title: Molly Hagan

text: Hagan played the mother of Emma Roberts's character Addie in the Nickelodeon series "Unfabulous" from 2004 to 2007. She also made a guest appearances in many television series, such as "Charmed", "Bones", "Grey's Anatomy", "Desperate Housewives", "Ghost Whisperer", "Cold Case", "Private Practice", "The Closer", and "NYPD Blue". Hagan also appeared in Disney Channel Original Movie "Princess Protection Program" in 2009, and had another guest appearance in an episode of the Disney Channel sitcom "Liv and Maddie". In 2014, Hagan was cast as the lead character's mother in The CW series, "iZombie", based on the DC Comics. She later made recurring guest appearances in "Jane the Virgin", "The Orville", "No Good Nick", and "Truth Be Told". In 2017, she co-starred in the NBC limited series "Law & Order True Crime", and in 2020, was cast in a series-regular role as title character`s mother in the CW crime series, "Walker".


title: Treyarch

text: Treyarch Corporation ( ; formerly Treyarch Invention LLC) is an American video game developer based in Santa Monica, California. Founded in 1996 by Peter Akemann and Doğan Köslü, it was acquired by Activision in 2001. The studio is known for its work for the "Call of Duty" series, which it develops alongside Infinity Ward, Sledgehammer Games, and Raven Software.


title: Treyarch

text: Treyarch was founded in 1996 as Treyarch Inventions and was acquired by Activision in 2001. In 2005, Gray Matter Studios was merged into Treyarch.


title: Treyarch

text: As part of the 2007 Leipzig Games Convention, Activision announced that Treyarch would be one of three developers behind their first James Bond based game, "". The game was released on October 31, 2008 in Europe and November 4, 2008 in North America. Vicarious Visions developed the Nintendo DS version and Eurocom developed the PlayStation 2 version. Treyarch is a major developer in the "Call of Duty" series.


title: Treyarch

text: "" held the record for the largest entertainment launch in history in any form of entertainment, breaking the record within 24 hours of its release until it was surpassed by "Grand Theft Auto V". Sales from the game worldwide reached US$650 million within five days after its release. Treyarch worked on the Wii U version of "", in order to optimize it for the console. Treyarch's latest video game is "", which was developed with Sledgehammer Games. The game was released on November 5, 2021


title: Treyarch

text: Dan Bunting, who had been co-lead of Treyarch since around 2003, was named in an investigative report by "The Wall Street Journal" related to the lawsuit filed against Activision Blizzard by the state of California over workplace misconduct and discrimination. Bunting had reportedly mistreated an employee in 2017, but was kept on by Activision Blizzard's CEO, Bobby Kotick. After the "Wall Street Journal" began their investigation, Bunting was let go.


title: Triumvirate

text: A triumvirate () or a triarchy is a political institution ruled or dominated by three individuals, known as triumvirs (). The arrangement can be formal or informal. Though the three leaders in a triumvirate are notionally equal, the actual distribution of power may vary. The term can also be used to describe a state with three different military leaders who all claim to be the sole leader.


title: Triumvirate

text: In the Bible triumvirates occurred at some notable events in both the Old Testament and New Testament. In the Book of Exodus Moses, his brother Aaron and, according to some views their nephew or brother-in-law, Hur acted this way during the Battle of Rephidim against the Amalekites. Later, when Moses was away on Mount Sinai Aaron and Hur were left in charge of all the Israelites. In the Gospels as a leading trio among the Twelve Apostles at three particular occasions during public ministry of Jesus acted Peter, James, son of Zebedee and his brother John. They were the only apostles present at the Raising of Jairus' daughter, Transfiguration of Jesus and Agony in the Garden of Gethsemane. Later, at the time of the Early Christian Church this triumvirate of the leading apostles changed slightly after the former James's death, as it became composed of Peter, John and James, brother of Jesus, known collectively also as the "Pillars of the Church".


title: Triumvirate

text: During the Han Dynasty (202 BCE – 220 CE), statesmen Huo Guang (d. 68 BCE), Jin Midi (d. 86 BCE), and Shangguan Jie 上官桀 (d. 80 BCE) formed a triumvirate following the death of Emperor Wu of Han (r. 141–87 BCE) and the installation of the child emperor Zhao.


title: Triumvirate

text: Despite the Three Excellencies—including the Chancellor, Imperial Secretary, and irregularly the Grand Commandant—representing the most senior ministerial positions of state, this triumvirate was supported by the economic technocrat and Imperial Secretary Sang Hongyang (d. 80 BCE), their political lackey. The acting Chancellor Tian Qianqiu was also easily swayed by the decisions of the triumvirate.


title: Triumvirate

text: The Three Excellencies existed in Western Han (202 BCE – 9 CE) as the Chancellor, Imperial Secretary, and Grand Commandant, but the Chancellor was viewed as senior to the Imperial Secretary while the post of Grand Commandant was vacant for most of the dynasty. After Emperor Guangwu established the Eastern Han (25–220 CE), the Grand Commandant was made a permanent official while the Minister over the Masses replaced the Chancellor and the Minister of Works replaced the Imperial Secretary. Unlike the three high officials in Western Han when the Chancellor was senior to all, these new three senior officials had equal censorial and advisory powers. When a young or weak-minded emperor ascended to the throne, these Three Excellencies could dominate the affairs of state. There were also other types of triumvirates during the Eastern Han; for example, at the onset of the reign of Emperor Ling of Han (r. 168–189), the General-in-Chief Dou Wu (d. 168), the Grand Tutor Chen Fan (d. 168), and another prominent statesman Hu Guang (91–172) formed a triumvirate nominally in charge of the Privy Secretariat, when in fact it was a regent triumvirate that was overseeing the affairs of state and Emperor Ling.


title: Triumvirate

text: In Hinduism, the gods Brahma, Vishnu and Shiva form the triumvirate Trimurti, where they each represent the balancing forces of creation, preservation, and destruction, respectively. Their female counterparts and consorts, the goddesses Saraswati, Lakshmi and Parvati, make up the parallel Tridevi.


title: Triumvirate

text: Triumvirates during the Pagaruyuang era in the Minangkabau Highlands were known as "Rajo Tigo Selo," or "the three reigning kings." The "Rajo Tigo Selo" was descended from the same line in the same dynasty and ruled at the same reigning time. It consisted of three kings, the "Rajo Alam" who ruled the government and diplomatic affairs, the "Rajo Adaik" who ruled the customs and the "Rajo Ibadaik" who acted as a Grand Mufti.


title: Triumvirate

text: During the Roman Republic, (or ) were special commissions of three men appointed for specific administrative tasks apart from the regular duties of Roman magistrates.


title: Triumvirate

text: The term triumvirate is most commonly used by historians to refer to two political alliances which occurred in the period of the crisis of the Roman Republic:


title: Triumvirate

text: Tamil Triumvirate refers to the triumvirate of Chola, Chera, and Pandya who dominated the politics of the ancient Tamil country. Sivaperuman, Murugan and Agathiyar are considered triumvirate of Tamil Language and Sangam Literature.


title: Triumvirate

text: The title was revived a few times for (short-lived) three-headed political 'magistratures' in post-feudal times.


title: Triumvirate

text: The Three Pashas also known as "Ottoman Triumvirate" effectively ruled the Ottoman Empire during World War I: Mehmed Talaat Pasha (1874–1921), the Grand Vizier (prime minister) and Minister of the Interior; Ismail Enver Pasha (1881–1922), the Minister of War; and Ahmed Djemal Pasha (1872–1922), the Minister of the Navy.


title: Triumvirate

text: Post-war Bosnia and Herzegovina is ruled by threepartite Presidency (three persons taking leader position one after another).


title: Triumvirate

text: While French Huguenots had derisively bestowed the name Triumvirate on the alliance formed in 1561 between Catholic Francis, Duke of Guise, Anne de Montmorency, and Jacques Dalbon, Seigneur de Saint Andre during the French Wars of Religion, in later years the term would be used to describe other arrangements within France.


title: Triumvirate

text: At the end of the 1700s, when the French revolutionaries turned to several Roman Magistrature names for their new institutions, the three-headed collective Head of State was named "Consulat", a term in use for two-headed magistratures since Antiquity; furthermore it included a "First Consul" who was not an equal, but the de facto solo head of state and government – a position Napoleon Bonaparte chose to convert openly into the First French Empire.


title: Triumvirate

text: Prior to Napoleon and during the Terror from 1793 to 1794 Robespierre, Louis de Saint-Just, and Couthon, as members of the governing Committee of Public Safety, were accused by their political opponents of forming an unofficial triumvirate, pointing out the first triumvirate of Julius Caesar, Pompey, and Crassus which led to the end of the Roman Republic. Although officially all members of the committee shared equal power the three men's friendship and close ideological base led their detractors to declaim them as "triumvirs" which was used against them in the coup of "9 Thermidor" (27 July 1794).


