On Hold on Hold

Total Page:16

File Type:pdf, Size:1020Kb

On Hold on Hold Mr. Monopoly Monopoly - Free Parking Monopoly - Go to Jail Monopoly Piece - Car 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 1 2 3 4 Monopoly Piece - Iron Monopoly Piece - Hat Monopoly Piece - Ship Monopoly Piece - Dog 1 or more blocks 1 or more blocks 2 or more blocks 1 or more blocks 5 6 7 8 Monopoly Piece - Boot Monopoly - Wheelbarrow Monopoly - Timble Dice 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 9 10 11 12 Playing Card - Jack Playing Card - King Playing Card - Queen Poker Chip 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 13 14 15 16 Chess Piece - King Chess Piece - Queen Chess Piece - Bishop Chess Piece - Knight 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 17 18 19 20 Chess Piece - Rook Chess Piece - Pawn Dominoes Scrabble 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 21 22 23 24 Rock’Em Sock’Em Robots Operation Game of LIFE - pieces Sorry! 3 or more blocks 2 or more blocks 1 or more blocks 1 or more blocks 25 26 27 28 Candyland - Pieces Candyland-Princess Lolly Candyland - King Kandy Candyland-Gramma Nutt 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 29 30 31 32 Candyland - Jolly Candyland - Gloppy Candyland-Lord Licorice Candyland - Mr. Mint 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 33 34 35 36 Candyland - Plumpy Candyland - Frostine Playstation Controller Super NES Controller 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 37 38 39 40 N64 Controller NES Controller Pacman Ms. Pacman 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 41 42 43 44 Mario Luigi Princess Peach Bowser 2 or more blocks 2 or more blocks 2 or more blocks 2 or more blocks 45 46 47 48 Toad Yoshi Mario Kart Piranha Plant 1 or more blocks 1 or more blocks 2 or more blocks 1 or more blocks 49 50 51 52 Goomba Kirby Ash Pikachu 1 or more blocks 1 or more blocks 2 or more blocks 1 or more blocks 53 54 55 56 Diddy Kong Donkey Kong Sonic Tails 1 or more blocks 2 or more blocks 1 or more blocks 1 or more blocks 57 58 59 60 Link Megaman Pikmin Samus 2 or more blocks 1 or more blocks 2 or more blocks 2 or more blocks 61 62 63 64 Angry Birds Bubble Bobble Dig Dug Duck Hunt 1 or more blocks 2 or more blocks 2 or more blocks 1 or more blocks 65 66 67 68 ExciteBike Frogger Galaga - Ship Galaga - Alien 1 or more blocks 1 or more blocks 1 or more blocks 1 or more blocks 69 70 71 72 TETRIS Te Sims Spyro Q*bert 2 or more blocks 2 or more blocks 1 or more blocks 1 or more blocks 73 74 75 76 Rampage Street Fighter Earthworm Jim Minecraf 2 or more blocks 2 or more blocks 1 or more blocks 2 or more blocks 77 78 79 80 Crash Bandicoot Jak & Daxter - Jak Jak & Daxter - Daxter Halo - Master Chief 1 or more blocks 2 or more blocks 1 or more blocks 2 or more blocks 81 82 83 84 Basketball Trophy Football Helmet Football Player 1 or more blocks 1 or more blocks 1 or more blocks 2 or more blocks 85 86 87 88 Baseball Glove Baseball Player Bowling Soccer 1 or more blocks 2 or more blocks 1 or more blocks 1 or more blocks 89 90 91 92 To fnalize your ice sculpture selecton, please contact Taylor Welch at 513.304.6749 or [email protected]. All sculpture selectons are made on a frst come, frst served basis. If you have a special request or would like a diferent version of one the sculpture ideas in this packet, please let us know. Thank you!.
