Author: Raymond Chandler
Publisher: DigiCat
ISBN:
Category : Fiction
Languages : en
Pages : 196
Book Description
DigiCat Publishing presents to you this special edition of "The Big Sleep" by Raymond Chandler. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
The Big Sleep
Gambling Wizards
Author: Richard W. Munchkin
Publisher: Huntington Press Inc
ISBN: 0929712684
Category : Games & Activities
Languages : en
Pages : 317
Book Description
Get into the minds of the greatest gamblers of all time. Read in-depth interviews with eight masters of the games. Learn how they think, how they play, and what made them successful. The interview subjects include: Billy Walters (sports betting), Chip Reese (poker), Doyle Brunson (poker), Mike Svobodny (backgammon), Stan Tomchin (backgammon and sports betting), Cathy Hulbert (blackjack and poker), Alan Woods (blackjack and horse racing), and Tommy Hyland (blackjack).
Publisher: Huntington Press Inc
ISBN: 0929712684
Category : Games & Activities
Languages : en
Pages : 317
Book Description
Get into the minds of the greatest gamblers of all time. Read in-depth interviews with eight masters of the games. Learn how they think, how they play, and what made them successful. The interview subjects include: Billy Walters (sports betting), Chip Reese (poker), Doyle Brunson (poker), Mike Svobodny (backgammon), Stan Tomchin (backgammon and sports betting), Cathy Hulbert (blackjack and poker), Alan Woods (blackjack and horse racing), and Tommy Hyland (blackjack).
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration
Author: Mary Scannell
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
The Mental Game of Poker
Author: Jared Tendler
Publisher: Jared Tendler LLC
ISBN: 0983959722
Category : Games & Activities
Languages : en
Pages : 263
Book Description
Publisher: Jared Tendler LLC
ISBN: 0983959722
Category : Games & Activities
Languages : en
Pages : 263
Book Description
Games
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.
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.
The Only Rule Is It Has to Work
Author: Ben Lindbergh
Publisher: Macmillan + ORM
ISBN: 1627795650
Category : Sports & Recreation
Languages : en
Pages : 392
Book Description
The New York Times bestseller about what would happen if two statistics-minded outsiders were allowed to run a professional baseball team. It’s the ultimate in fantasy baseball: You get to pick the roster, set the lineup, and decide on strategies -- with real players, in a real ballpark, in a real playoff race. That’s what baseball analysts Ben Lindbergh and Sam Miller got to do when an independent minor-league team in California, the Sonoma Stompers, offered them the chance to run its baseball operations according to the most advanced statistics. Their story in The Only Rule is it Has to Work is unlike any other baseball tale you've ever read. We tag along as Lindbergh and Miller apply their number-crunching insights to all aspects of assembling and running a team, following one cardinal rule for judging each innovation they try: it has to work. We meet colorful figures like general manager Theo Fightmaster and boundary-breakers like the first openly gay player in professional baseball. Even José Canseco makes a cameo appearance. Will their knowledge of numbers help Lindbergh and Miller bring the Stompers a championship, or will they fall on their faces? Will the team have a competitive advantage or is the sport’s folk wisdom true after all? Will the players attract the attention of big-league scouts, or are they on a fast track to oblivion? It’s a wild ride, by turns provocative and absurd, as Lindbergh and Miller tell a story that will speak to numbers geeks and traditionalists alike. And they prove that you don’t need a bat or a glove to make a genuine contribution to the game.
Publisher: Macmillan + ORM
ISBN: 1627795650
Category : Sports & Recreation
Languages : en
Pages : 392
Book Description
The New York Times bestseller about what would happen if two statistics-minded outsiders were allowed to run a professional baseball team. It’s the ultimate in fantasy baseball: You get to pick the roster, set the lineup, and decide on strategies -- with real players, in a real ballpark, in a real playoff race. That’s what baseball analysts Ben Lindbergh and Sam Miller got to do when an independent minor-league team in California, the Sonoma Stompers, offered them the chance to run its baseball operations according to the most advanced statistics. Their story in The Only Rule is it Has to Work is unlike any other baseball tale you've ever read. We tag along as Lindbergh and Miller apply their number-crunching insights to all aspects of assembling and running a team, following one cardinal rule for judging each innovation they try: it has to work. We meet colorful figures like general manager Theo Fightmaster and boundary-breakers like the first openly gay player in professional baseball. Even José Canseco makes a cameo appearance. Will their knowledge of numbers help Lindbergh and Miller bring the Stompers a championship, or will they fall on their faces? Will the team have a competitive advantage or is the sport’s folk wisdom true after all? Will the players attract the attention of big-league scouts, or are they on a fast track to oblivion? It’s a wild ride, by turns provocative and absurd, as Lindbergh and Miller tell a story that will speak to numbers geeks and traditionalists alike. And they prove that you don’t need a bat or a glove to make a genuine contribution to the game.
