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Games Creation

Don t forget the value of story-telling as a way to nurture your middle schooler s verbal and narrative growth. Here are three story-creation games that kids love, especially those oral and musical/rhythmic learners ... [Pg.106]

Share my pleasure at this puzzle and its resolution," said the darker to the older, and he passed his hand across his companion s eyes. The older man then stood in the dream and watched the puzzle—a world of form and law, interlocking wheels and passion and intellect—unfold. He passed into its species and empires, dynastic families and individual men of genius, he became its philosophers and weathered its catastrophes. He felt the texture and tone of all the beings in the world his friend had created. He sought the secret pattern his friend, he knew, had surely hidden in his creation, for this was a game that they often played. [Pg.133]

Ultimately, though, companies must not let psychological barriers get in the way of the new approach. Value creation, not size, is what matters to shareholders. Companies that reahze this and accept some temporary business shrinkage to play the winning game of the future wiU create tremendous value. [Pg.47]

One may nevertheless believe that profit arises in circulation without falling into this fallacy. From the premise that profit is created in circulation, the more consistent mercantilists concluded that no net creation of wealth can take place, that is, that the economy is a constant-sum game. James Steuart, for one, was well aware that "gain on the one side therefore always involves loss on the other". From the shared false premise some mercantilists argued incorrectly to the true conclusion that a net aeation of wealth was possible, while others logically arrived at the false conclusion that it was not. Both sides were caught in the appearance of circulation, and unable to see that production is the real source of wealth. [Pg.496]

Creation The Game Genetics, Programs, and Evolution Flood... [Pg.341]

The story for James Bond 007 Everything or Nothing utilized elements and motifs from the Bond films in an attempt to bridge the gap between the game and its big-screen predecessors. The creation of Nikolai Diavolo, a Russian businessman and ex-KGB agent, continued the... [Pg.16]

HyperCard lends itself particularly well to the creation of an information base in which one can circumscribe most of the knowledge required to develop a plan in the context of the problem solving situation. This was made by using the scenario of an adventure game. The database thus included all the relevant data on the particular microworld (we could assume that the only pieces of knowledge which were not explicit in the data base were shared by all the subjects since it was common sense knowledge such as you need a pilot to move a plane...). [Pg.159]


See other pages where Games Creation is mentioned: [Pg.1408]    [Pg.127]    [Pg.1408]    [Pg.127]    [Pg.530]    [Pg.10]    [Pg.404]    [Pg.64]    [Pg.530]    [Pg.60]    [Pg.14]    [Pg.269]    [Pg.109]    [Pg.389]    [Pg.47]    [Pg.201]    [Pg.313]    [Pg.503]    [Pg.384]    [Pg.343]    [Pg.77]    [Pg.190]    [Pg.883]    [Pg.142]    [Pg.99]    [Pg.334]    [Pg.81]    [Pg.313]    [Pg.56]    [Pg.711]    [Pg.530]    [Pg.104]    [Pg.216]    [Pg.8]    [Pg.17]    [Pg.20]    [Pg.430]    [Pg.123]    [Pg.109]    [Pg.46]    [Pg.125]    [Pg.395]   
See also in sourсe #XX -- [ Pg.127 , Pg.128 , Pg.129 , Pg.130 , Pg.131 ]




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Creation

GAMESS

Game, games

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