beEco – Co-designing a Game with Children to Promote

Casy Study: Gaming, Gamifications and Art
#chi4good, CHI 2016, San Jose, CA, USA
beEco – Co-designing a Game with
Children to Promote Environmental
Awareness - A Case Study
Nuno Jardim Nunes
Kara Rennert
Abstract
Madeira-ITI, U. of Madeira
Madeira-ITI, U. of Madeira
In this paper we describe the goals and challenges
posed by the development of beEco an interactive
game aiming to increasing environmental awareness.
Here we recount the HCI based process and design
strategy for an interactive game aiming at promoting a
new and more positive dialogue between the local
population and a Nature Reserve Park. Recognizing the
power of relationships and the creative potential and
emotional impact of children, the team ended up
involving local schools in the visual design of the
interactive game. Here, we present and discuss our
field research, design decisions and the results from
several iterative prototype testing. We conclude with a
discussion about our results compared to the aims of
the project. The project targeted an increase of
environmental awareness of the local professionals and
the creation of a new and more positive dialogue
between the local population and the Nature Park.
Campus da Penteada, 9020-105, Campus da Penteada, 9020-105,
Funchal, Portugal
Funchal, Portugal
[email protected]
[email protected]
Valentina Nisi
Madeira-ITI, U. of Madeira
Campus da Penteada, 9020-105,
Funchal, Portugal
[email protected]
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CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA
© 2016 ACM. ISBN 978-1-4503-4082-3/16/05…$15.00
DOI: http://dx.doi.org/10.1145/2851581.2851585
Author Keywords
Collaborative Design, Engagement, Sustainability,
Creativity, Digitally mediated Gaming and Storytelling.
ACM Classification Keywords
H.5.m. Information interfaces and presentation.
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Casy Study: Gaming, Gamifications and Art
Introduction
Nowadays, the widespread availability of computing
technology is creating opportunities for interventions to
promote environmental sustainability and ecological
consciousness on the part of existing or potential
technology users. Taking the definitions coming from
environmentalism, i.e., increasing awareness for
actions that could lead to the protections and
improvement of the health of the environment,
particularly as the measure for this health seeks to
incorporate the concerns of non-human elements.
These are domains where the political and cultural
contexts have wider implications than technology itself,
which are just starting to be explored by the humancomputer interaction (HCI) community. The political
and cultural context are related to the government
responsibilities about environmental protection and the
cultural context to the traditions connected to practices
such as fishing and farming. Both are legitimate social
concerns that are sometimes contradictory. This paper
presents a case study of an HCI intervention enabling
inquiry of the potential and effectiveness of interactive
technologies in the domain of environmental protection.
A team of HCI researchers was sponsored by the local
nature reserve park agency to design an interactive
game that could lead to the adoption of ecological
practices in the context of an environmental protection
project, i.e., a project looking at promoting the
practices of protecting the natural environment on
individual, organizational or governmental levels for the
benefit of both the natural environment and humans.
This created an opportunity to adopt design research
methods in the wider context of HCI, serious games
and environmental awareness uncovering some specific
political and cultural issues related to the local
#chi4good, CHI 2016, San Jose, CA, USA
environmental practices. In HCI research,
environmental and ecological concerns are typically
framed as a psychological problem of “bad habits”,
where the solution is to motivate and inform people to
act pro-environmentally [1-3]. Yet, environmental and
ecological concerns also have a political dimension that
must be considered and eventually become part of any
effective solution.
This paper builds on Dourish [2] and Wakkary et al [4]
views that the potential and effectiveness of HCI
interventions in ecofriendly practices require inquiry
into the contexts in which those practices arise.
Furthermore, suggesting generative approaches that
prescribe open, engaged, and participatory interaction
design leading to a level of radical rethinking of the role
and nature of interaction design [2, 4]. This is
particularly relevant for environmentalism a process by
which such disparate groups of people such as farmers,
fishermen, naturalists, botanists, mountaineers,
surfers, foresters, and others are enrolled into a single
movement through the discursive creation of “the
environment” as an object of mutual concern [2]. In
addition, our work explores the role of childhood in
influencing individual values and likelihood to engage in
pro-environmental behavior [5] [6].
