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Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age
- Melvin Beasley
- 1 years ago
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1 Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age Ralph Noble, Ph.D. Associate Professor, Cognitive Science Kathleen Ruiz, Master of Arts Assistant Professor, Interdisciplinary Electronic Arts Marc Destefano Technical Director, Rensselaer A.I and Reasoning Laboratory Jonathan Mintz Game Studies Research Assistant Rensselaer Polytechnic Institute Troy, NY , USA ABSTRACT We advocate a research approach to determining the conditions of engagement in game simulation that is a multi-disciplinary cultural and scientific inquiry at the juncture of psychological, artistic, and programming perspectives. What are the factors that cause some people to become enthralled with detail-oriented simulation game-play, while others are captivated by more abstracted, symbolic styles of play? How are the conditions of engagement influenced by gender, culture, and age? Keywords Research methodology, psychology of engagement, intuition, decision making, gender, culture, real world psychology and game worlds, game aesthetics, game composition, logistics of perception, synthesis of factors INTRODUCTION Problem statement Game designers rarely give a detailed account of the creation process. Rather, they speak of feelings and intuition [1]. While an intuitive approach to game design by experts has been successful, we believe that it will not reliably support extension of the gaming industry beyond its current markets. Our reasoning for this is simple: the people who are usually interested in game design, and wind up becoming game designers, are what Rollings and Adams call the hardcore gamer intense fans who dedicate a significant portion of their leisure time to playing games [2]. These players are marked by their loyalty, dedication, and attention to detail, and represent approximately 10% of the gaming population as a whole which is where the problem lies. The intuition of a hardcore gamer leads the designer to create games for other hardcore gamers, not necessarily the casual gamers, so sought after by the gaming business. 1
2 Since the hardcore game designers rely on their intuition, they wind up making games for the small, but vocal, hardcore game market. Although the methods by which intuitive problem solving are used aren t fully understood, their basic features are well known [3]. Intuitive problem solving is based on relatively automated tools or macros developed through a pattern recognition approach that can take a lifetime to develop, and a key limitation is its dependence on the basic elements of the design problem staying the same. When these change dramatically, this pattern recognition based approach often breaks down. When hardcore game developers focus on the casual gamer market, intuition no longer provides a reliable guide. This situation is directly analogous to the pending crisis in the information technology industry, described by Norman [4]. He indicates that highly technical people develop the newest technology, for use by people who are also technologically sophisticated, and who must accept this new technology to solve their current problems. These individuals are what Norman calls the early adopters and who correspond to the hardcore gamers. At this stage of development, intuitive problem solving is a very effective approach. The designers are working within a very stable and familiar problem space building things for themselves and people just like them. When the technology becomes more stable and more of a commodity, the situation seems to change. Now the market is increasingly composed of non-technical customers, whom Norman calls late adopters, and they correspond to the game market s casual players. There is reason to believe that there are profound differences between core gamers and casual players, and some speculation that what appeals to a core gamer may turn off a casual user. Project goal Our purpose is to create an interdisciplinary dialog about the problems in discerning what the conditions of engagement are, and to present some of the real questions that are needed to develop a tool set to provide answers. We feel it is necessary to scientifically and culturally study casual players from a psychological point of view, to determine what motivates them to initiate and continue playing specific games. We will draw the fundamental research questions we ask from an informed perspective and a rich territory mined by cultural theorists and researchers such as N. Catherine Hales, Mihaly Csikszentmihalyi, Anita Borg, Paul Virilio, Jean Baudrillard, Roland Barthes, Phoebe Sengers and others. Specifically we apply Hales concepts of how art can reveal more about the complexity of conceptual shifts and technological innovations than simply a theoretical scientific approach to the research. She leads us to ask, what happens as we disembody into the immateriality of simulated game space? We look to Csikszentmihalyi s seminal research on flow and the suspension of time in conceptualizing the optimal experience in game simulation and play. How does this occur for some and not for others? Anita Borg s ideas about the non neutrality of technology and tools which are shaped by the values and desires of the creators comes into play as many of the subjects, interface and hardware are specifically constructed by one gender. She reminds us that games are cultural artifacts which reflect social ideologies and belief structures within diverse cultures. Similarly Virilio s and Baudrillard s work in parsing out the virtual and the real, their questioning the departure from duration and the concepts that new technologies have created new logistics of perception come into play. As players dwell in and upon a simulated moment, game simulation is the perfect medium for the 2
3 expression of, and the existence within, the discontinuity of the real. We seek to explore Barths ideas about the invisible signs which support existing power structures and purport to be natural, but are not. We can use these explorations to help measure the meaningfulness or meaninglessness of specific games to various groups and to widen the dialogs about the social and historical conditions these myths obscure. Finally Sengers work will also inform the construction of our research questions. She stresses the exploration of the unique role of information artists who have insight to knowledge communities and are a valuable asset to assessing change. Further she reminds us that game design offers a unique nexus for rethinking how other research might be conceived in the future: trans disciplinary bridges coming from arts, computer science, cognitive science, information technology, literature, communication, and engineering. She shows us that massively multiplayer on line games are grappling with the social, political and aesthetic issues inherent in real worlds. Authorship, conflict resolution and the questions she raises about representation in virtual worlds and the very design of our tools and portals to these simulated spaces are of vital importance to the conditions of engagement. To begin, we will build a taxonomy of games, in order to break down styles of play that would be attractive to different groups. We will examine the differences between gaming worlds and the real world, in order to better describe how to adapt psychological research of people in the real world to players exploring virtual worlds. We will describe relevant and applicable psychological phenomena that will be of use to anyone who wishes to psychologically study gamers, and we will discuss applications of this research for developers to use. A major justification for this paper is the need to develop a viable approach to determining the motivation of users who are different from the game developers, much along the lines described by Norman. Increasingly, decisions are based on the assertions of recognized experts and the assumption that franchises that were successful in the past will be successful in the future. Ironically, both these decision-making strategies assume a stable situation. In other words, so-called innovation is based on the assumption that nothing important will change. One of the key