Psionics

Psionics refers to the practice, study, or psychic ability of using the mind to induce paranormal phenomena. Examples of this include telepathy, telekinesis, and other workings of the outside world through the psyche.

Contents

History and terminology

B. P. Wiesner and Robert H. Thouless first proposed the term "psi" in 1942 as a more general term to include both extrasensory perception and psychokinesis. The original terminology proposal divided psi into psi-gamma, for cases of cognition, and psi-kappa, for cases of action. These terms were later modified into "passive psi" and "active psi".[1][2]

In 1952, John W. Campbell proposed the term "psionics", from psi (‘psyche’) and the ending -onics from electronics (machine), which implied that the paranormal powers of the mind could be made to work reliably.[3][4]

Fiction

Psionics (used as a term for psychic abilities) in fiction appear in almost as many varieties as magic does, and are often deeply entwined with many related paranormal or science fiction phenomena.

It is often used to endow science fictional characters with abilities, which, if they were called "magic", would make the story fantasy.[5] Psionics usually appear in science fiction or contemporary settings, although it is sometimes seen in medieval fantasy as well (mostly in role-playing games), sometimes with both magic and psionics existing side by side as two distinct phenomena.

The most widely utilized psionic ability in fiction is telepathy, which is often attributed to magical or highly technologically or mentally advanced cultures. As an example, the Vulcans from Star Trek were given limited telepathic abilities in order to make them appear more otherworldly. Psionic abilities are often displayed by beings who do or are in process of transcending their physical existence (such as humankind, in the science fiction classic Childhood's End).

Role-playing and other games

Psionics are used in a wide variety of role-playing games, often as a substitute for magic. In Tolkienesque fantasy games with a magic system already in place, such as Dungeons and Dragons, psionics are often introduced to provide an alternative system that functions differently from existing magic systems.[7] The first role-playing game to use the term psionics was Traveller, published by GDW in 1977, and published in different licensed versions to this day. The game Starcraft had a race called Protoss who are psionic beings.

Psionics are a popular device in video games, board games, and many other forms of gaming. Typically such powers are used to introduce super-human, magic-like powers in a context where magic would not fit into the setting.

See also

External links

References

  1. ^ Glossary of Psi (Parapsychological) Terms (L-R)
  2. ^ The History of Psi
  3. ^ Psionics
  4. ^ Online Etymology Dictionary, Entry for psionic.
  5. ^ Poul Anderson, Magic and psionics however, are two different subjects "Fantasy in the Age of Science", p 270, Fantasy ISBN 48-51518
  6. ^ Robert A. Heinlein, "Part Two: His Preposterous Heritage" and "Part Four: His Scandalous Career", pp 227, 317, etc., "Stranger in a Strange Land", Ace Science Fiction (Ace Books, New York, 1961) ISBN 0-441-79034-8
  7. ^ http://www.wizards.com/d20/files/v35/PsionicClasses.rtf