Download or read book The Hidden Games of Organizations written by Mara Selvini Palazzoli and published by Taylor & Francis. This book was released on 2020-08-26 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes conflicts inside four organizations: a corporation, a hospital unit, a training institute, and a school. It explains what solutions were recommended and stresses the importance of communication to create good working conditions in the organizations.
Download or read book The Curse of the Bambino written by Dan Shaughnessy and published by Penguin. This book was released on 2004-08-31 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Boston Red Sox's loss to the New York Yankees in the 2003 playoffs has been called "the game of the century," evidence that the rivalry between the Red Sox and the Yankees was hotter than ever. In the wake of that defeat, author and Boston Globe sports columnist Dan Shaughnessy updated his bewitching story of the curse that laid over the Red Sox after they sold Babe Ruth to the hated Yankees in 1920. Here he sheds light on classic Sox debacles from the years before they broke the curse and finally reached the World Championship again—from Johnny Pesky's so-called hesitation throw to the horrifying dribbler that slithered between Bill Buckner's legs. Lively and filled with anecdotes, this is baseball folklore at its best.
Download or read book The Semiotics of Toys and Games written by Theo van Leeuwen and published by Bloomsbury Publishing. This book was released on 2024-10-17 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Download or read book Lore of the Bambino written by Jonathan Weeks and published by Rowman & Littlefield. This book was released on 2022-04-01 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: More than seventy years after his death, Babe Ruth continues to fascinate generations of fans. His exciting adventures on and off the field have become essential reading for students of baseball and pop culture. While most Ruth biographies are filled with mundane facts, Lore of the Bambino is the equivalent of a greatest hits compilation. Ruth’s extraordinary (and at times incredulous) tales carry readers on an enthralling journey through the life of the most celebrated sports figure of the twentieth century. All of the most popular anecdotes (such as the Babe’s alleged “called shot” in the 1932 World Series) are thoroughly covered along with many lesser known narratives. The book is divided into two sections. In Part One, Ruth’s life and career are recounted chronologically. Part Two contains assorted stand-alone anecdotes in shorter form. Appendices include statistics, a chronology, and salary details among other bits of pertinent information.
Download or read book Difficult Games written by Franco Ricci and published by Wilfrid Laurier Univ. Press. This book was released on 2006-01-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining Calvino's literary experiments as a young artist in search of his narrative voice, Ricci explores the psychological and existential motivations intrinsically linked to the writer's need for textual and systemic patterning. I racconti contains some of Calvino's least-read works, yet these early stories address issues, present scenarios and generate a growing variation of themes that form the heart of Calvino's narrative discourse. Ricci points out that melancholy permeates Calvino's works—even at his most playful. He suggests that if Calvino's highest merit was his sense of wonder and his urge to transform and defeat obscurantism with all the joy he could muster, one must remember that his work expressed, often painfully, the limits of human rationalism. I racconti can thus be read as a catalogue of the anxieties of both the young author and postwar Italian society.
Download or read book Serious Games written by Carlos Vaz De Carvalho and published by Frontiers Media SA. This book was released on 2021-06-28 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer Science & Business Media. This book was released on 2011-12-10 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
Download or read book Boys Life written by and published by . This book was released on 1980-11 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.
Download or read book Index catalogue of the Library of the Surgeon General s Office United States Army written by Library of the Surgeon-General's Office (U.S.) and published by . This book was released on 1884 with total page 618 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Bulletin written by United States. Bureau of Animal Industry and published by . This book was released on 1902 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Curse of the Bambino or How the Sox Finally End It written by Liam and published by Xlibris Corporation. This book was released on 2015-05-01 with total page 91 pages. Available in PDF, EPUB and Kindle. Book excerpt: It has been said that the Red Sox are part of the patrimony of the New England; generation after generation has inherited a fidelity to the cause of the men of Fenway, known throughout New England as The Sox. The Red Sox are as much a part of that historic corner of the American nation as the mountains, lakes, and shoreline that so graphically characterize it. The focal point of this devotion is Fenway Park, the small, old, oddly shaped home field of the Red Sox since April 20, 1912. Built for a game that feeds off its own history, that follows a seamless course through the years, Fenway is an ideal place to watch baseball, where one can sit comfortably with the shadows of George Herman Babe Ruth, Jimmie Foxx, Ted Williams, Johnny Pesky, Carl Yastrzemski, Jim Rice, Carlton Fisk, Wade Boggs, Roger Clemens and all other titans who have passed this way. Every Red Sox fan is a shareholder in that history, possesses an anchorage in that past, and holds a ticket in the future. Through their long and unpredictable history the Red Sox have been many things: triumphant, exciting, and gallant, as well as frustrating and disappointing. Through all personnel changes that baseball teams must necessarily undergo, they have never failed to exude a certain charm that is rare in any athletic endeavor. These are the qualities of the Boston Red Sox, one of the ongoing enchantments of New England.
