Author: Eugene Raudsepp
Publisher: Harvest Books
ISBN:
Category : Games & Activities
Languages : en
Pages : 224
Book Description
Creative Growth Games
Author: Eugene Raudsepp
Publisher: Perigee Trade
ISBN:
Category : Games & Activities
Languages : en
Pages : 218
Book Description
Publisher: Perigee Trade
ISBN:
Category : Games & Activities
Languages : en
Pages : 218
Book Description
Creative Growth Games
Author: Eugene Raudsepp
Publisher: Harvest Books
ISBN:
Category : Games & Activities
Languages : en
Pages : 224
Book Description
Publisher: Harvest Books
ISBN:
Category : Games & Activities
Languages : en
Pages : 224
Book Description
The Artist's Soul
Author: Linda Coons
Publisher: Tarcher
ISBN:
Category : Art
Languages : en
Pages : 540
Book Description
A 365-day sourcebook for anyone undertaking creative self-expression.
Publisher: Tarcher
ISBN:
Category : Art
Languages : en
Pages : 540
Book Description
A 365-day sourcebook for anyone undertaking creative self-expression.
Games for Everyone
Author: David Booth
Publisher: Pembroke Publishers Limited
ISBN: 9780921217039
Category : Education
Languages : en
Pages : 164
Book Description
200 fascinating games to thrill, surprise, and amaze kids of all ages. Includes old favourites and new, imaginative games that will help students compete, cooperate, communicate, and have fun.
Publisher: Pembroke Publishers Limited
ISBN: 9780921217039
Category : Education
Languages : en
Pages : 164
Book Description
200 fascinating games to thrill, surprise, and amaze kids of all ages. Includes old favourites and new, imaginative games that will help students compete, cooperate, communicate, and have fun.
From Diversion to Subversion
Author: David Getsy
Publisher: Penn State Press
ISBN: 9780271037035
Category : Art
Languages : en
Pages : 240
Book Description
"Examines the wide-ranging influence of games and play on the development of modern art in the twentieth century"--Provided by publisher.
Publisher: Penn State Press
ISBN: 9780271037035
Category : Art
Languages : en
Pages : 240
Book Description
"Examines the wide-ranging influence of games and play on the development of modern art in the twentieth century"--Provided by publisher.
Creativity, Inc. (The Expanded Edition)
Author: Ed Catmull
Publisher: Random House
ISBN: 0679644504
Category : Business & Economics
Languages : en
Pages : 367
Book Description
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.
Publisher: Random House
ISBN: 0679644504
Category : Business & Economics
Languages : en
Pages : 367
Book Description
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.
One Up
Author: Joost van Dreunen
Publisher: Columbia University Press
ISBN: 0231552211
Category : Business & Economics
Languages : en
Pages : 317
Book Description
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Publisher: Columbia University Press
ISBN: 0231552211
Category : Business & Economics
Languages : en
Pages : 317
Book Description
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win
Author: David Cutler
Publisher: McGraw Hill Professional
ISBN: 126425749X
Category : Business & Economics
Languages : en
Pages : 337
Book Description
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.
Publisher: McGraw Hill Professional
ISBN: 126425749X
Category : Business & Economics
Languages : en
Pages : 337
Book Description
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.
Creative Problem Solving
Author: Arthur B Van Gundy
Publisher: Bloomsbury Publishing USA
ISBN: 0313388482
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Creative problem solving (CPS) is a six-step process designed to help people systematically resolve nonroutine, ambiguous types of problems. Because most organizational problems tend to be nonroutine, skill in using CPS process can confer a significant competitive advantage. Creative Problem Solving gives training managers the information they need to develop and teach a course on CPS. VanGundy provides an overview of the process, elements of the creative climate needed to foster CPS and innovative thinking, creative thinking exercises designed to illustrate specific CPS principles, and easy-to-follow descriptions of proven idea-generated methods.
Publisher: Bloomsbury Publishing USA
ISBN: 0313388482
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Creative problem solving (CPS) is a six-step process designed to help people systematically resolve nonroutine, ambiguous types of problems. Because most organizational problems tend to be nonroutine, skill in using CPS process can confer a significant competitive advantage. Creative Problem Solving gives training managers the information they need to develop and teach a course on CPS. VanGundy provides an overview of the process, elements of the creative climate needed to foster CPS and innovative thinking, creative thinking exercises designed to illustrate specific CPS principles, and easy-to-follow descriptions of proven idea-generated methods.
Creative Thinking And Problem Solving
Author: John Fabian
Publisher: CRC Press
ISBN: 1351079654
Category : Technology & Engineering
Languages : en
Pages : 315
Book Description
A practical new book for scientists, engineers, project leaders, and others working in the technical fields. The book adds depth, "how-to", and success to your creative thinking and problem solving. This book will allow you to sharpen your creative edge, giving you better problem solving skills. Whether you are a scientist working on breakthrough research, an engineer on the forefront of product development, or a project manager forging teams to reach and exceed goals, this new book gives you the fundamentals and advanced techniques of creative thinking to break new ground and reach higher levels of excellence.
Publisher: CRC Press
ISBN: 1351079654
Category : Technology & Engineering
Languages : en
Pages : 315
Book Description
A practical new book for scientists, engineers, project leaders, and others working in the technical fields. The book adds depth, "how-to", and success to your creative thinking and problem solving. This book will allow you to sharpen your creative edge, giving you better problem solving skills. Whether you are a scientist working on breakthrough research, an engineer on the forefront of product development, or a project manager forging teams to reach and exceed goals, this new book gives you the fundamentals and advanced techniques of creative thinking to break new ground and reach higher levels of excellence.