"It's important to remember that a good third of our visual cortex ... is devoted to literacy, reading. This 5000-year-old cultural invention has usurped a huge chunk of the brain," he said. "One of the trade-offs of this is that people who can read are a little worse at 'quote-unquote' reading the natural world and remembering objects such as plants and animals, because so much of our visual vortex is devoted to letters, syllables and words."
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in title, tags, annotations or urlHowStuffWorks "How Gamification Works" - 6 views
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"Gamification" describes turning real-world situations into games. Gamification is a neologism -- a newly invented term that's becoming commonly used. The word gamification was likely born in the realm of casual conversation to convey the idea of turning something into a game. People like entrepreneur and author Gabe Zichermann, though, have given gamification its own unique definition. Zichermann, a respected authority on gamification and its applications, defines the term as "the process of using game thinking and mechanics to engage audiences and solve problems." In short, he describes gamification as "non-fiction gaming."
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In his 2010 book "Game-Based Marketing," co-authored with writer Joselin Linder, Zichermann defines a related term he coined: funware.
The lost promise of the Internet: Meet the man who almost invented cyberspace - Salon.com - 0 views
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just as the unregulated frontier of the 19th century gave rise to the age of robber barons, so the Internet has seen a rapid consolidation of power in the hands of a few corporate winners.
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Otlet saw the Mundaneum as the central nervous system for a new world order rooted squarely in the public sector.
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That network would do more than just provide access to information; it would serve as a platform for collaboration between governments that would, Otlet believed, help create the necessary conditions for world peace.
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