title: Triumvirate

text: In the early days of the national struggle and before Gandhi, the Indian National Congress was known to be under Lal-Bal-Pal i.e. Lala Lajpat Rai, Bipin Chandra Pal and the leader of the three Balgangadhar Tilak often dubbed Lokmanya Tilak.


title: Triumvirate

text: According to the Article 8 paragraph (3) from the Constitution of Indonesia, there are three head of government institutions that can act as "temporary" triumvirate only if there are vacancies in the position of president and vice president at the same time (e.g. both president and vice president were assassinated, sick, not doing their duties, passed away, or resigned). They are Minister of Foreign Affairs, Minister of Home Affairs, and Minister of Defense. Those three ministers can act for president and vice president together for maximum 30 days.


title: Triumvirate

text: After that, during the term of the triumvirate, the House of Representatives through the political parties or the coalition of political parties will elect a new President and Vice President and propose it to the People's Consultative Assembly. The newly elected President and Vice President which holds first and second of the most votes in the parliament will continue the remaining office position of former President and Vice President that were elected from previous general election, not five years.


title: Triumvirate

text: Mao Zedong, Zhou Enlai, and Liu Shaoqi are regarded as the three most influential members of the first generation of the Chinese communist leaders. Mao and Zhou managed to remain at the highest levels of power until their deaths in 1976. Unlike them Liu, who served as the Chairman of the Standing Committee of the National People's Congress (1954-1959) and later as the President of the People's Republic of China, nominal "de jure" head of state (1959-1968), was purged in the cultural revolution in 1968. He died in prison in 1969.


title: Triumvirate

text: Instead of Liu Shaoqi, Zhu De is sometimes regarded as a member of the triumvirate of the leading Chinese politicians alongside Mao Zedong and Zhou Enlai. The three had the biggest contribution to the victory in the Chinese Civil War and the foundation of the People's Republic of China in 1949 and are now collectively venerated as the three founding heroes. Mao, Zhou and Zhu were the only three original members of the Politburo Standing Committee of the Chinese Communist Party who remained in the Politburo from 1945 until their deaths in 1976 (though Zhu temporarily lost his membership between 1969-1973) and died while holding the highest party and state offices Chairman of the Chinese Communist Party (Mao), Premier of the State Council (Zhou) and Chairman of the Standing Committee of the National People's Congress, the nominal head of state (Zhu).


title: Triumvirate

text: In the context of the Soviet Union, the term troika (Russian: for "group of three") is used for "triumvirate".


title: Triumvirate

text: Almost immediately following the Roman Republic, the Red Triumvirate governed the restored Papal States from 1849 to 1850:


title: Triumvirate

text: The word has been used as a term of convenience, though not an official title, for other groups of three in a similar position:


title: Glenn Shadix

text: William Glenn Shadix (April 15, 1952 – September 7, 2010) was an American actor and comedian. He was known for his role as Otho in Tim Burton's horror comedy film "Beetlejuice" and as the voice of the Mayor of Halloween Town in "The Nightmare Before Christmas".


title: Glenn Shadix

text: Shadix was born on April 15, 1952 in Bessemer, Alabama, the eldest child in the family. His surname was legally changed to "Scott" when his mother, Annie Ruth (née Livingston), remarried a few years after his birth, although he would use his original surname when working as an actor. He attended Birmingham–Southern College for two years, studying with absurdist playwright-director Arnold Powell.


title: Glenn Shadix

text: He lived in Manhattan, New York City prior to moving to Hollywood in 1977. He got his breakthrough film role in "Beetlejuice" as interior decorator Otho, while appearing in The Groundlings comedy troupe and performing in the stage play "Doctor Faustus Lights the Lights", portraying Gertrude Stein. "Beetlejuice" filmmaker Tim Burton went on to cast Shadix in 1993's "The Nightmare Before Christmas", and the 2001 remake of "Planet of the Apes". Throughout the 1990s he had small roles on iconic television shows, including "Cheers", "Roseanne" and "Seinfeld".


title: Glenn Shadix

text: In 1995, Shadix was cast as Ray Cathode in the Space Mountain queue advertisements when the ride was sponsored by FedEx.


title: Glenn Shadix

text: In 2005, Shadix was cast as the voices of the Brain and Monsieur Mallah in season five of the "Teen Titans" animated series. His other voice work includes the aforementioned "Nightmare", and episodes of "Jackie Chan Adventures" and "Justice League Unlimited" (where he played Steven Mandragora). He reprised his "Nightmare Before Christmas" role in the video game "", and the Square Enix video game "Kingdom Hearts II".


title: Glenn Shadix

text: His television work included the HBO drama "Carnivàle", the NBC television comedy "Seinfeld", in which he played Jerry's landlord, and playing the roles of giant brothers Typhoon and Typhon in "". On stage, Shadix was set to begin rehearsals for a Birmingham production of Alan Bennett's "History Boys".


title: Glenn Shadix

text: Shadix was gay. According to an interview with the "Truth Wins Out" website, he came out to his parents at the age of 17. They then enrolled him in "ex-gay therapy", which included shock treatments. When this failed to change his orientation, he attempted suicide by overdosing with Elavil. His parents rushed him to a hospital, where he survived a three-day coma. After the incident, his parents began to accept his sexuality.


title: Glenn Shadix

text: In 2007, after spending 30 years in Los Angeles, he retired to his native Bessemer, Alabama, where he purchased a Queen Anne-style, Victorian-era home. The house was completely destroyed in a fire on December 13, 2008. Shadix told reporters, "I have lost my dream."


title: Glenn Shadix

text: On September 7, 2010, according to Shadix's sister, Susan Gagne, he fell in the kitchen at his condominium in Birmingham, Alabama, and died of blunt trauma to his head. Shadix had mobility problems and was in a wheelchair.


title: Mesh networking

text: A mesh network is a local area network topology in which the infrastructure nodes (i.e. bridges, switches, and other infrastructure devices) connect directly, dynamically and non-hierarchically to as many other nodes as possible and cooperate with one another to efficiently route data to and from clients.


title: Mesh networking

text: This lack of dependency on one node allows for every node to participate in the relay of information. Mesh networks dynamically self-organize and self-configure, which can reduce installation overhead. The ability to self-configure enables dynamic distribution of workloads, particularly in the event a few nodes should fail. This in turn contributes to fault-tolerance and reduced maintenance costs.


title: Mesh networking

text: Mesh topology may be contrasted with conventional star/tree local network topologies in which the bridges/switches are directly linked to only a small subset of other bridges/switches, and the links between these infrastructure neighbours are hierarchical. While star-and-tree topologies are very well established, highly standardized and vendor-neutral, vendors of mesh network devices have not yet all agreed on common standards, and interoperability between devices from different vendors is not yet assured.


title: Mesh networking

text: Mesh networks can relay messages using either a "flooding" or a "routing" technique, which makes them different from non-mesh networks. A routed message is propagated along a path by "hopping" from node to node until it reaches its destination. To ensure that all its paths are available, the network must allow for continuous connections and must reconfigure itself around broken paths, using "self-healing" algorithms such as Shortest Path Bridging and TRILL (TRansparent Interconnection of Lots of Links). Self-healing allows a routing-based network to operate when a node breaks down or when a connection becomes unreliable. The network is typically quite reliable, as there is often more than one path between a source and a destination in the network. Although mostly used in wireless situations, this concept can also apply to wired networks and to software interaction.


title: Mesh networking

text: A mesh network whose nodes are all connected to each other is a fully connected network. Fully connected wired networks are more secure and reliable: problems in a cable affect only the two nodes attached to it. In such networks, however, the number of cables, and therefore the cost, goes up rapidly as the number of nodes increases.


title: Mesh networking

text: Shortest path bridging and TRILL each allow Ethernet switches to be connected in a mesh topology and allow for all paths to be active. IP routing supports multiple paths from source to destination.


title: Mesh networking

text: A wireless mesh network (WMN) is a network made up of radio nodes organized in a mesh topology. It can also be a form of wireless ad hoc network.


title: Gamification

text: Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts.


title: Gamification

text: Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.


title: Gamification

text: Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete.


title: Gamification

text: Another approach to gamification is to make existing tasks feel more like games. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative.


title: Gamification

text: Game design elements are the basic building blocks of gamification applications. Among these typical game design elements, are points, badges, leader-boards, performance graphs, meaningful stories, avatars, and teammates.


title: Gamification

text: Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environment and they serve to numerically represent a player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward.


title: Gamification

text: Badges are defined as visual representations of achievements and can be earned and collected within the gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In the same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players, particularly if they are rare or hard to earn.


title: Gamification

text: Leaderboards rank players according to their relative success, measuring them against a certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at the bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level.


