Which game was invented by David Change, Operation or Ghettopoly?
Ghettopoly
Ghettopoly
Ghettopoly is a parody of "Monopoly" released in 2003.
 Invented by David Chang, it uses "Monopoly"-like mechanics in the atmosphere of a caricaturized United States ghetto.
Operation (game)
Operation is a battery-operated game of physical skill that tests players' hand-eye coordination and fine motor skills.
 The game's prototype was invented in 1964 by John Spinello, a University of Illinois industrial design student at the time, who sold his rights to the game to Milton Bradley for a sum of USD $500 and the promise of a job upon graduation.
 Initially produced by Milton Bradley in 1965, "Operation" is currently made by Hasbro, with an estimated franchise worth of USD $40 million.
Change management
Change management (sometimes abbreviated as CM) is a collective term for all approaches to preparing and supporting individuals, teams, and organizations in making organizational change.
 It includes methods that redirect or redefine the use of resources, business process, budget allocations, or other modes of operation that significantly change a company or organization.
 Organizational change management (OCM) considers the full organization and what needs to change, while change management may be used solely to refer to how people and teams are affected by such organizational transition.
 It deals with many different disciplines, from behavioral and social sciences to information technology and business solutions. The Vanguard Method
The Vanguard Method a is a proprietary methodology delivered by Vanguard Consulting (www.vanguard-method.com) used by service organisations to change from a command and control to a systems approach to the design and management of work.
 The method was invented by the occupational psychologist and former Professor John Seddon who began his career researching the reasons for failures of major change programmes.
 Based on what he learned he developed this method for change, which he describes as "a combination of systems thinking - how the work works - and intervention theory - how to change it". Thermodynamic operation
A thermodynamic operation is an externally imposed manipulation or change of connection or wall between a thermodynamic system and its surroundings.
 An externally imposed change in the state of the surroundings of a system can usually be regarded as a virtual thermodynamic operation.
 It may usually be analyzed as due to changes in the walls that separate the systems in the surroundings.
 It is assumed in thermodynamics that the operation is conducted in ignorance of any pertinent microscopic information. Folsom Powerhouse State Historic Park
Before the Folsom powerhouse was built nearly all electric power houses were using direct current (DC) generators powered by steam engines located within a very few miles of where the power was needed.
 The use of rushing water to generate hydroelectric power and then transmitting it long distances to where it could be used was not initially economically feasible as long as the electricity generated was low-voltage direct current.
 Once it was invented, AC power made it feasible to convert the electrical power to high voltage by using the newly invented transformers and to then economically transmit the power long distances to where it was needed.
 Lower voltage electrical power, which is much easier and safer to use, could be easily gotten by using transformers to convert the high voltage power to lower voltages near where it was being used.
 DC power cannot use a transformer to change its voltage.
 The Folsom Powerhouse, using part of the American River's rushing water to power its turbines connected to newly invented AC generators, generated three phase 60 cycle AC electricity (the same that's used today in the United States) that was boosted by newly invented transformers from 800 volts as generated to 11,000 volts and transmitted to Sacramento over a 22 mi (35 km)-long distribution line, one of the longest electrical distribution lines in the United States at the time. QSK operation (full break-in)
"Turning over" a communications channel is the change in communications protocol transmission status that occurs when a transmitting station releases transmitting control of a communications channel thus turning it over to allow another station to transmit.
 QSK or full break-in operation is one of several techniques and protocols for turning over control of a Morse code radiotelegraph communications channel.
 Usually the transmitter of a radiotelegraph station is manually controlled by an operator using a telegraph key.
 "QSK" is a three-letter code group that is one of the numerous Morse code "three-letter code groups" belonging to the venerable International Q-code established for radiotelegraph operators in the first decade of the 1900s.
 The three letter code group "QSK" literally means ""I can hear you between my signals; you may break in on my transmission.""
 Because of this, "full break-in operation" is often referred to as "QSK operation".
 Although "radiotelegraphy" and Morse code is no longer used for commercial or professional purposes it continues to thrive and grow in the "amateur radio" community hobby.
 Today's modern era radio amateurs seem to be as interested in so-called "full break-in" or "QSK" operation as professional operators were in the early twentieth century. Shannon switching game
The Shannon switching game is an abstract strategy game for two players, invented by American mathematician and electrical engineer Claude Shannon, the "father of information theory" some time before 1951.
 Two players take turns coloring the edges of an arbitrary graph.
 One player has the goal of connecting two distinguished vertices by a path of edges of their color.
 The other player aims to prevent this by using their color instead (or, equivalently, by erasing edges).
 The game is commonly played on a rectangular grid; this special case of the game was independently invented by American mathematician David Gale in the late 1950s and is known as Gale or Bridg-It. EFUSE
In computing, eFuse is a technology invented by IBM which allows for the dynamic real-time reprogramming of computer chips. Speaking abstractly, computer logic is generally "etched" or "hard-coded" onto a chip and cannot be changed after the chip has finished being manufactured.
 By utilizing a set of eFuses, a chip manufacturer can allow for the circuits on a chip to change while it is in operation. Games for Change
Games for Change (also known as G4C) is a movement and community of practice dedicated to using digital games for social change.
 An individual game may also be referred to as a "game for change" if it is produced by this community or shares its ideals.
 "Games for Change" is also the name for the non-profit organization which is building the field by providing support, visibility, and shared resources to individuals and organizations using digital games for social change.