Journal articles on the topic 'Taboo game'

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1

Rovatsos, Michael, Dagmar Gromann, and Gábor Bella. "The Taboo Challenge Competition." AI Magazine 39, no. 1 (March 27, 2018): 84–87. http://dx.doi.org/10.1609/aimag.v39i1.2779.

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Games have always been a popular domain of AI research, and they have been used for many recent competitions. However, reaching human-level performance often either focuses on comprehensive world knowledge or solving decision-making problems with unmanageable solution spaces. Building on the popular Taboo board game, the Taboo Challenge Competition addresses a different problem — that of bridging the gap between the domain knowledge of heterogeneous agents trying to jointly identify a concept without making reference to its most salient features. The competition, which was run for the first time at IJCAI 2017, aims to provide a simple testbed for diversity-aware AI where the focus is on integrating independently engineered AI components, while offering a scenario that is challenging yet simple enough to not require mastering general commonsense knowledge or natural language understanding. We describe the design and preparation of the competition, discuss results, and lessons learned.
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Yao, Yuan, Haoxi Zhong, Zhengyan Zhang, Xu Han, Xiaozhi Wang, Kai Zhang, Chaojun Xiao, Guoyang Zeng, Zhiyuan Liu, and Maosong Sun. "Adversarial Language Games for Advanced Natural Language Intelligence." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 16 (May 18, 2021): 14248–56. http://dx.doi.org/10.1609/aaai.v35i16.17676.

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We study the problem of adversarial language games, in which multiple agents with conflicting goals compete with each other via natural language interactions. While adversarial language games are ubiquitous in human activities, little attention has been devoted to this field in natural language processing. In this work, we propose a challenging adversarial language game called Adversarial Taboo as an example, in which an attacker and a defender compete around a target word. The attacker is tasked with inducing the defender to utter the target word invisible to the defender, while the defender is tasked with detecting the target word before being induced by the attacker. In Adversarial Taboo, a successful attacker and defender need to hide or infer the intention, and induce or defend during conversations. This requires several advanced language abilities, such as adversarial pragmatic reasoning and goal-oriented language interactions in open domain, which will facilitate many downstream NLP tasks. To instantiate the game, we create a game environment and a competition platform. Comprehensive experiments on several baseline attack and defense strategies show promising and interesting results, based on which we discuss some directions for future research.
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Asmidah, Ayu, Jepri Jepri, and Rosmiati Rosmiati. "The Use of Taboo Words in The Bad Boys II Movie." Prologue: Journal on Language and Literature 7, no. 2 (April 28, 2021): 85–91. http://dx.doi.org/10.36277/jurnalprologue.v7i2.58.

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This research aims to analyze taboo words in the Bad Boys II movie. The objective of this research is to identify the types of taboo words that are mostly found in the Bad Boys II movie. The theory used in this research is Sociolinguistics by Wardhaugh theory of types of taboo words. The methodology employed is qualitative approach specifically is used in this research, with the researcher as the main instrument to collect data in form of dialogue from Bad Boys II by watching the movie repeatedly and the researcher analyzes and interprets the data to reach based on the taboo words and its functions proposed by Wardhaugh. The findings of the research are dominated by bodily functions; the numbers of the data is ten data, the others are religious matters, and certain game animals, the first is eight data and the letter is three data those taboo eight words provoke a chaotic reaction.
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HANSEN, WHITNEY A., and STEPHEN D. GOLDINGER. "Taboo: Working memory and mental control in an interactive task." American Journal of Psychology 122, no. 3 (October 1, 2009): 283–91. http://dx.doi.org/10.2307/27784403.

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Abstract Individual differences in working memory (WM) predict principled variation in tasks of reasoning, response time, memory, and other abilities. Theoretically, a central function of WM is keeping task-relevant information easily accessible while suppressing irrelevant information. The present experiment was a novel study of mental control, using performance in the game Taboo as a measure. We tested effects of WM capacity on several indices, including perseveration errors (repeating previous guesses or clues) and taboo errors (saying at least part of a taboo or target word). By most measures, high-span participants were superior to low-span participants: High-spans were better at guessing answers, better at encouraging correct guesses from teammates, and less likely to either repeat themselves or produce taboo clues. Differences in taboo errors occurred only in an easy control condition. The results suggest that WM capacity predicts behavior in tasks requiring mental control, extending this finding to an interactive group setting.
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Lumbangaol, Reni Rosianna. "THE EFFECT OF TABOO WORD GAME IN IMPROVING VOCABULARY ABILITY." Journal MELT (Medium for English Language Teaching) 4, no. 2 (June 4, 2021): 155. http://dx.doi.org/10.22303/melt.4.2.2019.155-169.

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6

Lofton, Caitlin M. "Laying the Foundation for Critical Thinking With the Nursing Taboo Game." Journal of Nursing Education 61, no. 6 (June 2022): 355. http://dx.doi.org/10.3928/01484834-20220404-05.

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7

Capps, Ken. "Chemistry Taboo: An Active Learning Game for the General Chemistry Classroom." Journal of Chemical Education 85, no. 4 (April 2008): 518. http://dx.doi.org/10.1021/ed085p518.

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8

Jolly, Natalie. "Sexy birth: Breaking Hollywood’s last taboo." Sexualities 21, no. 3 (May 31, 2017): 410–27. http://dx.doi.org/10.1177/1363460717699770.

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I look at several depictions of birth in popular culture that seem to be breaking ‘Hollywood’s last taboo’ against showing graphic representations of the birthing body. I offer four illustrations of this relatively recent departure from conventional birth imagery and discuss (1) the 2006 sculpture of Britney Spears birthing on a bearskin rug, (2) the crowning scene in the 2007 movie Knocked Up, (3) a 2012 birth scene depicted in the HBO show Game of Thrones, and (4) a birth montage from an episode of the Netflix show Sense8, to suggest that representations of birth no longer solely depict asexual bodies. I consider the consequences that these sexualized representations of the birthing body might have for women’s embodied experience of birth and evaluate this sexy birth imagery in light of a cultural shift towards an increasingly (hetero)sexualized femininity. In particular, I am interested to explore how normative (hetero)sexualized femininity may align with the growing medical management of childbirth and the uptick in surgical delivery. I investigate whether graphic depictions of birth leave us with increased sexual objectification or the possibility for a new sexual subjecthood. I close by offering a queer reading of the birth depictions in the Netflix drama Sense8 and consider how its non-normative depictions of women’s laboring bodies may unsettle the powerful norms that constitute (hetero)sexualized femininity and refigure women’s experiences of childbirth.
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Brightman, Robert. "The Sexual Division of Foraging Labor: Biology, Taboo, and Gender Politics." Comparative Studies in Society and History 38, no. 4 (October 1996): 687–729. http://dx.doi.org/10.1017/s0010417500020508.

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If women's biology is their economic destiny, nowhere is this destiny more inexorable than in anthropological representations of the sexual division of foraging labor. Physically weak, immobilized by nursing children, engrossed in the provisioning of reliable plant foods, redolent with odors that drive away the game, and subject finally to the axiom that specialization everywhere increases productivity, the foraging woman who gathers but does not hunt seems multiply inevitable, the product at once of logistical necessity and evolutionary selection.
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Gündüz, Nevin, Tuğçe Taşpinar, and Nurdan Demiş. "Children’s Perspective of Game: A Comparison of the Public and Private Schools." Journal of Education and Training Studies 5, no. 9 (August 17, 2017): 158. http://dx.doi.org/10.11114/jets.v5i9.2603.

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The purpose of this research is to determine what the game means from the perspectives of children studying at public and private schools. Four questionnaires were applied to all the third grade parents of four schools; two public and two private schools in Ankara, and questionnaires were completed and sent back by 212 parents. A total of 32 volunteer students from four schools, 4 girls and 4 boys, who were determined according to the results of parents surveys consist of our student research group. Qualitative data were obtained by semi-structured interview technique. Content analysis technique was used for qualitative data and six main themes were created.As a result, children at private and public schools have described as ‘’the meaning of the play’’ theme, as ‘’having fun, being happy, having a good time with friends, ’learning new rules, being healthy and doing sports’’. In the research, they also stated that they play game types such as ’’rope, hide, hide and seek’’ which do not require materials in public schools while they indicated they play games such as ‘’ball, dart, taboo and technological games’’ in private schools. Children indicated that they play at school competitive games prepared by teachers in physical activities lessons. It is concluded that, there is not too much change in the meaning of the game in terms of children who study at private and public schools. Children’s type of game and materials especially change for both girls and boys and schools. Although there are purpose of "enjoy" for both of the two groups, but materials and games that used and played are different.
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Arnold, Michael A. "Breaking the Vegetative Cycle of Plant Materials Lectures." HortScience 33, no. 3 (June 1998): 509d—509. http://dx.doi.org/10.21273/hortsci.33.3.509d.

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Routine lectures, even in topics as inherently appealing to students as plant materials classes, can become monotonous. Educational games can be effective mechanisms for breaking the classroom routine, stimulating student interaction, and reviewing key concepts in an alternative teaching/learning style. Three plant materials games that can be tailored to apply specifically to regional/local classes were developed based on popular television game shows. Basing the formats on games with which the students are familiar allows minimal time and effort to learn the rules and permits students to immediately participate in the activity. The names of the games are “Plant Pictionary”, “Plant Taboo”, and “Name That Plant”. A brief game of each can be completed within 15 to 20 min. The games were developed using plant morphology, taxonomy, aesthetic characteristics, and/or site requirement terminology introduced for general concepts or specific taxa covered in the course. Based on student evaluations, these activities were well received when periodically inserted into the lecture sessions. Participation and enthusiasm for the activities was greatest during the later half of the semester, likely due to the greater base of knowledge that could be incorporated into the games. The games worked best as group activities, particularly fostering good natured competition among laboratory sections. The general concepts of the games should be transferable to other subject matter areas.
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12

Quayle, Michael, Alanna Wurm, Harley Barnes, Thomas Barr, Erin Beal, Mairead Fallon, Rachel Flynn, et al. "Stereotyping by omission and commission: Creating distinctive gendered spectacles in the televised coverage of the 2015 Australian Open men’s and women’s tennis singles semi-finals and finals." International Review for the Sociology of Sport 54, no. 1 (March 29, 2017): 3–21. http://dx.doi.org/10.1177/1012690217701889.

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This paper explores the way in which announcers created spectacle in the Eurosport coverage of the men’s and women’s tennis singles semi-finals and finals at the Australian Open 2015. This was an event where gender representations were under global social media scrutiny after two female players were asked to ‘twirl’ for the audience. We used a two-phase thematic analysis. Semantic thematic analysis showed that more personal descriptions were directed at women than men and these often described off-court features. Descriptions of men included detailed and specific portrayals of physical characteristics, while women’s bodies were seldom referred to specifically. Discourse analysis showed that men’s games were spoken of as physical clashes between titans. In contrast, women’s matches were described in aesthetic rather than physical terms and ‘diva-like’ personalities and relationships were important features of women’s game narratives. While male bodies were described in specific detail where relevant to technical features of the game, women’s bodies were only described indirectly and non-specifically. For the women’s game, this dialogical repression of specific body talk in combination with a strong focus on aesthetic judgements invoked stereotypes by omission, simultaneously reinscribing gender stereotypes and emphasizing their importance by communicating taboo. These gendered commentaries created distinctive gendered spectacles for the men’s and women’s events.
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Kwan, Alvin C. M., Samuel K. W. Chu, Athena W. L. Hong, Frankie Tam, Grace M. Y. Lee, and Robin Mellecker. "Making Smart Choices." International Journal of Game-Based Learning 5, no. 1 (January 2015): 18–30. http://dx.doi.org/10.4018/ijgbl.2015010102.

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Current educational resources for sex education in Hong Kong are mainly designed to be used in classroom. They are mostly text-based and are unattractive to the most vulnerable adolescent group. As discussion on sex is still taboo in Chinese society, self-learning resources can supplement classroom teaching. This paper describes an interactive game playable on Facebook, iPad and the web to educate young adolescents with reliable knowledge and positive attitudes towards relationship and sex and life skills necessary for making wise decisions regarding love and sex in a fun way. The effectiveness and acceptance of the game were evaluated by more than 1000 grades 7-9 students from six schools. The results showed that after playing the game, students' sex knowledge improved with a medium effect size. The students were mostly receptive to the game, finding it fun to play with and describing the content as “interesting”, “interactive”, “informative”, “close to reality” and “applicable”.
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14

Pollmann, Monique M. H., and Emiel J. Krahmer. "How Do Friends and Strangers Play the Game Taboo? A Study of Accuracy, Efficiency, Motivation, and the Use of Shared Knowledge." Journal of Language and Social Psychology 37, no. 4 (October 12, 2017): 497–517. http://dx.doi.org/10.1177/0261927x17736084.

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According to common belief, friends communicate more accurately and efficiently than strangers, because they can use uniquely shared knowledge and common knowledge to explain things to each other, while strangers are restricted to common knowledge. To test this belief, we asked friends and strangers to play, via e-mail and face-to-face, the word-description game Taboo, in which objects need to be described without using certain “taboo” words. When descriptions were sent via e-mail, there was no difference in accuracy (number of correct answers) nor in efficiency (number of words per correct answer) between friends and strangers. When descriptions were given face-to-face, friends were more accurate than strangers, but not more efficient (number of seconds and words per correct answer). Shared knowledge did not predict accuracy or efficiency. Hence, our findings do not support the idea that friends only need a few words to understand each other.
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Malamsha, Maria Proches, Elingarami Sauli, and Edith Talina Luhanga. "Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study." JMIR Serious Games 9, no. 4 (November 8, 2021): e30350. http://dx.doi.org/10.2196/30350.

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Background Globally, 3 out of 20 children experience sexual abuse before the age of 18 years. Educating children about sexual abuse and prevention is an evidence-based strategy that is recommended for ending child sexual abuse. Digital games are increasingly being used to influence healthy behaviors in children and could be an efficient and friendly approach to educating children about sexual abuse prevention. However, little is known on the best way to develop a culturally sensitive game that targets children in Africa—where sexual education is still taboo—that would be engaging, effective, and acceptable to parents and caretakers. Objective This study aimed to develop a socioculturally appropriate, mobile-based game for educating young children (<5 years) and parents and caretakers in Tanzania on sexual abuse prevention. Methods HappyToto children’s game was co-designed with 111 parents and caretakers (females: n=58, 52.3%; male: n=53, 47.7%) of children below 18 years of age and 24 child experts in Tanzania through surveys and focus group discussions conducted from March 2020 to April 2020. From these, we derived an overview of topics, sociocultural practices, social environment, and game interface designs that should be considered when designing child sexual abuse prevention (CSAP) education interventions. We also conducted paper prototyping and storyboarding sessions for the game’s interface, storylines, and options. To validate the application’s prototype, 32 parents (females: n=18, 56%; males: n=14, 44%) of children aged 3-5 years and 5 children (females: n=2, 40%; males: n=3, 60%) of the same age group played the game for half an hour on average. The parents undertook a pre-post intervention assessment on confidence and ability to engage in CSAP education conversations, as well as exit surveys on the usability and sociocultural acceptability of the game, while children were quizzed on the topics covered and their enjoyment of the game. Results Parents and caregivers showed interest in the developed game during the conducted surveys, and each parent on average navigated through all the parts of the game. The confidence level of parents in talking about CSAP increased from an average of 3.56 (neutral) before using the game to 4.9 (confident) after using the game. The ability scores, calculated based on a range of topics included in CSAP education talks with children, also increased from 5.67 (out of 10) to 8.8 (out of 10) after the game was played. Both confidence level and ability scores were statistically significant (P<.001). All 5 children were interested in the game and enjoyed the game-provided activities. Conclusions The HappyToto game can thus be an effective technology-based intervention for improving the knowledge and skills of parents and children in CSAP education.
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Pfister, Eugen, and Felix Zimmermann. "“No One is Ever Ready for Something Like This.” – On the Dialectic of the Holocaust in First-Person Shooters as Exemplified by Wolfenstein: The New Order." International Public History 4, no. 1 (June 1, 2021): 35–46. http://dx.doi.org/10.1515/iph-2021-2020.

