ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / communication(s) / encounter(s) / space(s)

... the attentive pupil who wishes to be attentive, his eyes riveted on the teacher, his ears open wide, so exhausts himself in playing the attentive role(s), that he ends up by no longer hearing anything ...

Sartre from: the presentation of self in everyday life

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

context(s) / ritual(s) / space(s)

stimulus-hunger has the same relationship to the survival of the human organism as food-hunger
... activities offer a matrix for stroking

games people play

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

... institutions, by the very fact of their existence, control human conduct, by setting up pre-defined patterns of conduct, which channel it in one direction as against the many other directions that would theoretically be possible ...

the social construction of reality

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

co-create(s) / ritual(s) / discipline(s)

the general capacity to be bound by moral rules may well belong to the individual, but the particular set of rules which transform him into a human being derives from requirements established in the ritual organization of social encounters

interaction ritual / logic / research

social(s) / tribe(s) / education(s) / problem(s) / space(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

any action that is repeated frequently becomes in to a pattern, which can then be reproduced with an economy of effort and which, ipso facto, is apprehended by its performer as a pattern

the social construction of reality

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / adventure(s)

as performers we are merchants of morality
... qua performance individuals are concerned not with the moral issue of realizing (these) standards, but with the amoral issue of engineering a convincing expression that (these) standards are indeed realized.

the presentation of self in everyday life

politic(s) / theme(s) / answer(s) / space(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

the solitary individual can structure time in two ways: activity & phantasy ... the advantage(s) of social contact revolve around somatic & psychic equilibrium ... significant social intercourse most commonly takes the form of game(s)

games people play

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

the essential characteristic of human play is not that the emotions are spurious, but that they are regulated ...
... the social sanctions are serious only when the rules are broken ...

games people play

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

context(s) / ritual(s) / space(s)

face-to-face co-mingling -- the self as a kind of player in a ritual game who copes honorably or dishonorably, diplomatically or undiplomatically, with the judgemental contingencies of the situation

interaction ritual

social(s) / tribe(s) / education(s) / problem(s) / theme(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

society -- dialectial process

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / attention(s) / moral(s)

... stroke(s) may be used as the fundamental unit of social intercourse
the function of all social living is to lend mutual support to this project of time structuring

games people play / space(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

ritual(s) / space(s)

survival of the human organism(s) -- stroke(s) / frame(s)

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

ritual(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

context(s) / ritual(s) / space(s)

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

problem(s) / theme(s) / education(s) / quest(s) / manifesto(s)

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