Parents ought to attempt to assist their children turn out to be social. there are many ways of achieving this purpose. One is to permit kids play video games on line with different gamer, but make sure you recognize the risks associated with this method. as an example, you could need to teach your kids now not to publish their photos or leak out non-public information on the net. And this consists of their fellow players as nicely. a few dishonest gamer may additionally harass the youngsters the usage of their images.
These days, you can discover ocean of games for kids. these games may be played on line. Given under is an outline of various kinds, consistent with the amusement software program score Board.
Those sorts of games are to be had on CDs or cartridges that may be sold from a bodily or online store. you may play them on a laptop, hand-held or console. simply make certain your laptop specifications are high sufficient for the identify which you need to play. Slower machines may not let you play positive titles on high settings.
Those may be down load from the net on your pc, handset or pc. in case you do not know, most people of consoles, such as Wii, playstation 3 and Xbox 360 come with their own shops in which you can down load distinctive titles. some of the titles provide special capabilities, but others are informal, which include word video games and puzzle.
If you personal a phone or pill, you could download apps from special app stores. some of the apps are offered free of fee, whilst others may be bought the use of your cellular telephone account, e-pockets or credit score playing cards. if you do not know, video games fall under the category of maximum popular cell apps. make certain the titles you download are appropriate on your youngsters.
For gambling those titles, you can must use your accounts to play for a fixed period. And for this, you are charged a rate. typically, the subscription services assist you to play your favored titles without requiring you to download them from the net. What happens is that you circulation the gameplay revel in to your tool or flow it from the provider’s servers.
Generally, these titles come with ads. So, you do not need to buy them or pay any subscription price. In different words, a freemium allows you to play the trial version of a positive app; however, if you need to get get right of entry to to the overall version, you may need to pay a charge or subscription. this can permit you to experience the entire features. aside from this, browser-primarily based recreation and mobile games regularly encompass this commercial enterprise model.
Those may be played whilst you’re on a social community, including facebook. So, the builders encourage you to share them with their buddies on the social networks. regularly, you could buy in-sport objects all through the gameplay the use of your credit score card. So, gambling these titles may be a variety of amusing, specially if you are gambling in your phone.
For different kinds of video games please visit http://www.linksjar.com
Sometimes, games can tell a lot about the character of the players 1 . For example, one day, the father of one of the authors of this article noticed that he liked to play golf with his business partners, not only to socialize with them, but especially to see who cheats on the course. This implies, of course, that the way someone behaves during a golf course is a reflection of his personality and his business behavior. Moreover, it seems that players do not even have to be face-to-face to assess the personality of their partners. For example, in the case of online video games sites like this http://addictinggamesz.com, we note that players who form romantic relationships in these virtual worlds report a similar phenomenon (Yee, 2005):
“The game is why we fell in love. Going through all these adventures and quests together really built our relationship. We could see how the other behaved when he was angry, tired, sad, happy … “[City of Vilains player, 25 years old].
2This suggests that video games could be an interesting platform for observing the intersection between player personality and online behavior. But this enthusiasm must be tempered: these games are very often fanciful (for example, inspired by the works of John R. Tolkien) and, consequently, they could also encourage behaviors very different from those of everyday life. This tension between the potential of video games as a mirror image of players’ personalities and, conversely, their potential to encourage unusual behavior is at the root of two founding questions of the research project that we will describe here:
31. Is it true that a user’s personality can be detected from his or her behavior in a video game?
42. If so, what indicators are particularly revealing of specific personality traits (such as introversion or openness)?
5Apart from the purely academic interest of these questions, this research area also has an important practical potential. Indeed, researchers in human-machine interaction have long been interested in the idea of personalizing computer systems (Mackay, 1991, Riecken, 2000). Learn more about the personality of users could help create systems more suited to their needs. It may even be possible to adjust the properties of a system over time, as the user’s personality is revealed through the behavioral indicators followed by the software. We will use the data obtained in the popular online video game World of Warcraft ( w o w) to answer the two previous questions, while also reflecting important limitations suggested by our research.
