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Q4279239 Inglês
The Hidden History of Women Game Designers



Educational games were all the rage in the early ninteenth century. As the narrator of Sir Walter Scott's 1814 novel, Waverley, observed, "the history of England is now reduced to a game at cards, the problems of mathematics to puzzles and riddles." This bemusement reflects the burgeoning industry of instructional card, dice, and board games that sprang up in the late 1700s, partly in response to changing attitudes towards juvenile education outlined early on by the philosopher John Locke a century before.

Women at the time were, of course, generally barred from attending college and generally discouraged from the pursuit of learning beyond acquiring the skills of a governess. Yet the wave of enthusiasm for educational games nevertheless created an opportunity for some enterprising women—despite significant structural obstacles—to find an intellectual and creative outlet. Standout figures in the history of game design include Margaret Bryan, who directed a girl's school in Blackheath in southeastern London. A writer on science with a particular interest in astronomy, Bryan produced the boardgame Science in Sport, or the Pleasures of Astronomy in collaboration with the well-known game publisher John Wallis.

This game, a variation on the staple of the Game of the Goose (akin to Chutes and Ladders), requires players to spin a teetotum and race their pieces along the board. Most of the squares illustrate scientific phenomena, explained in an accompanying rule booklet, but some depict bad behavior, such as square six, which features "The County Gaol...for those who attend to the motion of Billiard Balls, more than to the motion of the Planets," and square twelve, which features "a blockhead." Landing on these meant losing a turn or worse, a player's place on the board.

Learning the rules of music theory by rote could seem tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself to gamification.

Other pioneering game designers include children's author Alicia Catherine Mant, who also published an astronomy-themed board game, while the ludic inventions of the poet and schoolteacher Elizabeth Rowse encompassed A Grammatical Game, in Rhyme, by a Lady (1802) and Mythological Amusement (1804).

Perhaps the most creative arena for female game designers, however, was music, and more specifically, music theory. Among the middle and upper classes, music was generally seen as a female accomplishment, and teaching its rudiments to children was typically left to mothers, governesses, or schoolmistresses. Learning the rules of music theory by rote could seem difficult and tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself remarkably well to gamification.

The nineteenth century's best-known musical game designer was the Edinburgh-based pianist and music teacher Anne Young. In 1801, she received a royal patent for a set of games intended to "render familiar and impress upon the memory, the fundamental principles of the science of music." The first British patent ever granted for a game, it was also the only one awarded that year to a female inventor, as David Ghere and Fred Amram have discovered. Two years after the launch of the Musical Games, Young, now the respectably married Mrs. Gunn, published a two-hundred-fifty page companion treatise entitled An Introduction to Music, which explained music theory fundamentals via instructions for playing her Musical Games. The treatise is organized as seven sections, each corresponding to a different set of games, and includes a number of optional variations, outlining twenty-two different games in total.

A handful of Young's Musical Games can be found in libraries, museums, and private collections today. They're luxury items: the boards were made of mahogany, while most of the nearly two hundred parts in each game—pins, dice, plates, and counters—were carved out of ivory and ebony. Priced originally at seven guineas, which was more than the annual wages of a laborer at the time, this game set would have been affordable only for the very wealthy.

Unlike earlier musical dice games, which were designed to encourage composition, Musical Games aimed to teach the rudiments of theory. Some of the games that can be played on the set involve racing, with players competing to move their pieces up and down various configurations on the board. Others involve the acquisition of points for correct answers, tallied with delicate ivory counters. A child following the treatise's progression of games would engage many of the fundamentals of music theory, ranging from notation through more advanced topics in harmony including chord resolution and modulation.

Young's invention haunted musical journals throughout the nineteenth century, resurfacing from time to time in newspaper queries, sometimes from readers intrigued by the warm endorsement it got from her husband John Gunn, a distinguished Scottish music pedagogue who wroteinstructional treatises. (In his writings, Gunn protested "without having ever previously heard the name of the ingenious and scientific Inventor, I was struck with the merits of these Games.") Interestingly, the Musical Games reappear nearly a century later in the essay "Games of Music," published in 1907 in the London-based magazine The Musical Times by Bertha Harrison, who was very likely the anti-suffrage activist also known as Ethel Bertha Harrison. Harrison was interested in music history—her earlier writings in The Musical Times had treated topics such as child prodigies and historic concert venues—but it was only in her essay on musical games that she revealed her political leanings.

In what may be one of the earliest pieces of ludomusicology, the study of music and games, Harrison's essay surveys the role of musical games from the eighteenth century to her present day. Although she ostensibly examines musical games in general, most of her article is dedicated to Young, whom she characterizes as a woman "possessed of an uncommon order of mind." Harrison describes Young's games as "so clever and ingenious, so full of nice detail, that all the music games of the present day seem poor in design and clumsy in execution in comparison with it."

However, the crux of Harrison's argument appears in a subsequent paragraph, where she struggles to put a positive spin on the striking disparity in the quality of games designed by women and men, writing that "is a curious and interesting fact that, among musical games, those invented by women are very complicated and extraordinarily full of detail, while those invented by men are, with very rare exceptions, quite simple and generally adaptations from other games. From this we may draw one of two conclusions: either that in this particular line woman has more originality than man, or that when she begins to invent, her mind becomes so engrossed with details as to lose sight of the main issue, and, in the words of the proverb, she cannot see the wood for the trees."

Conceding that women might be intrinsically better at musical game design, Harrison immediately undercuts this notion with the claim that women are overly concerned with details, and that is why their games tend to be more complex. The stereotype of the detail-oriented woman, as exemplified in this example, is a trope that, as Naomi Schor reminds us, has informed and limited understandings of female ability for centuries.

Harrison's critique notwithstanding, the nineteenth century saw many impressive music educational games invented by women. The 1851 Great Exhibition in London featured Gioco di Euterpe, (a game whose name invokes the Greek goddess of music) designed by Abelinde Prince and "intended to assist beginners in the knowledge of the relative value of musical characters, and to render them good timeists." The editor of The Girl's Own Book (1869) described a game developed by an anonymous female friend, entitled "Sir Samuel Semibreve," which taught sight-singing and could be ordered from a music shop in Middlesex.

