Answer:
Unconscious transference.
Explanation:
Unconscious transference can be defined
as the mis- identification of someone by using another person to replace them.
Unconscious transference often happen when an eyewitness to a crime scene misidentified or replaced a familiar face from a police lineup because he had seen the face before thinking that it was the perpetrator in which the person is innocent. This often occured due to memory error.
The case of John demonstrate UNCONSCIOUS TRANSFERENCE
Answer:
dialectic relationship.
Explanation:
Hegel coined the "Master-slave" dialectic for a relationship that exists where although one holds the power over the other, there is a constant and permanent bond between them. The necessity of depending on the other makes this relationship dialectical.
The slave needs the Lord for granting him the means of survival, and the Lord, in turn, needs the labour done by the slave.
Similarly, students and professors are always relying on the other for keeping the teaching & learning environment healthy, while you can depend on him for grades, the teacher must also foreseek for you well being so he can keep his job.
Answer:
c. Hierarchical environments where those at the top maintain the status quo out of self-interest.
Explanation:
This is usually the type of environments that give rise to revolutions. One of the most important factors in encouraging a revolution is the presence of inequality. Revolutions most often happen when a group feels disadvantaged and thinks that the system it is living under is unjust. For this to happen, you generally need the presence of a wealthier or more powerful group at the top. Moreover, this group must be exclusive, and interested in maintaining the status quo in order to benefit itself.
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The answer to this is...
He focused military expansion in Asia.
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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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