Index

Acetabula et calculi, 76

Active misdirection, 40, 41

Aesthetics, 227

Agency, experience of, 165–167, 221

Agnosia, 124

Alief, 15, 16

Amnesiac barrier, 177

Amodal absence effect, 117–120

Angels, 56

Animal magnetism, 175, 176

Animals’ experience of magic, 25

Anterior cingulate cortex, 19

Anxiety, 205

Applied magic, 189–216

Architecture, 202

Artificial intelligence, 224, 225

Assistants, 231

Assumptions, manipulating, 45

Attentional distraction, 36

Attentional misdirection, 44, 45, 82–85, 92, 221

Auditory attention, 93

Autism, 109, 128

Availability heuristic, 71

Bayesian inference, 48–50

Behaviorism, 211

Belief systems, conflict between, 15, 16

Bistable images, 104

Black light theater, 79

Blind spot, 80–82

Bottom-up control, 88

Breathe Magic, 205, 206

Bullet Catch, 196

Butterfly effect, 150

Camouflage, 196, 197

Cartesian theater, 78

Causality, inference of, 32–34, 166

Cellini, Jim, 75, 76

Central Intelligence Agency (CIA), 154, 197

Change blindness, 94, 95, 137, 168, 220, 221

Chaos theory, 150

Chicago Multiplying Billiard Balls Routine, 115, 116

Children

experience of magic and, 21–25

magical thinking and, 62, 63, 66–70

Choice blindness, 169

Chronophotograph, 209–211

Clippy, 90

Cognitive conflict, 19–21, 24, 25, 50, 51

Cognitive psychology, 96

Collaboration, 143

Compatibilism, 149

Computational approaches, 225

Conjurer, The (Bosch), 76, 77, 195

Conjuring illusions, 207, 211

Conscious experience, gaps in, 75–99

Contagion, law of, 61–64

Continuation, law of, 111–115

Control, 70, 71, 193

Control groups, 178

Convincer, 50

Copperfield, David, 15, 101, 102

Creating magic, 27–51

Creativity, 203, 204

Cups and Balls routine, 76–78, 91, 194, 195, 201

Dead, communicating with, 53–55

Death Saw, 101, 102

Deception, 5–7, 192–198, 236

Depth perception, 105, 106

Design, 201, 202

Determinism, 148–151

Disappearing Lady, The, 199, 200

Disney, Walt, 17

Distancing–embracing theory, 227, 228

Dorsal stream, 125

Dorsolateral prefrontal cortex, 19

Downs Palm, 119, 120

Drugs, mind control and, 154

Dualism, 78, 149

Dual reality, 47, 48

Egg Bag Trick, 38

Egg trick, 1–3, 9

Einstellung effect, 39

Electronic switching system, 193, 194

Emergence, 150

Emotional belief, 15

Enjoyment of magic, 225–230

Episodic memories, 134

Ether, 27–29

Ethereal Levitation Illusion, 27–29

Extroverts, 7

Eye gaze, 40, 91, 123

Eyewitness testimony, 144

False memories, 140–142

False solution, theory of, 38, 39, 48, 214

Female magicians, 230–234

Film, 198–200

Flashbulb memories, 138

Flash-Lag Effect, 126, 127

Flustration Count, 214

Focus groups, 223, 224

Forcing, 30, 31, 35, 151–153, 160, 166, 167, 170, 201, 209, 214, 221

Forgetting, 135–137

Fovea, 85–88

Fox, Margaret and Kate, 53–55

Free will, 148–152, 160–170, 209, 221, 237, 238

French Drop, 22–24, 41

Functional magnetic resonance imaging (fMRI), 18

Future, seeing, 121–129

Gambling, 73, 74

Gang members, 206

Geller, Uri, 13

Gender, 230–234

Gestalt laws, 111–114

Grand Canyon Skywalk, 16

Grouping principles, 111–114

Heavy Box, 196

Hemiplegia, 205, 206

Hemispatial neglect, 157, 158

Hollow Mask Illusion, 108, 109, 125

Homeopathic medicine, 61, 62

Houdini, Harry, 13, 193

Human–machine interaction, 192–194

Human plank, 173, 174

Humor, 226, 227

Hypnosis, 170, 171–188

Ideomotor movements, 161, 162

Illusions, 7–9, 35, 102–110

Imagination, 142

Impossibility, 17–20

Inattentional blindness, 93–96, 157, 208, 220, 221

Indian Rope Trick, 131, 132

Intellectual belief, 15

Introspection, lack of, 167–169

Introverts, 7

Kahneman, Daniel, 71, 72

Kanizsa Triangle, 111

Learned automatic processes, 186, 187

Learning and education, 203–206

