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Jonne Arjoranta, PhD, works as a postdoctoral researcher at the Department of Music, Art and Culture Studies, University of Jyväskylä, Finland. His research interests focus on forms of meaning-making in games.
Games have been defined and redefined many times over, and there seems to be no end to this continual process or any agreement about the definitions. This article argues that such an agreement is not necessary, and presents a Wittgensteinian approach to discussing game definitions. Instead of the common core approach used in most definitions, this article argues for an approach based on language-games. The common core approach is based on a limited number of shared core attributes, while the language-game approach is based on the idea of family resemblances. The language-game approach sees the cycle of redefinition as a hermeneutic circle that advances our understanding of games. This article also clarifies the distinction between nominal and real definitions and shows how they serve different purposes. With the approach suggested here, the focus in research can shift from the essential attributes of games to understanding definitions as tools for practical purposes.
In order to understand games, you must have some idea of what they are. This is the business of definitions: to create boundaries for ideas and phenomena so that you can better know what is being discussed.
But definitions can also limit you. When you create boundaries, you always leave something outside those boundaries. The boundaries need not be final or impermeable, but in order to define things some boundaries must be established. Lines must be drawn somewhere, even if they are drawn on water. In the liminal spaces between definitions live things that resemble the ones you are trying to fence inside your boundaries, but are faulty in some small way.
These bounded cases are often as telling about the definition as the definition itself. What is the thing you are defining, and what is it not? With games, these borderline cases could be forms of gambling or roleplaying games (Juul, 2003), or maybe life itself (Suits, 1967).
There have been many attempts to define games (e.g. Abt, 1970; Avedon & Sutton-Smith, 1971; Costikyan, 1994; Juul, 2003; Maroney, 2001; Myers, 2009; Salen & Zimmerman, 2004; Suits, 1980; Tavinor, 2008; Waern, 2012; Whitton, 2009). The usual approach is to look at previous definitions, find common elements in them, discern problems, and then provide a synthesis that attempts to fix those problems. This form of definition is usually given as a list of features that form the core of what games are. This approach could be called the common core approach. This article will not follow this approach, for reasons that will hopefully become apparent.
2. which kinds of definitions serve which kinds of purposes.
The approach I am arguing for here has been mapped (but not fleshed out) before by Aarseth and Calleja (2009). They argue that definitions are not needed to have a successful field, and that in an interdisciplinary field definitions can actually hinder discussion. Instead, they propose creating a descriptive model of games. Their concerns are valid, but definitions can still be of use, as I show below.
Frasca (2007) highlights an important distinction that is related to defining games: games are both systems and an activity, and any definition that excludes one in favor of the other is looking through a limited lens that does not encompass the entirety of what games are. However, this may be entirely justified, as shown later.
There is a difference between trying to identify the discourses (Mills, 2004) surrounding games -- and thus trying to find the current cultural or social (nominal) definition -- and analyzing the structure of games and identifying shared attributes (real definition; see Tavinor, 2009). These might not be mutually exclusive goals, but making this difference explicit can help in understanding a definition. Confusing these different types of definitions can lead to serious confusion (Waern, 2012).
If a definition attempts to cover games as a real definition, it should attempt -- at least in theory -- to cover all possible forms of games (and thus serve as a definition for all games). Another possibility would be to use a real definition that delimits certain forms of games, for example only videogames or role-playing games (Hitchens & Drachen, 2009.). This makes choosing the essential attributes significantly easier, but it may still turn out to be difficult to agree on what is essential to some forms of games (as is shown by the multiplicity of definitions).
On the other hand, a nominal definition will change over time as the discourses around the definition shift. This makes nominal definitions more unstable than real definitions, which may or may not be desirable. If one is defining a temporal phenomenon, like culture, then this change may actually reflect a change in the object being defined. This could also lead to a real definition needing to be redefined, as the object itself has changed, and the definition no longer corresponds to it. Another possible example of needing to redefine a real definition would be to correct a previous error in the definition.
There is also an argument by Wittgenstein (2009 ) against searching for essential (real) definitions in general.[iii] Instead of searching for essential definitions for concepts, he suggests that concepts should be understood as sharing family resemblances (Wittgenstein, 2009, §67[iv].
The analogy is the resemblance of family members to one other. The father may not greatly resemble the mother, but both of them share characteristics with their children. There can be similarities between their physical characteristics (e.g. facial structure, eye color, manner of walking), but also in temperament.
We understand types of numbers as being similar in the same way (Wittgenstein, 2009, §67). There is a direct affinity with other kinds of things we are used to calling numbers. There are also non-direct similarities with the things we have formerly called numbers, and so we consider any new examples of number-like-objects to also be numbers.
What makes an object number-like may differ from one instance to another, just like attributes differ when comparing children to their mother and father. The children may be blond like their father and have brown eyes like their mother. These shared concepts are meaningful only in a certain type of commonly shared way of speaking about things, which Wittgenstein (2009) interestingly calls language-games. Thus, language-games are ways of understanding concepts that differ from one speech-community[v] (Connolly, 1986) to another, like from one field of research to another.
3. playfulness, you will prioritize free-form play over storytelling games (Sicart, 2011).
The choice of emphasis usually depends on the reasons for making a certain definition, and these reasons may be more interesting or enlightening than the definition itself.
1. Definitions resemble context. LARPs (Live Action Role-Playing Games) are discussed with theater analogies, digital games with computer analogies, and board games like Chess and Go with war analogies.
2. Definitions are distinct. Different language-games are used when discussing digital games versus board games. There is overlapping in these language-games, but they are distinct because of the differences in context.
3. Definitions may not be compatible. It is difficult to discuss board games using terminology that is suitable for an analysis of digital games, given the differences in the media.
What is probably the single most important thing we have learned from Wittgenstein is that an expression can be understood only when it plays a role in a language-game and that our language is intelligible only when seen against the background of human activities and forms of life.
Forms of life are the different ways of relating to the world, depending on social, cultural and historical factors. Forms of life are ways for speech-communities to relate to, and give meaning to, the world around us.
For example, when a fisherman talks about knowing the best places to fish, he probably uses the word 'know' in a different way than a philosopher who specializes in epistemology. The fisherman and the philosopher participate in different language-games, in which the word 'know' is useful in different ways. Neither of these language-games is inherently better than the other, but they are useful for different purposes and in different contexts. Some language-games are better than others for a certain purpose, like describing the qualities of fishing grounds.
Similarly, there are related but different language-games surrounding different forms of games (Bojin, 2008). This is true even if we exclude from the discussion things like cultural differences. The language-games of different forms of game playing are distinct and may diverge from one another, especially over time, unless there is interaction between them. This might happen, for example, between digital games and traditional folk games. The use of different language-games stems from the different cultural and social contexts these activities are associated with. This approach to game definitions could be called the language-game approach.
