<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: Apple&#8217;s App Store: The Paranoid Theory	</title>
	<atom:link href="https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
	<lastBuildDate>Tue, 05 Jan 2010 14:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55342</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Tue, 05 Jan 2010 14:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55342</guid>

					<description><![CDATA[Ah, now I see what you are saying, Olivier. True - it does seem to be fundamentally unpredictable.]]></description>
			<content:encoded><![CDATA[<p>Ah, now I see what you are saying, Olivier. True &#8211; it does seem to be fundamentally unpredictable.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Olivier Lejade		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55329</link>

		<dc:creator><![CDATA[Olivier Lejade]]></dc:creator>
		<pubDate>Sat, 02 Jan 2010 15:56:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55329</guid>

					<description><![CDATA[Actually, I was trying to say that Apple&#039;s ambiguous rules allows for *some* weird content to slip through and get on the iPhone while I&#039;m not sure I can say the same about other distribution channels...]]></description>
			<content:encoded><![CDATA[<p>Actually, I was trying to say that Apple&#8217;s ambiguous rules allows for *some* weird content to slip through and get on the iPhone while I&#8217;m not sure I can say the same about other distribution channels&#8230;</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55328</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 30 Dec 2009 19:40:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55328</guid>

					<description><![CDATA[Olivier,

Good point - ambiguous rules and arbitrary punishment are surely hurting games across all controlled distribution channels.

The App Store is just a particularly high-profile example, but it is perhaps especially interesting because most everyone seems to have interpreted as incompetence on Apple&#039;s part, rather than a deliberate policy.]]></description>
			<content:encoded><![CDATA[<p>Olivier,</p>
<p>Good point &#8211; ambiguous rules and arbitrary punishment are surely hurting games across all controlled distribution channels.</p>
<p>The App Store is just a particularly high-profile example, but it is perhaps especially interesting because most everyone seems to have interpreted as incompetence on Apple&#8217;s part, rather than a deliberate policy.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Olivier Lejade		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55327</link>

		<dc:creator><![CDATA[Olivier Lejade]]></dc:creator>
		<pubDate>Tue, 29 Dec 2009 13:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55327</guid>

					<description><![CDATA[Hey Jesper,

I agree that ambiguous rules + arbitrary punishment = self censorship and that there is not enough objectionable/offending/subversive content going around in games. But why single out Apple?  Isn&#039;t the same thing going around everywhere in the industry? Seen anything worthy of mention on Nintendo/Sony/MS hardware? I mean apart from the glorified ultra-violence which seems to benefit from a weird consensus that it&#039;s okay. In games you can kill cops and steal cars anytime you like but if you ever happen to have sex with a prostitute, there&#039;s a class action suit waiting for you... There&#039;s a puritanical straitjacket restraining games and it&#039;s in people&#039;s head not just because of a single company. I think Apple policies are stupid an unfair but no more than any other proprietary hardware maker. In fact, there might even be more racy content on the iPhone than on any other gaming platform...]]></description>
			<content:encoded><![CDATA[<p>Hey Jesper,</p>
<p>I agree that ambiguous rules + arbitrary punishment = self censorship and that there is not enough objectionable/offending/subversive content going around in games. But why single out Apple?  Isn&#8217;t the same thing going around everywhere in the industry? Seen anything worthy of mention on Nintendo/Sony/MS hardware? I mean apart from the glorified ultra-violence which seems to benefit from a weird consensus that it&#8217;s okay. In games you can kill cops and steal cars anytime you like but if you ever happen to have sex with a prostitute, there&#8217;s a class action suit waiting for you&#8230; There&#8217;s a puritanical straitjacket restraining games and it&#8217;s in people&#8217;s head not just because of a single company. I think Apple policies are stupid an unfair but no more than any other proprietary hardware maker. In fact, there might even be more racy content on the iPhone than on any other gaming platform&#8230;</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55303</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 17 Dec 2009 20:10:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55303</guid>

					<description><![CDATA[And that&#039;s why dictators enjoy ambiguity - does wonders for self-censorship.]]></description>
			<content:encoded><![CDATA[<p>And that&#8217;s why dictators enjoy ambiguity &#8211; does wonders for self-censorship.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Brennan Young		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55302</link>

		<dc:creator><![CDATA[Brennan Young]]></dc:creator>
		<pubDate>Thu, 17 Dec 2009 19:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55302</guid>

					<description><![CDATA[I think you hit the nail on the head, but you missed the most important clause of all: We do not discuss the existence or non-existence of any rules of exclusion.

