Psionics
From Wikipedia, the free encyclopedia
Psionics is the study and/or practice of using the mind to induce things that would be considered paranormal. Examples of this include telepathy, telekinesis and other workings of the outside world through the psyche.
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[edit] 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] Later, John W. Campbell proposed the term "psionics", from psi (psyche) + electronics (machine), which implied that the powers of the mind could be made to work reliably. Psionics in terms of "the game" and "paranormal" was developed and spread on the internet by supporters of psionics.[3]
[edit] 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..[4] 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 Star Trek Vulcans were given limited telepathic abilities in order to make them appear more alien. Psionic abilities are often displayed by beings who do or are in process of transcending their physical existence (e.g. humans in the SF classic, Childhood's End).
- Telekinesis and precognition, as exhibited by the Jedi in Star Wars for example, are also quite common in fictional psionics.
- In the science fiction TV show Babylon 5, human telepaths are organized into an organization known as the Psi Corps.
- In the anime Akira (and the manga it is based on), psionic powers are a main subject. A secret research project of the Japanese military results in the creation of several psionically gifted children.
- The works of H.P. Lovecraft, of a dark and fantastic nature allude to psionic abilities such as in the residents of K'n-yan. This power often manifests itself in his stories as the ability of powerful creatures such as Cthulhu to induce madness as a sort of overwhelming telepathy in the minds of those who approach him.
- See also: List of comic book superhero powers
[edit] Role-playing and other games
Psionics are used in a wide variety of role-playing games, often as a substitute for magic. In Tolkien-esque 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.[5] 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.
Psionics are a popular device in video games (such as Second Sight or Psi-Ops: The Mindgate Conspiracy), board games (such as Cosmic Encounter) and many other forms of gaming. Typically such powers are used in a context where magic would not fit into the setting in order to introduce super-human, magic-like powers.
[edit] Types of psionics
These are some of the more commonly portrayed varieties of psionic abilities:
- Telepathy: To communicate without the use of physical senses.
- Mind reading
- Thought Communications
- Extrasensory Perception: To perceive objects and events beyond the use of ordinary senses
- Clairvoyance and/or Clairaudience
- Precognition and Premonitions
- Retrocognition
- Remote Viewing, et al.
- Psychokinetic abilities: aka. "mind over matter". Abilities that allow manipulation of the physical environmental and the general elements
- Telekinesis (as in projecting pure force or moving objects via the mind).
- Pyrokinesis (In the specific use of Telekinesis to influence temperature by means of friction)
- Electrokinesis (A manifestation of Telekinesis to create electric sparks also by friction)
- Cryokinesis (Telekinesis used to slow or stop the motion of particles to reduce thermal energy)
- Telekinesis (as in projecting pure force or moving objects via the mind).
- Psycho-Metabolic abilities ("mind over body")
- Accelerated healing
- Environmental resistance
- Pain resistance
- Reactive Adaptation (Mind adapts to a change in environment by adjusting metabolism)
- Theraputic Uses
- Lessening mental instability
- Third-party mediation of internal conflicts
[edit] See also
[edit] References
- ^ Glossary of Psi (Parapsychological) Terms (L-R)
- ^ The History of Psi
- ^ Psionics
- ^ Poul Anderson, Magic and psionics however, are two different subjects"Fantasy in the Age of Science", p 270, Fantasy ISBN 48-51518
- ^ http://www.wizards.com/d20/files/v35/PsionicClasses.rtf
[edit] External links
- Psi-Links : A Psionic Site Directory - Get access to all major websites
- PsionicsOnline.net .: Blogs, Articles, Media and Community
- Psionics Articles Directory
- PsiPog.net: articles and information relating to Psi
- Veritas Society Psi articles
- Psion Guild page containing links to the article pages
- PsiOnline

