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    Adventure animation

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    British adventurers

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    Adventure characters

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    Adventure fiction

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    Adventure games

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    Adventure travel

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    Adventure

An adventure is an exciting or unusual experience. It may also be a bold, usually risky undertaking, with an uncertain outcome. Adventures may be activities with some potential for physical danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting or participating in extreme sports. The term also broadly refers to any enterprise that is potentially fraught with physical, financial or psychological risk, such as a business venture, or other major life undertakings.

Adventurous experiences create psychological arousal, which can be interpreted as negative (e.g. fear) or positive (e.g. flow), and which can be detrimental as stated by the Yerkes-Dodson law. For some people, adventure becomes a major pursuit in and of itself. According to adventurer André Malraux, in his La Condition Humaine (1933), "If a man is not ready to risk his life, where is his dignity?". Similarly, Helen Keller stated that "Life is either a daring adventure or nothing."

Outdoor adventurous activities are typically undertaken for the purposes of recreation or : examples are adventure racing and adventure tourism. Adventurous activities can also lead to gains in knowledge, such as those undertaken by explorers and pioneers – the British adventurer Jason Lewis, for example, uses adventures to draw global sustainability lessons from living within finite environmental constraints on expeditions to share with schoolchildren. Adventure education intentionally uses challenging experiences for learning.


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    The 2 AM Principle: Discover the Science of Adventure

The 2 am Principle: Discover the Science of Adventure, is a book written by human behavior scientist Jon Levy exploring his research on what causes people to live fun, exciting and remarkable lives. In the book Levy combines personal stories with research and what he calls the EPIC Model of Adventure, a four-stage process that every adventure goes through. The book was scheduled to be published by Regan Arts and released on November 8, 2016.

In the book, Levy counters the commonly held phrase "Nothing Good Happens After 2 A.M.", by suggesting, "nothing good happens after 2 AM except the most EPIC experiences of your life." In this statement, Levy is referring to the EPIC model of Adventure.

Levy postulates that all adventures follow a four-stage process. He attempts to prove this by using personal anecdotes and scientific research to show how it can be applied to everyday life.

Jon Levy is a human behavior scientist specializing in Influence and the Science of Adventure. Beyond his research, he is the founder of The Influencers and the Influencers Dinner, a secret dining experience and private community of thought leaders such as Olympians, Nobel laureates, and members of royalty to celebrities, scientists, musicians and executives.


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    Adventure (Dungeons & Dragons)

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Adventure education

     

    Adventure education is the promotion of learning through adventure centered experiences.

    Adventure centered experiences can include a wide variety of activities, due to the different ways people experience adventure. Outdoor sports, challenge courses, races, and even indoor activities can be used in adventure education. Adventure education is related to adventure programming, adventure therapy, and outdoor education. It is an active process rather than a passive process of learning that requires active engagement from the learners as well as the instructors. Often adventure education is linked to an incorporation of all five senses within the experiences which can heighten the opportunities for learning and retaining information. The learning experiences within adventure education programs are structured for a potential increase in human performance and capacity. Sometimes the adventure lies more in the journey than the destination. The venture lies in the struggle, not in the prize.

    Merriam-Webster defines adventure as "an undertaking usually involving danger and unknown risks". Danger is defined as "exposure or liability to injury, pain, harm, or loss." Danger involves two factors which are perils- the origins of injury or the causes of loss, and hazards- the conditions that emphasize the chance of injury or loss. Risk is defined as "potential loss or injury". Risk can be described as "real risk" or "perceived risk" such as bungee jumping; it seems as though there is a high level of risk, but with proper equipment it can be relatively safe. Danger, then is the exposure, or magnitude, of the harm a person may encounter; risk is the probability of that harm. These two variables are filtered through a person's perceptions, which may or may not be accurate.

    Consequently, adventure is created through a person's perception of the magnitude of the potential risk, and the probability of loss. An activity with relatively low magnitude but high probability of harm (such as adventure racing or slacklining) may be just as much of an adventure as an activity with relatively high magnitude and low probability of harm (such as sport rock climbing, skydiving, or riding a roller coaster).

     


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