Games Bosses Play


Book Description

In this humorous but practical look at the posturing, delegating, and gamesmanship that goes on between bosses and employers, Russell Wild helps identify these behaviors and gives employees invaluable advice, gathered from more than 50 leading business strategists, on surviving these "games". 12 illustrations.




20 Essential Games to Study


Book Description

The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history




Games and Exercises for Mentally Defective Bosses, Coworkers and Employees


Book Description

We all have them...the Boss, Coworker and/ Employees that are just a little feebleminded. Sometimes as they come to you for help you wonder how they got to work that morning without being hit by the tram, subway or bus. You wonder how do they find the restroom? How did they make it this far without something drastic happening to them? Now you can help...that's right...you can help them. You cannot get complain or get upset unless you have made a true effort to help them. John Corbin has (utilizing a system originally created by Miss Wrightson for children) brought together in convenient form a large number of games especially adapted to accomplish these results. John's long experience with feeble-minded bosses, employees and/or coworkers is a guarantee of their usefulness and efficacy for the purpose. It should be fully appreciated by CEO's, Human Resources, and higher Management that the playing of these games is not "mere play," but definite training of the best kind, in many cases there is little else to be done. THE games and exercises in this book were written for use of the normal people who have feebleminded bosses, employees and/or coworkers, the object being to help develop muscular control and to quicken the sense perceptions. The most difficult among the exercises could be mastered with ease by a normal boss, employee or coworker of any age. The following instructions should be observed: Absolute simplicity in the training is essential. The manner in which a game is played is of more importance than the game itself. A simple game or exercise taught in a complex manner will produce a confusion of ideas in the mind of the boss, employee or coworker and mean failure in training. In teaching mental defectives the personality you as the teacher plays an important part. You should be patient, cheerful and optimistic, always ready with a word of encouragement when a boss, employee or coworker fails to produce desired results; thorough in your methods and of keen perception. The mind of "you" the teacher reacts upon the mind of the boss, employee or coworker: "Education is one mind making another mind and one heart another heart. It will be found in many cases that the principal weakness in these individuals is their lack of concentration, and it is only by simple, fixed methods of work, elimination of all confusion, and your conviction as the teacher that good results must emanate from the training so that you can develop and strengthen this latent power in the boss, employee or coworker. The mode of procedure must not vary; bosses, employees or coworkers should be lined up in the same way, material of the same color must be used, and diagrams drawn precisely the same way each time the game or exercise is used. Should the smallest alteration be made in these details, it will produce a confusion of ideas in the boss, employee or coworker's mind and successful training will not result. The given signal for starting a game should be brief, as, "Are you ready?" followed by the word "Go!" said sharply and clearly. A signal with too many words is confusing. Always use the same form of signal in starting a game. Should this be changed ever so little the game will not start successfully, for the boss, employee or coworker's mind will be centered upon that change and he will lose the all-important idea, e.g. the start of the game. A game unsuccessfully started is a failure throughout. This book contains 102 exercises and games...and includes a small section titled PRACTICAL HINTS FOR TRAINING MENTAL DEFECTIVES. Good luck to you and bless you for trying. John Corbin created this from an old work and adapted it for office use.




Games Within Games


Book Description

Games within Games was not written with any game plan in mind but was rather conceived to facilitate the examination of a key area of management, leadership and often the lack of it, with an ease of approachability which is at once entertaining and enlightening. It was, indeed, a challenge to balance the two. The book is the happy result of the author’s three and half decades of service with the Government of India which accorded him with the opportunity to be with all manner of bosses: the good, the bad and the ugly. They all mattered, in their own way, their presence was sometimes commanding, sometimes demanding and sometimes reminding. They all served a purpose to exemplify themselves, some as leaders with a difference and others with an indifference. The book, hopefully, will serve its purpose of learning with laughter which, regretfully, not many management books manage to achieve. There’s some joy in sacrificing oneself at the altar of humour rather than being the proverbial sacrificial lamb.




Games At Work


Book Description

AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.




Videogames


Book Description

Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames




100 Computer Games to Play Before You Die


Book Description

This is a must-have book for any computer enthusiast whether they are young or old. Covering the100 best games ever to be produced from Pac-Man Vs andPokemon Red/Blue to Grand Theft Auto: Vice City and Worms -- make sure you've not missed out any of the cult classics. With detailed descriptions of each game, the design process behind them and the secrets that lie within, this book will rekindle games from your childhood as well as introducing you to previously un-played games.




Silent Hill 2


Book Description

A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.




Videogames


Book Description

"James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a games console. Topics covered include: classifications, game theory and interactivity - what is a videogame? the videogame audience the videogame industry videogame structure narratives and play- approaches to the study of videogames videogames, avatars and virtual worlds social gaming and the culture of videogames This second edition updates the book to include recent developments such as: the popularity of the wii and the increase in non-traditional gamers and more physical gaming the development of MMOGs (massively multiplayer online games) such as World of Warcraft games being downloaded as apps or accessed via mobile phones, iPods and social networking sites"--




Handbook of Research on Transformative and Innovative Pedagogies in Education


Book Description

Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.