6Studies in the psychology of personality have repeatedly shown that two strangers meeting for the first time are able to quickly and accurately assess each other’s personality. Crucially, the indicators (gestural, verbal …) used by these strangers are the subject of an almost universal consensus – in other words, it seems that the personality is visible in everyday life through indicators common to all. Several studies show that this is true even in very brief encounters (Funder, Sneed, 1993, Kenny, Horner, Kashy, Chu, 1992). For example, a study using video-recorded face-to-face conversations (Funder, Sneed, 1993) shows that extroverts speak louder, with more enthusiasm and energy, and also that they are more expressive with their gestures. Other studies have sought to predict personality through examination of an individual’s room or office (Gosling, Ko, Mannarelli, Morris, 2002), or even his music collection (Rentfrow, Gosling, 2006) . In studies of personal space, conscientious individuals had well-lit, clean, and well-organized rooms. Similarly, individuals with a high score for open-minded had more books and magazines. This type of research has also been extended to the computer field. In particular, studies have shown that it is possible to form a moderately accurate impression of an individual’s personality based on his website (Marcus, Machilek, Schutz, 2006, Vazire, Gosling, 2004), his profile on Facebook (Back et al., 2010), the content of his email (Gill, Oberlander, Austin, 2006), his blog (Yarkoni, in press), and even simply on the basis of his email address – one of the simplest indicators of the electronic world (Back, Schukle , Egloff, 2008). To illustrate these phenomena, we note for example that the linguistic content of blogs belonging to an individual classified as pleasant contains more positive words (“happy”, “happy” …), more words related to the family, and more. of sentences using the first person. Conscientious individuals tend to use more words that correspond to personal success. These studies show that we leave traces of our personality both in the physical world and in the virtual world. If we consider that, on average,
7In contrast to the previous section, it should also be noted that there is reason to believe that personality does not express itself so clearly in virtual worlds. First, the studies above have largely focused on the expression of personality in a daily, ordinary context. It may not express itself so clearly in a fantastic context, through nonhuman bodies, capable of extraordinary activities (for example, a gnome priest resurrecting the dead with rays of magic light). In connection with this, some researchers like Sherry Turkle (1997) have suggested that virtual worlds, far from reflecting our personality, allow the player to constantly reinvent itself. If we interpreted this concept literally, it follows that there is a clear divide between a player’s personality and his online behavior. In other words, if players can reinvent themselves at will in virtual worlds, there is probably no consensus indicator of online personality. Some data suggest that this might be the case, showing that Internet users indeed change their behavior in virtual worlds. So studies show that “role players” ( showing that Internet users change their behavior in virtual worlds. So studies show that “role players” ( showing that Internet users change their behavior in virtual worlds. So studies show that “role players” (role-player ) are generally more imaginative and able to experiment with their characters (Caroll, Carolin, 1989, Simon, 1987). Other studies of online dating sites (Hancock, Toma, Ellison, 2007) and video games (Bessiere, Seay, Kiesler, 2007) show that users, in both cases, idealize their presentation to varying degrees. variables. In particular, some studies indicate that this trend towards online idealization is moderated by self-esteem – low self-esteem leading to more idealization (Ducheneaut, Wen, Yee, Wadley, 2009). Therefore, it is possible that these identity reinventions and their variations across individuals suppress the expression of stable personality indicators within virtual worlds.
8In general, studies on the expression of personality are generally based on linguistic markers or behavioral signs. These traces are often physical manifestations of behavior in the long term: for example, a little conscientious individual could often forget to water his plants, and a dried up plant in a room would be a behavioral trace. Of course, as some researchers recommend (Mehl, Gosling, Pennebaker, 2006), we must observe behaviors “in action”, that is to say during their course. These researchers propose that the observation of individuals in ordinary situations – their “train-train” ( humdrum lives) – helps us to better understand the link between personality and behavior. However, a major problem is that the collection of data in natural environment, as well as the codification of this content after the collection, are long and difficult tasks with traditional search tools (films, notes, audio recordings, photos … ). Tracking an individual closely and filming his / her behaviors is a laborious process which, therefore, greatly reduces the size of the samples. Recent technologies are somewhat alleviating these problems. For example, in their study of the link between personality and everyday language, the researchers mentioned previously (Mehl et al., 2006) used an automatic voice recorder, programmed to record a participant’s sound environment for 30 seconds every 12 minutes. Dictionary-based software was then used to produce quantitative linguistic data from these records.