assumptions derived from these two dominant heuristics is that the more realistic the game, the more desirable it will be to play. Bill Gates has described his intent to move into the gaming industry based on the opportunities created by the new technology that allows a higher level of realism than has ever been achievable. While this may be a goal of designers and core gamers, is it that important to late adopters or casual players? One might more reasonably expect that there is an optimal level of reality, or an optimal level of similarity to reality. Difficulty of the game in relation to popularity Games vary along an indefinitely large number of dimensions, many of which may have some bearing on the terms of engagement associated with each type of game. At this point we will put forward a simple hypothesis relating the effort required to play or learn a game type with both the size and homogeneity of the group playing the game. What little evidence there is suggests that games which are easy to learn and quick to play have the largest appeal, while games which require long, hard study to master and take a long time to play appeal to a much smaller and select audience (see table 1). At a minimum, it seems reasonable to hypothesize that the less effort required toplay a game, the weaker and less specific the incentives are to get people to play the game, at 3
4 least initially or occasionally. It would also seem plausible that the less effort that is required to master a game, the more likely it is that motivational forces unrelated to the game (social pressures, opportunities) are sufficient to motivate people to play the game. In general, the shorter games are built around general problem solving and critical thinking skills of almost universal appeal while complex games with extended play times require the individual to become experts in the domain of the game; a very real commitment reflecting the individuals specific interests, abilities and priorities. Why people play games: basic psychological considerations The motivation to play games derives both from the nature of real life and the nature of the games available. Individuals are drawn to games both for the incentives and attractions in the games and to avoid or escape elements of real life that are aversive. In order to understand individual differences in gameplay we may need to examine not only how individuals differ in their reactions to elements of gameplay, but how these different reactions reflect differences in their daily lives. Inherent in this escape of reality are factors that are akin to Mihaly Csikszentmihalyi s concepts of flow experience where the following occur: 1) a challenging activity that requires skills, 2) the merging of action and awareness, 3) clear goals and feedback, 4) concentration on the task at hand, 5) the paradox of control, 6) the loss of self consciousness and 7) the transformation of time. [5]. Applying Csikszenmihalyi's thinking into an evaluation model regarding playability is covered in detail in Communication and Community in Digital Entertainment Services Prestudy Research Report by Aki Järvinen, Satu Helio and Franz Mäyrä at the Hypermedia Laboratory, at the Univerity of Tampere. [6]. It is clear that people play games to find sources of reinforcement and reward that are not available or imperfectly available in daily life, and to avoid sources of pain and punishment that dominate their daily lives. Complex cultural, social and representational issues are tied up with conceptual shifts and technological innovations which encourage and enable people to disembody into the immateriality of virtual gamespace. [7]. Cultural theorist N. Katherine Hales further describes this further in How We Became Posthuman detailing the fate of embodiment in the information age. A first step then in understanding why people play games is to understand the games they play. How to construct a taxonomy of games We are not aware of any surveys of gamers to determine who plays what games, or how many different games or categories of games different players engage in. At the extremes, it would seem that time-intensive and skill-intensive games command a level of dedication that would seem to require individuals to commit to an individual game or genre of game. Our preliminary study of linkage patterns among websites suggests that the different classes of games constitute distinct worlds that are not well connected. For the purposes of constructing a game taxonomy, we will work with the definition of a game as An interactive, self-contained system of rules containing a challenge and a victory condition that defines a focused reality for the purpose of entertainment [8]. There are several different ways to construct taxonomies of games. For our purposes, we have adapted the taxonomy of Rollings and Adams, largely by adding a category of short, easily executed digital games, which have been referred to as distraction games 4
5 or Flash games (to reflect the technology used to implement many of them). There is preliminary evidence to suggest that generalizations about the motivation for gameplay may be game specific and that different classes of games may have largely nonoverlapping constituencies. Survey research suggests that as many as 30 percent of individuals playing digital games are females, who primarily play the shorter distraction or Flash games. Preliminary analysis of website link patterns for action games, strategy games, and role-playing games [Noble, unpublished observations] suggests that there are few links among these different sets of games except through the websites for gaming magazines. Table 1: A descriptive analysis of basic game types Game Genre Learning Curve Length of typical session Audience size Audience Composition Flash Games Low 5-10 minutes Large Diverse First-Person Shooters Action Games Real-Time Strategy Turn-Based Strategy Low to medium Low to Medium Medium to High minutes Medium? minutes Medium? 1-2 hours Medium? High 2+ hours Niche? RPGs High 1-2 hours Medium? Sports Games Medium minutes Large? Simulations High 2+ hours Niche? Adventure Games Medium minutes Medium? It is clear from this table that not enough demographic data is available. The Entertainment Software Association has done an admirable job in providing statistics regarding age and gender differences when purchasing games [9], but more detailed information is needed to further break down the categories of who plays what style of game. Individual differences among gamers There are many ways to describe or categorize people who play games. The most relevant distinction for our purposes is what Rollings and Adams argue is the major one: the distinction between hardcore gamers and casual gamers, which, as stated earlier, corresponds closely to Norman s distinction between early adopters and late adopters. Intuitively these two groups should have very different reasons for playing games and in some ways diametrically opposed patterns of preferences and aversions. Age, ethnicity, and gender are also valid dimensions to base a study of individual differences. Very little is known about age based differences in play behavior other than a rapid decline in play with age [10]. There is a substantial decline in curiosity and sensation seeking with age [11], and increase in risk aversion with age [12]. Given the nature of the existing data, it is not clear whether these apparent patterns with age 5
