Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
2x2 games provide the very basis of game theory and this book constitutes something approaching a 'periodic table' of the most common games - the prisoner's dilemma, coordination games, chicken and the battle of the sexes among them.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Episodes from the lives of Galileo, Fermat, Pascal, and others illustrate this fascinating account of the roots of mathematics. Features thought-provoking references to classics, archaeology, biography, poetry. 1962 edition.
200 fascinating games to thrill, surprise, and amaze kids of all ages. Includes old favourites and new, imaginative games that will help students compete, cooperate, communicate, and have fun.
This book presents the first complete overview in English of the prose fiction of Georges Perec, recognised since his death in 1982 as one of the most influential and innovative French writers of his generation. In particular, it explores in depth the nature of the numerous, and often astonishing, games and ludic devices which he used to generate and develop his material and to draw his readers into a playful interaction with his texts. Moreover this study situates Perec's writings as the culmination of a significant tradition in twentieth-century French writing, that of ludic fiction, whose evolution is traced from Roussel to Ricardou and the Nouveau Roman and Oulipo movements. In so doing, it seeks to answer two important questions: why did ludic writing reach such particular prominence in the 1960s and 1970s? What made its appeal for Georges Perec so special that it came to shape his whole approach to writing, and led this orphan of war and holocaust to invest literary game-playing with such a profound personal and cultural importance?
This work explains that equilibrium is the long-run outcome of a process in which non-fully rational players search for optimality over time. The models they e×plore provide a foundation for equilibrium theory and suggest ways for economists to evaluate and modify traditional equilibrium concepts.
This book looks at how particular video and computer games--such as Digital Zoo, The Pandora Project, SodaConstructor, and more--can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world.
Inside each of these 10 new books children's educators will find twenty-six creative activities to engage kids with fantastic Bible-focused, high-energy fun! Correlated with Bible-in-Life and Echoes curriculum and covering ages preschool to middle school, these books are loaded with innovative ideas including scripture references and teacher tips and provide a great resource for alternative Step 3 activities. Or teachers can use it with their own lesson plans this handy resource fits well with any curriculum or can be used as a stand-alone activity. Learning is improved when it's coupled with actions, so Bible Games That Teach is just what you need for your youngest group. Inside you'll find fun games that kids will want to play over and over again while they learn motor skills, matching, sorting, and much, much more. Best of all, preschoolers also begin learning Bible stories while they play!
Apple's iPod still has the world hooked on portable music, pictures, videos, movies, and more, but one thing it doesn't have is a manual that helps you can get the most out this amazing device. That's where this book comes in. Get the complete scoop on the latest line of iPods and the latest version of iTunes with the guide that outshines them all -- iPod: The Missing Manual. The 9th edition is as useful, satisfying, and reliable as its subject. Teeming with high-quality color graphics, each page helps you accomplish a specific task -- everything from managing your media and installing and browsing iTunes to keeping calendars and contacts. Whether you have a brand-new iPod or an old favorite, this book provides crystal-clear explanations and expert guidance on all of the things you can do: Fill 'er up. Load your Nano, Touch, Classic, or Shuffle with music, movies, and photos, and learn how to play it all back. Tour the Touch. Surf the Web, use web-based email, collect iPhone apps, play games, and more. Share music and movies. Copy music between computers with Home Sharing, beam playlists around the house, and whisk your Nano's videos to YouTube. iTunes, tuned up. Pick-and-choose which music, movies, and photos to sync; create instant playlists with Genius Mix; and auto-rename "Untitled" tracks. iPod power. Create Genius playlists on your iPod, shoot movies on your Nano, use the Nano's FM radio and pedometer, and add voice memos to your Touch. Shop the iTunes Store. Find what you're looking for in a snap, whether it's music, movies, apps, lyrics, or liner notes.
There's more to helping participants develop motor skills than just coming up with relevant drills. If you want participants to succeed, you need to structure learning tasks to keep them interested and engaged. Although there are many resources available to help teachers and coaches improve their curriculum, teaching skills, and management, little has been written about the critical issue of effective task design ... until now." "This text takes the most current research on learning and teaching movement activity and translates it into practical, down-to-earth suggestions for coaches and teachers. Using examples both in the gym and on the playing field, the book shows teachers and coaches alike how to develop instructional tasks that maximize students' learning and retention."--BOOK JACKET.
Business professionals that struggle to understand key concepts in economics and how they are applied in the field rely on Microeconomics. The fourth edition makes the material accessible while helping them build their problem-solving skills. It includes numerous new practice problems and exercises that arm them with a deeper understanding. Learning by Doing exercises explore the theories while boosting overall math skills. Graphs are included throughout the mathematical discussions to reinforce the material. In addition, the balanced approach of rigorous economics gives business professionals a more practical resource.
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.
