Don't Know Tough

Don't Know Tough

Author: Eli Cranor

Publisher: Soho Press

Published: 2022-03-22

Total Pages: 337

ISBN-13: 1641293462

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WINNER OF THE EDGAR AWARD WINNER OF THE PETER LOVESEY FIRST CRIME NOVEL CONTEST Friday Night Lights gone dark with Southern Gothic; Eli Cranor delivers a powerful noir that will appeal to fans of Wiley Cash and Megan Abbott. In Denton, Arkansas, the fate of the high school football team rests on the shoulders of Billy Lowe, a volatile but talented running back. Billy comes from an extremely troubled home: a trailer park where he is terrorized by his mother’s abusive boyfriend. Billy takes out his anger on the field, but when his savagery crosses a line, he faces suspension. Without Billy Lowe, the Denton Pirates can kiss their playoff bid goodbye. But the head coach, Trent Powers, who just moved from California with his wife and two children for this job, has more than just his paycheck riding on Billy’s bad behavior. As a born-again Christian, Trent feels a divine calling to save Billy—save him from his circumstances, and save his soul. Then Billy’s abuser is found murdered in the Lowe family trailer, and all evidence points toward Billy. Now nothing can stop an explosive chain of violence that could tear the whole town apart on the eve of the playoffs.


Management Information Systems

Management Information Systems

Author: Kenneth C. Laudon

Publisher: Pearson Educación

Published: 2004

Total Pages: 618

ISBN-13: 9789702605287

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Management Information Systems provides comprehensive and integrative coverage of essential new technologies, information system applications, and their impact on business models and managerial decision-making in an exciting and interactive manner. The twelfth edition focuses on the major changes that have been made in information technology over the past two years, and includes new opening, closing, and Interactive Session cases.


The MVP Machine

The MVP Machine

Author: Ben Lindbergh

Publisher: Basic Books

Published: 2019-06-04

Total Pages: 428

ISBN-13: 1541698959

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Move over, Moneyball -- this New York Times bestseller examines major league baseball's next cutting-edge revolution: the high-tech quest to build better players. As bestselling authors Ben Lindbergh and Travis Sawchik reveal in The MVP Machine, the Moneyball era is over. Fifteen years after Michael Lewis brought the Oakland Athletics' groundbreaking team-building strategies to light, every front office takes a data-driven approach to evaluating players, and the league's smarter teams no longer have a huge advantage in valuing past performance. Lindbergh and Sawchik's behind-the-scenes reporting reveals: How undersized afterthoughts José Altuve and Mookie Betts became big sluggers and MVPs How polarizing pitcher Trevor Bauer made himself a Cy Young contender How new analytical tools have overturned traditional pitching and hitting techniques How a wave of young talent is making MLB both better than ever and arguably worse to watch Instead of out-drafting, out-signing, and out-trading their rivals, baseball's best minds have turned to out-developing opponents, gaining greater edges than ever by perfecting prospects and eking extra runs out of older athletes who were once written off. Lindbergh and Sawchik take us inside the transformation of former fringe hitters into home-run kings, show how washed-up pitchers have emerged as aces, and document how coaching and scouting are being turned upside down. The MVP Machine charts the future of a sport and offers a lesson that goes beyond baseball: Success stems not from focusing on finished products, but from making the most of untapped potential.


Why We Suck

Why We Suck

Author: Denis Leary

Publisher: Penguin

Published: 2008-11-18

Total Pages: 272

ISBN-13: 1440640734

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The New York Times bestseller One of America’s most original and biting comic satirists, Denis Leary takes on all the poseurs, politicians, and pop culture icons who have sucked in public for far too long. Sparing no one, Leary zeroes in on the ridiculous wherever he finds it—his Irish Catholic upbringing, the folly of celebrity, the pressures of family life, and the great hypocrisy of politics—with the same bright, savage, and profane insight he brought to his critically acclaimed one-man shows No Cure for CancerLock ’n Load. Proudly Irish-American, defiantly working class, with a reserve of compassion for the underdog and the overlooked, Leary delivers blistering diatribes that are both penetrating social commentary with no holds barred and laugh-out-loud funny. As always, Leary’s impassioned comic perspective in Why We Suck is right on target. Leary is the star and co-creator of the Emmy-nominated television show Rescue Me.


You Know Me Al

You Know Me Al

Author: Ring Lardner

Publisher: Courier Corporation

Published: 1995

Total Pages: 129

ISBN-13: 0486285138

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Fictional series of letters from a popular baseball hero to his friend. Humorous collection showcases Lardner as a satirical master at the peak of his form.


Marsalis On Music

Marsalis On Music

Author: Wynton Marsalis

Publisher: W. W. Norton & Company

Published: 1995-09-05

Total Pages: 188

ISBN-13: 9780393038811

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A manual that uses examples from jazz greats to teach the fundamentals of jazz & the elements of improvisation. Includes a CD.


The Fix is in

The Fix is in

Author: Brian Tuohy

Publisher: Feral House

Published: 2010

Total Pages: 323

ISBN-13: 1932595813

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Factual accounts expose how professional sports manipulate the outcomes of games for TV ratings and profits.


Baseline Selling

Baseline Selling

Author: Dave Kurlan

Publisher: Dave Kurlan

Published: 2005-11

Total Pages: 233

ISBN-13: 1420895672

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Baseline Selling - How to Become a Sales Superstar by Using What You Already Know About the Game of Baseball, will dramatically change the way we approach the sales process, replacing the gratuitous complexity advocated by today's sales "experts" with an elegant and very effective simplicity. Studies have shown that the selling techniques of the last two decades have had very little impact on most of the sales population less than 75 percent of all salespeople, to be exact. Why? Because of the complexity, learning curve and difficulty in applying the concepts in these systems. In response to the urgent need for a flexible, innovative process that will enable people to grasp the essential skills necessary to close a sale in any situation, Baseline Selling reemphasizes the fundamentals of selling in a fresh, memorable way that modern sales professionals can relate to and utilize, and above all, one that complements and enriches advanced sales methodologies. Salespeople who read this book and put its wisdom to work will succeed at acquiring more opportunities as they learn to get appointments more easily. They will excel at creating opportunities with prospects who are "not interested". They'll sell at higher margins by using the "Rule of Ratios". Their closing percentages will improve dramatically as they implement the simple Inoffensive Close". Salespeople selling commodities, struggling to differentiate themselves, will love "Commodity Busters" and every salesperson will be able to shorten their sell cycle by "Taking a Lead". Quite simply, Baseline Selling introduces a way for salespeople to visualize and touch all the "sales bases" without over-complicating the process.


Players Making Decisions

Players Making Decisions

Author: Zack Hiwiller

Publisher: New Riders

Published: 2015-12-09

Total Pages: 646

ISBN-13: 013439464X

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Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it