The Game of Work

The Game of Work
Author :
Publisher : Gibbs Smith
Total Pages : 208
Release :
ISBN-10 : 1423601572
ISBN-13 : 9781423601579
Rating : 4/5 (72 Downloads)

Synopsis The Game of Work by : Charles A. Coonradt

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
Author :
Publisher : University of Alabama Press
Total Pages : 250
Release :
ISBN-10 : 9780817314187
ISBN-13 : 0817314180
Rating : 4/5 (87 Downloads)

Synopsis Game Work by : Ken S. McAllister

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.

Making it All Work

Making it All Work
Author :
Publisher : Penguin
Total Pages : 322
Release :
ISBN-10 : 067001995X
ISBN-13 : 9780670019953
Rating : 4/5 (5X Downloads)

Synopsis Making it All Work by : David Allen

The author of Getting Things Done makes recommendations for altering one's perspectives in order to see life as a game that can be won, offering suggestions for handling information overload, achieving focus, and trusting oneself while making decisions. 125,000 first printing.

Bring Your a Game to Work

Bring Your a Game to Work
Author :
Publisher :
Total Pages : 197
Release :
ISBN-10 : 0965144755
ISBN-13 : 9780965144759
Rating : 4/5 (55 Downloads)

Synopsis Bring Your a Game to Work by : Eric Chester

Online Game Pioneers at Work

Online Game Pioneers at Work
Author :
Publisher : Apress
Total Pages : 403
Release :
ISBN-10 : 9781430241867
ISBN-13 : 1430241861
Rating : 4/5 (67 Downloads)

Synopsis Online Game Pioneers at Work by : Morgan Ramsay

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

Game Changers in Labour Law

Game Changers in Labour Law
Author :
Publisher : Kluwer Law International B.V.
Total Pages : 283
Release :
ISBN-10 : 9789041199546
ISBN-13 : 9041199543
Rating : 4/5 (46 Downloads)

Synopsis Game Changers in Labour Law by : Frank Hendrickx

The renowned international labour law scholars contributing to this incomparable volume use the term ‘game changers’ to refer to evolutions, concepts, ideas and challenges that are having, or have had, major impacts on how we must understand and approach labour law in today’s global economy. The volume derives from an international conference organized by the Institute for Labour Law at the University of Leuven, Belgium in November 2017. This initiative is pursued in the spirit and with the methods of the late Emeritus Professor Roger Blanpain (1932–2016), a great reformer who continuously searched for key challenges in the world of work and looked as far as possible into the future, engaging in critical reflection and rethinking the design of labour law. While seeking to identify the main game changers, the authors explore new pathways and answers which may help to understand and shape the future of work. This is the 100th of Kluwer’s Bulletin of Comparative Labour Relations, a series Professor Blanpain launched nearly fifty years ago. The contributors address, and reflect on, such vital issues and topics as the following: – the ‘gig’ economy; – core labour law values; – freedom of association; – non-standard employment; – the rise of the service sector; – employment and self-employment; – the European Pillar of Social Rights; – app-based work; – algorithms as controls in the workplace; – collective bargaining rights and the right to strike; – the role of temporary employment agencies; and – termination of the employment relationship. There are also chapters devoted to specific issues in France, Italy, the United Kingdom, Estonia, China and the United States. Roger Blanpain consistently reminded us that labour relations are power relations. Although this book shows that the power balance is tipped towards employers in today’s world, what is nevertheless very clear is that labour law can play a crucial role in re-enlivening equitable outcomes, fairness, decent work and social justice in our contemporary and future societies, and that academia can help to understand, guide and shape that future. For this reason, this book will be invaluable to professionals in labour relations, whether in the academic, policy or legal communities.

Indie Video Game Development Work

Indie Video Game Development Work
Author :
Publisher : Springer Nature
Total Pages : 252
Release :
ISBN-10 : 9783030455453
ISBN-13 : 3030455459
Rating : 4/5 (53 Downloads)

Synopsis Indie Video Game Development Work by : Alexander Styhre

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.

The Business and Culture of Digital Games

The Business and Culture of Digital Games
Author :
Publisher : SAGE
Total Pages : 198
Release :
ISBN-10 : 1412900476
ISBN-13 : 9781412900478
Rating : 4/5 (76 Downloads)

Synopsis The Business and Culture of Digital Games by : Aphra Kerr

This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Fair Play

Fair Play
Author :
Publisher : Penguin
Total Pages : 385
Release :
ISBN-10 : 9780525541943
ISBN-13 : 0525541942
Rating : 4/5 (43 Downloads)

Synopsis Fair Play by : Eve Rodsky

AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.

The Infinite Game

The Infinite Game
Author :
Publisher : Penguin
Total Pages : 272
Release :
ISBN-10 : 9780735213524
ISBN-13 : 0735213526
Rating : 4/5 (24 Downloads)

Synopsis The Infinite Game by : Simon Sinek

From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.