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When it came to architectural points of interest, Ladd used Lustr 2s, which also helped control light on the patrons without having to place grip gear in the ceiling.

This meant they had to be hidden from camera, so we used the smallest moving lights on the market — two ROBE Robin Pointes and two Clay Paky Sharpys — strategically placed in the ceiling, one each on either side of the stage.

The Pynk is the epicenter of P-Valley , and its interior was built entirely on stage. Finding a building that worked for the outside of the club proved difficult.

Who is in control? Who surrenders? The main floor, in contrast, offers fantasy — lights, smoke, mirrors. Gordon says he builds with the utmost awareness of the needs of the camera department, designing a Plexiglass floor that could be put in to capture specialty shots from underneath the stage looking up at the dancers.

The lenses were PV Standard Primes de-coated to varying degrees subtle, medium and extreme. Schreiber and Vialet were interested in the soft feel of the vintage glass, and also the unique aberrations typical of the no-coats.

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Early activity habits matter—a study in the American Journal of Preventive Medicine found that the most active 9-toyear-olds remained the most active later in life.

It also exercises their minds and their creativity. More than anything else, play teaches children how to work together and, at the same time, how to be alone.

It teaches them how to be human. Yet one of the best ways to understand why children play is to look at the behavior of young animals.

Play among animals is more conditional on the environment than it appears to be among children—during periods of drought and food scarcity, young animals will cease playing.

But play does have a major impact on the brains of animals—and researchers believe it may have a similar impact on the brains of human children.

Rats and cats, like many animals, play with increasing frequency during their juvenile years, before peaking at puberty and, not unlike humans, declining as adults.

The development of the cerebellum—the part of the brain that coordinates and regulates muscular activity—follows the same curve, growing rapidly during the juvenile period and then leveling off after puberty.

Scientists have theorized that those two facts might be connected. In one experiment, carried out by Sergio Pellis, a neuroscientist at the University of Lethbridge in Alberta, researchers raised two sets of rats from birth, allowing one group to play with other juvenile rats while the other group was kept from playing but otherwise had normal interactions with adult rats.

At puberty, the rats were euthanized and dissected. Rats raised in the environment without play showed a more immature pattern of neurons in the prefrontal cortex—the center of the brain in mammals—than did rats who had been allowed to play.

Pellis believes that playing while young helps an animal—and potentially a child— selectively prune the overabundance of cortical brain cells that exist at birth, aiding in the process of maturation.

The brain rewires itself under the positive stress of play, as children figure out how to navigate the world and each other. The apparent randomness of play may be its secret genius.

Part of what sets humans apart from other animals is the range of creativity, flexibility and adaptation. This is especially true of the pretend play that is most characteristic of human children.

Rats, as far as we know, do not have imaginary friends. It also featured in-depth, intelligent and passionate coverage of all aspects of gaming.

Given the close ties between the world of Japanese console RPGs and animation, the magazine also heavily featured information about manga and anime by noted UK based writer, Helen McCarthy.

It can be said that Super Play was one of the magazines that helped to push forward what was at the time a nascent market for anime in the UK.

In this vein, the magazine itself was also notable as its cover illustrations and many illustrations between the covers were done in manga-influenced style by artist Wil Overton.

Overton also caricatured many of the staff in chibi form, wearing various types of anime-related costumes - sci-fi armour, flying gear, RPG-style armour etc.

The cover even had the name "Super Play" written in katakana. The magazine was published monthly, and would regularly feature a monthly Fantasy Quest column about Japanese console RPGs in their native market.

In the second half of the publication's life, there was a monthly Final Fantasy Forum dedicated to playing tips and secrets for Square games, even despite the fact that none of the Final Fantasy game series had been released in Europe at that point.

The magazine was based in Bath, England and published by Future Publishing. Despite its fairly short run 47 issues, just short of 4 years, and a one-off "Gold" special in , and many years since its demise, it still enjoys a fan following on the internet.

Its end came with the declining popularity of the SNES itself, both among games publishers and the game-buying public, as the Nintendo 64 was on the cusp of release, making way for the next generation of video game consoles.

