The Game of Conquering

The Game of Conquering

Author: Rob L Sperry

Publisher:

Published: 2020-05-13

Total Pages: 158

ISBN-13: 9781734381702

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Without the right mindset recruiting, duplicating and rank advancing in network marketing seem daunting. We all have MASSIVE fears in network marketing. This book is based on a study from hundreds of network marketer's who gave the biggest fears that hold them back. This is the first book everyone should read in network marketing.


The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win

The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win

Author: David Cutler

Publisher: McGraw Hill Professional

Published: 2022-03-22

Total Pages: 337

ISBN-13: 126425749X

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As a leader, how do you discover and implement breakthrough opportunities? Gamify challenges. Level up your team. And play to WIN. Unveiling a comprehensive approach to extraordinary problem-solving, The GAME of Innovation offers all you need to meet challenges head on and seize the competitive edge. Conceived by a super-creative quartet of top-tier business consultants, The GAME of Innovation builds upon a novel premise: What if you framed problems as if they were games of profound significance? How might you design something new or reimagine the old, particularly when competition increases, technology disrupts, change accelerates, money tightens, and the rules of success are constantly evolving? The book then shares a flexible methodology for designing powerhouse problem-solving GAMEs (Guidelines, Arena, Materials, Experience), aligning teams with 5 problem-solving “lenses,” building consensus behind change, and leading/managing the process. This uncommon, easy-to-read, visual book is packed with actionable strategies that will help you and your community thrive when playing The GAME of Innovation.


Game Over

Game Over

Author: David Sheff

Publisher: Vintage

Published: 2011-11-02

Total Pages: 558

ISBN-13: 0307800741

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More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.


Conquering Adventure Games

Conquering Adventure Games

Author: Carl Townsend

Publisher:

Published: 1984

Total Pages: 145

ISBN-13: 9780880563505

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Recommends strategies for playing adventure computer games such as Zork, Deadline, and Enchanter and explains how to create an adventure game


Fearless Golf

Fearless Golf

Author: Dr. Gio Valiante

Publisher: Doubleday

Published: 2005-05-03

Total Pages: 290

ISBN-13: 0385515863

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A detailed plan for conquering the FEAR that sabotages swings and ruins psyches, from the pioneering psychologist whose techniques have benefited Davis Love III, Justin Leonard, and numerous other world-class golfers. As Jack Nicklaus once observed, fear is the golfer’s greatest enemy, inspiring Tiger Woods to "refuse" to give in to this debilitating emotion. It can turn professionals into jelly and dominate the games of most amateurs. It alters swing paths, causes “tap-in” putts to go awry, and transforms a golfer from a brilliant shot-maker on the practice range into an incompetent hack on the course. Most golfers understand this, but do not have the tools to overcome it. That’s where Dr. Gio Valiante comes in. A pioneering sports psychologist, Valiante has studied the sources of an athlete’s fear, investigated the physiological and neurological impact of fear on performance, and, most important of all, developed a groundbreaking program for conquering it. With Valiante's help and by applying Fearless Golf, Justin Leonard went from three consecutive missed cuts to three consecutive top tens, and Chad Campbell recently moved from 98th in the world to 7th. Davis Love III went from zero wins in 2002 to four wins in 2003, and Chris DiMarco made the 2004 Ryder Cup Team. Emphasizing the need to replace a fixation-on-results with a commitment to mastery of one’s body and one's mind, Valiante’s approach will not only help golfers reach their true potential, it will make playing every round fun again. Through concrete confidence and mastery drills, he presents specific ways readers can break free of fear’s grasp and perform at their best—even under the most extreme pressure. With detailed quotes and anecdotes given exclusively to Dr. Valiante from the best players in the game—including Jack Nicklaus, Ernie Els, and other tour professionals, Fearless Golf is the ultimate guide to the mental game, the hottest topic in golf today.


Dream Team

Dream Team

Author: Jack McCallum

Publisher: Ballantine Books

Published: 2012-07-10

Total Pages: 393

ISBN-13: 0345520505

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NEW YORK TIMES BESTSELLER Acclaimed sports journalist Jack McCallum delivers the untold story of the greatest team ever assembled: the 1992 U.S. Olympic Men’s Basketball Team. As a writer for Sports Illustrated, McCallum enjoyed a courtside seat for the most exciting basketball spectacle on earth, covering the Dream Team from its inception to the gold medal ceremony in Barcelona. Drawing on fresh interviews with the players, McCallum provides the definitive account of the Dream Team phenomenon. He offers a behind-the-scenes look at the controversial selection process. He takes us inside the team’s Olympic suites for late-night card games and bull sessions where superstars like Michael Jordan, Magic Johnson, and Larry Bird debated the finer points of basketball. And he narrates a riveting account of the legendary intrasquad scrimmage that pitted the Dream Teamers against one another in what may have been the greatest pickup game in history. In the twenty years since the Dream Team first captivated the world, its mystique has only grown. Dream Team vividly re-creates the moment when a once-in-a-millennium group of athletes came together and changed the future of sports—one perfectly executed fast break at a time. With a new Afterword by the author. “The absolute definitive work on the subject, a perfectly wonderful once-you-pick-it-up-you-won’t-be-able-to-put-it-down book.”—The Boston Globe “An Olympic hoops dream.”—Newsday “What makes this volume a must-read for nostalgic hoopsters are the robust portraits of the outsize personalities of the participants, all of whom were remarkably open with McCallum, both then and now.”—Booklist (starred review)


The Game of Networking

The Game of Networking

Author: Rob Sperry

Publisher:

Published: 2017-06-09

Total Pages: 128

ISBN-13: 9781640074842

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Through 8 years of research, advice from the top worldwide influencers & 500 books studied Rob has the formula to successful networking. This formula has 3 1/2 Laws that will enhance your network skills to increase sales, revolutionize your relationships & build a referral engine.


Official Guide to Command and Conquer

Official Guide to Command and Conquer

Author: Lee Buchanan

Publisher: Westwood Studios

Published: 1996

Total Pages: 0

ISBN-13: 9781566865517

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Following the original Command and Conquer book, this text covers all the units, structures, and game data. Every mission is presentedin walk-through format. It also includes battlefield maps to lead players to an easy victory.


Conquering College

Conquering College

Author: Howard Scott Warshaw

Publisher: Eduquest Corporation

Published: 1992

Total Pages: 172

ISBN-13: 9780963511102

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The best book on collegiate success for two simple reasons: It gives good, clear, sensible advice, & it is a joy to read! Students read it because it's fun. Then they USE it, because it works. Fully illustrated with amusing depictions of the author's vivid images, this book does something few books do: it Generates Enthusiasm. Students enjoy reading it, then set right out applying the methods. What else could a how-to book do? To order: EduQuest. P.O. Box 610787, San Jose, CA 95161-0787. Telephone: 408-441-7355.


Creativity, Inc. (The Expanded Edition)

Creativity, Inc. (The Expanded Edition)

Author: Ed Catmull

Publisher: Random House

Published: 2014-04-08

Total Pages: 367

ISBN-13: 0679644504

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The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.