LIFEGAMES is…

 

 

For all children. 

 

Particularly for the age five-through-twelve range, when a majority of emotional and

mental habits are all but locked in.

 

A dazzling series of video_game_based modules.

 

For reversing out the "Lifeglitches", starting much, MUCH  earlier in life. 

 

Sold as a retail product.  To be rolled out on a LARGE and NATIONAL scale via Cross-

Pointing (mutually-enhancing) TV, Radio and Internet Community campaigns.

 

                        and LIFEGAMES is...

 

Based upon the premise that for whatever reason (and we have a few intriquing theories)

somehow most of us were not exposed to or taught in traditional education

                                        --therefore, are unaware of--

 

        SOME OF THE MOST IMPORTANT LESSONS WE COULD *EVER* USE (really USE):

 

How...to live.  Comfortably. Happily. Successfully. Growingly ...Non-stressfully.

 

A basic gut-understanding, and therefore enormously useful DAILY, of how to REALLY get

along with other people.

And --vastly important-- how to subtly invite, coach or promote by example, these

simple but advanced techniques to those other adventurers (in this life of ours),

including the faculty for “co-coaching”.

 

A PRACTICAL, real-world 'system', for starting to turn around the volume of "Man's

Inhumanity to Man".

 

                        LIFEGAMES is...

 

Built on a gradient, that is...the simplest, most easy-to-master parts

are FIRST before SECOND, instead of thrown in randomly and willy-nilly (a truly widespread

"lifeglitch" problem and so, module).  Put probably way too simply, "First things first" makes

learning fast, and way more fun.

 

Very COOL, technology-based, "EXTREME",  MODERN -- in look, execution, sales and

marketing.  Yet, supportive of a more organic living frame of being

...using technology to transcend technology.  And from there further using technology

to further transcend technology.  And from there....."

 

                        LIFEGAMES is...

 

Fun and Exciting Games that captivate, engage, thrill and entertain children...and

MOST IMPORTANT: ones that they'll play...choosing them OVER the blood & guts

video games they're inclined to be obsessed with.

 

DESIGNED from the ground up...to ENSURE this!

 

Also by design, crafted to encourage healthy, but positive competition.  (WITHIN a

framework of healthy, forwarding life responses.)

 

A way of steadily gathering WORKING KNOWLEDGE of “where one is, at all times”.    

...plus...

Real values and ethics ; how use one's mind ; communication excellence ; applied

imagination ; self confidence and mastery ; solid, relaxed --though action-based-- habits

for living ; supportiveness ; trust in others when appropriate ; ways to learn feeling

comfortable in our own skin.

...and !...

Ongoing ways to learn to teach ourselves how to learn to teach ourselves how to

learn...(not a typo).

 

A backpack of skills that become "unconscious-competent”—ly infused, so that living is a

loving joy instead of a burden...while turning (and smoothing out) life's corners.

 

 

Also, as an added benefit, an integrated sub-system of building an understanding

--through practical drill and experience-- of successfully MANAGING life's MATERIAL

'STUFF'.

 

 

                        and LIFEGAMES is...

 

.......much more than any of the above.

 

 

DION SMITH, creator / founder

Burbank California, 02.3/23 SAT

818-767-4111

dawsmith@webbstream.com