This searing, behind-the-scenes look at John McCain's ill-fated 2008 presidential campaign follows the daring plan to add Sarah Palin to the ticket and the implosion that would soon follow. Last month’s game triggered several comments and a discussion or two about the difference between living in thought and living in feeling. Since birth (in the west), we are encouraged to honour and respect the power of the mind and elevate thought above all else. Whilst thought and thinking have their uses, and are extremely helpful and even beautiful at times, our addiction to thought often locks us into a prison of our mind’s making. To liberate the soul from the prison of mind and perpetual thought, (most of which is automatic, banal and rather trivial), one simply needs to bring one’s attention to feeling. IMO, we tend to get locked into thought patterns, repeating them over and over, sometimes for years, decades or even a lifetime.
Not only does this process loosen our rigidity helping us to become more rounded, balanced and compassionate individuals, it actually begins to open cracks in the mental prison. Of course, as soon as one belief is challenged successfully, a new one will take it’s place soon enough, so this is a process of learning the art of loosening the hold beliefs have on us, rather than getting rid of them.
IME, the best way to challenge a belief, is to look into our feelings about a situation, rather than to simply adjust or reverse a mental concept.
I look out the window, see the rain falling and the wind blowing and I believe it must be cold outside. Now, if I decide that here is an opportunity to change my mind, I can go to feelings and begin to sense my environment, internally and externally. So here I am, challenging my initial belief and allowing my feelings to inform the mind with a new, moment by moment interpretation of the experience. Can we set this up, where we connect at a certain time every day and set out to do the work required? I am really up for making it fun, i just know for me, when i am held accountable by others, something magical opens up inside me! Michelle It’s a great idea -- for me evenings are best, I may not be available every day during the day.
Much has been said, communicated and felt in these wonderful surroundings the last few months, and now I find myself retreating a bit from the fire, not by choice, but by energy flow, as always. In the meanwhile still observing further exchanges going on here, and feeling the warmth of all of your souls. For those of us who are doing our own thing in separate moments, we too can create the presence of the group. Last night an intention got created, mine was to Have a gentle healing journey with a warm clear message, something of magnitude got shown to me that I am almost to afraid to share.
Absolutely sure there is more to come so thank you for creating the space for this to be communicated.
In an earlier month we had hoped to do the LG with Diana and I had no resonance with it and did not feel like participating. Somehow I feel this was needed, for me personally anyway, before I felt ready to go beyond vibration.
This months game has been awesome (IME) it really has assisted me in being far more inside of a feeling place rather than a thinking one. I have identified with my air sign and that will always be a light, heady thinking place and there is absolutely nothing wrong with that.
At Game X Change, we buy and sell new and used video games, systems, and accessories, as well as DVD and Blu-ray movies. We carry a wide variety of formats ranging from the old-school, Atari 2600, Nintendo Entertainment System, and the Sega Genesis, to the latest and greatest, Playstation 4, Xbox One, and Nintendo Wii-U.
We offer cash or store credit for trade-ins.All trade-ins must be brought into the store before we can quote a price. Game systems must be tested before they can be traded in and should be brought into the store at least one hour before closing time.
To apply for a job at Game X Change Russellville, download and print our employment application and drop it off at the store during regular store hours.
Currently there is a growing consensus amongst climate researchers that Earth's climate is changing in response to manmade greenhouse gas emissions. Players must respond to catastrophic events caused by climate change as well as natural and manmade events, which may or may not be linked to climate change. Climate Challenge uses the most commonly cited and accepted carbon dioxide emission forecasts, which are produced by the Intergovernmental Panel on Climate Change (IPCC). The IPCC is open to all United Nations members and World Meteorological Organization and aims to openly and objectively assess "the scientific, technical and socio-economic information relevant to understanding the scientific basis of risk of human-induced climate change," according to the IPCC website.