This year long project was articulated through a typical
human-centered process comprising of research
synthesis, design and implementation. The final artifact
developed is an interactive game (see Figure 1) aiming
at raising awareness through playful interaction, as well
as promoting a new and more positive dialogue
between the local population and the park. Through the
preliminary research and subsequent design process we
identify and recognize the potential contradictions
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between the goals of our HCI intervention and the
forces that shape their deployment in the local context.
Currently the final interactive game is used by the park
to promote environmental best practices among the
target user group of fishermen and farmers.
State of the Art
Figure 1: beEco interactive
application to stimulate
environmental awareness
through playful interaction.
Many HCI researchers began examining the
opportunities to use information technologies to
promote environmental protection and ecological
consciousness on the part of technology users. Blevis
defends that sustainability should be a central focus of
interaction design [1]. Interaction design for
sustainability can thus be seen both from the point of
view of how interactive technologies can be used to
promote more sustainable behaviors and from the point
of view of how sustainability can be applied as a critical
lens to the design of interactive systems [1].
DiSalvo et al. [3] note that information technology is
used as a persuasive force in behavior change, with a
focus upon individual rather than collective action.
Dourish examines the way that traditional HCI
discourse obscures political and cultural contexts of
environmental practice, which on the other hand must
be considered as part of an effective solution [2]. He
claims that research on ecological politics and the
political economy of environmentalism highlight some
missing elements in contemporary HCI analysis.
In the current academic landscape regarding children
and sustainability most of the discussion is about
environmental education [7]. There is little literature
about how children represent sustainability. In [7] the
authors describe a methodological framework used for
interviewing children about issues related to
#chi4good, CHI 2016, San Jose, CA, USA
sustainability using drawing-telling techniques.
However, the goal of this research was to inform the
design of eco-visualizations for children based on their
understanding of sustainability and their own
visualization of their homes. A different study looked at
how families talk passionately and reflectively about
why they want change, including emotional, personal,
and social motivations [8].
Chawla’s research suggests developmental paths to
active care for the natural world in childhood and
adolescence [5]. It emphasizes studies with young
people that explore experiences associated with care
for elements of nature, but includes retrospective
research in which adults who take action on behalf of
the environment recall formative childhood
experiences. With the reasoning that children’s
motivation to care for nature exemplifies general
processes in the development of a sense of agency and
motivation to achieve valued goals, it looks more
closely at how children develop empathy and sympathy
for other living things, as a motivation for care [5].
While reviewing research into the psychology of trust,
influence, emotion, and persuasion (for instance in
[9]), we found inspiration in the creative work of Alison
Lester. When she travelled to Antarctica in 2005 as an
Art Fellow, thousands of children from schools around
the world were inspired by her journey, using her
online diary to track her adventure. Alison encouraged
the students to draw in response to her descriptions
and photos and received numerous drawings of
Antarctica as imagined by the children. The
collaboration yielded beautiful work that was
captivating and resonant, and inspired us to engage in
this type of collaboration to reach our target groups.
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Additionally, the work of Druin termed the different
roles children can play in the design process [10]: user
– the designer observes how the child uses a
technology that has already been developed, tester –
the child tests emerging technologies, informant – the
child takes place in informing the design process before
the technology is designed, and design partner –
similar to informant but here the child is considered to
be equal stakeholder in the design process. In our
project, we asked the children to be partly informants
and partly design partners creating the drawings that
were later used to produce the interface.
Field Research
Figure 2: Children proud of their
drawings representing the
environment and its species
We conducted our field research to understand the
complex ecosystem of stakeholders involved in
promoting and enhancing the compatibility between the
development of socio-economic and cultural activities
(fishing, agriculture, and nature tourism), and the
management of nature reserves (threatened areas,
habitats and species). Drawing on initial interviews with
five experts (a mix of researchers and experienced
managers in agriculture and tourism) we gathered a
deeper understanding of the underlying political and
cultural issues. For instance, one expert pointed out
how easy it is to harm nature: “If just one person in
1000 disrespects nature, it’s enough to do harm. The
ways in which people can harm nature are a lot more
than used to be” (Expert 4, travel operator). Another
expert confirmed the importance of nature for tourism
but how misconceptions about the return on investment
are hard to confront: “If you take the number of people
that come here to see the nature and the money
needed to maintain it and compare it to golfing,
tourism to explore nature is really cheap (...) but there
will be a huge price to pay in the future, if this
#chi4good, CHI 2016, San Jose, CA, USA
(spreading of invasive species) continues” (Expert,
manager). A third environmental expert pointed out
that: “local people are not aware that small acts
against the environment can result in less tourists, …
just a few people are aware of this. I am shocked
because we are destroying a touristic attraction...”
