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GAMES BOOKS
Posted in Games (Thursday, July 24, 2008)
Written by Edward Castronova. By University Of Chicago Press.
The regular list price is $18.00.
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5 comments about Synthetic Worlds: The Business and Culture of Online Games.
- Best book discussing online worlds that I've read.
The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.
He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence.
But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.
[...]
- To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.
- Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.
Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.
Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.
Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.
Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.
- It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.
- This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.
If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts.
The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?
The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.
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Posted in Games (Thursday, July 24, 2008)
Written by Joe Boddy. By Dover Publications.
The regular list price is $3.95.
Sells new for $2.09.
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4 comments about The Ultimate Hidden Picture Puzzle Book (Take a Hidden Picture Challenge).
- The puzzles in this book are wonderful to use after students have finished a test or other work. It keeps them quiet so that the other students can finish their work undisturbed. The puzzles are a little more challenging than the usual Highlights Hidden Picture puzzles, which makes them great for junior high age students. I highly recommend this book and hope that Joe Boddy creates more in the future.
- im sure the book is fine for those of us who can read. My 5 and 6 year old children(and myself) prefer the hidden picture books that show the pictures that need to be found, not in words, but actual pictures.
thanks,
amy
- I bought this book for son. He was throughly pleased with it. He said it was the greatest!. The puzzles kept him entertained for hours with never any boredom.
- This book is not for little kids-it is black and white no color at all, not what we expected at all. It is for children who like to color within the lines with thin markers and kids who are old enough to concentrate-likely 10 and over.
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Posted in Games (Thursday, July 24, 2008)
Written by Eric S. Trautmann. By Del Rey.
The regular list price is $24.95.
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5 comments about The Art of Halo.
- The Art of Halo: Creating a Virtual World; text by Eric S. Trautmann, is a compilation of ideas, art and final products that came out of creators of the best game ever, Halo CE / Halo 2. I, definitely, enjoyed reading it. There is a large number of pictures, drawings and "in game" screen captures. The art, as would true Halo fan know, is outstanding. There were new and interesting facts about making of Halo in this book that made the experience of the game ever more fulfilling. I would recommend it to anyone who enjoys video games and graphic arts. There is a lot to cherish in this book. Any true Halo fan must have it. For me, this is a book that lives on a coffee table, always there and never loosing the appeal! Something to go back to time after time! Great value for money!!!
- This has great artwork from the Halo Game Series. Very crisp and detailed - all on glossy print paper.
- This book was ok. I used it as a reference for building a replica armor set. Its got nice details and some good concept art. It only contains however images from halo 1 and halo 2. There are no halo 3 pictures, screen shots or artwork.
- I was expecting this book to primarily be for displaying conceptual drawings and paintings created during the designing process of the games. There is some of that, but the book is mostly filled with images of the 'in game' 3d models used for the characters and still shots of the 3d environments. The actual conceptual drawings take a back seat. The paintings that are there are great, but why aren't there more?! Overall, I think a 3d modeler would enjoy this book more than a 2d artist.
- This book clearly shows just how much time, energy, passion & love went into creating the entire world of Halo. The creation of the art work is simply stunning, if you enjoy glorious colour & unbelievable creative spirits, you owe it to yourself to get a copy of this book. Then as a added treat, check out on-line some of the HD trailers which are available, if your able, try to get copies on DVD & watch them on a large screen TV in full HD mode ... check your heart rate before & after ... if you don't have goose bumps & want to run out & buy a Xbox 360 & Halo 2 or 3 ... you may want to check your pulse. 5 stars out of 5 stars ... easy.
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Posted in Games (Thursday, July 24, 2008)
Written by Stanley Newman. By Random House Puzzles & Games.
The regular list price is $7.95.
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4 comments about Stanley Newman's Sitcom Crosswords (Other).
- Stanley crossword puzzle books are so much fun. It's a great way to (not) watch television when your husband has the remote.
- Its o.k. but the clues could be a little more clear or could even use a few more words to help solve the clue
- I have enjoyed this book as I have enjoyed his others. My passion is TV and Movie crosswords so, this book was a great addition!
- I like these crossword books because I have a chance of solving them on my own! Sometimes crosswords can be a bit too in depth.
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Posted in Games (Thursday, July 24, 2008)
Written by Susan Kettmann. By Sourcebooks, Inc..
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5 comments about The 2,000 Best Games and Activities, 2E: Using Play to Teach Curiosity, Self-Control, Kindness and Other Essential Life Skills (2,000 Best Games & Activities).
- First time mother with no kid experience. Was a helpful tool for me. Gave me ideas on games and activities that would not only be fun for my toddler but would help him developmentally. Really had some good ideas. Would definitely recommend it for mothers who need a little help keeping their child occupied.