Recommended publications
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2013 (Briefing Date: 10/31/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Sept.'09 Apr.-Sept.'10 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Net sales 548,058 363,160 215,738 200,994 196,582 Cost of sales 341,759 214,369 183,721 156,648 134,539 Gross profit 206,298 148,791 32,016 44,346 62,042 (Gross profit ratio) (37.6%) (41.0%) (14.8%) (22.1%) (31.6%) Selling, general, and administrative expenses 101,937 94,558 89,363 73,506 85,321 Operating income 104,360 54,232 -57,346 -29,159 -23,278 (Operating income ratio) (19.0%) (14.9%) (-26.6%) (-14.5%) (-11.8%) Non-operating income 7,990 4,849 4,840 5,392 24,708 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (18,360) Non-operating expenses 1,737 63,234 55,366 23,481 180 (of which foreign exchange losses) (664) (62,175) (52,433) (23,273) ( - ) Ordinary income 110,613 -4,152 -107,872 -47,248 1,248 (Ordinary income ratio) (20.2%) (-1.1%) (-50.0%) (-23.5%) (0.6%) Extraordinary income 4,311 190 50 - 1,421 Extraordinary loss 2,306 18 62 23 18 Income before income taxes and minority interests 112,618 -3,981 -107,884 -47,271 2,651 Income taxes 43,107 -1,960 -37,593 -19,330 2,065 Income before minority interests - -2,020 -70,290 -27,941 586 Minority interests in income 18 -9 -17 55 -13 Net income 69,492 -2,011 -70,273 -27,996 600 (Net income ratio) (12.7%) (-0.6%) (-32.6%) (-13.9%) (0.3%) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Best Wishes to All of Dewey's Fifth Graders!
    tiger times The Voice of Dewey Elementary School • Evanston, IL • Spring 2020 Best Wishes to all of Dewey’s Fifth Graders! Guess Who!? Who are these 5th Grade Tiger Times Contributors? Answers at the bottom of this page! A B C D E F G H I J K L M N O P Q R Tiger Times is published by the Third, Fourth and Fifth grade students at Dewey Elementary School in Evanston, IL. Tiger Times is funded by participation fees and the Reading and Writing Partnership of the Dewey PTA. Emily Rauh Emily R. / Levine Ryan Q. Judah Timms Timms Judah P. / Schlack Nathan O. / Wright Jonah N. / Edwards Charlie M. / Zhu Albert L. / Green Gregory K. / Simpson Tommy J. / Duarte Chaya I. / Solar Phinny H. Murillo Chiara G. / Johnson Talula F. / Mitchell Brendan E. / Levine Jojo D. / Colledge Max C. / Hunt Henry B. / Coates Eve A. KEY: ANSWER KEY: ANSWER In the News Our World............................................page 2 Creative Corner ..................................page 8 Sports .................................................page 4 Fun Pages ...........................................page 9 Science & Technology .........................page 6 our world Dewey’s first black history month celebration was held in February. Our former principal, Dr. Khelgatti joined our current Principal, Ms. Sokolowski, our students and other artists in poetry slams, drumming, dancing and enjoying delicious soul food. Spring 2020 • page 2 our world Why Potatoes are the Most Awesome Thing on the Planet By Sadie Skeaff So you know what the most awesome thing on the planet is, right????? Good, so you know that it is a potato. And I will tell you why the most awesome thing in the world is a potato, and you will listen.
    [Show full text]
  • Jennifer Dewinter, Shigeru Miyamoto: Super Mario Bros., Donkey Kong
    98 AMERICAN JOURNAL OF PLAY • FALL 2016 pily travel with her as she traverses the As the video game industry ages, the need art and craft of designing for social play, to discuss game designers and their contri- physical play, and more. Still, there is the butions becomes paramount. While there niggling (and inevitable?) question of what are several ways of looking at and con- exactly constitutes “meaningful choice.” textualizing past milestones in the game After all, even the most complex games industry—such as the books in the MIT offer players only a handful of options in Press Platform Studies series—Jennifer the grand scheme of things and, there- deWinter and Carly Kocurek’s Influential fore, the promise rather than the reality Video Game Designers series, published of choice. But I suppose that will have to by Bloomsbury, is an attempt to move for- be a question for another book. ward the conversation between the design- For the uninitiated, I expect that How ers and their games over an entire career. Games Move Us will be pleasant reading, In the series’ debut book, Shigeru and it might make a good opening text in Miyamoto, deWinter examines the cre- an Introduction to Game Design course or ator of Mario, Donkey Kong, Pikmin, and find its way onto a friend’s summer read- many other games to figure out how the ing list. More experienced readers, though, designer’s life and interests affected his will likely be better served by exploring game designs. Miyamoto is a fitting icon Isbister’s traditional scholarly work, upon to begin a series like this, considering his which How Games Move Us is based and contributions to games are both large and examples of which are cited in the book’s significant.