An example of this would be how the criteria of what makes a roleplaying game differ from one media to another. There is a wide variety of roleplaying games ranging from tabletop games to LARP to single-player digital games (Hitchens and Drachen, 2009). In tabletop roleplaying games 'roleplaying' is something that is done verbally, while in a LARP the player enacts their character's actions. In digital games, it is often enough that a game contains some kind of character advancement in order to be said to contain roleplaying elements.
But this is only one way of looking at the situation. There is also the language-game of games that encompasses all forms of playing that are usually considered games.[vii] This language-game is part of the form of life that includes game playing, as well as all the typical social characteristics associated with it. Language-games exist in nested hierarchies with porous boundaries. Choosing which level of language-game to employ can be a strategic decision. This decision affects questions of inclusion and exclusion.
Language-games are not necessarily exclusive, but can coexist, even if they are not entirely compatible. An example of this would be the use of several definitions simultaneously in a field of research, such as the way in which genes are understood in biology as both the defining factors and the expressions of specific features (Moss, 2004). There are requirements for definitions, if they are to be used simultaneously: they cannot be completely mutually exclusive, lest they end up defining different phenomena. Additionally, to adhere to the demands of coherency, only one definition can be used per study. The definitions can vary only between different discussions, possibly resulting in completely different language-games.
It might not even be desirable to find a single definition. One is hard-pressed to find a single, commonly accepted definition for such widely used terms as "culture" or "structure" (Rubinstein, 2001). These things are defined and redefined all the time as a part of new research and discussions, creating new approaches, problems and answers along the way. This probably should not be viewed as a shortcoming, but as a consequence of the nature of the things being defined. Our understanding of cultural phenomena is constantly changing, at least partly because those phenomena are also changing, and partly because our own cultural perspective is changing. Our horizon of interpretation is widening, as Gadamer (2004 ) would put it.
It seems to me that although ludologists, narratologists, and others would claim to be characterizing the nature of games, there does seem to be a large normative component in their proposals and that this comprises the most significant problem with how the definitional debate concerning videogames has been conducted to date.
However free of normative statements a researcher tries to stay, defining things necessarily frames the issue in a certain way, making certain ontological and epistemological assumptions. Tavinor wishes that "[d]efinitions should stay silent on these normative issues so that we can count as games those which we do not happen to value as games." While Bourdieu and Foucault show how the terms of the discussion are necessarily tied to power, game scholars can at least become aware of the assumptions and norms they are basing their arguments on. Perhaps then game studies can be more open to the inclusive way of defining things Tavinor calls for. However, regardless of how and on what terms the issue is discussed, participants will be necessarily using their position to wield power.
Wittgenstein points out that the act of defining games might not be a very fruitful exercise at all, and that family resemblances may be the only possible way of identifying games (Tilghman, 2009). Not everyone agrees (Suits, 1980; Juul, 2003). Suits (1980) has criticized Wittgenstein for not following his own advice of actually looking at games and seeing if there are similarities between them, rather than assuming that there are none. According to Suits (1980), Wittgenstein seems to assume that there are none, when he should have looked for, and found, some.
In one sense, Suits is right. There is no theory of games to be found in Philosophical Investigations (Wittgenstein, 2009). However, it is a mistaken exercise to try to read Wittgenstein as discussing games when he is actually discussing language. Wittgenstein is drawing an analogy between language and playful activity, not claiming anything about games in particular (Stern, 2004). This is more apparent when discussing language-games in German, with the term Sprachspiel. While the term is usually translated as 'language-game,' Spiel translates both to play and game. It is entirely possible for game studies to benefit from Wittgenstein's writings, like this article does, but he should be read as a philosopher of language, not as a game scholar.
A hermeneutic conception of defining things would mean that each definition is understood as a starting point for a new act of defining, or in other terms, as a pre-understanding for a more complete understanding (Gadamer, 2004). This would make the process of definition basically endless, as it may be continued eternally without reaching any form of finality.
However, this endlessness is not a surrendering to a completely relativistic point of view (Weberman, 2000). Rather, it is a contextual understanding of truth. There may be no final truth, but an understanding may be more or less suitable for a given context. This would give criteria by means of which definitions are judged to be better or worse, but these criteria might change if the context changed.
1. Avoiding essentialism. If definitions are limited to ways of speaking about things, then none of the qualities of the object being defined are taken for granted. All of the qualities are subject to definition and redefinition, highlighting the social nature of these qualities.
2. Flexibility. Nominal definitions are, by their nature, sensitive to change and context.
1. Endlessness of definition. There are no final nominal definitions as the discourses surrounding things are subject to historical change.
2. Difficulty of comparison. If a comparison of definitions is limited to different ways of speaking about things, it is difficult to critique a definition.
3. Unclear truth-value. The truth-value of a nominal definition can only be evaluated within that discourse.
The flexibility inherent to nominal definitions stems from the fact that nominal definitions are under constant redefinition. This process of redefinition can be described as a hermeneutic circle (e.g., Gadamer, 2004), with the final result of the act of defining serving as the starting point for a new process of definition. A redefinition can also result from changes in the form of life that the definition is part of. Because of this sensitivity to historical change, nominal definitions are more useful in defining cultural objects than in defining, for example, objects studied by natural science, which are more resistant to historical redefinition.
As nominal definitions are part of a discourse, they cannot be verified accurately or judged outside of this discourse. This prevents the formation of nominal definitions that are verifiable independently from the discussion in which the definitions are used. Comparing the value of nominal definitions can be difficult, as not only the definitions themselves but also the surrounding discourses must be evaluated. This leads to a situation where definitions are not judged by their merits, but by the merits of the discourses in which they are situated.
Nominal definitions are defined as verbal agreements that cannot be true or false. They may be more or less useful in a situation, but they cannot be evaluated on the basis of their truth value alone, separate from the rest of the discourse. This may be considered an unfavorable quality when building a theory-base for a new discipline, like game studies. However, the work of defining things must start somewhere, and we are rarely (if ever) in the situation where a theory can be built using only basic concepts relying on real definitions. This is a problem that was encountered by logical positivism, a philosophical movement stemming from the Vienna Circle, who were drawing inspiration from the early Wittgenstein (1922). Logical positivism tried to produce knowledge from a set of verifiable propositions, based on logical deductions or empirical observations (Passmore, 1943). Unfortunately, the project ended in failure, as the set of propositions that can be derived from these premises is rather limited.
The problem with talking about language-games instead of definitions is the apparent relativism implied. If, rather than searching for a perfect definition, it is conceded that there may be no perfect definition and instead there may be many different definitions, it would appear that there is no way to criticize these definitions. They are different, and that is all.
However, this is a mistaken notion: some language-games are better suited for talking about some phenomena than others, and they may be evaluated based on how well they are suited to the problem at hand. However, this is different from trying to find a single, perfect definition. A definition is always a tool: definitions are used in order to answer certain questions, and depending on those questions, different definitions may be more or less suited to the problem at hand (Wittgenstein, 2009, §23). A definition is a tool also in the sense that unless a definition is necessary, it tends not to be given. And maybe it should not be given: there is a reason why an artisan carries only the tools that are needed for a specific job. The rest can wait in the shop until they are also needed.
We have drawn a sharp distinction between verbal and real definitions. In practice, however, the distinction is never so sharp, and even in definitions which seem altogether verbal there is generally some reference to the analysis of what the words stand for.
Unless you have confidence in the ruler's reliability, if you use a ruler to measure a table you may also be using the table to measure the ruler.
1. Does the phenomenon being assessed qualify?
2. Is it a borderline case?
3. Or does it fall outside the definition?
4. And most importantly, why?
In particular, the last question can reveal something significant about the definition being used. This is also a point raised in discourse analysis: in addition to what we say, it is also noteworthy to pay attention to how we say it (e.g., Mills, 2004). What is emphasized by a definition, and what is downplayed? Most definitions of games pay attention to rules, play and the systemic nature of games. What are the borderline cases, and why? What is trivialized, and what is ignored by the current definitions?
The ideological forces surrounding new technology produce a rhetoric of novelty, differentiation, and freedom that works to obscure the more profound structural kinships between superficially heterogeneous media.
Instead of invoking 'digital' as a categorical explanation, it might be more worthwhile to look at family resemblances between forms of games, regardless of their technology. Looking at a group of social games in the same framework might yield insights not available, for example, by only looking at massively multiplayer online role-playing games.
However, it is also enlightening to compare pre-digital definitions to definitions made after digital games became more common. While earlier game definitions emphasized games as an activity, modern definitions highlight games as systems. This could be viewed as a change in the language-game of game definitions, resulting from the form of life around games changing.
This article identifies the usual approach to game definitions as the common core approach, where games are defined by a core of essential attributes. However, this article argues for an approach to game definitions based on Wittgenstein's language-games. Instead of trying to find a common core for all games, it is more useful to look at games through family resemblances, features that connect some, but not necessarily all, games.
This move away from essential definitions also enables researchers to look at definitions as tools for practical purposes. With this approach, researchers can more easily ask what kind of purpose the definition is trying to fulfill, what kind of phenomena it is leaving out, and why. These questions serve to show what aspects of the object the definition is highlighting and what it is downplaying.
It is also shown that this approach to definitions does not lead to relativism, as there are still practical criteria for evaluating some definitions as better than others. However, these criteria may shift, either as the practical needs change or as the context of discussion shifts. It is also entirely possible for games as a cultural category to change, leading to a need to change a definition.
The process of definition is not neutral, and always carries with itself questions of power. Experts and scholars define the terms and limits of how a discussion is carried out. That way, knowledge production is always also use of power.
The nominal definitions this article argues for are not completely unproblematic. They cannot be meaningfully said to reach an end, since the definition may continually need to be revisited. They may also be hard to compare, since they cannot be evaluated outside the discourse they are used in.
The perplexing problem of how to define play will only be resolved by continually regenerating new definitions that fit current concepts of play behavior.
I'd like to thank Antti Heikinheimo and Veli-Matti Karhulahti for their useful comments and J. Tuomas Harviainen and Raine Koskimaa for their guidance. I'm also indebted to Jaakko Stenros for his discussion of definitions at CEGSS and the anonymous reviewers for their constructive feedback.
[i] Whether this is important is another matter, and is related to what kind of epistemology is used. In this sense, epistemology is one's attitude towards questions of knowledge, truth and justification.
[ii] Again, whether essentialism is a problem depends on the epistemology to which one subscribes.
[iii] This article is based on one reading of Philosophical Investigations (2009). However, there is considerable difference of opinion on the ways to read Wittgenstein (Stern, 2004). This article does not strive to be a definitive reading, but to use Wittgenstein's thoughts in a constructive manner.
[iv] The numbers refer to chapters in Philosophical Investigations, which are numbered equivalently in all translations.
[v] See also "interpretive communities" (Fish, 1976).
[vi] Wittgenstein (2009) emphasizes that language-games are not limited to speaking about things. Our actions are also part of a form of life and, accordingly, language-games (see Bojin, 2008).
[vii] This is slightly contradictory, since not all language-games share the same borders. Trying to portray the language-game of games (or game playing) would make a very messy picture.
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The Storm Murders by John Farrow (Trevor Ferguson)
With his latest crime novel, the literary accomplishments of Hudson writer Trevor Ferguson (aka John Farrow) have now comfortably entered the double digits. The Storm Murders, the first in a three-part series, is Ferguson's eleventh work of of full-length fiction. And Ferguson is as talented a story teller as he is prolific.
The Storm Murders brings back to the stage Ferguson's favourite character, Émile Cinq-Mars, the Sûreté du Québec's most astute detective. Cinq-Mars, recently retired, is struggling to get the hang of leisurely life with his younger wife Sandra on a horse farm in the Quebec countryside. Their marriage is skidding toward a bad spot when Cinq-Mars' longtime partner, Bill Mathers, calls him up to take a look at a crime scene at neighbouring farm. During a record snowstorm, a sadist has lured two SQ officers to their deaths by using the bodies of a murdered couple as bait, and then vanished without a trace. Cinq-Mars soon learns that the request for his services has not come from the SQ but from the FBI, who see in the gruesome quadruple murder a direct link to several earlier murders in the States.
Despite a built-up urge to get back into the "game," Cinq-Mars is wary about jeopardizing his already shaky marriage, and is distrustful of the secretive FBI. To his surprise, Sandra not only acquiesces to his involvement in the new murder case, but insists on joining him in solving it. There is one common thread to the Quebec killings and the early US murders—all the crimes occurred just after a natural disaster when the local police were overwhelmed with emergency calls.
Cinq-Mars and Sandra jump at the FBI's invitation to investigate the earliest murders, which occurred when Hurricane Katerina struck New Orleans. Barely arrived in the Big Easy, the couple is accosted by a team of pickpockets. Cinq-Mars manages to thwart the crime, but the thieves escape. And then within the hour, their hotel room is burgled, but nothing of value is taken. Among the local police who investigate the attempted crimes is Detective Pascal Dupree, the man whom Cinq-Mars has been asked by the FBI to meet about the first Storm Murders. When Dupree and Cinq-Mars step out to discuss the murders, Sandra is kidnapped from the hotel. Cinq-Mars is forced by the kidnappers to leave the city in exchange for his wife's release. Cinq-Mars realizes that there are dangerous forces at work, which are definitely beyond his comprehension. For Cinq-Mars, everyone becomes a suspect, including his new-found friends in the FBI and the New Orleans Police Department. Faced with the choice between the safety of his wife and continued involvement in the case, Cinq-Mars attempts to opt out, but the case just won't let go of him, and the Storm Murderer comes looking for him.
While Ferguson is adept at keeping the readers on their toes with a well-paced, suspenseful plot and expert descriptions of police procedure, his work really excels as a hybrid of crime and literary fiction. The Storm Murders weaves rich descriptions of the Quebec countryside and philosophical musings about life past sixty into the standard fare of dead bodies and mysterious coincidences. It is a top-notch read, with a special bonus for those of us who enjoy the rustic countryside of the Belle Province.
The Storm Murders is published by Minotaur Books in New York.

redpajama_set_name: RedPajamaCommonCrawl


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Alabama 31, Notre Dame 14: How the Crimson Tide advanced to the College Football Playoff final
Brett Hudson
Tide Sports
ARLINGTON, Texas — Taking a 14-point lead in the first 11 minutes was all Alabama needed to put Notre Dame at arm's distance and keep it there, coasting to a 31-14 win to advance to the College Football Playoff national championship game.
The Crimson Tide will play in the title game Jan. 11 at Hard Rock Stadium in Miami Gardens, Florida.
ALABAMA WINS! Commemorate the Crimson Tide's run to the CFP final by ordering our new book today!
Here are the three most pivotal plays from Alabama's win in the Rose Bowl College Football Playoff semifinal.
Jordan Battle stuffs Kyren Williams
Notre Dame coach Brian Kelly did not hide his intention to keep Alabama's offense off the field as much as possible with a ball-control offense. There wasn't much controlling of the ball on the early possessions.
The Fighting Irish's opening possession lasted five plays, and Alabama scored a touchdown in seven — proving why Notre Dame came to Arlington, Texas, with the offensive game plan it did. The next possession presented a chance to right the ship, and the Fighting Irish were well on their way, converting on a third-and-2 and getting ahead of the chains with a 7-yard run on the ensuing first down.
Alabama report card:Straight A's for Rose Bowl win over Notre Dame
Alabama safety Jordan Battle put an end to that, squaring up Notre Dame running back Kyren Williams and forcing him back for a loss. Notre Dame could not convert the third-and-7 and punted, meaning an offense intent on controlling the ball lasted a total of 11 plays on its first two possessions, with both ending in punts.
Najee Harris takes flight
Alabama's second possession presented it an opportunity to change the game for good. Already up 7-0, it held Notre Dame to 19 yards on six plays and forced a punt, getting the ball back with more than six minutes left in the first quarter. A touchdown drive for the Crimson Tide would put the Fighting Irish in the tough position of mounting a comeback against one of the nation's most prolific offenses.
The problem for UA: Tuscaloosa native Jay Bramblett's punt pinned Alabama on its own 3-yard line.
A 15-yard run by Najee Harris got UA out of trouble immediately, and completions to Slade Bolden and DeVonta Smith moved UA out of dangerous sack territory.
Then Harris busted a 53-yard run instantly made famous by a hurdle over nearly vertical Notre Dame cornerback Nick McCloud. Alabama scored on the next play, taking a 14-0 lead.
The early two-possession lead proved critical, given the only Notre Dame score of the first half came on a laboring 15-play drive that took more than eight minutes.
Christian Harris picks off Ian Book
After a rare offensive breakdown from Alabama, Notre Dame got the ball 90 yards away from a touchdown that could've brought the game within a possession well before the end of the third quarter.
Notre Dame quarterback Ian Book, scrambling on a second-and-7, found tight end Michael Mayer isolated one-on-one with UA inside linebacker Christian Harris, but the throw was much easier for Harris to catch than Mayer, resulting in an interception.
Cecil Hurt:Alabama football plays the greatest hits and Notre Dame has no answers
As was the case with the Najee Harris hurdle, Alabama immediately seized its opportunity, this time with a 40-yard pass from Mac Jones to John Metchie to put the Crimson Tide on the precipice of the red zone. The ensuing touchdown turned what could have been a one-possession Notre Dame deficit into a three-possession one in fewer than three minutes.
Reach Brett Hudson at 205-722-0196 or bhudson@tuscaloosanews.com or via Twitter, @Brett_Hudson


Our Lindeman 28: Long time between posts!
It's now been nearly 6 months between posts and we are finally getting somewhere! The contract stage took a lot longer than we had hoped, then came the finance. That was a nightmare!! It took 7 weeks to the day from submitting the paperwork to M finally receiving our deposit. Apparently our bank changed their loan requirements after we had submitted it which meant the whole loan/process needed to be rejigged and we ended up with a shortfall that we had to pay. I'm still furious over it, we have had numerous house loans with them over the past few years as well as all of our banking. The block loan was also through them at the time, so once this process is over we will be taking our business elsewhere!!
Anyway... Onto happier things! Here is the final floor plan for the house. As I said in the previous posts we are building the Lindeman 28 which we have changed slightly. We added in the Butlers Pantry and extended the dining room down towards the back of the house. Nothing else structural was changed, just the upgrades we did out at Studio M which I will do a separate post about.
2 weeks ago M did the site cut, the following day they put down the pipe work and then a week after they poured the slab. Excuse the photos, these have been taken with my iPhone.
We were completely ecstatic!! At last after all this waiting we finally had something to stare at many times a day!! Id hate to think of how much petrol we've chewed through driving over to the block!! Thursday this week we had our frame delivered and Friday they put it up!
It was awesome to be able to walk through the house! We forgot how small our bedroom/ensuite/WIR is! When deciding on the house we decided to sacrifice bedroom space for a larger open plan living area which is where we will spend most of our time. We plan on building again in the future which will be more of a custom build but for the moment while I'm studying and home with the kids, this will be home.
I'll head off and work on a post with our upgrades and colour selections which should be up later today!


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Asian Paints Royale Play is a water-based special effects paint that creates a variety of special effects on the interior walls. We'll make sure you're updated on the latest and Asian paint catalogue from Asian Paints and the world of inspiring decor.
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We offer ml samplers of our products at select Colour World outlets, which can be tinted to any colour of your choice. Not all shades are available in all products.
Please visit the nearest Colour World Dealer for shade details. Asian Paints Ezycolour Home Solutions. Find an Asian Paints dealer near you for your home makeover project.
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Roseanne Barr cites conspiracy theory in tweet supporting President Trump
Posted: 12:14 PM, Mar 31, 2018
Actress Roseanne Barr threw Twitter off the rails late Friday after she tweeted her support of a right-wing conspiracy theory.
"President Trump has freed so many children held in bondage to pimps all over this world. Hundreds each month. He has broken up trafficking rings in high places everywhere. notice that. I disagree on some things, but give him benefit of doubt-4 now," she tweeted.
The theory, known as "The Storm," is believed to have started after Trump cryptically remarked during a photo op with military leaders and their spouses before a White House dinner last October that reporters were seeing the "calm before the storm." White House press secretary Sarah Sanders declined to elaborate the next day on what the President meant.
President Trump has freed so many children held in bondage to pimps all over this world. Hundreds each month. He has broken up trafficking rings in high places everywhere. notice that. I disagree on some things, but give him benefit of doubt-4 now.
— Roseanne Barr (@therealroseanne) March 31, 2018
"The Storm," as Newsweek , Mediaite and others have explained, alleges that high-profile Democrats and other famous people are involved in child sex-trafficking rings, and that Trump is breaking them up and arresting those involved in their operation. The theory has been traced to the online message board 4Chan, where an anonymous user known as "QAnon," or simply "Q," has propagated the theory .
Twitter users concerned about Barr's involvement in such theories quickly pointed to past tweets by her that would further explain her involvement in the theory. In November, Barr tweeted, "Who is Q?" The Daily Beast reported. The actress added hours later, "tell Qanon to DM me in the nexxt 24 hours."
After her tweet Friday, many Twitter users took to the platform to proclaim their confusion, including New York Times White House correspondent Maggie Haberman, who simply tweeted "What?"
Barr re-entered the spotlight this week after Trump revealed that he called to congratulate her on the highly successful reboot of the show, "Roseanne," an ABC sitcom about a blue-collar family in Illinois originally broadcast in the late 1980s and 1990s.
Barr, who is a supporter of Trump in the new series and in real life, has recently embraced several fringe conspiracy theories, according to The Daily Beast , including the one she tweeted about Friday, which is part of a larger conspiracy theory that alleges satanism and sex-trafficking by Trump's opponents.


Patchwork oversized denim jacket. Handmade and one of a kind item. Pockets on the breast and side inseam pockets. Closure with antiqued gold metallic buttons: the first one is costumized with a flower and the name: "Romeo Gigli" engraved all around.


TheLEADERCorona Casino, located in a $2.1-billion complex in Phu Quoc pearl island, has become the first five star casino in Vietnam opened for Vietnamese people to gamble in a three-year trial period.
Corona Casino, located in the complex of Corona Resort & Casino located in Phu Quoc Island district, Kien Giang province, was officially put into operation on January 19.
Under the rules of Corona Casino, Vietnamese tourists who want to enter the casino will have to pay an entrance fee of VND1 million ($43.2) a person for 24 hours, which will be added to the budget of Kien Giang province.
In addition, Vietnamese tourists must bring identification documents confirming players aged from 21 or above, documents proving that the player earns a regular income exceeding VND10 million ($432) per month as monthly payroll, saving accounts or bank statement, etc.
Corona Resort & Casino has a total investment of about VND50 trillion ($2.1billion), of which the first phase accounts for VND25 trillion ($1.05 billion). Corona Casino is overseen by Upffinity Gaming Management, a Dutch international casino management company with experience in managing high-end casinos in Europe and Macao.
In addition to the casino, this complex also has a 5-star international hotel with 2,000 rooms and 10 seaside villas, convention center, theater, shopping center, water park, spa, restaurant-bar chain.
"Corona Resort & Casino will not only help promote the tourism in Phu Quoc with high-end entertainment experience for both local and foreign visitors but also contribute significantly to the State budget," shared Daniel Kupsin, CEO of Upffinity said.
"Corona is the first casino for the Vietnamese and we have undertaken to cooperate with the Vietnamese management agencies to make the casino a success," he added.
Corona Resort & Casino will create directly over 1,500 jobs and indirectly thousands of job opportunities to partners and other travel service providers in Kien Giang province and nationwide.
In addition, this first casino is expected to be a destination for Vietnamese gamers who tend to gamble abroad, contributing to Phu Quoc's tourism development.


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Unprecedented rise in Bangladesh's economic activity a boon for Indian exports
July 12, 2021 || By: admin
While India's exports to traditional markets took a fall due to the ravaging crisis caused by the coronavirus pandemic, Bangladesh reported unprecedented economic growth; jumping four places to emerge as India's fifth-largest export destination in the fiscal year that ended on 31 March.
Exports to Bangladesh reported a surge of 11% in the previous fiscal year even amid India's overall exports reporting a 7% dip due to the pandemic, reveals government data.
The data also reveals that Bangladesh is set to supersede India in terms of per capita income, with the Eastern neighbour having underwent notable economic transformation over the past decade.
India's exports to most of its key destinations took a dip with the onset of the coronavirus crisis.
As reported,among the country's top 20 export destinations, shipments grew only to China (27.5%), Indonesia (21.7%) and Brazil (7%), apart from Bangladesh.
In FY21, India's top export items to Bangladesh were cotton and cotton yarn ($1.5 billion), electricity ($517 million), fuel ($496 million), rice ($354 million) and corn ($328 million).
Unlike India, Bangladesh was able to steer clear of a recession in 2020 even though its gross domestic product (GDP) growth slowed down to 2.4% from 8.2% a year ago owing to the pandemic.
The World Bank has projected its economy to gradually recover from growing at 3.6% in 2021 and 5.1% in 2022 as private consumption, the main engine of its growth, is supported by normalizing activity, moderate inflation, and rising readymade garments exports.
A professor at the Indian Council for Research on International Economic Relations (ICRIER) reveals how India can stand to reap major benefits from Bangladesh's growth.
"India has for several years been a major supplier of cotton and cotton fabric for Bangladesh's readymade garment industry. Bangladesh depends heavily on its readymade garments sector as it accounts for 45% of its manufacturing GDP and 85% of its exports", shared , said Nisha Taneja from ICRIER.
In 2021, Bangladesh's readymade garments exports are expected to overshoot pre-covid levels, she shares.
She further added, "This sector was allowed to continue its operations despite the lockdown and was also able to absorb a major stimulus package given by the government. As a result, the sector has been able to quickly respond to rising global demand since July 2020, which may well be one of the major reasons for a quick economic recovery".
SOURCE: logisticsinsider.in


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Coiot és un personatge mitològic comú en moltes cultures nadiues d'Amèrica del Nord basat en l'animal del mateix nom (Canis latrans). Aquest personatge normalment és mascle i generalment antropomorf encara que pot tenir alguns trets característics del coiot com ara pèl, orelles punxegudes, ulls grocs, cua i arpes. Els mites i llegendes que inclouen a Coiot varien àmpliament de cultura a cultura.

El coiot a la mitologia
El coiot freqüentment juga el paper d'estafador o mentider, encara que en algunes històries és un bufó i el blanc de les bromes i en poques ocasions és rotundament malvat. Les virtuts de la seua personalitat són el seu humor impulsiu i de vegades la seua intel·ligència. Els defectes són usualment l'avarícia i el desig, la imprudència, irreflexivitat i enveja. El coiot sol ser l'antagonista del seu germà Wolf (Llop), qui és savi i de naturalesa bona però propens a cedir davant les incessants demandes del Coiot. En la mitologia Tongva, és el Coiot qui és estafat. Coiot desafia al "Riu" a una carrera. Coyote ix victoriós, però s'esfondra per la fatiga. El riu es riu d'ell i pren el nom d'"Hahamongna", que es diu explica el soroll produït en la part superior del riu Arroyo Seco, que sona com si el riu estiguera rient.

La mitologia moderna del coiot rarament es refereix a les històries del coiot sexualitzat d'algunes tribus del Nord-oest. Mentre que els colonitzadors blancs poden haver-lo sabut, però foren massa tímids per a redreçar aquestes històries, hi ha proves que en les narracions dels escriptors nadius, les publicacions han estat "desinfectades". Aparentment aquests mites van ser suprimits de la història pels europeu-americans més conservadors sexualment parlant, i ara són difícils de trobar. Hi ha referències dels mites sexuals dels coiots encara que de fonts originals de l'època, on un administrador indi pot referenciar els mites i més tard negar-se a contar les històries. Una col·lecció de mites sexuals de coiots de diverses tribus pot trobar-se en aquest lloc web.

El paper mitològic del Coiot com estafador és la base de l'adopció moderna del coiot pels treballadors sexuals nord-americans en la seua indústria "COYOTE" ("Call Of Your Old Tired Ethics", és a dir, "Obliden de la seua vella i cansada ètica" en anglès), el nom d'un grup establit en 1973 en San Francisco per a defensar als treballadors sexuals en els assumptes polítics i per a ajudar a prostitutes que desitgen deixar el negoci.

Éssers mitològics

redpajama_set_name: RedPajamaWikipedia


Wong Kim Ark of birthright citizenship case born here 1873.
Wong Kim Ark was the plaintiff in U.S. v. Wong Kim Ark, the famous birthright citizenship case. The Philadelphia Inquirer, 11/11/18 at p. A2, says he was born at 751 Sacramento St. The closest I can find is the Nam Ku School at 755 Sacramento St., which I figure must be on the site where he was born.


The San Antonio Spurs and Denver Nuggets meet Friday in NBA action at the Pepsi Center.
The San Antonio Spurs look to stay hot after winning eight of their last 10 games. The San Antonio Spurs are averaging 111.3 points on 47.5 percent shooting and allowing 109.3 points on 46.3 percent shooting. DeMar DeRozan is averaging 23.3 points and 6.2 assists while LaMarcus Aldridge is averaging 18.9 points and 9.1 rebounds. Rudy Gay is the third double-digit scorer and Bryn Forbes is dishing 2.3 assists. The San Antonio Spurs are shooting 40 percent from beyond the arc and 82.6 percent from the free throw line. The San Antonio Spurs are allowing 35.9 percent shooting from deep and are grabbing 44.7 rebounds per game. The San Antonio Spurs have lost four of their last five road games.
The Denver Nuggets look for a spark of consistency after splitting their last eight games. The Denver Nuggets are averaging 109.8 points on 46.1 percent shooting and allowing 104.5 points on 45.1 percent shooting. Nikola Jokic is averaging 17.7 points and 9.8 rebounds while Jamal Murray is averaging 17.4 points and 4.9 assists. Gary Harris is the third double-digit scorer and Paul Millsap is grabbing seven rebounds. The Denver Nuggets are shooting 34.7 percent from beyond the arc and 74.9 percent from the free throw line. The Denver Nuggets are allowing 32.4 percent shooting from deep and are grabbing 46.8 rebounds per game. The Denver Nuggets have won seven straight home games.
The Spurs are 7-18-1 ATS in their last 26 road games, 23-8 ATS in their last 31 Friday games and 8-2-1 ATS in their last 11 games overall. The Nuggets are 7-0 ATS in their last 7 home games, 6-2 ATS in their last 8 Friday games and 11-4 ATS in their last 15 games overall. The Spurs are 20-7 ATS in the last 27 meetings in Denver and 6-2 ATS in the last 8 meetings. The over is 4-1 in Nuggets last 5 games playing on 1 days rest. The under is 7-2 in Spurs last 9 overall.
The San Antonio Spurs are finally starting to put things together, and they've been on fire during this winning stretch where they're shooting 53.4 percent from the field and outscoring teams by 18.6 points during their last five games. The problem is the Spurs have done most of their damage at home and haven't been able to bring that same energy on the road. The Denver Nuggets are outscoring teams by 11.8 points at home this season and have covered seven straight at the Pepsi Center. I'll lay the bucket with the Nuggets. I don't trust the Spurs on the road.


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In the Netherlands, immigrants are still not potential citizens
The Migrant Integration Policy Index (MIPEX) compares laws and government policies toward immigrants. MIPEX collects data in 56 countries across six continents. Policymakers, NGOs, researchers, and European and international institutions use the data. They do this not only to assess and compare national integration policies but also to improve equality standards.
Good integration policies are the key
A country's integration policy affects how well immigrants and the host population interact and think about each other. If the government does not set a good example, it can have a negative impact on society. Based on 130 independent scientific studies, MIPEX came to this conclusion.
MIPEX measures eight areas of integration policy
Labor Market Mobility Long-term residence
Education Access to citizenship
Family reunification Health
Political participation Anti-discrimination
Sweden, Finland and Portugal score with integrated integration policy
Among the top 5 of the 56 MIPEX countries, the average score is 75/100. They take a comprehensive approach to integration that fully guarantees equal rights, opportunities and safety for immigrants. Policies in these countries generally encourage the host population to see immigrants as their equals, neighbours and potential citizens. Despite notable progress in recent years, France, Germany, and the United Kingdom are not among the top 10. At the top of the rankings, Sweden is truly a model for the entire world. However, the country has recently introduced restrictions on family reunification and health policies. Therefore, this has led to a 1-point drop in its MIPEX score even when the average score of other MIPEX countries has increased by +2 points between 2014 and 2019.
Sweden (86) USA (73)
Finland (85) Belgium (69)
Portugal (81) Australia (65)
Canada (80) Brazil (64)
New Zealand (77) Ireland (64)
Note: the top 10 consists of 5 countries that meet the average score; the other countries have a low average score
How is the Netherlands doing?
The Netherlands has a score of 57 on the 100-point MIPEX scale. MIPEX describes the Dutch approach to integration as temporary integration. In a country that achieves a 50 out of 100, a migrant risks encountering as many obstacles to integration as opportunities. For example, the Netherlands scores low on family reunification because there are requirements for integration that most other countries don't require.
Over the past five years, immigrant policies in the Netherlands have changed very little, and as a result, the score has not changed since 2014. In 2019, the central government launched the program "Further integration in the labour market", aiming to promote the labour market for immigrant youth (especially 2nd generation immigrants). As of December 2019, access to care for adult asylum seekers during the first two months of reception is limited to only medically necessary care. Migrants enjoy more opportunities than obstacles in their integration. However, they do not want the long-term security of settling permanently in the Netherlands, investing in their integration and participating as full citizens.
France scores slightly below the Netherlands with 56 out of 100 points. Migrants can enjoy their fundamental rights and receive equal opportunity support, but they do not have the long-term security to settle permanently in the country, consider the future, and participate in public life as full citizens. The French population continues to view immigrants primarily as foreigners. Italy (58), Germany (58), and the United Kingdom (56) also have temporary integration policies.
Internationally, the "top 10" MIPEX countries treat immigrants as equals, neighbours and potential citizens. They invest in integration as a two-way process for society. So the Netherlands, France, Italy, Germany and the United Kingdom need to step up to the plate.
Sweden, Finland and Portugal are models of refugee integration, according to a global index: https://www.infomigrants.net/fr/post/29055/la-suede-la-finlande-et-le-portugal-sont-des-modeles-dintegration-des-refugies-selon-un-index-mondial
Netherlands MIPEX 2020: https://www.mipex.eu/netherlands
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Technology descriptions, fabrication schedules, and vendor document access procedures for the GlobalFoundries, TSMC, ON Semi and AIM Photonics fabrication processes available through MOSIS.
TSMC processes available through MOSIS include 28 nm, 40 / 45 nm, 65 nm, 130 nm, 180 nm, 250 nm.
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ON Semiconductor processes available through MOSIS is 500 nanometer CMOS.
AIM Photonics processes available through MOSIS includes Silicon Photonics Full(active), Passive and Interposer.
For more information about MOSIS fabrication processes, please contact MOSIS Support Staff.


