Author: Cyn Collins
Publisher:
ISBN: 9781681340326
Category : Music
Languages : en
Pages : 377
Book Description
The origins of Minneapolis's legendary indie rock scene, as told by the people who were there and made it happen.
Complicated Fun
Author: Cyn Collins
Publisher:
ISBN: 9781681340326
Category : Music
Languages : en
Pages : 377
Book Description
The origins of Minneapolis's legendary indie rock scene, as told by the people who were there and made it happen.
Publisher:
ISBN: 9781681340326
Category : Music
Languages : en
Pages : 377
Book Description
The origins of Minneapolis's legendary indie rock scene, as told by the people who were there and made it happen.
Dot Complicated
Author: Randi Zuckerberg
Publisher: Harper Collins
ISBN: 0062285173
Category : Business & Economics
Languages : en
Pages : 185
Book Description
With Dot Complicated: Untangling Our Wired Lives, new media pioneer Randi Zuckerberg offers an entertaining and essential guide to understanding how technology and social media influence and inform our lives online and off. Zuckerberg has been on the frontline of the social media movement since Facebook’s early days and her following six years as a marketing executive for the company. Her part memoir, part how-to manual addresses issues of privacy, online presence, networking, etiquette, and the future of social change.
Publisher: Harper Collins
ISBN: 0062285173
Category : Business & Economics
Languages : en
Pages : 185
Book Description
With Dot Complicated: Untangling Our Wired Lives, new media pioneer Randi Zuckerberg offers an entertaining and essential guide to understanding how technology and social media influence and inform our lives online and off. Zuckerberg has been on the frontline of the social media movement since Facebook’s early days and her following six years as a marketing executive for the company. Her part memoir, part how-to manual addresses issues of privacy, online presence, networking, etiquette, and the future of social change.
A Book About Design
Author: Mark Gonyea
Publisher: Macmillan
ISBN: 9780805075755
Category : Juvenile Nonfiction
Languages : en
Pages : 144
Book Description
Introduces young people to the fundamental elements of design using shapes, lines, and humor.
Publisher: Macmillan
ISBN: 9780805075755
Category : Juvenile Nonfiction
Languages : en
Pages : 144
Book Description
Introduces young people to the fundamental elements of design using shapes, lines, and humor.
Game Frame
Author: Aaron Dignan
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226
Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226
Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Periodization
Author: Matthew Wyon
Publisher: Bloomsbury Publishing
ISBN: 1350194549
Category : Performing Arts
Languages : en
Pages : 257
Book Description
The training of elite dancers has not changed in the last 60 years; it is often only those that have survived the training that go on to have a career, not necessarily the most talented. It is time to challenge and change how we train tomorrow's professional dancers. This book brings you the reasons why and all tools to implement change. 10 years ago, Matthew Wyon and Gaby Allard introduced a new pedagogical approach to training vocational dancers: Periodization. This ground-breaking new methodology provides an adaptable framework to optimise training - it's goal-focused, fits to performance schedules, and is highly sustainable for the dancer. It is the future. For the first time, Wyon and Allard have put their discoveries to paper. Periodization provides clear context to why change is needed, and explores the theoretical underpinnings of this new approach and how it can be effectively applied to a dance environment.
Publisher: Bloomsbury Publishing
ISBN: 1350194549
Category : Performing Arts
Languages : en
Pages : 257
Book Description
The training of elite dancers has not changed in the last 60 years; it is often only those that have survived the training that go on to have a career, not necessarily the most talented. It is time to challenge and change how we train tomorrow's professional dancers. This book brings you the reasons why and all tools to implement change. 10 years ago, Matthew Wyon and Gaby Allard introduced a new pedagogical approach to training vocational dancers: Periodization. This ground-breaking new methodology provides an adaptable framework to optimise training - it's goal-focused, fits to performance schedules, and is highly sustainable for the dancer. It is the future. For the first time, Wyon and Allard have put their discoveries to paper. Periodization provides clear context to why change is needed, and explores the theoretical underpinnings of this new approach and how it can be effectively applied to a dance environment.
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.
In the Rebel Cafe
Author: Jennie Skerl
Publisher: Liverpool University Press
ISBN: 1942954964
Category : Literary Collections
Languages : en
Pages : 288
Book Description
A collection of interviews with Ed Sanders with a critical introduction to Sanders’s life and work, a chronology of Sanders’s career, a bibliography of his publications, and a discography of the Fugs and Sanders albums. The interviews constitute a career biography of Sanders as a writer, musician, and activist.
Publisher: Liverpool University Press
ISBN: 1942954964
Category : Literary Collections
Languages : en
Pages : 288
Book Description
A collection of interviews with Ed Sanders with a critical introduction to Sanders’s life and work, a chronology of Sanders’s career, a bibliography of his publications, and a discography of the Fugs and Sanders albums. The interviews constitute a career biography of Sanders as a writer, musician, and activist.
