Author: Pedro Moura
Publisher: PublicAffairs
ISBN: 1541701437
Category : Sports & Recreation
Languages : en
Pages : 237
Book Description
The inside story of how the Dodgers won their first championship in more than thirty years—but helped cripple the sport of baseball in the process After years of frustrating playoff runs, the Los Angeles Dodgers finally reclaimed the World Series trophy after more than thirty years, led by star pitcher Clayton Kershaw, electric outfielder Mookie Betts, and a bevy of impressive young players assembled by team president Andrew Friedman. No team is better positioned to win now and in the future. Yet winning at modern baseball is nothing like it was even twenty years ago. In the years since the famous Moneyball revolution, baseball has grown to look less like a sport than a Wall Street firm that traded its boiler room for a field. Teams relentlessly chase every tiny advantage to win games and make money, even as it hurts fans, TV ratings, and players, courting bigger problems in the long run. This dramatic and insightful book takes you into the clubhouse with the championship players, as well as into the offices where teams constantly seek new ways to win—even when it hurts the game. How to Beat a Broken Game shows not only what it takes to win, but what it will take to save the sport.
How to Beat a Broken Game
Author: Pedro Moura
Publisher: Hachette UK
ISBN: 1541701437
Category : Sports & Recreation
Languages : en
Pages : 237
Book Description
The inside story of how the Dodgers won their first championship in more than thirty years—but helped cripple the sport of baseball in the process After years of frustrating playoff runs, the Los Angeles Dodgers finally reclaimed the World Series trophy after more than thirty years, led by star pitcher Clayton Kershaw, electric outfielder Mookie Betts, and a bevy of impressive young players assembled by team president Andrew Friedman. No team is better positioned to win now and in the future. Yet winning at modern baseball is nothing like it was even twenty years ago. In the years since the famous Moneyball revolution, baseball has grown to look less like a sport than a Wall Street firm that traded its boiler room for a field. Teams relentlessly chase every tiny advantage to win games and make money, even as it hurts fans, TV ratings, and players, courting bigger problems in the long run. This dramatic and insightful book takes you into the clubhouse with the championship players, as well as into the offices where teams constantly seek new ways to win—even when it hurts the game. How to Beat a Broken Game shows not only what it takes to win, but what it will take to save the sport.
Publisher: Hachette UK
ISBN: 1541701437
Category : Sports & Recreation
Languages : en
Pages : 237
Book Description
The inside story of how the Dodgers won their first championship in more than thirty years—but helped cripple the sport of baseball in the process After years of frustrating playoff runs, the Los Angeles Dodgers finally reclaimed the World Series trophy after more than thirty years, led by star pitcher Clayton Kershaw, electric outfielder Mookie Betts, and a bevy of impressive young players assembled by team president Andrew Friedman. No team is better positioned to win now and in the future. Yet winning at modern baseball is nothing like it was even twenty years ago. In the years since the famous Moneyball revolution, baseball has grown to look less like a sport than a Wall Street firm that traded its boiler room for a field. Teams relentlessly chase every tiny advantage to win games and make money, even as it hurts fans, TV ratings, and players, courting bigger problems in the long run. This dramatic and insightful book takes you into the clubhouse with the championship players, as well as into the offices where teams constantly seek new ways to win—even when it hurts the game. How to Beat a Broken Game shows not only what it takes to win, but what it will take to save the sport.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
The Broken Cask
Author: Derek Kamal
Publisher:
ISBN: 9780997272765
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780997272765
Category :
Languages : en
Pages :
Book Description
How to Beat a Broken Game
Author: Pedro Moura
Publisher: PublicAffairs
ISBN: 1541701437
Category : Sports & Recreation
Languages : en
Pages : 237
Book Description
The inside story of how the Dodgers won their first championship in more than thirty years—but helped cripple the sport of baseball in the process After years of frustrating playoff runs, the Los Angeles Dodgers finally reclaimed the World Series trophy after more than thirty years, led by star pitcher Clayton Kershaw, electric outfielder Mookie Betts, and a bevy of impressive young players assembled by team president Andrew Friedman. No team is better positioned to win now and in the future. Yet winning at modern baseball is nothing like it was even twenty years ago. In the years since the famous Moneyball revolution, baseball has grown to look less like a sport than a Wall Street firm that traded its boiler room for a field. Teams relentlessly chase every tiny advantage to win games and make money, even as it hurts fans, TV ratings, and players, courting bigger problems in the long run. This dramatic and insightful book takes you into the clubhouse with the championship players, as well as into the offices where teams constantly seek new ways to win—even when it hurts the game. How to Beat a Broken Game shows not only what it takes to win, but what it will take to save the sport.
