Answer:
slaughter has devastated other cities, mostly out of tradition (dark ages)
Explanation:
That is the answer
<h3>Answer</h3><h3>Answer ; Enlightened</h3>
Answer:
change in cognitive thinking
Explanation:
The “greater” brain processes, like remembering and thinking are referred to as cognitive. Approximately 50% of all persons with MS will have no mental alterations, but for those who have, the following are by far the most often impacted elements of cognition: Remembering.
The ability to pay attention and concentrate. Simply defined, cognitive alterations are shifts in individuals' knowledge that affect how they perceive, reason, solve difficulties and recall.
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.
To learn more about video games refer to:
brainly.com/question/11882135
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