Not exact matches
Our instructors focus
on the physical and technical aspects of volleyball, but unlike most programs, we work with you and your teammates to develop the
mental aspect of the
game to help you win points and compete at the highest
level.
And — also like all good
games in the genre — the beauty of that gameplay comes in once you're
on higher difficulty
levels, when the notes are coming fast and furious, and you get into a
mental zone where it's just you, the music, and your ability to keep up with the pressure.
The
game is now in full production, with «five full
level teams» (emphasis theirs also) working
on real and
mental worlds, and the gameplay team doing its thing
on the mechanical side, which covers things like powers, platforms, puzzles, and combat.
While studies
on the link between violent
games and aggression are inconclusive, declaring that the imaginary bullets of video
games are more dangerous than actual bullets that tear apart the bodies of their victims requires an Olympian
level of
mental gymnastics — but one that becomes necessary when more obvious conclusions are considered politically untenable.
In October 2002, following written school division notification to parents regarding the ROE evaluation, HCMO collected socio - demographic data (student gender and grade
level) and pretested ROE1 and control groups
on three child
mental health outcomes: physical aggression (6 items: e.g., threatening people, bullying others, kicking or hitting other children), indirect aggression (5 items: e.g., trying to get others to dislike a person, telling a person's secrets to a third person) and pro-social behaviour (10 items: e.g., comforting a child who is crying or upset, offering to help other children who are having difficulty, inviting others to join a
game).