diff --git a/crosswords_launch/definitionpostits.md b/crosswords_launch/definitionpostits.md index a0f4f49..2a0fe9f 100644 --- a/crosswords_launch/definitionpostits.md +++ b/crosswords_launch/definitionpostits.md @@ -176,152 +176,122 @@ Contents: category: Modding and Videogames World -- definition: +- definition: 1. A business model that is used also in videogames to ensure that microtransactions are turned from an occasional event into a rooted activity for gamers. This model functions following different strategies to ensure continuous profiting, like fast thinking processes, gatchas (collectible items), subscriptions, etc. - direction: - - category: Predatory Schemes - -- definition: - - direction: - - category: - -- definition: - - direction: - - category: - -- definition: - - direction: - - category: - -- definition: - - direction: - - category: - -- definition: - - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 3. A feeling of worry, nervousness, or unease about something with an uncertain outcome. - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 4. The type of process that a video game publisher can use to generate revenue from a video game product. Some in-game purchasing systems could be characterized as unfair or exploitative. These systems describe tactics that capitalize on informational advantages (e.g., behavioral tracking) and data manipulation to optimize offers to incentivize continuous spending, while offering limited or no guarantees or protections, with the potential to exploit vulnerable players (e.g., adolescents, problematic gamers). - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 5. A business model where users can purchase virtual items for small amounts of money. It often appears in free-to-play games, meaning there is no cost to download the game, just a cost to buy the online virtual products. - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 7. A phenomenon that describes how people tend to value an object more if they made or assembled it. - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 8. A large group of low-paid workers are hired to click on paid advertising links. - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 9. A cognitive bias whereby an individual's decisions are influenced by a particular point of reference. - direction: + direction: Across - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 2. The space in which the normal rules and reality of the world are suspended and replaced by the artificial reality of a game world. - direction: + direction: Down - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 3. An uneasy amalgam of several contradictory legacies: a religious one, which has censured excessive drinking, gambling and drug use as moral transgressions; a scientific one, which has characterized alcoholism and drug addiction as biological diseases; and a colloquial one, which has casually applied the term to almost any fixation. - direction: + direction: Down - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 6. When you describe something such as information, writing, or entertainment that you consider to be of no worth, value, nor serious interest. - direction: + direction: Down - category: + category: Predatory Schemes in Videogames -- definition: +- definition: 1. After-hours labour, masked with enjoyable activities that feel like leisure, also related to self-work (people trying to improve their own capital). - direction: + direction: Across - category: + category: Productivity and Leisure -- definition: +- definition: 5. Any action you take towards improvement of your own body or mind: incentives to quantify yourself couched in a “do what you love” rhetoric. - direction: + direction: Across - category: + category: Productivity and Leisure -- definition: +- definition: 7. Practical work, especially when it involves hard physical or mental effort. - direction: + direction: Across - category: + category: Productivity and Leisure -- definition: +- definition: 9. A playable theory used to learn about reality without the consequences of reality. - direction: + direction: Across - category: + category: Productivity and Leisure -- definition: +- definition: 10. The process of turning non-ludic activities into play. It might be seen as a form of ideology and it can be used as an online marketing technique to encourage engagement with a product or service. - direction: + direction: Across - category: + category: Productivity and Leisure -- definition: +- definition: 2. Experienced or lived time. - direction: + direction: Down - category: + category: Productivity and Leisure -- definition: +- definition: 3. When you have the freedom to choose how to use your time. - direction: + direction: Down - category: + category: Productivity and Leisure -- definition: +- definition: 4. Leisure practices included in humans' lives - direction: + direction: Down - category: + category: Productivity and Leisure -- definition: +- definition: 6. "Time flies when you're having.." - direction: + direction: Down - category: + category: Productivity and Leisure -- definition: +- definition: 8. A free activity standing quite consciously outside ordinary life as being "not serious", but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. - direction: + direction: Down - category: \ No newline at end of file + category: Productivity and Leisure \ No newline at end of file