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... important issue:
I think you will find this issue has little traction with my constituents who are more concerned with real-life issues than home entertainment in imaginary worlds.
The full letter can be read on the GrowUpAustralia.com website, a relatively new website designed to champion the introduction of an R18+ rating category.
Gamers4Croydon, the ...
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... appreciative murmurs, and thoughts of gift giving. Lost Worlds, by John Howe (Kingfisher, 2009, older ... the streets of Mohenjo-Daro, or arriving at Timbuktu...
The imaginary places included are skewed toward a European world- ... Appendix at the end, which gives tantalizingly brief descriptions of more lost worlds. Although there's a glossary and an index, I would really have appreciated a map-- ...
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... all so damned personal. Is something good just because it’s close to you? In an age of scientific objectivity, when we step away from things in order to really see and understand, why are we clinging to worlds that have been filtered one too many ties through opinion-bound minds? It’s all so private. What happened to sharing? I don’t mean trading mp3s. I mean really letting your ...
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... do not actually exist in the real world -- is rising at a rapid pace. In virtual reality worlds, you might buy gas for your tractor if you are a farmer. In fashion worlds, you might buy more outfits for your persona. And there is a whole range of ecards and gifts you can send friends, usually for $1 apiece. Analysts say virtual goods could bring in $5 ...
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... connection between entertainment and our ideas about knowledge. Specifically, people who grow up immersed in the imaginary worlds of entertainment seem to have a tendency to accept relativism, the idea that there can be different versions of the truth. It would be too much to claim that entertainment causes relativism, but there are some historical connections ...
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... The good news is that this changes when you look at exceptional ads. In this case 60% of them did well in other markets, compared to only 20% of average performers.
2. Imaginary worlds
One way to make ideas travel is to create an imaginary world that transcends local culture. This was the case with Coca-Cola's 'Happiness Factory' for ...
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