Author: Anne Hart
Publisher: iUniverse
ISBN: 0595235506
Category : Older people
Languages : en
Pages : 515
Book Description
Will you be able to help and protect yourself when you grow frail? How can you stop elderly abuse by personality exploration and learning which pitfalls to avoid? Are you more a directive or an informative person? Do you ask for direction and easily give it? Or do you seek and give information? Your stance can help you take action to prevent elderly abuse-for yourself and others. How will you position yourself to avoid, prevent, and stop abuse of the aged? What can you do right now? Preliminary findings of four research studies made by the U.S. Department of Health and Human Services suggest that some potential causes of abuse of the elderly include the following: 1. The majority of abused elderly cannot care for themselves. 2. The abuser was experiencing stress. Often the elderly victims and the care they required were identified as the source of stress. 3. Violence begets violence. It's banked throughout life and spent on the person who has the least power over us. Sometimes violence continues from generation to generation as the normative response to stress. 4. Most older individuals are not abandoned by their children. Seventy-five percent of the elderly live with these children or live less than 30 minutes away. Eighty percent of home care to the aged is provided by family members living in the same household. 5. The middle aged adult today is more likely to have a living parent than his counterpart of the past.
How To Stop Elderly Abuse
Author: Anne Hart
Publisher: iUniverse
ISBN: 0595235506
Category : Older people
Languages : en
Pages : 515
Book Description
Will you be able to help and protect yourself when you grow frail? How can you stop elderly abuse by personality exploration and learning which pitfalls to avoid? Are you more a directive or an informative person? Do you ask for direction and easily give it? Or do you seek and give information? Your stance can help you take action to prevent elderly abuse-for yourself and others. How will you position yourself to avoid, prevent, and stop abuse of the aged? What can you do right now? Preliminary findings of four research studies made by the U.S. Department of Health and Human Services suggest that some potential causes of abuse of the elderly include the following: 1. The majority of abused elderly cannot care for themselves. 2. The abuser was experiencing stress. Often the elderly victims and the care they required were identified as the source of stress. 3. Violence begets violence. It's banked throughout life and spent on the person who has the least power over us. Sometimes violence continues from generation to generation as the normative response to stress. 4. Most older individuals are not abandoned by their children. Seventy-five percent of the elderly live with these children or live less than 30 minutes away. Eighty percent of home care to the aged is provided by family members living in the same household. 5. The middle aged adult today is more likely to have a living parent than his counterpart of the past.
Publisher: iUniverse
ISBN: 0595235506
Category : Older people
Languages : en
Pages : 515
Book Description
Will you be able to help and protect yourself when you grow frail? How can you stop elderly abuse by personality exploration and learning which pitfalls to avoid? Are you more a directive or an informative person? Do you ask for direction and easily give it? Or do you seek and give information? Your stance can help you take action to prevent elderly abuse-for yourself and others. How will you position yourself to avoid, prevent, and stop abuse of the aged? What can you do right now? Preliminary findings of four research studies made by the U.S. Department of Health and Human Services suggest that some potential causes of abuse of the elderly include the following: 1. The majority of abused elderly cannot care for themselves. 2. The abuser was experiencing stress. Often the elderly victims and the care they required were identified as the source of stress. 3. Violence begets violence. It's banked throughout life and spent on the person who has the least power over us. Sometimes violence continues from generation to generation as the normative response to stress. 4. Most older individuals are not abandoned by their children. Seventy-five percent of the elderly live with these children or live less than 30 minutes away. Eighty percent of home care to the aged is provided by family members living in the same household. 5. The middle aged adult today is more likely to have a living parent than his counterpart of the past.
