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Ех 8 Choose the correct answer.​


Ех 8 Choose the correct answer.​

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Ответ:
влад2306
влад2306
30.09.2020 09:32

ответ:

на языке

life 50 years ago

life today seems to be much better than 50 years ago. it became much easier to do many basic things. for example, people don't have to wash clothes without a washing machine. there is a microwave, a vacuum cleaner, a dishwasher, an electric cooker almost in every house. modern technology has fully changed our lives to the better. fifty years ago people couldn't even imagine that household chores would be done by smart appliances. to think only, they didn't know that computers would instantly send messages, take photos, or allow making video calls. nobody had cell phones back then. on the one hand, it might have been difficult to live without these gadgets. on the other hand, children were much happier without cell phones and hand-held computers. my grandparents often tell me about their childhood and youth. they say it was a happy time and people were different. people of their generation weren't commercially-minded at all. our generation lives at the era of consumerism. we don’t value things and clothes that much. when we break or spoil something, we go to the store and easily buy a new one. my grandmother tells that she could wear the same pair of shoes for ten years and more, while i want to buy new shoes almost every season. women’s rights have also been modified. fifty years ago they were supposed to be diligent housewives. today women are seen at many high positions. they can be leading lawyers, politicians, financiers, top managers and superintendants. another modern step forward is the development of travel opportunities. it has become faster, cheaper and more convenient to travel from one country to another. it is beneficial nearly for everyone: international students, curious adults, international commerce and trade, etc.

перевод на язык

жизнь 50 лет назад

жизнь сегодня, кажется, гораздо лучше, чем 50 лет назад. стало намного легче справляться со многими элементарными вещами. например, людям не приходится стирать одежду без стиральной машины. почти в каждом доме есть микроволновая печь, пылесос, посудомоечная машина, электрическая плита. современные технологии полностью изменили нашу жизнь к лучшему. пятьдесят лет назад люди не могли даже представить себе, что делами будут заниматься «умные» устройства. подумать только, они не знали, что компьютеры смогут мгновенно отправлять сообщения, делать фотографии или позволят совершать видеозвонки. в то время ни у кого не было сотовых телефонов. с одной стороны, возможно, без этих гаджетов было трудно жить. с другой стороны, дети были гораздо счастливее без сотовых телефонов и карманных компьютеров. мои бабушка с дедушкой часто рассказывают мне о своих детских и юношеских годах. они говорят, что тогда было счастливое время и люди были другими. люди их поколения вовсе не были коммерчески настроенными. наше поколение живет в эпоху потребительства. мы особо не ценим вещи и одежду. если что-нибудь сломалось или испортилось, мы идем в магазин и легко покупаем новую вещь. моя бабушка говорит, что она носила одну пару обуви свыше десяти лет, в то время как я хочу покупать новые туфли почти каждый сезон. права женщин также были изменены. пятьдесят лет назад они должны были быть прилежными домохозяйки. сегодня женщины занимают высокие должности. они могут быть ведущими юристами, политиками, финансистами, топ-менеджерами и . еще один скачок вперед – это развитие возможностей для туризма. стало быстрее, дешевле и удобнее путешествовать из одной страны в другую. это выгодно почти для всех: для иностранных студентов, любопытствующих взрослых, международной коммерции и торговли и т.д.

объяснение:

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Ответ:
Danlika
Danlika
17.08.2022 08:00

объяснение:

dmitry davidoff (russian: дми́трий давы́дов, dmitry davydov) is generally acknowledged as the game's creator. he dates the first game to spring 1987 at the psychology department of moscow state university, spreading to classrooms, dorms, and summer camps of moscow university.[3][note 1] wired attributes the creation to davidoff but dates the first game to 1987,[4] with 1986 being the year in which davidoff was starting the work which would produce mafia. he developed the game to combine psychology research with his duties teaching high school students.[4] the game became popular in other soviet colleges and schools and in the 1990s it began to be played in other parts of europe and then the united states. by the mid 1990s a version of the game became a latvian television series (with a parliamentary setting, and played by latvian

andrew plotkin gave the rules a werewolf theme in 1997,[6] arguing that the mafia were not that big of a cultural reference, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime.[4] mafia and a variant called thing[note 2] have been played at science fiction writers' workshops since 1998,[7] and have become an integral part of the annual clarion[8] and viable paradise[9] workshops. the werewolf variant of mafia became widespread at major tech events, including the game developers conference, etech, foo camps, and south by southwest.[4] in 1998 the kaliningrad higher school of the internal affairs ministry published the methodical textbook nonverbal communications. developing role-playing games 'mafia' and 'murderer' for a course on visual psychodiagnostics, to teach various methods of reading body language and nonverbal signals.[10] in september 1998 mafia was introduced to the graduate college at princeton university, where a number of variants were developed.[11] the werewolf theme was also incorporated in the french adaption of mafia, the werewolves of millers hollow.

in august 2000, a user under the alias "mithrandir" of the grey labyrinth, a website devoted to puzzles and puzzle solving, ran a game of mafia adapted for play on a forum board.[12] both the grey labyrinth[13] and sister site mafiascum[14] claim that this was the first game of mafia run on a forum board. from there, mafia has spread to numerous online communities.

in march 2006 ernest fedorov was running a mafia club in kiev, using his own patented variation of the rules. the club organizes games, rates players, and awards prizes (including a sicily trip for their tournament-series

in june 2006 a rockingham school inquiry was launched after parents complained of the traumatic effects classroom mafia was having on their fifth-grade children. davidoff responded to the reports, saying that as a parent who had studied child psychology for 25 years, he felt that the game could "teach kids to distinguish right from wrong", and that the positive message of being honest could overcome the negative effects of an "evil narrator" moderating the game as if it were a scary story.[16]

mafia was called one of the 50 most historically and culturally significant games published since 1890 according to about.com.[17]

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