- This is by far the best activity book I have ever seen/used. I work with children so I always have to come up or event new activities. This makes my life so much easier. It is well put together, fun (for adults and children alike). Thank you for this book. I have even started sharing it with all the mothers I know. I highly recommend this to any one who has children or work with children.
- There are about 600 activities in the book instead of 2000 as the titile suggested. Most of the activities are just common sense. I don't know why the book received all 5-star reviews.
- Lots of things to do for differnt age groups. It's nice to find different books out there that help keeping kids occupied. Recommend.
- As a future first-time mom with no motherly instinct, I thought this book would be a great help to help me figure out activities to do with baby. Unfortunately, this book has not allowed me to reach my goal. All the "baby" activities are more than common sense. It's also a bit frustrating to see no age recommended for the baby activities. Babies grow quite a bit until they get into toddlerhood and so which one fits which stage? You won't know. All in all, I didn't find this book useful but I analyzed it from a "baby" point of view only. It may be more useful for older kids but I don't think I'll get to read it. Not a keeper.
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Posted in Games (Thursday, July 24, 2008)
Written by James Wyatt. By Wizards of the Coast.
The regular list price is $34.95.
Sells new for $35.85.
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5 comments about Oriental Adventures (Dungeons & Dragons Supplement).
- Awww yeah, now that's what I'm talking bout. Oriental Adventures rules... one of the better books ever made. Now you can be a ninja and/or a Samurai, and when you're being one of these classes as a player character, you can say things like "You dishonor me...!" before you roll your D20 sided dice for your attack.
But, perhaps if AD&D wanted to be more politically correct, they might consider changing the name of the book from the slightly insulting 'Oriental Adventures' to the much more PC 'Asian Adventures'. LOL. Buy this one.
- The long-awaited revision of the classic "Oriental Adventures" book (I once had the original copy, then foolishly sold it), the latest Oriental Adventures version is a definite thumbs-up.
Players are given new races, character and prestige classes, skills, feats and spells. For those wanting a preprepared campaign, a map of the Japanese-oriented land of Rokugan is included.
If you liked the first Oriental Adventures, you will definitely like the second.
As for the price - who cares? It's only money, and you only live once!!!
- I once had a copy of the AD&D 1st Edition Oriental Adventures, which I later sold. Later I wanted the information again, and I purchased this.
Much like the 3.X core books, Oriental Adventures is too intertwined with a particular setting, when it should be a rules variant. That is not to say that I don't like some of the information from Lot5R/Rokugan, only that there is too much of it.
Given that, it was able to give a Japanese flavor with some of the races, and the majority of the classes. I like the takes on old races I liked, and even the Nezumi and Vanara are interesting. Despite the connection with the Lot5R/Rokugan setting, I like the idea of the Shadowlands Taint.
In all, I'm pretty satisfied.
- Konichiwa.
I've been playing DnD for about three years now and most of the time I played the regular simple setting. My friends and I played also Forgotten Realms and then I bought Oriental Adventures 3rd edition.
Personally, I enjoy watching old kung fu and samurai movies so that was another reason to buy this book.
At this time, I am Dm-ing a story set in Rokugan and to anyone that will try that out I recommend watching James Clavell's Shogun, The Seven Samurai, Rashomon and reading Usagi Yojimbo,a comic book that will warm you up for this excellent setting.
Anyhow, I recommend this rulebook, but if you're sceptical, check out the PDF version. Then you'll know what I'm talking about.
- Of course, it would help if you were knowledgeable about the L5R thing. I am not so some of this detial is allot to remember! But it is worthwhile. Next time your regualr group is getting defeated by the bad guys, don't kill or capture...Do what I did, send them to Rokugan! Great fun was had by all as the group struggled to find their way home.
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Posted in Games (Thursday, July 24, 2008)
Written by Magic Eye Inc.. By Andrews McMeel Publishing.
The regular list price is $12.95.
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5 comments about Magic Eye Gallery: A Showing Of 88 Images.
- This book it TOTTALLY amazing. it has a hidden 3-d image inside a 3-d backaround. I do not even no how they do it without 3-d glasses. It is so easy to use to when you get used to it. later on you will just start starring into random pictures. You may think that is stupid but even though it sounds boring it, you will be sitting down starring at one picture for so long. You will love the stunning 3-d effects. I started getting into this by buying a 3-d spongebob book. It didn't include 3-d glasses so I borroed them. Then I tyhought myswell have some fun wlile I have the 3-d glasses so I searched the internet for pictures that need 3-d glasses. I found so much. Then I learned the cross eyed one. I get that one. Then i learned the parrelell trick. That was o.k. Then I found a wierd site in my search results. It said "magic eye". I looked at it. Then the next day I hatdto give the glasses back. I was sad. I looked at that site again [...] I noticed it did not need 3-d glasses and there was only one image of it instead of 2. I looked into it. I did not believe it at first. I thought it was fake. To see if i was right I printed one out. I looked at the directions. I got fustratted because I couldn't see it(it was saturn). right befor I was about to put it down I saw a big 3-d circle made of stars. Then a ring sorrounded it. I was amazed
- Magic Eye Gallery: A Showing Of 88 Images
by N.E. Thing Enterprises
I am pleasantly surprised that this treasury of eighty-eight colourful random-dot stereograms is still around. The publisher is apparently the leading pioneer in this field. I thought the 'craze' had faded towards the end of the nineties.