Lies and lying, 6, 7

Long-term memory, 134

Magical thinking, 55–74

Magic conventions, 4

Magician’s choice force, 153

Magician’s Conviction, 41

Magician’s force, 151–153

“Magic stuff,” 29–34

Magnetic therapies, 175, 176

Masking, 42–44

Mechanical Turk, 189–191

Memory, 45, 59, 60, 133–135, 221

Memory illusions, 131–145

Memory misdirection, 135–137

Mental illness, 57

Mentalism, 30, 229

Mesmer, Franz, 175, 176

Mind control

magician’s force and, 147–170

through hypnosis, 171–188

Misdirection, 25, 35–51, 82–85, 91–93, 96, 198, 214

Misremembering, 139–140

Mobile phone use, 98

Müller-Lyer Illusion, 8

Multitasking, 98

Nature of magic, 1–26

Necker Cube, 104

Negative emotions, 226–228

Negative hallucinations, 208

Neodissociation theory, 177

Neural Activation Mapping project, 163–165

Neuroimaging, 185, 186, 213

Neurolinguistic programming (NLP), 31

Neurological activity, 162, 163

Neuromagic, 212, 213

Neuroscience, 18–20

Newton’s laws, 149, 150

Nonstate theories, 176, 177

Objective measures, 222, 223

Object permanency, 22–24

Obsessive-compulsive disorder (OCD), 57

Openness, 236, 237

Optic nerve, 80

Ostrich Effect, 7

Ouija boards, 161, 162

Paddle Move, 42

Pain management, 205

Palming, 3

Passive misdirection, 40

Patter, 232

Peekaboo, 23

Pepper’s Ghost, 107, 108

Perception

gaps in, 79–81

interpretation and, 104–105

memory and, 133

Perceptual illusions, 106–120, 214

Peripheral vision, 86

Phantom Vanish, 127, 128

Physical misdirection, 40–42

Piaget, Jean, 22–24, 66

Pick a Card Trick, 30, 31

Pictures, 65

Placebo effect, 62, 178

Poacher’s Pocket, 195

Political deception, 194–198

Positive hallucinations, 208

Positron-emission tomography (PET), 185

Practice, 4

Prestige, The, 46

Priming, 14, 148, 151, 154–160

Project MKUltra, 154

Pseudoexplanations, 29–34

Psychological misdirection, 40–42

Psychology of magic, 1, 2, 5, 211–214, 218

Psychometric testing, 223

Quantum mechanics, 150

Real magic, belief in, 53–74

Real-simulator design, 179–182

Real-world deception, 194–198

Religion, 56

Representational momentum, 127

Robert-Houdin, Jean-Eugène, 27–29, 195, 196, 217, 218

Royal Commission of Inquiry into Animal Magnetism, 175, 176

Ruse, 41, 46, 47

Saccades and saccadic suppression, 84, 85

Schizophrenia, 57, 109

Science of magic, 207–216, 219–225

Science of Magic Association (SOMA), 216–218

Scientific method, 224, 233

Séances, 54, 55, 59, 60, 160, 207

Shell Game, 194, 195

Short-term memory, 134

Similarity, law of, 64–65

Social attentional strategies, 90, 91

Social cognitive theory, 177

Social compliance, 180–182

Social conformity, 143

Source-monitoring errors, 142

Special effects, 10, 11, 200

Speed Cards, 31

Spirits and spiritualism, 53–55, 58–60

Spoon-bending trick, 113, 114

Stage hypnosis, 172–174, 177

State theories, 176, 177

Stereopsis, 106

Stocking experiment, 168

Streets of Growth, 206

Stroop task, 186, 187

Subliminal perception, 154–157

Subliminal persuasion, 154–160

Supernatural forces, 11–14

Superstitions, 57–60, 70–73

Suspension of disbelief, 14, 15

Symmetry, principle of, 112, 113

Sympathetic magic, 61–65

Table turning, 160, 161, 207

Temporal misdirection, 41

Thinking, Fast and Slow (Kahneman), 71, 72

3-D effects, 106

Too-perfect theory, 46, 164

Topit, 195

Turning the Tables, 8, 9

Twelve Magicians of Osiris, 225

User illusion, 70, 192

Vanishing Ball Illusion, 121–124, 127, 128, 141, 142, 211

Video games, 201

Virtual reality (VR), 201

Visual saliency force, 152

Visual system/perception, 80–90, 103–106, 110–113, 122–129

Voodoo magic, 64

Water trick illusion, 10, 11

Well-being, 202–207

Wonder, 20

Zig Zag Illusion, 114