Book picks similar to
Game Frame: Using Games as a Strategy for Success by Aaron Dignan
gamification
games
business
game-design
Influence Is Your Superpower: The Science of Winning Hearts, Sparking Change, and Making Good Things Happen
Zoe Chance - 2022
But then you were taught to suppress that power, to follow the rules, to wait your turn, to not make waves. Award-winning Yale professor Zoe Chance will show you how to rediscover the superpower that brings great ideas to life.Influence doesn’t work the way you think because you don’t think the way you think. Move past common misconceptions—such as the idea that asking for more will make people dislike you—and understand why your go-to negotiation strategies are probably making you less influential. Discover the one thing that influences behavior more than anything else. Learn to cultivate charisma, negotiate comfortably and creatively, and spot manipulators before it’s too late. Along the way, you’ll meet alligators, skydivers, a mind reader in a gorilla costume, Jennifer Lawrence, Genghis Khan, and the man who saved the world by saying no.Influence Is Your Superpower will teach you how to transform your life, your organization, and perhaps even the course of history. It’s an ethical approach to influence that will make life better for everyone, starting with you.
The Art of Explanation - Making Your Ideas, Products and Services Easier to Understand
Lee LeFever - 2012
Your product or service works beautifully - but something is missing. People just don’t see the big idea - and it’s keeping you from being successful. Your idea has an explanation problem.The Art of Explanation is for business people, educators and influencers who want to improve their explanation skills and start solving explanation problems.Author Lee LeFever is the founder of Common Craft, a company known around the world for making complex ideas easy to understand through short animated videos. He is your guide to helping audiences fall in love with your ideas, products or services through better explanations in any medium. You will learn to:• Plan: Learn explanation basics, what causes them to fail and how to diagnose explanation problems.• Package: Using simple elements, create an explanation strategy that builds confidence and motivates your audience. • Present: Produce remarkable explanations with visuals and media. The Art of Explanation is your invitation to become an explanation specialist and see why explanation is now a fundamental skill for professionals.
Disrupt Yourself: Putting the Power of Disruptive Innovation to Work
Whitney Johnson - 2015
An expert in driving innovation via personal disruption, Whitney Johnson, will help you understand how the frameworks of disruptive innovation can apply to you: if you want to be successful in unexpected ways, follow your own disruptive path. Dare to innovate. Dream big dreams. Do something astonishing. Disrupt yourself. In this book, you will learn how to apply these frameworks to building a business, career – and you.We are living in an era of accelerating disruption – those who can manage the S-curve waves of learning and maxing out will have a competitive advantage. But this is a skill set that needs to be learned. Disrupt Yourself will help people cope with the unpredictability of disruption, and use it to their competitive advantage.
It's Okay to Manage Your Boss: The Step-By-Step Program for Making the Best of Your Most Important Relationship at Work
Bruce Tulgan - 2010
Since the number one factor in employee success is the relationship between employees and their immediate managers, employees need to take greater responsibility for getting the most out of that relationship. Drawing on years of experience training managers and employees, Tulgan reveals the four essential things employees should get from their bosses to guarantee success at work.Shows employees how to ask for what they need to succeed in their high-pressure jobs Shatters previously held beliefs about how employees should manage up Outlines what employees must get from their managers: clear expectations; the skills needed to perform their jobs; honest feedback, recognition or rewards A novel approach to managing up, It's Okay to Manage Your Boss is an invaluable resource for employees who want to work more effectively with their managers.
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Everything is Obvious: Once You Know the Answer
Duncan J. Watts - 2011
As sociologist and network science pioneer Duncan Watts explains in this provocative book, the explanations that we give for the outcomes that we observe in life—explanation that seem obvious once we know the answer—are less useful than they seem.Drawing on the latest scientific research, along with a wealth of historical and contemporary examples, Watts shows how common sense reasoning and history conspire to mislead us into believing that we understand more about the world of human behavior than we do; and in turn, why attempts to predict, manage, or manipulate social and economic systems so often go awry.It seems obvious, for example, that people respond to incentives; yet policy makers and managers alike frequently fail to anticipate how people will respond to the incentives they create. Social trends often seem to have been driven by certain influential people; yet marketers have been unable to identify these “influencers” in advance. And although successful products or companies always seem in retrospect to have succeeded because of their unique qualities, predicting the qualities of the next hit product or hot company is notoriously difficult even for experienced professionals.Only by understanding how and when common sense fails, Watts argues, can we improve how we plan for the future, as well as understand the present—an argument that has important implications in politics, business, and marketing, as well as in science and everyday life.
