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The Obvious Game
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Book Synopsis Beyond the Obvious by : Phil McKinney
Download or read book Beyond the Obvious written by Phil McKinney and published by Hachette Books. This book was released on 2012-02-07 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Killer Questions Your Company Should Be Asking Generating and executing great ideas is the key to staying ahead in a rapidly changing world. It seems so basic. Why is it so hard to actually get right? According to innovation expert Phil McKinney, the real problem is that we're teaching people to ask the wrong questions about their businesses--or none at all. There has to be a better way. In Beyond the Obvious, McKinney will help you use his proven FIRE (Focus, Ideation, Rank, Execution) Method to dig deeper and get back to asking the right questions--the ones all companies must ask to survive. Full of real-world examples, this book will change the way you operate, innovate, and create, and it all begins with battle-tested questions Phil has gathered on note cards throughout his career. Shared for the first time here, these "Killer Questions" include: What are the rules and assumptions my industry operates under? What if the opposite were true? What will be the buying criteria used by my customer in 5 years? What are my unshakable beliefs about what my customers want? Who uses my product in ways I never anticipated? These questions will reframe the way you see your products, your customers, and the way the two interact. Whether you're a company of thousands or a lean startup, Beyond the Obvious will give you the skills and easy-to-follow plan you need to make both the revolutionary changes and nuanced tweaks required for success. Praise for Beyond the Obvious "Human beings are creatures of habit, so getting ourselves and our teams to think beyond the obvious is a challenge we face all the time. Phil McKinney is an innovation expert, and his killer questions and hit-the-spot anecdotes provide a great way to get out in front of opportunities we otherwise won't see." -- Geoffrey Moore, author of Crossing the Chasm and Escape Velocity "I've always believed that asking the right questions is the essence of design. Phil McKinney proves that point with this wonderful set of killer questions that will jumpstart-or greatly enhance- your innovation efforts." -- B. Joseph Pine II, co-author, The Experience Economy & Infinite Possibility. "Product Innovation is a prerequisite to building great brands. Phil's questions are a prerequisite to building innovative products." -- Satjiv S. Chahil, former global marketing chief, Apple"
Download or read book The Obvious Game written by Rita Arens and published by . This book was released on 2013-01-17 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fifteen-year-old Diana Keller accidentally begins teaching The Obvious Game to new kid Jesse on his sixteenth birthday. As she buries her shock about her mother's fresh cancer diagnosis in cookbooks, peach schnapps and Buns of Steel workouts, Diana both seduces athlete Jesse and shoves him away under the guise of her carefully constructed sentences. As their relationship deepens, Diana avoids Jesse's past with her own secrets, which she'll protect at any cost. Will Diana and Jesse's love survive his wrestling obsession and the Keller family's chaos, or will all their important details stay buried beneath a game?
Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Download or read book Playing to Win written by David Sirlin and published by Lulu.com. This book was released on 2006-04-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Book Synopsis To Play the Game by : J. Bowyer Bell
Download or read book To Play the Game written by J. Bowyer Bell and published by Transaction Publishers. This book was released on with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.
Book Synopsis A Game of Fox & Squirrels by : Jenn Reese
Download or read book A Game of Fox & Squirrels written by Jenn Reese and published by Henry Holt and Company (BYR). This book was released on 2020-04-14 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: A 2021 Oregon Book Award Winner An NPR Best Book of 2020 A Finalist for the 2021-22 Maine Student Book Award A 2021 Mythopoeic Awards Finalist Andre Norton Award finalist Jenn Reese explores the often thin line between magic and reality, light and darkness in her enchanting middle grade standalone. "Brings to life, viscerally, what it is like to live in fear of abuse—even after the abuse itself is over. But there is magic here too, and the promise of a better future that comes with learning to let people who care about you into your world." —Alan Gratz, New York Times-bestselling author of Refugee “A captivating and touching story... both whimsical and emotionally—sometimes frighteningly—compelling.” —Ingrid Law, Newbery Honor-winning author of Savvy "Magically creative and deeply honest, A Game of Fox & Squirrels merges games and grimness in a fantasy tale that tells the truth." —Elana K. Arnold, Printz Honor-winning author of Damsel and A Boy Called Bat After an incident shatters their family, eleven-year old Samantha and her older sister Caitlin are sent to live in rural Oregon with an aunt they've never met. Sam wants nothing more than to go back to the way things were... before she spoke up about their father's anger. When Aunt Vicky gives Sam a mysterious card game called "A Game of Fox & Squirrels," Sam falls in love with the animal characters, especially the charming trickster fox, Ashander. Then one day Ashander shows up in Sam’s room and offers her an adventure and a promise: find the Golden Acorn, and Sam can have anything she desires. But the fox is hiding rules that Sam isn't prepared for, and her new home feels more tempting than she'd ever expected. As Sam is swept up in the dangerous quest, the line between magic and reality grows thin. If she makes the wrong move, she'll lose far more than just a game. Perfect for fans of Barbara O'Connor, Lauren Wolk, and Ali Benjamin, A Game of Fox & Squirrels is a stunning, heartbreaking novel about a girl who finds the light in the darkness... and ultimately discovers the true meaning of home.
