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Actual Real-Life Role-Playing Games
Actual Real-Life Role-Playing Games
Actual Real-Life Role-Playing Games
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Actual Real-Life Role-Playing Games

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A life gamer shares her philosophy of life and shows how easy it can be to live gamefully and joyfully.

 

You might not know it yet, but you and everyone on Earth are experimental philosophers; building our view on life, and the worlds inside and outside us. We experience, research, and discover these worlds, beginning in childhood and continuing to do so for as long as we live. 

Philosophers have discussed life and games over many centuries, and in most cases, they have seen them as separate entities. In recent times, the benefit of games on our well-being and the prosperity of humanity has been highlighted, but these works still consider reality and games to be utterly different.
This book boldly claims, "Life is a game, and games are life."
It explores the evidence for this statement and extends it to show that anything in life is not only a game but also an actual real-life role-playing game and, beyond that, a Choose Your Own Adventure.
The author of the book also presents three actual real-life role-playing games you can play where you are right now, regardless of the circumstances in your life and how you feel about them and yourself. These simple but unique games will help you return to the joyful path of experiencing life wholeheartedly. 
As you read, you will become aware of the skill sets of a self-anthropologist, kaizen master, and self-motivational game designer, which merge into the synergy of a successful and happy life gamer.
Don't wait any longer: Open this book, and start playing the role-playing game of life.

LanguageEnglish
Release dateDec 9, 2022
ISBN9798215401323
Actual Real-Life Role-Playing Games
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    Book preview

    Actual Real-Life Role-Playing Games - Victoria Ichizli-Bartels

    Actual

    Real-Life

    Role-Playing Games

    A Gamefully Philosophical View on Life and How to Design and Play It

    Victoria Ichizli-Bartels

    Actual Real-Life Role-Playing Games

    A Gamefully Philosophical View on Life and How to Design and Play It

    1st Edition

    Copyright © 2022 Victoria Ichizli-Bartels

    The moral right of the author has been asserted.

    All rights reserved.

    The author is neither a lawyer nor a health practitioner. This book and the content provided herein are based on the author’s opinion, personal experiences, and observations. Every effort has been made to ensure that the content provided in this book is accurate and helpful. However, the author of this book does not dispense legal or medical advice, either directly or indirectly. The intent of the author is only to offer information of a general nature to help you in your quest for physical and emotional well-being. In the event you use any of the information in this book for yourself, which is your constitutional right, the author (who is also the publisher) assumes no responsibility for your actions.

    While the author has made every effort to provide accurate website addresses and other information at the time of publication, she does not assume any responsibility for errors or changes after publication. Further, the author does not have any control over and does not assume any responsibility for third-party websites and their content.

    The author reserves the right to make any changes she deems necessary to future versions of the publication to ensure its accuracy.

    No part of this publication may be reproduced, stored in, or introduced into a retrieval system or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise) without the prior written permission of the author.

    Cover design by Alice Jago

    The eleven icons used on the cover are by the following artists via the Noun Project: wife and husband by Adrien Coquet, scientist and teacher by Amethyst Studio, spoken languages by Chanut is Industries, daughter and editor by Eucalyp, mother by Fahmihorizon, writer by Iconathon, sister by KonKapp, dice by Miguel Rocha, and hourglass by Vectors Market.

    The text in this book, except for the clearly marked quotations, is original. However, the same ideas appear in other books and articles written and published by the author. Many of the respective articles were published on Medium.com. The author maintains the ownership and copyright to that content according to the rules on Medium documented among others under this link: https://policy.medium.com/medium-terms-of-service-9db0094a1e0f.

    The author has joined the Medium Partner Program and gets paid for her writing there. Any other trademarks and brands mentioned in this book are proprietary to their owners and are not affiliated with this document in any way.

    All trademarks and brands mentioned in this book are for clarifying and reference purposes only. Rather than putting a trademark symbol after every occurrence of a trademarked name, the names are used in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book and where the author (and publisher) was aware of that claim, they have been capitalized.

    The sources of the quotations made in the book are given before, after, or in the same places as the quotes in the text. The emphasis inside quotes mirrors the quoted originals unless mentioned explicitly.

    For all readers of my online article The Real-Life Role Playing Games, published in Spring 2020,

    You catapulted this article to the top of the online search for the word combination real life role playing games. Your tremendous interest in it, reflected by the thousands of views and reads, inspired me to explore and write this book.

    Two Quotes to Start the Book

    "All the world's a stage,

    And all the men and women merely players;

    They have their exits and their entrances;

    And one man in his time plays many parts,

    His acts being seven ages."

    ― William Shakespeare, As You Like It

    I am a player. In the process of playing, you can talk about some interesting things.

    — Robin Williams

    1. Life (Introduction)

    Life, she decided as she settled down to sketch a line of foxglove on the banks of the stream, was a wonderful thing. And now, finally, she was beginning to live it.

    — Nora Roberts, Enchanted (The Donovan Legacy series)

    Originally, I wanted to start each chapter of this book with a definition for its title from a dictionary. And for many of the chapters, that is the case. But before starting to write this chapter, I discovered the quote above in a book by my all-time favorite fiction author, Nora Roberts.

    I think it is to the point. The definition of life is unique for every one of us, and sometimes we can perceive it as hard and other times as wonderful. When we settle down and are present with what we do or are at, we can see and appreciate various nuances of life. And we can begin living it.

    But how do we live it? How do we navigate it?

    The answers to these questions were very unclear to me before I started turning my life into games. And the more I learn about games, the more I realize how close games and life — including what we perceive as reality — are in their structure.

    If we give the thought some consideration, we will be able to see that it makes sense. Games are an integral part of our lives and spring out of life. The games we play as humans were created by humans. So, they are a part of us, of our nature.

    But interestingly enough, human culture started treating games as something alien many, many years ago. The famous fable The Ant and the Grasshopper by Aesop¹, which many of us learned in school or even kindergarten, goes so far as to suggest that playing games can be damaging and dangerous, preventing us from working hard enough and threatening our survival.

    I internalized the same and was wary of games for a long time. I resented gamers and their passion for games. I envied and judged game designers for having fun and success with something unimportant and frivolous, as I thought then.

    But my perception changed after I turned writing and, later, many other real-life activities into fun games. I started researching and learning about games. And the more I learned, the more I saw how close games and life are. I also realized that the difference in our treatment of them is purely in our perception of them, which came with cultural development over millennia.

    With the age of games and the younger generations living right now on Earth having them in all areas of their lives, the acceptance of games for learning, inspiration, raising awareness, innovation, and so much more becomes more and more accepted and even welcomed. We hear about gamification, alternate reality games, serious games, game-based education, and so much more.

    I am thrilled that with my work on Self-Gamification — the art, philosophy, and game framework of turning life into fun games —

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