992 resultados para collection card game
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The origins of the Scottish Rite of Freemasonry can be traced to France around 1754, when a Chapter of Claremont was founded in Paris. Initially this chapter had seven degrees, but by 1758 there were twenty-five degrees, known as the Rite of Perfection. In 1761, Stephen Morin was appointed to introduce the Rite into the New World. He began with Kingston, Jamaica and San Domingo. Further establishments were made in New Orleans, LA(1763); Albany, NY (1767); Philadelphia, PA (1782); and Charleston, SC (1783). In order to improve the disorganized state of the degrees in Europe, “Grand Constitutions” were enacted in 1786. These Constitutions formally brought into existence the “Ancient and Accepted Scottish Rite”. None of the degrees of the Scottish Rite would seem to have origins in Scotland. “Scottish” is translated from the French word “Ecossais”, which is found in some of the French titles of some of the degrees of the Rite of Perfection. It is possible that the Scottish connection is a result of the involvement of a Scotsman, Andrew Michael Ramsey, who may have devised some of the degrees.
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Morris Norman is a chartered accountant and partner at Norman, Goldberg & Co. LLP, an accounting firm in Toronto. He is an avid collector of Canadiana and generously donates much of the material he acquires to various Archives.
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The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.
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A handmade place card with a giraffe peaking out behind a palm tree and another animal coloured in purple standing on its hind legs with red eyes.
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A handmade place card with an illustration of a mouse in a orange and black polka dot dress, sipping from a small glass.
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A homemade place card with an illustration of a pig with a wig and formal attire, holding a wine glass. The illustration is titled "The Host".
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A handmade place card with a pig dressed up like a clown in high heels. The card is labelled "The Hostess".
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A place card that has an illustration of a baby/toddler with their feet up.
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A place card with an illustration of the back of a girl in a purple dress and bonnet.
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A place card with an illustration of a girl in a blue coat and bonnet.
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A place card with an illustration of a girl in a blue dress and red flowers.
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A place card with an illustration of a girl in a green dress and red flowers.
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A place card with an illustration of a girl in a blue dress sitting on a yellow chest.
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A place card with an illustration of a girl in a red dress sitting on a yellow chest.
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A place card with an illustration of the back of a girl as she carries two hat boxes.