The Game


Book Description

Hidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade—guaranteed to change the lives of men and transform the way women understand the opposite sex forever. On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange—and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.




The Moonshot Game


Book Description

India's start-up revolution began in 1998, when the first venture capitalists (VCs) arrived from the US and backed early businesses in IT services for global corporates. The second wave came in 2006 when home-grown VCs raised large amounts of capital and funded products and services companies for Indian consumers. This is a gripping behind-the-scenes story of a VC's journey, right from the beginning of the second start-up revolution in India in 2006 until the end of the funding frenzy in 2016. A story about how global conditions, local consumers, founder ambition and good old greed shaped the start-up story in India. Rahul Chandra is the co-founder of Helion Ventures, and in this candid memoir he tells us about his journey building one of India's oldest VC firms. In a remarkably gripping account, he recounts his adventures in India's hyper-funded start-up ecosystem. The Moonshot Game gives readers an insight into the secret world of a VC, with unguarded stories involving large bets and big mistakes, and tales of how one juggles several investments at the same time. Rahul shows why being a VC is a constant journey of ups and downs, why building value is a long-term business, and why no amount of failure can be an excuse to lose optimism in the power of entrepreneurship.




Reflections on the Game


Book Description

In celebration of the 2012 Arnold Palmer Invitational, NBC Publishing and the Golf Channel are pleased to offer this download of Palmer’s poignant essay, “Reflections on the Game.” The essay is featured in the new eBook, Arnold Palmer: A Personal Journey by Thomas Hauser with Arnold Palmer—a stunning tribute to an American sports hero and the most intimate portrait ever of the man behind the legend. Reflections on the Game will be available for a limited time.




Holding Court


Book Description

When Dick Vitale speaks out, sports fan listen. In this insightful new book, Vitale speaks out on all the significant issues facing basketball, as well as other topics from the baseball strike to the Simpson trial. As one of America's leading basketball analysts, Vitale concentrates on the sport he knows best and looks at the game from every angle.




Values of the Game


Book Description

The former U.S. Senator and member of two championship New York Knicks teams revisits his first career in a series of personal observations and reflections that illustrate how the "right stuff" on the court is a proving ground for the "right stuff" in life




The Culture of Digital Fighting Games


Book Description

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.




The Answer Is . . .


Book Description

A RECOMMENDED SUMMER READ BY THE NEW YORK TIMES, USA TODAY, TIME, AND NEWSWEEK Longtime Jeopardy! host and television icon Alex Trebek reflects on his life and career. Since debuting as the host of Jeopardy! in 1984, Alex Trebek has been something like a family member to millions of television viewers, bringing entertainment and education into their homes five nights a week. Last year, he made the stunning announcement that he had been diagnosed with stage four pancreatic cancer. What followed was an incredible outpouring of love and kindness. Social media was flooded with messages of support, and the Jeopardy! studio received boxes of cards and letters offering guidance, encouragement, and prayers. For over three decades, Trebek had resisted countless appeals to write a book about his life. Yet he was moved so much by all the goodwill, he felt compelled to finally share his story. “I want people to know a little more about the person they have been cheering on for the past year,” he writes in The Answer Is…: Reflections on My Life. The book combines illuminating personal anecdotes with Trebek’s thoughts on a range of topics, including marriage, parenthood, education, success, spirituality, and philanthropy. Trebek also addresses the questions he gets asked most often by Jeopardy! fans, such as what prompted him to shave his signature mustache, his insights on legendary players like Ken Jennings and James Holzhauer, and his opinion of Will Ferrell’s Saturday Night Live impersonation. The book uses a novel structure inspired by Jeopardy!, with each chapter title in the form of a question, and features dozens of never-before-seen photos that candidly capture Trebek over the years. This wise, charming, and inspiring book is further evidence why Trebek has long been considered one of the most beloved and respected figures in entertainment.




How Games Move Us


Book Description

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.




Gamification in Education


Book Description

"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--