(Inspired by R.D. Laing, who put it thusly:)

Rule A: Don&#039;t. 
Rule A1: Rule A doesn&#039;t exist. 
Rule A2: Do not discuss the existence or non-existence of Rules A, A1 or A2.]]></description>
			<content:encoded><![CDATA[<p>I think you hit the nail on the head, but you missed the most important clause of all: We do not discuss the existence or non-existence of any rules of exclusion.</p>
<p>(Inspired by R.D. Laing, who put it thusly:)</p>
<p>Rule A: Don&#8217;t.<br />
Rule A1: Rule A doesn&#8217;t exist.<br />
Rule A2: Do not discuss the existence or non-existence of Rules A, A1 or A2.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55290</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Fri, 11 Dec 2009 16:20:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55290</guid>

					<description><![CDATA[Full disclosure: I got the argument about excessive random punishment from a Raph Koster talk a few years ago. I am pretty sure the data is out there for humans. Looking for it.]]></description>
			<content:encoded><![CDATA[<p>Full disclosure: I got the argument about excessive random punishment from a Raph Koster talk a few years ago. I am pretty sure the data is out there for humans. Looking for it.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Philip Tan		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55288</link>

		<dc:creator><![CDATA[Philip Tan]]></dc:creator>
		<pubDate>Fri, 11 Dec 2009 03:07:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55288</guid>

					<description><![CDATA[Martin Seligman did some experiments in 1967 on dogs that showed that, when subjected to seemingly-random electric shocks that they could not control, the dogs demonstrated learned helplessness. Even when introduced into a situation when they could escape the shocks, the dogs would just whine and bear it.

It works the other way too... I think B. F. Skinner did some experiments in the 1950s that in which random rewards were pretty effective in producing systematic behavior in lab animals.

However, I&#039;m not sure if there exists any material that proves that such findings are applicable to humans.]]></description>
			<content:encoded><![CDATA[<p>Martin Seligman did some experiments in 1967 on dogs that showed that, when subjected to seemingly-random electric shocks that they could not control, the dogs demonstrated learned helplessness. Even when introduced into a situation when they could escape the shocks, the dogs would just whine and bear it.</p>
<p>It works the other way too&#8230; I think B. F. Skinner did some experiments in the 1950s that in which random rewards were pretty effective in producing systematic behavior in lab animals.</p>
<p>However, I&#8217;m not sure if there exists any material that proves that such findings are applicable to humans.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Izdelava spletnih strani		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55287</link>

		<dc:creator><![CDATA[Izdelava spletnih strani]]></dc:creator>
		<pubDate>Thu, 10 Dec 2009 13:20:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55287</guid>

					<description><![CDATA[I don&#039;t agree Jesper that the strong punishment is the best to change ones behaviour. Have a 3 year old and did some punishment tricks and they weren&#039;t succesfull.

As of Gaming policy. I always was confused how US government can be calm at guns, crime and so, but when i comes to nudity, all hell broke loose. I think here in Europe we are more tolerant towards nudity and sex.]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t agree Jesper that the strong punishment is the best to change ones behaviour. Have a 3 year old and did some punishment tricks and they weren&#8217;t succesfull.</p>
<p>As of Gaming policy. I always was confused how US government can be calm at guns, crime and so, but when i comes to nudity, all hell broke loose. I think here in Europe we are more tolerant towards nudity and sex.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/12/09/apples-app-store-the-paranoid-theory/comment-page-1/#comment-55286</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 10 Dec 2009 02:29:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=827#comment-55286</guid>

					<description><![CDATA[Ooh, you are asking for such precise terminology.

I certainly recall that there is research saying that semi-arbitrary but strong punishment is the best way to shape people&#039;s behavior - this seems to be such a case, doesn&#039;t it?]]></description>
			<content:encoded><![CDATA[<p>Ooh, you are asking for such precise terminology.</p>
<p>I certainly recall that there is research saying that semi-arbitrary but strong punishment is the best way to shape people&#8217;s behavior &#8211; this seems to be such a case, doesn&#8217;t it?</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