Farsighted: How We Make the Decisions That Matter the Most
Steven Johnson - 2018
So why do we know so little about how to get them right?Big, life-altering decisions matter so much more than the decisions we make every day, and they're also the most difficult: where to live, whom to marry, what to believe, whether to start a company, how to end a war. There's no one-size-fits-all approach for addressing these kinds of conundrums. Steven Johnson's classic Where Good Ideas Come From inspired creative people all over the world with new ways of thinking about innovation. In Farsighted, he uncovers powerful tools for honing the important skill of complex decision-making. While you can't model a once-in-a-lifetime choice, you can model the deliberative tactics of expert decision-makers. These experts aren't just the master strategists running major companies or negotiating high-level diplomacy. They're the novelists who draw out the complexity of their characters' inner lives, the city officials who secure long-term water supplies, and the scientists who reckon with future challenges most of us haven't even imagined. The smartest decision-makers don't go with their guts. Their success relies on having a future-oriented approach and the ability to consider all their options in a creative, productive way. Through compelling stories that reveal surprising insights, Johnson explains how we can most effectively approach the choices that can chart the course of a life, an organization, or a civilization. Farsighted will help you imagine your possible futures and appreciate the subtle intelligence of the choices that shaped our broader social history.
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
Software Requirements 3
Karl Wiegers - 1999
Two leaders in the requirements community have teamed up to deliver a contemporary set of practices covering the full range of requirements development and management activities on software projects. Describes practical, effective, field-tested techniques for managing the requirements engineering process from end to end. Provides examples demonstrating how requirements "good practices" can lead to fewer change requests, higher customer satisfaction, and lower development costs. Fully updated with contemporary examples and many new practices and techniques. Describes how to apply effective requirements practices to agile projects and numerous other special project situations. Targeted to business analysts, developers, project managers, and other software project stakeholders who have a general understanding of the software development process. Shares the insights gleaned from the authors' extensive experience delivering hundreds of software-requirements training courses, presentations, and webinars.New chapters are included on specifying data requirements, writing high-quality functional requirements, and requirements reuse. Considerable depth has been added on business requirements, elicitation techniques, and nonfunctional requirements. In addition, new chapters recommend effective requirements practices for various special project situations, including enhancement and replacement, packaged solutions, outsourced, business process automation, analytics and reporting, and embedded and other real-time systems projects.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Evil Plans: Having Fun on the Road to World Domination
Hugh MacLeod - 2011
"It has never been easier to make a great living doing what you love. But to make it happen, first you need an EVIL PLAN. Everybody needs to get away from lousy bosses, from boring, dead-end jobs that they hate, and ACTUALLY start doing something they love, something that matters. Life is short." -Hugh MacLeodFreud once said that in order to be truly happy people need two things: the capacity to work and the capacity to love. Evil Plans is about being able to do both at the same time. The sometimes unfortunate side effect is that others will hate you for it. MacLeod's insights are brash, wise, and often funny.
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.
Are Your Lights On?: How to Figure Out What the Problem Really is
Donald C. Gause - 1982
A Problem2. Peter Pigeonhole Prepared A Petition3. What's Your Problem?Part 2: What is The Problem?4. Billy Brighteyes Bests The Bidders5. Billy Bites His Tongue6. Billy Back To The BiddersPart 3: What is The Problem Really?7. The Endless Chain8. Missing The Misfit9. Landing On The Level10. Mind Your MeaningPart 4: Whose Problem Is It?11. Smoke Gets In Your Eyes12. The Campus That Was All Spaced Out13. The Lights At The End Of The TunnelPart 5: Where Does It Come From?14. Janet Jaworski Joggles A Jerk15. Mister Matczyszyn Mends The Matter16. Make-Works And Take-Credits17. Examinations And Other PuzzlesPart 6: Do We Really Want To Solve It?18. Tom Tireless Tinkers With Toys19. Patience Plays Politics20. A Priority Assignment
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
Never Go With Your Gut: How Pioneering Leaders Make the Best Decisions and Avoid Business Disasters (Avoid Terrible Advice, Cognitive Biases, and Poor Decisions)
Gleb Tsipursky - 2019
Want to avoid business disasters, whether minor mishaps, such as excessive team conflict, or major calamities like those that threaten bankruptcy or doom a promising career? Fortunately, behavioral economics studies show that such disasters stem from poor decisions due to our faulty mental patterns—what scholars call “cognitive biases”—and are preventable.Unfortunately, the typical advice for business leaders to “go with their guts” plays into these cognitive biases and leads to disastrous decisions that devastate the bottom line. By combining practical case studies with cutting-edge research, Never Go With Your Gut will help you make the best decisions and prevent these business disasters.The leading expert on avoiding business disasters, Dr. Gleb Tsipursky, draws on over 20 years of extensive consulting, coaching, and speaking experience to show how pioneering leaders and organizations—many of them his clients—avoid business disasters. Reading this book will enable you to:Discover how pioneering leaders and organizations address cognitive biases to avoid disastrous decisions.Adapt best practices on avoiding business disasters from these leaders and organizations to your own context.Develop processes that empower everyone in your organization to avoid business disasters.