OVERVIEW 3
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The Game Gene Theory
by Geoffrey R. Hamilton 

part three of three


21) Games are chosen but, generally, they are chosen arbitrarily, they overlap each other and are limitless.

22) The usefulness of game playing to individual survival derives from the resultant emotional rewards or warnings which become the currency used to purchase 'items' relevant to survival and help give the illusion of value and reason to those purchases.

23) Some of the most important emotions to existence, and those which indicate that one's games are vital, are boredom, interest and curiosity. In a world with all the wealth and love anyone could use, these simple emotions, and others like them, would still need to be appeased. One can have too much money, sex, love, food and power, but not of games in general.

24) To play a game, a life must survive long enough to achieve incidental values on its path towards the goal. The specific goals are not actually very important to life except as stepping stones to further games. Satisfaction is rare as a result.

25) The perception of winning and losing informs the emotions, contexts are manipulated to decide winners and losers (more on that later). Emotions are associated by a solipsistic life form towards a situation. Intelligence faultingly systematizes the memory of the emotional associations made towards a game into values. Mistakes by the rational aspect can be useful. All mistakes have positive and negative value. Again, values become goals and rules for future games.

26) Some goals, like touch, warmth and nourishment are genetically instructed as starting positions. Other goals are created from the emotional reaction to games. The de facto genetic goal of existence is death and the de facto metaphysical goal of all life is extinction. To 'win' at life is to die, or to be extinct. But these last goals are not necessarily the goals of games, though they can be.

27) Genetic starter values, like touch, will still allow a variation in the games of individuals even when they are in identical situations. Competition between identical life-forms in games helps counter genetic similarity and creates more variation. Finally, the situation (or environment) will create further variation. These three forces (games, genetics, situation) help create the variation in all life-forms. Dualism as a concept is a mistake. There are no opposites, only variations used in contexts where such 'dualistic' contrasts are created for game purposes.

28) Values, through genes, games and environments, are accidental and arbitrary even if they aide survival - survival is not important.

29) The reason values are arbitrary has to do with the overall problem with identifying anything in a context. Contexts are ongoing games that, usually, must be conventional in order to work - that way they will allow only certain kinds of thoughts to make sense. The problem is that there cannot be a single natural context for anything that a life conceives. There is no possibility of accumulating all contexts, aspects and truths and presenting them with an exact and fair communication all at once so that the one context that is the most useful, according to the specific game being played, is the context chosen. Also, a later additional context in that game may prove that the context chosen originally was a failure. There is never a single natural context.

30) Values, in all contexts, are essentially arbitrary and so too is its derivative ethics. Actions considered to be 'good' are invariably neither good nor evil. Any act, can be considered useful or not useful depending on the game being played. For example, the killing of a person, in various games, though with identical methods used, will be called murder, execution, casualty, hunting, ritual, mercy, heinous act, self defense, or any number of other things. However, always there are other people's parallel games in play which make the 'murder' then an act of 'self defence' -- you kill a neighbour for fun then discover he intended to kill you and so it becomes justifiable homicide. The games may stop there but the causal chain continues infinitely. It is likely that the murder will immeasurably cause further 'good' and 'evil' as time goes on. When a game player says an act is good or evil it is just using a deliberately chosen context in order to win its game.

31) Politics is ethics, ethics is politics. Both are economics. Any systematic study of value, including sociology, political science, or any moral teaching is only a sphere of economics. Regarding morality, experiments will show that anything can be called evil and almost anyone will believe it. Call a rock evil frequently enough and those who listen to it can be made to believe it.

32) The idea that there are genetic diseases, disorders or handicaps is mistaken, these factors are part of the individuation process of genetics and the environment which can be made useful depending on the games that are played, and depending on the accidents of life.

33) Winning games against others, and gaining value for oneself during games, potentially increases the power of an individual for later games.

34) Power actually comes through game incidents and also determines which context becomes acceptable to groups. Power is expressed through ideas and physical force. War is as natural as rain, but manipulation of contexts is always the key.

35) Individual life forms constantly form cooperative and competitive arrangements with other individuals. Co-opetition is a word describing the inseparable quality of these ideas. Co-opetition is exemplified by arm wrestlers who wrestle with their right arms and, with their left, hold hands underneath the action in order to help brace each other. This co-opetition is the same for all games with an opponent - there is always an element of cooperation in competition. Coercion is relevant and changes co-opetition only insofar as it informs individuals of unappreciated values through warnings.

36) The process that arrives with the ongoing co-opetition of solipsistic life forms is similarto evolution except that there is no hint of progress and survival is not the issue, it's just a by-product. Things simulate each other and, like a rumour, eventually are distorted away from recognizable forms. (Also see Self Directed Mutation.) The actions that are taken are games, and lack of purpose is recognized -- this process is called Simolution.

37) No purpose is served by life's existence except in the context of a games. Successful reproduction is irrelevant accept in the context of someone's game and absolute progress by any life-form is a fantasy. Reproduction, or survival, will never be the ultimate goal of life in general. The idea that some life-form's survival 'instincts' are hardwired or that survival genes inform our every action are false: plenty of examples - from celibacy, to abortion, to suicide, to reckless heroism, to risk taking sports - shows us that survival cannot be the goal of all life, so it is the instinct of none.

38) The whole concept of a species hierarchy in life is also meaningless. There is no 'king of the beasts ' or 'stewardship' on earth. Depending on how you define 'top of the heap', at any given moment trees, insects, viruses, fungi, bacteria, humanity, robots, blood cells, or Bill Gates can be considered tops. Power does grow relative to the game, or games, played but, in general, power does not increase and, besides, death is the de facto goal of life. Nearly anything can have 'more' power given the right context, accident or game-move. Sometimes even a rotting corpse can be more powerful than a man in a tank.

39) That we are just matter in a cause/effect universe is as true for life as it is for other matter. Chaos theory, or just the observation of anything, shows that nothing goes on exactly as it did before, so therefore nothing is perfectly predictable. Life may be only matter (the supernatural may also be just matter), but this does not prevent it from initiating an event or action. For illustration -- say an explosive device is set to go off when the heat of a car engine reaches 30c. What was intended by this set up was for the working engine to cause the heat to rise. But instead of the engine doing the job the sun did, or a garage heater, or block heater, or a house fire, or any number of other things thus ruining the intension. These things may have never happened before in the history of the world but they do and often (Murphy's Law). The device goes off at the wrong moment and while cause/effect can still be said to be in play, it is still the device that non-spontaneously initiated a unique action. This is why things are not perfectly predicable. Life is only a material device with one extra level of cause/effect, a sense of self.

40) This game gene theory can be borne out in the observation of the activities of all life forms. It is basically relativistic, as absolutes are context created illusions relative to the known universe.



For further understanding, read articles. ESSAYS