Endurance game

Last updated
World Eskimo Indian Olympics (2008): A traditional Inuit sport in which the ears are used to pull until one submits. Ear pull.jpg
World Eskimo Indian Olympics (2008): A traditional Inuit sport in which the ears are used to pull until one submits.

An endurance game is a game where the object is to last as long as possible under some sort of stress. The stress might be physical pain, fear, social embarrassment or any other negative sensation.

Contents

The important distinguishing feature of endurance games is that the object is to outlast one's opponents, rather than outdo them in any test of skill. Endurance games are common in schoolyards, as they provide a way for children to establish a pecking-order based on toughness. They are also a feature of hazing rituals in institutions where hazing is common.

One playing an endurance game grants consent to other players' possible harm to oneself. One child justified hurting others during games which require one to do so, saying, "If they know the game then they know what's going to happen." [1]

Among the Inuit, endurance games, "stress the body and test the limits of the individual's psychological and physical endurance," thereby helping, along with other games, to, "prepare children for the rigors of the arctic environment by stressing hand-eye coordination, problem solving, and physical strength and endurance." [2]

Examples

Ethnic games

Electric games

Television

There have been a number of game shows or reality shows which have included tests of endurance. This style of game show was pioneered in Japan such as Za Gaman — "The Endurance" — and there are now several British and American shows which test the contestants in this way.

Film

In Never Say Never Again , James Bond is successful in defeating Maximillian Largo at an electric shock arcade game, Domination, similar to Shocking Duel, so he can pass word to Largo's mistress Domino Petachi that her brother Jack was murdered.

Related Research Articles

<span class="mw-page-title-main">Anxiety</span> Unpleasant state of inner turmoil over anticipated events

Anxiety is an emotion which is characterised by an unpleasant state of inner turmoil and includes feelings of dread over anticipated events. Anxiety is different from fear in that fear is defined as the emotional response to a present threat, whereas anxiety is the anticipation of a future one. It is often accompanied by nervous behavior such as pacing back and forth, somatic complaints, and rumination.

<span class="mw-page-title-main">Fear</span> Basic emotion induced by a perceived threat

Fear is an intensely unpleasant primal emotion in response to perceiving or recognizing a danger or threat. Fear causes psychological changes that may produce behavioral reactions such as mounting an aggressive response or fleeing the threat. Fear in human beings may occur in response to a certain stimulus occurring in the present, or in anticipation or expectation of a future threat perceived as a risk to oneself. The fear response arises from the perception of danger leading to confrontation with or escape from/avoiding the threat, which in extreme cases of fear can be a freeze response.

<i>Philosophical Investigations</i> 1953 work by Ludwig Wittgenstein

Philosophical Investigations is a work by the philosopher Ludwig Wittgenstein, published posthumously in 1953.

<span class="mw-page-title-main">Aggression</span> Social interaction aiming at inflicting harm or unpleasantness

Aggression is a behavior aimed at opposing or attacking something or someone. Though often done with the intent to cause harm, it can be channeled into creative and practical outlets for some. It may occur either reactively or without provocation. In humans, aggression can be caused by various triggers. For example, built-up frustration due to blocked goals or perceived disrespect. Human aggression can be classified into direct and indirect aggression; whilst the former is characterized by physical or verbal behavior intended to cause harm to someone, the latter is characterized by behavior intended to harm the social relations of an individual or group.

In psychology, temperament broadly refers to consistent individual differences in behavior that are biologically based and are relatively independent of learning, system of values and attitudes.

In psychology, theory of mind refers to the capacity to understand other people by ascribing mental states to them. A theory of mind includes the knowledge that others' beliefs, desires, intentions, emotions, and thoughts may be different from one's own. Possessing a functional theory of mind is crucial for success in everyday human social interactions. People utilize a theory of mind when analyzing, judging, and inferring others' behaviors. The discovery and development of theory of mind primarily came from studies done with animals and infants. Factors including drug and alcohol consumption, language development, cognitive delays, age, and culture can affect a person's capacity to display theory of mind. Having a theory of mind is similar to but not identical with having the capacity for empathy or sympathy.

Psychological trauma is an emotional response caused by severe distressing events that are outside the normal range of human experiences. It must be understood by the affected person as directly threatening the affected person or their loved ones with death, severe bodily injury, or sexual violence; indirect exposure, such as from watching television news, may be extremely distressing and can produce an involuntary and possibly overwhelming physiological stress response, but does not produce trauma per se. Examples include violence, rape, or a terrorist attack.

A stressor is a chemical or biological agent, environmental condition, external stimulus or an event seen as causing stress to an organism. Psychologically speaking, a stressor can be events or environments that individuals might consider demanding, challenging, and/or threatening individual safety.

Pain disorder is chronic pain experienced by a patient in one or more areas, and is thought to be caused by psychological stress. The pain is often so severe that it disables the patient from proper functioning. Duration may be as short as a few days or as long as many years. The disorder may begin at any age, and occurs more frequently in girls than boys. This disorder often occurs after an accident, during an illness that has caused pain, or after withdrawing from use during drug addiction, which then takes on a 'life' of its own.

