Author: Theodore Roosevelt
Publisher: Citadel Press
ISBN: 9780806524849
Category : United States
Languages : en
Pages : 244
Book Description
Theodore Roosevelt is remembered as the twenty-sixth President of the United States, but this multi-faceted man was so much more. He rose through the political ranks to become Governor of New York; Vice President; Police Commissioner of New York City; Assistant Secretary of the Navy; and Colonel of the Rough Riders; all by the age of 42, when he also became the youngest man ever to hold the office of President (for two terms). The Wisdom of Theodore Roosevelt presents his words and ideas on a range of subjects, personal and political, and provides a fascinating picture of his personality and beliefs as they evolved over time.
Playing Our Game
Author: Edward S. Steinfeld
Publisher: Oxford University Press
ISBN: 0199750734
Category : Political Science
Languages : en
Pages : 280
Book Description
Conventional wisdom holds that China's burgeoning economic power has reduced the United States to little more than a customer and borrower of Beijing. The rise of China, many feel, necessarily means the decline of the West--the United States in particular. Not so, writes Edward Steinfeld. If anything, China's economic emergence is good for America. In this fascinating new book, Steinfeld asserts that China's growth is fortifying American commercial supremacy, because (as the title says) China is playing our game. By seeking to realize its dream of modernization by integrating itself into the Western economic order, China is playing by our rules, reinforcing the dominance of our companies and regulatory institutions. The impact of the outside world has been largely beneficial to China's development, but also enormously disruptive. China has in many ways handed over--outsourced--the remaking of its domestic economy and domestic institutions to foreign companies and foreign rule-making authorities. For Chinese companies now, participation in global production also means obedience to foreign rules. At the same time, even as these companies assemble products for export to the West, the most valuable components for those products come from the West. America's share of global manufacturing, by value, has actually increased since 1990. Within China, the R&D centers established by Western companies attract the country's best scientists and engineers, and harness that talent to global, rather than indigenous Chinese, innovation efforts. In many ways, both Chinese and American society are benefiting as a result. That said, the pressures on China are intense. China is modeling its economy on the United States, with vast consequences in a country with a small fraction of America's per-capita income and scarcely any social safety net. Walmartization is not something that Asian manufacturing power is doing to us; rather, it is how we are transforming China. From outsourcing to energy, Steinfeld overturns the conventional wisdom in this incisive and richly researched account.
Publisher: Oxford University Press
ISBN: 0199750734
Category : Political Science
Languages : en
Pages : 280
Book Description
Conventional wisdom holds that China's burgeoning economic power has reduced the United States to little more than a customer and borrower of Beijing. The rise of China, many feel, necessarily means the decline of the West--the United States in particular. Not so, writes Edward Steinfeld. If anything, China's economic emergence is good for America. In this fascinating new book, Steinfeld asserts that China's growth is fortifying American commercial supremacy, because (as the title says) China is playing our game. By seeking to realize its dream of modernization by integrating itself into the Western economic order, China is playing by our rules, reinforcing the dominance of our companies and regulatory institutions. The impact of the outside world has been largely beneficial to China's development, but also enormously disruptive. China has in many ways handed over--outsourced--the remaking of its domestic economy and domestic institutions to foreign companies and foreign rule-making authorities. For Chinese companies now, participation in global production also means obedience to foreign rules. At the same time, even as these companies assemble products for export to the West, the most valuable components for those products come from the West. America's share of global manufacturing, by value, has actually increased since 1990. Within China, the R&D centers established by Western companies attract the country's best scientists and engineers, and harness that talent to global, rather than indigenous Chinese, innovation efforts. In many ways, both Chinese and American society are benefiting as a result. That said, the pressures on China are intense. China is modeling its economy on the United States, with vast consequences in a country with a small fraction of America's per-capita income and scarcely any social safety net. Walmartization is not something that Asian manufacturing power is doing to us; rather, it is how we are transforming China. From outsourcing to energy, Steinfeld overturns the conventional wisdom in this incisive and richly researched account.
Play Your Bigger Game
Author: Rick Tamlyn
Publisher: Hay House, Inc
ISBN: 1401943691
Category : Self-Help
Languages : en
Pages : 225
Book Description
Change the way you think about work, productivity, and creativity - and go from surviving to thriving! Play Your Bigger Game provides a philosophy and methodology that you can learn in just nine minutes, and it will serve you for the rest of your life. Self-empowerment expert Rick Tamlyn believes that life is all made up. So why not make it a game of your own design—one that excites, challenges, and allows you to fully express your talents and creativity? When you play your bigger game, you create a life that is dynamic, engaging, and wildly inspiring. This book is your antidote to inertia—you will never feel stuck again. Each and every day, it will motivate you to keep stretching, achieving, and thriving above and beyond any boundaries or limitations that might have held you back in the past. Play Your Bigger Game offers pathways, tools, and inspiring stories to feed the hunger in your soul, light the fires of your imagination, and build a fulfilling life and a lasting legacy. If you long to: • have a more positive impact within your family, your work, your community, or organization • make a change, but you aren’t sure what sort of change • create meaningful work • take responsibility and direct your destiny • make a difference or leave a legacy . . . then you should join thousands of others around the world and play your bigger game!
