The notion of social multiculture is therefore introduced along the lines of Paul Gilroy’s “everyday multiculture”. It is argued that the everyday encounter of different social strata in an urban space gives rise to similar tensions as the mixing of cultures and ethnicities. This paper brings post-communist Eastern Europe into the debate through the case study of a street market in Sofia, Bulgaria. To resolve them the debate should move from looking at techniques for living together to the politics of living together. Taking it further afield helps reveal a number of conceptual flaws. However, discussion has been to a large degree limited to the context of the postcolonial Global North metropolis. The notions of conviviality, everyday multiculturalism, ordinary cosmopolitanism focus on how people live together in contexts of cultural diversity. The poorly developed capacity for the latter in Norwegian culture and civil society leads to unnecessary humiliation and powerlessness among refugees, and could be avoided. In gift theory, three elements are listed: the obligation to give, the obligation to reciprocate and the obligation to receive. The ideal of balanced reciprocity (or the fear of incurring debts of gratitude) is identified as a key Protestant value, and the disgraceful guest is juxtaposed with the equally disgraceful host, who fails to take an interest in his guests. In the essay, this theme is explored through a broad range of examples. Norwegians can be skilled givers but poor receivers. This asymmetry has been evident in missionary activity for centuries, and is today evident in practices towards refugees and immigrants. This chapter explores an asymmetrical bias in Norwegian (and Scandinavian) ideals and practices of hospitality, whereby gifting is one-sided rather than reciprocal, and where accepting other people's gifts is culturally problematic. Pierce.Ĭomplete each requirement to unlock the specified trophy.Hospitality is related to gift exchange and is, moreover, riddled with some of the same contradictions. A new door will have opened up, leading to a room filled with avocados and a message from Dr. If you find all of them, return to Chapter 6 and explore the hallway outside of the bedroom. Scattered throughout the game are hidden blueprints that fill in when you click on them (15 in total). Clicking on it will spawn the player in the room where the title screen is set, allowing them to wander around and interact with several unique items. If you click on all seven constellations, a new option will appear on the main menu. Within each room, if you stand in a specific spot, a clickable constellation will become visible. Hidden in chapters 2-8 are hidden rooms (one per chapter) containing a starry vista. If you place the pieces (only two of which are movable) into a position to checkmate the red king, you will receive an achievement. You will be teleported to a hidden room in Level 8 and placed in front of a chessboard. Load into any level between Level 2 and Level 7 in the reception area, click on the computer monitor that has a chessboard on it. If you collect all of the hidden chess pieces, a hidden area will be unlocked. Scattered throughout the game are hidden red and blue chess pieces that burst into light and disappear when clicked on. Clicking on it causes a sprinkler system to activate in the menu screen. If you click on all fire alarms in the game (clicking once on the alarms in the Clone level counts as activating them, even though they do not appear to be activated until you reload the level), a fire alarm option will appear in the main menu. If you click on any fire alarm in the game it will activate and remain activated for the rest of the playthrough. If you empty all fire extinguishers in the game, from that point onward they will spray flames when clicked on. Fire extinguishers emptied this way are saved as you progress through the game. If you click on any fire extinguisher in the game several times, it will eventually run empty and let out a gasping noise.
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