A term coined by science-fiction editor John W. Campbell, Jr. to denote a combination of radionics and psi phenomena. His editorial "The Science of Psionics," published in the February 1956 issue of his magazine Astounding Science Fiction, discussed "psychic electronic machines." One such machine was invented by Thomas G. Hieronymus (U.S. Patent No. 2,482,773) and resembles the black box of radionics. Campbell described the machine in an article later that year. Campbell is also remembered as the publisher of L. Ron Hubbard 's initial article introducing Dianetics to the public.
Sources:
Campbell, John W., Jr. "Psionic Machine-Type One." Astounding Science Fiction (June 1956).
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.
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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]
Psionics as a practice has been becoming more and more common. Many communities exist on the internet claiming to be psychic and to be able to instruct their members in the ways of psychokinesis and ESP, the first of which being Psi Palatium in 1997. One belief that distinguishes them from other types of psychic groups is that they believe that psi is a type of cerebral energy manifested in the form of thoughtforms; in their terminology, constructs. They believe that the abilities, tasks, or traits these thoughtforms are subject to the thoughts of the creator. The exact origin of this belief is quite vague, but it appears to have taken off during the late 20th century. [5] [6]
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.[7] 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).
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.[9] 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.
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