Publisher: Hay House, Inc
ISBN: 1401943691
Category : Self-Help
Languages : en
Pages : 225
Book Description
Change the way you think about work, productivity, and creativity - and go from surviving to thriving! Play Your Bigger Game provides a philosophy and methodology that you can learn in just nine minutes, and it will serve you for the rest of your life. Self-empowerment expert Rick Tamlyn believes that life is all made up. So why not make it a game of your own design—one that excites, challenges, and allows you to fully express your talents and creativity? When you play your bigger game, you create a life that is dynamic, engaging, and wildly inspiring. This book is your antidote to inertia—you will never feel stuck again. Each and every day, it will motivate you to keep stretching, achieving, and thriving above and beyond any boundaries or limitations that might have held you back in the past. Play Your Bigger Game offers pathways, tools, and inspiring stories to feed the hunger in your soul, light the fires of your imagination, and build a fulfilling life and a lasting legacy. If you long to: • have a more positive impact within your family, your work, your community, or organization • make a change, but you aren’t sure what sort of change • create meaningful work • take responsibility and direct your destiny • make a difference or leave a legacy . . . then you should join thousands of others around the world and play your bigger game!
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
What Game Are You Playing?
Author: Robin Moriarty
Publisher: River Grove Books
ISBN: 9781632993854
Category : Self-Help
Languages : en
Pages : 184
Book Description
It's All a Game From the moment we are born, others' expectations shape our behaviors, choices, and definitions of success. We build our personal and professional lives around those expectations, and at some point, many of us wonder if we are on the right path. We my want to make changes, but it's difficult and we don't know how to start. In What Game Are You Playing?, author Robin Moriarty, PhD shares her view on what being "successful" really looks like, and those views will be a surprise to many. According to Robin, life is a game, and it is up to each individual to determine just what kind of game they want to play. The author guides you through a process that shows you how to assess your current state and outlines the steps you need to take in order to achieve your new game and own version of success. The book enables you to- - Gain awareness of the way you want to live your life - Reframe success on your own terms - Map out what you will need to do to get there Through a series of examples and exercises designed as a game, Robin helps you recognize-and then step away from-the expectations of others so you can define and pursue your own version of success in work and in life. Through this process of finding and designing their own games, you will no longer be a pawn in someone else's.
Publisher: River Grove Books
ISBN: 9781632993854
Category : Self-Help
Languages : en
Pages : 184
Book Description
It's All a Game From the moment we are born, others' expectations shape our behaviors, choices, and definitions of success. We build our personal and professional lives around those expectations, and at some point, many of us wonder if we are on the right path. We my want to make changes, but it's difficult and we don't know how to start. In What Game Are You Playing?, author Robin Moriarty, PhD shares her view on what being "successful" really looks like, and those views will be a surprise to many. According to Robin, life is a game, and it is up to each individual to determine just what kind of game they want to play. The author guides you through a process that shows you how to assess your current state and outlines the steps you need to take in order to achieve your new game and own version of success. The book enables you to- - Gain awareness of the way you want to live your life - Reframe success on your own terms - Map out what you will need to do to get there Through a series of examples and exercises designed as a game, Robin helps you recognize-and then step away from-the expectations of others so you can define and pursue your own version of success in work and in life. Through this process of finding and designing their own games, you will no longer be a pawn in someone else's.
The Wisdom of Theodore Roosevelt
Author: Theodore Roosevelt
Publisher: Citadel Press
ISBN: 9780806524849
Category : United States
Languages : en
Pages : 244
Book Description
Theodore Roosevelt is remembered as the twenty-sixth President of the United States, but this multi-faceted man was so much more. He rose through the political ranks to become Governor of New York; Vice President; Police Commissioner of New York City; Assistant Secretary of the Navy; and Colonel of the Rough Riders; all by the age of 42, when he also became the youngest man ever to hold the office of President (for two terms). The Wisdom of Theodore Roosevelt presents his words and ideas on a range of subjects, personal and political, and provides a fascinating picture of his personality and beliefs as they evolved over time.
Publisher: Citadel Press
ISBN: 9780806524849
Category : United States
Languages : en
Pages : 244
Book Description
Theodore Roosevelt is remembered as the twenty-sixth President of the United States, but this multi-faceted man was so much more. He rose through the political ranks to become Governor of New York; Vice President; Police Commissioner of New York City; Assistant Secretary of the Navy; and Colonel of the Rough Riders; all by the age of 42, when he also became the youngest man ever to hold the office of President (for two terms). The Wisdom of Theodore Roosevelt presents his words and ideas on a range of subjects, personal and political, and provides a fascinating picture of his personality and beliefs as they evolved over time.