Across the Atlantic, Abbie T. Hays, principal of a music school in Wichita, Kansas, filed a patent in 1895 for a "musical game device" designed to teach notation with pictures depicting the words spelled out by note-names (think B-A-G or B-E-E). Later that year, Sarah W. Featherstone, a schoolteacher in Toledo, Ohio, filed a patent for Nota Bene, which used a spinning wheel to teach children rhythm. And in 1897, the enterpreneurial Evelyn Fletcher of Toronto filed both Canadian and US patents for a Music Block Game. Her "Fletcher Music Method" would later be endorsed by luminaries such as John Philip Sousa and Hugo Riemann, and it was highly popular with schoolteachers. This is just a small selection of the names and devices that pop out of the archive. In my experience searching historical patent records, one is more likely to come across games designed by women than by men. Bertha Harrison seems to have gotten that right, at least!

Today, using gamification to teach music seems like a no-brainer. Indeed, many music videogames have become wildly popular—think instrument-based rhythm games like Guitar Hero. While these games generally teach synchronization, there are also plenty of music theory games available to try online, such as ToneGym, Solfege Story, or Chet — Ear Training. Although these modern creations would have been unthinkable a hundred years ago, these games are still part of an unusual—and unusually female—tradition.

https://daily.jstor.org/the-hidden-history-of-women-game-designers/
Read the excerpts below and consider the grammatical functions of the highlighted elements in their original contexts.

I. In "a royal patent," the indefinite article introduces a singular countable noun that has not yet been specified in that clause.
II. In "the fundamental principles of the science of music," the definite article identifies principles presented as a particular conceptual set.
III. In "remarkably well," the word "well" functions as an adjective modifying the noun "gamification."
IV. In "priced originally at seven guineas," the preposition "at" introduces the amount established as the original price.

Mark each statement as true (T) or false (F), and then select the alternative that presents the CORRECT sequence. 
Alternativas
Q4279238 Inglês
The Hidden History of Women Game Designers



Educational games were all the rage in the early ninteenth century. As the narrator of Sir Walter Scott's 1814 novel, Waverley, observed, "the history of England is now reduced to a game at cards, the problems of mathematics to puzzles and riddles." This bemusement reflects the burgeoning industry of instructional card, dice, and board games that sprang up in the late 1700s, partly in response to changing attitudes towards juvenile education outlined early on by the philosopher John Locke a century before.

Women at the time were, of course, generally barred from attending college and generally discouraged from the pursuit of learning beyond acquiring the skills of a governess. Yet the wave of enthusiasm for educational games nevertheless created an opportunity for some enterprising women—despite significant structural obstacles—to find an intellectual and creative outlet. Standout figures in the history of game design include Margaret Bryan, who directed a girl's school in Blackheath in southeastern London. A writer on science with a particular interest in astronomy, Bryan produced the boardgame Science in Sport, or the Pleasures of Astronomy in collaboration with the well-known game publisher John Wallis.

This game, a variation on the staple of the Game of the Goose (akin to Chutes and Ladders), requires players to spin a teetotum and race their pieces along the board. Most of the squares illustrate scientific phenomena, explained in an accompanying rule booklet, but some depict bad behavior, such as square six, which features "The County Gaol...for those who attend to the motion of Billiard Balls, more than to the motion of the Planets," and square twelve, which features "a blockhead." Landing on these meant losing a turn or worse, a player's place on the board.

Learning the rules of music theory by rote could seem tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself to gamification.

Other pioneering game designers include children's author Alicia Catherine Mant, who also published an astronomy-themed board game, while the ludic inventions of the poet and schoolteacher Elizabeth Rowse encompassed A Grammatical Game, in Rhyme, by a Lady (1802) and Mythological Amusement (1804).

Perhaps the most creative arena for female game designers, however, was music, and more specifically, music theory. Among the middle and upper classes, music was generally seen as a female accomplishment, and teaching its rudiments to children was typically left to mothers, governesses, or schoolmistresses. Learning the rules of music theory by rote could seem difficult and tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself remarkably well to gamification.

The nineteenth century's best-known musical game designer was the Edinburgh-based pianist and music teacher Anne Young. In 1801, she received a royal patent for a set of games intended to "render familiar and impress upon the memory, the fundamental principles of the science of music." The first British patent ever granted for a game, it was also the only one awarded that year to a female inventor, as David Ghere and Fred Amram have discovered. Two years after the launch of the Musical Games, Young, now the respectably married Mrs. Gunn, published a two-hundred-fifty page companion treatise entitled An Introduction to Music, which explained music theory fundamentals via instructions for playing her Musical Games. The treatise is organized as seven sections, each corresponding to a different set of games, and includes a number of optional variations, outlining twenty-two different games in total.

A handful of Young's Musical Games can be found in libraries, museums, and private collections today. They're luxury items: the boards were made of mahogany, while most of the nearly two hundred parts in each game—pins, dice, plates, and counters—were carved out of ivory and ebony. Priced originally at seven guineas, which was more than the annual wages of a laborer at the time, this game set would have been affordable only for the very wealthy.

Unlike earlier musical dice games, which were designed to encourage composition, Musical Games aimed to teach the rudiments of theory. Some of the games that can be played on the set involve racing, with players competing to move their pieces up and down various configurations on the board. Others involve the acquisition of points for correct answers, tallied with delicate ivory counters. A child following the treatise's progression of games would engage many of the fundamentals of music theory, ranging from notation through more advanced topics in harmony including chord resolution and modulation.

Young's invention haunted musical journals throughout the nineteenth century, resurfacing from time to time in newspaper queries, sometimes from readers intrigued by the warm endorsement it got from her husband John Gunn, a distinguished Scottish music pedagogue who wroteinstructional treatises. (In his writings, Gunn protested "without having ever previously heard the name of the ingenious and scientific Inventor, I was struck with the merits of these Games.") Interestingly, the Musical Games reappear nearly a century later in the essay "Games of Music," published in 1907 in the London-based magazine The Musical Times by Bertha Harrison, who was very likely the anti-suffrage activist also known as Ethel Bertha Harrison. Harrison was interested in music history—her earlier writings in The Musical Times had treated topics such as child prodigies and historic concert venues—but it was only in her essay on musical games that she revealed her political leanings.

In what may be one of the earliest pieces of ludomusicology, the study of music and games, Harrison's essay surveys the role of musical games from the eighteenth century to her present day. Although she ostensibly examines musical games in general, most of her article is dedicated to Young, whom she characterizes as a woman "possessed of an uncommon order of mind." Harrison describes Young's games as "so clever and ingenious, so full of nice detail, that all the music games of the present day seem poor in design and clumsy in execution in comparison with it."

However, the crux of Harrison's argument appears in a subsequent paragraph, where she struggles to put a positive spin on the striking disparity in the quality of games designed by women and men, writing that "is a curious and interesting fact that, among musical games, those invented by women are very complicated and extraordinarily full of detail, while those invented by men are, with very rare exceptions, quite simple and generally adaptations from other games. From this we may draw one of two conclusions: either that in this particular line woman has more originality than man, or that when she begins to invent, her mind becomes so engrossed with details as to lose sight of the main issue, and, in the words of the proverb, she cannot see the wood for the trees."

Conceding that women might be intrinsically better at musical game design, Harrison immediately undercuts this notion with the claim that women are overly concerned with details, and that is why their games tend to be more complex. The stereotype of the detail-oriented woman, as exemplified in this example, is a trope that, as Naomi Schor reminds us, has informed and limited understandings of female ability for centuries.

Harrison's critique notwithstanding, the nineteenth century saw many impressive music educational games invented by women. The 1851 Great Exhibition in London featured Gioco di Euterpe, (a game whose name invokes the Greek goddess of music) designed by Abelinde Prince and "intended to assist beginners in the knowledge of the relative value of musical characters, and to render them good timeists." The editor of The Girl's Own Book (1869) described a game developed by an anonymous female friend, entitled "Sir Samuel Semibreve," which taught sight-singing and could be ordered from a music shop in Middlesex.

Across the Atlantic, Abbie T. Hays, principal of a music school in Wichita, Kansas, filed a patent in 1895 for a "musical game device" designed to teach notation with pictures depicting the words spelled out by note-names (think B-A-G or B-E-E). Later that year, Sarah W. Featherstone, a schoolteacher in Toledo, Ohio, filed a patent for Nota Bene, which used a spinning wheel to teach children rhythm. And in 1897, the enterpreneurial Evelyn Fletcher of Toronto filed both Canadian and US patents for a Music Block Game. Her "Fletcher Music Method" would later be endorsed by luminaries such as John Philip Sousa and Hugo Riemann, and it was highly popular with schoolteachers. This is just a small selection of the names and devices that pop out of the archive. In my experience searching historical patent records, one is more likely to come across games designed by women than by men. Bertha Harrison seems to have gotten that right, at least!

Today, using gamification to teach music seems like a no-brainer. Indeed, many music videogames have become wildly popular—think instrument-based rhythm games like Guitar Hero. While these games generally teach synchronization, there are also plenty of music theory games available to try online, such as ToneGym, Solfege Story, or Chet — Ear Training. Although these modern creations would have been unthinkable a hundred years ago, these games are still part of an unusual—and unusually female—tradition.

https://daily.jstor.org/the-hidden-history-of-women-game-designers/
The author first acknowledges the sophistication of women's musical games and then explains how Bertha Harrison weakened that recognition by reproducing a gender stereotype. The paragraph begins with the connector "However." Mark the alternative that describes the CORRECT cohesive function of this connector. 
Alternativas
Q4279237 Inglês
The Hidden History of Women Game Designers



Educational games were all the rage in the early ninteenth century. As the narrator of Sir Walter Scott's 1814 novel, Waverley, observed, "the history of England is now reduced to a game at cards, the problems of mathematics to puzzles and riddles." This bemusement reflects the burgeoning industry of instructional card, dice, and board games that sprang up in the late 1700s, partly in response to changing attitudes towards juvenile education outlined early on by the philosopher John Locke a century before.

Women at the time were, of course, generally barred from attending college and generally discouraged from the pursuit of learning beyond acquiring the skills of a governess. Yet the wave of enthusiasm for educational games nevertheless created an opportunity for some enterprising women—despite significant structural obstacles—to find an intellectual and creative outlet. Standout figures in the history of game design include Margaret Bryan, who directed a girl's school in Blackheath in southeastern London. A writer on science with a particular interest in astronomy, Bryan produced the boardgame Science in Sport, or the Pleasures of Astronomy in collaboration with the well-known game publisher John Wallis.

This game, a variation on the staple of the Game of the Goose (akin to Chutes and Ladders), requires players to spin a teetotum and race their pieces along the board. Most of the squares illustrate scientific phenomena, explained in an accompanying rule booklet, but some depict bad behavior, such as square six, which features "The County Gaol...for those who attend to the motion of Billiard Balls, more than to the motion of the Planets," and square twelve, which features "a blockhead." Landing on these meant losing a turn or worse, a player's place on the board.

Learning the rules of music theory by rote could seem tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself to gamification.

Other pioneering game designers include children's author Alicia Catherine Mant, who also published an astronomy-themed board game, while the ludic inventions of the poet and schoolteacher Elizabeth Rowse encompassed A Grammatical Game, in Rhyme, by a Lady (1802) and Mythological Amusement (1804).

Perhaps the most creative arena for female game designers, however, was music, and more specifically, music theory. Among the middle and upper classes, music was generally seen as a female accomplishment, and teaching its rudiments to children was typically left to mothers, governesses, or schoolmistresses. Learning the rules of music theory by rote could seem difficult and tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself remarkably well to gamification.

The nineteenth century's best-known musical game designer was the Edinburgh-based pianist and music teacher Anne Young. In 1801, she received a royal patent for a set of games intended to "render familiar and impress upon the memory, the fundamental principles of the science of music." The first British patent ever granted for a game, it was also the only one awarded that year to a female inventor, as David Ghere and Fred Amram have discovered. Two years after the launch of the Musical Games, Young, now the respectably married Mrs. Gunn, published a two-hundred-fifty page companion treatise entitled An Introduction to Music, which explained music theory fundamentals via instructions for playing her Musical Games. The treatise is organized as seven sections, each corresponding to a different set of games, and includes a number of optional variations, outlining twenty-two different games in total.

A handful of Young's Musical Games can be found in libraries, museums, and private collections today. They're luxury items: the boards were made of mahogany, while most of the nearly two hundred parts in each game—pins, dice, plates, and counters—were carved out of ivory and ebony. Priced originally at seven guineas, which was more than the annual wages of a laborer at the time, this game set would have been affordable only for the very wealthy.

Unlike earlier musical dice games, which were designed to encourage composition, Musical Games aimed to teach the rudiments of theory. Some of the games that can be played on the set involve racing, with players competing to move their pieces up and down various configurations on the board. Others involve the acquisition of points for correct answers, tallied with delicate ivory counters. A child following the treatise's progression of games would engage many of the fundamentals of music theory, ranging from notation through more advanced topics in harmony including chord resolution and modulation.

Young's invention haunted musical journals throughout the nineteenth century, resurfacing from time to time in newspaper queries, sometimes from readers intrigued by the warm endorsement it got from her husband John Gunn, a distinguished Scottish music pedagogue who wroteinstructional treatises. (In his writings, Gunn protested "without having ever previously heard the name of the ingenious and scientific Inventor, I was struck with the merits of these Games.") Interestingly, the Musical Games reappear nearly a century later in the essay "Games of Music," published in 1907 in the London-based magazine The Musical Times by Bertha Harrison, who was very likely the anti-suffrage activist also known as Ethel Bertha Harrison. Harrison was interested in music history—her earlier writings in The Musical Times had treated topics such as child prodigies and historic concert venues—but it was only in her essay on musical games that she revealed her political leanings.

In what may be one of the earliest pieces of ludomusicology, the study of music and games, Harrison's essay surveys the role of musical games from the eighteenth century to her present day. Although she ostensibly examines musical games in general, most of her article is dedicated to Young, whom she characterizes as a woman "possessed of an uncommon order of mind." Harrison describes Young's games as "so clever and ingenious, so full of nice detail, that all the music games of the present day seem poor in design and clumsy in execution in comparison with it."

However, the crux of Harrison's argument appears in a subsequent paragraph, where she struggles to put a positive spin on the striking disparity in the quality of games designed by women and men, writing that "is a curious and interesting fact that, among musical games, those invented by women are very complicated and extraordinarily full of detail, while those invented by men are, with very rare exceptions, quite simple and generally adaptations from other games. From this we may draw one of two conclusions: either that in this particular line woman has more originality than man, or that when she begins to invent, her mind becomes so engrossed with details as to lose sight of the main issue, and, in the words of the proverb, she cannot see the wood for the trees."

Conceding that women might be intrinsically better at musical game design, Harrison immediately undercuts this notion with the claim that women are overly concerned with details, and that is why their games tend to be more complex. The stereotype of the detail-oriented woman, as exemplified in this example, is a trope that, as Naomi Schor reminds us, has informed and limited understandings of female ability for centuries.

Harrison's critique notwithstanding, the nineteenth century saw many impressive music educational games invented by women. The 1851 Great Exhibition in London featured Gioco di Euterpe, (a game whose name invokes the Greek goddess of music) designed by Abelinde Prince and "intended to assist beginners in the knowledge of the relative value of musical characters, and to render them good timeists." The editor of The Girl's Own Book (1869) described a game developed by an anonymous female friend, entitled "Sir Samuel Semibreve," which taught sight-singing and could be ordered from a music shop in Middlesex.

Across the Atlantic, Abbie T. Hays, principal of a music school in Wichita, Kansas, filed a patent in 1895 for a "musical game device" designed to teach notation with pictures depicting the words spelled out by note-names (think B-A-G or B-E-E). Later that year, Sarah W. Featherstone, a schoolteacher in Toledo, Ohio, filed a patent for Nota Bene, which used a spinning wheel to teach children rhythm. And in 1897, the enterpreneurial Evelyn Fletcher of Toronto filed both Canadian and US patents for a Music Block Game. Her "Fletcher Music Method" would later be endorsed by luminaries such as John Philip Sousa and Hugo Riemann, and it was highly popular with schoolteachers. This is just a small selection of the names and devices that pop out of the archive. In my experience searching historical patent records, one is more likely to come across games designed by women than by men. Bertha Harrison seems to have gotten that right, at least!

Today, using gamification to teach music seems like a no-brainer. Indeed, many music videogames have become wildly popular—think instrument-based rhythm games like Guitar Hero. While these games generally teach synchronization, there are also plenty of music theory games available to try online, such as ToneGym, Solfege Story, or Chet — Ear Training. Although these modern creations would have been unthinkable a hundred years ago, these games are still part of an unusual—and unusually female—tradition.

https://daily.jstor.org/the-hidden-history-of-women-game-designers/
The article combines historical narration, present-day commentary, and projections about how past inventions relate to contemporary practices. Considering the tense and temporal functions of the verb forms used in the text, mark each statement as true (T) or false (F).

( ) In "Educational games were all the rage," the simple past situates a completed historical condition in the early nineteenth century.
( ) In "A handful of Young's Musical Games can be found," the simple present indicates a situation that remains valid at the time of writing.
( ) In "Her Fletcher Music Method would later be endorsed," the construction "would + verb" expresses a future event viewed from a past reference point.
( ) In "Many music videogames have become wildly popular," the present perfect presents a past development connected with the present.

Mark the alternative that presents the CORRECT sequence. 
Alternativas
Q4279236 Inglês
The Hidden History of Women Game Designers



Educational games were all the rage in the early ninteenth century. As the narrator of Sir Walter Scott's 1814 novel, Waverley, observed, "the history of England is now reduced to a game at cards, the problems of mathematics to puzzles and riddles." This bemusement reflects the burgeoning industry of instructional card, dice, and board games that sprang up in the late 1700s, partly in response to changing attitudes towards juvenile education outlined early on by the philosopher John Locke a century before.

Women at the time were, of course, generally barred from attending college and generally discouraged from the pursuit of learning beyond acquiring the skills of a governess. Yet the wave of enthusiasm for educational games nevertheless created an opportunity for some enterprising women—despite significant structural obstacles—to find an intellectual and creative outlet. Standout figures in the history of game design include Margaret Bryan, who directed a girl's school in Blackheath in southeastern London. A writer on science with a particular interest in astronomy, Bryan produced the boardgame Science in Sport, or the Pleasures of Astronomy in collaboration with the well-known game publisher John Wallis.