6 reflect the effects of age per se or cohort differences among generations. There are clear ethnic or cultural dimensions to the digital gaming world that have not been extensively studied with centers of gaming activity in the USA, Korea, and Japan with fairly dramatic differences among these gaming traditions [13][14][15]. There is not the same extensive conceptual and empirical foundation for these differences that there is for gender differences in play and other game related issues. Later, we will conduct a conceptually driven review of key findings on gender differences as a prototype for how to develop empirically driven heuristics for understanding the needs and interests of targeted groups. THE MAPPING PROBLEM We propose that the psychology based on the study of people in the real world can be used to understand players playing games. The basic conceptual and methodological approaches are substantially applicable. It is clear, though, that there are differences between reality and a digital world, and these differences must be systematically examined. The following discussion lays a foundation for such a systematic examination. Computer based gaming takes place under special conditions that may be more or less attractive than real life. One of our key assumptions is that the human model of reality (or umwelt) is probably substantially simpler than objective reality and in some ways substantially different. Humans rely heavily on heuristics and functional simplifications of reality, some learned [16] and some quite possibly innate [17]. There are several key features that need to be examined: Objects in virtual reality have no inertia and are not necessarily subject to the complex rules of physical reality. They have only the properties and constraints imposed by the game designer and the player. This provides an opportunity to design realities that correspond to the human model of reality [18]. The nature of the human umwelt is poorly understood, and the game world provides unique opportunities to define it. Affect is poorly represented in virtual reality. At least with traditional modes of representation and realistic representations of voice and face, virtual reality lacks the bandwidth to fully represent the complexities of human displays of affect and emotion. There are two separate issues requiring systematic investigation. Can recognizable representations of mood and affect be generated by iconic representations with reduced signal complexity? Secondly, can these representations not only depict the affect, but also trigger or modulate the affect in the recipient of the signal? Social relationships in virtual reality may operate very differently. From the above considerations, it is plausible to hypothesize that relations are harder to form, develop, or even disrupt under these conditions. It is also reasonable to speculate that males who are relatively unskilled at reading non-verbal signals might find this set of circumstances more attractive than females would. Symbols, stimuli, and even institutions in virtual reality lack the history of association with emotional events and primary reinforcing events that occur in real life. Thus, the affect and arousal-inducing effects of these symbols may require exaggeration to produce a significant emotional impact or a meaningful transfer to real life. Reinforcers and rewards, which are basically a special set of symbols, do not have access to the same sorts of basic associations with material rewards and fully fleshedout emotion-eliciting stimuli that they would in real life. This may be partially offset by the speed with which events can occur in virtual reality, a speed which permits very 6
7 immediate reinforcement, perhaps too immediate, and very frequent reinforcement relative to real life can produce very powerful conditioning [19]. It is not entirely clear what the currencies are in virtual reality or what their properties might be. The role of Maslow s Hierarchy of Needs Maslow s Hierarchy of Needs [20], while vague, provides us with an interesting and important glimpse into how games fit into people s lives. The hierarchy is shown in Figure 1: Figure 1: Maslow s Hierarchy of Needs Most people might assume that the role, if any, of video games in this hierarchy would be located exclusively near the top answering some aesthetic needs that certain individuals may have, but certainly not answering any baser needs. However, new work has dramatically demonstrated the critical role of safety in video games, universally considered to be a low-level need of human beings. First of all, there's the "no one's trying to kill me!" phenomenon that we've seen in our observations of women playing Animal Crossing. One can surmise that for people who don't disconnect themselves much from their on-screen avatar, they want a virtual world where they feel safe. Many people do not find violence particularly relaxing, for example. Second, there s the feeling of safety that goes along with the sense of detachment when a player controls an on-screen avatar, or even a voice in a chat room. Players are more willing to act out their fantasies, and will often lower the barriers that they have erected for use in face-to-face conversation. With the added degree of separation, players are able to escape their feelings of vulnerability. Third, and perhaps most importantly of all, there s the issue of safety in massively multiplayer online games targeted for children [21]. Playtesting of Toontown Online showed that young children gave out personal information to strangers that they met during the course of play. This is, naturally, a phenomenon that designers must be conscious of, and must be controlled, if not avoided altogether. In this case, the designers limited the player s ability to communicate by only allowing the avatar to speak one of a large collection of pre-written statements. Maslow s hierarchy as a basis for game description and analysis Maslow s hierarchy of needs can be used as the basis for an empirical analysis of existing games in an attempt to understand why different group of people play different games. It should be relatively straightforward to characterize major popular games in terms of the needs (in Maslow s terms) that are either met or, in the case of safety and danger, exacerbated for some groups of individuals. If we combine an analysis of the 7
8 demographics of different games with a reasonably detailed analysis of how these games meet or fail to meet the needs of different groups then we can come to a deeper understanding of the terms of engagement for digital games. In this approach it is important to keep in mind a key feature of Maslow s model, a feature which has been substantiated in general terms by a great deal of careful research, that the higher levels of needs only come to operate when the lower level needs are met [22] at least in the sense that the individual has the strong expectation that they could meet those needs if they chose [23]. AN EMPIRICAL BASIS FOR DEVELOPING GAMING HEURISTICS Perspectives from Ethology and Evolutionary Psychology Gaming is an international phenomenon, and at least some elements of gameplay may have universal appeal based on cross-cultural invariants. The study of cross-cultural invariants or universal elements of human behavior have been most extensively studied by ethologists and evolutionary psychologists. [24]. Many features of human behavior - from specific and concrete gestures and movements (reflexes, fixed action patterns), basic predispositions to learn some things more readily than others [25], preferences and values, fundamental aesthetic preferences, and even the overall model of reality have been shaped by their contribution to the overall ability of humans to behave adaptively within the social and ecological environment within which humans evolved. Within our limited space we can only point to core concepts that might provide a valuable basis for the development of overarching strategic approaches to game design. Schiller s concept of umwelt is foundational to any realistic approach to gaming [26]. Once we recognize that the human brain is designed to support effective action rather than to provide an accurate and rational picture of the world around them, the concept of an umwelt, or model of reality inherent in the human perception of things, becomes relatively straightforward. Learning about reality requires some primitive model of framework for organizing the learning experiences. The basic approach to recoding music into MP3s is based on the realization that the human representation of sound is highly simplified. All of these examples are intended to illustrate a key concept: the human representation of reality is in all likelihood much simpler and easier to represent than one might expect, and super-realism may be both unnecessary and unproductive. Key elements of social interactions may also be represented in a simplified fashion as what ethologists labeled as social releasers [27]. Both Konrad Lorenz and Walt Disney share the belief that certain elements of the appearance of newborn human infants act as powerful social releasers triggering complex combinations of emotional responses, cognitive dispositions, and behavioral tendencies. One feature of social releasers is that it is often possible to design synthetic supernormal stimuli that are simplified and highly potent substitutes for the natural stimuli. It is possible that cross-cultural universals exist in several components of social interaction that could be reduced to highly simplified stereotyped sequences of social releasers [28]. Conditioning Theory While hardwired innate releasers may play a significant role in motivating human behavior, the vast majority of emotional responses are elicited by stimuli which have acquired their significance and capacity to elicit organized emotional responses from repeated and organized pairing with events that have inherent emotional significance (e.g. pleasure, pain, sexual arousal, fear) to produce conditioned emotional responses (CERs). While conditioned emotional responses are inherently specific to the life history of the individual, uniformities of experiences common to particular specific 8