title: Gamification

text: Performance graphs, which are often used in simulation or strategy games, provide information about the players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying the player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning.


title: Gamification

text: Meaningful stories are game design elements that do not relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond the mere quest for points and achievements. A story can be communicated by a game's title (e.g., Space Invaders) or by complex storylines typical of contemporary role-playing video games (e.g., The Elder Scrolls Series). Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if the story is in line with their personal interests. As such, stories are also an important part in gamification applications, as they can alter the meaning of real-world activities by adding a narrative ‘overlay’, e.g. being hunted by zombies while going for a run.


title: Gamification

text: Avatars are visual representations of players within the game or gamification environment. Usually, they are chosen or even created by the player. Avatars can be designed quite simply as a mere pictogram, or they can be complexly animated, three- dimensional representations. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Avatars allow the players to adopt or create another identity and, in cooperative games, to become part of a community.


title: Gamification

text: Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards a shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning.


title: Gamification

text: The described game elements fit within a broader framework, which involves three types of elements: Dynamics, Mechanics, and Components. These elements constitute The Game Element Hierarchy.


title: Gamification

text: Dynamics are the highest in the hierarchy. They are the big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction.


title: Gamification

text: Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards.


title: Gamification

text: Components are the specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods.


title: Gamification

text: Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator "America's Army" as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system. Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games. Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up a video game character or earning virtual currency or tools that augment game success.


title: Gamification

text: Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company.


title: Gamification

text: Gamification has been widely applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for the purposes of marketing and customer retention. For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. As a general rule Gamification Marketing or Game Marketing usually falls under four primary categories;


title: Gamification

text: 1. Brandification (in-game advertising): Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. According to NBCNews game creators Electronic Arts used "Madden 09" and "Burnout Paradise" to promote 'in-game' billboards encouraging players to vote.


title: Gamification

text: 2. Transmedia: The result of taking a media property and extending it into a different medium for both promotional and monetisation purposes. Nintendo's "007: GoldenEye" is a classic example. A video game created to advertise the originally titled movie. In the end, the promotional game brought in more money than the originally titled film.


title: Gamification

text: 3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees".


title: Gamification

text: 4. Advergames: Usually games based on popular mobile game templates, such as 'Candy Crush' or 'Temple Run'. These games are then recreated via platforms like WIX with software from the likes of Gamify, in order to promote Brands, Products and Services. Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games.


title: Gamification

text: Gamification also has been used as a tool for customer engagement, and for encouraging desirable website usage behaviour. Additionally, gamification is applicable to increasing engagement on sites built on social network services. For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter. A large number of different badges are available, and when a user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges.


title: Gamification

text: Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research.


title: Gamification

text: Applications like Fitocracy and QUENTIQ (Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control.


title: Gamification

text: In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements.


title: Gamification

text: Reviewers of the popular location-based game "Pokémon Go" praised the game for promoting physical exercise. Terri Schwartz ("IGN") said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Patrick Allen ("Lifehacker") wrote an article with tips about how to work out using "Pokémon Go". Julia Belluz ("Vox") said it could be the "greatest unintentional health fad ever," writing that one of the results of the game that the developers may not have imagined was that "it seems to be getting people moving." One study showed users took an extra 194 steps per day once they started using the app, approximately 26% more than usual. "Ingress" is a similar game that also requires a player to be physically active. "Zombies, Run!," a game in which the player is trying to survive a zombie apocalypse through a series of missions, requires the player to (physically) run, collect items to help the town survive, and listen to various audio narrations to uncover mysteries. Mobile, context-sensitive serious games for sports and health have been called "exergames."


title: Gamification

text: Gamification has been used in an attempt to improve employee productivity in healthcare, financial services, transportation, government, and others. In general, enterprise gamification refers to work situations where "game thinking and game-based tools are used in a strategic manner to integrate with existing business processes or information systems. And these techniques are used to help drive positive employee and organizational outcomes."


title: Gamification

text: Crowdsourcing has been gamified in games like Foldit, a game designed by the University of Washington, in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. The ESP Game is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that Google has licensed to generate its own image metadata. Research from the University of Bonn used gamification to increase wiki contributions by 62%.


title: Gamification

text: In the context of online crowdsourcing, gamification is also employed to improve the psychological and behavioral consequences of the solvers. According to numerous research, adding gamification components to a crowdsourcing platform can be considered as a design that shifts participants' focus from task completion to involvement motivated by intrinsic factors. Since the success of crowdsourcing competitions depends on a large number of participating solvers, the platforms for crowdsourcing provide motivating factors to increase participation by drawing on the concepts of the game.


title: Gamification

text: Gamification in the context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like grades or verbal feedback. Online learning platforms such as Khan Academy and even physical schools like New York City Department of Education's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision.


title: Gamification

text: With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic, many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons.


title: Gamification

text: Gamification has also been used to promote learning outside of schools. In August 2009, Gbanga launched a game for the Zurich Zoo where participants learned about endangered species by collecting animals in mixed reality. Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's Ribbon Hero 2.


title: Gamification

text: A wide range of employers including the United States Armed Forces, Unilever, and SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to a study conducted by Badgeville, 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and a cost-effective alternative to practice.


title: Gamification

text: Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. As an example, Levine mentioned reputation scores.


title: Gamification

text: The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing a Social Credit System in which citizens will earn points representing trustworthiness. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments.


title: Gamification

text: Bellingcat contributor Robert Evans has written about the "gamification of terror" in the wake of the El Paso shooting, in an analysis of the role 8Chan and similar boards played in inspiring the massacre, as well as other acts of terrorism and mass shootings. According to Evans, "[w]hat we see here is evidence of the only real innovation 8chan has brought to global terrorism: the gamification of mass violence. We see this not just in the references to “high scores”, but in the very way the Christchurch shooting was carried out. Brenton Tarrant livestreamed his massacre from a helmet cam in a way that made the shooting look almost exactly like a First Person Shooter video game. This was a conscious choice, as was his decision to pick a sound-track for the spree that would entertain and inspire his viewers."


title: Gamification

text: Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered.


title: Gamification

text: As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. While businesses face the challenges of creating motivating gameplay strategies, what makes for effective gamification is a key question.


title: Gamification

text: One important type of technological design in gamification is the player centered design. Based on the design methodology user-centered design, its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of the target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic.


title: Gamification

text: Gamification has also been applied to authentication. For example, the possibilities of using a game like "Guitar Hero" can help someone learn a password implicitly. Furthermore, games have been explored as a way to learn new and complicated passwords. It is suggested that these games could be used to "level up" a password, thereby improving its strength over time. Gamification has also been proposed as a way to select and manage archives. In 2013 Australian technology company Wynbox recorded success in the application of its gamification engine to the hotel booking process.


title: Gamification

text: Gamification has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits.


title: Gamification

text: The term "gamification" first appeared online in the context of computer software in 2008. Gamification did not gain popularity until 2010. Even prior to the term coming into use, other fields borrowing elements from videogames was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames.


title: Gamification

text: The term "gamification" first gained widespread usage in 2010, in a more specific sense referring to incorporation of social/reward aspects of games into software. The technique captured the attention of venture capitalists, one of whom said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.


title: Gamification

text: Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Deterding "et al." survey research in human–computer interaction that uses game-derived elements for motivation and interface design, and Nelson argues for a connection to both the Soviet concept of socialist competition, and the American management trend of "fun at work". Fuchs points out that gamification might be driven by new forms of ludic interfaces. Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright, designer of the 1989 video game SimCity, was the keynote speaker at the gamification conference Gsummit 2013.


title: Gamification

text: In addition to companies that use the technique, a number of businesses created gamification platforms. In October 2007, Bunchball, backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service, on Dunder Mifflin Infinity, the community site for the NBC TV show "The Office". Bunchball customers have included Playboy, Chiquita, Bravo, and The USA Network. Badgeville, which offers gamification services, launched in late 2010, and raised $15 million in venture-capital funding in its first year of operation.


title: Gamification

text: Gamification as an educational and behavior modification tool reached the public sector by 2012, when the United States Department of Energy co-funded multiple research trials, including consumer behavior studies, adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in reducing energy use. Cultural anthropologist Susan Mazur-Stommen published a business case for applying games to addressing climate change and sustainability, delivering research which "...took many forms including card-games (Cool Choices), videogames (Ludwig), and games for mobile devices such as smartphones (Ringorang) [p.9]."


title: Gamification

text: Gamification 2013, an event exploring the future of gamification, was held at the University of Waterloo Stratford Campus in October 2013.


title: Gamification

text: Through gamification's growing adoption and its nature as a data aggregator, multiple legal restrictions may apply to gamification. Some refer to the use of virtual currencies and virtual assets, data privacy laws and data protection, or labor laws.


