Book Description
Don't learn about the con artist the hard way: With "How Con Games Work, " spot him and his tricks before he can relieve you of your cash!
Author : M. Allen Henderson
Publisher :
Page : 260 pages
File Size : 39,85 MB
Release : 1995
Category : Reference
ISBN : 9780806510149
Don't learn about the con artist the hard way: With "How Con Games Work, " spot him and his tricks before he can relieve you of your cash!
Author : Maria Konnikova
Publisher : Penguin
Page : 354 pages
File Size : 10,43 MB
Release : 2017-01-10
Category : Psychology
ISBN : 0143109871
"It’s a startling and disconcerting read that should make you think twice every time a friend of a friend offers you the opportunity of a lifetime.” —Erik Larson, #1 New York Times bestselling author of Dead Wake and bestselling author of Devil in the White City Think you can’t get conned? Think again. The New York Times bestselling author of Mastermind: How to Think Like Sherlock Holmes explains how to spot the con before they spot you. “[An] excellent study of Con Artists, stories & the human need to believe” –Neil Gaiman, via Twitter A compelling investigation into the minds, motives, and methods of con artists—and the people who fall for their cons over and over again. While cheats and swindlers may be a dime a dozen, true conmen—the Bernie Madoffs, the Jim Bakkers, the Lance Armstrongs—are elegant, outsized personalities, artists of persuasion and exploiters of trust. How do they do it? Why are they successful? And what keeps us falling for it, over and over again? These are the questions that journalist and psychologist Maria Konnikova tackles in her mesmerizing new book. From multimillion-dollar Ponzi schemes to small-time frauds, Konnikova pulls together a selection of fascinating stories to demonstrate what all cons share in common, drawing on scientific, dramatic, and psychological perspectives. Insightful and gripping, the book brings readers into the world of the con, examining the relationship between artist and victim. The Confidence Game asks not only why we believe con artists, but also examines the very act of believing and how our sense of truth can be manipulated by those around us.
Author : Brenda Murphy
Publisher : Univ of South Carolina Press
Page : 143 pages
File Size : 26,95 MB
Release : 2012-08-27
Category : Literary Criticism
ISBN : 1611172004
Understanding David Mamet analyzes the broad range of David Mamet's plays and places them in the context of his career as a prolific writer of fiction and nonfiction prose as well as drama. Over the past three decades, Mamet has written more than thirty produced plays and garnered recognition as one of the most significant and influential American playwrights of the post-World War II generation. In addition to playwriting and directing for the theater, Mamet also writes, directs, and produces for film and television, and he writes essays, fiction, poetry, and even children's books. The author remains best known for depicting men in gritty, competitive work environments and for his vernacular dialogue (known in the theater as "Mametspeak"), which has raised the expletive to an art form. In this insightful survey of Mamet's body of work, Brenda Murphy explores the broad range of his writing for the theater and introduces readers to Mamet's major writing in other literary genres as well as some of his neglected pieces. Murphy centers her discussion around Mamet's most significant plays—Glengarry Glen Ross, Oleanna, American Buffalo, Speed-the-Plow, The Cryptogram, Sexual Perversity in Chicago, Edmond, The Woods, Lakeboat, Boston Marriage, and The Duck Variations—as well as his three novels—The Village, The Old Religion, and Wilson. Murphy also notes how Mamet's one-act and less known plays provide important context for the major plays and help to give a fuller sense of the scope of his art. A chapter on his numerous essays, including his most anthologized piece of writing, the autobiographical essay "The Rake," reflects Mamet's controversial and evolving ideas about the theater, film, politics, religion, and masculinity. Throughout her study Murphy incorporates references to Mamet's popular films as useful waypoints for contextualizing his literary works and understanding his continuing evolution as a writer for multiple mediums.
Author :
Publisher :
Page : 212 pages
File Size : 24,51 MB
Release :
Category :
ISBN :
Published by the Boy Scouts of America for all BSA registered adult volunteers and professionals, Scouting magazine offers editorial content that is a mixture of information, instruction, and inspiration, designed to strengthen readers' abilities to better perform their leadership roles in Scouting and also to assist them as parents in strengthening families.