Trading blows or trading licks is an endurance test in which the participants take turns, alternating between administering a blow to an opponent and assuming the agreed exposed position to endure the next one, using the same implement, until only the winner can still bring himself to endure the gradually increasing pain in the progressively tormented target part of their anatomy, which in the interest of fairness should be covered by a common uniform. This can be anything from regular jeans or pants, underwear, and finally, bared (naked) buttocks. As the blows are not given by the same person but by the parties themselves, the strongest-armed one actually has an unfair physical advantage.

Za Gaman is a Japanese television program from the 1980s. It is not particularly well-known or remembered in Japan, but it became famous in other countries, particularly the United Kingdom. This is likely due to its appearance on the British television program Clive James on Television and subsequently Tarrant on TV, under the name Endurance.

<span class="mw-page-title-main">Social rejection</span> Deliberate exclusion of an individual from social relationship or social interaction

Social rejection occurs when an individual is deliberately excluded from a social relationship or social interaction. The topic includes interpersonal rejection, romantic rejection, and familial estrangement. A person can be rejected or shunned by individuals or an entire group of people. Furthermore, rejection can be either active by bullying, teasing, or ridiculing, or passive by ignoring a person, or giving the "silent treatment". The experience of being rejected is subjective for the recipient, and it can be perceived when it is not actually present. The word "ostracism" is also commonly used to denote a process of social exclusion.

Post-concussion syndrome (PCS), also known as persisting symptoms after concussion, is a set of symptoms that may continue for weeks, months, or years after a concussion. PCS is medically classified as a mild traumatic brain injury (TBI). About 35% of people with concussion experience persistent or prolonged symptoms 3 to 6 months after injury. Prolonged concussion is defined as having concussion symptoms for over four weeks following the first accident in youth and for weeks or months in adults.

Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; and is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment. This technology has a demonstrated clinical benefit as an adjunctive analgesic during burn wound dressing and other painful medical procedures. Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD, and shows considerable promise in treating a variety of neurological and physical conditions. Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.

<span class="mw-page-title-main">PainStation</span> 2001 video game

PainStation is an art object and arcade game based on Pong developed by the artists' group "/////////fur//// art entertainment interfaces", with pain feedback.

<span class="mw-page-title-main">Shock collar</span> Dog training device using electrical pain to change behavior

A shock collar or remote training collar, also known as an e-collar, Ecollar, or electronic collar, is a type of training collar that utilizes electronic stimulation to the neck of a dog, at high levels this can cause pain or be extremely uncomfortable or other parts of its body, depending on the desired outcome. These collars incorporate a radio-controlled electronic device and are worn around the dog's neck. Many European countries view shock collars as animal cruelty and have banned their use. The mechanism behind shock collars involve inflicting varying levels and duration of pain, which generates fear and serves as a deterrent for undesirable behaviors. Some models of shock collar models offer additional features such as a tone or vibrational setting that can be used as an alternative or in combination with the shock. Certain advanced collars include Internet mapping capabilities and GPS functionality to track the dog's location or notify the owner about its whereabouts.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

<span class="mw-page-title-main">Broken heart</span> Intense stress or pain one feels at experiencing longing

A broken heart is a metaphor for the intense emotional stress or pain one feels at experiencing great loss or deep longing. The concept is cross-cultural, often cited with reference to unreciprocated or lost love.

<span class="mw-page-title-main">Ear pull</span> Inuit teaching game

The ear pull is a traditional Inuit game or sport which tests the competitors' ability to endure pain, and also strength. In the ear pull, two competitors sit facing each other, their legs straddled and interlocked. A two-foot-long loop of string, similar to a thick, waxed dental floss, is looped behind their ears, connecting right ear to right ear, or left ear to left ear. The competitors then pull upon the opposing ear using their own ear until the cord comes free or the opponent quits from the pain. The game has been omitted from some Arctic sports competitions due to safety concerns and the squeamishness of spectators; the event can cause bleeding and competitors sometimes require stitches.

The Inuit ear pull game is a harsh test of physical endurance....[in which] a thin loop of leather is positioned behind the ears of each of two competitors who then pull away from each other until one gives up in pain.

<span class="mw-page-title-main">Shocking Duel</span>

Shocking Duel is a game of pain endurance in which each player grips one of a pair of connected handles which deliver electric shocks of increasing intensity. The loser is the first player to release their handle.

References

Notes

    Citations

    1. Frankel, Sam (2017). Negotiating Childhoods: Applying a Moral Filter to Children’s Everyday Lives, p.221. Springer. ISBN   9781137323491.
    2. Nanda, Serena and Warms, Richard L. (2013). Cultural Anthropology, p.55-6. 11th edition. Cengage Learning. ISBN   9781285632858.

    Sources