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Scientific game contains, therefore, a diachronic temporality, that is, the memory and the project. It is assumed that the actual sender of scientific statements has knowledge of statements that were previously to its referent (the bibliography) and does not offer statements on the same subject, if they do not differ from universally accepted. What we call "stress" in every performance, got here an advantage over the "meter", hence, the polemical function of the game. This diachroneity, suggesting the accumulation of memory and the study of new, in principle, outlines a cumulative process. RITM this latest, which is the ratio of the stress to the meter changes94.These characteristics are known. However, it is worth Recalling them for two reasons. First, a side by side comparison of science and non-scientific (narrative) knowledge makes it clear, or at least to feel that the existence of the first necessary, not more than in the second, but not less. One and the other formed by the sets of statements; the statements are "moves" aimed at players under the General rules; these rules are specific to each knowledge, and "welcome", which is considered good here, may not be the same there, with the exception of some matches.
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