22. Game
"Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an
activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of
social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means."
놀이는 일상에서 벗어난 심각하지 않은 활동
23. 놀이는 일상에서 벗어난 심각하지 않은 활동
경쟁 기회
모방 흥분
게임
"After examining different possibilities, I am proposing a division into four main rubrics, depending upon whether, in the games under consideration, the role of competition, chance, simulation, or vertigo is dominant. I call these agôn, alea,
mimicry, and ilinx, respectively. All four indeed belong to the domain of play. One plays football, billiards, or chess (agôn); roulette or a lottery (alea); pirate, Nero, or Hamlet (mimicry); or one produces in oneself, by a rapid whirling or falling
movement, a state of dizziness and disorder (ilinx). Even these designations do not cover the entire universe of of play. It is divided into quadrants, each governed by an original principle. Each section contains games of same kind. But
inside each section, the different games are arranged in a rank order of progression. They can also be placed on a continuum between two opposite poles. At one extreme an almost indivisible principle, common to diversion, turbulence, free
improvisation, and carefree gaiety is dominant. It manifests a kind of uncontrolled fantasy that can be designated by term paidia. At the opposite extreme, this frolicsome and impulsive exuberance is almost entirely absorbed or disciplined
by a complimentary, and in some respects inverse, tendency to its anarchic and capricious nature: there is a growing tendency to bind it with arbitrary, imperative, and purposely tedious conventions, to oppose it still more by ceaselessly
practicing the most embarrassing chicanery upon it, in order to make it more uncertain of attaining its desired effect. This latter principle is completely impractical, even though it requires an ever greater amount of effort, patience, skill, or
ingenuity. I call this second component ludus."
24. 놀이는 일상에서 벗어난 심각하지 않은 활동
경쟁 기회
모방 흥분
게임
가치
한다이 사이 어디쯤
42. 𝛿U=𝛿W-𝛿Q경쟁 기회
모방 흥분
메카닉
효과목표
질서도
음식 성분
에너지 강도에너지 강도
음식 성분
kJ/g kcal/g
지방 37 9
에탄올 29 7
단백질 17 4
탄수화물 17 4
유기산 13 3
폴리올 (당 알코올, 감미료) 10 2.4
섬유질 8 2
43. 𝛿U=𝛿W-𝛿Q경쟁 기회
모방 흥분
메카닉
효과목표
질서도
신체 활동 신진대사 해당치신체 활동
kcal·kg-1·h-1
수면 0.9
TV 시청 1.0
글 쓰기, 사무, 타이핑 1.8
2.7 km/h 천천히 걷기 2.3
50 W 저항 자전거 타기 3.0
맨손 체조 3.5
16 km/h 여가용 자전거 타기 4.0
조깅 7.0
제자리에서 달리기 8.0
줄넘기 10.0
17.5 km/h (마일당 5:31) 달리기 18.0