Finite and Infinite Games

Finite and Infinite Games

Author: James Carse

Publisher: Simon and Schuster

Published: 2011-10-11

Total Pages: 155

ISBN-13: 1451657293

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“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.


The Religious Case Against Belief

The Religious Case Against Belief

Author: James P. Carse

Publisher: Penguin

Published: 2008

Total Pages: 244

ISBN-13: 9781594201691

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Argues that inappropriate beliefs, rather than organized religion, are responsible for conflicts in today's world, explaining that belief systems that perpetuate discrimination and thought restriction are not supported by core religions.


The Infinite Game

The Infinite Game

Author: Simon Sinek

Publisher: Penguin

Published: 2019-10-15

Total Pages: 272

ISBN-13: 0735213526

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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.


Adaptive Action

Adaptive Action

Author: Glenda H. Eoyang

Publisher: Stanford University Press

Published: 2013-04-17

Total Pages: 265

ISBN-13: 0804785406

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Rooted in the study of chaos and complexity, Adaptive Action introduces a simple, common sense process that will guide you and your organization into reflective action. This elegant method prompts readers to engage with three deceptively simple questions: What? So what? Now what? The first leads to careful observation. The second invites you to thoughtfully consider options and implications. The third ignites effective action. Together, these questions and the tools that support them produce a dynamic and creative dance with uncertainty. The road-tested steps of adaptive action can be used to devise solutions and improve performance across multiple challenges, and they have proven to be scalable from individuals to work groups, from organizations to communities. In addition to laying out the adaptive action framework and clear protocols to support it, Glenda H. Eoyang and Royce J. Holladay introduce best practices from exemplary professionals who have used adaptive action to meet personal, professional, and political challenges in leadership, consulting, Alzheimer's treatment, evaluation, education reform, political advocacy, and cultural engagement—readying readers to employ this new toolkit to meet their own goals with a sense of ingenuity and flexibility.


Critical Path

Critical Path

Author: R. Buckminster Fuller

Publisher: Estate of R. Buckminster Fuller

Published: 1982-02-15

Total Pages: 892

ISBN-13: 0996827803

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The masterwork of a brilliant career, and an important document of the crisis now facing mankind. Today we find ourselves in the midst of the greatest crisis in the history of the human race. Technology has placed in our hands almost unlimited power at the very moment when we have run up against the limits of our resources aboard Spaceship Earth, as the crises of the late twentieth century—political, economic, environmental, and ethical—determine whether or not humanity survives. In this masterful summing up of an entire lifetime’s thought and concern, R. Buckminster Fuller addresses these crucial issues in his most significant, accessible, and urgent work. Critical Path traces the origins and evolution of humanity’s social, political, and economic systems from the obscure mists of prehistory, through the development of the great political empires, to the vast international corporate and political systems that control our destiny today to show how we got to our present situation and what options are available to man. With his customary brilliance, extraordinary energy, and unlimited devotion, Bucky Fuller shows how mankind can survive, and how each individual can respond to the unprecedented threat we face today. The crowning achievement of an extraordinary career, Critical Path offers the reader the excitement of understanding the essential dilemmas of our time and how responsible citizens can rise to meet this ultimate challenge to our future.


Showstopper!

Showstopper!

Author: G. Pascal Zachary

Publisher: Open Road Media

Published: 2014-04-01

Total Pages: 239

ISBN-13: 1480494844

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This “inside account captures the energy—and the madness—of the software giant’s race to develop a critical new program. . . . Gripping” (Fortune Magazine). Showstopper is the dramatic, inside story of the creation of Windows NT, told by Wall Street Journal reporter G. Pascal Zachary. Driven by the legendary David Cutler, a picked band of software engineers sacrifices almost everything in their lives to build a new, stable, operating system aimed at giving Microsoft a platform for growth through the next decade of development in the computing business. Comparable in many ways to the Pulitzer Prize–winning book The Soul of a New Machine by Tracy Kidder, Showstopper gets deep inside the process of software development, the lives and motivations of coders and the pressure to succeed coupled with the drive for originality and perfection that can pull a diverse team together to create a program consisting of many hundreds of thousands of lines of code.


The Great Mental Models, Volume 1

The Great Mental Models, Volume 1

Author: Shane Parrish

Publisher: Penguin

Published: 2024-10-15

Total Pages: 209

ISBN-13: 0593719972

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Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.


Gamer Theory

Gamer Theory

Author: McKenzie Wark

Publisher: Harvard University Press

Published: 2009-06-30

Total Pages: 241

ISBN-13: 0674044835

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Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.


Summary of James P. Carse's Finite and Infinite Games

Summary of James P. Carse's Finite and Infinite Games

Author: Everest Media,

Publisher: Everest Media LLC

Published: 2022-06-13T22:59:00Z

Total Pages: 25

ISBN-13:

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Please note: This is a companion version & not the original book. Sample Book Insights: #1 It is a principle of all play, whether it be finite or infinite, that whoever plays, plays freely. Whoever must play, cannot play. #2 It is essential for a finite game to have a definitive beginning and end. Because players cannot select themselves for play, there is never a time when they cannot be removed from the game. The license never belongs to the licensed, and the commission never belongs to the officer. #3 To have boundaries means that the date, place, and membership of each finite game are externally defined. World time is marked by boundaries of contest, its people are finely classified as to their eligibilities. #4 An infinite game is identical to a finite game in that it is not bounded by time. However, infinite games are internally defined, while finite games are externally defined. The time of an infinite game is not world time, but time created within the play itself.


Dungeons and Dragons and Philosophy

Dungeons and Dragons and Philosophy

Author: Jon Cogburn

Publisher: Open Court

Published: 2012-09-11

Total Pages: 330

ISBN-13: 0812698037

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This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.