Peripheral Involvement
Author: Bob Waldner
Publisher: Bob Waldner
ISBN:
Category : Fiction
Languages : en
Pages : 390
Book Description
Jack Caufield never imagined that he would wake up one day and find a dead woman in his bed. That sort of thing wasn't supposed to happen to guys like him. He was on his way to law school, but instead of fielding Socratic questions from law professors, he finds himself facing the third degree from a bunch of angry cops. Despite their efforts, they find nothing incriminating, and Jack is allowed to get on with his education and his life. Over the next fifteen years, he becomes a modestly successful corporate lawyer, a well-paid but insignificant cog in the Wall Street machine. He's resigned to playing a disappointing role in the system that he has come to disdain, until he learns that his encounter with that unlucky girl may not have been coincidental. Confronted with the possibility that the men who run the prestigious financial institution that he now represents may have been involved in a shocking conspiracy, his search for the truth is complicated by the knowledge that discovering it could cost him the career that he's spent his life chasing. Peripheral Involvement explores Jack's struggle to reconcile the reality of his life against his expectations and to refine his understanding of success. Along the way, it looks at the absurdity of the modern-day financial industry, the current state of the American Dream, our propensity for self-deception... and baseball.
Publisher: Bob Waldner
ISBN:
Category : Fiction
Languages : en
Pages : 390
Book Description
Jack Caufield never imagined that he would wake up one day and find a dead woman in his bed. That sort of thing wasn't supposed to happen to guys like him. He was on his way to law school, but instead of fielding Socratic questions from law professors, he finds himself facing the third degree from a bunch of angry cops. Despite their efforts, they find nothing incriminating, and Jack is allowed to get on with his education and his life. Over the next fifteen years, he becomes a modestly successful corporate lawyer, a well-paid but insignificant cog in the Wall Street machine. He's resigned to playing a disappointing role in the system that he has come to disdain, until he learns that his encounter with that unlucky girl may not have been coincidental. Confronted with the possibility that the men who run the prestigious financial institution that he now represents may have been involved in a shocking conspiracy, his search for the truth is complicated by the knowledge that discovering it could cost him the career that he's spent his life chasing. Peripheral Involvement explores Jack's struggle to reconcile the reality of his life against his expectations and to refine his understanding of success. Along the way, it looks at the absurdity of the modern-day financial industry, the current state of the American Dream, our propensity for self-deception... and baseball.
Bending Genre
Author: Margot Singer
Publisher: A&C Black
ISBN: 1441195262
Category : Language Arts & Disciplines
Languages : en
Pages : 241
Book Description
Ever since the term "creative nonfiction" first came into widespread use, memoirists and journalists, essayists and fiction writers have faced off over where the border between fact and fiction lies. This debate over ethics, however, has sidelined important questions of literary form. Bending Genre does not ask where the boundaries between genres should be drawn, but what happens when you push the line. Written for writers and students of creative writing, this collection brings together perspectives from today’s leading writers of creative nonfiction, including Michael Martone, Brenda Miller, Ander Monson, and David Shields. Each writer’s innovative essay probes our notions of genre and investigates how creative nonfiction is shaped, modeling the forms of writing being discussed. Like creative nonfiction itself, Bending Genre is an exciting hybrid that breaks new ground.
Publisher: A&C Black
ISBN: 1441195262
Category : Language Arts & Disciplines
Languages : en
Pages : 241
Book Description
Ever since the term "creative nonfiction" first came into widespread use, memoirists and journalists, essayists and fiction writers have faced off over where the border between fact and fiction lies. This debate over ethics, however, has sidelined important questions of literary form. Bending Genre does not ask where the boundaries between genres should be drawn, but what happens when you push the line. Written for writers and students of creative writing, this collection brings together perspectives from today’s leading writers of creative nonfiction, including Michael Martone, Brenda Miller, Ander Monson, and David Shields. Each writer’s innovative essay probes our notions of genre and investigates how creative nonfiction is shaped, modeling the forms of writing being discussed. Like creative nonfiction itself, Bending Genre is an exciting hybrid that breaks new ground.
On Nature
Author: Edward Hoagland
Publisher: Rowman & Littlefield
ISBN: 1493016318
Category : Nature
Languages : en
Pages : 517
Book Description
Annie Dillard observes "The best of Edward Hoagland is the best in the land." Now, in a beautiful new hardcover edition, signed by the author, and including new material, comes the best observations on nature by the finest essayist of our time.
Publisher: Rowman & Littlefield
ISBN: 1493016318
Category : Nature
Languages : en
Pages : 517
Book Description
Annie Dillard observes "The best of Edward Hoagland is the best in the land." Now, in a beautiful new hardcover edition, signed by the author, and including new material, comes the best observations on nature by the finest essayist of our time.