title: Gamification

text: The use of virtual currencies, in contrast to traditional payment systems, is not regulated. The legal uncertainty surrounding the virtual currency schemes might constitute a challenge for public authorities, as these schemes can be used by criminals, fraudsters and money launderers to perform their illegal activities.


title: Gamification

text: A March 2022 consultation paper by the Board of the International Organization of Securities Commissions (IOSCO) questions whether some gamification tactics should be banned.


title: Gamification

text: University of Hamburg researcher Sebastian Deterding has characterized the initial popular strategies for gamification as not being fun and creating an artificial sense of achievement. He also says that gamification can encourage unintended behaviours.


title: Gamification

text: Poorly designed gamification in the workplace has been compared to Taylorism, and is considered a form of micromanagement.


title: Gamification

text: In a review of 132 of the top health and fitness apps in the Apple app store, in 2014, using gamification as a method to modify behavior, the authors concluded that "Despite the inclusion of at least some components of gamification, the mean scores of integration of gamification components were still below 50 percent. This was also true for the inclusion of game elements and the use of health behavior theory constructs, thus showing a lack of following any clear industry standard of effective gaming, gamification, or behavioral theory in health and fitness apps."


title: Gamification

text: Concern was also expressed in a 2016 study analyzing outcome data from 1,298 users who competed in gamified and incentivized exercise challenges while wearing wearable devices. In that study the authors conjectured that data may be highly skewed by cohorts of already healthy users, rather than the intended audiences of participants requiring behavioral intervention.


title: Gamification

text: Game designers like Jon Radoff and Margaret Robertson have also criticized gamification as excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics.


title: Gamification

text: Gamification practitioners have pointed out that while the initial popular designs were in fact mostly relying on simplistic reward approach, even those led to significant improvements in short-term engagement. This was supported by the first comprehensive study in 2014, which concluded that an increase in gamification elements correlated with an increase in motivation score, but not with capacity or opportunity/trigger scores.


title: Gamification

text: The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users.


title: Gamification

text: MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. Heather Chaplin, writing in "Slate", describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people". Jane McGonigal has distanced her work from the label "gamification", listing rewards outside of gameplay as the central idea of gamification and distinguishing game applications where the gameplay itself is the reward under the term "gameful design".


title: Gamification

text: "Gamification" as a term has also been criticized. Ian Bogost has referred to the term as a marketing fad and suggested "exploitation-ware" as a more suitable name for the games used in marketing. Other opinions on the terminology criticism have made the case why the term gamification makes sense.


title: Gamification

text: In an article in the "LA Times", the gamification of worker engagement at Disneyland was described as an "electronic whip". Workers had reported feelings similar to slavery behaviors and whipping sense.


title: Giovanni Trapattoni

text: Giovanni Trapattoni (; born 17 March 1939), sometimes popularly known as "Trap" or "Il Trap", is an Italian football manager and former player, considered the most successful club coach of Italian football. A former defensive midfielder, as a player he spent almost his entire club career with AC Milan, where he won two Serie A league titles (1961–62 and 1967–68), and two European Cups, in 1962–63 and 1968–69. Internationally, he played for Italy, earning 17 caps and being part of the squad at the 1962 FIFA World Cup in Chile.


title: Giovanni Trapattoni

text: One of the most celebrated managers in football history, Trapattoni is one of only five coaches, alongside Carlo Ancelotti, Ernst Happel, José Mourinho and Tomislav Ivić to have won league titles in four different European countries; in total, Trapattoni has won 10 league titles in Italy, Germany, Portugal and Austria. Alongside Udo Lattek and José Mourinho, he is one of the three coaches to have won all three major European club competitions (European Cup, UEFA Cup, UEFA Cup Winners' Cup) and the only one to make it with the same club (Juventus). Also, he is the only one to have won all official continental club competitions and the world title, achieving this with Juventus during his first spell with the club. He is one of the rare few to have won the European Cup, the Cup Winners' Cup and Intercontinental Cup as both a player and manager.


title: Giovanni Trapattoni

text: Regarded as the most famous and consistent disciple of Nereo Rocco, Trapattoni coached his native Italy national team to the 2002 FIFA World Cup and UEFA Euro 2004, but could not replicate his club successes with Italy, suffering a controversial early exit in both competitions. Trapattoni was most recently the manager of the Republic of Ireland national football team. He led them to their first European Championships in 24 years, enjoying a successful UEFA Euro 2012 qualifying campaign. This followed narrowly missing out on the 2010 FIFA World Cup, after his team were controversially knocked out by France.


title: Giovanni Trapattoni

text: Born in Cusano Milanino near Milan, Trapattoni had a successful career as a player with AC Milan, playing either as a central defender or as a defensive midfielder with the main task of passing the ball to more creative players such as Giovanni Lodetti and Gianni Rivera. He won two Serie A titles (1961–1962, 1967–1968) and two European Cups (1962–1963, 1968–1969) during his time with Milan, and was one of the stars of the 1963 European Cup Final against Benfica, successfully man-marking Eusébio in the second half. Similarly, in the team's 4–1 victory in the 1969 European Cup Final against Ajax, he drew praise in the Italian media for his defending and ability to nullify the offensive threat of Johann Cruyff.


title: Giovanni Trapattoni

text: After taking a break from the national team, Trapattoni thought he could settle with a mid-table team for one last season instead of being at one club all his life, subsequently moving to Varese and, after a successful season with them, retired from professional football and embarked on a highly successful managerial career two years later.


title: Giovanni Trapattoni

text: Trapattoni also played for the Italy national football team between 1960 and 1964, earning 17 caps and scoring 1 goal. Most notably, he was part of the squad at the 1962 FIFA World Cup in Chile, although he was unable to play any matches during the tournament after sustaining an injury. He was also part of Italy's squad at the 1960 Summer Olympics.


title: Giovanni Trapattoni

text: Trapattoni is also remembered for his performance in Italy's 3–0 friendly victory over Brazil at the San Siro stadium in Milan on 12 May 1963; during the match, he was able to nullify Pelé's impact on the game through his man-marking ability, with the latter asking to be substituted for Quarentinha in the 26th minute of the second half, whom Trapattoni also successfully defended. However, Pelé later stated in 2000 that his performance was due to stomach pains, and that he was forced to play due to contractual obligations; Trapattoni himself also frequently downplayed his performance during the match, even prior to Pelé's comments, stating: "the truth is that on that day he was half-injured. Tired. I was a good footballer, but let's leave Pelé alone. He was a martian."


title: Giovanni Trapattoni

text: A talented defensive-minded player, Trapattoni was capable of playing both in defence, as a centre-back, and in midfield, as a defensive midfielder, due to his work-rate and ability to win back possession and subsequently distribute the ball forward to his more offensive-minded teammates. Above all, he was known for his excellent man-marking skills.


title: Giovanni Trapattoni

text: Trapattoni began coaching at Milan as a youth team coach, before becoming caretaker coach. Trapattoni was caretaker coach from 9 April 1974 to 30 June 1974. His first match was the 1973–74 European Cup Winners' Cup semi–final first leg against Borussia Mönchengladbach. Milan won the match 2–0. They got to the final after only losing the second leg 1–0. Milan lost the final 2–0 to East German club 1. FC Magdeburg. Milan finished seventh in Serie A. He was appointed first team coach in 1975.


title: Giovanni Trapattoni

text: Trapattoni was head coach for Juventus for ten consecutive years, from 1 July 1976 to 30 June 1986. Trapattoni won all UEFA club competitions (a European record).


title: Giovanni Trapattoni

text: He won the Serie A league title six times (1976–77, 1977–78, 1980–81, 1981–82, 1983–84, 1985–86), the Coppa Italia twice (1978–79 and 1982–83), the European Cup in 1984–85, the Intercontinental Cup in 1985, the UEFA Cup Winners' Cup in 1983–84, the European Super Cup in 1984, and the UEFA Cup in 1976–77.


title: Giovanni Trapattoni

text: Apart from winning the European Cup in 1984–85, Trapattoni came close to conquering the trophy on another occasion, in 1982–83, but Juventus suffered a surprising defeat at the hands of Hamburg in the Athens final, finishing as runners-up.


title: Giovanni Trapattoni

text: During his years managing Juventus, Trapattoni established himself as one of the best managers in football history, well-known and respected among fans and journalists throughout Europe. He was renowned for combining expert man-management with almost unmatched tactical knowledge.


title: Giovanni Trapattoni

text: Trapattoni coached Inter Milan from 1 July 1986 to 30 June 1991. While in charge of Inter, he won the Serie A in 1988–89, the Supercoppa Italiana in 1989 and the UEFA Cup in 1990–91.


title: Giovanni Trapattoni

text: Trapattoni became coach of Bayern Munich in the summer of 1994, after the end of his second spell with Juventus. However, he left at the end of the 1994–95 season.


