Top 10 Los Angeles
D.K. Publishing - 2004
Perfect for the numerous historic and artistic sights, friendly people, great cuisine, and stunning views - this is the ideal guide to explore Naples and the surrounding regions.
Chess for Kids
Michael Basman - 2000
Chess board graphics illustrate different scenarios and support the text explanations so readers can visualize different moves and their potential outcomes as they go.Let Chess for Kids and International Master Michael Basman turn you into a champion chess player.
Things We Think About Games
Will Hindmarch - 2008
It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.
Chess: The Complete Guide To Chess - Master: Chess Tactics, Chess Openings and Chess Strategies
Logan Donovan - 2015
Logan Donovan tracks the spread of chess across history—from India to Persia to Europe and worldwide. You can take your place in a long line of chess masters - even if you’ve never played the game before! Do you want to get started out right? Would you like an advantage over your opponents—from the very first moves? The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy explains how you can easily memorize popular chess “openings” (the first few turns of a game). If you’re a beginner, you can amaze your friends by learning the tricks and traps of the Grandmasters —and using them on your unsuspecting foes! Ruy Lopez Italian Game Sicilian Defense French Defense Caro-Kann Defense Pirc Defense Queen’s Gambit English Opening Alekhine’s Defense Modern Defense King’s Indian Defense King’s Indian Attack The Dutch Defense and many more!
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It’s easy to learn the tactics of chess! The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy explains powerful concepts such as “forks” and “pins” in simple, easy-to-understand language. With the help of this book, you’ll be ready to “turn the tables” on your opponents!
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You'll also learn key principles of chess strategy, such as: King Safety Center Control Pawn Structure Piece Quality and When to Play for a Draw!
You’ll even find out how to “Seal the Deal” with Logan Donovan’s 14 Tips for the End Game!
Don’t keep losing games through trial and error—get the tips and strategies you need to WIN!
FREE BONUS AT THE END OF THE BOOK! GET IT TODAY AS IT’S ONLY AVAILABLE FOR A LIMITED TIME!
Download The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy TODAY—you’ll get everything you need to start winning a LOT more games!&
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
Some Remarks: Essays and Other Writing
Neal Stephenson - 1994
He’s taken sf to places it’s never been (Snow Crash, Anathem). He’s reinvented the historical novel (The Baroque Cycle), the international thriller (Reamde), and both at the same time (Cryptonomicon).Now he treats his legion of fans to Some Remarks, an enthralling collection of essays—Stephenson’s first nonfiction work since his long essay on technology, In the Beginning…Was the Command Line, more than a decade ago—as well as new and previously published short writings both fiction and non.Some Remarks is a magnificent showcase of a brilliantly inventive mind and talent, as he discourses on everything from Sir Isaac Newton to Star Wars.
How To Not SUCK At Writing Your First Book: A Book On Writing For People Who Hate Writing
Chandler Bolt - 2015
The whole process seems overwhelming. This conversational and action oriented book is for people who want to write a book (or are thinking about it), but for their whole life, have never been good at writing. Writing has always been difficult for you, and you think you could never enjoy it, much less write an entire book. Every time you start to write anything it’s like all of your ideas disappear. You know the drill. You get ready to do some writing. You’re pumped and think this will be the day all of your great ideas flood the page. Then ... You find yourself staring at a blank screen. You have no idea what you want to write about. After some time, you want to bang your head against the keyboard. You want to write a book. In fact, you know you have a book inside you but, you keep telling yourself: “I’m not a writer. I can’t write a book. I don’t have enough time anyway.” There are TONS of myths, misconceptions, and flat-out lies out there about how difficult it is to write your first book. How to Not SUCK at Writing Your First Book busts those myths and challenges everything you’ve been told about writing. This book is filled with proven solutions, options, and problem-solving methods that every first-time author needs to know—no matter what writing challenges you face. How to Not SUCK at Writing Your First Bookgives you the foundation for your first book through: 4 tried and true writing methods that make the writing process simple, easy & fast A writing method that involves 0 actual writing (your book can be done in as little as 7 hours) Simple strategies for preventing & defeating writer’s block Uncovering the #1 way to actually finish and publish your book (hint: is has nothing to do with writing) Shows you how simple and fast writing a book can actually be (by holding your hand every step of the way). Follow the advice given in this book and by the end, after putting what I have to say into action, you will have easily written a high-quality book. Best of all, the rest of your life doesn’t have to be put on hold to do it either! This book shows you how you can continue to spend most of your time doing what you love instead of struggling through something you hate. Before your buy the book, I have one question for you: What’s stopping you from turning your daily conversations and knowledge into a high-quality book faster than you ever thought possible? Scroll to the top and click the “buy now” button and you will write your first book-- and not suck at it.
Get-It-Done Guy's 9 Steps to Work Less and Do More
Stever Robbins - 2010
Now he’s come up with a 9-step plan to transform even the most overwhelmed into an overachiever. You will learn to:
Beat procrastination by speed dating your tasks: You’ll face anything if it’s just for three minutes; schedule small, finite periods of time for those tasks that seem too overwhelming to get started on.
