The Rules of the Game: Real Legal and Economic Implications of Second Life

Author(s):  
Marco Antonio Chávez-Aguayo
PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (2) ◽  
Author(s):  
Georgette Yetter ◽  
Felicia Castro
Keyword(s):  

2003 ◽  
pp. 42-49 ◽  
Author(s):  
E. Bushmin

The article is devoted to the analysis of improving budget process trends. The author offers the concept of "financial technologism". Its usage should promote an essential improvement of the budget process. The given concept is based on the fact that the regulation of budget procedure is the process of determination of "rules of the game", and the order of interaction of different institutions within the framework of the budget process, and the trends and volumes of expenses are the strategy of institutions. The procedure within the budget process plays a principal role as compared with the trends and volumes of public expenditures.


2012 ◽  
pp. 30-51 ◽  
Author(s):  
T. Natkhov ◽  
L. Polishchuk

Law and public administration schools in Russia vastly exceed in their popularity sciences and engineering. We relate such lopsided demand for higher education to the quality of institutions setting “rules of the game” in economy and society. Cross-country and Russian interregional data indicate the quality of institutions (rule of law, protection of property rights etc.) is negatively associated with the demand for education in law, and positively — in sciences and engineering. More gifted younger people are particularly sensitive to the quality of institutions in choosing their fields of study, and such selection is an important transmission channel between institutions and economic growth.


2020 ◽  
pp. 7-31
Author(s):  
Gino Mazzoli
Keyword(s):  

La rivoluzione delle nuove tecnologie non ha l'aria di essere una delle tante svolte nella storia dell'umanità. È come se l'invenzione della ruota, del treno, dell'elettricità e del computer si fossero unificate come forza d'impatto e moltiplicate per un numero infinito di volte. Non stiamo parlando di una singola invenzione, ma di una catena di invenzioni a getto continuo. La velocità con cui vengono introdotte queste innovazioni impedisce un adattamento emotivo e cognitivo sul piano sia individuale che sociale. In particolare, le due variabili essenziali dell'esperienza umana (spazio e tempo) sembrano venire espulse. Questa rivoluzione impatta un immaginario collettivo dominato dalla bulimia di esperienze, beni e diritti che viene espanso all'ennesima potenza dalla performatività tecnologica. E tuttavia questa scena (vissuta in modo inconsapevole, a prezzo di nuovi disturbi psichici come la depressione che è diventata la malattia più diffusa nell'Occidente) è stata sospesa dal Covid, uno stop globale che ha consentito a tutti di vedere il brodo culturale in cui eravamo immersi e di nominare i problemi che ci attraversano. In particolare, la tenuta psichica dell'individuo può essere posta come un nodo politico che riguarda tutti. Una considerazione disincantata della scena può consentire di vedere il virtuale come veicolo non solo di manipolazione e bilocazione fuorviante in realtà aumentate e second life, ma anche come sviluppo della dimensione interiore. Proprio al culmine di una deriva antiumana si apre dunque uno spazio per far transitare nel nuovo mondo in arrivo la specificità e la complessità della nostra specie.


1965 ◽  
Vol 21 (3) ◽  
pp. 113-118
Author(s):  
Louis T. Rader

2016 ◽  
Vol 13 (2) ◽  
pp. 1-19
Author(s):  
Ndwakhulu Tshishonga

This article examines the socio-economic implications that the controversial sub-culture of skhothane has on the development or underdevelopment of youth at Ekurhuleni and surrounding townships. It interrogates skhothane within the post-modern expressive youth culture. In the township(s) of Ekurhuleni, skhothane is regarded not only as a controversial sub-culture but also as a lifestyle whereby young people compete in acquiring material goods with the ultimate purpose of destroying them. This practice co-exists alongside youth unemployment and underdevelopment which is exacerbated by poverty, rising unemployment and gross inequalities. The author argues that the practice of skhothane sub-culture does not only undermine the policies and programmes aimed at the socio-economic upliftment of young people, but turns the youth into materialistic consumers. In this article, young people are viewed as victims of post-modern lifestyles who are socialised under an intergenerational culture of poverty and underdevelopment. It uses primary data from selected interviews with skhothane members and general members of local communities and secondary sources from books, accredited journals and newspapers.


Author(s):  
Larisa V. Kalashnikova

The article enlightens the probem of nonsense and its role in the development of creative thinking and fantasy, and the way how the interpretation of nonsense affects children imagination. The function of imagination inherent to a person, and especially to a child, has a powerful potential – to create artificially new metaphorical models, absurd and most incredible situations based on self-amazement. Children are able to measure the properties of unfamiliar objects with the properties of known things. It is not difficult for small researchers to replace incomprehensible meanings with familiar ones; to think over situations, to make analogies, to transfer signs and properties of one object to another. The problem of nonsense research is interesting and relevant. The element of the game is an integral component of nonsense. In the process of playing, children cognize the world, learn to interact with the world, imitating the adults behavior. Imagination and fantasy help the child to invent his own rules of the game, to choose language elements that best suit his ideas. The child uses the learned productive models of the language system to create their own models and their own language, attracting language signs: words, morphs, sentences. Children’s dictionary stimulates word formation and language nomination processes. Nonsense-words are the result of children’s dictionary, speech errors and occazional formations, presented in the form of contamination, phonetic transformations, lexical substitution, implemented on certain models. The first two models are phonetic imitation and hybrid speech, based on the natural language model. The third model of designing nonsense is represented by words that have no meaning at all and can be attributed to words-portmonaie. Due to the flexibility of interframe relationships and the lack of algorithmic thinking, children can not only capture the implicit similarity of objects and phenomena, but also create it through their imagination. Interpretation of nonsense is an effective method of developing imagination in children, because metaphors, nonsense as a means of creating new meanings, modeling new content from fragments of one’s own experience, are a powerful incentive for creative thinking.


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