    [Show full text]
  • Wii U SOFTWARE QUICK GUIDE NINTENDO LAND™
    MAAWUPALCPUKV Wii U SOFTWARE QUICK GUIDE NINTENDO LAND™ 2 1 5 4 3 The Legend of Zelda: Battle Quest 1 to 4 Players Enter a world of archery and swordplay and vanquish enemies left, right and centre in a valiant quest for the Triforce. Recommended for team play! 1–3 Some modes require the Wii Remote™ Plus. Pikmin Adventure 1 to 5 Players As Olimar and the Pikmin, work together to brave the dangers of a strange new world. Smash blocks, defeat enemies and overcome the odds to make it safely back to your spaceship! 1–4 Team Attractions Team Metroid Blast 1 to 5 Players Assume the role of Samus Aran and take on dangerous missions on a distant planet. Engage fearsome foes on foot or in the ying Gunship and blast your way to victory! Some modes require the 1–4 Wii Remote Plus and Nunchuk™. Mario Chase 2 to 5 Players Step into the shoes of Mario and his friends the Toads, and get set for a heart-racing game of tig. Can Mario outrun and outwit his relentless pursuers for long enough? 1–4 Luigi’s Ghost Mansion 2 to 5 Players In a dark, dank and creepy mansion, ghost hunters contend with a phantasmal foe. Shine light on the ghost to extinguish its eerie presence before it catches you! 1–4 Animal Crossing: Sweet Day 2 to 5 Players Competitive Attractions In time-honoured tradition, the animals are out to grab as many sweets as they can throughout the festival. It’s up to the vigilant village guards to apprehend these pesky creatures! 1–4 Requires Wii U GamePad Number of required X to X Players No.
    [Show full text]
  • Nintendo Direct September 13Th Bingo Myfreebingocards.Com
    Nintendo Direct September 13th Bingo myfreebingocards.com Safety First! Before you print all your bingo cards, please print a test page to check they come out the right size and color. Your bingo cards start on Page 3 of this PDF. If your bingo cards have words then please check the spelling carefully. If you need to make any changes go to mfbc.us/e/qdtrsb Play Once you've checked they are printing correctly, print off your bingo cards and start playing! On the next page you will find the "Bingo Caller's Card" - this is used to call the bingo and keep track of which words have been called. Your bingo cards start on Page 3. Virtual Bingo Please do not try to split this PDF into individual bingo cards to send out to players. We have tools on our site to send out links to individual bingo cards. For help go to myfreebingocards.com/virtual-bingo. Help If you're having trouble printing your bingo cards or using the bingo card generator then please go to https://myfreebingocards.com/faq where you will find solutions to most common problems. Share Pin these bingo cards on Pinterest, share on Facebook, or post this link: mfbc.us/s/qdtrsb Edit and Create To add more words or make changes to this set of bingo cards go to mfbc.us/e/qdtrsb Go to myfreebingocards.com/bingo-card-generator to create a new set of bingo cards. Legal The terms of use for these printable bingo cards can be found at myfreebingocards.com/terms.
