Author: Glenn R. Carroll
Publisher: Columbia University Press
ISBN: 0231553153
Category : Business & Economics
Languages : en
Pages : 315
Book Description
Making strategy requires undertaking major—often irreversible—decisions aimed at long-term success in an uncertain future. All leaders must formulate a clear course of action, yet many lack confidence in their ability to think systematically about their strategy. They struggle to apply the abstract lessons offered by conventional approaches to strategic analysis to their unique contexts. Making Great Strategy resolves these challenges with a straightforward, readily applicable framework. Jesper B. Sørensen and Glenn R. Carroll show that one factor underlies all sustainably successful strategies: a logically coherent argument that connects resources, capabilities, and environmental conditions to desired outcomes. They introduce a system for formulating and managing strategy through a set of three core activities: visualization, formalization and logic, and constructive argumentation. These activities can be implemented in any organization and are illustrated through examples and case studies from well-known companies such as Apple, Walmart, and The Economist. This book shows that while great strategic thinking is hard, it is not a mystery. Widely applicable and relevant for managers and leaders at all levels, especially executive teams charged with setting the course of their organizations, it is essential reading for anyone faced with practical problems of strategic management.
Making Great Strategy
Jesper Just (English edition)
Author: Jesper Just
Publisher: Art Book Magazine Distribution
ISBN: 2847111298
Category : Art
Languages : en
Pages : 100
Book Description
In his film work, Jesper Just links images of an exceptional quality to sound and music. Enigmas disrupt the narrative, creating a poetry-liberating tension. The artist leaves spectators with their own doubts and emotions. The work conceived for the Palais de Tokyo consists of an audiovisual installation and a spatial intervention, which transforms both the space and the visitor’s journey. The One World Trade Center, an iconic and controversial skyscraper, is as much the scene of the films, as a character in itself. It functions as a phantom limb, while also standing for resilience. The films follow two characters: a young girl, who is not an individual but embodies the ideals of youth and feminity conveyed today, and a disabled child. The characters mirror, oppose and interact, to explore themes of ableism and agency as well as the boundaries of body and selfhood. Book contents - “Servitudes”: Jesper Just in conversation with Katell Jaffrès, curator of Jesper Just’s exhibition at the Palais de Tokyo - “In The Doubling of Dreams”: an essay by Fabien Danesi on Jesper Just’s film work - Notes on a selection of the artist’s films About the authors - Fabien Danesi is an art historian. He’s managing the programme of the Pavillon Neuflize OBC, the research lab of the Palais de Tokyo. - Katell Jaffrès is a curator at the Palais de Tokyo. Published on the occasion of Jesper Just’s solo exhibition at the Palais de Tokyo, “Servitudes”, 24.06 2015 – 13.09 2015
Publisher: Art Book Magazine Distribution
ISBN: 2847111298
Category : Art
Languages : en
Pages : 100
Book Description
In his film work, Jesper Just links images of an exceptional quality to sound and music. Enigmas disrupt the narrative, creating a poetry-liberating tension. The artist leaves spectators with their own doubts and emotions. The work conceived for the Palais de Tokyo consists of an audiovisual installation and a spatial intervention, which transforms both the space and the visitor’s journey. The One World Trade Center, an iconic and controversial skyscraper, is as much the scene of the films, as a character in itself. It functions as a phantom limb, while also standing for resilience. The films follow two characters: a young girl, who is not an individual but embodies the ideals of youth and feminity conveyed today, and a disabled child. The characters mirror, oppose and interact, to explore themes of ableism and agency as well as the boundaries of body and selfhood. Book contents - “Servitudes”: Jesper Just in conversation with Katell Jaffrès, curator of Jesper Just’s exhibition at the Palais de Tokyo - “In The Doubling of Dreams”: an essay by Fabien Danesi on Jesper Just’s film work - Notes on a selection of the artist’s films About the authors - Fabien Danesi is an art historian. He’s managing the programme of the Pavillon Neuflize OBC, the research lab of the Palais de Tokyo. - Katell Jaffrès is a curator at the Palais de Tokyo. Published on the occasion of Jesper Just’s solo exhibition at the Palais de Tokyo, “Servitudes”, 24.06 2015 – 13.09 2015
Jesper and Annika
Author: Jan Eric Arvastson
Publisher: BoD - Books on Demand
ISBN: 9180278531
Category : Juvenile Fiction
Languages : en
Pages : 66
Book Description
Hi boys and girls! Me Jesper, my sister Annika at about the same age - which one? Around ten -11 -12! - and our Mum and Dad go for summer holiday weeks in Europe the World, living out adventures. In this book we`re guiding ourselves to nothing further away than Stockholm, Sweden. The so called Maelar Queen. But such fairy tales! Annika is curious about the ABBAs - the music, their museum, and the "sound" of the band. Shes sucked into a wet and swinging adventure with the famous artists. Wet will also be for Jesper. But in another more horrid way when he happens to come on board a certain famous regal ship. Named the WASA`...
Publisher: BoD - Books on Demand
ISBN: 9180278531
Category : Juvenile Fiction
Languages : en
Pages : 66
Book Description
Hi boys and girls! Me Jesper, my sister Annika at about the same age - which one? Around ten -11 -12! - and our Mum and Dad go for summer holiday weeks in Europe the World, living out adventures. In this book we`re guiding ourselves to nothing further away than Stockholm, Sweden. The so called Maelar Queen. But such fairy tales! Annika is curious about the ABBAs - the music, their museum, and the "sound" of the band. Shes sucked into a wet and swinging adventure with the famous artists. Wet will also be for Jesper. But in another more horrid way when he happens to come on board a certain famous regal ship. Named the WASA`...
A Study Guide for Jesper Svenbro's "Lepidopterology"
Author: Gale, Cengage Learning
Publisher: Gale, Cengage Learning
ISBN: 1410351009
Category : Literary Criticism
Languages : en
Pages : 21
Book Description
A Study Guide for Jesper Svenbro's "Lepidopterology," excerpted from Gale's acclaimed Poetry for Students. This concise study guide includes plot summary; character analysis; author biography; study questions; historical context; suggestions for further reading; and much more. For any literature project, trust Poetry for Students for all of your research needs.
Publisher: Gale, Cengage Learning
ISBN: 1410351009
Category : Literary Criticism
Languages : en
Pages : 21
Book Description
A Study Guide for Jesper Svenbro's "Lepidopterology," excerpted from Gale's acclaimed Poetry for Students. This concise study guide includes plot summary; character analysis; author biography; study questions; historical context; suggestions for further reading; and much more. For any literature project, trust Poetry for Students for all of your research needs.
The Gathering Dark
Author: Leigh Bardugo
Publisher: Orion
ISBN: 9781780621104
Category : Fantasy fiction
Languages : en
Pages : 0
Book Description
The Shadow Fold, a swathe of impenetrable darkness, crawling with monsters that feast on human flesh, is slowly destroying the once-great nation of Ravka. Alina, a lonely orphan, discovers a unique power that thrusts her into the lavish world of the kingdom's magical elite - the Grisha.
Publisher: Orion
ISBN: 9781780621104
Category : Fantasy fiction
Languages : en
Pages : 0
Book Description
The Shadow Fold, a swathe of impenetrable darkness, crawling with monsters that feast on human flesh, is slowly destroying the once-great nation of Ravka. Alina, a lonely orphan, discovers a unique power that thrusts her into the lavish world of the kingdom's magical elite - the Grisha.
Half-Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
The Art of Failure
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262313138
Category : Games & Activities
Languages : en
Pages : 173
Book Description
A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Publisher: MIT Press
ISBN: 0262313138
Category : Games & Activities
Languages : en
Pages : 173
Book Description
A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Six of Crows
Author: Leigh Bardugo
Publisher: Henry Holt and Company (BYR)
ISBN: 1627795227
Category : Young Adult Fiction
Languages : en
Pages : 479
Book Description
See the Grishaverse come to life on screen with the Netflix series, Shadow and Bone -- Season 2 streaming now! Meet Kaz Brekker and his crew: Jesper, Inej, Wylan, and the star-crossed Nina and Matthias, on the heist of a lifetime in Six of Crows from #1 bestselling author, Leigh Bardugo. Ketterdam: a bustling hub of international trade where anything can be had for the right price—and no one knows that better than criminal prodigy Kaz Brekker. Kaz is offered a chance at a deadly heist that could make him rich beyond his wildest dreams. But he can't pull it off alone. . . . A convict with a thirst for revenge. A sharpshooter who can't walk away from a wager. A runaway with a privileged past. A spy known as the Wraith. A Heartrender using her magic to survive the slums. A thief with a gift for unlikely escapes. Six dangerous outcasts. One impossible heist. Kaz's crew is the only thing that might stand between the world and destruction—if they don't kill each other first. Six of Crows by Leigh Bardugo returns to the breathtaking world of the Grishaverse in this unforgettable tale about the opportunity—and the adventure—of a lifetime. Read all the books in the Grishaverse! The Shadow and Bone Trilogy (previously published as The Grisha Trilogy) Shadow and Bone Siege and Storm Ruin and Rising The Six of Crows Duology Six of Crows Crooked Kingdom The King of Scars Duology King of Scars Rule of Wolves The Language of Thorns: Midnight Tales and Dangerous Magic The Severed Moon: A Year-Long Journal of Magic The Lives of Saints
Publisher: Henry Holt and Company (BYR)
ISBN: 1627795227
Category : Young Adult Fiction
Languages : en
Pages : 479
Book Description
See the Grishaverse come to life on screen with the Netflix series, Shadow and Bone -- Season 2 streaming now! Meet Kaz Brekker and his crew: Jesper, Inej, Wylan, and the star-crossed Nina and Matthias, on the heist of a lifetime in Six of Crows from #1 bestselling author, Leigh Bardugo. Ketterdam: a bustling hub of international trade where anything can be had for the right price—and no one knows that better than criminal prodigy Kaz Brekker. Kaz is offered a chance at a deadly heist that could make him rich beyond his wildest dreams. But he can't pull it off alone. . . . A convict with a thirst for revenge. A sharpshooter who can't walk away from a wager. A runaway with a privileged past. A spy known as the Wraith. A Heartrender using her magic to survive the slums. A thief with a gift for unlikely escapes. Six dangerous outcasts. One impossible heist. Kaz's crew is the only thing that might stand between the world and destruction—if they don't kill each other first. Six of Crows by Leigh Bardugo returns to the breathtaking world of the Grishaverse in this unforgettable tale about the opportunity—and the adventure—of a lifetime. Read all the books in the Grishaverse! The Shadow and Bone Trilogy (previously published as The Grisha Trilogy) Shadow and Bone Siege and Storm Ruin and Rising The Six of Crows Duology Six of Crows Crooked Kingdom The King of Scars Duology King of Scars Rule of Wolves The Language of Thorns: Midnight Tales and Dangerous Magic The Severed Moon: A Year-Long Journal of Magic The Lives of Saints
A Casual Revolution
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261
Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261
Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Jesper Just
Author: Patrick Amsellem
Publisher:
ISBN:
Category :
Languages : en
Pages : 72
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 72
Book Description