Lunchables is a line of lunch combinations manufactured by Kraft Foods, Inc, beginning in 1988. They are marketed under the Oscar Mayer brand in the United States and Dairylea in the United Kingdom. Many Lunchables products are produced at Kraft Foods, Inc.’s Fullerton factory in Fullerton, California, and are then distributed across the nation.
A typical Lunchables meal combination includes crackers, small slices of meat, and an equal number of slices of cheese. Other varieties include pizza, small hot dogs, small burgers, nachos, subs, and wraps. Overall there are 25 different kinds of Lunchables meals. ‘Deluxe’ versions, which were originally developed for adults, included two types of meats and two types of cheeses. Deluxe versions usually also contained a sauce and a mint.
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Lunchables
Spice Trade
The Spice trade refers to the trade between historic civilizations in Asia, Northeast Africa, and Europe; spices such as cinnamon, cassia, cardamom, ginger, and turmeric were known, and used for commerce, in the Eastern World well into antiquity.
These spices found their way into the Middle East before the beginning of the Christian Era, where the true sources of these spices was withheld by the traders, and associated with fantastic tales.
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Spice
A spice is a dried seed, fruit, root, bark, or vegetative substance primarily used for flavoring coloring or preserving food. Sometimes a spice is used to hide other flavors. Spices are distinguished from herbs, which are parts of leafy green plants also used for flavoring or as garnish.
Many spices have antimicrobial properties. This may explain why spices are more commonly used in warmer climates, which have more infectious disease, and why use of spices is especially prominent in meat, which is particularly susceptible to spoiling. A spice may have an extra use, usually medicinal, religious ritual, cosmetics or perfume production, or as a vegetable. For example, turmeric roots are consumed as a vegetable and garlic as an antibiotic.
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Gin Craze
The Gin Craze was a period in the first half of the 18th century when the consumption of gin increased rapidly in Great Britain, especially in London. Many people overconsumed and the city had a virtual epidemic of extreme drunkenness; this provoked moral outrage and a legislative backlash that some compare to the modern drug wars.
Parliament passed five major Acts, in 1729, 1736, 1743, 1747 and 1751, designed to control the consumption of gin. Though many similar drinks were available, and alcohol consumption was considerable at all levels of society, it was gin (otherwise known as ‘Mother’s Ruin’ or ‘Madam Geneva,’ a misspelling of the original drink called ‘jenever’) which caused the greatest public concern.
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UEFI
The Unified Extensible Firmware Interface (UEFI) is a specification that defines a software interface between an operating system and platform firmware. UEFI is meant as a replacement for the Basic Input/Output System (BIOS) firmware interface, present in all IBM PC-compatible personal computers. In practice, most UEFI images have legacy support for BIOS services.
It can be used to allow remote diagnostics and repair of computers, even without another operating system. The original EFI (Extensible Firmware Interface) specification was developed by Intel. Some of its practices and data formats mirror ones from Windows. The BIOS is limited to a 16-bit processor mode and 1 MB of addressable space due to the design being based on the IBM 5150 which used the 16-bit Intel 8088. In comparison, the UEFI processor mode can be either 32-bit (x86-32, ARM) or 64-bit (x86-64 and Itanium).
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Cognitive Surplus
‘Cognitive Surplus: Creativity and Generosity in a Connected Age’ is a 2010 non-fiction book by Clay Shirky. The book is an indirect sequel to Shirky’s ‘Here Comes Everybody,’ which covered the impact of social media. The book’s central theme is that people are now learning how to use more constructively the free time afforded to them since the 1940s for creative acts rather than consumptive ones, particularly with the advent of online tools that allow new forms of collaboration.
It goes on to catalog the means and motives behind these new forms of cultural production, as well as key examples. While Shirky acknowledges that the activities that we use our cognitive surplus for may be frivolous (such as creating ‘LOLcats’), the trend as a whole is leading to valuable and influential new forms of human expression. He also asserts that even the most inane forms of creation and sharing are preferable to the hundreds of billions of hours spent consuming television.
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Beast Cancer Overemphasis
Compared to other diseases or other cancers, breast cancer receives a disproportionate share of resources and attention. In 2001 MP Ian Gibson, chairman of the House of Commons of the United Kingdom all party group on cancer stated ‘The treatment has been skewed by the lobbying, there is no doubt about that. Breast cancer sufferers get better treatment in terms of bed spaces, facilities and doctors and nurses.’
Breast cancer also receives significantly more media coverage than other, equally prevalent cancers, with a study by Prostate Coalition showing 2.6 breast cancer stories for each one covering cancer of the prostate. Ultimately there is a concern that favoring sufferers of breast cancer with disproportionate funding and research on their behalf may well be costing lives elsewhere. Partly because of its relatively high prevalence and long-term survival rates, research is biased towards breast cancer. Some subjects, such as cancer-related fatigue, have been studied in little except women with breast cancer.
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Metagaming
Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself. In simple terms, it is the use of out-of-game information or resources to affect one’s in-game decisions.
The term metagame arose in mathematics, passed to military use, and then to politics to describe actions or events that may have been originally thought of as outside the bounds of the situation in question, but that in fact play an important role in its outcome. For example, a specific military operation could be thought of as a game, with the political ramifications of that operation on the war in general as the metagame.
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Reward System
A reward is a appetitive stimulus given to a human or some other animal to alter its behavior. Rewards typically serve as a reinforcers, something that, when presented after a behavior, causes the probability of that behavior’s occurrence to increase.
Note that just because something is labelled a reward does not necessitate it as a reinforcer. A reward can only be said to be a reinforcer if its delivery has increased the probability of a behavior. Certain neural structures, called the reward system, are critically involved mediating the effects of reinforcement.
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Mudflation
Mudflation, from MUD (multi-user dungeon) and inflation, is an economic issue that exists only in massively multiplayer online games. Mudflation occurs when future additions to (or even just continued operation of) a game causes previously acquired resources to decline in value. This can take many forms and have many causes, including new items introduced by an expansion pack, fundamental imbalances in the in-game economy, or even spread of information that allows a previously rare resource to be acquired more easily.
The term mudflation became popular during the height of the MMORPG EverQuest’s dominance, coming into common usage after the release of the ‘Ruins of Kunark’ (2000) expansion. The term originated many years prior with MUDs, the text based forerunner of MMORPGs, that also suffered from the same currency supply problems.
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Gold Farming
Gold farming is playing a massively multiplayer online game to acquire in-game currency that other players purchase in exchange for real-world money. People in China and in other developing nations have held full-time employment as gold farmers.
While most game operators expressly ban the practice of selling in-game currency for real-world cash, gold farming is lucrative because it takes advantage of economic inequality and the fact that much time is needed to earn in-game currency. Rich, developed country players, wishing to save many hours of playing time, may be willing to pay substantial sums to the developing country gold farmers. In 2009 the global market for gold farming was valued at around $3 billion annually.
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Virtual Economy
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be ‘fun’ (for instance, players in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for ‘real’ economic benefit.
Virtual economies arise in numerous platforms. Multi-User Dungeons (MUDs) are text-based games that predate the World Wide Web. The largest virtual economies are in massively multi-player online role-playing games (MMORPGs). Virtual economies also exist in life simulation games which may have taken the most radical steps toward linking a virtual economy with the real world. For example, in ‘Second Life’ there is recognition of intellectual property rights for assets created ‘in-world’ by subscribers, and a laissez-faire policy on the buying and selling of ‘Linden Dollars’ (the world’s official currency) for real money on third party websites.
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