Super Play was succeeded in March by N64 Magazine, which was initially edited by Jonathan Davies with Wil Overton as Art Editor, and frequent contributions by former Super Play writers, although the magazine was much less focused on import gaming and RPGs than its forebear.

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In one experiment, carried out by Sergio Pellis, a neuroscientist at the University of Lethbridge in Alberta, researchers raised two sets of rats from birth, allowing one group to play with other juvenile rats while the other group was kept from playing but otherwise had normal interactions with adult rats.

At puberty, the rats were euthanized and dissected. Rats raised in the environment without play showed a more immature pattern of neurons in the prefrontal cortex—the center of the brain in mammals—than did rats who had been allowed to play.

Pellis believes that playing while young helps an animal—and potentially a child— selectively prune the overabundance of cortical brain cells that exist at birth, aiding in the process of maturation.

The brain rewires itself under the positive stress of play, as children figure out how to navigate the world and each other.

The apparent randomness of play may be its secret genius. Part of what sets humans apart from other animals is the range of creativity, flexibility and adaptation.

This is especially true of the pretend play that is most characteristic of human children. Rats, as far as we know, do not have imaginary friends.

Play, in this way, can be thought of as education by another name—which is another reason we should be concerned that free playtime is now being taken up by structured activities or screen time.

Play also has a vital social drive, as education experts Olivia Saracho and Bernard Spodek have described.

Anyone who has observed a school playground knows that children can instantly organize themselves to play in groups.

It helps them learn how to work together in groups and to share, negotiate and resolve conflicts—especially if parents and other adults give children the space they need to work out problems on their own.

Working with juvenile rats, neuroscientist Jaak Panksepp of Washington State University found that play actually changes the brain to make it more pro-social.

Of the 1, neocortical genes that Panksepp looked at in one rat experiment, about one third of them showed significant changes in activity after just a half-hour of play.

The good news is that after years of cutting back on free playtime for children, smart schools and parents are beginning to understand the benefits of letting kids of all ages roam relatively free.

But free play encourages the development of the two skills that no robot can replace: creativity and teamwork.

Just as the most imaginative and innovative leaders in business and politics needed time away from work to come up with some of their best ideas, so do children need time to play on their own, away from schools and screens and even adults.

The payoff will be there down the line—and even more than that, it will be felt here and now. Contact us at letters time. By Siobhan O'Connor. Get our Health Newsletter.

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Sign Up Now. Check the box if you do not wish to receive promotional offers via email from TIME. You can unsubscribe at any time.

By signing up you are agreeing to our Terms of Use and Privacy Policy. It also featured in-depth, intelligent and passionate coverage of all aspects of gaming.

Given the close ties between the world of Japanese console RPGs and animation, the magazine also heavily featured information about manga and anime by noted UK based writer, Helen McCarthy.

It can be said that Super Play was one of the magazines that helped to push forward what was at the time a nascent market for anime in the UK.

In this vein, the magazine itself was also notable as its cover illustrations and many illustrations between the covers were done in manga-influenced style by artist Wil Overton.

Overton also caricatured many of the staff in chibi form, wearing various types of anime-related costumes - sci-fi armour, flying gear, RPG-style armour etc.

The cover even had the name "Super Play" written in katakana. The magazine was published monthly, and would regularly feature a monthly Fantasy Quest column about Japanese console RPGs in their native market.

In the second half of the publication's life, there was a monthly Final Fantasy Forum dedicated to playing tips and secrets for Square games, even despite the fact that none of the Final Fantasy game series had been released in Europe at that point.

The magazine was based in Bath, England and published by Future Publishing. Despite its fairly short run 47 issues, just short of 4 years, and a one-off "Gold" special in , and many years since its demise, it still enjoys a fan following on the internet.

Its end came with the declining popularity of the SNES itself, both among games publishers and the game-buying public, as the Nintendo 64 was on the cusp of release, making way for the next generation of video game consoles.

Super Play was succeeded in March by N64 Magazine, which was initially edited by Jonathan Davies with Wil Overton as Art Editor, and frequent contributions by former Super Play writers, although the magazine was much less focused on import gaming and RPGs than its forebear.

Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest.

Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book.

Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3.

Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses.

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