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Abstract For almost three decades, the depiction of the Holocaust was considered taboo in digital games. While World War II became a popular historicizing setting for digital games, the crimes of the Nazi regime and the Holocaust in particular remained conspicuously absent. In this article we show that discussions about the fundamental suitability of specific media or media forms for dealing responsibly with the memory of the Nazi regime’s crimes have already taken place several times and that similar arguments can now be applied to the digital game. With this in mind, we pursue the question of whether only so-called serious games are suitable for this purpose, or whether, on the contrary, mainstream blockbuster games – here specifically the first-person shooter Wolfenstein: The New Order – can find ways to maintain the memory of the Holocaust without trivializing it. We approach this question by analyzing chapter 8 of Wolfenstein: The New Order, in which protagonist William “B.J.” Blazkowicz allows himself to be deported to a Nazi concentration camp. We discuss this camp scene dialectically, on the one hand, as an encouragement to rethink the first-person shooter and, on the other hand, as a reproduction of a superficial iconography of the Holocaust.
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Pringle, Richard. "Defamiliarizing Heavy-Contact Sports: A Critical Examination of Rugby, Discipline, and Pleasure." Sociology of Sport Journal 26, no. 2 (June 2009): 211–34. http://dx.doi.org/10.1123/ssj.26.2.211.

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Pleasure can be regarded as a productive force in the constitution of the social significance of sport and desiring sport subjects. The organization and use of sport pleasure has been a relatively marginalized topic of examination. To promote and examine sport pleasure, I conducted semistructured interviews with seven passionate rugby players. Transcripts were analyzed via Foucauldian theorizing and revealed the intertwined workings of technologies of dominance and self in the constitution of rugby pleasures. As a strategy to defamiliarize and disrupt habitual and uncritical acceptance of rugby aggression, I argued that rugby pleasures were akin to sadomasochism. Rugby can be understood as a taboo-breaking game associated with transparent relations of power connected with the pleasure induced from physical domination and the fear of pain.
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Smith, Angela. "‘How the hell did this get on tv?’: Naked dating shows as the final taboo on mainstream TV." European Journal of Cultural Studies 22, no. 5-6 (June 13, 2019): 700–717. http://dx.doi.org/10.1177/1367549419847107.

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There is a long history of dating shows on TV, most famously in the United Kingdom in the form of the long-running ITV show Blind Date, which ran from 1985 until 2003; its re-boot has returned to ITV1. The game-show format continues in shows such as Take Me Out (also ITV1) and Dinner Date (More 4). Elsewhere, the make-over shows that dominated the schedule in the late 1990s and first decade of the century morphed into relationship/dating shows, such as Gok’s Fashion Fix (Channel 4) and Snog, Marry, Avoid (BBC3). However, another relationship/make-over show, How to Look Good Naked (2006–2012, Channel 4) seems to have heralded a further development of this. While How to Look Good Naked never showed full frontal nudity, with participants always expressing the empowering nature of their ‘naked picture’ finale, in recent years there has been a further development of the nakedness theme across several dating shows that have a game-show format. The one that has caused most comment is Channel 4’s Naked Attraction, with The Guardian commenting that ‘the bottom of the barrel has been reached’. With full nudity, lingering close-ups and graphic descriptions, this show drove many viewers to Twitter to express dismay that this show has made it to mainstream TV, and led to The Guardian referring to this show as being symptomatic of dystopian TV since 2016. This article will explore how the shock of graphic nudity is ameliorated by the linguistic strategies of positive politeness with which all participants seem to collude and engage. Such amelioration would appear to be a defence against accusations of voyeuristic and pornographic content on mainstream TV.
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Yuwono, Ardian Indro. "PEREMPUAN DALAM VIDEO GIM : Representasi Perempuan Dalam Dead or Alive 6." Interaksi: Jurnal Ilmu Komunikasi 11, no. 1 (July 1, 2022): 60–72. http://dx.doi.org/10.14710/interaksi.11.1.60-72.

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In media industry, women are often represented as an object which cannot be separated from their sexual attractiveness. This kind of female sexualization also presents in various video games, such as Dead or Alive 6. Through this study, researcher tries to understand how female characters are represented in Dead or Alive 6 using Roland Barthes’s semiotic analysis. As for the result, four picked characters, Kasumi, Honoka, Marie Rose, and Momiji represent signs of sexualization such as their fashion, innocence, legal character but looks like an underage, or a paradox between sacredness and taboo. The sexualization of characters in Dead or Alive 6 turns the sexual traits of legal female characters as its selling point. Dead or Alive 6 sexualizes its female characters as part of its selling value by selling various expensive downloadable contents (DLC) in form of maid, bikini, or any other sexy costumes that has nothing to do with characters’ ability. The “water mode” and “soft mode” also can be considered as sexual exploitation towards the female characters as its selling point. It can be read that the game takes advantage from the players’ sexual fantasy as a goldmine.
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Bernstein, Anita. "Working Sex Words." Michigan Journal of Gender & Law, no. 24.2 (2017): 221. http://dx.doi.org/10.36641/mjgl.24.2.working.

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Imagine yourself tasked to speak for a few minutes about legal controls on sex-selling in the United States, or any other country you choose. You need not have thought about the particulars. As someone willing to read a law review article, you have enough to say because sex-selling overlaps with the subject knowledge you already have. Criminal law, contracts, employment law, immigration law, tort law, zoning, commercial law, and intellectual property, among other legal categories, all intersect with this topic. In your brief remarks on how law attempts to mediate the sale and purchase of sex, you have only one modest constraint: Omit a short list of nouns. Describe paid-for sex as a regulated activity without using the words “prostitute” (including “prostitution”), “sex work” (or “sex worker”), “legalization,” “decriminalization,” “john,” “pimp,” “madam,” “trafficking,” and “Nordic model” or “Swedish model.” The premise of the exercise may be familiar from a game marketed under two names, Taboo and Catchphrase. When competing, a member of a team is told a word or phrase and then has to convey its meaning to teammates from whom the word has been hidden. Rules constrain players: The clue-giver is allowed to make any physical gesture and give almost any verbal clue to get his/her team to say the word. But you may NOT: • Say a word that RHYMES with the word. • Give the FIRST LETTER of the word. • Say A PART OF THE WORD in the clue (i.e., shoe for shoe horn). But why, you may reasonably wonder, would anyone discuss an issue in American legal regulation by copying a game that demands dodging? Evasion is anathema to regulation, an endeavor that references an activity and then tries to give intelligible guidance about what participants in the regulated sector must, must not, and may do. Playing Taboo/Catchphrase about the law of sex-selling and -buying seems unproductive, to say the least.
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Kemp, Anna. "Oulibertinage: Play and pudeur in Anne Garréta's Pas un jour." Nottingham French Studies 57, no. 1 (March 2018): 33–48. http://dx.doi.org/10.3366/nfs.2018.0202.