Personally, I am also fascinated by random-dot stereograms. My first exposure to them happened when I attended the PhotoReading workshop in 1992 & then reading Andrew Kinsman's wonderful book, 'Random Dot Stereograms', about the same time. Besides books, I have also amassed a large collection of posters & post-cards in the same genre.
My personal stance towards random-dot stereograms is that they help to demonstrate the two specific phenomena of human perception i.e. binocular disparity & stereoscopic vision.
Although they are great fun to play with, I find them very educational in understanding - & appreciating - how the brain really works! In actuality, each of your two eye balls take in sensory data independently from each other. To see a random dot stereogram, your two eye balls must work together as a coordinated team to sustain a soft focus (or unfocused gaze). In other words, it takes two eye balls to tango!
For some people, random dot stereograms may be difficult to see (especially during the first attempt) when compared to conventional visual illusions found in 'Can You Believe Your Eyes' & 'Seeing Double' by J Richard Block respectively.
I often notice that many people can see the colourful random dot stereograms more readily than the black & white ones!
For your further visual entertainment, I would like to suggest the following collections, also published by N E Thing Enterprises:
- Magic Eye: A New Way of Looking at the World;
- Magic Eye Vol 2;
- Magic Eye Vol 3;
- Magic Eye: A New Bag of Tricks;
To conclude this review, I can only say that when you can readily see random dot stereograms, irrespective whether they are in colour or black & white, you will be able to understand & appreciate the power of 'splatter vision' practised by secret service agents, army snipers, fighter pilots, martial artists, fast readers, animal hunters & nature observers.
- (3.5 stars) I've always been a huge fan of Magic Eye images, and I wanted to find a large collection that might keep several grandchildren busy and having fun during the winter holidays. This collection of 3D images, however, proved to be something of a disappointment. Though there are several hidden pictures that are clear and very professionally done (an image of football players and one of an eagle hunting, for example), about twenty-five percent of the images are either unclear, ill-defined, or uninteresting as subject matter.
Two "glass" images are simply the 3D version of the flat image. Five pages contain "no image" at all. Two mazes appear, but only one can be solved--the other has two dead ends at the beginning. Other questionable images include two jet planes with a target site superimposed, making the picture appear confused, a chariot race in which the chariot is unclear and the driver looks like a triangle; and Saturn with its rings where the bottom half of the planet is so hard to see, that the image look like a ranger's hat. Some images of little interest include those of yin and yang, a tapestry weave, an ugly cone, a cube, a car driven by a wolf, a ball seen through mesh, op art, symbols for male and female, four puzzle pieces, and penguins (not polar bears) in front of an igloo (?!?).
I really enjoy this series, but this selection was not interesting to my audience, who felt that many images were just too much work for an image of little interest. In total, I found fifty-seven of the eighty-eight images to be acceptable to good, and two are excellent. Thirty-one, which I marked in the corner so people could skip them, were inferior and detracted from what could have been a terrific collection. n Mary Whipple
- This book is packed with more images than any other I own, and more vivid colors. I have a lot of favorite pictures, and I love that there are varying degrees of difficulty and depth so theres something for everyone in this book. My only regret is that I cant frame a couple of them as abstract art on my walls. If your looking for an all inclusive book of Magic Eye visual art, this is definately my top choice and top recommendation.
- I really love these books. I am fascinated by the technique used to get the 3-d affect. I have everyone out.
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Posted in Games (Thursday, July 24, 2008)
Written by The New York Times. By St. Martin's Griffin.
The regular list price is $9.95.
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5 comments about The New York Times Easy Crossword Puzzles, Volume 2 (New York Times Easy Crossword Puzzles).
- The crosswords are really fun! The book is lightweight and easy to lay in your lap and fill in the puzzles. The puzzles are quite large so there's enough room to fill in the letters just fine. Great layout!
- I must not be the crossword type. Even with 2 masters degrees, I found these crosswords to be too difficult.