title: Giovanni Trapattoni

text: Trapattoni coached Cagliari in the 1995–96 season. His first match was a 1–0 loss to Udinese on 26 August 1995. The club's board of directors decided to dismiss him in February 1996, after a string of bad results; Trapattoni was thus fired for the first time in his career. His final match was a 4–1 loss to Juventus. Cagliari were in 13th place at the time of his sacking.


title: Giovanni Trapattoni

text: Trapattoni returned to manage Bayern again in July 1996. He is well remembered by German fans for an emotional outburst in broken German during a press conference on 10 March 1998 (" [...] " [German uses the verb ('to be') and not ('to have') to express "I have finished"/"I am done"] − "How dare Strunz? [...] I have finished!") where he criticised the attitude of Mehmet Scholl and Mario Basler ("" − "These players were weak like a bottle empty!"). In a 2011 interview, Trapattoni himself explained his famous outburst thus:


title: Giovanni Trapattoni

text: As Bayern manager Trapattoni won the German Bundesliga in 1996–97, the German Cup (DFB-Pokal) in 1997–98 and the German League Cup (DFB-Ligapokal) in 1997. He left Bayern at the end of the 1997–98 season and was replaced by Ottmar Hitzfeld.


title: Giovanni Trapattoni

text: Trapattoni coached Fiorentina from 1998 to 2000. With Trapattoni's expert guidance, Fiorentina made a serious challenge for the title in 1998–99, finishing the season in 3rd place, which earned them qualification to the Champions League, also reaching the 1999 Coppa Italia Final. The following season was rather disappointing in Serie A, with Fiorentina finishing in 7th place, but Trapattoni led them to some historic results in the Champions League, beating Arsenal 1–0 at the old Wembley Stadium and Manchester United 2–0 in Florence.


title: Giovanni Trapattoni

text: In July 2000, Trapattoni took charge of the Italy national football team after the resignation of Dino Zoff. He led the team to the 2002 FIFA World Cup, qualifying undefeated to that tournament.


title: Giovanni Trapattoni

text: Prior to the tournament, Trapattoni was surrounded by controversy after he omitted fan favourite Roberto Baggio – who had recently recovered from injury – from Italy's final 23-man squad, as he believed that the player was not yet fully fit. Italy were drawn in Group G of the tournament with Ecuador, Croatia and Mexico. They won their first match, beating Ecuador 2–0, but then suffered a surprise 2–1 defeat at the hands of Croatia. In their final group game, Italy drew 1–1 with Mexico, securing qualification to the Round of 16 with a second-place finish in their group, where they faced tournament co-hosts South Korea. Italy lost 2–1 and were eliminated from the World Cup, conceding an equaliser two minutes from full-time and losing in extra time with Ahn Jung-Hwan scoring the golden goal. The game was highly controversial with members of the Italian team, most notably Trapattoni and forward Francesco Totti, suggesting a conspiracy to eliminate Italy from the competition. Trapattoni even obliquely accused FIFA of ordering the official to ensure a South Korean victory so that one of the two host nations would remain in the tournament. The most contentious decisions were an early penalty awarded to South Korea (saved by Gianluigi Buffon), a golden goal by Damiano Tommasi ruled offside, and the sending off of Totti, who received a second yellow card for an alleged dive in the penalty area, all ruled by the referee Byron Moreno. Following the team's exit, Italy were criticised in the Italian and International press for their poor performance and ultra-defensive playing style under Trapattoni, who also came under fire in the Italian media for his tactics, which included initially refusing to play two of the team's star playmakers – Alessandro Del Piero and Francesco Totti – alongside one another during the tournament, and substituting a forward – Del Piero – for a holding midfielder – Gennaro Gattuso – in the second half of Italy's round of 16 match, in order to attempt to defend their 1–0 lead against South Korea.


title: Giovanni Trapattoni

text: Italy went on to secure qualification for UEFA Euro 2004 easily, but once again failed to impress at the tournament itself. They were drawn in Group C with Denmark, Sweden and Bulgaria. They drew 0–0 with Denmark and 1–1 with Sweden, beating Bulgaria 2–1 in their final group game. This led to an unexpected early exit from the tournament, despite Italy being undefeated. Denmark and Sweden drew in the group's final match, eliminating Italy who finished in third place of Group C, on account of goal difference. More specifically, Sweden, Denmark and Italy all finished with five points, with each team having defeated Bulgaria but drawn their two other games. As all results between the three teams in question were draws, both the points won in these games and the goal difference accrued in these games still left the teams undivided. The decisive tiebreaker was therefore the goals scored during the games between one another: Italy, having scored the fewest goals of the three teams, were therefore eliminated.


title: Giovanni Trapattoni

text: Trapattoni later said: "Sweden against Denmark, I remember the game. Do you know what Johansson [the then UEFA president Lennart Johansson] said? 'If this game finishes in a draw, we will open an investigation' Do you know if he made the investigation? I'm still waiting for the investigation." These comments came eight years later, in 2012.


title: Giovanni Trapattoni

text: On 5 July 2004, Trapattoni was named as new coach of Benfica. He led them to the 2004–05 Portuguese league title, which was the club's first in 11 years. Benfica also reached the Portuguese Cup final that season, but lost to Vitória de Setúbal. Trapattoni resigned after the end of the 2004–05 season, saying he wanted to be closer to his family (in the north of Italy).


title: Giovanni Trapattoni

text: Trapattoni returned to management in the German Bundesliga in June 2005, by signing at VfB Stuttgart. However, during his 20 games at the helm, Stuttgart produced poor results. Denmark internationals Jon Dahl Tomasson and Jesper Grønkjær openly criticised their coach, claiming he was afraid to attack. Trapattoni immediately responded by dropping both players to the bench. With the atmosphere in the team worsening, he was sacked after just seven months, on 9 February 2006, reportedly for "not fulfilling the ambitions of the club". He was replaced as manager by Armin Veh.


title: Giovanni Trapattoni

text: In May 2006, Red Bull Salzburg announced they had signed Trapattoni as their new manager and Director of Football, along with one of his former players, Lothar Matthäus, who was to serve as Trapattoni's co-manager. Trapattoni initially cast doubt on this report, claiming he had not signed any contract. But three days later, both he and Matthäus signed and made their hirings official. As he had done with Benfica in Portugal two years before, Trapattoni managed to deliver instantly, winning the league title after a long period of failures for the club; he secured the 2006–07 Austrian Bundesliga, which was Salzburg's first in 10 years. At the end of the season, the club's board of directors unanimously decided to dismiss Matthäus, and Thorsten Fink became Trapattoni's assistant manager.


title: Giovanni Trapattoni

text: On 11 February 2008, Trapattoni "agreed in principle" to take over the Republic of Ireland manager's job, but finished the season with Red Bull before taking up the Irish position on 1 May. Former Ireland midfielder Liam Brady was expected to be part of the Italian's backroom staff, while Marco Tardelli was confirmed as Trapattoni's assistant manager. Trapattoni signed Brady back in 1980 for Juventus from Arsenal for just over £500,000. Red Bull Salzburg confirmed, on 13 February 2008, that at the end of the 2007–08 season, Trapattoni would be leaving the club to take over as the Republic of Ireland manager. Manuela Spinelli became Trapattoni's interpreter. Because of her ability to speak both Italian and English, she became a familiar sight alongside him during most interviews. She also appeared on "The Late Late Show" without Trapattoni.


title: Giovanni Trapattoni

text: Trapattoni's first game in charge, a friendly against Serbia on 24 May 2008, ended in a 1–1 draw. His second, another friendly, against Colombia five days later, meant his first victory with the national side, 1–0. This was followed by a 1–1 draw with Norway, his first competitive win against Georgia and a draw with Montenegro in 2010 FIFA World Cup qualification.


title: Giovanni Trapattoni

text: Trapattoni's first defeat came in a friendly against Poland on 19 November 2008, a 3–2 loss at Croke Park. He also managed to claim a 1–1 away draw against 2006 FIFA World Cup champions Italy, that he had managed himself from 2000 to 2004, thanks to a late equaliser from Robbie Keane. He finished the qualifying campaign unbeaten, becoming only the third Irish manager to do so, qualifying for a playoff place for the 2010 World Cup.


title: Giovanni Trapattoni

text: In September 2009, he signed a new contract with Ireland that would have seen him continue as manager until UEFA Euro 2012. In the first leg of the World Cup playoff in Croke Park on 14 November 2009, France won 1–0 with a goal by Nicolas Anelka. In the second leg in Paris, on 18 November 2009, a goal from Robbie Keane levelled the aggregate scores at 1–1 in the first half. In extra time, however, a William Gallas equaliser put France through 2–1 on aggregate. Replays of the French goal showed that Thierry Henry had twice used his hand to control the ball and was in an offside position before crossing for Gallas to head home.


