Changing the Player

Changing the Player

Author: Jacob Chance

Publisher:

Published: 2021-05-28

Total Pages: 228

ISBN-13:

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Flynn You know that voice in the back of your head telling you not to do something? Well, I don't have one, at least not one that functions properly. Mine eggs me on, daring me to do my worst. Which is how I've found myself in my current situation-on the verge of being traded from my team. Coach gave me one last chance to prove myself, so I begged my agent, Nadia, to help me out. Nadia When I suggested Flynn find a woman to "fake date" as a solution to his image problem, I never imagined he'd want me to fill that position. As his agent, I already had my hands full trying to keep him in line. But when he made an offer too good to refuse, I found myself accepting. Now I'm committed to spending two months in the bad boy of football's company. His very attentive company. He smells like sin and looks like every woman's fantasy come to life. How many stolen touches can I endure before I'm begging for more? I'm supposed to be changing the player, not falling for him. Author's Note: This is a full-length, swoony, heartfelt, standalone sports romance. HEA. Opposites attract. Friends-to-lovers. Slow burn. Fake relationship. Age Gap. Laugh-out-loud banter, a troublemaker hero, and a strong heroine.


The Player's Power to Change the Game

The Player's Power to Change the Game

Author: Anne-Marie Schleiner

Publisher: Amsterdam University Press

Published: 2018-01-31

Total Pages: 163

ISBN-13: 9048525640

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In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.


Change Or Go

Change Or Go

Author: A. P. Grow

Publisher:

Published: 2013-09-03

Total Pages: 114

ISBN-13: 9780974473741

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The pace of work being what it is, the last thing managers or team members need is to spend time and energy on work place drama that isn't at all related to the work. Not dealing effectively with non-team player behavior is one of the most common complaints employees have about managers. This fact was first presented in Dr. Grow's How to Not Suck as a Manager. Digging deeper into this topic, Change or Go: How to Stop Non-Team Player Behavior at Work, provides managers with a straightforward strategy for working with team members who are not being team players. The goal is to create the most cohesive, efficient, and effective team possible. Change or Go gives managers and prospective managers the steps, counsel, and encouragement needed to make this happen.


Switch

Switch

Author: Chip Heath

Publisher: Crown Currency

Published: 2010-02-16

Total Pages: 322

ISBN-13: 030759016X

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Why is it so hard to make lasting changes in our companies, in our communities, and in our own lives? The primary obstacle is a conflict that's built into our brains, say Chip and Dan Heath, authors of the critically acclaimed bestseller Made to Stick. Psychologists have discovered that our minds are ruled by two different systems - the rational mind and the emotional mind—that compete for control. The rational mind wants a great beach body; the emotional mind wants that Oreo cookie. The rational mind wants to change something at work; the emotional mind loves the comfort of the existing routine. This tension can doom a change effort - but if it is overcome, change can come quickly. In Switch, the Heaths show how everyday people - employees and managers, parents and nurses - have united both minds and, as a result, achieved dramatic results: • The lowly medical interns who managed to defeat an entrenched, decades-old medical practice that was endangering patients • The home-organizing guru who developed a simple technique for overcoming the dread of housekeeping • The manager who transformed a lackadaisical customer-support team into service zealots by removing a standard tool of customer service In a compelling, story-driven narrative, the Heaths bring together decades of counterintuitive research in psychology, sociology, and other fields to shed new light on how we can effect transformative change. Switch shows that successful changes follow a pattern, a pattern you can use to make the changes that matter to you, whether your interest is in changing the world or changing your waistline.


The Player

The Player

Author: Bostjan Belingar

Publisher: Bosslifehacks

Published: 2017-03-15

Total Pages:

ISBN-13: 9789612838416

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-It's not just flashy girl-chasing and traveling. It's hard fucking work. Changing country every week. Packing up all your shit into a fucking bag and heading to the next city, the next couch. Finding yourself in a different city where you know nothing and no one. Finding the next girl who you will give your all to, and then who you won't get to see a second time. And if the emotional trauma alone is not enough, add in a healthy 80-hour work week as well.- Join the young apprentice on the epic journey under the wing of an elite dating coach. Travel trough 30 countries, meet countless girls, film inside of world's most prestigious night clubs. Cry, laugh, learn, hit a wall, and finally, discover the dark side of the game.


The Ideal Team Player

The Ideal Team Player

Author: Patrick M. Lencioni

Publisher: John Wiley & Sons

Published: 2016-04-25

Total Pages: 195

ISBN-13: 1119209617

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In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.


A Casual Revolution

A Casual Revolution

Author: Jesper Juul

Publisher: MIT Press

Published: 2012-02-10

Total Pages: 261

ISBN-13: 0262517396

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.


Bulletin

Bulletin

Author: Philippines. Bureau of Education

Publisher:

Published: 1913

Total Pages: 175

ISBN-13:

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Doing Things with Games

Doing Things with Games

Author: Lindsay D. Grace

Publisher: CRC Press

Published: 2019-07-01

Total Pages: 183

ISBN-13: 0429771304

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The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims