witnessed on their humanlike faces, such as anger, fear, happiness, surprise, disgust and sadness. The researchers measured how accurate the players were in identifying the emotions of the characters in the game. The activity was also intended to help the kids practice and learn empathy.

Those who played Bastion partook in a storyline where they collected materials needed to build a machine to save their village, but tasks were not designed to teach or measure empathy. Researchers used the game because of its immersive graphics and third-person perspective.

The aliens’ humanlike faces conveyed emotions such as anger, fear, happiness, surprise, disgust and sadness. Credit: University of Wisconsin-Madison

The team obtained functional magnetic resonance imaging scans in the laboratory from both groups before and after two weeks of gameplay, looking at connectionsideas in
 others' heads, subtly affecting the world, following the "rails" into
 which the universe  ! forces him and when the natural time flow
 catches up with the hour he had departed, at the end of the "trip" the
 world appears just the same as when he had departed, but the events
 that he knows had occurred are not at all as he had remembered them
 from the first time around.

The time traveller is bound by invisible "rails of fate", physically unable to stray far from them; but there are freedoms he can take, do things in different ways; often significantly different, which will lead to that one fixed point in time to be "as remembered" but the results vastly different.
Say, in the future the authorities discover