9Virtual worlds offer unique advantages for studying the link between personality and behavior. For the purpose of this contribution, we define virtual worlds as visual digital environments that allow geographically separated individuals to interact through their avatars (ie, their digital bodies). It is important to mention that these virtual worlds have surpassed the academic prototypes and cultural niches of their origins: World of Warcraft has more than 11 million subscribers (White, 2009), and the Farmville gameon Facebook has more than 80 million active users. Virtual worlds have three characteristics that make them particularly suitable for collecting natural behavioral data. First, unlike the physical world where it would be impossible to follow everyone anywhere with a video camera, the virtual worlds are instrumented by nature: the computer systems that make the virtual world work already track the movement and the behavior of each avatar to allow interactions between the players (for example, to direct the avatars so that they look at each other). Then, these “virtual sensors” work permanently: this allows the collection not only of “slices of activity” but also of longitudinal samples, that can reveal important trends over time (Ducheneaut, Yee, Nickell, Moore, 2007). Finally, these observations take place in a transparent way, without visible impact on the users – which greatly reduces the effects of observation (Webb, Campbell, Schwartz, Sechrest, 1966): the participants can not change their behavior in front of the camera when the camera is invisible. Taking advantage of these features, a recent study illustrates the link between personality and virtual behavior in the world of participants can not change their behavior in front of the camera when the camera is invisible. Taking advantage of these features, a recent study illustrates the link between personality and virtual behavior in the world of participants can not change their behavior in front of the camera when the camera is invisible. Taking advantage of these features, a recent study illustrates the link between personality and virtual behavior in the world ofSecond Life (Yee, Harris, Jabon, Bailenson, in press). In this study, 76 students were recruited to participate in Second Lifeduring 6 weeks while “wearing” on their avatar a virtual object loaded with a script of capture of the motor and verbal behavior of their character. The results contain interesting correlations. For example, being conscientious is positively related to the amount of movement in the virtual world. However, this study has some limitations. First, it is difficult to capture truly natural data when participants are asked to use a virtual world that they may not be regular users of. Observing usual users would probably have led to more reliable results. Secondly, the data was collected in only one virtual world. If we consider that the vast majority of Second Lifelooks like an American suburb (Au, 2010), it might be useful to get more diverse environment data ( eg the fantasy world of an online game) to see if the results can be generalized. Thirdly, the participants in this study had to spend only 6 hours a week in Second Life – and we know that players from worlds like World of Warcraft spend much more time (20 hours / week), without external constraints. in other environments (Yee, 2006). In other words, these participants may not be representative. Finally, a large number of correlations present in this study are insufficiently aligned with the definitions of each personality trait – egthe virtual behaviors correlated with a pleasing personality do not seem to reflect the definition of this trait in the literature. As a result, a review of this study (or similar study) in a different virtual world and with regular users could clarify whether the results are an artifact of Second Life’snature or whether they reflect how users behave online in general. [...]
It is always good to give a card on Valentine’s Day, but giving a homemade one is even better! Here are a few ideas for you to start. Go to the bottom of the page so you know what things you will need.
Happy Valentine’s Day Cards with heart shape
Things you will need
“I am anxious”, “He looks anxious”: in common parlance, we use indifferently the first term or second. But they cover very different realities. Problem punctual but very intense on one side, more diffuse but constant on the other, the suffering is not the same. Definitions and clarifications with Christophe André, psychiatrist.
Both phenomena have points in common.
Both phenomena have points in common.
First of all, the same etymological root, the Latin word angere, which means to tighten and which refers to the physical consequences of these mental states. The affiliation to the same emotional family then, that of fear: anxiety and anxiety are the anticipation (we fear a danger before it occurs) or may be the consequence (as a result of a psychological shock by example). But there are a number of differences that separate them as well.
In general, we speak of anguish to refer to a punctual, destabilizing and intense psychological experience, made of a feeling of loss of control and the imminence of a serious danger. Anxiety is most often accompanied by painful physical signs: chest tightness and breathing difficulty, cardiac acceleration, ball sensations in the throat and stomach … At the height of an anxiety attack, it is not rare that one can experience a feeling of “derealization”, an impression of going out of oneself, of not being quite in reality anymore. In psychiatry, the attacks of panic, felt especially by the agoraphobic people, represent a rather pure example: suddenly, the person feels invaded by an uncontrollable physical discomfort,
The term “anxiety” you can read more about anxiety here https://itspsychology.com/category/anxiety/ is more readily used to designate a less destabilizing but more chronic state, consisting of a problem that is difficult to control. The psychological aspects (anxiety, pessimism) are in the foreground, even if the physical consequences of the anxiety are well known (tensions and muscular pains, tendency to hyperventilate, that is to say to adopt a high, fast breathing and superficial). While anxiety usually makes it impossible to continue one’s activities, anxiety remains compatible with everyday life. It is even common that the anxious person is not clearly aware of his own anxiety, which can only manifest itself indirectly: irritability, fatigue, muscle tension, startle reactions … In psychiatry,
Anxiety and anxiety can be differentiated, but can also be associated: anxiety attacks can occur on a background of anxiety (what Freud called the “anxiety neurosis“), we can feel the anxiety to have new anxiety attacks (it’s “fear of being scared”), etc. Finally, and contrary to what one could say, neither anguish nor anxiety is a “fear without object”: one can feel anguish while thinking about his death or that of the people that the We love, we can be anxious and worried about real difficulties such as illness or financial problems. They are simply worried about the future, acute (anxiety) or chronic (anxiety), and always reflect the feeling, more or less conscious and justified, of its own fragility. [...]
The contemporary art gallery Cantor Fine Art of Los Angeles decided to find a fun and very creative way to honor great names in art around the world: with unique emoji from http://emojiart.info/.
In a series of posts made in his profile in Instagram, the gallery answered to several requests of its followers and began to give life to emojis inspired by names like Picasso, Pollock, Michelangelo and Warhol.
See some of them in the gallery below:
Emojis of big names in the history of art
“Some people claim Vincent van Gogh lost his ear in a fight with his friend, the French artist Paul Gauguin. Maybe he was another great ally? Mark a friend who would use this emoji! “Stated the profile in one of his posts.
Emoji are already considered the greatest representation of pop culture these days. Disney herself has already promised to turn her characters into emojis , while another artist has decided to bring them into real life . In fact these little faces have come to mark their territory in the history of contemporary art. So homage like this is more than fair.
As with many occasions like this throughout the year, Mother’s Day has come about through many years of changes and the convergence of differing reasons for celebrating it. But, still now in the 21st century, we set aside a day for our dear mothers – and celebrate everything that is great about them. So, how did it all start?
In the UK, Mothering Sunday had its original roots in a religious event, with the day falling on the 4th Sunday of Lent (which this year is the 30th March). Opinions differ, however much research suggests this day likely came about from an old Christian tradition – perhaps old as as the 16th-century – where there was a tradition of visiting your mother’s regular church, annually and can be found on http://happydaysblog.com/. Back then, with many people travelling far from home to find work and yet not having our now common-place methods of commuting, this would often be the only day of the year Mums were reunited with their children. On that days of , with Skype, emails, trains & planes to enable our either virtual or physical visits, it is of course alien to us that those sorts of limitations were placed on mother-child relationships!
It’s reputed that the custom was still observed up until around the start of the 19th century, but at that point things changed – the industry revolution put paid to many religious related festivals such as this and so this years-old tradition started to wane.
Separately, although somewhat inspired by the old Christian tradition, a lady by the name of Constance Smith from the U.S. worked to revive the idea of a ‘Mother’s Day’ and, whilst it took some years to take hold, once soldiers from World War 2 were heading home the tradition really started to gain traction again. In the UK, the idea of a ‘Mother’s Day’ from the U.S. morphed with the old Christian tradition and – ta-da – the modern Mother’s Day was born.
It is this latching of the U.S. Mother’s Day idea on to the traditional Christian Mothering Sunday, which led to us celebrating the event at different times of the year – in the U.S. it’s during May and in the U.K. it can be anywhere from 1st March right through until 4th April.
Nowadays, Mother’s Day is big business across the world – in the UK alone a total of £1.5 billion will be spent spoiling and recognizing our Mums, according to a 2013 Baines & Ernst study. The same study showed that sons and daughters across the UK will spend £250 million on luxury food and drink hampers, £90 million on jewelry, £60 million on that good old favorite, chocolate and, most popular of all, some 7 million bunches of flowers will be bought!
As well as all the gifts, there is of course, cards that will be sent – Mother’s Day represents the largest ‘spring season’ event of the year for Greetings Card retailers and publishers with some 30 million cards being sent at a value of around £55 million! Seems like a lot of money; however the Baines & Ernst report also gave readers cost saving ideas for the day. One of those key ideas was to ditch the gift and instead get creative and more personal with the card you send. It said “Cards are lovely, so take the time to find the perfect one. Add a carefully composed message and your mum will have a keepsake she’ll want to cherish forever.”
So, in this modern age, Mother’s Day (still called Mothering Sunday to some!), whilst being something commercially very different, is still often that one opportunity in the year Mums get to really re-connect with their children and a greetings card should be an integral part of that.