Author : Mauricio Goldstein
Publisher : John Wiley & Sons
Page : 254 pages
File Size : 49,49 MB
Release : 2009-04-20
Category : Business & Economics
ISBN : 0470262001
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.
Author : D. S. Cohen
Publisher : Taylor & Francis
Page : 306 pages
File Size : 41,86 MB
Release : 2010
Category : Art
ISBN : 0240810708
Learn all of the game production secrets you need from two industry insiders!
Author : Richard A. Thompson
Publisher : ReadHowYouWant.com
Page : 296 pages
File Size : 10,32 MB
Release : 2009-12-08
Category : Fiction
ISBN : 1458711943
Herman Jackson chose St. Paul as his place of permanent exile from Detroit after his former life as a bookie got too hot. Now he leads a respectable, low-profile life as a bail bondsman, selling second chances to losers and looking over his shoulder. When a young woman named Amy Cox leaves Jackson a priceless antique violin as security for her brother's bail bond, it's really the beginning of an elaborate con game. But the game has barely begun when she is murdered in front of Jackson's office. And for reasons that make no sense, the police are calling him the prime suspect... unless he gives them the violin as evidence. With his criminal past, Jackson can't afford to be a prime suspect for jaywalking. But he is also not prepared to give in to extortion. Soon he is on the run, trying to solve Amy Cox's murder, pursued by one real and one crooked cop, a band of urban Gypsies, and an unknown killer who also wants Jackson dead. Then the violin, reputed to carry a 400-year-old curse, takes on a life of its own.
Author : Christine Durst
Publisher : Red Wheel/Weiser
Page : 288 pages
File Size : 26,36 MB
Release : 2009-11-01
Category : Business & Economics
ISBN : 1601637691
Many legitimate home-based jobs and projects can be found online, but trustworthy guidance is scarce. Worse, with a 56-to-1 “scam ratio” in work-at-home ads, the terrain is a minefield of fraud. Nevertheless, customer service agents, researchers, test scorers, tutors, writers, and concierges are just a few of the many people regularly hired to work from home. A growing number of Fortune 500 companies, including UnitedHealth Group, American Express, and Northrop Grumman, also hire home-based personnel. In Work at Home Now, you'll learn: The top insider tips on "good" and "bad" Google search terms. How to find the "needles in the haystack" on Craigslist, Indeed, Monster, CareerBuilder, and other big sites. Where the real jobs for mystery shoppers, transcriptionists and similar part-time specialties can be found. Scam-spotting tips that even law enforcement doesn't know. Including interviews with hiring managers and successful home-based workers, Work at Home Now is the ultimate guide to finding the work-at-home job or project you want most.
Author : Clara Fernández-Vara
Publisher : Routledge
Page : 289 pages
File Size : 15,99 MB
Release : 2014-07-17
Category : Social Science
ISBN : 113447413X
Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.
Author : Ellen Winner
Publisher : Oxford University Press
Page : 321 pages
File Size : 40,33 MB
Release : 2018-10-04
Category : Psychology
ISBN : 0190863374
There is no end of talk and of wondering about 'art' and 'the arts.' This book examines a number of questions about the arts (broadly defined to include all of the arts). Some of these questions come from philosophy. Examples include: · What makes something art? · Can anything be art? · Do we experience "real" emotions from the arts? · Why do we seek out and even cherish sorrow and fear from art when we go out of our way to avoid these very emotions in real life? · How do we decide what is good art? Do aesthetic judgments have any objective truth value? · Why do we devalue fakes even if we -- indeed, even the experts--- can't tell them apart from originals? · Does fiction enhance our empathy and understanding of others? Is art-making therapeutic? Others are "common sense" questions that laypersons wonder about. Examples include: · Does learning to play music raise a child's IQ? · Is modern art something my kid could do? · Is talent a matter of nature or nurture? This book examines puzzles about the arts wherever their provenance - as long as there is empirical research using the methods of social science (interviews, experimentation, data collection, statistical analysis) that can shed light on these questions. The examined research reveals how ordinary people think about these questions, and why they think the way they do - an inquiry referred to as intuitive aesthetics. The book shows how psychological research on the arts has shed light on and often offered surprising answers to such questions.