(Expert 01, researcher in bio-agriculture).
Our initial research uncovered, to our surprise, that
tourists in the context of nature preservation are not
the main problem. As one of the world-known tourist
destinations for nature and trekking, Madeira’s visitors
are quite aware of environmental protection. Our
research seemed to indicate to focus our efforts on
understanding the attitude of the local inhabitants
towards the respect and preservation their own
territory, rather than the damaging acts of the visitors.
Because people are often afraid or shy to report their
actions with respect to sustainability, we have decided
to focus on methods which rely more on our
observations and participations rather than surveys and
self reporting. We then turned towards the use of
“Contextual inquiry” [11], “Fly on the wall”
observations and “Directed Storytelling” [12]. Through
the “Fly on the wall”, we wanted to understand how
local people interact with nature in their everyday lives,
when they are not thinking about it and not conscious
of being observed. “Directed Storytelling” on the other
hand, involves encouraging the interviewee to
remember and tell us a story related to a specific topic,
in this case their eco friendly or lack of, behaviors, in
order to gather information related to their habitual
practices. During the space of one month we performed
seven contextual enquiries (plus nine complementary
observations), six directed storytelling and 15 fly on the
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wall observation sessions. The subjects were recruited
randomly in farms and markets near the protected
areas where they usually work or sell their products. In
particular, for farmers and fishermen the subjects were
approached during their idle time and we identified
ourselves as university researchers with no relationship
to the park. In total we observed and interviewed a
total of 154 subjects, including 5 experts, 56 tourists,
70 locals, 11 farmers and 12 fishermen.
Figure 3: Enhanced children’s
drawings incorporated in the
beEco gaming application screens
Consolidation
After gathering data during field research, we analyzed
all of our notes and open the information in
transcriptions of the interviews. These synthesized
notes were clustered using affinity diagrams in order to
find common patterns and insights. Consolidation of our
collected data revealed some tense relationships in
which the power is unbalanced, like between experts
and non-experts and tour guides and locals as well as
tourists. Such unbalances are highlighted by the use of
aggressive language, irritation and subversion. For
example, angry farmers say to the experts: “If you
force us to change we will change, otherwise we
won’t”; Guides complain about tourists: “You are
stubborn and you don’t listen”; while experts point their
fingers at the authorities: “You are destroying the
tourist attractions of the island”; Eco-tourists rebel
against travel agencies: “We want to be alone”.
Nevertheless, when a common goal or value is finally
perceived forces join and different groups start working
together, like for instance, regarding the common
perception of the economic importance of the landscape
and the common fear regarding natural disasters like
forest fires. Such small signs gave us some hope that
some cooperation could be achieved.
#chi4good, CHI 2016, San Jose, CA, USA
Synthesis
Our initial field research gave us a broad understanding
of who our target audience should be, but why should
people change? How could we get them to care? The
situation in which such segments of the population live
is very complex and often disadvantaged compared to
the working segment employed in the city. The rich
variety of the stakeholders that pertain to this domain
also makes any intervention in this area very
complicated. How can we illustrate to farmers and
fisherman’s the harm of some of their practices once
what is at stake are much more basic needs such as
being able to pay their bills and support their families?
Basic life conditions are endangered if farmers and
fisherman cannot meet their ends, and both groups
believe that the park is trying to stop them from
making a living. They think that the park cares more
about the endangered plants and animals than the
survival of the local professionals. Fishermen perceive
the sea reserves as places where they are not allowed
to fish, protecting the seal that steal their profit.
