A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Alexander The Great's Art Of Strategy: Lessons From the Great Empire Builder


Partha Bose - 2003
    Alexander the Great (356-323BC) is arguably the greatest military strategist, tactician and ruler in world history. He reigned over Greece, conquered the Persians, and marched as far as India. His achievements have influenced and inspired a great number of past and current military, political and business leaders. In business, many of the ideas and concepts associated with decision-making and strategy used today by managers and executives have their origins in Alexander the Great. In this book, Partha Bose provides an engaging examination of Alexander the master strategist and tactician. He looks at the ideas and actions of Alexander - how they were formed and applied - telling a story of a man whose influence was to extend for centuries later. On top of his strategic and tactical acumen, Alexander's sensitivity towards people and cultures, and his ability to motivate others, has made him one of the greatest figures in history whose influence has shaped business and other key contemporary fields.

Gladiators, Pirates and Games of Trust: How Game Theory, Strategy and Probability Rule Our Lives


Haim Shapira - 2017
    Game Theory is the mathematical formalization of interactive decision-making - it assumes that each player's goal is to maximize his/her benefit, whatever it may be. Players may be friends, foes, political parties, states, or any entity that behaves interactively, whether collectively or individually. One of the problems with game analysis is the fact that, as a player, it's very hard to know what would benefit each of the other players; some of us are not even clear about our own goals or what might actually benefit us. Haim Shapira uses multiple examples to explain what Game Theory is and how the different interactions between decision-makers can play out. In this book you will: Meet the Nobel Laureate John F Nash and familiarize yourself with his celebrated equilibrium Learn the basic ideas of the art of negotiation Visit the gladiators' ring and apply for a coaching position Build an airport and divide inheritance Issue ultimatums and learn to trust

A Very Short, Fairly Interesting and Reasonably Cheap Book about Studying Leadership


Brad Jackson - 2007
    With controversial ideas and funny stories, it covers topics that readers will recognize from their course and some new but equally important areas to challenge their thinking. Part of a highly popular new series this book will make you better able to question and understand this burgeoning field.

The Sandler Rules: 49 Timeless Selling Principles and How to Apply Them


David H. Sandler - 2010
    Never ask for the order. Get an I.O.U. for everything you do. Don t spill your candy in the lobby.Until now, these unique rules (and 45 more) were given out only to Sandler Training clients in special seminars and private coaching. After three decades of proven success, the secrets are out in The Sandler Rules. And when salespeople know the rules, they get results.Early in his sales career, David Sandler observed that some salespeople work hard and struggle for every deal, while others consistently, and almost effortlessly, uncover new opportunities and close sales. Why is it, he wondered, that two salespeople selling the same product in the same market can have such different results?Are great salespeople born with a special gift--perhaps the right personality? Were they better educated? Did they have more experience? Were they just lucky to find themselves in the right places at the right times with the right people? No, they simply understood human relationships.Using Eric Berne's Transactional Analysis, Sandler devised a selling system and distilled forty-nine unforgettable rules that are frank, sometimes fun, and always easy to put to use. Sandler Training CEO David Mattson, coauthor of Five Minutes with VITO, delivers this fresh and often funny guidebook, filled with real-world tactics for successful prospecting, qualifying, deal-making, closing, and referral generation.In the first week of release, the Amazon ranking of The Sandler Rules shot to:#1 in the Sales and Selling category#2 in Hot New Releases--business books#3 in business books#23 worldwide!

Go for Beginners


Kaoru Iwamoto - 1972
    But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form.Go is the kind of game that one can learn in a day--and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful.This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.