International debt rescheduling, both in earlier epochs and our present one, has been marked by a flurry of bargaining. In this process, significant variation has emerged over time and across cases in the extent to which debtors have undertaken economic adjustment, banks or bondholders have written down debts, and creditor governments and international organizations have intervened in negotiations. Debt Games develops and applies a situational theory of bargaining to analyze the adjustment undertaken by debtors and the concessions provided by lenders in international debt rescheduling. This approach has two components: a focus on each actor's individual situation, defined by its political and economic bargaining resources, and a complementary focus on changes in their position. The model proves successful in accounting for bargaining outcomes in eighty-four percent of the sixty-one cases, which include all instances of Peruvian and Mexican debt rescheduling over the last one hundred and seventy years as well as Argentine and Brazilian rescheduling between 1982 and 1994.
Why fears about a looming student loan crisis are unfounded—and how they obscure what's really wrong with student lending College tuition and student debt levels have been rising at an alarming pace for at least two decades. These trends, coupled with an economy weakened by a major recession, have raised serious questions about whether we are headed for a major crisis, with borrowers defaulting on their loans in unprecedented numbers and taxpayers being forced to foot the bill. Game of Loans draws on new evidence to explain why such fears are misplaced—and how the popular myth of a looming crisis has obscured the real problems facing student lending in America. Bringing needed clarity to an issue that concerns all of us, Beth Akers and Matthew Chingos cut through the sensationalism and misleading rhetoric to make the compelling case that college remains a good investment for most students. They show how, in fact, typical borrowers face affordable debt burdens, and argue that the truly serious cases of financial hardship portrayed in the media are less common than the popular narrative would have us believe. But there are more troubling problems with student loans that don't receive the same attention. They include high rates of avoidable defaults by students who take on loans but don’t finish college—the riskiest segment of borrowers—and a dysfunctional market where competition among colleges drives tuition costs up instead of down. Persuasive and compelling, Game of Loans moves beyond the emotionally charged and politicized talk surrounding student debt, and offers a set of sensible policy proposals that can solve the real problems in student lending.
Imagine the giant smile on your face when: You've broken free from the pressures of debtYou're out from under all those lousy billsYou're saving money like never beforeYou've dramatically changed your financial life for the better The tools are in your hands to bring all of these changes into your life. In Money Games, experienced business professional Randy Petrick offers a collection of eighty-five activities and lessons for people who are not wealthy but would like to be. Twenty-eight years ago, Petrick's net worth was $1,500. Today, he's rapidly approaching multimillionaire status. By following the action steps outlined in Money Games, Petrick believes almost anyone can acquire significant assets and have fun doing it. Money Games includes family games, thinking games, adventure games, magical games, even bedtime games! All of them are simple and easy to play. Ducks, sawdust, sunglasses, and trombones have never been more fun or more financially rewarding. A fun and clever approach to financial planning, Money Games is full of delightful and inventive ideas to help you escape from debt and despair.
Gambling in Papua New Guinea, despite being completely absent prior to the Colonial era, has come to supersede storytelling as the region’s main nighttime activity. Money Games is an ethnographic monograph which reveals the contemporary importance of gambling in urban Papua New Guinea. Rich ethnographic detail is coupled with cross-cultural comparison which span the globe. This anthropological study of everyday economics in Melanesia thereby intersects with theories of money, value, play, informal economy, social change and leadership.
It may only be play money, but the games in this book can help students better understand how important financial literacy is in their real lives. Play-based lesson plans in the book cover topics including spending and saving, risk assessment, and return on investment using fast-paced board and card games. A larger capstone game pulls together all of the concepts in a market-driven game that places students in the role of stockholders investing in and managing train companies. Who will use financial savvy to turn the biggest profit? Games: High Society. Reiner Knizia. Gryphon Games, 2008. Can't Stop. Sid Sackson. Gryphon Games, 2011. Panic on Wall Street. Britton Roney. Marabunta, 2011. Chicago Express. Harry Wu. Queen Games, 2007.
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
Collection of essays representing the analysis and policy proposals of a wide range of economists, and dealing with many contentious issues about the re-structuring strategies of Latin American debtor countries, their economic and political adjustments, and schemes for external financing. Visits to customers by a cross-functional team of marketers and engineers play an important role in new product development, entry into new markets, and in exploring customer satisfaction and dissatisfaction. The new edition of this widely used professional resource provides step-by-step instructions for making effective use of this market research technique. Using a wealth of specific examples, Edward F. McQuarrie explains how to set feasible objectives and how to select the right number of the right kind of customers to visit. One of the leading experts in the field, McQuarrie demonstrates how to construct a discussion guide and how to devise good questions, and offers practical advice on how to conduct face-to-face interviews. Extensively updated throughout, this third edition includes three new chapters as well as expanded coverage of the analysis of visit data. It also discusses which industries and product categories are most (and least) suitable to the customer visit technique. The author also covers how the customer visit technique compares to other market research techniques such as focus groups.
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
The masses of human-beings on earth are struggling and suffering with poverty because the financial system of Capitalism is a pyramidal structure based upon "divide and conquer" that permits the top 5% to become wealthy at the expense of 95% of the masses of people thereby creating a working poor middle class and a permanent underclass through trickledown economics and debt accumulation. Conversely, Karl Marx's financial system of Socialism (Communism) redistributes wealth equally among the members of Society and eradicates poverty, but puts a ceiling on the amount of Wealth and Prosperity of its citizens; and does not eliminate debt for all of humanity. Furthermore, the financial system of Capitalistic-Socialism permits certain members of Society to become Wealthy, yet some of this wealth is also distributed among the less fortunate through the taxation of the wealthy, but this still does not create total wealth and prosperity and elimination of debt for all of humanity.