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|Author||: Ken Dryden|
|Editor||: John Wiley & Sons|
Widely acknowledged as the best hockey book ever written and lauded by Sports Illustrated as one of the Top 10 Sports Books of All Time, The Game is a reflective and thought-provoking look at a life in hockey. Intelligent and insightful, former Montreal Canadiens goalie and former President of the Toronto Maple Leafs, Ken Dryden captures the essence of the sport and what it means to all hockey fans. He gives us vivid and affectionate portraits of the characters — Guy Lafleur, Larry Robinson, Guy Lapointe, Serge Savard, and coach Scotty Bowman among them — that made the Canadiens of the 1970s one of the greatest hockey teams in history. But beyond that, Dryden reflects on life on the road, in the spotlight, and on the ice, offering up a rare inside look at the game of hockey and an incredible personal memoir. This commemorative edition marks the 20th anniversary of The Game's original publication. It includes black and white photography from the Hockey Hall of Fame and a new chapter from the author. Take a journey to the heart and soul of the game with this timeless hockey classic.
|Author||: Reggie Fils-Aimé|
|Editor||: HarperCollins Leadership|
Reggie Fils-Aimé, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top. Although he’s best known as Nintendo's iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I'm about kicking ass, I'm about taking names, and we're about making games”-Reggie Fils-Aimé’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success. Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams. As close to sitting one-on-one with the gaming legend as it gets, you will learn: About the challenges Reggie faced throughout his life and career-from his humble childhood as the son of Haitian immigrants, to becoming one of the most powerful names in the history of the gaming industry. What it takes to reach the top of your own industry, including being brave enough to stand up for your ideas, while also being open to alternative paths to success. How to create vibrant and believable visions for your team and company. How to maintain relentless curiosity and know when to ask questions to shatter the status quo.
|Author||: Neil Strauss|
|Editor||: Harper Collins|
Hidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade—guaranteed to change the lives of men and transform the way women understand the opposite sex forever. On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange—and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.
|Author||: Neil Strauss|
|Editor||: Harper Collins|
If you want to play the Game, you've got to know the Rules. In his international bestseller The Game, Neil Strauss delved into the secret world of pick-up artists—men who have created a science out of the art of seduction. Not only did he reveal the techniques that they had developed, but he became a master of The Game, and the world's No. 1 PUA, as Style. Now, in this bestselling companion, Strauss reduces three books of life-changing knowledge into a single-volume set. The first book, The Stylelife Challenge, breaks down the knowledge he learned and techniques he invented into simple step-by-step instructions that anyone can follow to meet and land the women of their dreams. In the second book, Strauss takes readers into the dark side of The Game. The Style Diaries offers a series of tales of seduction and sexual (mis)adventure. From accidentally getting married during a drunken night in Reykjavik, to luring a famous musician's granddaughter into a threesome; to the stress and frustration of the torturous and highly unorthodox "30 Day Sex Experiment," The Style Diaries takes you further into the seduction underworld than ever before. Finally, in the all-new, updated third volume, Strauss collects the greatest, most powerful, field-tested, word-for-word routines. You don't need money, looks, or fame to succeed with women. All you need is an understanding of how attraction works—and this thirty-day workout program for your social skills, which has already guided countless men from frustration to fulfillment.
|Author||: Monica Hughes|
|Editor||: Simon and Schuster|
Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.