9 groups may produce some shared emotional symbols [29]. There are two key questions here. First, can conditioned emotional responses developed in the analog world transfer to the digital world (or vice versa)? Second, can conditioned emotional responses be effectively developed in the digital reality (e.g. the CER associated with Microsoft s Blue Screen of Death, or the smiley face )? There are several factors that contribute to difficulties with forming CERs in digital reality. Conditioned emotional responses are often much more easily formed to the olfactory, or tactile dimensions of the experience while the auditory and visual dimensions of the experience do not form conditioned emotional responses as readily [30]. The limbic system and associated neural structures that play the dominant role in emotional experiences evolved from the olfactory cortex and retains privileged relationships to olfactory stimuli [31]. Digital reality is highly impoverished with respect to the kind of event that elicits primary emotional responses. Finally, when playing games in digital reality there are few and limited behavioral responses so that not much is going on in the body to support the development of CERs. It is possible that these limitations can be offset by the frequency with which potentially significant events can occur in digital reality. It is impossible to predict the ease with which conditioned emotional responses can generalize between analog reality and digital reality. Certainly the factors suggesting that it would be difficult to form CERs in digital reality would also suggest that it is difficult for CERS formed in analog reality to generalize to digital reality. Generalizing from digital reality to analog reality might be easier. Reinforcement models Clearly something about digital games has a powerful potential to produce intense focus and extended play. Given the speed of cyberspace and the frequency with which events can take place, digital games have enormous potential for acting like digital Skinner boxes. The reinforcement model focuses attention on two issues: the reinforcement structure of the game, the frequency, immediacy, and schedule of reinforcement; and the sources of reinforcement built into the game, including opportunities for victory, problem solving, and social interaction. Extensive research with operant conditioning makes it clear that the power of conditioning is the frequency with which reinforcing events takes place, and the immediacy with which reinforcement follows the behavioral event. The frequency and immediacy of events in digital games provides an opportunity for very intense and powerful conditioning. The key question is what kinds of events can act as reinforcers in digital reality. Most of the motives that would seem to support reinforcement in cyberspace would be related to cognitively mediated motives. Some motives seem to lend themselves to reinforcing performance in digital gaming are play, mastery, and competition. Cognitively mediated motivation Cognitively mediated reinforcement is a highly individualized process. While the potential for immediate high frequency reinforcement is inherent in the nature of digital games and there is even evidence that game designers have reinvented the partial reinforcement effect [32], the nature of reinforcing events within the gaming reality is not well defined. Players who are trying to solve problems or master a challenging system may derive reinforcement from solving problems, while players operating in a competitive frame of mind derive reinforcement from defeating others. Still others may derive reinforcement from social interactions. There is always the possibility that 9
10 substantial reinforcement for playing comes from avoiding aversive elements of the external reality. Gender differences relevant to playing digital games If all forms of digital games are included, as many as 30 percent of game players are female, and a general understanding of gender differences is critical to the analysis of motives for engaging in games. The gaming industry has been characterized as highly dominated by technically oriented males and the cultural values and beliefs specific to this overriding group. Many of the efforts to diversify the gaming market are not well anchored in an understanding of gender differences. Take for instance the following post by Jane Pickard, Sanford Law School Center for Internet and Society fellow, to the website: As a woman who plays video games, I've had to think about gender in videogames, because it's so obvious that I'm playing in a boys' world. The late Dr. Anita Borg taught that technology isn't neutral; tools are shaped by the values and desires of the creators. Often the creators tend to be clueless to the values encoded in their tools, because to them, the tools are transparent - they reflect pure utilitarianism. But to those who are excluded, the tools are highly charged. This is especially true I think of videogames, where everything from the environment (the marketing, the merchandising, the image of the industry) to the peripherals (the laughably phallic joystick, the original Xbox controllers which are too big for my hands, the color scheme of the Xbox) are male-friendly. The attitude seems to be, "Maybe some women play our games, but we don't really know, and frankly, we don't care." [33] Can a knowledge of gender differences facilitate the design of gender appropriate games or games that appeal to both genders, and what kind of information is most useful? For example it is plausible that men seek the safe opportunities for aggression in virtual realities while women may be seeking refuge from the excessive violence of reality. It is an interesting open question whether games can be designed with strong universal appeal. Men and women live in substantially different realities; both in terms of their experiences and the amount of time and other resources they have available for discretionary activities. Further our research aim in investigating the conditions of engagement in game simulation is to explore the meaningfulness or meaninglessness of specific games to various groups and to recognize that games are cultural artifacts which reflect social ideologies and belief structures within diverse cultures. [34] Gender differences in aptitudes The most dramatic gender differences are in the area of social perception and the recognition of affective displays. Females are much better at detecting social signals and interpreting emotional displays both in real life and symbolic representations even in representations as abstract as smiley faces [35]. It is possible that the inhibition of emotional language in virtual reality [36] leads to a level of emotional signaling that is comfortable for males, but actually painful for females. There are also fairly reliable differences in depth perception (males superior to females) [37], and multitasking with 10