title: Giovanni Trapattoni

text: In May 2011, he managed Ireland as they won the Nations Cup, after a 1–0 win against Scotland. Later that year he managed the Ireland national team to UEFA Euro 2012 qualification, following a 5–1 aggregate play-off win against Estonia. Trapattoni was rewarded with a new two-year contract by the Football Association of Ireland (FAI). His success was praised by, among others, Dietmar Hamann.


title: Giovanni Trapattoni

text: Ireland exited UEFA Euro 2012 at the group stage, after losing to eventual finalists Spain and Italy. Early in 2014 FIFA World Cup qualification, Ireland suffered a 6–1 defeat to Germany at home with a severely depleted team available. On 29 May 2013, Trapattoni's Ireland side faced off against England for the first time in eighteen years at Wembley Stadium in a match which ended 1–1. Trapattoni parted ways with the Republic of Ireland national team on 11 September 2013 by mutual consent, after a defeat by Austria effectively ended their chances of qualification for the 2014 World Cup.


title: Giovanni Trapattoni

text: Trapattoni has managed the Vatican City national football team which is a member of neither FIFA nor UEFA. His first match as manager was played on 23 October 2010 when Vatican City faced a team composed of Italian financial police. Previously, at the age of 71 Trapattoni was quoted as saying, "When I retire, I would like to become coach of the Vatican."


title: Giovanni Trapattoni

text: In 2015, Trapattoni was symbolically appointed S. Pietro e Paolo Desio's manager during the related patronal feast.


title: Giovanni Trapattoni

text: Trapattoni comes from a working-class background and lost his father as a child. A devout Roman Catholic, he regularly attends Regina Pacis Church in his hometown of Cusano Milanino whenever he is home and is a cooperator of Opus Dei. He and his wife Paola have a son and a daughter and are grandparents.


title: Giovanni Trapattoni

text: In August 2010, Trapattoni was admitted to a hospital in Dublin, one-day before Ireland's friendly with Argentina. It was initially believed that the shellfish he had eaten before arriving in the country was to blame for him feeling unwell. He underwent surgery in the Mater Misericordiae University Hospital, Dublin on 11 August. He missed the Argentina game due to his surgery. In January 2011, reports in the Italian media, claimed that he was at home recovering from a mild stroke he suffered during surgery on 28 December 2010. The reports claimed that the stroke had caused partial paralysis on the right side of his body. In a statement released through the FAI, Trapattoni said that while he did have scheduled surgery in Italy over Christmas, he had not suffered a stroke.


title: Giovanni Trapattoni

text: Considered one of the greatest and most successful managers of all time, Trapattoni is highly regarded for his man-management, motivational and organisational abilities, as well as his tactical acumen, being referred to in international media as "the King of Catenaccio" or the "Old Fox". He is known in particular for his direct management style and use of rigorous, innovative tactics, while his teams are usually known for their mental strength, organisation, and use of prepared set plays; Trapattoni was the main author and practitioner of the "zona mista" style of play (or "Gioco all'Italiana"), which was regarded as an evolution of the more traditional and defensive-minded "Catenaccio" system, which had been popularised in Italy by one of his major influences as a manager, Nereo Rocco; Rocco's tactics mainly focussed on sitting back and defending, and subsequently scoring on counter-attacks with few touches after winning back the ball. The "zona mista" tactical system came to be known as such as it instead drew elements from both man-marking strategies – such as Italian "catenaccio" – and zonal marking systems – such as the Dutch "total football"; this tactical system dominated Italian football from the mid-1970s until the late 1980s, which saw the emergence of Arrigo Sacchi's high-pressing, offensive minded zonal marking system.


title: Giovanni Trapattoni

text: Although Trapattoni was known for his defensive minded approach as a manager, his teams often made use of a ball–playing sweeper or "libero" – with good technique, vision, and an ability to read the game –, who was responsible both for defending and starting attacking plays from the back, as well as a creative and skilful offensive playmaker in midfield behind the forwards. As such, his teams were known for their defensive strength and playing style, as well as their ability to score from counter-attacks. In 2014, Trapattoni attributed his success and tactical intelligence as a manager to his time playing in midfield throughout his playing career, which allowed him to understand both the offensive and defensive phases of the game. Throughout his career, he used several different formations, including a 4–4–2, a 4–3–1–2, 4–2–3–1, 3–4–1–2, and a 3–5–2, as well as his fluid "zona mista" system; the latter system made use of a sweeper, a man-marking centre-back – or "stopper" –, two full-backs, a defensive midfielder, a "regista" or attacking midfielder, a second striker, and two wingers behind a lone striker or centre-forward, although players would often switch positions in this system, with only the "stopper" having a fixed role.


title: Giovanni Trapattoni

text: Trapattoni was noted throughout his career for his ideological confrontations with more attack-minded managers he faced, most famously Johan Cruyff, a rivalry that started in their playing days, with Trapattoni remembering that, in order to stop Cruyff in a match between Italy and the Netherlands, he had to resort to "dirty" tactics, such as pulling at his shirt.


title: Giovanni Trapattoni

text: Trapattoni's tactics throughout his long and successful managerial career focused on some of the following themes:


title: Giovanni Trapattoni

text: Trapattoni is also a popular figure in Italy for his original press conference speeches and trademark quotes, one of the most famous being "don't say cat until you've got it in the bag". During his managerial stints abroad, his sense of humour, coupled with his difficulties with the local language, won him a significant amount of popularity with both fans and the press. His most memorable press conference took place while he was in charge of German club Bayern Munich. In a speech riddled with grammar mistakes and involuntary neologisms, most famously using (roughly translatable as 'I have finished', in place of 'I am finished') and ('weak like a bottle empty'), he soundly attacked many of his players, including Thomas Strunz, whose last name sounds like in Trapattoni's native Milanese dialect of Lombard, a swear word equivalent to Italian ('asshole' or 'piece of shit').


title: Giovanni Trapattoni

text: He is also known for a two-fingered whistle he used to capture the attention of his players during games. He also brought a bottle of holy water during 2002 FIFA World Cup games when he was in charge of the Italy national team. He kept the same tradition while in charge of Benfica.


title: Nice guy

text: "Nice guy" is an informal term, commonly used with either a literal or a sarcastic meaning, for a man.


title: Nice guy

text: In the literal sense, the term describes a man who is agreeable, gentle, compassionate, sensitive and vulnerable. The term is used both positively and negatively. When used positively, and particularly when used as a preference or description by someone else, it is intended to imply a man who puts the needs of others before his own, avoids confrontations, does favors, provides emotional support, tries to stay out of trouble, and generally acts nicely towards others. In the context of a relationship, it may also refer to traits of honesty, loyalty, romanticism, courtesy, and respect.


title: Nice guy

text: When used negatively, a nice guy implies a man who is unassertive or otherwise "non-masculine". The opposite of a genuine "nice guy" is commonly described as a "jerk", a term for a mean, selfish and uncaring person. A man is labeled a “jerk” on how he treats his partner, seen as the extreme case where he would not have a sensitive or kind side and is seen as a “macho man” and insensitive type.


title: Nice guy

text: However, the term is also often used sarcastically, particularly in the context of dating, to describe someone who believes himself to possess genuine "nice guy" characteristics, even though he actually does not, and who uses acts of friendship and basic social etiquette with the ulterior aim of progressing to a romantic or sexual relationship. This is sometimes referred to as "Nice Guy Syndrome", which is used to describe a sense of entitlement to sexual or romantic attention from women simply for being "nice", and irrational anger when that attention is not forthcoming.


title: Nice guy

text: In their qualitative analysis, Herold and Milhausen found that women associate different qualities with the "nice guy" label: "Some women offered flattering interpretations of the 'nice guy', characterizing him as committed, caring, and respectful of women. Some women, however, emphasized more negative aspects, considering the 'nice guy' to be boring, lacking confidence, and unattractive." The "bad boys" were also divided into two categories, "as either confident, attractive, sexy, and exciting or as manipulative, unfaithful, disrespectful of women, and interested only in sex." This distinction helped further the understanding of why women might prefer "nice guys" or "not-nice guys". Women were also asked for their preferences and what values they may look in each relationship, such as attractiveness, and sexual desires in short- and long-term relationships.


title: Nice guy

text: Nice guys are sometimes suggested to be overbearing or lacking in vision and ambitions; these opinions suggest self-confidence as a key point and area of improvement. Often these ideas and views of a certain nice guy can contribute to a woman's willingness to pursue a romantic relationship.


title: Nice guy

text: Researchers have therefore operationalized the "nice guy" and "jerk" constructs in different ways, some of which are outlined below.