Publisher: PublicAffairs
ISBN: 1541701437
Category : Sports & Recreation
Languages : en
Pages : 237
Book Description
The inside story of how the Dodgers won their first championship in more than thirty years—but helped cripple the sport of baseball in the process After years of frustrating playoff runs, the Los Angeles Dodgers finally reclaimed the World Series trophy after more than thirty years, led by star pitcher Clayton Kershaw, electric outfielder Mookie Betts, and a bevy of impressive young players assembled by team president Andrew Friedman. No team is better positioned to win now and in the future. Yet winning at modern baseball is nothing like it was even twenty years ago. In the years since the famous Moneyball revolution, baseball has grown to look less like a sport than a Wall Street firm that traded its boiler room for a field. Teams relentlessly chase every tiny advantage to win games and make money, even as it hurts fans, TV ratings, and players, courting bigger problems in the long run. This dramatic and insightful book takes you into the clubhouse with the championship players, as well as into the offices where teams constantly seek new ways to win—even when it hurts the game. How to Beat a Broken Game shows not only what it takes to win, but what it will take to save the sport.
Words from a Broken Woman's Chronicles Book I
Author: Sharon D Epps
Publisher: Xlibris Corporation
ISBN: 1669810429
Category : Poetry
Languages : en
Pages : 85
Book Description
The information about the book is not available as of this time.
Publisher: Xlibris Corporation
ISBN: 1669810429
Category : Poetry
Languages : en
Pages : 85
Book Description
The information about the book is not available as of this time.
Rules Of Poker: Essentials For Every Game
Author: Lou Krieger
Publisher: Kensington Publishing Corp.
ISBN: 081840731X
Category : Games & Activities
Languages : en
Pages : 308
Book Description
The Ultimate Argument Settler This book holds the answer to every poker argument, standstill, or face-off imaginable. Experts Lou Krieger and Sheree Bykofsky provide answers to hundreds of tough questions like: • What is the minimum raise in a no-limit game? • Can you bet and raise with a single chip? • Can you cut a deal at the final table? • Do players have the right to see the winning hand? • And much more: • Comprehensive rules for all the major games • An easy-to-use index • Handy charts • Anecdotes from dealers, players, and poker room staff around the world about real-life arguments and how they were settled. Here is the poker bible that will let you concentrate on what's really important--winning.
Publisher: Kensington Publishing Corp.
ISBN: 081840731X
Category : Games & Activities
Languages : en
Pages : 308
Book Description
The Ultimate Argument Settler This book holds the answer to every poker argument, standstill, or face-off imaginable. Experts Lou Krieger and Sheree Bykofsky provide answers to hundreds of tough questions like: • What is the minimum raise in a no-limit game? • Can you bet and raise with a single chip? • Can you cut a deal at the final table? • Do players have the right to see the winning hand? • And much more: • Comprehensive rules for all the major games • An easy-to-use index • Handy charts • Anecdotes from dealers, players, and poker room staff around the world about real-life arguments and how they were settled. Here is the poker bible that will let you concentrate on what's really important--winning.
Game of My Life
Author: Chuck Carlson
Publisher: Sports Publishing LLC
ISBN: 1582618143
Category :
Languages : en
Pages : 202
Book Description
When Bart Starr snuck across the goal line in the withering cold of Lambeau Field to beat the Dallas Cowboys in 1967. The Ice Bowl became the greatest game in Green Bay Packers history. Unless, of course, it was the NFC championship win over the Carolina Panthers in 1997 that sent the Packers back to the Super Bowl for the first time in 30 years. Maybe it was that mind-bending 48-47 Monday night win over the Washington Redskins in 1983, or perhaps it was the Western Conference title win over the Baltimore Colts in 1965 on an overtime field goal that Colts players to this day say was no good. It could also have been any one of Green Bay's three Super Bowl wins or the victory over the San Francisco 49ers in 1995 that cemented the Packers as a force in the NFL once again. Maybe it was any one of a number of games against their ancient rivals, the Chicago Bears, or maybe it was as recently as the 2003 NFC playoff win over the Seattle Seahawks or Brett Favre's remarkable performance after his father died. Maybe it wasn't even a Packers victory that earned its way into history. Perhaps that's the beauty of a franchise with such a long and lyrical history as the Packers--so many big games and so many opportunities to pick the ones that really matter. So many years have produced so many games and so many memories. In Chuck Carlson's Game of My Life, former and current players and coaches talk about the best, the most important, the most entertaining, or just the strangest games this franchise has ever played. Some will be obvious choices, but others may tax the memory of even the most stalwart Packers fans. For a franchise steeped in history, tradition, and legend, this book is bound to touchon a game that sits fondly in the hearts of Packers fans everywhere.
Publisher: Sports Publishing LLC
ISBN: 1582618143
Category :
Languages : en
Pages : 202
Book Description
When Bart Starr snuck across the goal line in the withering cold of Lambeau Field to beat the Dallas Cowboys in 1967. The Ice Bowl became the greatest game in Green Bay Packers history. Unless, of course, it was the NFC championship win over the Carolina Panthers in 1997 that sent the Packers back to the Super Bowl for the first time in 30 years. Maybe it was that mind-bending 48-47 Monday night win over the Washington Redskins in 1983, or perhaps it was the Western Conference title win over the Baltimore Colts in 1965 on an overtime field goal that Colts players to this day say was no good. It could also have been any one of Green Bay's three Super Bowl wins or the victory over the San Francisco 49ers in 1995 that cemented the Packers as a force in the NFL once again. Maybe it was any one of a number of games against their ancient rivals, the Chicago Bears, or maybe it was as recently as the 2003 NFC playoff win over the Seattle Seahawks or Brett Favre's remarkable performance after his father died. Maybe it wasn't even a Packers victory that earned its way into history. Perhaps that's the beauty of a franchise with such a long and lyrical history as the Packers--so many big games and so many opportunities to pick the ones that really matter. So many years have produced so many games and so many memories. In Chuck Carlson's Game of My Life, former and current players and coaches talk about the best, the most important, the most entertaining, or just the strangest games this franchise has ever played. Some will be obvious choices, but others may tax the memory of even the most stalwart Packers fans. For a franchise steeped in history, tradition, and legend, this book is bound to touchon a game that sits fondly in the hearts of Packers fans everywhere.
Fifty Key Video Games
Author: Bernard Perron
Publisher: Taylor & Francis
ISBN: 1000596230
Category : Games & Activities
Languages : en
Pages : 349
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Publisher: Taylor & Francis
ISBN: 1000596230
Category : Games & Activities
Languages : en
Pages : 349
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Game Balance
Author: Ian Schreiber
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
The 21st Century in 100 Games
Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1040044352
Category : Games & Activities
Languages : en
Pages : 142
Book Description
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.
Publisher: Taylor & Francis
ISBN: 1040044352
Category : Games & Activities
Languages : en
Pages : 142
Book Description
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.