11 small motor activity (females superior to males) [38] that would influence considerations of usability. Gender differences in play style Probably the most dramatic and widespread gender difference is the disparity in roughand-tumble play. Primate males, including humans, engage in rough-and-tumble play as long as they have enough social standing to get away with it [39]. Primate females, human and otherwise, don t engage in rough-and-tumble play growing up. Rough-andtumble play has been observed in males of many unrelated cultures [40], and there is reasonably good evidence suggesting that the tendency to engage in rough-and-tumble play reflects prenatal exposure to androgen, which is the putative biological mechanism for masculinity in mammals. Human males early on show a disposition for simple active play in large groups while females engage in more complex role playing types of behavior in small groups. These differences are most pronounced in the first four years of life and may be substantially overlaid by later socialization processes [41]. Gender differences in motivations and preferences There is evidence to suggest that while males and females share similar goals in the pursuit of status, they obtain status in different ways. The standard canonical version stating that males pursue status by competing within linearly arranged dominance hierarchies while females pursue status within complex nonlinear affinity networks has substantial support from many different sources. This point of view can best be illustrated by some relatively simple research conducted some time ago. Omark demonstrated that males and females understand different elements of the social system at a very early age. In some innovative work on the social structure of kindergarten classrooms, Omark was able to demonstrate that males clearly and accurately perceived the linear dominance hierarchy among males, although most males systematically exaggerated their own standing. Strikingly six-year-old females were unable to accurately describe the male hierarchy, and females in general were unable to accurately describe the male hierarchy until about fourth grade. This is perhaps still the only research demonstrating male superiority in social perception. Even in kindergarten, females are capable of describing elaborate nonlinear systems of social affinities and clearly are able to describe patterns of friendship and association beyond the ability of kindergarten males, or even fourth grade males, to comprehend. The differences between males and females may be more a matter of style than substance. Noble and Noble [42] explored this possibility by examining interactions among males and females that focused on the outcomes of confrontations over popular toys in a preschool classroom. There were no gender differences in the frequency of attempts to take possession of the desired object or in the outcome of such attempts. When objects of equal value to males and females of that age are involved gender differences in confrontation frequency or outcome are minimal. Differences in style and technique however are quite revealing. While most confrontations were of the straightforward grab and run variety, a significant number speak directly to a possible difference in the social realities of males and females. On occasion the children would resort to verbal threats. Males would threaten to beat up the target, and possibly recruit their friends to beat them up too. Females would threaten other females that they would not be their friend any more and would recruit their friends to do likewise. 11
12 RESEARCH APPLICATIONS FOR INDUSTRY Norman s analysis of the early/late adopter model is easily recognizable to people used to working in high-tech markets. The business community has developed certain strategies for dealing with this particular problem set, typified by the approach outlined in Moore s Crossing the Chasm [43]. His methodology involves recognizing and targeting increasingly larger segments of the total potential market with specific applications of a technology, a model that has been applied to a number of products. The task of bringing gaming to a larger audience, however, does not readily conform to such tactics. The high cost of console publishing in the gaming world mean that targeted niche marketing is generally confined to PC gaming (e.g. complex, turn-based war games.) With the decline of the video game arcade, new customers for gaming must instead be brought in from the sizable audience of flash game players and casual gamers those who enjoy games from time to time, but have not found any game experience attractive enough to warrant an investment. The understanding of gamers and their motivations offered by research methods outlined here will be invaluable in discovering the paths to this mainstream market. Solving the mapping problem will allow the use of psychological models to examine the differences between the flash game player and the devoted gaming enthusiasts. Once an understanding of this distinction is acquired, it can be directly applied to game development that is able to break away from intuitive or derivative models of design and thereby attract a broader audience. This work will open the door to the feasibility of developing new types of games which include among others, first person actor type games as described by Craig Lindley [44], immersive reality games, abstract play and innovative emerging forms. REFERENCES 1. Saltzman, M. (ed). Secrets of the Sages. Brady Games, Rollings, A. and Adams, E. Andrew Rollings and Earnest Adams on Game Design. New Riders, DeGroot, A.D., Thought and Choice, Mouton, The Hague, Norman, D. The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution. MIT Press, Cambridge MA, Csikszentmihali, M., Flow: the Psychology of Optimal Experience. New York: Harper Perennial, Hales, N. Katherine. How We Became Posthuman, University of Chicago Press, Chicago, p Fagan, R. Animal Play Behavior, Oxford University Press, Oxford, pp Zuckerman, M., Behavioral Expressions and biosocial bases of sensation seeking, Cambridge University Press, Cambridge,
13 12. Ibid E_ID= &tid=209&tid= Gold, J. Ethology: The Mechanisms and Evolution of Behavior, Norton, New York. pp , Ibid. 18. Mazur, J.E., Learning and Behavior. (3 rd ed) Englewood Cliffs, NJ, Ferster, C.B. and Skinner, B.F., Schedules of Reinforcement, Appleton-Century Crofts, New York, Maslow, A.H., Motivation and Personality. (2 nd ed), Harper & Row, New York, Schell, Jesse. Toontown Online. Proceedings of the 2 nd International Conference on Entertainment Computing, Bolles, R.C., Theory of Motivation, (2 nd ed), Harper & Row, New York, Maslow, op. cit. 24. Eibes-Eibesfeldt, I. Ethology: the biology of behavior, Holt, Rinehart & Winston, NewYork, Gould, J.L. Learning Instincts, in Gallistel, R. (ed) Stevens Handbook of Experimental Psychology 3 rd edition Vol. 3 Wiley, NY. pp Uexkull, J.v., Umwelt und Innenwelt der Tiere, 2ed Berlin, Gold, op. cit. 28. Gold, op. cit. 29. Ekman, P. Strong evidence for universals in facial expression: A reply to Russel s mistaken critique. Psychological Bulletin, 115, Hugdahl, K, & Stormark, K.M., Emotional Modulation of Selective Attention: Behavioral and Psychological Measures, in Davidson, R.J., Scherer, K.R. and Goldsmith, H.H. Handbook of Affective Sciences Oxford, Oxford, pp Rozin, P. Introduction: Evolutionary and Cultural Perspectives on Affect. in Davidson,R.J., Scherer, K.R. and Goldsmith, H.H. Handbook of Affective Sciences, Oxford, Oxford Ferster, op. cit d_failures_in_character_designs_for_videogames.html 34. See Barthes, Roland. Mythgologies. New York: Hill and Wang. [1957] Franken, R.E., Human Motivation 5ed, Wadsworth, United States, 2002, pp Ibid. 37. Ibid. 38. Ibid. 13
14 39. Goy, R.W. & McEwen, B.S. Sexual differentiation of the brain, MIT press, Cambridge Ma, Omark, D.R. & Edelman, M. Peer group social interaction from an evolutioinary perspective. Society for Research In Chilld development, Philedelphia, Ibid. 42. Noble, R.G., & Noble J.D. Formation, Stability, and functioning of informal groups in preschool classroom. Animal Behavior & Society. Boulder Colorado, Moore, Geoffrey A. Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers, Revised Edition. HarperCollins Publishers, New York NY, Lindley, C., The Gameplay Gestalt, Narrative, and Interactive Storytelling, Computer Games and Digital Cultures Conference, June 6-8, Tampere, Finland,
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text:
China's star shuttler and world number two Lin Dan stepped up a gear at the World Superseries Finals on Thursday, slamming 20 smash winners to beat Indonesia's Taufik Hidayat in straight games.
