Author: Jonathan Stringfield
Publisher: John Wiley & Sons
ISBN: 1119855373
Category : Business & Economics
Languages : en
Pages : 262
Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Get in the Game
Author: Rich Armstrong
Publisher: Advantage Media Group
ISBN: 9781642251302
Category : Business & Economics
Languages : en
Pages : 0
Book Description
Though technology has evolved at hyper speed over the past hundred years, management styles have mostly stayed the same. The higher-ups make the decisions, and the employees grind it out, often without knowing the endgame. In 1983, Jack Stack created a new game: The Great Game of Business. Get In The Game further explains the rules of this Game: to win, you must get everyone at all levels of the business as informed, involved, and engaged as the owner. This book offers a step-by-step guide on how to teach employees the numbers, show them the big picture, and let them have a say in the company's future. The Game has already benefited thousands of companies: Is yours ready to get in The Game?
Publisher: Advantage Media Group
ISBN: 9781642251302
Category : Business & Economics
Languages : en
Pages : 0
Book Description
Though technology has evolved at hyper speed over the past hundred years, management styles have mostly stayed the same. The higher-ups make the decisions, and the employees grind it out, often without knowing the endgame. In 1983, Jack Stack created a new game: The Great Game of Business. Get In The Game further explains the rules of this Game: to win, you must get everyone at all levels of the business as informed, involved, and engaged as the owner. This book offers a step-by-step guide on how to teach employees the numbers, show them the big picture, and let them have a say in the company's future. The Game has already benefited thousands of companies: Is yours ready to get in The Game?
Get in the Game
Author: Tony Evans
Publisher: Moody Publishers
ISBN: 1575674874
Category : Religion
Languages : en
Pages : 152
Book Description
A competitive athlete trains for one thing- the game. Having the skills and knowing how to play aren't enough- you need to perform when it matters. Yet so many of those same athletes live in a spiritual offseason. They have faith. They know the Word. But they sit back and watch others take the lead. Get in the Game encourages athletes to transfer their drive and determination to the spiritual realm and shows that there is far more than a game on the line.
Publisher: Moody Publishers
ISBN: 1575674874
Category : Religion
Languages : en
Pages : 152
Book Description
A competitive athlete trains for one thing- the game. Having the skills and knowing how to play aren't enough- you need to perform when it matters. Yet so many of those same athletes live in a spiritual offseason. They have faith. They know the Word. But they sit back and watch others take the lead. Get in the Game encourages athletes to transfer their drive and determination to the spiritual realm and shows that there is far more than a game on the line.
You Gotta Get in the Game
Author: Billy Cox
Publisher: Cornerstone Leadership Institute
ISBN: 9780974640334
Category : Business & Economics
Languages : en
Pages : 160
Book Description
In the game of life there are no time outs, no overtimes. You only get one chance to play the game. The question you have to ask yourself is "At what level do I want to play - do I want to wait on the sidelines of life or do I want to win." This book helps you win! It outlines the fourteen "you gottas" that it takes to be successful in the game of life and business
Publisher: Cornerstone Leadership Institute
ISBN: 9780974640334
Category : Business & Economics
Languages : en
Pages : 160
Book Description
In the game of life there are no time outs, no overtimes. You only get one chance to play the game. The question you have to ask yourself is "At what level do I want to play - do I want to wait on the sidelines of life or do I want to win." This book helps you win! It outlines the fourteen "you gottas" that it takes to be successful in the game of life and business
Get in the Game
Author: Cal Ripken, Jr.
Publisher: Penguin
ISBN: 1440631921
Category : Self-Help
Languages : en
Pages : 273
Book Description
Baseball's all-time Iron Man, Cal Ripken, Jr., retired from baseball in 2001 after breaking countless records, including Lou Gehrig's record for consecutive games played. Now, in Get in the Game, he gives us his insights on hard work and success that can be applied on and off the field, based on stories from his exhilarating career in baseball. Get in the Game includes Ripken's 8 Elements of Perseverance: 1. The Right Values 2. A Strong Will to Succeed 3. Love What You Do 4. Preparation 5. Anticipation 6. Trusting Relationships 7. Life Management 8. The Courage of Your Convictions Ripken is admired not only for his relentless perseverance but also for his unparalleled integrity. From his numerous public-speaking engagements each year to his weekly "Ask Cal" column for the Baltimore Sun, Cal Ripken, Jr., is a sought-after advisor and role model to fans from all walks of life.
Publisher: Penguin
ISBN: 1440631921
Category : Self-Help
Languages : en
Pages : 273
Book Description
Baseball's all-time Iron Man, Cal Ripken, Jr., retired from baseball in 2001 after breaking countless records, including Lou Gehrig's record for consecutive games played. Now, in Get in the Game, he gives us his insights on hard work and success that can be applied on and off the field, based on stories from his exhilarating career in baseball. Get in the Game includes Ripken's 8 Elements of Perseverance: 1. The Right Values 2. A Strong Will to Succeed 3. Love What You Do 4. Preparation 5. Anticipation 6. Trusting Relationships 7. Life Management 8. The Courage of Your Convictions Ripken is admired not only for his relentless perseverance but also for his unparalleled integrity. From his numerous public-speaking engagements each year to his weekly "Ask Cal" column for the Baltimore Sun, Cal Ripken, Jr., is a sought-after advisor and role model to fans from all walks of life.
Get in the Game
Author: Keir Radnedge
Publisher:
ISBN: 9781338227055
Category : Soccer
Languages : en
Pages : 223
Book Description
Find out everything you ever wanted to know about the most awesome sport on the planet.
Publisher:
ISBN: 9781338227055
Category : Soccer
Languages : en
Pages : 223
Book Description
Find out everything you ever wanted to know about the most awesome sport on the planet.
Get Your Own Damn Beer, I'm Watching the Game!
Author: Holly Robinson Peete
Publisher: Rodale Books
ISBN: 1623360897
Category : Sports & Recreation
Languages : en
Pages : 384
Book Description
Year after year, Sunday afternoons and Monday nights during the NFL season have belonged to men. While they cheer and argue play calls, the women in their lives are relegated to beer and chip detail. It's time for these women to join the action, and Holly Robinson Peete, star of 21 Jump Street, For Your Love, and Hangin' with Mr. Cooper, and wife of NFL quarterback Rodney Peete, has written this hip, smart, cheerful guide to help them do so. In Get Your Own Damn Beer, I'm Watching the Game!, Peete shares her infectious enthusiasm for pro football and takes the complexity out of the game by breaking it down to its component parts. She explains the role of each position player, provides a rundown of all on-field penalties and referees' hand signals, and offers an illustrated guide to some of the most common plays in the NFL. She gives her take on the most memorable plays in NFL history and dishes some inside dirt-in a breezy, girl-talkin' narrative that promises to turn the novice spectator into a well-informed football fanatic.
Publisher: Rodale Books
ISBN: 1623360897
Category : Sports & Recreation
Languages : en
Pages : 384
Book Description
Year after year, Sunday afternoons and Monday nights during the NFL season have belonged to men. While they cheer and argue play calls, the women in their lives are relegated to beer and chip detail. It's time for these women to join the action, and Holly Robinson Peete, star of 21 Jump Street, For Your Love, and Hangin' with Mr. Cooper, and wife of NFL quarterback Rodney Peete, has written this hip, smart, cheerful guide to help them do so. In Get Your Own Damn Beer, I'm Watching the Game!, Peete shares her infectious enthusiasm for pro football and takes the complexity out of the game by breaking it down to its component parts. She explains the role of each position player, provides a rundown of all on-field penalties and referees' hand signals, and offers an illustrated guide to some of the most common plays in the NFL. She gives her take on the most memorable plays in NFL history and dishes some inside dirt-in a breezy, girl-talkin' narrative that promises to turn the novice spectator into a well-informed football fanatic.
Game, Get Some!
Author: Kenya Moore
Publisher:
ISBN: 9780979767500
Category : Psychology
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780979767500
Category : Psychology
Languages : en
Pages : 0
Book Description
Wad-Ja-Get?
Author: Howard Kirschenbaum
Publisher: Maize Books
ISBN: 9781607856795
Category : Education
Languages : en
Pages : 0
Book Description
Grades and grading are an accepted part of modern education. But why? Why do we accept a system that is more focused on ranking students than on learning? Why do we accept the negative effects of standard grading approaches, including turning students off from learning, increasing stress, creating winners and losers, and perpetuating racial and economic inequality? Why do we accept these things when there are better alternatives? Wad-Ja-Get? is a unique discussion of grading and its effects on students. The book was written by three education professors who have had first-hand contact with the problems of grading in all its forms. Written in the form of a novel, the topic is explored through the eyes of students, teachers, and parents in one high school embroiled in a controversy around grading. Possible alternatives to the grading system are examined in detail and the research on grading is summarized in an appendix. This 50th anniversary edition of the book includes a new introduction by Professor Barry Fishman, updating the research and setting the original book in the context of today's educational and societal challenges. Wad-Ja-Get? remains timely five decades after its original publication, and will be inspiring to students, parents, educators, and policymakers.
Publisher: Maize Books
ISBN: 9781607856795
Category : Education
Languages : en
Pages : 0
Book Description
Grades and grading are an accepted part of modern education. But why? Why do we accept a system that is more focused on ranking students than on learning? Why do we accept the negative effects of standard grading approaches, including turning students off from learning, increasing stress, creating winners and losers, and perpetuating racial and economic inequality? Why do we accept these things when there are better alternatives? Wad-Ja-Get? is a unique discussion of grading and its effects on students. The book was written by three education professors who have had first-hand contact with the problems of grading in all its forms. Written in the form of a novel, the topic is explored through the eyes of students, teachers, and parents in one high school embroiled in a controversy around grading. Possible alternatives to the grading system are examined in detail and the research on grading is summarized in an appendix. This 50th anniversary edition of the book includes a new introduction by Professor Barry Fishman, updating the research and setting the original book in the context of today's educational and societal challenges. Wad-Ja-Get? remains timely five decades after its original publication, and will be inspiring to students, parents, educators, and policymakers.
Game Worlds Get Real
Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN: 1440851298
Category : Art
Languages : en
Pages : 256
Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Publisher: Bloomsbury Publishing USA
ISBN: 1440851298
Category : Art
Languages : en
Pages : 256
Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Ninja: Get Good
Author: Tyler "Ninja" Blevins
Publisher: National Geographic Books
ISBN: 1984826751
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
Publisher: National Geographic Books
ISBN: 1984826751
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate