Author: Roland Li
Publisher: Simon and Schuster
ISBN: 1634506588
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Esports is one of the fastest growing—and most cutthroat—industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition.
Good Luck Have Fun
Author: Roland Li
Publisher: Simon and Schuster
ISBN: 1634506588
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Esports is one of the fastest growing—and most cutthroat—industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition.
Publisher: Simon and Schuster
ISBN: 1634506588
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Esports is one of the fastest growing—and most cutthroat—industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition.
Good Luck with That
Author: Kristan Higgins
Publisher: Penguin
ISBN: 045148939X
Category : Fiction
Languages : en
Pages : 481
Book Description
One of Purewow’s “Best Beach Reads of Summer 2018” Winner for Best Book of 2018 of the Fresh Fiction Awards! New York Times bestselling author Kristan Higgins is beloved for her heartfelt novels filled with humor and wisdom. Now, she tackles an issue every woman deals with: body image and self-acceptance. Emerson, Georgia, and Marley have been best friends ever since they met at a weight-loss camp as teens. When Emerson tragically passes away, she leaves one final wish for her best friends: to conquer the fears they still carry as adults. For each of them, that means something different. For Marley, it's coming to terms with the survivor's guilt she's carried around since her twin sister's death, which has left her blind to the real chance for romance in her life. For Georgia, it's about learning to stop trying to live up to her mother's and brother's ridiculous standards, and learning to accept the love her ex-husband has tried to give her. But as Marley and Georgia grow stronger, the real meaning of Emerson's dying wish becomes truly clear: more than anything, she wanted her friends to love themselves. A novel of compassion and insight, Good Luck With That tells the story of two women who learn to embrace themselves just the way they are.
Publisher: Penguin
ISBN: 045148939X
Category : Fiction
Languages : en
Pages : 481
Book Description
One of Purewow’s “Best Beach Reads of Summer 2018” Winner for Best Book of 2018 of the Fresh Fiction Awards! New York Times bestselling author Kristan Higgins is beloved for her heartfelt novels filled with humor and wisdom. Now, she tackles an issue every woman deals with: body image and self-acceptance. Emerson, Georgia, and Marley have been best friends ever since they met at a weight-loss camp as teens. When Emerson tragically passes away, she leaves one final wish for her best friends: to conquer the fears they still carry as adults. For each of them, that means something different. For Marley, it's coming to terms with the survivor's guilt she's carried around since her twin sister's death, which has left her blind to the real chance for romance in her life. For Georgia, it's about learning to stop trying to live up to her mother's and brother's ridiculous standards, and learning to accept the love her ex-husband has tried to give her. But as Marley and Georgia grow stronger, the real meaning of Emerson's dying wish becomes truly clear: more than anything, she wanted her friends to love themselves. A novel of compassion and insight, Good Luck With That tells the story of two women who learn to embrace themselves just the way they are.
The Counter-Strike Code
Author: Patrik Musollaj
Publisher: BoD – Books on Demand
ISBN: 3757820525
Category : Crafts & Hobbies
Languages : en
Pages : 101
Book Description
We all do it. Whether consciously or unconsciously. The Counter-Strike rules were considered unwritten and were only passed down orally from player to player. Until now. The bible for all Counterstrike players.
Publisher: BoD – Books on Demand
ISBN: 3757820525
Category : Crafts & Hobbies
Languages : en
Pages : 101
Book Description
We all do it. Whether consciously or unconsciously. The Counter-Strike rules were considered unwritten and were only passed down orally from player to player. Until now. The bible for all Counterstrike players.
The Good Luck Book
Author: Stefan Bechtel
Publisher: Workman Publishing
ISBN: 9780761105411
Category : Social Science
Languages : en
Pages : 388
Book Description
This collection of "luck" trivia provides the history of certain good luck rituals and objects, such as charms, knocking on wood, and wishbones, includes quotations about luck, and suggests ways to change one's luck from bad to good
Publisher: Workman Publishing
ISBN: 9780761105411
Category : Social Science
Languages : en
Pages : 388
Book Description
This collection of "luck" trivia provides the history of certain good luck rituals and objects, such as charms, knocking on wood, and wishbones, includes quotations about luck, and suggests ways to change one's luck from bad to good
Performance Excellence
Author: Michael L. Sachs
Publisher: Rowman & Littlefield
ISBN: 153812890X
Category : Sports & Recreation
Languages : en
Pages : 267
Book Description
Performance Excellence: Stories of Success from the Real World of Sport and Exercise Psychology provides concise and effective lessons on a variety of psychological skills and broader concepts within the domains of exercise, sport, and performance psychology. These skills and concepts include team cohesion, dynamics, and leadership; goal-setting, motivation, and adherence; exercise identity, athletic identity, transitions, and self-awareness; mental training; mindset; and facing and overcoming challenges such as anxiety, burnout, and rehabilitation. Each chapter includes a short educational piece that centers on the select concept and subsequent examples that highlight how the concept works in real life. At the end of each lesson a few takeaways are provided. Over 60 stories of real-world examples provide poignant and compelling lessons and make the material come alive. These stories show the reader in an accessible and engaging way how to apply the sport and exercise psychology concepts outside the classroom. Ultimately, Performance Excellence serves as a wonderful resource for students, as well as for sport and exercise practitioners.
Publisher: Rowman & Littlefield
ISBN: 153812890X
Category : Sports & Recreation
Languages : en
Pages : 267
Book Description
Performance Excellence: Stories of Success from the Real World of Sport and Exercise Psychology provides concise and effective lessons on a variety of psychological skills and broader concepts within the domains of exercise, sport, and performance psychology. These skills and concepts include team cohesion, dynamics, and leadership; goal-setting, motivation, and adherence; exercise identity, athletic identity, transitions, and self-awareness; mental training; mindset; and facing and overcoming challenges such as anxiety, burnout, and rehabilitation. Each chapter includes a short educational piece that centers on the select concept and subsequent examples that highlight how the concept works in real life. At the end of each lesson a few takeaways are provided. Over 60 stories of real-world examples provide poignant and compelling lessons and make the material come alive. These stories show the reader in an accessible and engaging way how to apply the sport and exercise psychology concepts outside the classroom. Ultimately, Performance Excellence serves as a wonderful resource for students, as well as for sport and exercise practitioners.
Get in the Game
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.
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.
The Elements of Humor
Author: Scott Dikkers
Publisher: John Wiley & Sons
ISBN: 1394269196
Category : Humor
Languages : en
Pages : 228
Book Description
Find the funny in your writing, speeches, presentations, and everyday conversations Are you ready to elevate your writing, speeches, and conversations with unparalleled wit and comedy? Look no further than The Elements of Humor by bestselling author and comedy writing legend, Scott Dikkers. This isn't just another book on humor—it's a transformative guide that stands head and shoulders above the rest, designed to make you the funniest version of yourself. While many writers treasure Strunk and White's Elements of Style for its writing standards and best practices, the realm of humor writing has long awaited a credible, comprehensive guide. Scott Dikkers answers the call with a book that is both hilarious and instructive, offering clear, replicable steps to infuse your writing and speaking with unforgettable humor. In the book, you'll find: Step-by-step guidance for everything from sophomoric pranks to sophisticated satire as you learn the fundamentals of crafting humor that resonates Diverse humor strategies for different kinds of funny, including self-deprecation, referential jokes, shock humor, hyperbole, wordplay, slapstick, and even meta-humor Engaging tools, including helpful diagrams, funny illustrations, interactive exercises, and a comprehensive index of all discussed tools, skills, and methods The Elements of Humor is your key to making the people around you laugh. Scott Dikkers' expert advice is easy to follow, ensuring that anyone can become a master of humor. Perfect for enhancing presentations, content creation, or everyday conversations, this book will secure a prominent place on your library shelf. Don't miss the chance to transform your approach to humor. Whether you aim to entertain, persuade, or simply bring more joy into your life and the lives of others, The Elements of Humor is your go-to resource. Add it to your cart now and step into a world where laughter is just a page turn away!
Publisher: John Wiley & Sons
ISBN: 1394269196
Category : Humor
Languages : en
Pages : 228
Book Description
Find the funny in your writing, speeches, presentations, and everyday conversations Are you ready to elevate your writing, speeches, and conversations with unparalleled wit and comedy? Look no further than The Elements of Humor by bestselling author and comedy writing legend, Scott Dikkers. This isn't just another book on humor—it's a transformative guide that stands head and shoulders above the rest, designed to make you the funniest version of yourself. While many writers treasure Strunk and White's Elements of Style for its writing standards and best practices, the realm of humor writing has long awaited a credible, comprehensive guide. Scott Dikkers answers the call with a book that is both hilarious and instructive, offering clear, replicable steps to infuse your writing and speaking with unforgettable humor. In the book, you'll find: Step-by-step guidance for everything from sophomoric pranks to sophisticated satire as you learn the fundamentals of crafting humor that resonates Diverse humor strategies for different kinds of funny, including self-deprecation, referential jokes, shock humor, hyperbole, wordplay, slapstick, and even meta-humor Engaging tools, including helpful diagrams, funny illustrations, interactive exercises, and a comprehensive index of all discussed tools, skills, and methods The Elements of Humor is your key to making the people around you laugh. Scott Dikkers' expert advice is easy to follow, ensuring that anyone can become a master of humor. Perfect for enhancing presentations, content creation, or everyday conversations, this book will secure a prominent place on your library shelf. Don't miss the chance to transform your approach to humor. Whether you aim to entertain, persuade, or simply bring more joy into your life and the lives of others, The Elements of Humor is your go-to resource. Add it to your cart now and step into a world where laughter is just a page turn away!
You Can Do a Graphic Novel Teachers Guide
Author: Barbara Slate
Publisher: Britannica Digital Learning
ISBN: 1625131593
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
A teacher's companion to You Can Do a Graphic Novel.
Publisher: Britannica Digital Learning
ISBN: 1625131593
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
A teacher's companion to You Can Do a Graphic Novel.
Axl
Author: Mitelu Alexandru
Publisher: Sfantul Ioan
ISBN:
Category : Fiction
Languages : en
Pages : 597
Book Description
The novel Axl, contains three volumes from the heart and imagination of the writer by the name: Mitelu Alexandru. He exposes his imaginary past and future, on an area of a thousand and something pages. It is a long-running novel that will keep your mouth shut. The novel manages to include all genres, so that it is to the liking of every reader. Millions of readers around the world recommend the book to open up a broader view of the world.
Publisher: Sfantul Ioan
ISBN:
Category : Fiction
Languages : en
Pages : 597
Book Description
The novel Axl, contains three volumes from the heart and imagination of the writer by the name: Mitelu Alexandru. He exposes his imaginary past and future, on an area of a thousand and something pages. It is a long-running novel that will keep your mouth shut. The novel manages to include all genres, so that it is to the liking of every reader. Millions of readers around the world recommend the book to open up a broader view of the world.
The Tale of a Garason Meister Part II
Author: Bram Roding
Publisher: Lulu.com
ISBN: 1326103385
Category : Fiction
Languages : en
Pages : 546
Book Description
Three months after the events of Part I, Reidara is becoming acquainted with his new title. Yet, within the city stirs protests as many do not accept the aeran as meister. In an effort to gain favor with the people, Reidara attempts to prove himself within the annual Games of Garason. Meanwhile the clues about the strange cube, found after the battle three months ago, are slowly coming together. The meisters initiate an investigation but quickly realize they are not the only interested party.
Publisher: Lulu.com
ISBN: 1326103385
Category : Fiction
Languages : en
Pages : 546
Book Description
Three months after the events of Part I, Reidara is becoming acquainted with his new title. Yet, within the city stirs protests as many do not accept the aeran as meister. In an effort to gain favor with the people, Reidara attempts to prove himself within the annual Games of Garason. Meanwhile the clues about the strange cube, found after the battle three months ago, are slowly coming together. The meisters initiate an investigation but quickly realize they are not the only interested party.