Deeper Dating
Author: Ken Page
Publisher: Shambhala Publications
ISBN: 0834829924
Category : Family & Relationships
Languages : en
Pages : 265
Book Description
With exercises, practical tools, and inspiring stories, Deeper Dating will guide you on a journey to find the love—and personal fulfillment—you long for Lose weight. Be confident. Keep your partner guessing. At the end of the day, this soulless approach to dating doesn't lead to love but to insecurity and desperation. In Deeper Dating, Ken Page presents a new path to love. Out of his decades of work as a psychotherapist and his own personal struggle to find love, Page teaches that the greatest magnet for real love lies in our "Core Gifts"—the places of our deepest sensitivity, longing, and passion. Deeper Dating guides us to discover our own Core Gifts and empowers us to express them with courage, generosity, and discrimination in our dating life. When we do this, something miraculous happens: we begin to attract people who love us for who we are, we become more self-assured and emotionally available, and we lose our taste for relationships that chip away at our self-esteem. Without losing a pound, changing our hairstyle, or buying a single new accessory, we find healthy love moving closer . . . Deeper Dating integrates the best of human intimacy theory with timeless spiritual truths and translates them into a practical, step-by-step process.
Publisher: Shambhala Publications
ISBN: 0834829924
Category : Family & Relationships
Languages : en
Pages : 265
Book Description
With exercises, practical tools, and inspiring stories, Deeper Dating will guide you on a journey to find the love—and personal fulfillment—you long for Lose weight. Be confident. Keep your partner guessing. At the end of the day, this soulless approach to dating doesn't lead to love but to insecurity and desperation. In Deeper Dating, Ken Page presents a new path to love. Out of his decades of work as a psychotherapist and his own personal struggle to find love, Page teaches that the greatest magnet for real love lies in our "Core Gifts"—the places of our deepest sensitivity, longing, and passion. Deeper Dating guides us to discover our own Core Gifts and empowers us to express them with courage, generosity, and discrimination in our dating life. When we do this, something miraculous happens: we begin to attract people who love us for who we are, we become more self-assured and emotionally available, and we lose our taste for relationships that chip away at our self-esteem. Without losing a pound, changing our hairstyle, or buying a single new accessory, we find healthy love moving closer . . . Deeper Dating integrates the best of human intimacy theory with timeless spiritual truths and translates them into a practical, step-by-step process.
Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Power-Up
Author: Matthew Lane
Publisher: Princeton University Press
ISBN: 0691196389
Category : Computers
Languages : en
Pages : 290
Book Description
"Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones."--Dust jacket.
Publisher: Princeton University Press
ISBN: 0691196389
Category : Computers
Languages : en
Pages : 290
Book Description
"Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones."--Dust jacket.
Power-Up
Author: Chris Kohler
Publisher: Courier Dover Publications
ISBN: 0486816427
Category : Games & Activities
Languages : en
Pages : 337
Book Description
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Publisher: Courier Dover Publications
ISBN: 0486816427
Category : Games & Activities
Languages : en
Pages : 337
Book Description
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Liking the Child You Love
Author: Jeffrey Bernstein
Publisher: Da Capo Lifelong Books
ISBN: 073821261X
Category : Family & Relationships
Languages : en
Pages : 274
Book Description
How to recognize and cope with Parent Frustration Syndrome (PFS): negative thoughts and feelings about your children"
Publisher: Da Capo Lifelong Books
ISBN: 073821261X
Category : Family & Relationships
Languages : en
Pages : 274
Book Description
How to recognize and cope with Parent Frustration Syndrome (PFS): negative thoughts and feelings about your children"
Persuasive Games
Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463
Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463
Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
The Great Mental Models, Volume 1
Author: Shane Parrish
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Dating Games
Author: Jackie Keswick
Publisher: Jackie Keswick
ISBN:
Category : Fiction
Languages : en
Pages : 135
Book Description
What do you do if the man you’re building a family with has never been on a date? Take him out on one, of course. Except… Jack never just follows along. He wants to know what put this sudden bee in Gareth’s bonnet. Even when Gareth can’t—or doesn’t want to—explain himself. Add a bunch of solicitous friends, time apart, a new home, and two teenage boys offering dating advice… and finding the perfect date becomes a bit more than the usual challenge. Dating Games is a light, low-angst mm romance story. Part of the Power of Zero series, it follows Jack and Gareth’s attempts at creating the perfect date. Dating Games spans the time between the end of Ghosts and Jack and Gareth’s second anniversary.
Publisher: Jackie Keswick
ISBN:
Category : Fiction
Languages : en
Pages : 135
Book Description
What do you do if the man you’re building a family with has never been on a date? Take him out on one, of course. Except… Jack never just follows along. He wants to know what put this sudden bee in Gareth’s bonnet. Even when Gareth can’t—or doesn’t want to—explain himself. Add a bunch of solicitous friends, time apart, a new home, and two teenage boys offering dating advice… and finding the perfect date becomes a bit more than the usual challenge. Dating Games is a light, low-angst mm romance story. Part of the Power of Zero series, it follows Jack and Gareth’s attempts at creating the perfect date. Dating Games spans the time between the end of Ghosts and Jack and Gareth’s second anniversary.
People Games
Author: Associate Professor Department of Applied Communication Studies Southern Illinois University Edwardsville Illinois Min Liu
Publisher: Createspace Independent Publishing Platform
ISBN: 9781530728312
Category :
Languages : en
Pages : 40
Book Description
"Man is free the moment he wishes to be." -Voltaire In dealing and communicating with other people, we often fall prey to their power plays and mind games. PEOPLE GAMES is a non-technical, easy to read guide (yes, much easier than 'Games People Play') to help you recognize when you are being manipulated by others in your social, family, business, or work interactions. We can be free from other people's power plays and mind games if we wish to be, and if we train ourselves to RECOGNIZE them. A "power play" is a maneuver, usually verbal, that is used by a person to (i) manipulate another person to do something or (ii) avoid giving the other person what they want. This book will teach you how to RECOGNIZE such power plays being used against you, especially the most commonly used ones by other people, and also how to RESPOND to and DEFLECT such power plays. PEOPLE GAMES will teach you how to extricate yourself from secret ploys, unclear motives, and shady maneuvers used by other people, and structure your interactions so that they are no longer clouded by such undesirable things. In doing so, you will be able to protect your personal boundaries, move towards more open and honest communication with other people, and be able to protect your own best interests. Some of the power plays and mind games covered by PEOPLE GAMES are: 1. Dominance/Submission 2. Emotional Blackmail 3. You Owe Me 4. Playing the Victim ...and more!! ***LIMITED TIME ONLY: SPECIAL BONUS CONTENT ("THE NEXT 10 MOST COMMON POWER PLAYS AND MIND GAMES") is also included!
Publisher: Createspace Independent Publishing Platform
ISBN: 9781530728312
Category :
Languages : en
Pages : 40
Book Description
"Man is free the moment he wishes to be." -Voltaire In dealing and communicating with other people, we often fall prey to their power plays and mind games. PEOPLE GAMES is a non-technical, easy to read guide (yes, much easier than 'Games People Play') to help you recognize when you are being manipulated by others in your social, family, business, or work interactions. We can be free from other people's power plays and mind games if we wish to be, and if we train ourselves to RECOGNIZE them. A "power play" is a maneuver, usually verbal, that is used by a person to (i) manipulate another person to do something or (ii) avoid giving the other person what they want. This book will teach you how to RECOGNIZE such power plays being used against you, especially the most commonly used ones by other people, and also how to RESPOND to and DEFLECT such power plays. PEOPLE GAMES will teach you how to extricate yourself from secret ploys, unclear motives, and shady maneuvers used by other people, and structure your interactions so that they are no longer clouded by such undesirable things. In doing so, you will be able to protect your personal boundaries, move towards more open and honest communication with other people, and be able to protect your own best interests. Some of the power plays and mind games covered by PEOPLE GAMES are: 1. Dominance/Submission 2. Emotional Blackmail 3. You Owe Me 4. Playing the Victim ...and more!! ***LIMITED TIME ONLY: SPECIAL BONUS CONTENT ("THE NEXT 10 MOST COMMON POWER PLAYS AND MIND GAMES") is also included!