This game, a variation on the staple of the Game of the Goose (akin to Chutes and Ladders), requires players to spin a teetotum and race their pieces along the board. Most of the squares illustrate scientific phenomena, explained in an accompanying rule booklet, but some depict bad behavior, such as square six, which features "The County Gaol...for those who attend to the motion of Billiard Balls, more than to the motion of the Planets," and square twelve, which features "a blockhead." Landing on these meant losing a turn or worse, a player's place on the board.

Learning the rules of music theory by rote could seem tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself to gamification.

Other pioneering game designers include children's author Alicia Catherine Mant, who also published an astronomy-themed board game, while the ludic inventions of the poet and schoolteacher Elizabeth Rowse encompassed A Grammatical Game, in Rhyme, by a Lady (1802) and Mythological Amusement (1804).

Perhaps the most creative arena for female game designers, however, was music, and more specifically, music theory. Among the middle and upper classes, music was generally seen as a female accomplishment, and teaching its rudiments to children was typically left to mothers, governesses, or schoolmistresses. Learning the rules of music theory by rote could seem difficult and tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself remarkably well to gamification.

The nineteenth century's best-known musical game designer was the Edinburgh-based pianist and music teacher Anne Young. In 1801, she received a royal patent for a set of games intended to "render familiar and impress upon the memory, the fundamental principles of the science of music." The first British patent ever granted for a game, it was also the only one awarded that year to a female inventor, as David Ghere and Fred Amram have discovered. Two years after the launch of the Musical Games, Young, now the respectably married Mrs. Gunn, published a two-hundred-fifty page companion treatise entitled An Introduction to Music, which explained music theory fundamentals via instructions for playing her Musical Games. The treatise is organized as seven sections, each corresponding to a different set of games, and includes a number of optional variations, outlining twenty-two different games in total.

A handful of Young's Musical Games can be found in libraries, museums, and private collections today. They're luxury items: the boards were made of mahogany, while most of the nearly two hundred parts in each game—pins, dice, plates, and counters—were carved out of ivory and ebony. Priced originally at seven guineas, which was more than the annual wages of a laborer at the time, this game set would have been affordable only for the very wealthy.

Unlike earlier musical dice games, which were designed to encourage composition, Musical Games aimed to teach the rudiments of theory. Some of the games that can be played on the set involve racing, with players competing to move their pieces up and down various configurations on the board. Others involve the acquisition of points for correct answers, tallied with delicate ivory counters. A child following the treatise's progression of games would engage many of the fundamentals of music theory, ranging from notation through more advanced topics in harmony including chord resolution and modulation.

Young's invention haunted musical journals throughout the nineteenth century, resurfacing from time to time in newspaper queries, sometimes from readers intrigued by the warm endorsement it got from her husband John Gunn, a distinguished Scottish music pedagogue who wroteinstructional treatises. (In his writings, Gunn protested "without having ever previously heard the name of the ingenious and scientific Inventor, I was struck with the merits of these Games.") Interestingly, the Musical Games reappear nearly a century later in the essay "Games of Music," published in 1907 in the London-based magazine The Musical Times by Bertha Harrison, who was very likely the anti-suffrage activist also known as Ethel Bertha Harrison. Harrison was interested in music history—her earlier writings in The Musical Times had treated topics such as child prodigies and historic concert venues—but it was only in her essay on musical games that she revealed her political leanings.

In what may be one of the earliest pieces of ludomusicology, the study of music and games, Harrison's essay surveys the role of musical games from the eighteenth century to her present day. Although she ostensibly examines musical games in general, most of her article is dedicated to Young, whom she characterizes as a woman "possessed of an uncommon order of mind." Harrison describes Young's games as "so clever and ingenious, so full of nice detail, that all the music games of the present day seem poor in design and clumsy in execution in comparison with it."

However, the crux of Harrison's argument appears in a subsequent paragraph, where she struggles to put a positive spin on the striking disparity in the quality of games designed by women and men, writing that "is a curious and interesting fact that, among musical games, those invented by women are very complicated and extraordinarily full of detail, while those invented by men are, with very rare exceptions, quite simple and generally adaptations from other games. From this we may draw one of two conclusions: either that in this particular line woman has more originality than man, or that when she begins to invent, her mind becomes so engrossed with details as to lose sight of the main issue, and, in the words of the proverb, she cannot see the wood for the trees."

Conceding that women might be intrinsically better at musical game design, Harrison immediately undercuts this notion with the claim that women are overly concerned with details, and that is why their games tend to be more complex. The stereotype of the detail-oriented woman, as exemplified in this example, is a trope that, as Naomi Schor reminds us, has informed and limited understandings of female ability for centuries.

Harrison's critique notwithstanding, the nineteenth century saw many impressive music educational games invented by women. The 1851 Great Exhibition in London featured Gioco di Euterpe, (a game whose name invokes the Greek goddess of music) designed by Abelinde Prince and "intended to assist beginners in the knowledge of the relative value of musical characters, and to render them good timeists." The editor of The Girl's Own Book (1869) described a game developed by an anonymous female friend, entitled "Sir Samuel Semibreve," which taught sight-singing and could be ordered from a music shop in Middlesex.

Across the Atlantic, Abbie T. Hays, principal of a music school in Wichita, Kansas, filed a patent in 1895 for a "musical game device" designed to teach notation with pictures depicting the words spelled out by note-names (think B-A-G or B-E-E). Later that year, Sarah W. Featherstone, a schoolteacher in Toledo, Ohio, filed a patent for Nota Bene, which used a spinning wheel to teach children rhythm. And in 1897, the enterpreneurial Evelyn Fletcher of Toronto filed both Canadian and US patents for a Music Block Game. Her "Fletcher Music Method" would later be endorsed by luminaries such as John Philip Sousa and Hugo Riemann, and it was highly popular with schoolteachers. This is just a small selection of the names and devices that pop out of the archive. In my experience searching historical patent records, one is more likely to come across games designed by women than by men. Bertha Harrison seems to have gotten that right, at least!

Today, using gamification to teach music seems like a no-brainer. Indeed, many music videogames have become wildly popular—think instrument-based rhythm games like Guitar Hero. While these games generally teach synchronization, there are also plenty of music theory games available to try online, such as ToneGym, Solfege Story, or Chet — Ear Training. Although these modern creations would have been unthinkable a hundred years ago, these games are still part of an unusual—and unusually female—tradition.

https://daily.jstor.org/the-hidden-history-of-women-game-designers/
During the editorial revision of the article, a proofreader identifies the phrase "the early ninteenth century." The intended adjective refers to the century following the eighteenth and preceding the twentieth. Mark the alternative that presents the CORRECT spelling of the word. 
Alternativas
Q4279040 Direito Penal
Após uma fiscalização realizada em feira municipal, um comerciante recebeu de outro expositor uma mensagem escrita afirmando que havia praticado determinado fato definido como crime. A acusação descrevia uma conduta específica, mas era falsa, circunstância conhecida pelo autor da mensagem. Um terceiro comerciante teve acesso ao conteúdo e, embora também soubesse que a imputação era falsa, repetiu a acusação para outro integrante da associação dos feirantes. A pessoa ofendida não exercia função pública e não ocupava qualquer dos cargos mencionados nas disposições especiais relativas aos crimes contra a honra. Posteriormente, os dois responsáveis foram processados. Antes da sentença, apenas o autor da imputação inicial apresentou retratação cabal, reconhecendo integralmente a falsidade da acusação. A pessoa que havia propagado a informação permaneceu sustentando o conteúdo divulgado.
Com base exclusivamente nos Arts. 138, 139, 140, 143 e 145 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279039 Direito Penal
Ao sair de uma agência bancária, um comerciante foi abordado por um homem que afirmou possuir informações sobre sua família e anunciou que causaria grave dano caso suas ordens não fossem cumpridas. O agente obrigou a vítima a entrar em um veículo e a manteve sob vigilância por aproximadamente duas horas. Nesse período, exigiu que o comerciante acessasse o aplicativo bancário, digitasse suas senhas e realizasse uma transferência para conta indicada. A vítima executou pessoalmente todas as operações, pois o autor não possuía os dados necessários para movimentar a conta sem sua participação. Somente após a confirmação do crédito, o comerciante foi liberado em local afastado. A apuração confirmou que não houve subtração direta de dinheiro, telefone ou outro objeto, nem exigência de pagamento como condição ou preço de resgate. Também não ocorreu lesão corporal ou morte.
Com base exclusivamente nos Arts. 157, 158 e 159 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279038 Direito Penal
Durante uma ocorrência em espaço público municipal, um indivíduo agrediu intencionalmente outra pessoa, causando lesão no ouvido direito. A vítima permaneceu afastada de suas atividades habituais por vinte dias e, após esse período, retomou normalmente seus estudos e permaneceu apta para o trabalho. O laudo definitivo constatou redução permanente da capacidade auditiva no ouvido atingido, embora a vítima ainda conseguisse ouvir e não tivesse perdido completamente esse sentido. O exame afastou perigo de vida, enfermidade incurável, deformidade permanente e perda ou inutilização da audição. Com base exclusivamente na redação fornecida do Art. 129 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou outras fontes normativas, assinale a alternativa CORRETA.
Alternativas
Q4279037 Direito Penal
Uma equipe da Guarda Municipal foi acionada após denúncia sobre a utilização irregular da estrutura de um centro cultural municipal. No local, um particular administrava uma plataforma digital mediante a qual disponibilizava ao público filmes, apresentações musicais e outras obras intelectuais sem autorização dos respectivos titulares. Cada usuário podia selecionar a obra desejada e recebê-la no momento e no local escolhidos, por meio de aplicativo instalado em telefone celular ou computador. O acesso era aparentemente gratuito, mas o administrador obtinha lucro indireto com anúncios publicitários exibidos antes e durante a transmissão. A investigação não identificou venda ou aluguel de cópias físicas, nem demonstrou que a atividade fosse praticada em desfavor de entidade de direito público, autarquia, empresa pública, sociedade de economia mista ou fundação instituída pelo Poder Público. Os titulares das obras, após serem identificados, manifestaram formalmente interesse na responsabilização criminal do administrador.

Com base exclusivamente nos Arts. 184 e 186 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279036 Direito Penal
Após denúncias sobre a movimentação frequente de veículos em um imóvel residencial, uma equipe da Guarda Municipal identificou no local uma oficina clandestina dedicada à desmontagem e à venda de automóveis e componentes. A investigação comprovou que o responsável adquiria veículos com placas e números de chassi adulterados, mantinha esses bens em depósito, desmontava suas peças e posteriormente as comercializava. Mensagens encontradas no aparelho utilizado nas negociações demonstraram que ele tinha conhecimento das adulterações antes de receber os veículos. Também ficou comprovado que as operações eram realizadas de forma habitual, com finalidade comercial, embora a atividade não possuísse registro empresarial, autorização administrativa ou estabelecimento aberto ao público. O comércio funcionava exclusivamente na residência do investigado. Não houve participação de funcionário público, contribuição para o licenciamento dos veículos nem comprovação de que o responsável tivesse realizado pessoalmente as adulterações.

Com base exclusivamente na redação fornecida do Art. 311 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279035 Direito Penal
Em atividade de capacitação da Guarda Municipal, foram analisadas quatro ocorrências registradas em prédios públicos. Na primeira, o agente iniciou a execução de uma conduta criminosa, mas não conseguiu consumá-la porque um sistema automático de segurança, acionado sem sua previsão, bloqueou sua atuação. Na segunda, outro agente também iniciou a execução e ainda possuía condições de prosseguir, mas decidiu voluntariamente interromper sua conduta antes da consumação. Na terceira, uma pessoa empregou um objeto meramente cenográfico, absolutamente incapaz de produzir o resultado criminoso pretendido. Na quarta, o agente desejava praticar o crime contra determinada pessoa, mas, por confundi-la com outra, atingiu pessoa diferente daquela que pretendia atingir.
Com base exclusivamente nos Arts. 14, 15, 17 e 20, § 3º, do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, analise as proposições:

I. Na primeira ocorrência, há tentativa, pois a execução foi iniciada e a consumação não ocorreu por circunstância alheia à vontade do agente.

II. Na segunda ocorrência, o agente responde somente pelos atos já praticados, pois desistiu voluntariamente de prosseguir na execução.

III. Na terceira ocorrência, a tentativa não é punida, pois era impossível consumar o crime em razão da ineficácia absoluta do meio empregado.

IV. Na quarta ocorrência, devem ser consideradas as condições e qualidades da pessoa efetivamente atingida, e não as da pessoa visada pelo agente.