|Author||: Nassim Nicholas Taleb|
|Editor||: Random House|
#1 NEW YORK TIMES BESTSELLER • A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, Antaeus the Giant to Donald Trump, Nassim Nicholas Taleb shows how the willingness to accept one’s own risks is an essential attribute of heroes, saints, and flourishing people in all walks of life. As always both accessible and iconoclastic, Taleb challenges long-held beliefs about the values of those who spearhead military interventions, make financial investments, and propagate religious faiths. Among his insights: • For social justice, focus on symmetry and risk sharing. You cannot make profits and transfer the risks to others, as bankers and large corporations do. You cannot get rich without owning your own risk and paying for your own losses. Forcing skin in the game corrects this asymmetry better than thousands of laws and regulations. • Ethical rules aren’t universal. You’re part of a group larger than you, but it’s still smaller than humanity in general. • Minorities, not majorities, run the world. The world is not run by consensus but by stubborn minorities imposing their tastes and ethics on others. • You can be an intellectual yet still be an idiot. “Educated philistines” have been wrong on everything from Stalinism to Iraq to low-carb diets. • Beware of complicated solutions (that someone was paid to find). A simple barbell can build muscle better than expensive new machines. • True religion is commitment, not just faith. How much you believe in something is manifested only by what you’re willing to risk for it. The phrase “skin in the game” is one we have often heard but rarely stopped to truly dissect. It is the backbone of risk management, but it’s also an astonishingly rich worldview that, as Taleb shows in this book, applies to all aspects of our lives. As Taleb says, “The symmetry of skin in the game is a simple rule that’s necessary for fairness and justice, and the ultimate BS-buster,” and “Never trust anyone who doesn’t have skin in the game. Without it, fools and crooks will benefit, and their mistakes will never come back to haunt them.”
|Author||: Terry Schott|
|Editor||: Game Is Life|
He didn't know he was playing.Zack was just living his life.It was really a game.When he started to ask questions, everything changed. Zack wasn't supposed to figure it out. He could ruin everything.Zack was disoriented when he woke up. They had welcomed him back. He didn't know where he'd been. He just remembered being 74 and near death.They said he was seventeen.What was this "best score" they kept going on about?Where was this place?Who were these people?And why did they keep talking about the next game?You'll love the first book in the series and get lost in the elaborate world created by Terry Schott. It will keep you turning pages until the end.Get book 1 now.
|Author||: Scott Kershaw|
|Editor||: HarperCollins UK|
To save their life, you have to play. *The #1 audio bestseller* ‘Exciting and original’ Simon McCleave ‘Dark, fiendish, riveting’ Janice Hallett ‘This year’s must-read thriller’ Adam Croft ___
|Author||: Katie Salen Tekinbas,Eric Zimmerman|
|Editor||: MIT Press|
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
|Author||: Bill Bradley|
|Editor||: Rosetta Books|
Bill Bradley, a New York Knick pro-basketball player in the '60s and '70s and a United States Senator from New Jersey from 1982 until 2000 (among his many other accomplishments) writes here about his love of basketball from the root on up--from a simple game in an empty court where there is nothing but you and the sound of your Converse on the shiny, wooden floor to the euphoric high that is possible and that any athlete knows when a team moves together as a cohesive whole. Bradley's writing here is wholly accessible and for those not interested in basketball, there are lessons to be gleaned here about life, teamwork and leadership. Bradley's style is simple and stays on track, creating a slim philosophical treatise that all of us can benefit from and relate to. Here is a book about life, memory, experience, and the filtering of our experience and what it means to us. An enjoyable and unforgettable read for all readers.
|Author||: Kurtis Scaletta|
|Editor||: Capstone Editions|
Lucas, small and unathletic, is obsessed with being powerful Trunkzilla in an online game, but after becoming a volunteer Senior Sitter and saving Isaac in real life, everything changes.
|Author||: Carl J Sindermann|
|Editor||: Basic Books|
In this inspiring book of personal insight and sound advice, veteran scientist Carl J. Sindermann gives an insider's look at the competitive world of science and reveals the best strategies for attaining prominence and success. Taking apart the many different roles scientists must play during their careers, Sindermann compares common mistakes scientists make with what the best strategists do-whether they are publishing papers, presenting data, chairing meetings, or coping with government or academic bureaucracy. In the end, he maintains, well-honed interpersonal skills, a savvy eye on one's competitors, and excellent science are the keys to a satisfying and successful career.
|Author||: Teri Woods|
|Editor||: Grand Central Publishing|
It's the late 1980s, and Gena, a young girl from the projects, meets Quadir, a millionaire drug dealer, and falls madly in love. Quadir builds a massive empire while fighting his rivals and enemies. Gena faces the challenges of holding onto her man, her house, her car, and the cash. Both of them find themselves caught up in a vicious yet seductive world, and learn that success in this game is no easy win. Gena and Quadir also learn that once you're in, there's no way out, 'cause everyone stays in forever....True.
