1. Detection Stage
One of the most fascinating things about Art is also one of its barriers: depth. It brings the difficulty of accesing artworks which are not in our level. In the same way there is a consensus that Ulises is a masterpiece in literature, also it’s clear that is not a book for somebody who is initiating in this art, for whom Harry Potter would be more suitable. Art in some way is like entering the biggest library in the world, get fascinated for all the wonders inside, but finally don’t read anything because there are no accesibility standard. What is more suitable for a teenager starting this art? Or for a avid reader middle-age guy who is bored of best-sellers? Book guides are not exhaustive or delimited enough to solve this problem, as they only show works which excels in any way, but they don’t fix all the chaos.
Ultimately, we finally consume only the kind of art that feedbacks our vision of the world or that potentiates our dominant intelligence, something we need to counter if we want to develop new skills and evolve as human beings.
2. Philosophical Stage
Art needs categorization, and a good aproach comes from videogames art (yes, it is an Art). The main distinction in the videogames industry is not between console and PC Gamers, or between men and women, or western and eastern gamers, but between Casual and Hardcore gamers. The formers just want to be entertained with simple games, in a similar way of watching a film or a TV show. The later look for depth, challenge and mastering the game.
The problem within this system is that is way too simple, and offers no evolution possibilities, and no way to satisfy the desire of deepening into this artform when you have already mastered the previous levels. Extending artistic horizons is extending mind horizons. And extending your mind is leveling up as human. Very hardcore gamer reference, I admit.
So this is the objective of the first Play Reality Gamind: to help people to evolve in any artistic discipline. And maybe using that experience to evolve in other arts. But as long as this system is about videogames, let’s focus on them.

3. Gamification Stage
Videogames have becomed so complex that two categories are way too simplistic. I consider more appropiate seven levels, covering three areas:
A. Novice stage:
1. Supercasual (Ej: Puzzle Bobble).
2. Casual (Ej: Tetris).
B. Intermediate stage:
3. Semicasual (Ej: Super Mario Galaxy).
4. Intermediate/Casualcore (Ej: Metal Gear Solid).
C. Advanced stage:
5. Infrahardcore (Ej: Skyrim).
6. Hardcore (Ej: Civilization).
7. Ultrahardcore (Ej: Dwarf Fortress).
We can even go further and make divisions by genre and by the player nature: mental, emotional or instinctive.

4. Action Stage
This Gamind can have the following uses:
- Aplication to determine the player’s level in every genre and every art. One can be UltraHardcore in videogames, InfraHardcore in Music and SuperCasual in Painting, for instance.
- API to allow gamers and press to define the game’s accesibility level and include them in their reviews.
- Tool to plan artistic evolution, once we stablish each level criteria and the number needed hours/games to level up.
- Finally, all these possibilities can lead to a gamers social network. But not a buyers one, like Steam, but a place to share evolution plans and a place in where the players can help each other to deepen into videogames or another art.
5. Trascendent Stage
Once we launch these tools, this Gamind can merge with other ones, like including the evolution in arts as part of a program in self-growth in SelfCraft. We could also use that evolution mechanisms in one art to boost in another one, like using Planescape: Torment for evolving in both RPG and literature, or RockSmith for Music too.
Maybe we can even use this Gamind to create new arts…
This Gamind can also affect the three Scales:
6. Production
Plan of action:





