| A great many parents are concerned that
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| | hard-to-defeat Cogs.
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| the electronic games their kids play are
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| | And you can't do this alone, no matter
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| teaching the kids "negative" messages
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| | how much experience you have. So you
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| such as aggression, violence, and
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| | begin to learn to play the game with
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| isolation from real people. I want to
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| | others. The game encourages this, with
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| illustrate here how computer and video
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| | "friends lists" and built in "speed chat"
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| game playing, can have positive effects
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| | menus consisting, for kids' protection,
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| on kids. This includes even the
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| | of a limited number of phrases you can
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| "addictive" game playing associated with
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| | use. For example, you can invite your
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| many of these games. The learning from
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| | friends to help you defeat a building
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| these games is well worth the effort the
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| | (or, if you prefer, you can just wait
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| kids put in playing them, and kids
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| | outside for others to show up.)
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| typically sense this at some level, which
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| | But it gets subtle. Just because someone
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| is one reason they fight so hard for
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| | is your friend (or wants to be) or
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| their games.
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| | happens to show up, doesn't mean he or
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| One key lesson many of their games is
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| | she has the experience to defeat the
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| teaching them is the value of people
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| | higher-level Cogs. You can check out
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| working together and helping each other.
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| | someone's gags when they are in range to
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| To illustrate how this occurs, I will use
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| | help you decide whom to work with, but
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| one particular game, Toontown, as an
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| | success depends not only on the level and
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| example.
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| | number of gags one has, but also on
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| Toontown ( is the Walt Disney Company's
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| | knowing how to use them in battle. You
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| entry into the Massive Multiplayer Online
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| | learn over time what players you want on
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| Role-Playing Game (MMORPG) category. For
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| | your team to achieve success in
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| the non-initiated, that means a computer
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| | particular situations. Sometimes, to be
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| game that supports thousands of players
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| | sure all of you survive, you have to
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| online simultaneously, all of whom can
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| | reject players who ask to work with you
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| see and interact with each other. A key
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| | on a certain task. One of the things you
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| feature of these worlds is that they are
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| | can say through the speed chat is "I
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| "persistent," meaning that the worlds
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| | think this is too risky for you." Just as
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| continue to exist and change whether or
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| | in the real world, such advice is not
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| not you are there, just any other place
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| | always well-received, and the game gives
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| in the real world.
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| | you the opportunity to learn to deal with
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| [Note: There are two types of multiplayer
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| | this.
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| online games, both of which have their
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| | In the midst of any battle - players
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| advantages. One type, the "multiplayer"
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| | typically fight higher-level Cogs in
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| game, lets you interact with a limited
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| | groups of four - a player can choose,
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| group of people, such as those on your
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| | rather than to throw a gag at the Cogs,
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| team or squad, in a game world that
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| | to instead give his or her fellow players
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| typically exists for only the time you
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| | additional "laff points" (i.e. health).
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| are playing. The game America's Army is a
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| | Doing this helps prevent them from
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| good example of this. The second type,
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| | "dying" and dropping out of the battle.
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| the "massively multiplayer" game, lets
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| | One skill typically gained from frequent
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| you interact with everyone you meet in
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| | play is knowing when to help your
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| the ongoing world. Massively multiplayer
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| | teammates versus when to attack the Cogs.
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| games like EverQuest, Asheron's Call, and
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| | This is not trivial. One adult player
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| Dark Age of Camelot have captured the
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| | described her first battle with
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| time and imaginations of hundreds of
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| | ultra-high-level Cogs as "extremely nerve
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| thousands of US teenage and older
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| | wracking," and characterized the
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| players. The Korean massively multiplayer
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| | strategies she had to employ to work
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| game Lineage has over 4 million
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| | successfully with the other players as
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| registered users, often with up to half a
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| | "the most emotional experience I've ever
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| million players on-line at once. The
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| | had in a game." And this is the version
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| players typically meet in relatively
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| | for kids!
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| thinly-populated areas of very large and
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| | And there is yet another way Toontown
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| often interconnected virtual worlds, so
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| | players learn there is value in
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| even with these huge numbers, it is not
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| | cooperation. Some of the tasks available
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| like pushing your way through Times
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| | to higher-level players allow them to
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| Square on New Year's Eve.]
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| | earn jelly beans by helping out new
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| Toontown is the first massively
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| | players. When these experienced players
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| multiplayer game designed specifically
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| | see a Newbie fighting a Cog on the
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| designed for younger kids (pre-teens, I
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| | street, they can join in and assist.
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| think, though they don't specifically
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| | When the Cog is defeated, both the
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| say.) In addition, many older kids and
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| | experienced player and the Newbie get
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| even adults enjoy playing it. In the
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| | rewarded game at their own level.
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| game you create, name and dress a
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| | Is it Boring?
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| character, and then you take it out to
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| | Still, while the tasks at the start of
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| play in the virtual world. Your character
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| | the game involve defeating only one Cog
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| is the representation ("avatar") of you
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| | at a time and the tasks at higher levels
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| playing in the world - it is the "you"
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| | require players to defeat hundreds of
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| that other players know.
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| | Cogs on their way to liberate bigger and
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| Although if you wanted to you could spend
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| | bigger buildings, the battles are very
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| your entire time in Toontown merely
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| | similar. "Isn't that boring?" I asked
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| running around the virtual world, the
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| | one "addicted" player. "After all it's
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| "object" of the game is to defeat "Cogs,"
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| | basically the same thing over and over -
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| members of the evil gang that wants to
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| | fighting Cogs."
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| take over the town. The Cogs to fight
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| | "I like going up the levels," she
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| come in many varieties and strengths. To
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| | replied. And of course the only way she
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| defeat a Cog you employ "gags"- such as
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| | can do this is by learning to cooperate
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| squirt bottles or pies in the face - that
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| | well with real people, in real time -
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| you purchase with jelly bean currency
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| | while sitting at her own computer.
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| that you earn in a number of ways.
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| | I encourage readers of this article to
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| In your early days in Toontown, when you
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| | try Toontown, both with your kids, and
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| have earned relatively few gags, you
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| | even on your own. (You can go to to get
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| typically run around alone, deciding when
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| | started.) See how far you can get. If
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| to confront a low-level Cog you pass in
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| | you happen to enjoy the experience, you
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| the street. (You do this by running into
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| | can go on to the aforementioned "older
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| it.) You and the Cog then square off and
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| | players'" games, where the enemies are
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| do battle, taking turns throwing gags at
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| | fantasy monsters and the buildings
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| each other. If you defeat the Cog, he
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| | castles to storm, yet where the
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| explodes and you are rewarded with points
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| | principles of cooperation are basically
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| towards additional gags. If the Cog
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| | the same. If you actually get addicted
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| defeats you, you "die," which means you
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| | to cooperative play, don't blame me -
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| lose all your gags (although,
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| | these games are designed to reel you in.
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| importantly, you do not lose the
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| | But even if you don't get hooked yourself
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| "experience" you attained - i.e. the
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| | - and the more you are from the "Digital
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| types and levels of gags you are allowed
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| | Immigrant" generation the less likely it
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| to purchase and use.)
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| | is that you will - hopefully you will
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| There are a lot of other twists, but
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| | have learned this important and
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| that's essentially the game: Earn and buy
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| | generally-overlooked lesson:
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| gags, use them to fight Cogs.
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| | What keeps the kids playing these games
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| But here's where the cooperative part
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| | is not the violence (that's all fake and
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| comes in. As you move to higher
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| | the kids know it), but rather the ability
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| experience levels, the tasks you are
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| | to work together with others to achieve
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| required to accomplish become more and
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| | more and more difficult goals.
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| more difficult. You often have to
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| | Can you think of any skill more useful
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| "rescue" buildings that the Cogs have
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| | for children to spend their time
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| taken over, buildings that have multiple
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| | learning? I can't.
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| floors filled with high-level,
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|