The sport's most decorated player, known as "Super" Dan, had been less convincing in his first match of the tournament, but took just 41 minutes to dispatch with Hidayat, 21-12, 21-19.
The win gives Lin, who is aiming to win his first-ever Superseries Finals title, two victories out of two after he beat his compatriot Chen Long in a tougher contest on Wednesday at the season finale in Liuzhou, southern China.
Earlier in the day, world number one Lee Chong Wei trounced Indonesia's Simon Santoso 21-10, 21-15 as he stepped up his own bid for a fourth consecutive World Superseries Finals crown.
The Malaysian ace buried 15 smash winners as he sent Santoso packing in just 34 minutes , after taking three games to beat Japan's Sho Sasaki on the opening day.
China's Chen Long battled back from a game down to beat Japan's Tago Kenichi 12-21, 21-18, 21-13 to also make it two out of two in group play at the $500,000 event.
Meanwhile China's top women's seed Wang Yihan recovered from her shock loss to South Korea's Sung Ji-Hyun as she scored a two-games win over Denmark's Tine Baun. Sung beat Juliane Schenk of Germany in the other early women's match.
"Baun is always difficult to play against," Wang said after their match.
"She was pushing the pace early, so it was hard to keep up with her... I was trying to restrict her volleys and make it hard for her to reach her comfort zone."
The World Superseries Finals is the culmination of badminton's annual Superseries, with the top eight in each of the singles and doubles categories playing in a round-robin system to reach the weekend semis and finals.

subset: commoncrawl


text: To get from Palo del Colle a Villaricca by train you can catch one of the 16 trains that everyday travel between Bitetto-Palo del Colle and Napoli Centrale, the closest station to the city. The first train to Napoli Centrale leaves from Bitetto-Palo del Colle at 06:24 and the last train departs at 16:41. If you choose a local train the trip lasts on average 05:09 hours. On Wanderio you can compare all schedules, fares and railway companies to Napoli Centrale and book the best itinerary starting from Bitetto-Palo del Colle.


text:
Sears Turns On the Sun
February 7, 2005,
Hoffman Estates, Ill. Sears is inviting its customers to have an early start with fun in the sun with the launch of its home fashions program — Dot Fun in the Summertime — scheduled to hit store floors later this month.
"We took Zak's dot and daisy and built around it" with affordable fashion, he related. "We wanted to let customers know that we could provide total solutions for entertaining, bed and bath decorating," Ryman added.
As for producing product, the Dot Fun in the Summertime name is trademarked and is self-sourced, a first major effort in this fashion approach to sourcing, Ryman explained. "It is all pulled together by one focused color palette and the dots, daisies, stripes and plaid design elements."
Sears will support the program with significant advertising, including preprints and direct mail for this month's launch.
Pricing for the various elements of the program range from quilts at $40 all sizes, $15 for all size sheet sets, $6 for bath towels, and $17 to $25 for decorative pillows and floor cushions.
In addition to the advertising, Sears plans heavy in-store action. The program will have strong presentation support, Ryman said, it will be featured in space now called "Sears Experiences" at the mall entrance to the stores and adjacent spaces, as well as "threshholds," which are spaces that work from department to department, Ryman explained.
In April, Sears plans to kick off its "fast track" conversion program of former Kmart stores into Sears formats that bring elements of some Kmart assets. The first conversions are scheduled in Nashua, N.H., Stuart, Fla., Warranton, Va., Port St. Lucie, Fla., and Clinton, Md.
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Clearance Priced! Sigma Nu Navy & White Striped Nylon Pullover
When there's a chill in the air, this classic striped pullover will not let you down! The wind/water resistant River Tecª nylon exterior and 100% soft cotton flannel lining will keep you cozy while you sport your Greek letters, and it conveniently packs into its own front pocket, making it the perfect companion for camping and travel.


text:
Looking for the perfect gift for that special photographer in your life? You can purchase a 12-month full Clique Photo Club Membership for just $49. Full members receive feedback from professional photographers on their monthly Challenge entries, and more.
Based in Sydney, Clique holds free monthly meetups for our members. Members will get to meet other photography enthusiasts, present your work, learn a few photography tips, and mingle.


text:
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From WikiFur, the furry encyclopedia.
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text:
Mutual Fund Abuses Found In CanadaNov 24, 2003 | The Globe and Mail
A U.S. economist who tracked mutual fund abuses in the United States says there is evidence of similar trading problems occurring in Canada.
Stanford University economist Eric Zitzewitz, who helped New York State Attorney-General Eliot Spitzer probe the mutual fund industry in the United States, tracked a "small sample"' of Canadian global equity funds and found that trading irregularities shaved up to a half a percentage point off rates of returns.
"I believe that there is a problem in Canada. It may not be as big as in the U.S., but some of these revelations will start to come out about Canadian funds," he said in a recent interview.
"The same basic problem exists in that they are pricing their funds the same way the U.S. companies are pricing their funds.''