Ideation
Our challenges emerging from the insights, guided the
ideation process and can be summarizes as follows:
§ How can we influence the relationship between local
fishermen and farmers have with the park? How can
we help them believe and trust that the park is
concerned about the future of the people of Madeira
as much as it is concerned about the environment?
§ How can we actually reach such a closed target
group, that preferably relate only to their close
family or community? How do we physically get the
messages to them? Then, how do we communicate
the message so they actually understand it?
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§ How do we engage/persuade/or convince people to
change their behavior when they are focused on
providing the basic, for themselves and their family?
How do we engage them? And get them to listen?
How do we create future advocates for an ecocompatible life?
Most of these challenges were grounded on the
diversity of motivations suggesting that individuals’
eco-friendly behaviors are constrained by one’s
circumstances, social context and access to resources.
The first relationship we needed to address was the one
between the park and the audience it wanted to reach.
From our research we learned about the importance of
childhood in influencing the individual's values and
likelihood to engage in pro-environmental behavior [5].
In addition, both theoretically and empirically, there are
strong arguments indicating an increased influence of
children on domestic consumption, not least in issues of
environmentalism and sustainable development [13].
Our own research highlighted that children create a
strong connection with the future since they are the
future [14]. And finally, creating heartfelt relationships
creates new stakeholders. We advocate for people and
causes that we have meaningful relationships with.
Since it was difficult to reach our users and at the same
time we needed to re negotiate their trust towards the
park institution, we decided to focus on existing touch
points between the locals and the park. Regular
workshops held by the park with farmers and fishermen
were already in place. We proposed several interactive
learning experiences, as part of these existing
workshops. In particular, we wanted to intervene at the
local school’s level, in order to convey environmental
awareness messages to the kids of the main fishermen
and farmer’s villages. Furthermore, as a conclusion of
#chi4good, CHI 2016, San Jose, CA, USA
such interactive experience, we asked the children to
draw about what they were learning from such
workshops, as part of the workshops themselves. We
planned to use such drawings to inform the visual
design of an interactive application targeting fishermen
and farmers and their daily work routines. We
envisaged in this way to engage them through an
emotional connection between their work, their family
and the future of their environment. In particular, the
interactive experience we designed recreates a journey
through the daily practices of a fisherman or a farmer
that has to make choices in order to perform its activity
(weather it is fishing or farming the land). Such choices
are exposed as right or wrong practices, giving points
to the player and ultimately consolidating his or her
knowledge regarding the sustainability and eco
compatibility of his or her daily routines for the
ecosystem of Madeira and the overall economic activity.
What is unique about this type of process is that the
activities performed by and with the children not only
produced artifacts that were later integrated into the
digital experience, but the design process itself was an
integral “artifact” of our application. In fact, through
the design process we ended up fostering excitement
and confidence about such topics in the children, and
as a consequence the message was spread through
families and new stakeholders were created among the
adults, hopefully starting a better relationship between
our target communities and the park.
Education and interventions regarding sustainability
issues should reveal that multiple conflicting values
moral positions and belief systems are all involved in all
issues of sustainability [15]. The team hence decided to
design beEco, a “game for change” inspired application
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that would be used by the Park as part of their ongoing
series of encounters with the fishermen and farmers.
The beEco procedural rhetoric model would let the
users experience the effects of their practice, and foster
open dialogue among different stakeholders.
Iterative Design Process
Figure 4: Low-fi prototyping
testing (top) and high-fi
prototyping testing with farmers
(bottom)
At the time of our project, the park already held two
types of workshop targeting natural resources themes,
aiming at audiences of school children. The workshops
started with a presentation where the children were
shown the variety of animals that live in the ocean, the
importance of preserving the rare species, and the
importance of having enough fish in the ocean so
fishermen can fish, earn money, and everyone can
continue to eat these fish. In the presentation, the
problem of the negative impact on sea life of garbage
in the ocean was discussed. The children were very
impressed with the images of the dolphins, whales,
seals and turtles and startled and saddened by the
image of the bird that died because of eating garbage.