The new eighth edition of the Music Business Handbook And Career Guide maintains the tradition of this classic text as the most comprehensive, up-to-date guide to the $100 billion music industry. More than 100,000 students and professionals have turned to earlier editions of the Baskerville Handbook to understand the art, profession, and business of music. Thoroughly revised, the eighth edition includes complete coverage of all aspects of the music industry, including songwriting, publishing, copyright, licensing, artist management, promotion, retailing, media, and much more. There is a complete section on careers in music, including specific advice on getting started in the music business. Generously illustrated with tables and photographs, the Guide also contains a complete appendix with sample copyright forms, writing and publishing agreements, directories of professional organizations, and a comprehensive glossary and index. The eighth edition has been completely updated, with particular emphasis on online music and its impact on the rest of the industry.
Windows Vista is Microsoft's most important software release in more than a decade. It offers users an abundance of new and upgraded features that were more than five years in the making: a gorgeous, glass-like visual overhaul; superior searching and organization tools; a multimedia and collaboration suite; and above all, a massive, top-to-bottom security-shield overhaul. There's scarcely a single feature of the older versions of Windows that hasn't been tweaked, overhauled, or replaced entirely. But when users first encounter this beautiful new operating system, there's gonna be a whole lotta head-scratchin', starting with trying to figure out which of the five versions of Vista is installed on the PC (Home, Premium, Business, Enterprise, Ultimate). Thankfully, Windows Vista: The Missing Manual offers coverage of all five versions. Like its predecessors, this book from New York Times columnist, bestselling author, and Missing Manuals creator David Pogue illuminates its subject with technical insight, plenty of wit, and hardnosed objectivity for beginners, veteran standalone PC users, and those who know their way around a network. Readers will learn how to: Navigate Vista's elegant new desktop Locate anything on your hard drive quickly with the fast, powerful, and fully integrated search function Use the Media Center to record TV and radio, present photos, play music, and record any of the above to DVD Chat, videoconference, and surf the Web with the vastly improved Internet Explorer 7 tabbed browser Build a network for file sharing, set up workgroups, and connect from the road Protect your PC and network with Vista's beefed up security And much more. This jargon-free guide explains Vista's features clearly and thoroughly, revealing which work well and which don't. It's the book that should have been in the box!
“The more narrowly we examine language, the sharper becomes the con?ict - tween it and our requirement. (For the crystalline purity of logic was, of course, not a result of investigation; it was a requirement. ) The con?ict becomes intolerable; the requirement is now in danger of becoming empty. —We have got onto slippery ice where there is no friction and so in a certain sense the conditions are ideal, but also, just because of that, we are unable to walk. We want to walk; so we need 1 friction. Back to the rough ground!” —Ludwig Wittgenstein This manuscript consists of four related parts: a brief overview of Wittgenstein’s p- losophy of language and its relevance to information systems; a detailed explanation of Wittgenstein’s late philosophy of language and mind; an extended discussion of the re- vance of his philosophy to understanding some of the problems inherent in information systems, especially those systems which rely on retrieval based on some representation of the intellectual content of that information. And, fourthly, a series of detailed footnotes which cite the sources of the numerous quotations and provide some discussion of the related issues that the text inspires. The ?rst three of these parts can each be read by itself with some pro?t, although they are related and do form a conceptual whole.
In this Third Edition of their bestselling text, Kathryn Geldard and David Geldard provide a practical introduction to the principles and practices required for successful counseling, to show that working with young people can be both challenging and effective. The Third Edition has been completely revised and updated, and includes two new chapters. The book is divided into three main parts, covering: How to understand the young client as a person The pro-active approach of working with young people The counseling skills and strategies needed
Proposes a system called Economic Democracy, a successor-system to capitalism which preserves the efficiency strengths of a market economy while extending democracy to the workplace and to the structures of investment finance. [back cover].
In early reviews, geeks raved about Windows 7. But if you're an ordinary mortal, learning what this new system is all about will be challenging. Fear not: David Pogue's Windows 7: The Missing Manual comes to the rescue. Like its predecessors, this book illuminates its subject with reader-friendly insight, plenty of wit, and hardnosed objectivity for beginners as well as veteran PC users. Windows 7 fixes many of Vista's most painful shortcomings. It's speedier, has fewer intrusive and nagging screens, and is more compatible with peripherals. Plus, Windows 7 introduces a slew of new features, including better organization tools, easier WiFi connections and home networking setup, and even touchscreen computing for those lucky enough to own the latest hardware. With this book, you'll learn how to: Navigate the desktop, including the fast and powerful search function Take advantage of Window's apps and gadgets, and tap into 40 free programs Breeze the Web with Internet Explorer 8, and learn the email, chat, and videoconferencing programs Record TV and radio, display photos, play music, and record any of these to DVD using the Media Center Use your printer, fax, laptop, tablet PC, or smartphone with Windows 7 Beef up your system and back up your files Collaborate and share documents and other files by setting up a workgroup network
The Third Edition of this popular text provides students with an overview of the entire media process, with an emphasis on how social forces influence the media and how media potentially affect society.