Download or read book International Catalogue of Scientific Literature written by and published by . This book was released on 1917 with total page 1076 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Index catalogue of the Library of the Surgeon General s Office United States Army written by National Library of Medicine (U.S.) and published by . This book was released on 1948 with total page 1148 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Electronic Healthcare written by Martin Szomszor and published by Springer. This book was released on 2011-10-18 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-conference proceedings of the Third International Conference, eHealth 2010, held in Casablanca, Morocco, in December 2010. The 30 revised full papers presented along with 12 papers from 2 collocated workshops were carefully reviewed and selected from 70 submissions in total and cover a wide range of topics including web intelligence, privacy, trust and security, ontologies and knowledge management, eLearning and education, Web 2.0 and online communications of practice, and performance monitoring and evaluation frameworks for healthcare.
Download or read book Pediatric Neurology Part III written by and published by Newnes. This book was released on 2013-04-24 with total page 731 pages. Available in PDF, EPUB and Kindle. Book excerpt: The child is neither an adult miniature nor an immature human being: at each age, it expresses specific abilities that optimize adaptation to its environment and development of new acquisitions. Diseases in children cover all specialties encountered in adulthood, and neurology involves a particularly large area, ranging from the brain to the striated muscle, the generation and functioning of which require half the genes of the whole genome and a majority of mitochondrial ones. Human being nervous system is sensitive to prenatal aggression, is particularly immature at birth and development may be affected by a whole range of age-dependent disorders distinct from those that occur in adults. Even diseases more often encountered in adulthood than childhood may have specific expression in the developing nervous system. The course of chronic neurological diseases beginning before adolescence remains distinct from that of adult pathology – not only from the cognitive but also motor perspective, right into adulthood, and a whole area is developing for adult neurologists to care for these children with persisting neurological diseases when they become adults. Just as pediatric neurology evolved as an identified specialty as the volume and complexity of data became too much for the general pediatician or the adult neurologist to master, the discipline has now continued to evolve into so many subspecialties, such as epilepsy, neuromuscular disease, stroke, malformations, neonatal neurology, metabolic diseases, etc., that the general pediatric neurologist no longer can reasonably possess in-depth expertise in all areas, particularly in dealing with complex cases. Subspecialty expertise thus is provided to some trainees through fellowship programmes following a general pediatric neurology residency and many of these fellowships include training in research. Since the infectious context, the genetic background and medical practice vary throughout the world, this diversity needs to be represented in a pediatric neurology textbook. Taken together, and although brain malformations (H. Sarnat & P. Curatolo, 2007) and oncology (W. Grisold & R. Soffietti) are covered in detail in other volumes of the same series and therefore only briefly addressed here, these considerations justify the number of volumes, and the number of authors who contributed from all over the world. Experts in the different subspecialties also contributed to design the general framework and contents of the book. Special emphasis is given to the developmental aspect, and normal development is reminded whenever needed – brain, muscle and the immune system. The course of chronic diseases into adulthood and ethical issues specific to the developing nervous system are also addressed. - A volume in the Handbook of Clinical Neurology series, which has an unparalleled reputation as the world's most comprehensive source of information in neurology - International list of contributors including the leading workers in the field - Describes the advances which have occurred in clinical neurology and the neurosciences, their impact on the understanding of neurological disorders and on patient care
Download or read book Games and Learning Alliance written by Alessandro De Gloria and published by Springer. This book was released on 2014-10-25 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.