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Biographical study distinguished high from low creative medical students by broken homelife, greater preference for movies, modern music, serious books, bridge playing and creative hobbies. High creatives seek challenge, academic or research careers, verbal and imaginative expression. Low creatives have higher motivation, better academic grades, more economic and family interests, are often oldest children and head for general practice. Independent, original explorations characterize high creativity while traditional, authoritative explanations satisfy the less creative. Fricke's Opinion, Attitude and Interest Survey made the creativity identification. Factor analysis related OAIS Scores, Omnibus Personality Inventory and Medical College Admission Test scores to cross check with biography data. A motivational Index is suggested as a predictor of supportive value to the creativity score.  相似文献   
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All psychological assessments occur in a cultural context, whoever the participants. When the participant being assessed is someone of refugee background, several contextual domains, both current and historical, require close attention. Those domains are the effects of torture, violence and traumatic loss; pre‐arrival hardships such as poor nutrition, inadequate shelter, lack of access to health services and disruptions to schooling; settlement stresses involving unfamiliarity with Australian systems and discrimination; and family functioning and fractures to family nurturance, maintained by ongoing separation from and dangers to significant others left behind. Given that the purpose of psychological assessment is to formulate appropriate interventions for promoting mental health, learning and wellbeing for individuals presenting with special needs, professional expertise demands a comprehensive analysis of the causes of identified problems.  相似文献   
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The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player‐character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision to act is made by the player, is it that the player's own imaginative reasons for acting warrant some narrative interpretations and exclude others? To answer this I argue that we need to investigate (a) the interactive ontology of video game narratives, (b) the notion of game playing as interpretative performance, and (c) the player‐character, an artifact through which performance is focused in narrative games. Doing so shows there to be at least two problems with the notion of the correct interpretation of narrative games. Neither of these problems entirely negates the normativity of game narratives, however, and so players are left with the problem of how they might decide which of the possible playings are warranted. I end by making some practical suggestions for the thoughtful and narratively interested game player.  相似文献   
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