The Ellice Hills map area (NTS 56 P), southwest of Committee Bay, contains two belts of Archean supracrustal rocks intruded by younger, diverse plutonic rocks. The Ellice Hills supracrustal strand is a west-northwest-facing belt of interbedded psammite,
semipelite, silicate iron-formation, komatiite, and basalt. To the south, the Committee Bay supracrustal belt contains komatiite, semipelite, psammite, and iron-formation, overlain by quartzite, rare intermediate volcanic rocks, and interbedded psammite and semipelite. Ultramafic sills intrude the
supracrustal rocks. Folded with the Archean supracrustal rocks is a small outlier of younger meta-arkose and calc-arenite. A regionally extensive, northeast-striking, 2610 Ma intrusive complex of K-feldspar-magnetite granodiorite and monzogranite intrudes supracrustal rocks in the south. To the
north, the supracrustal belts are cut by tonalite, granodiorite, monzogranite, and diorite plutons that are likely part of a widespread, 2610-2580 Ma plutonic suite. The northern part of the Ellice Hills area is intruded by a large biotite-muscovite monzogranite pluton.
a b s t r a c tHumans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment and develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called "Lagom Island" to test the proposition that gaming can be used to reveal the value of ecosystem services. Our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.
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