He said the main problems occur in global equity funds. The underlying shares trade heavily in overnight markets, opening up "stale pricing" arbitrage opportunities for traders. However, Mr. Zitzewitz said more Canadians funds have some type of fee for rapid trading, which would reduce the opportunity to make profits on temporary differences in the prices of the underlying stocks and of the funds themselves.
The rapid transaction fee "is not a perfect solution because the fee doesn't get applied to everybody, but all things equal, it's likely to lead there to be less of this kind of trouble," he said.
Mr. Zitzewitz would not reveal which Canadian funds he examined, though he emphasized his sample included only a "small handful" of Canadian funds.
The economist calculated the average losses in Canada are roughly 0.3 per cent to 0.5 per cent of assets, compared with 1 per cent of assets in the United States.
As a result, a Canadian fund with an 8-per-cent rate of return would have that lowered to between 7.5 per cent and 7.7 per cent.
Eric Pelletier, a spokesman for the Ontario Securities Commission, confirmed that OSC officials had consulted with Mr. Zitzewitz regarding his study, but said his Canadian sample "wasn't sufficient to draw any conclusions from.'' While U.S. regulators have been aggressively reviewing trading data and laying charges against firms that permitted stale price or late-day trading, the OSC has asked 105 fund companies to review their own trading data and inform the commission of any potential problems.
Mr. Pelletier said the OSC is also conducting its own review of data, but OSC officials have suggested Canadian funds are not as open to abuse as the U.S. ones.
Mr. Zitzewitz, who is temporarily attached to Columbia University, produced a provocative paper two years ago that quantified that financial damages that improper trading practices were inflicting on the U.S. mutual fund industry, worth $7-trillion (U.S.) a year. He estimated the damages at $5-billion; he has not attempted to quantify the losses in Canada.
Mr. Spitzer cited that research Sept. 3, when he held his first news conference alleging widespread abuses in the mutual fund industry.
Since then, the scandal has widened to include criminal charges against executives at Boston-based Putnam Investments, which has seen about $15-billion in withdrawals in the past several weeks.
On Friday, Mr. Spitzer said there would be more charges filed, and that he expects some executives will serve prison time and some fund companies will disappear as a result of investors' loss of confidence.
He also promised that any settlement with the industry would seek to reduce fees by improving competition and disclosure.


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Posts – Routes & Trails
Small towns, big hearts – Kimberley
Look back at South African history and you'll know that this country's foundations were built upon mining… diamond mining in particular. It was in the 1870s that the famous diamond rush began. It didn't take long before a bustling town was born. That town was Kimberly – a bastion of South African history. But what does it look like today?more
Treasures of the R27 - The West Coast Way
Travel up the four routes of the west coast and discover something new along the way.more
Tankwa Camino - Testing Mind, body and soul
The Tankwa Camino in the vast Karoo is a tough but beautiful hike, which will test every muscle in your body as well as your determination.more
More than meets the eye
Table Mountain National Park is not only a great place for hikes and photography, it's sacred too. There are places on the National Park where rock formations are coincidentally carved and packed, allowing for natural phenomena to occur.more
Discover beautiful Mpumalanga on the Panorama Route
Canyons, vistas, waterfalls, history - Mpumalanga's Panorama Route has it all. If you're looking for magic then there's no better place to be.more
Can you handle being off the Grid?
We have just the info you need to, "step away from the phone", with this article by Getaway.more
Top 10 backpacker lodges in the Eastern Cape
If you're looking to backpack in the Eastern Cape, one of these ten places should definitely be on your list.more
Holiday Planning
An article written by Teagan Cunniffe for Getaway, "30 wonderful South African holiday destinations you need to visit in 2016", will get you planning in no time.more
Journeys and Nocturnes
With Valentines Day fast approaching, why not surprise your loved one with a road trip somewhere neither of you have ever been.more
Running of the trails
Trail running is for those who want to take a step further than the pavement and experience nature.more


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People are oft fast to thorn out the risks of protrusive a conjugal firm in the UK but what active the benefits?
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The price of EUR/USD has broken through the upper limit of the local downward channel and the level of 1.3200, below which it was consolidating for a long time. With further growth, the closest targets will be at 1.3240 and 1.3300. Overcoming the level 1.3350 is unlikely. We expect continued downward movement in the medium term, but in the short term we can see the continuation of the upward correction.
Nearest resistance levels: 1.3240, 1.3300, 1.3350, 1.3440, 1.3500, 1.3530
Nearest support levels: 1.3200, 1.3160, 1.3100, 1.3000, 1.2800
The price of GBP/USD has reached the upper limit of the downward channel and consolidates below 1.6600. Overcoming this level and fixing the price above 1.6670 will confirm the signal to open long positions with the targets at 1.6810, 1.6900 and 1.7000. Fall is limited by the level of the nearest local minimum of about 1.6630. We maintain our positive outlook for the medium-term but recommend to wait for the signal to open long positions.
Nearest resistance levels: 1.6600, 1.6670, 1.6700, 1.6770, 1.6810, 1.6890, 1.7000
Nearest support levels: 1.6550, 1.6500, 1.6460
The price of USD/JPY has broken through the inclined support line and continues to decline gradually. In case of fixing the quotes below 103.70, the price is likely to reach 103.00. Signal for opening long positions will be fixing the price above the level of 104.00 and overcoming of the nearest local maximum near 104.20. We maintain our positive outlook for the medium-term.
Nearest resistance levels: 104.00, 104.70, 105.40
Nearest support levels: 103.70, 103.00, 102.70, 102.20, 101.70, 101.15, 100.90
The price of AUD/USD fixed above the important level of 0.9330 and broke through the level of the nearest local maximum 0.9340, which was a confirmation of a buy signal. With high probability the price will soon reach the levels of 0.9380 and 0.9440. The growth of quotations above 0.9440 is unlikely. For the resumption of the fall, the price should be fixed below 0.9330 and break through 0.9280. We recommend to open short-term long positions, but maintain a medium-term negative outlook.
