Great Games, Local Rules


Book Description

The struggle between Russia and Great Britain over Central Asia in the nineteenth century was the original "great game." But in the past quarter century, a new "great game" has emerged, pitting America against a newly aggressive Russia and a resource-hungry China, all struggling for influence over one of the volatile areas in the world: the long border region stretching from Iran through Pakistan to Kashmir. In Great Games, Local Rules, Alexander Cooley, one of America's most respected Central Asia experts, explores the dynamics of the new competition over the region since 9/11. All three great powers are pursuing important goals: basing rights for the US, access to natural resources for the Chinese, and increased political influence for the Russians. But Central Asian governments have proven themselves powerful forces in their own right, establishing local rules that serve to fend off foreign involvement, enrich themselves and reinforce their sovereign authority. Cooley's careful and surprising explanation of how small states interact with great powers in this vital region greatly advances our understanding of how world politics actually works in this contemporary era.




Games without Rules


Book Description

By the author of Destiny Disrupted: an enlightening, accessible history of modern Afghanistan from the Afghan point of view, showing how Great Power conflicts have interrupted its ongoing, internal struggle to take form as a nation




Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




The Great Game of Business


Book Description

The Great Game of Business started a business revolution by introducing the world to open-book management, a new way of running a business that created unprecedented profit and employee engagement. The revised and updated edition of The Great Game of Business lays out an entirely different way of running a company. It wasn't dreamed up in an executive think tank or an Ivy League business school or around the conference table by big-time consultants. It was forged on the factory floors of the heartland by ordinary folks hoping to figure out how to save their jobs when their parent company, International Harvester, went down the tubes. What these workers created was a revolutionary approach to management that has proven itself in every industry around the world for the past thirty years--an approach that is perhaps the last, best hope for reviving the American Dream.




The New Great Game


Book Description

In the tradition of The Prize, a contemporary look at the history, passion, and politics of oil and gas resources, and the struggle to control them. Using the concept of the “Great Game” that Rudyard Kipling immortalized in his novel Kim, Kleveman argues that there is now a new Great Game in the region, a modern variant of the nineteenth-century clash of imperial ambitions of Great Britain and Tsarist Russia. Traveling thousands of miles, from Turkmenistan (where statues of the country’s leader are made of gold and line the thoroughfares) to the Afghan Hindu Kush, Kleveman met with the principal Great Game actors between Kabul and Moscow: oil barons, generals, diplomats, and warlords. Based on extensive research and travel in the Caucasus, the Caspian, and Central Asia, The New Great Game is a thrilling travel narrative through one of the world’s last unexplored frontiers, and a savvy and incisive analysis of the power struggle for the world’s remaining energy resources. “[Kleveman] can take credit for a book that is essential for those seeking as many views as possible on this complicated moment in history.” —The Seattle Times




The New Rules of War


Book Description

"Stunning. Sean McFate is a new Sun Tzu." -Admiral James Stavridis (retired), former Supreme Allied Commander at NATO An Economist Book of the Year 2019 Some of the principles of warfare are ancient, others are new, but all described in The New Rules of War will permanently shape war now and in the future. By following them Sean McFate argues, we can prevail. But if we do not, terrorists, rogue states, and others who do not fight conventionally will succeed—and rule the world. The New Rules of War is an urgent, fascinating exploration of war—past, present and future—and what we must do if we want to win today from an 82nd Airborne veteran, former private military contractor, and professor of war studies at the National Defense University. War is timeless. Some things change—weapons, tactics, technology, leadership, objectives—but our desire to go into battle does not. We are living in the age of Durable Disorder—a period of unrest created by numerous factors: China’s rise, Russia’s resurgence, America’s retreat, global terrorism, international criminal empires, climate change, dwindling natural resources, and bloody civil wars. Sean McFate has been on the front lines of deep state conflicts and has studied and taught the history and practice of war. He’s seen firsthand the horrors of battle and understands the depth and complexity of the current global military situation. This devastating turmoil has given rise to difficult questions. What is the future of war? How can we survive? If Americans are drawn into major armed conflict, can we win? McFate calls upon the legends of military study Carl von Clausewitz, Sun Tzu, and others, as well as his own experience, and carefully constructs the new rules for the future of military engagement, the ways we can fight and win in an age of entropy: one where corporations, mercenaries, and rogue states have more power and ‘nation states’ have less. With examples from the Roman conquest, World War II, Vietnam, Afghanistan and others, he tackles the differences between conventional and future war, the danger in believing that technology will save us, the genuine leverage of psychological and ‘shadow’ warfare, and much more. McFate’s new rules distill the essence of war today, describing what it is in the real world, not what we believe or wish it to be.




Rules of Play


Book Description

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.




Same Game New Rules


Book Description

23 INSIGHTS THAT WILL RADICALLYCHANGE YOUR APPROACH ANDPROFOUNDLY CHANGE YOUR RESULTSFinally, a book that teaches you how to thinkSame Game, New Rules provokes a deeper level of thought aboutselling and achievement in business. As the rules of selling change,thinking must change as well. For the sales professional, antiquatedthinking will lead to way too much work for way too little money.This book raises the professional seller to a new level of awarenessabout selling and achievement. it does it by giving the readernew ways to think about the old game of selling.




New Rules of the Game


Book Description

Business is a team sport. Learn how to win. Where would your career be if you could understand how your colleagues--especially men--succeed and win at work? And if, in understanding and applying the rules, you could win, too? In New Rules of the Game, business leader Susan Packard shows you how to cultivate gamesmanship--a strategic way of thinking regularly seen in the video game and sports worlds, and most often among men--that develops creativity, focus, optimism, teamwork, and competitiveness. You'll learn the Ten Rules of Gamesmenship and how to use them effectively to: · Compete outwardly in a healthy, rewarding way · Build support groups to help you advance · Step up with more grit to get the next win · Approach your workplace with more lightness and insight · Take loss in stride and provide the emotional distance needed to win at work Packard shares her career story with humor and candor, including the successes and the mistakes, the triumphs and some personal and career setbacks, and presents them as teachable moments for you. But the book is much bigger that one person’s experience. Packard also shares the stories of other presidents and CEOs who have become great gamers in their own fields, providing you with the insight and inspiration to play the business game smarter, stronger, and more successfully. You will also be better able to coach others, inspiring your team to perform at higher levels as you drive them toward the next win.




The Great Game of Business


Book Description

In the early 1980s, Springfield Remanufacturing Corporation (SRC) in Springfield, Missouri, was a near bankrupt division of International Harvester. Today it's one of the most successful and competitive companies in the United States, with a share price 3000 times what it was thirty years ago. This miracle turnaround is all down to one man, Jack Stack, and his revolutionary system of Open-Book Management, in which every employee understands the company's key figures, can act on them and has a real stake in the business. In Stack's own words: 'When employees think, act and feel like owners ... everybody wins.'As a management strategy, 'the great game of business' is so simple and effective that it's been taken up by companies from Intel to Harley Davidson.