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Waldorf Astoria Edinburgh
Elegant Victorian Landmark in the heart of Edinburgh
The Waldorf Astoria Edinburgh – The Caledonian was built in 1903 as part of Edinburgh Princes Street railway Station and is an impressive, historic hotel set in the heart of Edinburgh that proudly shows off its brand of Scottish hospitality. All the wonders of this European city are within walking distance of Waldorf Astoria Edinburgh – The Caledonian. The Caley, as it is affectionately known among Edinburgh locals, has embodied the very best in Scottish hospitality for over a hundred years at the west end of Princes Street and recently received a multimillion-dollar renovation and re-launch.
Waldorf Astoria Edinburgh – The Caledonian is located just off the world-renowned Princes Street in Edinburgh's New Town and only a few minutes away from the world famous Edinburgh Castle. It has excellent road and rail transport links with Glasgow, Edinburgh and Glasgow Prestwick airports, and is easily accessible from the North or South. Edinburgh Airport is 7 miles away.
With two exquisite restaurants – The Pompadour by Galvin and Galvin Brasserie de Luxe – luxurious bedrooms and the largest bathrooms of any hotel in Edinburgh, Waldorf Astoria Edinburgh – The Caledonian is also a fully licensed venue for Edinburgh weddings and civil partnerships, providing a magical setting for a special day. The hotel is also home to the UK's only Guerlain Spa, a relaxing haven in which one can unwind and escape with many exclusive and indulgent treatments as well as state-of-the-art fitness facilities.
The Waldorf Astoria Edinburgh – The Caledonian, home to 241 elegantly furnished guest rooms and suites, many with spectacular views of the historic Edinburgh Castle. Renovated to Waldorf Astoria's peerless, world-renowned standards, each room and suite brings luxury, style and sophistication to the forefront, with bespoke furniture, eclectic artwork and pristine en-suite bathrooms featuring marble and burnished chrome Fittings.
Waldorf Astoria Edinburgh – The Caledonian is home to two inspired eateries, The Pompadour by Galvin and Galvin Brasserie de Luxe, both from the renowned Michelin-starred chefs Chris and Jeff Galvin. The Pompadour by Galvin is one of Scotland's most magnificent dining rooms. With views of Edinburgh Castle, a private salon cocktail bar and exquisite hand-painted wall panels – The Pompadour by Galvin offers a world-class culinary experience. The chic but informal Galvin Brasserie de Luxe brings Parisian style to the heart of Edinburgh. With its highly polished surfaces, ceramic tiles, archetypal lighting and grand mirrors, this beautiful restaurant pays homage to the magnificent urban bistros of Paris and Lyon. Galvin Brasserie de Luxe offers a number of dining options suited to entertaining and socialising, business gatherings, discreet one-to-one meetings or even parties.The Caley Bar offers a traditional Scottish welcome in elegant and relaxed surroundings. The design is themed on the grandeur of the Caledonian Railway of the 19th Century with overtones of the plush furnishings of the Orient Express. The Caley is the ideal venue for drinks after work or before a meal. Peacock Alley is the perfect spot for breakfast, afternoon tea or elegant evening drinks.
Guerlain Spa
Guerlain Spa is the UK's first and only Guerlain Spa, a haven of luxury and tranquility in one of Edinburgh's most famous and historic hotels. Imbued with Guerlain's world-renowned ethos of elegance and sophistication, this luxury Edinburgh spa echoes the glamour and prestige of its esteemed Champs-Élysées counterpart. Uniquely-tailored beauty and skincare treatments that draw on Guerlain's long history of innovation and excellence allow for an unrivalled and unforgettable experience.
Edinburgh is alive with history and culture and is home to fascinating tourist destinations. With an enviable location in the heart of the Scottish capital – the Waldorf Astoria Edinburgh – The Caledonian is the starting point for extraordinary memories in this iconic city.
Edinburgh Castle is within walking distance of the Hotel. The Royal Yacht Britannia is berthed in Edinburgh and only a short distance away. Edinburgh Zoo is home to the UK`s Only Pandas and Koalas.
Edinburgh has 12 festivals throughout the year including the Edinburgh Film Festival in June and Edinburgh Fringe Festival and International Festival in August. Edinburgh Military Tattoo is taking place every year during the month of August, performers from four continents provide an abundance of matchless entertainment at the Tattoo on the floodlit esplanade of Edinburgh Castle.
from CHF 250.00 per room, per night
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A unique baby gift unfolds & adorable baby outfits appear!
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Babies are like flowers. When a flower blooms, so does hope. This beautiful baby gift will enable baby to flourish, grow and blossom into a hope filled individual. Give baby the best possible start. Makes the perfect baby shower or hospital gift.
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The Official H-Body Internet Community • View topic - Any alternatives to stock Monza fuel pump tried and proven?
On my 75 Monza TC with the factory 350, I want to upgrade my in tank fuel pump to something that will support my future healthy 406. I'm looking for ideas on what type of set-up to install that has been proven to work already for a carb set-up using a Holley 780 ultra street avenger. If I can afford it would like to convert to EFI using a Holley Sniper EFI system, which would be a custom pump and lines from the tank anyways. Curious what people who can't leave well enough alone have done...I know, it's a disease, but it's sure fun.
I have a 1980 Monza that I swapped a grand national motor in. For the fuel pump setup, I removed stock pump setup and customized with 6an fittings and a stock grand national pump, worked fine. Have now replaced with a Tanks Inc. baffled tank setup since stock Monza fuel tank has no baffles. I'd consider selling my stock customized setup, If interested Pm me.