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Since the turn of the century, women-authored sexual confessions have proliferated. However, these succès de scandale have been paralleled by anxiety regarding self-exposure and a sense that, for women writers, the ‘taboo’ has become something of an obligation. In this article, I will consider how Anne Garréta's autofictional Pas un jour engages critically with the genre of sexual confession and what Garréta sees as the overexposed culture in which it has flourished. In particular, I will pay attention to the text's Oulipian dimensions, arguing that Garréta's construction of the text as an Oulipian game is a means of acquiring critical distance from and also renewing contemporary rituals of seduction. The article will situate Pas un jour within broader trends in contemporary French women's writing and will conclude with a consideration of whether Oulipian methods might provide a resource for women writers who, like Garréta, resist the demand for full disclosure.
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Abi–Esber, Fouad, Ping Yang, Hiromi Muranaka, and Mohamed Moustakim. "Linguistic Taboos: A Case Study on Australian Lebanese Speakers." Asian Culture and History 10, no. 1 (February 28, 2018): 89. http://dx.doi.org/10.5539/ach.v10n1p89.

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This study aims to investigate how Lebanese Arabic speakers living in Australia utilise their linguistic taboos, with the purpose of comprehending their cross-cultural adaptation in the Australian context. The specific research focal point of this study includes how and why Lebanese Arabic speakers of different age range use linguistic taboo words. A total of 56 Lebanese students were deemed to satisfy the participation criteria. A research tool, NVIVO 10 software, was used to analyse the questionnaires and interviews and to help sort major themes, as identified above, for critical discussion. The results show that the older participants tend to use a specially designed euphemistic form of linguistic taboo whereas the younger participants’ use of linguistic taboo is much influenced by some factors such as peer pressures and video games, and they do not always use more taboo words than older participants as reported in previous research. The results indicate the complicated and dynamic sociolinguistic context of the Lebanese community regarding the use of linguistic taboo in Australia. Additionally, it provides insights into how Lebanese speakers manage linguistic taboos successfully in social interactions using their cross-linguistic skills and cross-cultural knowledge.
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Kessy, Ambrose T. "The Long Waiting for Relocating Capital City in Tanzania: The Continuity of the Game Changer and the Challenges Ahead." African Review 49, no. 1 (January 14, 2022): 54–73. http://dx.doi.org/10.1163/1821889x-12340064.

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Abstract Many cities in Africa have their legacy to the colonial masters’ influences. This can be seen in the design of many capital cities created along the coastal areas as transmission centers to dispatch primary raw materials in exchange for manufactured products. Some countries realized the need to establish or relocate their capital cities according to their needs, Tanzania being one of them. However, putting this idea into practice has not been without some serious challenges. The recent successful move by the government of Tanzania to shift her national capital city from Dar es Salaam to Dodoma provides a classic example in terms of challenges and lessons. This paper argues that the successful shifting of the government from Dar es Salaam to Dodoma is a combination of many factors. However, the main one was the strong political commitment of the fifth government and later the continuity of the sixth government to provide strategic leadership in implementing the idea conceived more than forty years by the first President of Tanzania. The article provides critical insights into the conceptualization and strategies adopted to create a new capital city for Tanzania. It also considered some literature on the transfer of capital cities in other parts of the world. It concludes by stressing that the solid personal drives shown by both President John Magufuli and later President Samia Suluhu Hassan has broken the long-held taboo of empty words since the early seventies. This is because many efforts by the previous government to move the city were bogged down by intractable management problems and a lack of foreign exchange.
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Kun, Andrew L., Hidde van der Meulen, and Christian P. Janssen. "Calling while Driving Using Augmented Reality: Blessing or Curse?" PRESENCE: Virtual and Augmented Reality 27, no. 1 (March 2019): 1–14. http://dx.doi.org/10.1162/pres_a_00316.

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We report on an experiment on the distracting effects of in-car conversations through augmented-reality glasses. Previous research showed that in-car phone conversations can be distracting, but that the distraction might be reduced if the remote caller receives visual information about the driving context. However, what happens if such video sharing becomes bidirectional? The recent introduction of commercial augmented-reality glasses in particular might allow drivers to engage in video-supported conversations while driving. We investigate how distracting such video-based conversations are in an experiment. Our participants operated a simulated vehicle, while also playing a conversational game (Taboo) with a remote conversant. The driver either only heard the remote conversant (speech-only condition), or was also able to see the remote person in a virtual window that was presented through augmented reality (video call condition). Results show that our participants did not spend time looking at the video of the remote conversant. We hypothesize that this was due to the fact that in our experiment participants had to turn their head to get a full view of the virtual window. Our results imply that we need further studies on the effects of augmented reality on the visual attention of the driver, before the technology is used on the road.
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Yadav, Ankur. "Cultural Spectrum in Arvind Adiga’s Selection Days." SMART MOVES JOURNAL IJELLH 8, no. 5 (May 28, 2020): 153. http://dx.doi.org/10.24113/ijellh.v8i5.10597.

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Cultural Studies have played a pivotal role in understanding and evaluating the power dynamics of the social, political, economic and ethical world order by empirically engaging and focusing on the present-day culture, tracing its historical roots and explicating its attributes with reference to a particular literary text and its reception in a society. Arvind Adiga, the Man-Booker Prize winning Indo-Australian author, in Selection Day, has adroitly detailed how cricket as an individual entity impacts the cultural phenomena of a society by confronting its inherent myriad issues. The narrative delves deep into the lives of two siblings – Radha and Manju, witnesses the dramatic turnaround of events and tries to capture the themes of unfulfilled desires and preordained destinies. The novel also explores how the sport holds different meanings and significance for different characters, each of whom view the game in the light of their own ideology. The author foresees and sensitizes the theme of homosexuality, which is still a taboo and been unheard of, within the sports fraternity. Adiga’s critique of the parental felony, embodied in Mohan Kumar, and its repercussions is the most compelling theme at the heart of this work of fiction. Selection Day powerfully binds together the societal phenomena of class construction, unquenchable thirst for money, sexual orientations and ideologies with a single thread and studies how culture, in itself, is an ever-evolving phenomenon.
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Grieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (December 2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.

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Regulating a population is difficult, and no easier when that population has grenade launchers. Video game publishers and developers face the unenviable challenge of balancing their game's playability with regulating the individuals within it. This is done proactively (by game design) and reactively (by punishing or rewarding player behaviour). What players encounter affects the game's age rating, but also the player's desire to continue playing. Even games focusing on violence impose taboos on unsportsmanlike behaviour, and real-world referential behaviour or attacks. Games can become known for their toxic player behaviour, rather than the gameplay itself. In examining pro and reactive regulation in online multiplayer games, such as type of communication and moderation, there appears to be a correlation between highly proactive in-game regulation and low age ratings, and highly reactive in-game regulation and high age ratings. While further study is needed, this suggests potential avenues for future regulatory efforts.
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Skliar, Olena. "THE CATEGORY OF INVECTIVENESS: FROM ORIGINS TO THE MODERN CHALLENGES." Studia Philologica 2, no. 15 (2020): 43–53. http://dx.doi.org/10.28925/2311-2425.2021.156.

