Provides access to the worlds of Howard Cosell and John Madden and the many sports personalities they cover, from the man responsible for making a winner out of the ailing CBS sports
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Use the science of motivation with the power of game design to unlock motivation and drive progress in your organisation. There are two conventional ways to approach motivation: set goals and try to change attitudes and beliefs (which takes a lot of personalised effort); or develop incentives and rewards to inspire effort (which takes a lot of money). This book shows you how to take a third new approach – designing the work itself to be inherently motivating. Combining the best elements of three distinct fields—motivational science, game design, and agile management—this book shows you how to positively influence behaviour through better work and project design. This game changing book: Gives you a refreshing science-based approach to the classic challenge of motivation in the workplace Is ideal for any leader or manager looking to take their workplace culture in a new direction Includes practical advice for creating highly productive, motivated and innovative teams Is written by a motivation strategy and design expert who consults on leadership and change management to a wide range of clients – from the executives of multinational organisations, through to the directors of switched-on startups. The Game Changer will show you how to unlock creative, productive and collaborative work. It is the perfect resource for forward-thinking leaders in organisations and teams focused on crafting a work culture that gets the best out of their people.
It's nearly impossible to build a competent Go-playing machine using conventional programming techniques, let alone have it win. By applying advanced AI techniques, in particular deep learning and reinforcement learning, users can train their Go-bot in the rules and tactics of the game. Deep Learning and the Game of Go opens up the world of deep learning and AI by teaching readers to build their own Go-playing machine. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.
The Game Design Reader is a one-of-a-kind collection on game design and criticism,from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and EricZimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroomsourcebook, a reference for working game developers, and a great read for game fans andplayers.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists,media theorists, and others consider fundamental questions: What are games and how are theydesigned? How do games interact with culture at large? What critical approaches can game designerstake to create game stories, game spaces, game communities, and new forms of play?Salen andZimmerman have collected seminal writings that span 50 years to offer a stunning array ofperspectives. Game journalists express the rhythms of game play, sociologists tackle topics such asrole-playing in vast virtual worlds, players rant and rave, and game designers describe the sweatand tears of bringing a game to market. Each text acts as a springboard for discussion, a potentialclass assignment, and a source of inspiration. The book is organized around fourteen topics, fromThe Player Experience to The Game Design Process, from Games and Narrative to CulturalRepresentation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas andresearch fundamental to the study of games, and points to relevant texts within the Reader. Visualessays between book sections act as counterpoint to the writings.Like Rules of Play, The Game DesignReader is an intelligent and playful book. An invaluable resource for professionals and a uniqueintroduction for those new to the field, The Game Design Reader is essential reading for anyone whotakes games seriously.
The incredible inside story of power, money, and baseball's last twenty years. In the fall of 1992, America's National Pastime is in crisis and already on the path to the unthinkable: cancelling a World Series for the first time in history. The owners are at war with each other, their decades-long battle with the players has turned America against both sides, and the players' growing addiction to steroids will threaten the game's very foundation. It is a tipping point for baseball, a crucial moment in the game's history that catalyzes a struggle for power by three strong-willed men: Commissioner Bud Selig, Yankees owner George Steinbrenner, and union leader Don Fehr. It's their uneasy alliance at the end of decades of struggle that pulls the game back from the brink and turns it into a money-making powerhouse that enriches them all. This is the real story of baseball, played out against a tableau of stunning athletic feats, high-stakes public battles, and backroom political deals -- with a supporting cast that includes Barry Bonds and Mark McGwire, Joe Torre and Derek Jeter, George Bush and George Mitchell, and many more. Drawing from hundreds of extensive, exclusive interviews throughout baseball, The Game is a stunning achievement: a rigorously reported book and the must-read, fly-on-the-wall, definitive account of how an enormous struggle for power turns disaster into baseball's Golden Age.
It is by making innovation an intimate, intentional part of the business that A. G. Lafley - the Jack Welch of the 21st century - has recently transformed Procter & Gamble from a $39 into a $76 billion dollar company that touches more than 3 billion people around the world. On the brink of collapse when he joined in 2000, it became a model for growth and innovation. In this inspiring and practical book Lafley explains how making innovation more than just a stand-alone activity enabled him to turn around growth, productivity and the bottom line. As this book shows, innovation can become a reliable and repeatable game-changer for any business in all areas of the organisation, from the CEO's desk to the everyday activities of each employee. By using new insights and easy-to-relate-to stories from P&G and other companies - describing, for example, the best way to brainstorm, and the "innovation portfolio" - this book is destined to become as influential as Good to Great and as Charan's own bestseller, Execution.
Like the age-old feud between the Montagues and Capulets in Romeo and Juliet, the enduring rivalry between the Boston Celtics and the LA Lakers makes for great drama. Macbeth’s career began with promise but ended in ruin—not unlike Pete Rose’s. Twelfth Night’s Viola’s disguise as a boy to enter into a man’s world is echoed in Babe Didrikson Zaharias’ challenge to the pro golf patriarchy when she competed in the Los Angeles Open. Exploring parallels between Shakespeare’s plays and famous events in the world of sports, this book introduces seven of the best-known plays to the sports enthusiast and offers a fresh perspective to Shakespeare devotees.
Provides step-by-step advice and guidelines on getting a board game, card game, role-playing game, or tabletop game published.
When actors prepare a role, they need to use their powers of observation and creativity. When they perform before an audience, they need a whole range of presentational skills and plenty of self-confidence. Directors and drama teachers often use games and exercises to develop these skills, which are not relevant to the theatrical world alone - they are the same skills needed for job interviews, committee meetings and other everyday 'performances'. This revised, updated and expanded new edition continues to provide a wide array of games and exercises designed to develop the players' observation, imagination, presentation and self-confidence. Primarily written for directors, drama teachers and students, it is of use to anyone who needs these skills in any context.
Presents colorful paintings on split pages to allow young readers to mix up the pictures to make new artistic creations. On board pages.
In Rigging the Game--a brief, accessible introduction to the study of inequality in American society--Michael Schwalbe investigates how inequality is both created and reproduced. Guided by the questions How did the situation get this way? and How does it stay this way?, Schwalbe tracks inequality from its roots to its regulation. In the final chapter, "Escaping the Inequality Trap," he also shows how inequality can be overcome. Throughout, Schwalbe's engaging writing style draws students into the material, providing instructors with a solid foundation for discussing this challenging and provocative subject. With its lively combination of incisive analysis and compelling fictional narratives, Rigging the Game is an innovative teaching tool--not only for courses on stratification, but also for social problems courses, introductory sociology courses, and any course that takes a close look at how the inequalities of race, class, and gender are perpetuated.
Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)
- Author : Patrick James Rusz
- Publisher : Unknown
- Release Date : 1987
- Genre : Wild turkey
- Pages : 56
- ISBN : WISC:89058797044
The Game Cock Being a Practical Treatise on Breeding Rearing Training Feeding Trimming Mains Heeling Spurs Etc History of Cockfighting Ser
- Author : Ed James
- Publisher : Read Books Ltd
- Release Date : 2013-04-16
- Genre : Sports & Recreation
- Pages : 96
- ISBN : 9781446548974
THE GAME COCK -BEING A PRACTICAL TREATISE ON BREEDING, REARING, TRAINING, FEEDING,TRIMMING, MAINS, HEELING, SPURS, etc., etc., etc. TOGETHER WITH AN EXPOSURE OF COCKERS' TRICKS. THE ORIGIN AND CURE OF DISEASES, AND THE REVISED COCKING RULES GOVERNING ALL PARTS OF THE WORLD. BY ED. JAMES. This book was first published in New York in 1873. It is extremely rare and much sought after for its historical content by today's breeders and fanciers of Game Fowl. READ COUNTRY BOOKS has now re-published it in its entirety, incorporating the original text and rare engravings of Game Fowl, Fighting Scenes and Equipment. Eighteen detailed chapters are contained within 92 pages, and include:- Origin and History of the Game Fowl. - Form and Properties of a Fighting Cock. - Some of the different Breeds of Fowl. - Breeding. - Training for the Pit. - Mode of Trimming. - Directions for Heeling. - About Mains. - Form of Articles. - English General Laws of Cocking. - Cockers' Tricks Exposed. - Hints on Spurs. - Origin of Diseases and Their Cures. - Cocking Rules of Different States and Countries. - Modern System of Breeding. - Descriptions of Ten Breeds of Game and Best Methods of Crossing. - Hints on Judging Game. - Schedule for Judging Game. Etc. Many of the earliest sporting books, particularly those dating back to the 1800s, are now extremely scarce and very expensive. READ COUNTRY BOOKS are reprinting these classic works in affordable, high quality, modern editions. These editions are republished using the original text and artwork. The book is available in a quality soft cover format.