title: Nice guy

text: Jensen-Campbell et al. (1995) operationalized "niceness" as prosocial behavior, which included agreeableness and altruism. They found that female attraction was a result of an interaction of "both" dominance and prosocial tendency. They suggest that altruism may be attractive to women when it is perceived as a form of agentic behavior.


title: Nice guy

text: Nice guys are usually seen as twice as attractive as men who present themselves as neutral, and eight times more attractive than the "jerks" in a dating profile. Social dominance enhances female attraction to a male who has shown in the relationship niceness, traits of kindness and warmth stated by women looking for long-term relationships, and less status and physical attractiveness.


title: Nice guy

text: Sprecher and Regan (2002) found kindness, warmth, expressiveness, openness, and humor as desirable traits of a long-term partner. Social status indicators, such as future earning potential (wealth), were not viewed as more desirable traits when compared to the previous traits. Participants suggested they wanted more humor, expressiveness and warmth from their partner than is expressed with their friends.


title: Nice guy

text: Herold and Milhausen (1998) found that women are more likely to report wanting a nice guy but do not choose them in their real dating life. They also found that women perceived nice guys as having less sexual partners in general but perceived them as more eligible for dating. Women claim to prefer to date people who have less sexual experience [sic]. A third of the women, however, had reported dating multiple partners that had had more sexual experience than them [sic - impossible to objectively know this]. There was a dichotomist relationship between a woman’s perception of what a nice guy is and does and whether or not he “finishes last,” as the common adage states. If a woman believes that a nice guy is kind and respectful to women then they will say that he does not finish last. If the nice guy is perceived as being passive or unattractive then they will say that he does finish last.


title: Nice guy

text: Urbaniak and Killman (2003) constructed vignettes of four hypothetical dating show contestants: "Nice Todd" vs. "Neutral Todd" vs. "Jerk Todd" vs. "Michael", who was created to be a control. "Nice Todd" described a "real man" as "in touch with his feelings," kind and attentive, non-macho, and interested in putting his partner's pleasure first. "Neutral Todd" described a "real man" as someone who "knows what he wants and knows how to get it," and who is good to the woman he loves. "Jerk Todd" described a "real man" as someone who "knows what he wants and knows how to get it," who keeps everyone else on their toes, and avoids "touch-feely" stuff. "Michael" described a "real man" as relaxed and positive. In two studies, Urbaniak and Kilmann found that women claimed to prefer "Nice Todd" over "Neutral Todd" and "Jerk Todd," relative to "Michael" even at differing levels of physical attractiveness. They also found that for purely sexual relationships, "niceness appeared relatively less influential than physical attractiveness." After acknowledging that women's preference for "niceness" could be inflated by the social desirability bias, especially due to their use of verbal scripts, they conclude that "our overall results did not favor the nice guy stereotype; instead, our results suggested that women’s attitudes (as expressed in previous studies) do, in fact, generally match their behaviors. Niceness was a robust, positive factor in women’s choices of a dating partner and in how desirable they rated Todd."


title: Nice guy

text: McDaniel (2005) constructed vignettes of dates with a stereotypical "nice guy" vs. a stereotypical "fun/sexy guy," and attempted to make them both sound positive. Questionnaires were offered to a group of women in which they were presented with two scenarios, one involving the nice guy and the other involving the fun/sexy guy. The two variables being measured were the women’s likelihood of picking a nice guy versus a fun/sexy guy, and their reasons for so doing. It was found that there was a stronger correlation between a woman’s perceived positive traits in the man than in her goals for the dating relationship, both of which were measured in the questionnaire. The two traits that predicted likelihood for wanting to pursue a relationship were physical attractiveness and niceness/sweetness. However, if a man was perceived to be nice/sweet but was not found physically attractive it hurt his chances of a romantic relationship even more. In the study there was no way to directly measure the physical attractiveness of the men with whom they were presented; they only had information with which they could draw conclusions. Because they could not see the men and only had information to use, McDaniel found that this may suggest that women romanticize the idea of a nice/sweet guy, but often do not choose him because in reality he is likely to be less attractive than a so-called “jerk.”


title: Nice guy

text: A 2008 study at New Mexico State University in Las Cruces showed that "nice guys" report having significantly fewer sexual partners than "bad boys."


title: Nice guy

text: Barclay (2010) found that when all other factors are held constant, guys who perform generous acts are rated as more desirable for dates and long-term relationships than non-generous guys. This study used a series of matched descriptions where each male was presented in a generous or a control version which differed only in whether the man tended to help others. The author suggests that niceness itself is desirable to women, but tends to be used by men who are less attractive in other domains, and this is what creates the appearance of "nice guys finish last."


title: Nice guy

text: Judge "et al" (2011) concluded that "Nice guys do not necessarily finish last, but they do finish a distant second in terms of earnings ... yet, seen from the perspective of gender equity, even the nice guys seem to be making out quite well relative to either agreeable or disagreeable women."


title: Nice guy

text: Sadalla, Kenrick, and Vershure (1985) found that women were sexually attracted to dominance in men (though dominance did not make men likable to women), and that dominance in women had no effect on men. This may further suggest that the nice guy myth is one of sexual preference, and not of dating preference. Women appear in practically all studies to be accepting of romantic relationships with nice guys but are less likely to consider them casual sexual partners.


title: Nice guy

text: Bogaert and Fisher (1995) studied the relationships between the personalities of university men and their number of sexual partners. They found a correlation between a man's number of sexual partners, and the traits of sensation-seeking, hypermasculinity, physical attractiveness, and testosterone levels. They also discovered a correlation between maximum monthly number of partners, and the traits of dominance and psychoticism. Bogaert and Fisher suggest that an underlying construct labelled "disinhibition" could be used to explain most of these differences. They suggest that disinhibition would correlate negatively with "agreeableness" and "conscientiousness" from the Big Five personality model.


title: Nice guy

text: Botwin, Buss and Shackelford (1997) found that women had a higher preference for surgency and dominance in their mates than men did, in a study of dating couples and newlyweds.


title: Nice guy

text: Ahmetoglu and Swami (2012) found that men were rated to be more attractive if women perceived them as more dominant, represented in the study by open body posture and gesticulation.


title: Nice guy

text: A common aphorism is that "nice guys finish last." The phrase is based on a quote by Brooklyn Dodgers manager Leo Durocher in 1946, which was then condensed by journalists. The original quote by Durocher was, "The nice guys are all over there, in seventh place" (6 July 1946), when referring to the 1946 New York Giants, who were the Dodger's rivals. The seventh place that Durocher was referring to was actually "second-to-last" place in the National League; many variants appear in later works, including Durocher's autobiography, "Nice Guys Finish Last". The Giants would finish the 1946 season in the National League cellar, while Durocher's Dodgers would end up in second place.


title: Nice guy

text: Simplistically, the term "nice guy" could be an adjectival phrase describing what appears to be a friendly, kind, or courteous man. The "nice guys finish last" phrase is also said to be coined by American biologist Garrett Hardin to sum up the selfish gene theory of life and evolution. This was disputed by Richard Dawkins, who wrote the book "The Selfish Gene". Dawkins was misinterpreted by many as confirming the "nice guy finishing last" view, but refuted the claims in the BBC documentary "Nice Guys Finish First".


title: Nice guy

text: The "nice guys finish last" view is that there is a discrepancy between women's stated preferences and their actual choices in men. In other words, women say that they want nice guys, but really go for men who are "jerks" or "bad boys" in the end. This may lead to men’s discouragement in attempting to have casual sexual relationships with women and also in their pursuit of romantic relationships. Stephan Desrochers claims, in a 1995 article in the journal "Sex Roles", that many "sensitive" men, based on their own personal experience, do not believe women actually want "nice guys." Because of this belief, men are less likely to pursue a romantic relationship with a woman if they perceive themselves as nice guys. If they do not believe that women will be sexually or romantically attracted to them because of their more feminine or “nice” traits, then they will likely be concerned, possibly another trait that leads to women’s preference for jerks. In other words, men who are more confident and worry less if they are being perceived a certain way are more likely to have a romantic or casual sexual relationship with a woman of their choice.


title: Nice guy

text: According to McDaniel, popular culture and dating advice "...suggest that women claim they want a 'nice guy' because they believe that is what is expected of them when, in reality, they want the so-called 'challenge' that comes with dating a not-so-nice guy."


title: Nice guy

text: Another perspective is that women do want "nice guys," at least when they are looking for a romantic relationship. Desrochers (1995) suggests that "it still seems popular to believe that women in contemporary America prefer men who are 'sensitive,' or have feminine personality traits." In a study done by Ahmetoglu and Swami (2012) it was found that women were more sexually attracted to men who had more dominant behaviors compared to men who were more closed off.


