LAB+4

Choose one and discuss a real-world example that demonstrates it / 2-3 paragraphs

Design -not just functional but beautiful, whimsical or emotionally engaging Story -the essence of persuasion ... has beocme the ability also to fashion a compelling narrative Symphony -seeing the big picture...and being able to combine disparate pieces into an arresting new whole Empathy -the ability to understand what makes (people) tick, to forge relationships Meaning -our fundamental drive .. is the pursuit of meaning
 * Play**
 * -in work and in life, we all need to play**

Evolution of 'playtime' has gone from the analogous to the digital; the introduction of technology in the realm of playing has greatly influenced how leisure time is spent. This not only applies to children but also to teenagers and adults.

The personal computer became a home working station. Games marketed at children were a natural progression, online and offline. Specific Internet websites geared towards children's games are available; dolls today even include an Internet persona the child can log on to. Computer games aimed at older demographics vary from first person shooters to role playing games to classic board games made digital.

Gaming consoles that were introduced in the 80s brought the arcade into the home. What was once part of a stop on a social outing became a new way of communication between friends. The console has evolved to more innovative ways to have the player spend more time and money on it. Better graphics, more interactivity between players and more game variety allow for total dedication to gaming. New technologies are being integrated into these consoles; the remote on the Wii and the new Kinect for the XBOX has given gamers a revolutionary way in which control has changed from the default two handed controller.