Psionics 

Psionics is the study and/or practice of using the mind to induce paranormal phenomena. Examples of this include telepathy, telekinesis and other workings of the outside world through the psyche. The topic is widely discussed in fiction.

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".12

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.3

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 fantasy4. 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).

See also: List of comic book superhero powers

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, Psi-Ops: The Mindgate Conspiracy, EarthBound or X-COM), 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.

Types

Psionic abilities may be categorized into three types:

First Person Psionics [I] - This type of Psionic ability is personal, as in it is useful only to the user:

Second Person Psionics [You] - This type of Psionic ability can be interpersonal, as in useful or effectual against more than one person:

Third Person Psionics [Them] - This type of Psionic ability can be confrontational, as in useful or effectual against more than one aggressive person, or may affect target objects:

[These and other concepts such as geokinesis (earth manipulation) and hydrokinesis (water manipulation), are generally seen as variations of telekinesis overall.]

See also

References

  1. ^ Glossary of Psi (Parapsychological) Terms (L-R)
  2. ^ The History of Psi
  3. ^ Psionics
  4. ^ Poul Anderson, Magic and psionics however, are two different subjects "Fantasy in the Age of Science", p 270, Fantasy ISBN 48-51518
  5. ^ http://www.wizards.com/d20/files/v35/PsionicClasses.rtf