Nearest resistance levels: 0.9440, 0.9500, 0.9600
Nearest support levels: 0.9330, 0.9280, 0.9240, 0.9200, 0.9100
The price of NZD/USD has broken through the inclined resistance level and in the near future is likely to reach the level of 0.8425 the overcoming of which will be a signal for opening long positions with targets at 0.8530 and 0.8650. We expect a continuation of the current short-term upward trend in the near future.
Nearest resistance levels: 0.8425, 0.8470, 0.8530, 0.8560, 0.8600, 0.8660, 0.8720
Nearest support levels: 0.8330, 0.8300, 0.8220


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Harold Wilson signed postal cover PSA/DNA slabbed British Prime Minister
- Sold for: Start Free Trial or Sign In to see what it's worth.
- Item Category: Books, Paper & Magazines
- Source: eBay
- Sold Date: Jul 14, 2015
- Channel: Auction House Sell similar item on eBay
Please see scan for further details. This item has been authenticated and encapsulated by PSA/DNA the Worlds leader in 3rd party authentication.Signed item listed in title and pictured in listing. PLEASE NOTE: You will receive the EXACT autograph that is pictured in the scan. Satisfaction is 100% guaranteed. Autograph Market does NOT sell pre-prints, photocopies or facsimiles of any kind. Please do not hesitate to ask any questions using the ask seller tab above. All autographed items will come with a Letter of Authenticity. US bidders i do combine shipping. US buyers if you purchase more than one item, please wait for me to send you an invoice with combined shipping. International buyers, i will do my best to combine shipping. If you purchase more than one item, please wait for me to send an invoice.


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BEST thing after having baby... ?
So we always chat about the labor woes, the nerves, the things ladies should beware of or scared about... I get it. But quite frankly, it's going to happen.. so I would rather think HAPPY things to subside my worries.
What was something truly magical or that you will never forget post having your baby? Something I should make EXTRA sure to soak in? :)
first breastfeeding...first bath.. first walk outside ( I felt so proud myself, I don't know why...).and as for my husband-first dirty diaper change..haha
Ooo.. love all those.. how they sound :) And the last one.. haha!
Moms Expertise11/04/13
I am amazed at the amnesia you get after having a baby. Yes, it is very painful, but once you hold (and if you choose to breastfeed) your little one, all the pain in the world just melts away. You look into the eyes of the miracle you created, and in that moment, its just you and the baby. Nothing else matters.
very true, Amanda! I still remember this moment when I first saw our son...I couldn't think about pain, about stitches..or something else. I just wanted to hold my son and thanks God..
Aw.. I hear that a lot.. guess I will see for myself soon, thanks Amanda!
My daughter is 7 days old and I cannot stop looking at her and just saying WOW, the most beautiful site I've ever seen.....
7 days old...so cute!!!
Awww.. hello and congrats, Jennifer!!! So happy to have you here :) What's her name? How was it? How are you feeling? Thanks for giving me the GOOD hope!
Congratulations, Jennifer! And welcome to Moms.com!
Moms Expertise11/04/13
I think just holding baby after waiting nine months. Then of course nursing baby and watching baby sleep. Yes, I will never forget the first time my husband changed a diaper. I was trying to encourage him saying, "It's just a pee." And when he finally decides to do it, what does our daughter do? She decides to have a nice bowel movement while he was changing her! It was not a small one either. I was laughing my head off while he was asking me what he should do and running for the camera. :)
Aww I love all those you shared.. and the last one... haha!!! Oh the timing :)
Comment deleted
I've heard that time with just you, your baby and husband is SO important.. even if it means not everyone coming back asap.. I might try to do this :)
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About Meg
Birth: September 29
On Moms.com since: Aug 5, 2013
I am a new Mama.. married to my sweet Husband! I am a barre3 addict and a Team Leader here on Moms.com! I feel so blessed to do what I love and live life with the ones who make it magical.
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Energy Revolution: Policies For A Sustainable Future
Island Press, 2003 - Business & Economics - 289 pages
The transformation from a carbon-based world economy to one based on high efficiency and renewables is a necessary step if human society is to achieve sustainability. But while scientists and researchers have made significant advances in energy efficiency and renewable technologies in recent years, consumers have yet to see dramatic changes in the marketplace--due in large part to government policies and programs that favor the use of fossil fuels.Energy Revolution examines the policy options for mitigating or removing the entrenched advantages held by fossil fuels and speeding the transition to a more sustainable energy future, one based on improved efficiency and a shift to renewable sources such as solar, wind, and bioenergy. The book:examines today's energy patterns and trends and their consequencesdescribes the barriers to a more sustainable energy future and how those barriers can be overcomeprovides ten case studies of integrated strategies that have been effective in different parts of the worldexamines international policies and institutions and recommends ways they could be improvedreviews global trends that suggest that the transition to renewables and increased efficiency is underway and is achievableEnergy policy represents a linchpin for achieving a broader transition to a more sustainable economy. Energy Revolution offers a unique focus on policies and programs, and on the lessons provided by recent experience. It represents a key statement of the available options for reforming energy policy that have proven to be successful, and is an essential work for policymakers, researchers, and anyone concerned with energy and sustainability issues.
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References to this book
The End of Oil: On the Edge of a Perilous New World
Paul Roberts
Limited preview - 2005
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Sistemi eolici
Rodolfo Pallabazzer
Limited preview - 2004


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Plot: When we first meet New York hedge-fund magnate Robert Miller on the eve of his 60th birthday, he appears the very portrait of success. But behind the gilded walls of his mansion, Miller is in over his head, desperately trying to complete the sale of his trading empire to a major bank before the depths of his fraud are revealed. Struggling to conceal his duplicity from loyal wife Ellen and brilliant daughter and heir-apparent Brooke, Miller is also balancing an affair with French art-dealer Julie Cote. Just as he is about to unload his troubled empire, an unexpected, bloody error forces him to juggle family, business and crime with the aid of Jimmy Grant, a face from Miller's past. One wrong turn ignites the suspicions of NYPD Detective Michael Bryer, who will stop at nothing in his pursuit. Running on borrowed time, Miller is forced to confront the limits of his own moral duplicity. Will he make it out before the bubble bursts?
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