intellectual grasp of the roots of suicide terrorism, something about playing the game gave me an “aha” moment that I’d never had before: an ability to feel, in whatever tiny fashion, the strategic logic and emotional calculus behind the act.

 Understanding that moment in the aha fashion, the feel of it for the player, is central to our understanding.  And there’s the link to the American Dream post, for Bob Herbert highlights the combined effect of the person caught without a dream in an increasingly difficult American reality.

Posted in general, Inequality, Play | Leave a Comment »

MMORPG Anthropology: Video Games and Morphing Our Discipline

Posted by dlende on December 27, 2007

By Daniel Lende

World of Warcraft is a MMORPG.  And what is that, you ask?  A  massively multiplayer online role-playing game, in this case the most successful one in existence.  It is run by Blizzard Entertainment, based on fantasy role-playing (i.e., swords and sorcery), and has more than 9 million subscribers worldwide.  These subscribers pay a monthly fee (currently $14.99 if you pay month-to-month) and for that, Blizzard says, “thousands of players adventure together in an enormous, persistent game world, forming friendships, slaying monsters, and engaging in epic quests that can span days or weeks” in the realm of Azeroth. 

Blizzard has built a game that appeals to both causal and persistent players, though most of its monthly income is derived from people who put in lots of hours (Ducheneaut et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/281).  It relies in part on an underground economy, including Chinese “gold farmers” (http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html) to help create some of the in-game wealth that rich players can then utilize in achieving higher and higher levels and better and better items and spells.  Besides the joys of “leveling up” and coordinating massive attacks on either mythical monsters that no one hero can slay alone or on other “guilds” of human players in Azeroth, research has shown that “in keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop (Williams et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/338 ).” 

They also piss each other off.  One of the main draws of Wow is PvP, person versus person play.  Just as with first person shooters, there is plenty of fun in the single-player game, the mastering of a particular level or killing a “boss” (a hard monster or enemy), but a lot of the persistent fun is in making those rag dolls fly—in winning “the game” when playing against others.  A new art form has developing in filming these encounters: “the proliferation of players, clans, Web sites, and community forums for creating, consuming, and commenting on WoW movies is remarkable” (Lowood 2006; http://gac.sagepub.com/cgi/content/short/1/4/362 ).  The one I will talk about today has been seen over two million times on YouTube. 
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Posted in Cultural theory, Play, Psychological anthropology, Video Games | 12 Comments »

Video Games and Cultural Perception

Posted by dlende on December 24, 2007

First, a shout out to all the faithful readers in cyberspace on the Eve of Christmas.  (Yes, yes, I know, my first post went up a week ago.)  Have a great Holiday! 

Now let me get on with gaming and culture.  Today I want to talk about how gaming illustrates the need to rethink what we mean by the concept “culture.”  The traditional concept of culture is generally seen as something all around us, shaping our every move—Geertz’s system of symbols, where humans are caught up in webs of cultural meaning.  Even in the wake of 1980s and 1990s post-modern critique, we are still left with rather homogeneous and causal views—for example, Bourdieu’s habitus, derived from class and used an explanation for the differing tastes and behaviors of different groups of people; or the emphasis on discourses or ideologies that people cannot escape, so that discourses on gender and race seemingly define who we are and, in making that definition, provide others with power over us. 

Greg has already started the critique.  Here’s what he writes in his post Mirror Effects in Neurons Learned?: 

“The evidence from the brain sciences does not support the assumption that all implicit learning has ideational foundations or backing, but most models of culture really do not allow for motor learning to exist on its own as a relevant category of culture. I know, some will try to call me out on this and argue that late Pierre Bourdieu’s notion of the habitus is really a motor learning theory, but the fact that he has to assume that there is either a sociological structure (class) or cultural structure (a kind of crypto-structuralist cognitive set of categories) behind all action suggests that it is, ultimately, either a sociological- or cognitive-determinist model, not one that allows motor realms any autonomy.”


So, how about some gaming autonomy?  Let me turn once again to my trusty Game Informer in its January 2008 edition.  In yesterday’s post, I talked about how games offer us an immersive and interactive experience.  I want to expand on that post by focusing specifically on how designers utilize something close to the concept of “culture” as one part of how to make games immersive and involving.  In the feature article on the first person shooter Tiberium, which builds off the real-time strategy franchise Command & Conquer, the article goes: 
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Posted in Cultural theory, general, Play, Psychological anthropology, Uncategorized | 4 Comments »

Video Games: The Neuroanthropology of Interaction

Posted by dlende on December 23, 2007

By Daniel Lende 

We’re getting near Christmas, so today I want to talk about something fun—video games.  I also want to make the case over today and tomorrow for video games as a great place to apply neuroanthropology.  Writing these two blogs will also be my lame gift to myself, a way to vicariously enjoy a genre that can be entirely too addictive for me.  No Bioshock for Daniel this Christmas.  I’ve sworn off games until the summer…  (You do know, of course, that addiction is generally characterized by relapse, so if I start writing about Bioshock, Crysis, or The Witcher in the near future, feel free to give me crap about that.) 

This week I read cover-to-cover the new Game Informer, “The World’s #1 Computer and Video Game Magazine.”  In the Connect Opinion piece, Geremy Mustard has written an article “Small is Beautiful” on developing small-sized games for the Xbox Live Arcade.  As he noted, the “development process for XBLA games is not all that different from making any other game—except it’s smaller.”  In particular, the games are capped at 50 megabytes.  “That is not very much space—it is about the same size as just a few minutes of compressed video.” 

Mustard then highlights what he sees as the crucial challenge that this limited size places on the game developer:  

“With smaller file sizes game designers are forced to focus on the true essence of a game. What makes it fun? What makes it unique? Why would I want to play this? These are questions that any design team needs to ask throughout production. When making games for more casual audiences, other questions may include: How fast does the game hook the player? Is it simple to pick up and play? Is it deep enough to play again and again? We found it very helpful to let various types of gamers play the game [Undertow] at different stages of production and watch their reactions. When were they frustrated? Obviously, the more times developers can iterate a game to reduce frustration and increase enjoyment, the more fun that game will be. The fact that everyone on our team still loves playing Undertow tells me that we may have found that elusive fun factor.”

 In other words, the developers are focused on the on-going interactive experience with the game—that is the crucial thing for them to both develop and understand.  They do that by asking themselves questions, having different types of people play to get feedback, and following a certain cultural script they surely have for “the true essence” of a particular type of game.  (On a side note, some companies are also turning to “neuromarketing” to get insight into this process.) 
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Posted in general, Play, Uncategorized | 2 Comments »

 
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