Author: Joe Gibbs
Publisher: Tyndale House Publishers, Inc.
ISBN: 1414341008
Category : Religion
Languages : en
Pages : 279
Book Description
Written with the sports fan in mind, Game Plan for Life is an “average Joe’s” guide to what the Bible has to say about such topics as relationships; finances; physical, emotional, and spiritual health; finding the right vocation; living a life of purpose; and overcoming sin and addiction. Written by 3-time Super Bowl and NASCAR championship winning coach/owner Joe Gibbs, edited by Jerry Jenkins, and featuring contributions from Randy Alcorn, John Lennox, Tony Evans, Chuck Colson, Josh McDowell, Don Meredith, Walt Larimore, Ron Blue, Ken Boa, and Os Guinness, the New York Times best-selling Game Plan for Life shows readers how to live a balanced, God-centered, purpose-filled life, using examples from Coach Gibbs’ own storied championship careers as a backdrop. This book is a perfect blend of sports and basic theology, designed to bring God’s Word home to sports fans of all generations.
Game Plan for Life
Author: Joe Gibbs
Publisher: Tyndale House Publishers, Inc.
ISBN: 1414341008
Category : Religion
Languages : en
Pages : 279
Book Description
Written with the sports fan in mind, Game Plan for Life is an “average Joe’s” guide to what the Bible has to say about such topics as relationships; finances; physical, emotional, and spiritual health; finding the right vocation; living a life of purpose; and overcoming sin and addiction. Written by 3-time Super Bowl and NASCAR championship winning coach/owner Joe Gibbs, edited by Jerry Jenkins, and featuring contributions from Randy Alcorn, John Lennox, Tony Evans, Chuck Colson, Josh McDowell, Don Meredith, Walt Larimore, Ron Blue, Ken Boa, and Os Guinness, the New York Times best-selling Game Plan for Life shows readers how to live a balanced, God-centered, purpose-filled life, using examples from Coach Gibbs’ own storied championship careers as a backdrop. This book is a perfect blend of sports and basic theology, designed to bring God’s Word home to sports fans of all generations.
Publisher: Tyndale House Publishers, Inc.
ISBN: 1414341008
Category : Religion
Languages : en
Pages : 279
Book Description
Written with the sports fan in mind, Game Plan for Life is an “average Joe’s” guide to what the Bible has to say about such topics as relationships; finances; physical, emotional, and spiritual health; finding the right vocation; living a life of purpose; and overcoming sin and addiction. Written by 3-time Super Bowl and NASCAR championship winning coach/owner Joe Gibbs, edited by Jerry Jenkins, and featuring contributions from Randy Alcorn, John Lennox, Tony Evans, Chuck Colson, Josh McDowell, Don Meredith, Walt Larimore, Ron Blue, Ken Boa, and Os Guinness, the New York Times best-selling Game Plan for Life shows readers how to live a balanced, God-centered, purpose-filled life, using examples from Coach Gibbs’ own storied championship careers as a backdrop. This book is a perfect blend of sports and basic theology, designed to bring God’s Word home to sports fans of all generations.
Kindergators: Hands Off, Harry!
Author: Rosemary Wells
Publisher: Katherine Tegen Books
ISBN: 9780061921124
Category : Juvenile Fiction
Languages : en
Pages : 40
Book Description
"Guess what happened at school today!" Kindergators work and play happily in Miss Harmony's class. But Harry isn't being a good classmate! He's disrupting Friendly Circle, causing accidents, and upsetting the class. Can the Kindergators find a way to help Harry learn to respect personal space? Beloved picture book author-illustrator Rosemary Wells brings her signature humor and trademark knack for understanding young readers to this new series, perfect for classroom use or for reading and sharing at home.
Publisher: Katherine Tegen Books
ISBN: 9780061921124
Category : Juvenile Fiction
Languages : en
Pages : 40
Book Description
"Guess what happened at school today!" Kindergators work and play happily in Miss Harmony's class. But Harry isn't being a good classmate! He's disrupting Friendly Circle, causing accidents, and upsetting the class. Can the Kindergators find a way to help Harry learn to respect personal space? Beloved picture book author-illustrator Rosemary Wells brings her signature humor and trademark knack for understanding young readers to this new series, perfect for classroom use or for reading and sharing at home.
The Infinite Game
Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
She Got Game
Author: Cynthia Cooper
Publisher: Hachette UK
ISBN: 044655488X
Category : Biography & Autobiography
Languages : en
Pages : 219
Book Description
WNBA star and Olympic gold medalist Cynthia Cooper shares her extraordinary story in this fascinating and inspiring book that proves that hard work, commitment, and determination can pave the way for success--no matter what the odds.
Publisher: Hachette UK
ISBN: 044655488X
Category : Biography & Autobiography
Languages : en
Pages : 219
Book Description
WNBA star and Olympic gold medalist Cynthia Cooper shares her extraordinary story in this fascinating and inspiring book that proves that hard work, commitment, and determination can pave the way for success--no matter what the odds.
