Male Restroom Etiquette
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Male Restroom Etiquette
''Male Restroom Etiquette'' is a 2006 American short subject created by Phil R. Rice and produced by his company Zarathustra Studios. The film is a mockumentary about unwritten rules of behavior in male restrooms and is intended to be a parody of educational and social guidance films. Narrated by Rice, ''Male Restroom Etiquette'' states restroom customs to be followed and depicts a scenario of social chaos if they are violated. The film was made using the machinima technique of recording video footage from computer games, namely '' The Sims 2'' and '' SimCity 4''. ''Male Restroom Etiquette'' won multiple awards and was listed by '' Guinness World Records Gamer's Edition'' in 2009 as the most popular ''Sims'' video uploaded to YouTube. Synopsis The narrator (Phil Rice) states that increased cultural diversity has necessitated the exposition of previously unwritten rules regarding the use of male restrooms. According to these rules, males should use restrooms as quickly as possi ...
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Male Restroom Etiquette No Adjacent Urinals
Male (symbol: ♂) is the sex of an organism that produces the gamete (sex cell) known as sperm, which fuses with the larger female gamete, or ovum, in the process of fertilization. A male organism cannot reproduce sexually without access to at least one ovum from a female, but some organisms can reproduce both sexually and asexually. Most male mammals, including male humans, have a Y chromosome, which codes for the production of larger amounts of testosterone to develop male reproductive organs. Not all species share a common sex-determination system. In most animals, including humans, sex is determined genetically; however, species such as ''Cymothoa exigua'' change sex depending on the number of females present in the vicinity. In humans, the word ''male'' can also be used to refer to gender in the social sense of gender role or gender identity. Overview The existence of separate sexes has evolved independently at different times and in different lineages, an ...
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Eye Contact
Eye contact occurs when two people look at each other's eyes at the same time. In humans, eye contact is a form of nonverbal communication and can have a large influence on social behavior. Coined in the early to mid-1960s, the term came from the West to often define the act as a meaningful and important sign of confidence and respect. The customs, meaning, and significance of eye contact can vary greatly between societies, neurotypes, and religions. The study of eye contact is sometimes known as ''oculesics''. Social meanings Eye contact and facial expressions provide important social and emotional information. People, perhaps without consciously doing so, search other's eyes and faces for positive or negative mood signs. In some contexts, the meeting of eyes arouses strong emotions. Eye contact provides some of the strongest emotions during a social conversation. This primarily is because it provides details on emotions and intentions. In a group, if eye contact is not in ...
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Life Simulation Game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". Other terms include artificial life game and simulated life game (SLG). Definition Life simulation games are about "maintaining and growing a virtual life", where players are given the power to control the lives of autonomous people or creatures. Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates." This broad genre includes god games which focus on managing tribal worshipers, as well as digital pet, artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of c ...
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Quake II
''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, but not a direct sequel to ''Quake (video game), Quake''. The game's storyline is continued in its expansions and ''Quake 4''. The soundtrack for ''Quake II'' was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown (composer), Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond. Gameplay ''Quake II'' is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in ''Quake'', in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game re ...
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