Sutton-Smith, in his model, The ambiguity of play to understanding video games, sees games as finite, fixed, and goal-oriented.
<h3>The Ambiguity of Play</h3>
Sutton-Smith describes seven "rhetorics" of play—ideologies that have been applied to explain, support, and prioritize particular forms of play—in The Ambiguity of Play.
Progress, fate, power, (community) identification, imagination, ego, and frivolity are the seven rhetorics.
Sutton-Smith attributes three of these—fate, power, and identity in video games as ancient but still relevant and correlates them with a more group-centered orientation.
Progress, imaginary, and self are three other terms that are more recent and are linked to a contemporary emphasis on the person.
According to Sutton-Smith, frivolity, the seventh rhetoric, operates as responding rhetoric since nonhegemonic forms of play are frequently viewed as frivolous.
Sutton-Smith states in the conclusion that variation is one of the play's fundamental characteristics and bears significant similarities to biological variation.
The correct answer to this question is letter "d. involvement." The involvement stage of a relationship is the stage when connections develop through self-disclosure and testing. Being involved will bring you to a higher step of intimacy. This will tell how you cope up with each other.
The answer is one out of 8 african American, One out of 26 latino and one out of 100 white men. In this generation minors have committed to do such crime for their own sake or because of poverty, they tend to do such things for them to live so in this time many minors specially men commit crime.