title: Nice guy

text: Herold and Milhausen found that 56% of 165 university women claimed to agree with the statement: "You may have heard the expression, 'Nice guys finish last.' In terms of dating, and sex, do you think women are less likely to have sex with men who are 'nice' than men who are 'not nice'?" A third view is that while "nice guys" may not be as successful at attracting women sexually, they may be sought after by women looking for long-term romantic relationships (however, "nice guys need not lose all hope, with studies showing that while women like 'bad boys' for flings, they tend to settle down with more caring types." The "bad boys" tending to exhibit the dark triad, i.e., "the self-obsession of narcissism, the impulsive, thrill-seeking and callous behavior of the psychopath and the deceitful and exploitative nature of Machiavellianism." It is a possibility that women leave to escape their circumstances of abuse, disease, or pregnancy to seek a chance with the nice guy (they rejected previously), afterwards.


title: Nice guy

text: Herold and Milhausen claim: "While 'nice guys' may not be competitive in terms of numbers of sexual partners, they tend to be more successful with respect to longer-term, committed relationships." This is due to the ‘nice guys’ generally denote an interest in long-term relationships rather than the concept that a ‘jerk’ is only around to have sexual partners and will move on sooner for their lack of interest in long-term relationships.


title: Nice guy

text: Another study indicates that "for brief affairs, women tend to prefer a dominating, powerful and promiscuous man." Further evidence appears in a 2005 study in Prague: "Since women can always get a man for a one-night stand, they gain an advantage if they find partners for child-rearing."


title: Nice guy

text: The terms "Nice Guy" and "nice guy syndrome" can be used sarcastically to describe a man who views himself as a prototypical "nice guy," but whose "nice deeds" are deemed to be solely motivated by a desire to court women. From said courting, the 'nice guy' may hope to form a romantic relationship or may be motivated by a simple desire to increase his sexual activity. The results of failure are often resentment toward women and/or society. The 'nice guy' is commonly said to be put by women "into the friend zone" who do not reciprocate his romantic or sexual interest. These men believe in this motive because of the societal roles that say women belong to them. A reasoning behind this can be because women are sexualized in video games, television, and movies. Third-wave feminist interpretations tend to see this resentment as being based upon an assumption by men that they are entitled to sex and are therefore confused when they find that it is not forthcoming despite their supposed 'niceness.' More male orientated interpretations claim that the resentment is down to the fact that society, and the vast majority of people in spoken conversation, claim to be attracted to traits such as honesty, integrity and kindness, when in reality more superficial considerations trigger attraction. According to this interpretation, people who display wealth, good looks, dominance, and confidence tend to succeed more in romance than do 'nice guys.' Nice guys are therefore resentful at the inconsistency between what people claim to be attracted to and by how they act in reality. At times, these men are also known by the term "white knight."


title: Nice guy

text: In early 2002, the web site Heartless Bitches International (HBI) published several "rants" on the concept of the Nice Guy. The central theme was that a genuinely nice male is desirable, but that many Nice Guys are insecure men unwilling to articulate their romantic or sexual feelings directly.


title: Nice guy

text: According to journalist Paris Martineau, the 'incel' and red pill movements (part of the anti-feminist manosphere) recruit depressed, frustrated men – who may suffer from "Nice Guy syndrome" – into the alt-right.


title: Dromaeosauridae

text: Dromaeosauridae () is a family of feathered theropod dinosaurs. They were generally small to medium-sized feathered carnivores that flourished in the Cretaceous Period. The name Dromaeosauridae means 'running lizards', from Greek ('), meaning 'runner', and ('), meaning 'lizard'. In informal usage, they are often called raptors (after "Velociraptor"), a term popularized by the film "Jurassic Park"; a few types include the term "raptor" directly in their name and have come to emphasize their bird-like appearance and speculated bird-like behavior.


title: Dromaeosauridae

text: Dromaeosaurid fossils have been found across the globe in North America, Europe, Africa, Asia, South America and Antarctica, with some fossils giving credence to the possibility that they inhabited Australia as well. They first appeared in the mid-Jurassic Period (late Bathonian stage, about 167 million years ago) and survived until the end of the Cretaceous (Maastrichtian stage, 66 ma), existing until the Cretaceous–Paleogene extinction event. The presence of dromaeosaurids as early as the Middle Jurassic has been suggested by the discovery of isolated fossil teeth, though no dromaeosaurid body fossils have been found from this period.


title: Dromaeosauridae

text: Dromaeosaurids are diagnosed by the following features; short T-shaped frontals that form the rostral boundary of the supratemporal fenestra; a caudolateral overhanging shelf of the squamosal; a lateral process of the quadrate that contacts the quadratojugal; raised, stalked, parapophyses on the dorsal vertebrae, a modified pedal digit II; chevrons and prezygapophysis of the caudal vertebrae elongate and spanning several vertebrae; the presence of a subglenoid fossa on the coracoid.


title: Dromaeosauridae

text: Dromaeosaurids were small to medium-sized dinosaurs, ranging from in length (in the case of "Velociraptor") to approaching or over (in "Utahraptor", "Dakotaraptor" and "Achillobator"). Large size appears to have evolved at least twice among dromaeosaurids; once among the dromaeosaurines "Utahraptor" and "Achillobator", and again among the unenlagiines ("Austroraptor", which measured long). A possible third lineage of giant dromaeosaurids is represented by isolated teeth found on the Isle of Wight, England. The teeth belong to an animal the size of the dromaeosaurine "Utahraptor", but they appear to belong to velociraptorines, judging by the shape of the teeth.


title: Dromaeosauridae

text: The distinctive dromaeosaurid body plan helped to rekindle theories that dinosaurs may have been active, fast, and closely related to birds. Robert Bakker's illustration for John Ostrom's 1969 monograph, showing the dromaeosaurid "Deinonychus" in a fast run, is among the most influential paleontological reconstructions in history. The dromaeosaurid body plan includes a relatively large skull, serrated teeth, narrow snout (an exception being the derived dromaeosaurines), and forward-facing eyes which indicate some degree of binocular vision.


title: Dromaeosauridae

text: Dromaeosaurids, like most other theropods, had a moderately long S-curved neck, and their trunk was relatively short and deep. Like other maniraptorans, they had long arms that could be folded against the body in some species, and relatively large hands with three long fingers (the middle finger being the longest and the first finger being the shortest) ending in large claws. The dromaeosaurid hip structure featured a characteristically large pubic boot projecting beneath the base of the tail. Dromaeosaurid feet bore a large, recurved claw on the second toe. Their tails were slender, with long, low, vertebrae lacking transverse process and neural spines after the 14th caudal vertebra. Ossified uncinate processes of ribs have been identified in several dromaeosaurids.


title: Dromaeosauridae

text: Like other theropods, dromaeosaurids were bipedal; that is, they walked on their hind legs. However, whereas most theropods walked with three toes contacting the ground, fossilized footprint tracks confirm that many early paravian groups, including the dromaeosaurids, held the second toe off the ground in a hyperextended position, with only the third and fourth toes bearing the weight of the animal. This is called functional didactyly. The enlarged second toe bore an unusually large, curved, "falciform" (sickle-shaped, alt. "drepanoid") claw (held off the ground or 'retracted' when walking), which is thought to have been used in capturing prey and climbing trees (see "Claw function" below). This claw was especially blade-like in the large-bodied predatory eudromaeosaurs. One possible dromaeosaurid species, "Balaur bondoc", also possessed a first toe which was highly modified in parallel with the second. Both the first and second toes on each foot of "B. bondoc" were also held retracted and bore enlarged, sickle-shaped claws.


title: Dromaeosauridae

text: Dromaeosaurids had long tails. Most of the tail vertebrae bore bony, rod-like extensions (called prezygapophyses), as well as bony tendons in some species. In his study of "Deinonychus", Ostrom proposed that these features stiffened the tail so that it could only flex at the base, and the whole tail would then move as a single, rigid, lever. However, one well-preserved specimen of "Velociraptor mongoliensis" (IGM 100/986) has an articulated tail skeleton that is curved horizontally in a long S-shape. This suggests that, in life, the tail could bend from side to side with a substantial degree of flexibility. It has been proposed that this tail was used as a stabilizer or counterweight while running or in the air; in "Microraptor", an elongate diamond-shaped fan of feathers is preserved on the end of the tail. This may have been used as an aerodynamic stabilizer and rudder during gliding or powered flight (see "Flight and gliding" below).


title: Dromaeosauridae

text: There is a large body of evidence showing that dromaeosaurids were covered in feathers. Some dromaeosaurid fossils preserve long, pennaceous feathers on the hands and arms ("remiges") and tail ("rectrices"), as well as shorter, down-like feathers covering the body. Other fossils, which do not preserve actual impressions of feathers, still preserve the associated bumps on the forearm bones where long wing feathers would have attached in life. Overall, this feather pattern looks very much like "Archaeopteryx".