Assinale a alternativa que apresenta apenas as proposições CORRETAS.
Alternativas
Q4279034 Direito Penal
Após uma fiscalização em estabelecimento comercial, um coordenador da administração municipal recebeu relatório que deveria encaminhar ao setor competente para adoção das providências legais. Naquela noite, embora estivesse fora do horário de expediente, ele procurou o proprietário e, valendo-se das atribuições do cargo, solicitou determinada quantia para deixar de encaminhar o documento. O comerciante não realizou o pagamento naquele momento, mas prometeu entregar o valor na semana seguinte. Em consequência dessa promessa, o coordenador reteve o relatório e deixou de praticar o ato funcional que lhe competia, infringindo conscientemente seu dever. A apuração afastou qualquer imposição, ameaça ou cobrança coercitiva por parte do agente. Também constatou que o comerciante não era subordinado do coordenador e que a omissão não decorreu de indulgência, sentimento pessoal ou simples influência desvinculada de vantagem econômica.

Com base exclusivamente nos Arts. 316, 317, 319, 320 e 327 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279033 Direito Penal
Uma equipe da Guarda Municipal foi acionada para preservar um prédio público após a prática de uma conduta prevista como crime. Durante a apuração, foram identificadas quatro situações distintas. Na primeira, o agente, em razão de doença mental, era inteiramente incapaz, no momento da ação, de compreender o caráter ilícito do fato. Na segunda, outro envolvido apresentava perturbação de saúde mental que reduzia parcialmente sua capacidade de entendimento, sem eliminá-la por completo. Na terceira, verificou-se que um dos participantes possuía 17 anos na data da ocorrência. Na quarta, um agente sofreu embriaguez completa, decorrente de caso fortuito, tornando-se inteiramente incapaz de compreender a ilicitude de sua conduta. O responsável pelo relatório solicitou que a análise fosse realizada somente a partir do texto legal fornecido, sem utilização de doutrina, jurisprudência ou outros dispositivos.
Com base exclusivamente nos Arts. 26, 27 e 28 do Código Penal, analise as proposições: 

I. O agente inteiramente incapaz em razão de doença mental é isento de pena.
II. A redução da capacidade por perturbação de saúde mental impõe obrigatoriamente a diminuição da pena de um a dois terços.
III. O menor de 18 anos é penalmente inimputável e fica sujeito às normas estabelecidas na legislação especial.
IV. A embriaguez completa proveniente de caso fortuito gera isenção de pena quando torna o agente inteiramente incapaz ao tempo da ação ou da omissão.


Assinale a alternativa que apresenta apenas as proposições CORRETAS.
Alternativas
Q4279032 Direito Penal
Após reconhecer que o autor de um fato previsto como crime era inimputável, o juiz verificou que a infração era punível com detenção e determinou sua submissão a tratamento ambulatorial, fixando o prazo mínimo de dois anos. Passado um ano, relatório médico indicou agravamento do quadro e necessidade de internação para fins curativos, providência que foi determinada judicialmente. Ao término do prazo mínimo, perícia médica concluiu pela cessação da periculosidade, razão pela qual foi concedida a desinternação. Oito meses depois, o agente praticou fato indicativo de persistência de sua periculosidade. Antes da efetivação de qualquer nova providência, foi declarada extinta a punibilidade relativa ao fato que havia originado a medida de segurança.
Com base exclusivamente nos Arts. 96 a 99 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279031 Direito Penal
Em monitoramento de espaços públicos e redes abertas, a Guarda Municipal identificou quatro situações independentes. Na primeira, um homem realizou transmissão pública convocando os espectadores a incendiar, na noite seguinte, veículos estacionados diante de um órgão municipal. Na segunda, uma mulher publicou vídeo aberto enaltecendo um fato criminoso já praticado e apresentando seu autor como exemplo a ser admirado. Na terceira, três adultos estabeleceram vínculo voltado especificamente à prática continuada de crimes patrimoniais, mantendo armas disponíveis para as ações planejadas. Na quarta, um comerciante, sem integrar esse grupo, procurou um de seus membros e contratou a prática de determinado crime, que acabou não sendo executado. A apuração confirmou a publicidade das duas primeiras manifestações, a finalidade criminosa específica do grupo, seu caráter armado e a contratação realizada pelo comerciante.
Com base exclusivamente nos Arts. 286, 287, 288 e 288-A do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, julgue as afirmativas como verdadeiras ou falsas.

(__) A convocação pública para a prática futura de crime corresponde à incitação ao crime.
(__) O enaltecimento público de fato criminoso ou de seu autor corresponde à apologia de crime ou criminoso.
(__) A associação formada por três pessoas tem a pena aumentada em até a metade por ser armada.
(__) A contratação de crime junto a integrante da associação somente é punível se o crime contratado for efetivamente praticado.


Assinale a alternativa que apresenta a sequência CORRETA.
Alternativas
Q4279030 Direito Penal
Após uma manifestação em frente a edifícios públicos, parte dos participantes passou a empregar violência e grave ameaça com duas finalidades simultâneas. O grupo pretendia restringir o funcionamento dos poderes constitucionais e retirar do exercício o governo legitimamente constituído. A atuação foi interrompida pelas forças de segurança antes que qualquer das finalidades fosse alcançada. A investigação demonstrou que os fatos ocorreram no mesmo contexto, embora os envolvidos tivessem organizado separadamente as ações dirigidas contra os poderes constitucionais e contra o governo. Entre as pessoas identificadas, um participante apenas acompanhou a multidão e aderiu aos atos violentos, sem financiá-los e sem exercer comando. Outro participante forneceu recursos materiais e coordenou a movimentação do grupo. A autoridade responsável deveria analisar as consequências exclusivamente conforme o texto legal fornecido, sem recorrer a doutrina, jurisprudência ou outros dispositivos.

Com base exclusivamente nos Arts. 359-L, 359-M, 359-M-A e 359-M-B do Decreto-Lei federal nº 2.848/1940, Código Penal, analise as assertivas:

I. A tentativa de impedir ou restringir, mediante violência ou grave ameaça, o exercício dos poderes constitucionais corresponde à abolição violenta do Estado Democrático de Direito.

II. A tentativa de retirar, mediante violência ou grave ameaça, o governo legitimamente constituído corresponde ao golpe de Estado.

III. Como existiam finalidades autônomas no mesmo contexto, as penas dos delitos devem ser obrigatoriamente somadas de forma cumulativa.