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The relevance of the study is due to the interest of modern linguistics to the speech of ordinary person. The article represents a short review of foreign and Ukrainian scholars’ investigations dedicated to the invectiveness. The sources of the invectiveness and reasons for using invectives are found out. The invectiveness is the property of words to acquire additional semantic and pragmatic connotations, which are intended to offend the interlocutor. Invectives and swearing in general are verbal violations of the prohibition that exist in some social group. The main functions of invective vocabulary are verbalization of aggression in a conflict situation; reduction of emotional stress; filling pauses during speech; setting social distance social distance. Attention is paid to the features of functioning of invectives in a modern media environment, in particular child and teenage one. The influence of vocabulary with invective semantics on the consciousness of the recipient is substantiated. A survey within the research topic was conducted to identify users' attitudes to media content that contains invective vocabulary. Attached to the survey video is a fragment from the cartoon “Bender's Game”. The results of the survey indicate ambiguous perception of content with invectives, lack of a single strategy for the selection and control of children's content among parents. According to the answers received, 3 types of attitudes to invective vocabulary can be distinguished: negative (taboo and avoiding invective vocabulary in real life and information space); neutral (the use of invectives in life and virtual space is determined by situation and has a goal); positive (extensive use of invectives, their perception as a means of expressing speech, part of everyday vocabulary). Further research of invectives and specifics of their verbalization will establish the influence of content on the language personality and define the connection between a person's communicative behavior and his information space.
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Bertozzi, Elena, Amelia Bertozzi-Villa, Swathi Padankatti, and Aparna Sridhar. "Outcomes assessment pitfalls: challenges to quantifying knowledge gain in a sex education game." Gates Open Research 4 (February 16, 2021): 73. http://dx.doi.org/10.12688/gatesopenres.13129.3.

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Background: The use of videogames as a public health tool is rapidly expanding. Accurate assessment of the efficacy of such games is complicated by many factors. We describe challenges associated with measuring the impact of playing a videogame with information about human sexual anatomy and reproduction and discuss motivations for, and solutions to, these challenges. Methods: The My Future Family Game (MFF) is a validated tool for collecting data about family planning intentions which includes information about human anatomy and sexual reproduction. We sought to assess the efficacy of the game as a tool for teaching sexual education using a pre-post model which was deployed in three schools in and around Chennai, India in summer of 2018. Results: The MFF game was successfully modified to collect data about players’ pre-gameplay knowledge of sexual anatomy and processes. The post gameplay assessment process we used did not effectively assess knowledge gain. Designing assessments for games dealing with sexuality presents challenges including: effectively communicating about biological parts and processes, designing usable and intuitive interfaces with minimal text, ensuring that all parts of the process are fun, and integrating assessments into the game in a way that makes them invisible. Conclusion: Games can be an effective means of gathering data about knowledge of sex and reproduction that it is difficult to obtain through other means. Assessing knowledge about human sexual reproduction is complicated by cultural norms and taboos, and technical hurdles which can be addressed through careful design. This study adds to the sparse literature in the field by providing information about pitfalls to avoid and best practices in this evolving area.
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Bertozzi, Elena, Amelia Bertozzi-Villa, Swathi Padankatti, and Aparna Sridhar. "Outcomes assessment pitfalls: challenges to quantifying knowledge gain in a sex education game." Gates Open Research 4 (November 13, 2020): 73. http://dx.doi.org/10.12688/gatesopenres.13129.2.

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Background: The use of videogames as a public health tool is rapidly expanding. Accurate assessment of the efficacy of such games is complicated by many factors. We describe challenges associated with measuring the impact of playing a videogame with information about human sexual anatomy and reproduction and discuss motivations for, and solutions to, these challenges. Methods: The My Future Family Game (MFF) is a validated tool for collecting data about family planning intentions which includes information about human anatomy and sexual reproduction. We sought to assess the efficacy of the game as a tool for teaching sexual education using a pre-post model which was deployed in three schools in and around Chennai, India in summer of 2018. Results: The MFF game was successfully modified to collect data about players’ pre-gameplay knowledge of sexual anatomy and processes. The post gameplay assessment process we used did not effectively assess knowledge gain. Designing assessments for games dealing with sexuality presents challenges including: effectively communicating about biological parts and processes, designing usable and intuitive interfaces with minimal text, ensuring that all parts of the process are fun, and integrating assessments into the game in a way that makes them invisible. Conclusion: Games can be an effective means of gathering data about knowledge of sex and reproduction that it is difficult to obtain through other means. Assessing knowledge about human sexual reproduction is complicated by cultural norms and taboos, and technical hurdles which can be addressed through careful design. This study adds to the sparse literature in the field by providing information about pitfalls to avoid and best practices in this evolving area.
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Moskalets, Viktor. "Psychology of the game and game content of other activities." Psihologìâ ì suspìlʹstvo 2, no. 80 (June 1, 2020): 71–88. http://dx.doi.org/10.35774/pis2020.02.071.

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The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational foundation is inherent not only to the game, but also to some other activities. The so-called game means used by other activities are divided into two types – educational-developmental (training, role, business, etc.) and psycho-correctional. In a subject who seeks to use such means effectively should dominate a motivation that corresponds to their purpose. Differentia specifiс of game activity is a creation of purely game pretended situations. Namely, this property is the predicate-discourse basis of the denotation of the term “game”. It is from “pretendness” that those connotative meanings of it and other associations are formed, which create definitive relativism in the semantic field of game activity. A notable condition of the played situations are the rules that provide the game order, while deviations from this order spoil and devalue the game. Like taboos and imperatives of all forms of regulation, the rules of the game do not allow and require self-restraint, which does not stimulate positively colored emotional reactions, because they limit the freedom of action. However, the subject accepts these rules voluntarily and gladly follows them, experiencing “courage” and demonstrating his mental and physical abilities (intelligence, agility, etc.), especially when his game impresses with skill, beauty, and admiration. It is noted that dizzying and amusing situations are essentially not games, but actually entertainment. It is claimed that the game itself and the game content of other activities contain a very noticeable developmental-educational potential, contributing to the successful mastering knowledge, skills, abilities and competencies by a person. First of all, we talk about such teaching methods as business and role-playing games, military training maneuvers, the specialists’ activity in special conditions. At the same time, game psycho-correctional methods, captivating each participant with their game content are designed to help him get rid of the consequences of mental traumas he suffered in life, or “slow down” in his psyche positive, but depressed, inhibited, properties. Therefore, the consolation, the pleasure of such self-purification is the psychological filling of the game content of these techniques. In addition, it is proved that the game develops aesthetic sensitivity – the ability to perceive beauty and enjoy it through the mediation of system, order, harmony and other aesthetic properties. Thus, the game is not only the absence of internal coercion, but also freedom of spirit, the release of mental energy. For example, the subject is immersed into virtual freedom of spirit both during creation and in the situation of perception of art, which pleases and attracts him by this very process. Anyway, a person is amused (“encouraged”) by his living spirit, the ability of his spirituality in empathic responses to artistic images. This basic content of motivation of artistic-aesthetic activity is semantically related to the game motivation. It is argued that the game and religion have similar properties: pretended situations, obligatory conditionalities, positive emotional coloring of the action process. However, this assimilation is the result of a purely theoretical understanding, while the full picture of the existence of the game is much more complex.
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Tetlock, Philip E., Barbara A. Mellers, and J. Peter Scoblic. "Sacred versus Pseudo-Sacred Values: How People Cope with Taboo Trade-Offs." American Economic Review 107, no. 5 (May 1, 2017): 96–99. http://dx.doi.org/10.1257/aer.p20171110.

