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However very much we insist it isn't true, our choices, actions, and thoughts are seldom uninfluenced by the circumstances we are born into. Our society and culture play an enormous role in the individual we become, shaping our opinions and worldviews from birth. This truth is normally illustrated no much better than in Jane Austen’s Emma. In Emma, Austen uses narrative design, characterization, and the plot gadget of word video games to illustrate the ever-present power of hierarchical control. Emma's plot apparently hovers around the superficial theme of strategic matchmaking. But while that is an essential facet of Emma, it serves mainly as a catalyst to illustrate the very much bigger notion of societal authority within the novel. Word video games play a huge part in the plot advancement of Emma. "... Emma is usually itself a expressed phrase game, anagrammatic in theme... and plot structure" (Grey 181). The expressed word video games in Emma involve the coordinating and rearranging of verbal characters. This mirrors the plot of the written book, where characters are rearranged and matched as potential marriage companions. (Grey 181). Just as that rearranging the alphabet tiles adjustments their meaning, different pairings in Emma demonstrate different facets of the individual’s personality. The theme of Emma is usually expressed through the term games by the video games’ requirement to stick to the guidelines. Emma’s society uses strict adherence to the guidelines dictated by the “middle-class aristocracy” (Grossman 1). Likewise, the expressed word games depend on observation of the rules, and when the guidelines of the overall game are broken it generally coincides with breaking of the guidelines of the social video game. Frank and Emma break the social guidelines if they gossip about Jane Fairfax and mock her attachment to Mr certainly. Dixon by spelling out.