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Game Work


Game Work
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The Game Of Work


The Game Of Work
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Author : Charles A. Coonradt
language : en
Publisher: Gibbs Smith
Release Date : 2007

The Game Of Work written by Charles A. Coonradt and has been published by Gibbs Smith this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Business & Economics categories.


Since its original printing in 1984, The Game of Work helped thousands of companies and hundreds of thousands of managers and employees experience increased job enjoyment while producing extraordinary results. The Game of Work examines the question of why people work harder at sports and recreation than they do on the job and uses these as metaphors for inspirational leadership strategies. Corporations worldwide have enjoyed the increased productivity, employee satisfaction and motivation, and bottom-line profits by implementing the concepts taught in The Game of Work. As qualified people become increasingly difficult to attract and retain, the implementation of the five principles in this book is the one key factor to improving results, retention, and recruitment. Five principles of The Game of Work: Frequent feedback; Better scorekeeping; Clearly defined goals; Consistent coaching; A higher degree of personal choice.



Game Work


Game Work
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Author : Ken S. McAllister
language : en
Publisher: University of Alabama Press
Release Date : 2004

Game Work written by Ken S. McAllister and has been published by University of Alabama Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.


Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.



Online Game Pioneers At Work


Online Game Pioneers At Work
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Author : Morgan Ramsay
language : en
Publisher: Apress
Release Date : 2015-06-03

Online Game Pioneers At Work written by Morgan Ramsay and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-03 with Computers categories.


In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7



The Gamification Of Work


The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-01-19

The Gamification Of Work written by Emmanuelle Savignac and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-19 with Business & Economics categories.


Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.



Making It All Work


Making It All Work
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Author : David Allen
language : en
Publisher: Hachette UK
Release Date : 2010-11-04

Making It All Work written by David Allen and has been published by Hachette UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-11-04 with Business & Economics categories.


David Allen's Getting Things Done hit a nerve and ignited a movement with businesses, students, soccer moms, and techies all the way from Silicon Valley to Europe and Asia. Now, David Allen leads the world on a new path to achieve focus, control, and perspective. Throw out everything you know about productivity - Making It All Work will make life and work a game you can win. For those who have already experienced the clarity of mind from reading Getting Things Done, Making It All Work will take the process to the next level. David Allen shows us how to excel in dealing with our daily commitments, the unexpected, and the information overload that threatens to drown us. Making It All Work provides an instantly usable, success-building tool kit for staying ahead of the game. Making It All Work addresses: how to figure out where you are in life and what you need; how to be your own consultant and a CEO of your life; moving from hope to trust in decision-making; when not to set goals; harnessing intuition, spontaneity, and serendipity; and why life is like business and business is like life.



Indie Video Game Development Work


Indie Video Game Development Work
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Author : Alexander Styhre
language : en
Publisher: Springer Nature
Release Date : 2020-06-13

Indie Video Game Development Work written by Alexander Styhre and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-06-13 with Business & Economics categories.


This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.



Bring Your A Game To Work


Bring Your A Game To Work
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Author : Eric Chester
language : en
Publisher:
Release Date : 2012-08-01

Bring Your A Game To Work written by Eric Chester and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-01 with Teenagers categories.




The Inner Game Of Work


The Inner Game Of Work
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Author : W. Timothy Gallwey
language : en
Publisher: National Geographic Books
Release Date : 2001-09-11

The Inner Game Of Work written by W. Timothy Gallwey and has been published by National Geographic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001-09-11 with Business & Economics categories.


A groundbreaking guide to overcoming the inner obstacles that sabotage your efforts to be your best on the job—part of the bestselling Inner Game series, with more than one million copies sold! “If you feel like you’ve sunk to a new mental low on the job, this book has the potential to pump you up and help you to regain your ambition.”—Rocky Mountain News No matter how long you’ve been doing it or how little you think there is to learn about it, your job can become an opportunity to sharpen skills, increase pleasure, and heighten awareness. And if your work environment has been turned on its ear by technology, reorganization, and rapidly accelerating change, The Inner Game of Work offers a way to steer a confident course while navigating your way toward personal and professional goals. • Change a rote performance into a rewarding one • Work in the mobility mode rather than the conformity mode • Overcome fear of failure, change-resistance, boredom, and stagnation • Find a coach or become a coach (and see why that makes a difference) The Inner Game of Work challenges you to reexamine your fundamental motivations for starting work in the morning and your definitions of work throughout the day, changing the way you look at work forever.



Gamers At Work


Gamers At Work
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Author : Morgan Ramsay
language : en
Publisher: Apress
Release Date : 2012-06-08

Gamers At Work written by Morgan Ramsay and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-08 with Computers categories.


"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7



Games At Work


Games At Work
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Author : Mauricio Goldstein
language : en
Publisher: John Wiley & Sons
Release Date : 2009-04-20

Games At Work written by Mauricio Goldstein and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-04-20 with Business & Economics categories.


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.