Game Design
Author: Richard Rouse III
Publisher: Jones & Bartlett Publishers
ISBN: 0763798118
Category : Computers
Languages : en
Pages : 953
Book Description
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Publisher: Jones & Bartlett Publishers
ISBN: 0763798118
Category : Computers
Languages : en
Pages : 953
Book Description
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Making Deep Games
Author: Doris C. Rusch
Publisher: CRC Press
ISBN: 1317607708
Category : Computers
Languages : en
Pages : 206
Book Description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
Publisher: CRC Press
ISBN: 1317607708
Category : Computers
Languages : en
Pages : 206
Book Description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
Gaming and Gamers in Times of Pandemic
Author: Piotr Siuda
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 289
Book Description
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 289
Book Description
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.
Uncertainty in Games
Author: Greg Costikyan
Publisher: MIT Press
ISBN: 0262018969
Category : Computers
Languages : en
Pages : 150
Book Description
How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.
Publisher: MIT Press
ISBN: 0262018969
Category : Computers
Languages : en
Pages : 150
Book Description
How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.
Ludoliteracy
Author: José P. Zagal
Publisher: Lulu.com
ISBN: 0557277914
Category : Education
Languages : en
Pages : 164
Book Description
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Publisher: Lulu.com
ISBN: 0557277914
Category : Education
Languages : en
Pages : 164
Book Description
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Ready Reader One
Author: Megan Amber Condis
Publisher: LSU Press
ISBN: 080718229X
Category : Games & Activities
Languages : en
Pages : 357
Book Description
"Videogames are a powerful storytelling medium-but what are the stories we tell about videogames, with videogames, around videogames? What can we learn from novels that describe the struggles of young people trapped in virtual reality, from fanfiction that explores the private life of a popular Nintendo character, or from a poem that compares Pac-Man to Saint Augustine? An extensive body of scholarship explores the ways videogames create worlds, construct characters, and tell emotionally compelling narratives. But very little research has focused on representation of videogames, videogame players, and videogame culture in literary texts, whether traditional genres like novels, short stories, memoirs, and poems, or non-traditional and emergent forms like fanfiction, how-to-guides, hip-hop lyrics, or young-adult fiction. Ready Reader One is designed to fill that gap. The texts that this book's contributors engage are interesting in their own right. Thomas Pynchon's deployment of the tropes of retrogaming in Bleeding Edge evinces a fascinating inflection of his "paranoid style." Hanna Faith Notess's integration of videogame mechanics into her poetry enables a fascinating and poignant relationship of melancholy, memory objects, and the lyric form. The exploration of videogame addiction in memoirs challenges stereotypes and suggests different ways to understand the entanglement of desire and pleasure in the twenty-first century. The stories of virtual reality in the novels of Ernest Cline, Lauren Beuke, and Liu Cixin map the ways videogames are transforming our bodies, families, and friendships. Beyond their intrinsic value as works of literature, videogame literature provides meaningful perspectives on what videogames are and what they might be. Contributors to this collection demonstrate that videogame literature sheds light on how space, time, and identity are being reshaped by videogames; helps us detect emergent forms of play, media, algorithmic systems, surveillance culture, and social media; and increases our understanding of the larger stories that surround videogames and those who play them"--
Publisher: LSU Press
ISBN: 080718229X
Category : Games & Activities
Languages : en
Pages : 357
Book Description
"Videogames are a powerful storytelling medium-but what are the stories we tell about videogames, with videogames, around videogames? What can we learn from novels that describe the struggles of young people trapped in virtual reality, from fanfiction that explores the private life of a popular Nintendo character, or from a poem that compares Pac-Man to Saint Augustine? An extensive body of scholarship explores the ways videogames create worlds, construct characters, and tell emotionally compelling narratives. But very little research has focused on representation of videogames, videogame players, and videogame culture in literary texts, whether traditional genres like novels, short stories, memoirs, and poems, or non-traditional and emergent forms like fanfiction, how-to-guides, hip-hop lyrics, or young-adult fiction. Ready Reader One is designed to fill that gap. The texts that this book's contributors engage are interesting in their own right. Thomas Pynchon's deployment of the tropes of retrogaming in Bleeding Edge evinces a fascinating inflection of his "paranoid style." Hanna Faith Notess's integration of videogame mechanics into her poetry enables a fascinating and poignant relationship of melancholy, memory objects, and the lyric form. The exploration of videogame addiction in memoirs challenges stereotypes and suggests different ways to understand the entanglement of desire and pleasure in the twenty-first century. The stories of virtual reality in the novels of Ernest Cline, Lauren Beuke, and Liu Cixin map the ways videogames are transforming our bodies, families, and friendships. Beyond their intrinsic value as works of literature, videogame literature provides meaningful perspectives on what videogames are and what they might be. Contributors to this collection demonstrate that videogame literature sheds light on how space, time, and identity are being reshaped by videogames; helps us detect emergent forms of play, media, algorithmic systems, surveillance culture, and social media; and increases our understanding of the larger stories that surround videogames and those who play them"--