The IPCC publishes it's carbon dioxide forecasts in the Special Report on Emissions Scenarios (SRES).
The SRES maps seven primary future emissions scenarios and uses four narrative storylines to describe the forces driving and changing emissions and to add context for the scenario quantification. The lowest emissions scenario, B1, suggests carbon dioxide emissions increasing slightly in coming decades but then falling to lower than current levels by 2100.
The second figure shows predicted temperature changes for each of the scenarios, starting with historical data from 1800.
The Climate Challenge game is based on the A1B scenario as it provides a good mid-line scenario for carbon dioxide output and economic growth, which leaves scope for the player to either improve or worsen emissions levels.
The A1 scenario family develops into three groups that each describe alternative changes in energy technology. The game producers also used the United Nations Environment Programme Java Climate Model to derive other data for the game from the IPCC scenarios.
Currently the European Union is responsible for approximately 16% of the world's greenhouse gas emissions (figures from the EU website).
Carbon dioxide is measured in megatonnes (millions of tonnes), sometimes referred to as teragrammes. All policies are taken from actual government policy documents, except those near the end of the game, which are deliberately futuristic, such as Mining the Moon. In testing, it was found that having policy cards lasting for several turns was too complex for the scale of the game. The crisis events that are caused by climate change are taken from the Impacts, Adaptation & Vulnerability Contribution of Working Group II to the Third Assessment Report of the IPCC.
Energy, food and water are the secondary resources that must be managed throughout the game. Spending money is set at 0.5% of the GDP of the economies, and the figures for power, water and food consumption and carbon dioxide emissions are also derived from data from the UNEP Java climate model. Food and water statistics were hard to quantify, as the values needed for the game are not typically published by water companies and the food industry. For areas where information was unavailable, the producers made use of secondary sources such as Wikipedia. The geographical blocks in the global policy section of the game were chosen partly to account for all global regions in a convenient number of blocks, each of a roughly similar size. For me, this is one of the fundamental and critical aspects of re-learning the art of being human. Interestingly, the Taoists refer to the heart as our second brain, giving it equal importance to the head brain. Thought tends to cut off feeling, in fact, I assert than feeling and thinking cannot occur at the same time – or at least not at the degree of intensitiy I am talking about here. Of course, these questions must be asked with genuine curiosity and a genuine desire to actually feel, otherwise the mind will delight in supplying countless answers from memory and mental concept, which have little or nothing to do with what is happening in the moment. What came up in seeing some of the comments is that it may be a major feat to have us all participate at the exact same moment so a few options came up.
For us we could imagine, create, meditate a space where we are all one together in the moment we go into our own process.
The excited part is the possibility of learning a process that feels to me like it could well be our life blanket or even our saviour. My feeling now is one of being very grounded in my 3D world and with an ever growing, loving connection with people in my home community.
The main debate amongst scientists is focussed on the amount of climate change we can expect, not whether it will happen. At times it was necessary to strike a compromise between strict scientific accuracy and playability.
This document describes the scientific sources used to create Climate Challenge and some of the compromises made by the producers.
This aspect of the game is meant to give some idea of what could happen as the Earth's climate changes and also introduce the unpredictable nature of some natural events. For example, the A1F1 scenario, which describes a fossil fuel-intensive future, predicts global carbon dioxide emissions rising to around 30 gigatonne of carbon (GtC) per year by 2100.
However, even this optimistic emissions scenario results in global temperatures increasing by 1 or 2°C, which will still have a huge impact globally. The important thing to note is that there has been almost no global warming for the past 200 years, and that all scenarios show some warming, although some are not as high as others. The A1 storyline and scenario family describes a future world of very rapid economic growth.


The scenario, as can be seen in Figure 1, predicts carbon dioxide emissions increasing until around 2050 and then decreasing after that. The producers used this figure to determine total global output of carbon dioxide to ensure that the player's actions would have a measurable effect. The UK government's Climate Change Programme 2006 was a major source of policies, and the anticipated carbon dioxide reductions from each were transferred directly from the report into the game.
Therefore the duration of all the cards has been artificially compressed to give all their modifiers in one single turn. Data for these were taken from various sources, including the UNEP model mentioned above and the DTI website.
Wikipedia is an excellent source of information, but much of the data is unverified, so must be used with caution. They were also designed to keep the game relatively apolitical, and to avoid cultural stereotyping.
Therefore this article and the content of the game apply to knowledge about climate change up to this time.
It’s not a conviction just yet, but depending on my history with weather, it will have some strength to it. As though you were on your way to meet someone and absolutely determined to get there, however challenging the journey.
It was fleeting so fast yet my whole being felt, sensed and was inside the awareness of the god force or the creator of all that is. With the current level of debate in mind, the BBC decided a game might be a good introductory route into climate change and some of the issues this creates for governments around the world. For this reason, Climate Challenge should not be taken as a serious climate change prediction. These sources are a good starting point for someone interested in learning more about climate change. We currently emit around 10 GtC per year, so this scenario predicts a three-fold increase in emissions, which is very high indeed, and could lead to global temperatures increasing by 4 - 6°C. In this potential future, global population peaks mid-century and declines thereafter, and new and more efficient technologies are rapidly introduced.
Here, balanced is defined as not relying too heavily on one particular energy source, on the assumption that similar improvement rates apply to all energy supply and end-use technologies. This emissions curve is used as the baseline for CO2 in the game, so if the player does nothing at all, this is the level of emissions they will see. The producers took this approach because the purpose of the game is to give the player an understanding of policy options and, wherever possible, to leave them feeling in control. The Potential for Microgeneration: Study and Analysis, carried out by the Energy Saving Trust for the Department for Trade and Industry (DTI), was also very useful in determining emissions reductions in many household-level policies. This means that a card's effects are much higher in the short term than would be the case in real life.
In these cases, only descriptive information was used, such as the description of fusion power on the fusion policy card.
For those of you who know me well you would know this is a place I rarely go, I tend mainly to step into the unknown with a solid trust and belief in my own ability.
The depth of the journey and the quality of the messages are beyond what I have ever been aware and present to before. I would say this is the third may be fourth time I have now experienced a message from something greater and on each occasion David has either been present or partially responsible for the energy or environment that showed up in my experience. I recall Diana saying in one of her replies to me on her site, that it is important not to interpret what animals mean for others, here I choose not to interpret why it has appeared for me but rather -- on my journeys allow the wisdom to reveal itself.
This document also describes some of the compromises the producers made for the sake of playability. Major underlying themes are convergence among regions, capacity building, and increased cultural and social interactions, with a substantial reduction in regional differences in per capita income. If each regional bloc's emissions had been tracked separately, this would not have been possible. For some reason this travel with our Soul stuff seems very important and in this moment very authentic. We have assumed that power and carbon dioxide effects are in play for five turns (50 years), and food and water effects for 10 turns (100 years).



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