Are all film stars linked to Kevin Bacon? Why do the stock markets rise and fall sharply on the strength of a vague rumour? How does gossip spread so quickly? Are we all related through six degrees of separation? There is a growing awareness of the complex networks that pervade modern society. We see them in the rapid growth of the internet, the ease of global communication, the swift spread of news and information, and in the way epidemics and financial crises develop with startling speed and intensity. This introductory book on the new science of networks takes an interdisciplinary approach, using economics, sociology, computing, information science and applied mathematics to address fundamental questions about the links that connect us, and the ways that our decisions can have consequences for others.
This book takes you back to majestic Yankee Stadium and other classic ball parks of the fifties and sixties. Coming to the plate, amid rising anticipation in the hearts of thousands of fans, is the handsome "kid from Oklahoma".
With the advent of extremely affordable computing power, the world is becoming filled with distributed systems of computationally sophisticated components. However, no current scientific discipline offers a thorough understanding of the relation of such "collectives" and how well they meet performance criteria. "Collectives and Design of Complex Systems" lays the foundation for the study of collective intelligence and how these entities can be developed to yield optimal performance. Using an approach that integrates key theoretical principles with applications in real-world scenarios, the author surveys the latest research on the dynamics of collectives, their artificial intelligence aspects, and critical design issues pertaining to them.
International law has made the traditional processes of understanding and using law related to patents and trademarks more difficult to interpret. Updated to include expanded coverage of computerware and biotechnology, this text walks the reader through the patent, trademark and intellectual property maze.
Discusses how to install, run, and configure Windows XP for both the home and office, explaining how to connect to the Internet, design a LAN, and share drives and printers, and includes tips and troubleshooting techniques.
In 1991, it seemed odd (if not unwise) when a minor league franchise moved into a major league market-- one with two big league teams, no less. But the story of the Kane County Cougars of the single-A Midwest League has been one of tremendous successes on the field, at the gates, and above all in the hearts of baseball fans in Chicago's western suburbs. The team continues to draw more than half a million fans to Geneva's cozy Elfstrom Stadium year after year, without ever being affiliated with the Cubs or Sox in the nearby city. They have fielded some top prospects, including 2003 World Series MVP Josh Beckett and his teammate Dontrelle Willis. They have battled in the post-season several times in their brief history, and they thrilled fans by winning the 1991 Midwest League Championship. Cougar fans will enjoy this pictorial tour through the club's first 15 seasons, which provides a local view of the history of the national pastime.
In a readable, informed and absorbing discussion of cricket's defining controversies - bodyline, chucking, ball-tampering, sledging, walking and the use of technology, among many others - Fraser explores the ambiguities of law and social order in cricket.
To date, theory in Education Studies has been dominated by a particular view of what should count as 'scientific' theory. David Turner argues that this approach does not necessarily provide a firm foundation for policy planning and professional activity. Using examples from linear programming, game theory, decision theory and chaos theory, he demonstrates how certain insights from modern developments in, for example, the social sciences can be used to stimulate more rewarding debate amongst educational researchers.
The definitive book about soccer, from the author of The Games: A Global History of the Olympics. There may be no cultural practice more global than soccer. Rites of birth and marriage are infinitely diverse, but the rules of soccer are universal. No world religion can match its geographical scope. The single greatest simultaneous human collective experience is the World Cup final. In this extraordinary tour de force, David Goldblatt tells the full story of soccer's rise from chaotic folk ritual to the world's most popular sport-now poised to fully establish itself in the USA. Already celebrated internationally, The Ball Is Round illuminates soccer's role in the political and social histories of modern societies, but never loses sight of the beauty, joy, and excitement of the game itself.
This masterly book substantially extends Howard Raiffa's earlier classic, The Art and Science of Negotiation. It does so by incorporating three additional supporting strands of inquiry: individual decision analysis, judgmental decision making, and game theory. Each strand is introduced and used in analyzing negotiations. The book starts by considering how analytically minded parties can generate joint gains and distribute them equitably by negotiating with full, open, truthful exchanges. The book then examines models that disengage step by step from that ideal. It also shows how a neutral outsider (intervenor) can help all negotiators by providing joint, neutral analysis of their problem. Although analytical in its approach--building from simple hypothetical examples--the book can be understood by those with only a high school background in mathematics. It therefore will have a broad relevance for both the theory and practice of negotiation analysis as it is applied to disputes that range from those between family members, business partners, and business competitors to those involving labor and management, environmentalists and developers, and nations.
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