Online etiquette


Describing someone’s mannerisms


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2. Describing someone’s mannerisms
Someone’s mannerisms are the way they act or speak. When you speak, do you move your arms a lot? Do you touch your hair or bite your lip? All these things are mannerisms.
Since mannerisms are usually actions, they are often described by phrases with verbs action words.
Here are some common mannerisms you might use to describe people:
Many people have mannerisms that appear when they’re feeling negative (bad) emotions. If someone feels nervous or impatient, for example, they might tap their fingerscrack their knucklesbite their fingernails or chew the tips of their pencils.
Sometimes people don’t even notice that they twirl their hair around their finger. Other times mannerisms are deliberate (on purpose). For example, someone might roll their eyes to show that they’re being sarcastic (not serious).
When a person thinks hard about something, they sometimes tilt their head to the side or even stick out their tongue.
You can sometimes tell someone is annoyed if they rub the back of their necksigh a lot or clench their hands.
3. Describing someone’s character
A person’s character is their personality, who they are on the inside. When you talk about someone, you might mention what they are like as a person.
Sports and games
Plan:



  • 1 Game design

  • 2 History

    • 2.1 Beginnings of sports games

    • 2.2 1980s

    • 2.3 1990s

  • 3 Types

    • 3.1 Arcade

    • 3.2 Management/Simulation

sports game is a computer or video game that simulates the playing of traditional sports. Most sports have been recreated with a game, including team sports, athletics and extreme sports. Some games emphasize actually playing the sport (such as the Madden NFL series), whilst others emphasize strategy and organization (such as Championship Manager). Some, such as Arch Rivals, satirize the sport for comic effect. This genre has been popular throughout the history of video games and is competitive, just like real-world sports. A number of game series features the names and characteristics of real teams and players, and are updated annually to reflect real-world changes.


Sports games involve physical and tactical challenges, and test the player's precision and accuracy. Most sports games attempt to model the athletic characteristics required by that sport, including speed, strength, acceleration, accuracy, and so on. As with their respective sports, these games take place in a stadium or arena with clear boundaries. Sports games often provide play-by-play and color commentary through the use of recorded audio.
Sports games sometimes make use of different modes for different parts of the game. This is especially true in games about American football such as the Madden NFL series, where executing a pass play requires six different gameplay modes in the span of approximately 45 seconds. Sometimes, other sports games offer a menu where players may select a strategy while play is temporarily suspended. Soccervideo games sometimes shift gameplay modes when it is time for the player to attempt a penalty kick, where a single athlete tries to kick a goal passed the other team's goal keeper with no presence from other players. Some sports games also require players to shift roles between the athletes and the coach or manager. These mode switches are more intuitive than other game genres because they reflect actual sports.
Older 2D sports games sometimes used an unrealistic graphical scale, where athletes appeared to be quite large in order to be visible to the player. As sports games have evolved, players have come to expect a realistic graphical scale with a high degree of verisimilitude. Sports games often simplify the game physics for ease of play, and ignore factors such as a player's inertia. Games typically take place with a highly accurate time-scale, although they usually allow players to play quick sessions with shorter game quarters or periods.
Sports games sometimes treat button-pushes as continuous signals rather than discrete moves, in order to initiate and end a continuous action. For example, football games may distinguish between short and long passes based on how long the player holds a button. Golf games often initiate the backswing with one button-push, and the swing itself is initiated by a subsequent push.

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