Answer: There are hidden benefits for those behaving nicely
Explanation:
Some people have motives behind what they do, although they may be doing it right but when you consider the reason why they are doing it, it's for a gain. They do those nice things so that they may either gain a favour from those person's they are doing such thing with or want something in return from those person's.
An example of the power of chocolate.
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What is the power of chocolate?</h3>
According to research findings of scientists, it has been discovered that chocolate can trigger certain psychological responses in people, such as having a happy feeling. relaxing the mind.
The secret ingredient that makes such possible is tryptophan, which scientists have discovered increases the level of serotonin in the brain, a hormone that is responsible for making people feel happy.
Thus, we can conclude that it is because this powerful effect of the chocolate that prompts Peter to select the piece of cheesecake despite eating a large meal.
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A profit is the amount of money that a company has left over after paying bills and taxes.
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<u>Answer:
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According to Hale, the reason that the epidemic of witchcraft has apparently befallen Salem is that someone from the village has drawn towards himself the wrath of God.
<u>Explanation:
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- According to the Holy Bible, the wrath of God is a true occurrence which causes foul incidences like epidemics and calamities.
- It is believed to occur as a result of God's anger when someone hurts him or questions his existence.
- Moreover, it is also believed that as long as God is angry, his wrath goes on intensifying and causes more and more damage.
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.
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