In the presentations, the children could see many wild
animals that have a positive impact in the farming or
fishing activity. The children were very excited to be a
part of this project and to help in spreading the
message to “grown ups”. They were surprised about
the negative effects of garbage and the extent it could
destroy the ecosystem. Children were always asked to
produce some drawing during or at the end of each
workshop session about what the nature around them
and how they felt about what was happening to it (see
Figure 2). We participated to multiple drawings
sessions at five elementary schools, we scanned the
drawings, cropped out and enhanced selected elements
from each drawing, and created assets that were later
combined and arranged with modified photos of a sea
#chi4good, CHI 2016, San Jose, CA, USA
and a farm landscape. Additional assets were also
created and colors and textures from the drawings used
to blend them into the scene (see Figure 3).
Prototyping and Testing
The first prototype we produced was focused on the
fisherman’s’ journey while at work (see Figure 1
bottom). We listed all the issues related to fishing
uncovered during our research and created a
fisherman’s journey experience plus a set of questions
that would naturally uncovered such issues in a
coherent way. For each question, we designed the
possible responses that would convey the appropriate
information according to the Park view and the
currently standing laws. Then we expanded further this
information in order to include the consequences for all
kind of responses. With the questions and responses
ready, and a preliminary look and feel for the
experience, we created the low-fi prototype. We
presented a potential user with a story line
encompassing different fishing scenarios and the
choices they would have to make in each scenario. We
then created a paper prototype that simulated the
experience through a tablet (see Figure 4). Common
graphical elements (such as the fisherman or the
farmer him/herself, the boat, the bottom of the sea,
the farmed land etc.) as well as controls and commands
for the interactive game such as buttons and score tabs
etc. were produced by us, while the drawing from the
school children’s were selected, digitized and inserted
in the background graphics (see Figure 3).
The system design of the prototype mimicked a game
of chance and presented the user with a wheel to spin
that would select the option that the user would
experience. Based on the scenario, and the outcome,
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the user would gain or lose points in 3 categories –
money, fish, and space in the boat. The goal was to
have the user connect environmental actions with their
respective short-term gains and long-term losses. The
design rationale for the game-of-chance spinning wheel
was to allow the user to experience negative choices
and outcomes based on behaviors they either would not
admit to have, or would avoid for fear of loosing.
Testing
Several rounds of testing were conducted to evaluate
the concept, the interaction and the game dynamics.
Testing sessions were conducted with experts as well
as non-experts users (see Figure 4). After this first
round of testing some refinements were brought about
the application. The spinning wheel was substitute by a
fishing rod, or a bag of seeds from which to throw some
seeds into the field, instead of the anonymous wheel
points (see Figure 5). The choice to stick to illustration
and incorporate children’s drawings was maintained, as
well as the second person point of view of a fisherman
or farmer leading the user through the journey.
A medium fidelity prototype was then developed to test
those design decisions with six different subjects (see
Figure 4). Initially users were unsure how to use the
new selector (fishing rod), however they managed to
figure it out without the researcher interference. They
found the task difficult, but still challenging and
interesting enough to keep trying. In general users
reported the journey to be realistic and well explained
the consequences of the fisherman actions to the
nature. Users were mostly impressed by the ocean’s
pollution: not being able to swim in a dirty ocean
because of the garbage and plastic was a visual that
resonated with them.
#chi4good, CHI 2016, San Jose, CA, USA
After consolidating the results from the second iteration
a third and final round of testing was organized mainly
to test the content of the farmer’s experience and see if
the same game mechanics worked well with a new
context. The final design for the beEco interactive game
was implemented using HTML 5 and was made
available both online and as a tablet application. The
application starts with a tutorial that explains to the
user how to use the controls and explaining the game
dynamics. We expressly designed and kept some
difficulties into the gameplay, like for example selecting
the right choice of answer through a skilled gesture
that will launch a fishing rod or a bunch of seeds into
the landscapes (see Figure 1 bottom and 3 top) as
during the tests the difficulty proved not to discourage
users but on the other hand to foster engagement.
Each question in the game, confronts the user with a
different problem that fishermen and farmer’s
professionals deal with every day and asks the user
what should be done in this situation. After the solution
is selected, the game shows the consequence of the
chosen action, both for the environment and for their
particular economic activity. Based on the consequence
of the selected action the user wins or looses points.