Give your technology a performance review: Our smart phones, PDAs, and computers often make less work in one area while making much more work in others. Review your technology to make sure it’s delivering on its promise.
Cut out the small talk: Small talk builds superficial relationships, which is a grand waste of time. Ask better questions to make instant connections that’ll benefit you for years to come.
Written in the uniquely humorous style Stever is known for, Get-It-Done Guy’s 9 Steps to Work Less and Do More will help you break the bad habits slowing you down and holding you back. Work less and do more—your free time is waiting!
The World Is Flat: A Brief History of the Twenty-first Century
Thomas L. Friedman - 2005
With his inimitable ability to translate complex foreign policy and economic issues, Friedman explains how the flattening of the world happened at the dawn of the 21st century; what it means to countries, companies, communities and individuals; and how governments and societies can, and must, adapt.
The Future: Six Drivers of Global Change
Al Gore - 2013
Ours is a time of revolutionary change that has no precedent in history. With the same passion he brought to the challenge of climate change, and with his decades of experience on the front lines of global policy, Al Gore surveys our planet’s beclouded horizon and offers a sober, learned, and ultimately hopeful forecast in the visionary tradition of Alvin Toffler’s Future Shock and John Naisbitt’s Megatrends. In The Future, Gore identifies the emerging forces that are reshaping our world: • Ever-increasing economic globalization has led to the emergence of what he labels “Earth Inc.”—an integrated holistic entity with a new and different relationship to capital, labor, consumer markets, and national governments than in the past. • The worldwide digital communications, Internet, and computer revolutions have led to the emergence of “the Global Mind,” which links the thoughts and feelings of billions of people and connects intelligent machines, robots, ubiquitous sensors, and databases. • The balance of global political, economic, and military power is shifting more profoundly than at any time in the last five hundred years—from a U.S.-centered system to one with multiple emerging centers of power, from nation-states to private actors, and from political systems to markets. • A deeply flawed economic compass is leading us to unsustainable growth in consumption, pollution flows, and depletion of the planet’s strategic resources of topsoil, freshwater, and living species. • Genomic, biotechnology, neuroscience, and life sciences revolutions are radically transforming the fields of medicine, agriculture, and molecular science—and are putting control of evolution in human hands. • There has been a radical disruption of the relationship between human beings and the earth’s ecosystems, along with the beginning of a revolutionary transformation of energy systems, agriculture, transportation, and construction worldwide. From his earliest days in public life, Al Gore has been warning us of the promise and peril of emergent truths—no matter how “inconvenient” they may seem to be. As absorbing as it is visionary, The Future is a map of the world to come, from a man who has looked ahead before and been proven all too right.Praise for The Future “Magisterial . . . The passion is unmistakable. So is the knowledge. Practically every page offers an illumination.”—Bloomberg “In The Future . . . Gore takes on a subject whose scale matches that of his achievements and ambition.”—The New York Times Book Review “Historically grounded . . . Gore’s strengths lie in his passion for the subject and in his ability to take the long view by putting current events and trends in historical context.”—Publishers Weekly “Provocative, smart, densely argued . . . a tour de force of Big Picture thinking.”—Kirkus Reviews (starred review) “A luminously intelligent analysis that is packed with arresting ideas and facts.”—The Guardian
50 Big Ideas You Really Need to Know
Ben Dupré - 2009
Every important principle of philosophy, religion, politics, economics, the arts and the sciences is profiled in a series of short illustrated essays, complemented by an informative array of timelines and box features.
A Random Walk Down Wall Street: The Time-Tested Strategy for Successful Investing
Burton G. Malkiel - 1973
At a time of frightening volatility, what is the average investor to do?The answer: turn to Burton G. Malkiel’s advice in his reassuring, authoritative, gimmick-free, and perennially best-selling guide to investing. Long established as the first book to purchase before starting a portfolio or 401(k), A Random Walk Down Wall Street now features new material on “tax-loss harvesting,” the crown jewel of tax management; the current bitcoin bubble; and automated investment advisers; as well as a brand-new chapter on factor investing and risk parity. And as always, Malkiel’s core insights—on stocks and bonds, as well as real estate investment trusts, home ownership, and tangible assets like gold and collectibles— along with the book’s classic life-cycle guide to investing, will help restore confidence and composure to anyone seeking a calm route through today’s financial markets.
Secrets and Lies: Digital Security in a Networked World
Bruce Schneier - 2000
Identity Theft. Corporate Espionage. National secrets compromised. Can anyone promise security in our digital world?The man who introduced cryptography to the boardroom says no. But in this fascinating read, he shows us how to come closer by developing security measures in terms of context, tools, and strategy. Security is a process, not a product – one that system administrators and corporate executives alike must understand to survive.This edition updated with new information about post-9/11 security.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
Jason Schreier - 2017
In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
100 Great Copywriting Ideas: From Leading Companies Around The World (100 Great Ideas)
Andy Maslen - 2011