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A Completely Different Game

A Completely Different Game PDF Author: Emma Hayes
Publisher: PublicAffairs
ISBN: 154170536X
Category : Business & Economics
Languages : en
Pages : 215

Book Description
From the head coach of the United States Women’s National Team and legendary coach of Chelsea FC comes a book of hard-won lessons for leading a team to success on and off the field Few places will test your leadership skills more than the global soccer stage. For more than twenty years, Emma Hayes has led her teams to championship after championship, coaching her players through personal and professional setbacks, and becoming a powerful advocate for women in sports. Available for the first time in print, A Completely Different Game shares Hayes’s inspirational, innately human approach to fulfilling the potential of those around her. Beginning with her upbringing in Camden and ending with her move to the US National Team, Hayes takes us through the events that shaped her and the critical leadership lessons she learned along the way. She also lays bare the difficulties that came with managing a women’s sports team in an industry designed for and catered to men, and makes a clear, actionable, and urgent call for equity in sports. Generous, authoritative, and grounded in lived experience, A Completely Different Game will help you lead with heart, strength, and authenticity no matter what challenge you’re facing.

A Completely Different Game

A Completely Different Game PDF Author: Emma Hayes
Publisher: PublicAffairs
ISBN: 154170536X
Category : Business & Economics
Languages : en
Pages : 215

Book Description
From the head coach of the United States Women’s National Team and legendary coach of Chelsea FC comes a book of hard-won lessons for leading a team to success on and off the field Few places will test your leadership skills more than the global soccer stage. For more than twenty years, Emma Hayes has led her teams to championship after championship, coaching her players through personal and professional setbacks, and becoming a powerful advocate for women in sports. Available for the first time in print, A Completely Different Game shares Hayes’s inspirational, innately human approach to fulfilling the potential of those around her. Beginning with her upbringing in Camden and ending with her move to the US National Team, Hayes takes us through the events that shaped her and the critical leadership lessons she learned along the way. She also lays bare the difficulties that came with managing a women’s sports team in an industry designed for and catered to men, and makes a clear, actionable, and urgent call for equity in sports. Generous, authoritative, and grounded in lived experience, A Completely Different Game will help you lead with heart, strength, and authenticity no matter what challenge you’re facing.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Better Game Characters by Design

Better Game Characters by Design PDF Author: Katherine Isbister
Publisher: CRC Press
ISBN: 1000688860
Category : Art
Languages : en
Pages : 443

Book Description
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Gaming the Past

Gaming the Past PDF Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198

Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

The Minds Behind Sports Games

The Minds Behind Sports Games PDF Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476679339
Category : Games & Activities
Languages : en
Pages : 261

Book Description
Featuring interviews with the creators of 35 popular video games--including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWo Revenge, and RBI Baseball--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

Learning C# by Programming Games

Learning C# by Programming Games PDF Author: Wouter van Toll
Publisher: Springer Nature
ISBN: 3662592525
Category : Computers
Languages : en
Pages : 518

Book Description
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.

Game Jams – History, Technology, and Organisation

Game Jams – History, Technology, and Organisation PDF Author: Allan Fowler
Publisher: Springer Nature
ISBN: 3031151879
Category : Education
Languages : en
Pages : 136

Book Description
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

The Game Boy Encyclopedia

The Game Boy Encyclopedia PDF Author: Chris Scullion
Publisher: White Owl
ISBN: 139909680X
Category : Games & Activities
Languages : en
Pages : 322

Book Description
The Game Boy Encyclopedia is the sixth book in Scottish author and journalist Chris Scullion’s critically-acclaimed series of video game encyclopedias. There are few video game systems as iconic and important as the Nintendo Game Boy. Released in 1989, the handheld’s humble green-tinted display allowed for a low-cost portable console that won over players where it mattered most: the quality of its games. From huge early successes like the iconic Tetris and Super Mario Land to its revival years later with the groundbreaking Pokémon games, the Game Boy stands proudly as one of the greatest gaming systems ever. Its 1998 successor, the Game Boy Color, addressed the one main weak spot in the Game Boy’s armor and offered full-color games. Combined, nearly 120 million Game Boy and Game Boy Color handhelds were sold worldwide, with both models playing a huge role in so many childhoods (and adulthoods). This book contains every game released in the west for both handhelds: around 580 on the Game Boy and around 560 on the Game Boy Color. With around 1,150 games covered in total, screenshots and trivia factoids for every single title and a light-hearted writing style designed for an informative but entertaining read, The Game Boy Encyclopedia is the definitive guide to a legendary gaming platform.

Business Intelligence and Modelling

Business Intelligence and Modelling PDF Author: Damianos P. Sakas
Publisher: Springer Nature
ISBN: 3030570657
Category : Mathematics
Languages : en
Pages : 523

Book Description
This book highlights interdisciplinary insights, latest research results, and technological trends in Business Intelligence and Modelling in fields such as: Business Intelligence, Business Transformation, Knowledge Dissemination & Implementation, Modeling for Logistics, Business Informatics, Business Model Innovation, Simulation Modelling, E-Business, Enterprise & Conceptual Modelling, etc. The book is divided into eight sections, grouping emerging marketing technologies together in a close examination of practices, problems and trends. The chapters have been written by researchers and practitioners that demonstrate a special orientation in Strategic Marketing and Business Intelligence. This volume shares their recent contributions to the field and showcases their exchange of insights.

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999 PDF Author: John K. Balor
Publisher: Lulu.com
ISBN: 0359766781
Category : History
Languages : en
Pages : 742

Book Description
This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.