Discussion
There is a long debate about how particular domains
like environmentalism affect the design strategy of
information technology and challenge HCI research.
The beEco case study provides evidence of several
challenges and contradictions of designing effective
computing interventions in presence of multiple
stakeholders with cultural and political consequences
that go beyond the traditional vision of interaction
design for environmental protection as a mere matter
of personal morality.
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Our research changed how we initially envisioned
technology as a tool to change individual behavior and
instead position it as a means towards generating new
forms of dialogue between the different stakeholders.
In the process it provided insights into the impact of
computing on individual creative experiences, as well
as complex social, political and collaborative contexts
like the ones described here. We saw design
engagement through children as a starting point for a
new form of intervention of computing for
environmental protection [10]. In fact, when we talk of
persuasion in HCI interventions, we are frequently
concerned with how behavior modification can be
induced by intervening in moments of local decision by
providing people with rewards or motivations for
desirable behaviors. However, when these interventions
arise in complex political settings such as the one in
which we operated, then a different application area
presents itself. From this perspective, what we might
want to persuade people of is the way in which their
(conflicting) interests are aligned with those of others,
including authorities, tourists and their own future
(their children). Children create a strong connection to
the future because they are in essence the future.
Considering that design is an act of choosing among or
informing choices of future ways of being, using the
creative expression of children provides a powerful
means to raise environmental awareness. However, we
recognize like others [13] that the lack of integrated
research makes it difficult to provide reliable accounts
of the specific processes through which children
influence their own and their family’s behaviors.
Despite the recognized focus on individual rather than
collective action [3], and the consequent adoption of
existing HCI methods, tools, and rationales as means to
#chi4good, CHI 2016, San Jose, CA, USA
a solution, we didn’t find methodological limitations in
our case study. Our experience suggests to reflect and
conceive environmental protection as a problem with a
significant political dimension that requires us to think
creatively about how can we use information
technology as a persuasive force in behavior change. In
fact, rather than using technology to provoke reflection
on environmental impact of individual actions, we might
want to use it to promote dialogue, understanding and
show how particular actions or concerns connect
together broad coalitions of citizens, groups, and
organizations [2].
Conclusions
This paper describes a case study that engages,
stimulates and provokes human experiences in the
domain of environmental sustainability, through a
creative use of technology. Our project resulted in
interactive game aiming to increasing awareness and
promoting a new and more positive dialogue between
the local population of fishermen and farmers and the
Park. We described how the political and cultural
setting of the project informed a design strategy that
supported the creation of the game heavily relying on
visual content and involving the creative participation of
local children. beEco in fact incorporated children’s
drawings of both ideal and distressed views of their
natural environment in order to focus users’ thoughts
and actions towards the future of the island.
Our main objective was to promote and enhance
through technology, the dialogue leading to
compatibility between the development of socioeconomic and cultural activities such as fishing,
agriculture, and nature tourism, and the management
of nature reserves, endangered areas, habitats and
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#chi4good, CHI 2016, San Jose, CA, USA
species. Our research and preliminary testing shows
that our application was effective in communicating
environmental best practices from the Park in a way
that resonates not only with the two targeted
communities but with a wider variety of audiences and
users. Environmental sustainability is a domain where
the political and cultural contexts have wide
implications, and the case study described here is a
contribution to inform design practice about the lofty
goals and incredible challenges that designing for
environmental awareness brings.
7.
Desjardins, A. and R. Wakkary, How children
represent sustainability in the home, in Proceedings
of the 10th International Conference on Interaction
Design and Children. 2011, ACM: Ann Arbor,
Michigan. p. 37-45.
8.
H, M., et al., No easy compromise: sustainability
and the dilemmas and dynamics of change, in
Proceedings of the 2014 conference on Designing
interactive systems. 2014, ACM: Vancouver, BC,
Canada. p. 1025-1034.
9.
Thaler, R.H. and C.R. Sunstein, Nudge : improving
decisions about health, wealth, and happiness.
2008, New Haven: Yale University Press. x, 293 p.
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