- Excellent puzzles. Tough enough to challenge without incredible frustration. Great for stress reduction and keeping your mind active. Format is easy to read and the book itself is easy to use. It stays open or can be folded in half.
- I was very disappointed with this book. I purchased a new book but the book, while new, was shopworn. The pages were starting to yellow along the edges. The book is printed on cheap paper that makes the crossword hard to read. It is impossible to erase without smearing the lead.
- After seeing the movie Wordplay I wanted to try crosswords and have found this book to be great fun!
It is to hard for me to do on my own but my wife and I am able to do it together (we are both newbies).
One fun thing is that puzzles later in the book uses clues used in earlier puzzles so do them in order.
One technique I use is I complete as much of a page as possible, check my answers with the back of the book, and then give it to my wife to complete.
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Posted in Games (Thursday, July 24, 2008)
Written by William H. Nichols. By Tate Publishing & Enterprises.
The regular list price is $12.99.
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5 comments about Seabiscuit, the Rest of the Story.
- Very easy reading. The book examines the disparities between the reality of the great Seabisuit story and the movie version. Very intersting.
- I loved this book! I read the Seabiscuit story and this one is an awesome sequel to the story. I have raised horses for 50 years and am always looking for GOOD horse books - this one definitely qualifies!!! If you love horses you will love this book. Written so well that you cannot wait to turn the next page.
- Great followup to the book giving minute details of Seabisuit's carreer and people around him. Written by one who had intimate knowledge.
- William H. Nichols has special insight on the legendary champion, Seabiscuit; he worked at Ridgewood Ranch as a teenager in 1944, when 18 foals of The Biscuit's were born and - years later - as co-breeder of Sea Orbit, Seabiscuit's most successful descendent in racing.
It is through the professional eyes, historical research and interviews of Nichols that the story of Seabiscuit, his most famous nemesis - War Admiral - and a host of individuals, including Charles & Marcela Howard, Red Pollard and George Woolf, are chronicled after the cheering of fans and accolades from racing glory faded away like the color of aging press clippings.
A lot of turf is covered in the 182 pages, with special focus on the ongoing work by The Seabiscuit Heritage Foundation to renovate the Ridgewood Ranch property, while making it home to descendents of its most famous resident. Nichols also chronicles many artists who portrayed Seabiscuit and provides an update on author Laura Hillenbrand - who Nichols initially talked with when she was doing research for her monumental Seabiscuit: An American Legend.
The never-ending controvery surrounding Seabiscuit's 1940 Santa Anita Handicap victory over stablemate Kayak II is reviewed in the last chapter, with Nichols providing what may be the best summary on who ultimately should have won that day and why.
This is a must read for Thoroughbred racing fans or those who want a lasting understanding of the rest of the story in what certainly is a timeless slice of American History.
- The book promised more than it delivered. The author admittedly was not a writer, and it showed in this book. There were numerous proofreading errors, so no kudos to the publisher.
If one was a horse breeder, the information about lineage may be interesting, but to a reader who just wanted to know more about the legendary Seabiscuit, the book was a disappointment.
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Posted in Games (Thursday, July 24, 2008)
Written by The New York Times. By St. Martin's Griffin.
The regular list price is $6.95.
Sells new for $2.87.
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2 comments about The New York Times Will Shortz's Xtreme Xwords: 75 Ultra-Challenging Puzzles for the Gutsy, Truly Bold and Fearless Solver.
- I must admit that I'm a very good crossword solver, so I had high hopes for this book. Some of the crosswords are tough, yes, but some are a breeze. So far there hasn't been one that I couldn't finish. I don't time myself at all, so I can't say I'd be able to complete one in 3, or even 10, minutes. All in all, the puzzles are challenging, but do-able for the seasoned crossword addict. Another thing: the format of the book is much smaller than I'm used to, but that does make it more portable than most.
- A gold mine of crossword puzzles crafted for the experienced solver. They have all the Will Shortz characteristics -- challenging but fair, whimsical, and playful.
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Synthetic Worlds: The Business and Culture of Online Games
The Ultimate Hidden Picture Puzzle Book (Take a Hidden Picture Challenge)
The Art of Halo
Stanley Newman's Sitcom Crosswords (Other)
The 2,000 Best Games and Activities, 2E: Using Play to Teach Curiosity, Self-Control, Kindness and Other Essential Life Skills (2,000 Best Games & Activities)
Oriental Adventures (Dungeons & Dragons Supplement)
Magic Eye Gallery: A Showing Of 88 Images
The New York Times Easy Crossword Puzzles, Volume 2 (New York Times Easy Crossword Puzzles)
Seabiscuit, the Rest of the Story
The New York Times Will Shortz's Xtreme Xwords: 75 Ultra-Challenging Puzzles for the Gutsy, Truly Bold and Fearless Solver
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