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www/proprietary malware-games.html proprietary-...
From: |
Therese Godefroy |
Subject: |
www/proprietary malware-games.html proprietary-... |
Date: |
Sun, 10 Mar 2019 14:37:42 -0400 (EDT) |
CVSROOT: /webcvs/www
Module name: www
Changes by: Therese Godefroy <th_g> 19/03/10 14:37:42
Modified files:
proprietary : malware-games.html proprietary-addictions.html
proprietary.html
proprietary/workshop: mal.rec
Log message:
Typo and minor rewording.
CVSWeb URLs:
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/malware-games.html?cvsroot=www&r1=1.31&r2=1.32
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/proprietary-addictions.html?cvsroot=www&r1=1.7&r2=1.8
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/proprietary.html?cvsroot=www&r1=1.94&r2=1.95
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/workshop/mal.rec?cvsroot=www&r1=1.56&r2=1.57
Patches:
Index: malware-games.html
===================================================================
RCS file: /webcvs/www/www/proprietary/malware-games.html,v
retrieving revision 1.31
retrieving revision 1.32
diff -u -b -r1.31 -r1.32
--- malware-games.html 10 Mar 2019 14:58:45 -0000 1.31
+++ malware-games.html 10 Mar 2019 18:37:41 -0000 1.32
@@ -73,7 +73,7 @@
<dd>Gamers' behavior can be “shaped” by making cycles
(progress from one level to the next) slower and slower, designing
complex tasks that are difficult to get out of (e.g. World of
- Warkraft), or conversely dividing them up in small chunks to avoid
+ Warcraft), or conversely dividing them up in small chunks to avoid
frustration (e.g., New Super Mario Bros.Wii).</dd>
<dt>Decay of game assets</dt>
@@ -82,7 +82,7 @@
(e.g., Farmville, Ultima Online, Animal Crossing).</dd>
</dl>
- <p>Games such as World of Warcraft, that are considered very addictive,
+ <p>Games such as World of Warcraft, which are considered very addictive,
use several of these techniques.</p>
<p>However, the addictiveness of a game is only one of the determinants
@@ -341,7 +341,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/03/10 14:58:45 $
+$Date: 2019/03/10 18:37:41 $
<!-- timestamp end -->
</p>
</div>
Index: proprietary-addictions.html
===================================================================
RCS file: /webcvs/www/www/proprietary/proprietary-addictions.html,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -b -r1.7 -r1.8
--- proprietary-addictions.html 10 Mar 2019 14:58:45 -0000 1.7
+++ proprietary-addictions.html 10 Mar 2019 18:37:41 -0000 1.8
@@ -63,7 +63,7 @@
<dd>Gamers' behavior can be “shaped” by making cycles
(progress from one level to the next) slower and slower, designing
complex tasks that are difficult to get out of (e.g. World of
- Warkraft), or conversely dividing them up in small chunks to avoid
+ Warcraft), or conversely dividing them up in small chunks to avoid
frustration (e.g., New Super Mario Bros.Wii).</dd>
<dt>Decay of game assets</dt>
@@ -72,7 +72,7 @@
(e.g., Farmville, Ultima Online, Animal Crossing).</dd>
</dl>
- <p>Games such as World of Warcraft, that are considered very addictive,
+ <p>Games such as World of Warcraft, which are considered very addictive,
use several of these techniques.</p>
<p>However, the addictiveness of a game is only one of the determinants
@@ -194,7 +194,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/03/10 14:58:45 $
+$Date: 2019/03/10 18:37:41 $
<!-- timestamp end -->
</p>
</div>
Index: proprietary.html
===================================================================
RCS file: /webcvs/www/www/proprietary/proprietary.html,v
retrieving revision 1.94
retrieving revision 1.95
diff -u -b -r1.94 -r1.95
--- proprietary.html 10 Mar 2019 14:58:45 -0000 1.94
+++ proprietary.html 10 Mar 2019 18:37:41 -0000 1.95
@@ -187,7 +187,7 @@
<dd>Gamers' behavior can be “shaped” by making cycles
(progress from one level to the next) slower and slower, designing
complex tasks that are difficult to get out of (e.g. World of
- Warkraft), or conversely dividing them up in small chunks to avoid
+ Warcraft), or conversely dividing them up in small chunks to avoid
frustration (e.g., New Super Mario Bros.Wii).</dd>
<dt>Decay of game assets</dt>
@@ -196,7 +196,7 @@
(e.g., Farmville, Ultima Online, Animal Crossing).</dd>
</dl>
- <p>Games such as World of Warcraft, that are considered very addictive,
+ <p>Games such as World of Warcraft, which are considered very addictive,
use several of these techniques.</p>
<p>However, the addictiveness of a game is only one of the determinants
@@ -314,7 +314,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/03/10 14:58:45 $
+$Date: 2019/03/10 18:37:41 $
<!-- timestamp end -->
</p>
</div>
Index: workshop/mal.rec
===================================================================
RCS file: /webcvs/www/www/proprietary/workshop/mal.rec,v
retrieving revision 1.56
retrieving revision 1.57
diff -u -b -r1.56 -r1.57
--- workshop/mal.rec 10 Mar 2019 14:58:45 -0000 1.56
+++ workshop/mal.rec 10 Mar 2019 18:37:42 -0000 1.57
@@ -77,7 +77,7 @@
+ <dd>Gamers' behavior can be “shaped” by making cycles
+ (progress from one level to the next) slower and slower, designing
+ complex tasks that are difficult to get out of (e.g. World of
-+ Warkraft), or conversely dividing them up in small chunks to avoid
++ Warcraft), or conversely dividing them up in small chunks to avoid
+ frustration (e.g., New Super Mario Bros.Wii).</dd>
+
+ <dt>Decay of game assets</dt>
@@ -86,7 +86,7 @@
+ (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
+ </dl>
+
-+ <p>Games such as World of Warcraft, that are considered very addictive,
++ <p>Games such as World of Warcraft, which are considered very addictive,
+ use several of these techniques.</p>
+
+ <p>However, the addictiveness of a game is only one of the determinants