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There’s a common thread running through these two examples, and that’s the tendency of individuals to feel entitled to take action, and to push the boundaries of their comfort zone.

The other common thread is in how they are perceived (and perceived by others) to be perceived.

The difference in perception is between the perceived, the actual, the observed, and the perceived-actual-observed. The perceived-actual-observed is not defined solely by the perceived itself. It encompasses everyone who experiences that perception in some sense, and everyone who is exposed to that same perception.

So in the example of the police officer, it is the perceptions by others about the perception that is going to be the biggest threat in that individual’s life, rather than the actual-actual-observed phenomenon.

But even with that in mind, you still will see how much of the same story is going to be told about a video game character. The person playing the video game is expected to act differently from the rest of humanity. It is expected they will react in a way that will elicit a distinct response in the eyes and ears of the rest of society. It is expected they will act in ways not seen in normal society.

The same is true with regards to video game characters, particularly video game protagonists who play a role in popular culture.

It’s a very common theme among the various video game characters that portray people in a specific way in video games, because their actions are expected to be a departure from normal society.

Let’s consider what this means.

The typical video game character who plays the video game is expected to act differently, which, again, is expected by his or her audience. They’re expected to react and act in ways that a person living in normal society wouldn’t. If a person is expected by the game to act this way, they’re expected to be treated differently.

They’re treated more harshly, and in a more hostile way. They’re likely to be perceived like this. The fact that an expectation is based on how society perceives them shouldn’t be

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