Poker For Dummies
Author: Richard D. Harroch
Publisher: John Wiley & Sons
ISBN: 1118053583
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Know when to hold 'em, know when to fold 'em Poker is America’s national card game, and its popularity continues to grow. Nationwide, you can find a game in progress everywhere. If you want to play, you can find poker games on replicas of 19th century riverboats or on Native American tribal lands. You can play poker at home with the family or online with opponents from around the world. Like bowling and billiards before it, poker has moved out from under the seedier side of its roots and is flowering in the sunshine. Maybe you’ve never played poker before and you don’t even know what a full house is. Poker For Dummies covers the basics. Or perhaps you've played for years, but you just don’t know how to win. This handy guide will help you walk away from the poker table with winnings, not lint, in your pockets. If you’re a poker expert, you still can benefit – some of the suggestions may surprise you, and you can certainly learn from the anecdotes from professional players like T.J. Cloutier and Stu Unger. Know what it takes to start winning hand after hand by exploring strategy; getting to know antes and betting structure; knowing your opponents, and understanding the odds. Poker For Dummies also covers the following topics and more: Poker games such as Seven-Card Stud, Omaha, and Texas Hold'em Setting up a game at home Playing in a casino: Do's and don'ts Improving your play with Internet and video poker Deciphering poker sayings and slang Ten ways to read your opponent's body language Playing in poker tournaments Money management and recordkeeping Knowing when and how to bluff Poker looks like such a simple game. Anyone, it seems, can play it well – but that's far from the truth. Learning the rules can be quick work, but becoming a winning player takes considerably longer. Still, anyone willing to make the effort can become a good player. You can succeed in poker the way you succeed in life: by facing it squarely, getting up earlier than the next person, and working harder and smarter than the competition. Foreword by Chris Moneymaker, 2003 World Series of Poker Champion.
Publisher: John Wiley & Sons
ISBN: 1118053583
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Know when to hold 'em, know when to fold 'em Poker is America’s national card game, and its popularity continues to grow. Nationwide, you can find a game in progress everywhere. If you want to play, you can find poker games on replicas of 19th century riverboats or on Native American tribal lands. You can play poker at home with the family or online with opponents from around the world. Like bowling and billiards before it, poker has moved out from under the seedier side of its roots and is flowering in the sunshine. Maybe you’ve never played poker before and you don’t even know what a full house is. Poker For Dummies covers the basics. Or perhaps you've played for years, but you just don’t know how to win. This handy guide will help you walk away from the poker table with winnings, not lint, in your pockets. If you’re a poker expert, you still can benefit – some of the suggestions may surprise you, and you can certainly learn from the anecdotes from professional players like T.J. Cloutier and Stu Unger. Know what it takes to start winning hand after hand by exploring strategy; getting to know antes and betting structure; knowing your opponents, and understanding the odds. Poker For Dummies also covers the following topics and more: Poker games such as Seven-Card Stud, Omaha, and Texas Hold'em Setting up a game at home Playing in a casino: Do's and don'ts Improving your play with Internet and video poker Deciphering poker sayings and slang Ten ways to read your opponent's body language Playing in poker tournaments Money management and recordkeeping Knowing when and how to bluff Poker looks like such a simple game. Anyone, it seems, can play it well – but that's far from the truth. Learning the rules can be quick work, but becoming a winning player takes considerably longer. Still, anyone willing to make the effort can become a good player. You can succeed in poker the way you succeed in life: by facing it squarely, getting up earlier than the next person, and working harder and smarter than the competition. Foreword by Chris Moneymaker, 2003 World Series of Poker Champion.
In the Loop
Author: Office of Office of English Language Programs
Publisher: Createspace Independent Publishing Platform
ISBN: 9781508507383
Category :
Languages : en
Pages : 0
Book Description
In the Loop is divided into three parts: Part 1, "Idioms and Definitions"; Part 2, "Selected Idioms by Category"; and Part 3, "Classroom Activities." The idioms are listed alphabetically in Part 1. Part 2 highlights some of the most commonly used idioms, grouped into categories. Part 3 contains classroom suggestions to help teachers plan appropriate exercises for their students. There is also a complete index at the back of the book listing page numbers for both main entries and cross-references for each idiom.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781508507383
Category :
Languages : en
Pages : 0
Book Description
In the Loop is divided into three parts: Part 1, "Idioms and Definitions"; Part 2, "Selected Idioms by Category"; and Part 3, "Classroom Activities." The idioms are listed alphabetically in Part 1. Part 2 highlights some of the most commonly used idioms, grouped into categories. Part 3 contains classroom suggestions to help teachers plan appropriate exercises for their students. There is also a complete index at the back of the book listing page numbers for both main entries and cross-references for each idiom.
The Outsiders
Author: S. E Hinton
Publisher:
ISBN: 9780137012602
Category : Fugitives from justice
Languages : en
Pages : 180
Book Description
Publisher:
ISBN: 9780137012602
Category : Fugitives from justice
Languages : en
Pages : 180
Book Description