Going on a first date can be awkward for boys as well as girls. You and your date both want to make a good impression on each other. You’re probably both a little nervous and conversation may come hard.
There are some things you can do, however, to break the ice on that first date. And while you’re breaking the ice, you can be observing your guy to decide whether you want a second date with him.
Dating Tips for Teenage Girls #1: Go to a Movie or Concert
This will allow you to spend a few hours together without struggling to find something to say. Afterwards, the show you just saw will give you plenty to talk about. While you’re evaluating the show, you can be evaluating your date as well. Do you and he share a sense of humor or a similar sense of values? Does he laugh at things you find offensive?
Dating Tips for Teenage Girls #2: Do Something Physical
Go indoor rock climbing, challenge him to a good, hard game of tennis, or suggest a bowling match. Until you know him better, avoid activities like hiking that will put the two of you together in an isolated area. Observe his attitude and see how does he react if you win? Does he get sullen and resentful, or is he pleased for you?
Dating Tips for Teenage Girls #3: Double (or Triple, or Quadruple) Date
Go out with other couples to get some pizza or see a movie. The more people there are, the more easily the conversation flows. Watch your date as he interacts with other people. How does he treat the other girls? Is he pleasant, or does he make crude remarks that annoy the others?
Dating Tips for Teenage Girls #4: Make a Study Date
Meet at the library to catch up on school work. Most libraries have private rooms study buddies can reserve. As you work and chat together, observe his behavior. Does he do his share, or does he count on you to do the majority of the work? Does he know how to work through a problem, or does he get easily frustrated?
A first date can be every bit as awkward as a job interview. But these dating tips for teenage girls will allow you to have fun with your date, while at the same time keeping an eye out for personality traits you may find undesirable.
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At the beginning of the 16th century, the Portuguese explorers who sailed down Brazil's coast kept tarck of their discoveries, and the days of the year, by naming the former for the latter. On New Year's Day, 1502, they glided toward a narrow opening in the coastline, guarded by fabulously shaped mountains. Beyond this entrance lay a body of water stretching 20 miles inland. Convinced that they had reached the mouth of a great river, they named the area River of the First of January.
The large waterway was not a river; it was an island-studded bay that the Tamoio people had long before named Guanabara - "arm of the sea." Nearly five centuries later, both the native and European names persist. But now, instead of caravels and dugouts, supertankers and yachts glide across the magnificent balloon-shaped harbor of Guanabara Bay. No longer a tropical wilderness teeming with tapirs and jaguars, the bay's western shores now hold a roaring metropolis called Rio de Janeiro - the River of January.
The great bay that looked like a river was only one of many illusions that Rio held. Europeans called the smaller bay of Botafago, under Sugarloaf, a "lake"; the Tamoio themselves named Guanabara Bay's eastern edge Niteroi, meaning "hidden waters." For early European voyagers, it was as though, when Rio hove into view, the curtain rose on a stage set with such strange, striking shapes and forms that virtually everything looked like something else.
Guarding the entrance to the bay, the naked and lopsided mountain the Portuguese called Pao de Acucar evoked the sugarloaves fashioned on the island of Madeira. They called the highest mountain Corcovado - "the hunchback" - for its humped profile. Today, a statue of Christ the Redeemer crowns the 2,300-foot-high peak.
The bay's vastness has been shrinking. With usable land at a premium, landfill has twice altered Guanabara Bay's contours. In the 1920s and again in the 1960s, small hills that once had been home to Rio's earliest settlers were sluiced through pipes to create bayfill. The new land now anchors an airport, a six-lane highway, parkland and beaches, the city's modern art museum, and other 20th-century landmarks as Rio looks to its great bay for elbow room
High Tech Computer Corp. (HTC), the world's leading provider of Microsoft Windows Mobile -based devices, today unveiled its most versatile PDA Phone to date: the Cingular 8525. The device is the first PDA Phone to be released in North America with High Speed Downlink Packet Access (HSDPA), which allows users to perform voice and data functions simultaneously. In addition, the Cingular 8525 is the first HSDPA PDA Phone with tri-band 3G usability and can roam in the US, Europe, and Asia (including Japan). The Cingular 8525 is the first tri-band HSDPA 3G Microsoft Windows Mobile 5.0- based PDA Phone, which, with its compact size and ultimate connectivity, is truly the complete mobile office solution. Users can utilize the device's wireless broadband access, Bluetooth and Wi-Fi, to access corporate or personal e-mail. While the Cingular 8525 is great for business, it also features the latest in Windows Mobile software and technology to let users shoot videos and still pictures - allowing people to send memories when they happen and stay connected to those who count; as well as listen to music, talk with friends via all major Instant Message platforms, or watch streamed mobile videos. The Cingular 8525 PDA Phone will be available in the U.S. from Cingular Wireless beginning November 16 for as low as $399.99 with a two-year contract and qualifying voice and data plans.
Typically, MMORPG gamers move through elaborate environments as digital action figures called avatars. Successful adventures yield monetary rewards that can be used to purchase equipment and clothing.
The major problem with older MMORPG economies has been their artificiality. The ability to sell to market-oblivious machines and the presence of infinitely durable goods, for example, have led to a variety of economic problems, which Blackman said his team is working hard to minimize.
"We identified some problems with the previous MMORPGs -- things like the older a (gaming) server is, the more money is available, meaning less value for 'über-items,'" Blackman said, referring to the devaluation of currency that occurs when an economy lacks monetary drains. "We wanted to avoid that syndrome if we could, and so a very simple addition like 'item decay' in our game will hopefully help."
And as similar games move closer to economic reality, the line between "real" and "fake" economy begins to disappear.
"From an economist's standpoint what's happening in these games is real," said Edward Castronova, an associate professor of economics at California State University at Fullerton. "You've got a distinct territory with specialization of labor, gains from trade, a floating exchange rate -- real economies are happening."
"I started playing EverQuest in early 2001, and was playing for about four days when I saw the reality of the economy in it," he said.
A year later, Castronova had penned the first-ever study of a game society's economic system. His paper examines the EverQuest world of Norrath, where "the exchange rate between Norrath's currency and the U.S. dollar is determined in a highly liquid (if illegal) currency market, and its value exceeds that of the Japanese yen and the Italian lira.... Norrath's GNP per capita easily exceeds that of dozens of countries, including India and China."
Star Wars Galaxies directly addresses many of the economic problems Castronova identified in the Norrathian economy -- namely the reduction of computer-controlled merchants and the elimination of infinitely durable goods. Both of these measures should eliminate the deflation experienced in Norrath.
Castronova believes games will eventually move from the creation of "real" economies to the formation of "real" governments.
"What you have now is a customer service state -- history has shown that this is not a viable way to run a people," he said. "I'm sure that we'll see a move toward consensus-based decision making. You are going to see player parliaments, or people are going to go to Earth courts and sue."
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