Book Description
The book that has intoxicated a generation—and has sold over 500,000 copies—is back!
Author : Andy Griscom
Publisher : Rowman & Littlefield
Page : 145 pages
File Size : 41,90 MB
Release : 1999-07-27
Category : Humor
ISBN : 1461750113
The book that has intoxicated a generation—and has sold over 500,000 copies—is back!
Author : Summersdale
Publisher : Summersdale Publishers
Page : 0 pages
File Size : 10,2 MB
Release : 2019-09-12
Category : Drinking games
ISBN : 9781786857859
These outrageous challenges, hilarious dares and awesome drinking games will make beer drinking even better than it was before. For the next 30 minutes, you must lift your beer to your mouth using any part of your body but your hands. A good session will never be the same. Rise to the challenge, if you dare ...
Author : John Boyer
Publisher : Skyhorse Publishing Inc.
Page : 161 pages
File Size : 18,21 MB
Release : 2011-09
Category : Cooking
ISBN : 1616084626
King! Beer Pong! Quarters! The official rules to all your favorite games and dozens...
Author : Holly Robinson Peete
Publisher : Rodale
Page : 246 pages
File Size : 25,66 MB
Release : 2005-08-15
Category : Sports & Recreation
ISBN : 9781594861635
A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.
Author : Andy Griscom
Publisher : Mustang Publishing Company (TN)
Page : 148 pages
File Size : 30,63 MB
Release : 1994-11-10
Category : Cooking
ISBN : 9780914457671
This hilarious sequel includes 40 new games, plus the outrageous Beer Catalog.
Author :
Publisher : KMT Marketing
Page : 23 pages
File Size : 50,29 MB
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Author : David Edery
Publisher : FT Press
Page : 238 pages
File Size : 44,7 MB
Release : 2008-10-07
Category : Business & Economics
ISBN : 0137151756
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way
Author : Bill Gaston
Publisher : Anchor Canada
Page : 338 pages
File Size : 44,82 MB
Release : 2010-05-28
Category : Sports & Recreation
ISBN : 0385672535
From Giller-nominated author Bill Gaston, proof not only that hockey players can read, but that some of them can even write. Midnight Hockey tells the story of Gaston’s final season, as he contemplates hanging up his skates, and looks back on the sport that has meant so much to him. Sometimes lewd and hilarious, sometimes (though not as often) reflective, Midnight Hockey is a portrait of Canada’s fastest-growing athletic phenomenon: beer-league and oldtimers’ hockey. Gaston spills the beans about the rules of the game (written and unwritten), weird beer, team names, and road-trip sex, illustrated with stories of Gaston’s life in the game, from the outdoor rinks of Winnipeg, through junior hockey, varsity, the professional leagues of Europe, to the late-night games and road-trip shenanigans of beer-league. For all those thousands of guys who drive to the rink late on a snowy night, who know the euphoria of a beer after the game, who think of how good they used to be, who grow nostalgic over a whiff from an unwashed hockey bag – and for anyone who has had to live with such a person – Midnight Hockey is laugh-out-loud funny, true-to-life, and ultimately thoughtful.
Author : William B Rouse
Publisher : CRC Press
Page : 151 pages
File Size : 15,65 MB
Release : 2024-09-18
Category : Business & Economics
ISBN : 1040105254
Games have long played a central role in society – actually a central role in the animal kingdom. Their play provides primary behavioral mechanisms that enable animals to learn and socialize. Indeed, "play" is a core animal activity. The principal focus of this book is on how games foster human playing, learning, and competing, including how we can design games to do this better. The author provides a wealth of real-world examples of how he created games for clients in the domains of education, energy, healthcare, national security, and transportation. He has focused on training and aiding for strategic thinking, product planning, technology development, and business operations. The technologies underlying these games became increasingly sophisticated. This has taken on greater significance as the gaming industry has grown and prospered. Gaming revenues now dwarf film and theater. New games released gain millions of sales within a few days of release. What makes games so appealing? What is the psychology of gaming? Does it vary for card games, board games, simulation games, and online games? What makes a game successful over years? What about sports games? What sociological roles do they play in our society? Why do they claim such energy and devotion? Why are sports stars able to earn enormous contracts? What is the business of these games? Why is it expected to be increasingly lucrative? What strategies might succeed or fail? Who might be the losers and winners? This book addresses all of these questions as well as an overarching question for society – Can online games fundamentally enhance the education of employees and students? The author is convinced they can. This requires, however, that games be designed to achieve these ends. This book is intended to contribute to understanding how to create and evaluate such games. Essentially, games enable employees and managers to play, learn, compete, and achieve in terms of knowledge and skills gained, competencies attained, customers attracted, and economic outcomes. This book explains, illustrates, and motivates investments in these pursuits to these ends.
Author :
Publisher : KMT Marketing
Page : 42 pages
File Size : 40,56 MB
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