Saturday, February 1, 2014

God Flesh


  

Third-person shooter

Patho-logical

The history of pathology can be traced back to antiquity when people began examining bodies. The examination of bodies led to the dissection of bodies in order to discover the cause of death. During that time, the people already began formulating today what we know as inflammation, tumors, boils, and much more.






Gameplay

 Arising alongside video game development in the 1980s, the term gameplay was used solely within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered to be the overall experience of playing a video game excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor terms like game mechanics specifically to avoid gameplay since the latter term is too vague. 

 

Role-playing

A role-playing game is a game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterisation, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.
Role-playing can also be done online in the form of group story creation, involving anywhere from two to several hundred people, utilizing public forums, private message boards, mailing lists, chatrooms, and instant-messaging chat clients (e.g., MSN, Yahoo!, ICQ) to build worlds and characters that may last a few hours, or several years. Message boards such as ProBoards and InvisionFree are popularly used for role-playing. Often on forum-based roleplays, rules, and standards are set up, such as a minimum word count, character applications, and "plotting" boards to increase complexity and depth of story.


Tools

A tool is any physical item that can be used to achieve a goal, especially if the item is not consumed in the process. Informally the word is also used to describe a procedure or process with a specific purpose. Tool use by humans dates back millions of years, and other animals are also known to employ simple tools.
Tools that are used in particular fields or activities may have different designations such as "instrument", "utensil", "implement", "machine", or "apparatus". The set of tools needed to achieve a goal is "equipment". The knowledge of constructing, obtaining and using tools is technology.




















 









Job (role)

 A job is a regular activity performed in exchange for payment. A person usually begins a job by becoming an employee, volunteering, or starting a business. The duration of a job may range from an hour (in the case of odd jobs) to a lifetime (in the case of some judges). If a person is trained for a certain type of job, they may have a profession. The series of jobs a person holds in their life is their career.














Environment (systems)


In science and engineering, a system is the part of the universe that is being studied, while the environment is the remainder of the universe that lies outside the boundaries of the system. It is also known as the surroundings, and in thermodynamics, as the reservoir. Depending on the type of system, it may interact with the environment by exchanging mass, energy (including heat and work), linear momentum, angular momentum, electric charge, or other conserved properties. In some disciplines, such as information theory, information may also be exchanged. The environment is ignored in analysis of the system, except in regards to these interactions.



Culture
 a. The totality of socially transmitted behavior patterns, arts, beliefs, institutions, and all other products of human work and thought.
b. These patterns, traits, and products considered as the expression of a particular period, class, community, or population: Edwardian culture; Japanese culture; the culture of poverty.
c. These patterns, traits, and products considered with respect to a particular category, such as a field, subject, or mode of expression: religious culture in the Middle Ages; musical culture; oral culture.
d. The predominating attitudes and behavior that characterize the functioning of a group or organization.
2. Intellectual and artistic activity and the works produced by it.
3.
a. Development of the intellect through training or education.
b. Enlightenment resulting from such training or education.
4. A high degree of taste and refinement formed by aesthetic and intellectual training.
5. Special training and development: voice culture for singers and actors.
6. The cultivation of soil; tillage.
7. The breeding of animals or growing of plants, especially to produce improved stock.
8. Biology





Two possibilities for happy consumers that play partake or enjoy a game like the concept above...
Nobody in their right mind would play an MMO just to cause negative feelings or emotions in a social activity like an MMO....
Contentment

1. The state of being contented; satisfaction.
2. A source of satisfaction: the contentments of a comfortable retirement.

The player or consumer experiences or partakes in a cathartic social interaction with the other players and is a return player that enjoys it personally.

 

Progression

1. The process of progressing; progress.
2. Movement from one member of a continuous series to the next.
3. A continuous series; a sequence. See Synonyms at series.
4. Mathematics A series of numbers or quantities in which there is always the same relation between each quantity and the one succeeding it.
5. Music
a. A succession of tones or chords.
b. A series of repetitions of a phrase, each in a new position on the scale.

The player learns new concepts by playing and becomes more mentally capable because the concepts are analogs of everyday activity's and can be used as a basis for learning about them on their own.



Intellectual disability

Intellectual disability (ID) or general learning disability is a generalized disorder appearing before adulthood, characterized by significantly impaired cognitive functioning and deficits in two or more adaptive behaviors. Intellectual disability is also known as mental retardation (MR), although this older term is being used less frequently.[1][2] It was historically defined as an intelligence quotient score under 70. Once focused almost entirely on cognition, the definition now includes both a component relating to mental functioning and one relating to individuals' functional skills in their environment. As a result, a person with an unusually low IQ may not be considered intellectually disabled. Intellectual disability is subdivided into syndromic intellectual disability, in which intellectual deficits associated with other medical and behavioral signs and symptoms are present, and non-syndromic intellectual disability, in which intellectual deficits appear without other abnormalities.















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