    [Show full text]
  • Super Smash Bros. Brawl Trophies Super Smash Bros. Series
    Super Smash Bros. Brawl [ ] Feyesh [ ] Koopa Paratroopa (Green) [ ] Lanky Kong Trophies [ ] Trowlon [ ] Koopa Paratroopa (Red) [ ] Wrinkly Kong [ ] Roturret [ ] Bullet Bill [ ] Rambi Super Smash Bros. Series [ ] Spaak [ ] Giant Goomba [ ] Enguarde [ ] Puppit [ ] Piranha Plant [ ] Kritter [ ] Smash Ball [ ] Shaydas [ ] Lakitu & Spinies [ ] Tiny Kong [ ] Assist Trophy [ ] Mites [ ] Hammer Bro [ ] Cranky Kong [ ] Rolling Crates [ ] Shellpod [ ] Petey Piranha [ ] Squitter [ ] Blast Box [ ] Shellpod (No Armor) [ ] Buzzy Beetle [ ] Expresso [ ] Sandbag [ ] Nagagog [ ] Shy Guy [ ] King K. Rool [ ] Food [ ] Cymul [ ] Boo [ ] Kass [ ] Timer [ ] Ticken [ ] Cheep Cheep [ ] Kip [ ] Beam Sword [ ] Armight [ ] Blooper [ ] Kalypso [ ] Home-Run Bat [ ] Borboras [ ] Toad [ ] Kludge [ ] Fan [ ] Autolance [ ] Toadette [ ] Helibird [ ] Ray Gun [ ] Armank [ ] Toadsworth [ ] Turret Tusk [ ] Cracker Launcher [ ] R.O.B. Sentry [ ] Goombella [ ] Xananab [ ] Motion-Sensor Bomb [ ] R.O.B. Launcher [ ] Fracktail [ ] Peanut Popgun [ ] Gooey Bomb [ ] R.O.B. Blaster [ ] Wiggler [ ] Rocketbarrel Pack [ ] Smoke Ball [ ] Mizzo [ ] Dry Bones [ ] Bumper [ ] Galleom [ ] Chain Chomp The Legend of Zelda [ ] Team Healer [ ] Galleom (Tank Form) [ ] Perry [ ] Crates [ ] Duon [ ] Bowser Jr. [ ] Link [ ] Barrels [ ] Tabuu [ ] Birdo [ ] Triforce Slash (Link) [ ] Capsule [ ] Tabuu (Wings) [ ] Kritter (Goalie) [ ] Zelda [ ] Party Ball [ ] Master Hand [ ] Ballyhoo & Big Top [ ] Light Arrow (Zelda) [ ] Smash Coins [ ] Crazy Hand [ ] F.L.U.D.D. [ ] Sheik [ ] Stickers [ ] Dark Cannon
    [Show full text]
  • A Rhizomatic Reimagining of Nintendo's Hardware and Software
    A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American
    [Show full text]
  • Pikmin and Pokémon
    H U M a N I M A L I A 6:2 Stina Attebery Coshaping Digital and Biological Animals: Companion Species Encounters and Biopower in the Video Games Pikmin and Pokémon Video games create new relationships between animals and humans by imagining these relationships reconfigured in an entirely digital space. Many games explicitly explore biological issues in their gameplay and premise, structuring a player’s success around her ability to manage resources and modify the digital “bodies” of her avatar or other characters under her control. This is particularly true in the sub-genre of strategy games. In a typical third-person perspective strategy game, the player adapts to changing conditions in her environment by exercising control over resources coded as biological, resources that often include digitally rendered human, animal, or alien bodies. The emphasis on biological management in such games foregrounds issues of human and animal biopower by requiring the player’s active participation in creating and maintaining biopolitical structures and relationships. I examine two games series — the Pokémon and Pikmin franchises — that complicate the biopolitical resource management typical of strategy games by focusing on the biopower of animal-like digital creatures who are simultaneously resources and companions for the human player and her avatar. In this way Pokémon and Pikmin approximate the “messy coshapings” that Donna Haraway writes about in her accounts of companion species relationships, but these relationships occur within a digital environment where this messiness is communicated entirely through the immaterial technologies of gaming. These games simulate biology differently, as Pikmin emphasizes the way human affection for animals.