The Sketch
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 1020
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1020
Book Description
Depravity Online
Author: Steve R.R. Carpenter
Publisher: Dog Ear Publishing
ISBN: 1457560895
Category : Fiction
Languages : en
Pages : 168
Book Description
Playing computer games is a way of life for Steve R. R. Carpenter, a thirty-six-year-old virgin who still lives in the basement of his parents’ house. But he’s had it with all the lame multiplayer online role-playing fantasy games pumped out by gaming companies, so he decides to create one of his own. Needless to say, it’s an instant success and a moneymaker to fund his real dream: To use one billion dollars to create another game that would redefine the genre and put all its competitors out of their misery. It’s also a way to have revenge on the greedy corporate assholes who are responsible for the state the fantasy MMORPG industry is in today, which is a welcome side-effect for our protagonist. If you never played (and stopped playing) a fantasy MMORPG before, then this book is most likely not for you. If you did, you might enjoy this fun and crazy revenge story, although if you were really pressed for time, an easy fix would be to just read a random forum rant instead … If on the other hand you couldn’t care less about this whole MMORPG shebang, but have a friend or a relative who hasn’t read a book in as long as you can remember because he is playing MMORPGs all the time, well then this book is your best chance to make him read something again, because if he won’t read this, then there is no chance he would read anything else (strategy compendiums for online games are a thing of the past now, right?).
Publisher: Dog Ear Publishing
ISBN: 1457560895
Category : Fiction
Languages : en
Pages : 168
Book Description
Playing computer games is a way of life for Steve R. R. Carpenter, a thirty-six-year-old virgin who still lives in the basement of his parents’ house. But he’s had it with all the lame multiplayer online role-playing fantasy games pumped out by gaming companies, so he decides to create one of his own. Needless to say, it’s an instant success and a moneymaker to fund his real dream: To use one billion dollars to create another game that would redefine the genre and put all its competitors out of their misery. It’s also a way to have revenge on the greedy corporate assholes who are responsible for the state the fantasy MMORPG industry is in today, which is a welcome side-effect for our protagonist. If you never played (and stopped playing) a fantasy MMORPG before, then this book is most likely not for you. If you did, you might enjoy this fun and crazy revenge story, although if you were really pressed for time, an easy fix would be to just read a random forum rant instead … If on the other hand you couldn’t care less about this whole MMORPG shebang, but have a friend or a relative who hasn’t read a book in as long as you can remember because he is playing MMORPGs all the time, well then this book is your best chance to make him read something again, because if he won’t read this, then there is no chance he would read anything else (strategy compendiums for online games are a thing of the past now, right?).
Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Author: Aaron Marcus
Publisher: Springer
ISBN: 3642392415
Category : Computers
Languages : en
Pages : 637
Book Description
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
Publisher: Springer
ISBN: 3642392415
Category : Computers
Languages : en
Pages : 637
Book Description
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
The Walk-On
Author: David Bagga
Publisher: AuthorHouse
ISBN: 1449041795
Category : Biography & Autobiography
Languages : en
Pages : 180
Book Description
THE WALK-ON is a story about a young man and how he experiences the game of college basketball through his eyes, telling people what it is like going through the rigorous routine of being a division 1 athlete for one of the best basketball programs arguably in the country and finding out what the journey is all about. He experiences many highs and lows throughout the way but shows that inspiration, determination, a good work ethic and a team first attitude is what it takes to make the experience a great one. Playing for 3 coaches in 4 years David shows what it is like adapting to different methodologies and coming together with a group of guys from all around the country to make up a team. David Bagga was a Student-Athlete at the University of Arizona from 2005-2009 and had the privilege of playing for legendary Hall of Fame basketball Coach Lute Olson. He was also teammates with current NBA players Chase Budinger, Jerryd Bayless, Jordan Hill, Marcus Williams, and Hassan Adams. He graduated from the University of Arizona in June of 2009 with a Bachelor of Arts degree in Interdisciplinary Studies and currently resides in Orange County, California. David is a very team oriented player, all he wants to do is help us win basketball games. Hall of fame coach Lute Olson
Publisher: AuthorHouse
ISBN: 1449041795
Category : Biography & Autobiography
Languages : en
Pages : 180
Book Description
THE WALK-ON is a story about a young man and how he experiences the game of college basketball through his eyes, telling people what it is like going through the rigorous routine of being a division 1 athlete for one of the best basketball programs arguably in the country and finding out what the journey is all about. He experiences many highs and lows throughout the way but shows that inspiration, determination, a good work ethic and a team first attitude is what it takes to make the experience a great one. Playing for 3 coaches in 4 years David shows what it is like adapting to different methodologies and coming together with a group of guys from all around the country to make up a team. David Bagga was a Student-Athlete at the University of Arizona from 2005-2009 and had the privilege of playing for legendary Hall of Fame basketball Coach Lute Olson. He was also teammates with current NBA players Chase Budinger, Jerryd Bayless, Jordan Hill, Marcus Williams, and Hassan Adams. He graduated from the University of Arizona in June of 2009 with a Bachelor of Arts degree in Interdisciplinary Studies and currently resides in Orange County, California. David is a very team oriented player, all he wants to do is help us win basketball games. Hall of fame coach Lute Olson
Games As A Service
Author: Oscar Clark
Publisher: CRC Press
ISBN: 1317908872
Category : Computers
Languages : en
Pages : 311
Book Description
The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
Publisher: CRC Press
ISBN: 1317908872
Category : Computers
Languages : en
Pages : 311
Book Description
The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.