|Author||: Mez Packer|
|Editor||: Profile Books|
Sometime in the near future, Lionel, a computer nerd, lives alone with his sick cat, Buddha. His flat overlooks the high street where only a few rundown shops remain in business, including his friend, the old Caribbean gentleman Mr Barber. Lionel, mixed race, born in Kenya, was adopted by a white family. But, apart from his gorgeous, abrasive sister Lilith - his best friend and harshest critic - his family have deserted him. Lionel plays games because he's a coward who can't handle human interaction, Lilith says, before one of her frequent disappearances. But when Lionel puts his headset on, and enters CawrQuest he becomes Ludi, the fighter and the lover. He's free. Here he doesn't need to face his past, bullied by his adoptive brothers, and the shocking event he refuses to remember. Still, the 'real' world won't go away. Nor will Crystal, the haunted Anime girl who needs to be saved from the 'adult health centre' opposite his flat. Soon nothing adds up. Why are people beginning to look at him nervously? Why do the outcasts at work suddenly want to be his friend? Has Lilith finally disappeared for good? As reality and the game blur, Lionel and Ludi are assaulted on all sides. As Lionel struggles to unravel what's happening to him, Ludi tries to rescue the people he loves before the game is altered forever.
|Author||: Brandon Sweeney|
|Editor||: Brandon Sweeney|
Each year, thousands of athletes work hard to excel at their sport, while sacrificing their time in hopes of one day playing professionally. Some make it but many do not. Most often we hear the stories of athletes that have succeeded. However there are many more untold stories of great athletes who did not. Brandon Sweeney shares his story of the setbacks he had to overcome when his dream of going to the NFL was shattered by a career ending injury. It was a long process of readjustment for Brandon but he ultimately discovers his true identity, and God-given purpose. Brandon wrote this book to motivate, inspire and challenge athletes to recognize the importance of preparing for life on and off the field, but ultimately to help others discover their full potential and their God-given purpose beyond the game.
|Author||: Dan Irish|
|Editor||: Course Technology Ptr|
Provides information on becoming a successful game producer, covering such topics as traits of an effective producer, game design, programming tools, creating a budget, and quality assurance.
|Author||: Chris Creamer,Todd Radom|
|Editor||: Simon and Schuster|
An in-depth look into the origins of how each NHL team was named, received their logo and design, with interviews by those responsible. Written by those most knowledgeable, you'll learn why every hockey team to every play in the National Hockey League looks the way it does. Nothing unites or divides a random assortment of strangers quite like the hockey team for which they cheer. The passion they hold within them for the New York Rangers, Toronto Maple Leafs, Montreal Canadiens, or Boston Bruins allows them to look past any differences which would have otherwise disrupted a perfectly fine Thanksgiving dinner and channels it into a powerful, shared admiration for their team. We decorate our lives with their logos, stock our wardrobe with their jerseys, and, in some cases, even tattoo our bodies with their iconography and colors. They’re so ingrained in our lives we don’t even think to ask ourselves why Los Angeles celebrates royalty; why Buffalo cheers for not one, but two massive cavalry swords; or why the Broadway Blueshirts named themselves for a law enforcement agency in Texas (or why they even wear blue shirts, for that matter). All that and more is explored in Fabric of the Game, authored by two of the sports world’s leading experts in team branding and design: Chris Creamer and Todd Radom. Tapping into their vast knowledge of the whys and hows, Creamer and Radom explore and share the origin stories behind these and more, talking directly to those involved in the decision processes and designs of the National Hockey League’s team names, logos, and uniforms, pouring through historical accounts to find and deliver the answers to these questions. Learn more about the historied Detroit Red Wings and Chicago Blackhawks, as well as the lost but not forgotten Hartford Whalers and Quebec Nordiques, all the way to the lesser-known Kansas City Scouts and Philadelphia Quakers. Whichever team you pledge allegiance, Fabric of the Game covers them in-depth with research and knowledge for any hockey fan to enjoy.
|Author||: Weimin Toh|
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.