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Psychologists have documented widespread public deference to “sacred values” that communities, formally or informally, exempt from tradeoffs with secular limits, like money. This work has, however, been largely confined to low-stakes settings. As the stakes rise, deference must decline because people can't write blank checks for every “sacred” cause. Shadow pricing is inevitable which sets the stage for political blame-games of varying sophistication. In a rational world, citizens would accept the necessity of such tradeoffs, but the attraction to moral absolutes is strong--perhaps even essential for social cohesion.
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Krämer‐Mandeau, Wolf. "Tradition, transformation and taboo: European games and festivals in Latin America, 1500–1900." International Journal of the History of Sport 9, no. 1 (April 1992): 63–82. http://dx.doi.org/10.1080/09523369208713780.

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Postnikova, Yekaterina G., and Artyom E. Lyubetsky. "Fears of Submarine Sailors during the Great Patriotic War (with Reference to the Battlefield Diaries of Georgy I. Sennikov)." Izvestia of the Ural federal university. Series 2. Humanities and Arts 22, no. 4 (202) (2020): 190–207. http://dx.doi.org/10.15826/izv2.2020.22.4.071.

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The purpose of this article is a historical and anthropological examination of the phenomenon of fear, the methods of its manifestation and overcoming in the shadow of war. The authors refer to battlefield and postwar diaries from 1943–1946 of G. I. Sennikov, a submarine sailor of the Northern Fleet, marine electrician of “М-107” and “М-119”. The authors use methods of historiographical and mythopoetic analysis, and the biographic method. In Sennikov’s battlefield diary, the authors observe the sailor’s analytical approach to the problem of fear: his story is not just a documentation and detailed description of the physical signs of horror, but also a classification of the types of fear, exploration of different aspects of a person’s fear at war, and an attempt to get an insight into the essence of this phenomenon. The research reveals that the young sailor perceived the war as a death-defying admission and initiation at the ultimate threshold and is described with the help of archetypical figures: a monster ship, a coffin boat, the sea, etc. The young man who found himself in the extremely harsh wartime conditions identifies such characteristic features of a submarine sailor’s psychology as sailor fatalism, a certain superstitious religiousness (belief in signs, dreams, “marked” spaces and taboos, amulets, and taboo systems). In his diaries, G. I. Sennikov does not only identify superstitious religiousness and ritual activities as the most efficient weapon against fear, but also creativity, laughter, games, and, most significantly, personal values, the authority of commanding officers, and conviction that Soviet submarine sailors fight for the right cause, on the side of the good, saving the world from the horrors of fascism.
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Young, Garry, and Monica T. Whitty. "Should gamespace be a taboo-free zone? Moral and psychological implications for single-player video games." Theory & Psychology 21, no. 6 (October 14, 2011): 802–20. http://dx.doi.org/10.1177/0959354310378926.

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Hoffman, Moshe, Erez Yoeli, and Martin A. Nowak. "Cooperate without looking: Why we care what people think and not just what they do." Proceedings of the National Academy of Sciences 112, no. 6 (January 26, 2015): 1727–32. http://dx.doi.org/10.1073/pnas.1417904112.

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Evolutionary game theory typically focuses on actions but ignores motives. Here, we introduce a model that takes into account the motive behind the action. A crucial question is why do we trust people more who cooperate without calculating the costs? We propose a game theory model to explain this phenomenon. One player has the option to “look” at the costs of cooperation, and the other player chooses whether to continue the interaction. If it is occasionally very costly for player 1 to cooperate, but defection is harmful for player 2, then cooperation without looking is a subgame perfect equilibrium. This behavior also emerges in population-based processes of learning or evolution. Our theory illuminates a number of key phenomena of human interactions: authentic altruism, why people cooperate intuitively, one-shot cooperation, why friends do not keep track of favors, why we admire principled people, Kant’s second formulation of the Categorical Imperative, taboos, and love.
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Koženiauskienė, Regina. "Debatable discourse of phraseology: manipulations and linguistic games." Lietuvių kalba, no. 2 (December 29, 2008): 1–5. http://dx.doi.org/10.15388/lk.2008.22890.

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The paper discusses a debatable discourse of phraseology, both written and spoken, and analyses texts of different genres of public discourse. More attention is devoted to the semantic structure of idiomatic expressions and their modifications, i.e. their occasional usage, their shift from indirect to direct meanings, from fixed to free word combinations (co-occurrences) and vice versa. The paper treats the above modifications as a linguistic game: non-standard, at first sight even illogical, usage aimed at hindering the understanding rather than transmitting information, as pointed out by language experts. This might be due to several reasons: to attract the attention of the readership or the audience, to circumvent the law (like in alcohol advertisements) or to avoid being treated as an offender by expressing one's negative attitude to another person. A linguistic game offers numerous opportunities to manipulate, so does linguistic meaning in its numerous extensions and with no obvious boundaries between distinct senses. Occasional idiomatic expressions, insulting taboos and idioms with non-standard implications are well-marked and often require linguistic expertise; however, due to the underlying linguistic game, they cannot be always disputed as regular conclusions. If nonetheless linguistic expertise is sought, it is considered valuable. Still it remains only one of possible stylistic interpretations of a debatable text.
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Ong, Elsie. "Can digital games serve as potential intervention or suicide risk?" International Journal of Serious Games 7, no. 1 (February 14, 2020): 127–32. http://dx.doi.org/10.17083/ijsg.v7i1.303.

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With the rapid growth of advanced digital technology, the use of mobile apps is of increasing interest as a means for providing continuous access to evidence-based digital interventions. Suicide is a socially taboo topic with approximately 800,000 people dying due to suicide every year. As suicidal ideation and suicide risk increase rapidly, gamified intervention is argued to have an important role in the future of mental health care provision and access to these mobile resources may save lives. However, due to the lack of published research to demonstrate that apps can be effective at reducing suicide behaviours, many developers are pushing ahead with apps for suicide prevention with unclear benefits and risks. In this communication piece, issues and challenges of digital interventions will be discussed, hence solution such as using attentional bias modification may be an option for future health care. Overall, the use of digitized gamified intervention holds great promise for a radically new approach to deliver prevention programs, thus overcoming barriers inherent in traditional therapeutic approaches.
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Randrianandrianina, Félicien H., Paul A. Racey, and Richard K. B. Jenkins. "Hunting and consumption of mammals and birds by people in urban areas of western Madagascar." Oryx 44, no. 3 (July 2010): 411–15. http://dx.doi.org/10.1017/s003060531000044x.

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AbstractWe assessed the consumption and hunting of wild animals by people in urban areas of western Madagascar using structured questionnaires in households and direct observations. Six wild mammal and five wild bird species were reported, or observed, to be sources of bushmeat although fish and domestic animals were the preferred and cheapest sources of animal protein. Bushmeat accounted for 10% of the meat consumed the day before our questionnaires were completed. Common tenrec Tenrec ecaudatus and bush pig Potamochoerus larvatus were the preferred wild meat and the former was also the most expensive type of meat. Taboos and strong dislikes limited the consumption of domestic pigs, bush pigs, goats, lemurs and fruit bats. Game species were hunted according to their availability, which coincided with the legal hunting season for fruit bats but only partly so for the other game species. Illegal hunting of Verreauxi’s sifaka Propithecus verreauxi is cause for concern and assessments of primate consumption may have been underestimated because of reluctance of interviewees to admit illegal activities.
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Miranda, Salvador. "Aesthetics and the semblance of the real in terroristic gameplay." Technoetic Arts 18, no. 2-3 (October 1, 2020): 239–47. http://dx.doi.org/10.1386/tear_00041_1.

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‘Aesthetics and the semblance of the real in terroristic gameplay’ explores the recreation of terrorism and terrorist role-playing in gaming in a post 9/11 context. Drawing examples from contemporary games like Grand Theft Auto, Call of Duty, ARMA 3: Takistan, Insurgency: Sandstorm and SQUAD, games provide for surprisingly subjective explorations of terrorist role-playing and image-making. What does it mean to recreate these images of terrorism, so closely associated with propaganda from the War on Terror? This article looks at the phenomenon through the Lacanian notion of the real; that which cannot be reduced to the symbolic or semiotic. In particular, it looks at the aesthetic appeal of terroristic images and how these lead to their recreation. The article suggests that the virtual world of gaming provides a risk-free space to explore the taboo of terrorism while participating in the recreation of aesthetic media tropes. It further explores the idea of terrorism as the return of the Lacanian real and how terrorist gameplay can be understood as the re-enactment of the semblance of the real. This article draws from the author’s 2019 short film, Aim Down Sights.
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Pereira, Marco Alésio Figueiredo, Masato Kobiyama, and Nilza Maria dos Reis Castro. "Análise de variâncias pluviométricas na bacia hidrográfica do rio Taboão - RS." Revista Brasileira de Meteorologia 29, no. 3 (September 2014): 409–19. http://dx.doi.org/10.1590/0102-778620130089.

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O objetivo deste trabalho foi determinar a distribuição de probabilidade que melhor se ajuste à variância da série histórica de precipitações diárias em seis estações na bacia hidrográfica do rio Taboão, região noroeste do Estado do Rio Grande do Sul, durante um período de sete anos, distribuídos nos intervalos de 05/05/03 a 09/05/06 e 01/07/07 a 04/06/11. Para isso, foram determinados os padrões de agrupamento, em relação à variância. Na comparação do ajustamento das distribuições observadas da variável variância com as distribuições teóricas, foi utilizado o teste de ajustamento de Shapiro-Wilk. Determinadas as distribuições Log Pearson e Gama, realizou-se o agrupamento das estações de acordo com sua variância pela distância Euclidiana através do método de Ward. Os agrupamentos propostos foram verificados através da ANOVA e teste de Tukey, resultando que os agrupamentos propostos não se sustentavam, demonstrando a homogeneidade entre a média das variâncias das séries históricas das estações analisadas. Os resultados obtidos permitem concluir que a precipitação na bacia do rio Taboão é homogênea.
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Rook, Caroline, Thomas Hellwig, Elizabeth Florent-Treacy, and Manfred Kets de Vries. "Workplace stress in senior executives: Coaching the ‘uncoachable’." International Coaching Psychology Review 14, no. 2 (2019): 7–23. http://dx.doi.org/10.53841/bpsicpr.2019.14.2.7.

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PurposeWorkplace stress is becoming an acknowledged problem, and employee assistance programmes are widely invested into reducing workplace stress. However, there is still a group of people who are neglected: senior executives. There is a taboo among this group about admitting to overwhelming stress, as the executives themselves can consider it a sign of weakness. Executive coaches often pick up symptoms of underlying stress, including sleep deprivation, or substance abuse in leadership development programmes or executive coaching sessions. However, unless the coach is a trained stress expert, medical doctor, or psychotherapist, he or she may feel unequipped to help a senior executive deal with stress. This article introduces an interpretative protocol to gage senior executive stress to flag up potential stress issues and areas to be addressed in coaching or by health professionals.MethodsBased on a literature review on common workplace stress factors and symptoms, we identified five areas in which senior executive stress may arise. In a next step, following a psychodynamic approach, we developed an interpretative protocol that can be used in conversational or observational approach to gage stress in these areas.ConclusionsOur intent was to achieve a delicate balance between flexibility, face validity, and academic rigour. The protocol helps the coach to detect and interpret stress indicators despite possible self-deception and impression management by the coachee.
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Moskalets, Viktor. "Functioning and development of conscious ability in communication, play, artistic activity." Psihologìâ ì suspìlʹstvo 1, no. 83 (March 30, 2021): 117–31. http://dx.doi.org/10.35774/pis2021.01.117.

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A necessary condition for the existence of conscious ability in the way of correlative correlation between the planes of mental acts (noesis) and content-meanings (noema) – is an activity. Despite the communicative content of other activities, there is actually a communicative activity – communication, the leading motive of which is communication itself. Psychological and physical contact with the object of such communication is a self-sufficient goal for the subject. The emotional-dispositional basis of his motivation is all kinds of love and amicability. Deprivation of communication causes serious damage to the mental health of almost all people. Therefore, communication is a basic condition and a way of normal functioning of human conscious ability, the main factor of mental development of speech as a basis for this ability of infants and young children, who desperately need communication, full of expressive manifestations of love and tenderness. Children, who suffer from the deprivation of such communication, noticeably lag behind in development: their own speech and understanding of what is addressed to them, intelligence, self-awareness, adequate emotionality, social activity and adaptability. Mechanisms of social-psychological interaction are gradually “connected” to the process of intuitive “interiorization” of infants and young children, the essence of which is that in the noems of the subject’s conscious ability, the attitude to him, to other people, to the world of authoritative and referent for him individuals and groups is reflected. The most powerful subjective factor of the effectiveness of a child’s personal development is authentic activity through the volitional effort required to follow the rules of the game that attracts and captures it. Children benevolently accept the restrictions required by the rules of the game and are happy to follow them, because these are the conditions for testing their mental and somatic life potential, because in the process of the game «play» the vital forces of the child that please her. Such pleasure is the emotional-motivational basis of any real game and the deep foundation of the psychological affinity of game self-limitation and self-overcoming with the morality and spirituality of a personality, and thus a subjective factor in the development of his spiritual-moral conscious ability. At the same time, its aesthetic sensitivity develops due to the fact that the rules of the game form the harmonious system that gives the aesthetic impression of the beauty of the game. The deep basis of motivation of artistic-figurative activity (creation and perception of works of art) is a secret human desire – freedom of spirit, liberation from the shackles of its biological and social “handcuff”. Therefore, the ideological-emotional core of the images of high art is the freedom-loving human spirit, which is subject to the urges caused by the biological nature of human and social taboos and imperatives that oppress him. In the process of artistic-figurative activity, the subject empathically identifies with the struggles of the spirit of the art works’ heroes. These empathic shifts of one’s own spiritual-moral ability delight the subject, who develops the emotional-dispositional foundations of corresponding noems of his conscious ability. Cognition requires a serious attitude and hard work, which is most motivated by interest in its content. An effective way of such interest is the game psychological content of teaching. In general, the question of including the game into cognitive activity makes sense only as a fulfillment of the learning process with game psychological content. To organically combine the hard efforts of students, which requires knowledge and assimilation of scientific truths and spiritual values with game attractiveness - is not easy, but possible, especially concerning subjects of artistic-aesthetic cycle due to the semantic affinity of motivation of game and artistic-figurative activities. A necessary condition for the humanistic mission of sport is that it must be a noble competition, that is, a real game.
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DeWitt, Lindsey E. "Japan’s Sacred Sumo and the Exclusion of Women: The Olympic Male Sumo Wrestler (Part 1)." Religions 12, no. 9 (September 10, 2021): 749. http://dx.doi.org/10.3390/rel12090749.

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The 2020 Summer Olympic Games in Tokyo offer a fitting and timely point of departure to consider the religion-based exclusion of women and, by extension, to peer into the nation-culture-religion-gender nexus in Japan. The Japan Sumo Association, a quasi-governmental corporation, champions itself as the custodian of a divine affair cultivated by male deities and mortal men, and exclusive of women. The Sumo Association bans women and girls from entering or even touching the wrestling ring, lest they violate sumo tradition and taint their so-called sacred battlefield. Critics of sumo’s female taboo denounce the Association’s rule as anachronistic and sexist as well as illegal. The opposition focuses attention on the need for change, and justifiably so, but there exists an equally pressing need to think about why the ban prevails even with strong opposition. Olympic presentations of the male sumo wrestler open our eyes as to one such abetting force: persuasive and politically expedient visions of sumo wrestling as an ancient, sacred, and exclusively male endeavor.
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Young, Garry, and Monica T. Whitty. "Games without frontiers: On the moral and psychological implications of violating taboos within multi-player virtual spaces." Computers in Human Behavior 26, no. 6 (November 2010): 1228–36. http://dx.doi.org/10.1016/j.chb.2010.03.023.