IV. A redução prevista para crimes praticados em contexto de multidão pode alcançar o participante que não financiou os atos nem exerceu liderança, mas não alcança quem realizou uma dessas condutas.


Assinale a alternativa que apresenta apenas as assertivas CORRETAS.
Alternativas
Q4279029 Direito Penal
Ao longo de vinte dias, dois antigos prestadores de serviço passaram a acompanhar, de forma coordenada, os deslocamentos de um servidor municipal responsável pelo encerramento dos respectivos contratos. Em dias alternados, permaneciam próximos à residência e ao local de trabalho da vítima, seguiam seu veículo e enviavam mensagens informando, em tempo real, onde ela se encontrava. A conduta tinha finalidade declarada de retaliação pela decisão administrativa. Em razão da repetição dos atos, o servidor modificou seus horários, deixou de frequentar determinados locais e passou a utilizar trajetos mais longos para evitar os envolvidos. A apuração afastou emprego de arma, violência, grave ameaça, anúncio de mal injusto e grave, humilhação, discriminação, privação efetiva da liberdade ou redução da capacidade de resistência. Também se comprovou que os dois agentes atuavam conjuntamente e que a vítima manifestou formalmente interesse na apuração criminal.
Com base exclusivamente nos Arts. 146, 146-A, 147, 147-A e 148 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279028 Direito Penal
Mesmo após o término da convivência, um homem continuou tentando controlar as decisões pessoais de sua antiga companheira. Em descumprimento de medida protetiva, ingressou na residência da mulher e, diante dela, matou intencionalmente seu filho de 16 anos. A investigação demonstrou que o adolescente foi escolhido para causar sofrimento à mãe, puni-la pela recusa em retomar o relacionamento e submetê-la novamente ao controle do agente. Não houve ato destinado a provocar a morte da mulher. Considerando exclusivamente a vítima atingida, a finalidade específica da conduta e o contexto de violência doméstica e familiar, com base exclusivamente na redação fornecida dos Arts. 121, 121-A e 121-B do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA. 
Alternativas
Q4279027 Direito Penal
No início da tarde, familiares reuniram-se em um cemitério municipal para uma cerimônia funerária sem caráter religioso. Quando os funcionários conduziam o caixão até a sepultura, um homem que mantinha antiga disputa patrimonial com a família ingressou no local e bloqueou deliberadamente a passagem. Com a finalidade de impedir a continuidade do enterro, ele empurrou dois funcionários, afastou o suporte utilizado no transporte e permaneceu diante da sepultura até ser contido pela Guarda Municipal. A cerimônia ficou interrompida por aproximadamente vinte minutos, mas foi retomada posteriormente. A apuração comprovou que o agente não abriu, danificou ou profanou a sepultura, não retirou, destruiu ou ocultou o cadáver e não praticou qualquer ato diretamente contra o corpo ou suas cinzas. Também não houve escarnecimento motivado por crença ou função religiosa, nem vilipêndio de objeto ou prática de culto.
Com base exclusivamente nos Arts. 208 a 212 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, assinale a alternativa CORRETA.
Alternativas
Q4279026 Direito Penal
Em uma mesma semana, a Guarda Municipal registrou ocorrências relacionadas à proteção da vida e da saúde. Na primeira, um veículo transportava trabalhadores para prestação de serviços em estabelecimento privado, em desacordo com as normas legais, expondo-os a perigo direto e iminente. Na segunda, uma unidade hospitalar condicionou atendimento emergencial à entrega de nota promissória, e a negativa de atendimento resultou na morte do paciente. Na terceira, um curador abandonou, em local ermo, pessoa maior de 60 anos que estava sob seus cuidados e não conseguia defender-se dos riscos decorrentes do abandono. Na quarta, o responsável pela custódia de uma pessoa de 14 anos expôs sua saúde a perigo, abusando de meios de disciplina, sem que ocorresse lesão corporal de natureza grave ou morte.
Com base exclusivamente nos Arts. 132, 133, 135-A e 136 do Decreto-Lei federal nº 2.848/1940, Código Penal, sem considerar doutrina, jurisprudência ou qualquer outra fonte normativa, julgue as assertivas:

(__) Na primeira ocorrência, a pena prevista para a exposição da vida ou da saúde de outrem a perigo direto e iminente é aumentada de um sexto a um terço.

(__) Na segunda ocorrência, a pena prevista para o condicionamento do atendimento médico-hospitalar emergencial deve ser obrigatoriamente triplicada.

(__) Na terceira ocorrência, estão presentes duas circunstâncias expressamente previstas no § 3º do Art. 133 para o aumento da pena em um terço.

(__) Na quarta ocorrência, a pena do crime de maus-tratos deve ser aumentada de um terço em razão da idade da vítima.


Assinale a alternativa que apresenta a sequência CORRETA.
Alternativas
Q4279025 Direito Penal
Uma equipe da Guarda Municipal prestou apoio à segurança de um prédio público onde seriam realizadas diligências relacionadas a uma investigação criminal. Uma testemunha foi conduzida coercitivamente por determinação judicial, embora nunca tivesse sido intimada para comparecer espontaneamente. Horas depois, um suspeito foi preso em flagrante. Sua família recebeu imediatamente a informação sobre a prisão e o local da custódia, mas a autoridade judiciária somente foi comunicada depois do prazo legal, sem justificativa para o atraso. A nota de culpa, contendo o motivo da prisão e os nomes do condutor e das testemunhas, foi entregue vinte e seis horas após a captura. No interrogatório, o preso declarou que exerceria o direito ao silêncio e solicitou assistência de defensor público. Apesar disso, as perguntas continuaram antes da chegada do profissional. Posteriormente, a autoridade judiciária competente, mesmo reconhecendo a manifesta ilegalidade da prisão, deixou de determinar seu relaxamento dentro de prazo razoável.
Com base exclusivamente nos dispositivos fornecidos da Lei federal nº 13.869/2019, sem considerar doutrina, jurisprudência ou outras fontes normativas, assinale a alternativa CORRETA.
Alternativas
Respostas
301: E
302: C
303: C
304: A
305: C
306: E
307: D
308: D
309: E
310: B
311: C
312: B
313: E
314: B
315: C
316: D
317: C
318: B
319: C
320: B