Download or read book Laws of the Game written by Manfred Eigen and published by Princeton University Press. This book was released on 1993-04-11 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using game theory and examples of actual games people play, Nobel laureate Manfred Eigen and Ruthild Winkler show how the elements of chance and rules underlie all that happens in the universe, from genetic behavior through economic growth to the composition of music. To illustrate their argument, the authors turn to classic games--backgammon, bridge, and chess--and relate them to physical, biological, and social applications of probability theory and number theory. Further, they have invented, and present here, more than a dozen playable games derived from scientific models for equilibrium, selection, growth, and even the composition of RNA.
Book Synopsis The Game Changing Attorney by : Michael Mogill
Download or read book The Game Changing Attorney written by Michael Mogill and published by . This book was released on 2018-10-18 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: These days, even if you're an outstanding lawyer, you're getting lost in the shuffle. The legal landscape is saturated with over 1.3 million attorneys. In The Game Changing Attorney, marketing expert Michael Mogill teaches actionable strategies to help you break through the noise, gain your ideal client's attention, and land the best cases.
Book Synopsis The End Games by : T. Michael Martin
Download or read book The End Games written by T. Michael Martin and published by Harper Collins. This book was released on 2013-05-07 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: John Green meets Stephen King in this original take on the zombie apocalypse by author T. Michael Martin, which ALA Booklist called "the best of the undead bunch" in a starred review. Seventeen-year-old Michael and his five-year-old brother, Patrick, have been battling monsters in the Game for weeks. In the rural mountains of West Virginia—armed with only their rifle and their love for each other—the brothers follow Instructions from the mysterious Game Master. They spend their days searching for survivors, their nights fighting endless hordes of "Bellows"—creatures that roam the dark, roaring for flesh. And at this Game, Michael and Patrick are very good. But the Game is changing. The Bellows are evolving. The Game Master is leading Michael and Patrick to other survivors—survivors who don't play by the rules. And the brothers will never be the same. T. Michael Martin's debut novel is a transcendent thriller filled with electrifying action, searing emotional insight, and unexpected romance.
Book Synopsis Game Usability by : Katherine Isbister
Download or read book Game Usability written by Katherine Isbister and published by CRC Press. This book was released on 2008-08-12 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Download or read book Games written by C. Thi Nguyen and published by . This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Book Synopsis Games and Gaming by : Larissa Hjorth
Download or read book Games and Gaming written by Larissa Hjorth and published by Berg. This book was released on 2011-01-01 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
Book Synopsis A Course in Microeconomic Theory by : David M. Kreps
Download or read book A Course in Microeconomic Theory written by David M. Kreps and published by Princeton University Press. This book was released on 2020-06-23 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: David M. Kreps has developed a text in microeconomics that is both challenging and "user-friendly." The work is designed for the first-year graduate microeconomic theory course and is accessible to advanced undergraduates as well. Placing unusual emphasis on modern noncooperative game theory, it provides the student and instructor with a unified treatment of modern microeconomic theory--one that stresses the behavior of the individual actor (consumer or firm) in various institutional settings. The author has taken special pains to explore the fundamental assumptions of the theories and techniques studied, pointing out both strengths and weaknesses. The book begins with an exposition of the standard models of choice and the market, with extra attention paid to choice under uncertainty and dynamic choice. General and partial equilibrium approaches are blended, so that the student sees these approaches as points along a continuum. The work then turns to more modern developments. Readers are introduced to noncooperative game theory and shown how to model games and determine solution concepts. Models with incomplete information, the folk theorem and reputation, and bilateral bargaining are covered in depth. Information economics is explored next. A closing discussion concerns firms as organizations and gives readers a taste of transaction-cost economics.
Book Synopsis Advanced Hold’Em Volume 2 by : Ryan Sleeper
Download or read book Advanced Hold’Em Volume 2 written by Ryan Sleeper and published by iUniverse. This book was released on 2018-04-12 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advanced Holdem Volume 2 is the continuation of Advanced Holdem Volume 1. Volume 2 brings you even more of the necessary concepts for being successful in no-limit holdem cash games and tournaments. This book includes example hands and situations, as well as new advanced concepts for no-limit holdem games. Whether you play at home, in the casino, at a charity poker room, or on the internet, these concepts will help you improve your gameguaranteed! This book gives players a more detailed idea on how the advanced concepts in volume 1 (and the new concepts in volume 2) will help any player be successful in no-limit holdem. Learn when these advanced concepts are most important when increasing your skills to the highest levels by learning how to make the proper adjustments and making the correct plays almost every time. Advanced Holdem Volume 2 includes the following: 1. Gambling when youre unsure. 2. Blind poker. 3. Is bluffing underrated? 4. Making unusual plays. 6. Now youre a pro. 7. Advanced poker tells. 8. Squeeze plays. 9. Folding big hands preflop. 10. Calling with weak hands preflop. 11. Online poker secrets. 12. Setting traps.
Book Synopsis No Game for Boys to Play by : Kathleen Bachynski
Download or read book No Game for Boys to Play written by Kathleen Bachynski and published by UNC Press Books. This book was released on 2019-11-25 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.
Book Synopsis Write Your Way into Animation and Games by : Christy Marx
Download or read book Write Your Way into Animation and Games written by Christy Marx and published by Taylor & Francis. This book was released on 2012-11-12 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand
Book Synopsis Mental Health | Atmospheres | Video Games by : Jimena Aguilar Rodríguez
Download or read book Mental Health | Atmospheres | Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.