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Olimpo, Jeffrey T., Sarah Lagman, Patricia Shields, Shannon Davis, and Raj Parekh. "Learning can be all Fun and Games: Constructing and Utilizing a Biology Taboo Wiktionary to Enhance Student Learning in an Introductory Biology Course." Journal of Microbiology & Biology Education 11, no. 2 (December 20, 2010): 164–65. http://dx.doi.org/10.1128/jmbe.v11i2.191.

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Stańczyk, Ewa. "Heroes, Victims, Role Models: Representing the Child Soldiers of the Warsaw Uprising." Slavic Review 74, no. 4 (2015): 738–59. http://dx.doi.org/10.5612/slavicreview.74.4.738.

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This article explores narratives surrounding child soldiers in Poland, with a particular focus on the Warsaw Uprising of 1944. My discussion examines a variety of contexts in which this figure appears, such as urban spaces, press debates, popular literature, and educational games, and unpacks the taboos associated with cultural constructions of childhood. The article points to the complex interaction between the enduring narratives of resistance and the struggle for independence which characterize Poland and the international humanitarian discourse on the use of children in war which goes beyond the local context. More generally, I show that the representations of Warsaw's young insurgents speak less of the children and their rights and more of contemporary notions of Polish national identity, the nation's wished-for or projected development, and collective hopes and fears in the wake of its accession to the European Union.
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47

Donal, Andri, and Nirwana Syahputra. "Acquiring English Vocabulary at Children Aged 9-11 Years Old During Covid-19 Pandemic." Edu-Ling: Journal of English Education and Linguistics 5, no. 1 (December 31, 2021): 91. http://dx.doi.org/10.32663/edu-ling.v5i1.2276.

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Covid19 pandemic has changed the education system. Almost all educational institutions reduced face to face learning and applied online learning. The Indonesian government supports this system by providing internet credit subsidies to students and teachers. It triggers students to often use gadgets such as learning, playing online games, or browsing internet sites. One of the impacts of this pandemic period is the process of English Language Acquisition in children. The purpose of this study was to determine the process of acquiring English vocabulary and kinds of English vocabulary in children aged around 9-11 years. The researchers applied descriptive qualitative study by involving three participants aged 9,10,11 year old. To get more valid data, researchers observed participant activities, especially how their English vocabulary was obtained and the English vocabulary was what they produced. In addition to deepening data, researchers also conducted semi-structural interviews to participants. Interviews were also carried out to determine the extent to which they understood the English vocabulary they produced. The results showed that there were several ways children to obtain English vocabulary during Covid 19 pandemic, imitating someone's words, hearing or reading from online games, listening to music, watching television, and reading vocabulary on food wrap. The types of English vocabulary they get are nouns, verbs, adjectives, and adverbs. It can be concluded that children acquired English vocabularies during the Covid 19 pandemic which is one of the consequences of the use of gadgets that must be for learning activities. However, there are some English vocabularies that are still taboo for them. The results of this study are expected to increase parents' awareness in overseeing the use of gadgets for children because not all English vocabulary they get is in accordance with Indonesian culture.
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48

Vith, Johannes Walter. "Remaking Columbine." JAAAS: Journal of the Austrian Association for American Studies 2, no. 1 (December 31, 2020): 47–64. http://dx.doi.org/10.47060/jaaas.v2i1.43.

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High school shootings in the United States generally receive enormous amounts of journalistic coverage and thus spark a lot of public interest. However, the topic appears to be taboo for mainstream cinema, and there are barely any films about real-life school shootings. This article seeks to show that Gus Van Sant's Elephant (2003) is both an enlightening exception to this seeming contradiction and an interesting response to the popular narratives surrounding the Columbine High School shooting of 1999. The film is not only unique in its portrayal of a real-life school shooting but also in the way that it approaches the topic. There are three important processes that make this depiction of the Columbine High School shooting so powerful: remaking, remediating, and reflecting. First, Van Sant's film is a remake of Alan Clarke's 1989 film of the same name. Clarke's film depicts several incidents of gun violence in Northern Ireland without any commentary, and Van Sant employs the same techniques in his film about gun violence at a school. Second, the film critiques the discourse around the shooting, as it remediates video games for its filmic rhetoric. Lastly, Gus Van Sant de-narrativizes the shooting and creates a reflective space for the audience. These three aspects all influence the film's storytelling and cinematography, which aim at promoting reflection rather than providing a straightforward narrative.
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Jacob, Ahouyao, Bouafou Kouame Guy Marcel, and Amani Yao Celestin. "FOOD HABITS OF RURAL PEOPLE IN IVORY COAST." International Journal of Advanced Research 10, no. 05 (May 31, 2022): 701–15. http://dx.doi.org/10.21474/ijar01/14757.

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The objective of this bibliographic synthesis is to reveal the work already done on the food habits of the rural populations of Cote dIvoire and to deduce in perspective what is to be studied in a context of climate change. It is based on secondary data sources such as: published or edited books, scientific journal articles, websites, magazines and annual reports. The eating habits of rural Ivorian people are influenced by several factors, including cultural identities, nutrition criteria, ways of preparing and consuming food, but also by disasters, crises (economic, war, etc.), climate change, etc. The food habits of rural people in Cote dIvoire are based on several foods, mostly local. Tubers (yam, taro), roots (cassava), plantain, cereals (rice, maize, millet, sorghum) are used as main dishes, prepared under various recipes (foutou, attieke, toh, placali, etc.). These main courses are accompanied by sauces made of vegetables and fruits (okra, eggplant, peanuts, palm seeds, chili peppers, tomatoes...), vegetable leaves, meat, game, fish, insects... However, these peoples have many totems, taboos and food prohibitions of animal and vegetable origin which are likely to affect their nutritional state and even their health. All these researches did not provide details on food consumption frequencies nor on resilience or adaptation measures in the context of climate change affecting agricultural yields and related commodities.
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Sethi, Jyotsna. "Women and Development - A Case for Development of Women Entrepreneurship? With Special Reference to Indian Women." India Quarterly: A Journal of International Affairs 54, no. 1-2 (January 1998): 53–60. http://dx.doi.org/10.1177/097492849805400106.

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Economic independence is a pre-requisite for women's movement towards gender equality. It is high time that the planners realise that women are contributories in the development process and not mere beneficiaries- they do not need welfare schemes but income generation opportunities. Regardless of social taboos more and more women are being pushed towards paid employment because of economic hardships. Development of women entrepreneurship will serve the dual purpose of empowering women and speeding up the process of economic development. For governments and planners are increasingly realising that economic growth cannot be manufactured by fine tuning, tax and regulatory policies alone, for the existence of a basketball and a court does not guarantee the game and the players. It is the entrepreneur who acts as a spark plug and propels the economy to higher levels of growth and development. An effort to assess the role of women entrepreneurship, in emancipation of women and in the development of the nation is vital to the needs of our times. In accordance with the issues cited above, this paper is divided into four sections, section 1 tries to capture the relationship between women and development. Section 2 highlights the need for promoting entrepreneurship among women, section 3 outlines the profile of a women entrepreneur, her enterprise and the impediments faced by her whereas the last section contains the summary and suggestions.
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