    [Show full text]
  • Nintendo Co., Ltd
    Nintendo Co., Ltd. Earnings Release for the Nine-Month Period Ended December 2017 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2014 FY3/2015 FY3/2016 FY3/2017 FY3/2018 Apr.-Dec.'13 Apr.-Dec.'14 Apr.-Dec.'15 Apr.-Dec.'16 Apr.-Dec.'17 Net sales 499,120 442,920 425,664 311,121 857,012 Cost of sales 349,825 269,976 242,364 171,055 530,707 Gross profit 149,294 172,944 183,299 140,065 326,305 (Gross profit ratio) (29.9%) (39.0%) (43.1%) (45.0%) (38.1%) Selling, general and administrative expenses 150,873 141,339 140,814 113,750 169,842 Operating profit -1,578 31,604 42,485 26,315 156,462 (Operating profit ratio) (-0.3%) (7.1%) (10.0%) (8.5%) (18.3%) Non-operating income 57,570 60,949 12,993 23,837 38,874 (of which foreign exchange gains) (48,122) (51,089) (1,801) (1,405) (20,264) Non-operating expenses 425 197 183 1,043 772 (of which foreign exchange losses) ( - ) ( - ) ( - ) ( - ) ( - ) Ordinary profit 55,566 92,356 55,295 49,110 194,563 (Ordinary profit ratio) (11.1%) (20.9%) (13.0%) (15.8%) (22.7%) Extraordinary income 1,422 3,608 404 63,756 3,240 Extraordinary losses 53 2,294 940 193 1,428 Profit before income taxes 56,936 93,669 54,759 112,673 196,375 Income taxes 46,743 34,164 14,196 9,693 59,253 Profit 10,192 59,505 40,563 102,979 137,122 Profit attributable to non-controlling interests -3 -10 4 10 1,957 Profit attributable to owners of parent 10,195 59,515 40,558 102,969 135,165 (Profit attributable to (2.0%) (13.4%) (9.5%) (33.1%) (15.8%) owners of parent ratio) - 1 - Nintendo Co., Ltd.
    [Show full text]
  • Nostalgic Travel in Videogames
    Loading… The Journal of the Canadian Game Studies Association Vol 11(18): 58-80 http://loading.gamestudies.ca “The Fantasy that Never Takes Place”: Nostalgic Travel in Videogames Christopher Goetz The University of Iowa [email protected] Abstract This article explores the correspondence between a pensive mode of play and the nostalgic address of 1990s and early 2000s adventure videogames. It explores the porous boundaries of the videogame text by conceiving of the wish to dwell within the game as a longing for radical difference (something only found elsewhere). The article discusses three ‘nostalgic gestures’ that stall the game’s action: the glance from foreground to background, the shift from the game to paratextual materials, and the drift of attention out the window or away from the gaming context altogether. Gaming’s promise of exotic transport activates a “fervor of the possible,” a melancholic identification with the world beyond which invests game spaces with the capacity for hopeful discovery, verging on a wish to remove oneself from the flow of time altogether. Author Keywords Nostalgia; Nintendo; Videogames; Barthes; Pensiveness; Melancholia; Imperialism; Daydream; Fantasy; Psychoanalysis; Rhythmanalysis Introduction: Time to Think and No Place to Go The isolated villages on the horizon become homelands for the eyes. Distance disperses nothing but, on the contrary, composes a miniature of a country in which we should like to live.1 In the many hours devoted to scouring every inch of side-scrolling Super Nintendo games like Super Mario World 2: Yoshi’s Island (1995) and Donkey Kong Country 2: Diddy’s Kong Quest (1995), mastering and exhausting their diegetic contents, I would often catch myself lapsing in my duty as player to push toward that “frontier” of new worlds, the right side of the screen.
    [Show full text]
  • Replayability of Video Games
    Replayability of Video Games Timothy Frattesi Douglas Griesbach Jonathan Leith Timothy Shaffer Advisor Jennifer deWinter May 2011 i Table of Contents Abstract ......................................................................................................................................................... 4 1 Introduction ................................................................................................................................................ 5 2 Games, Play and Replayability .................................................................................................................. 9 2.1 Play ..................................................................................................................................................... 9 2.2 Categories of Play ............................................................................................................................. 11 2.2.1 Playfulness ................................................................................................................................. 11 2.2.2 Ludic Activities .......................................................................................................................... 12 2.2.3 Game Play .................................................................................................................................. 13 2.3 Game ................................................................................................................................................. 14 2.3.1 Structure
    [Show full text]