Download or read book How Video Games Impact Players written by Ryan Rogers and published by Lexington Books. This book was released on 2016-05-17 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
Download or read book Multipliers written by Liz Wiseman and published by Harper Collins. This book was released on 2010-06-15 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you a genius or a genius maker? We've all had experience with two dramatically different types of leaders. The first type drain intelligence, energy, and capability from the ones around them and always need to be the smartest ones in the room. These are the idea killers, the energy sappers, the diminishers of talent and commitment. On the other side of the spectrum are leaders who use their intelligence to amplify the smarts and capabilities of the people around them. When these leaders walk into a room, lightbulbs go off over people's heads, ideas flow, and problems get solved. These are the leaders who inspire employees to stretch themselves to deliver results that surpass expectations. These are the Multipliers. And the world needs more of them, especially now, when leaders are expected to do more with less. In this engaging and highly practical book, leadership expert Liz Wiseman and management consultant Greg McKeown explore these two leadership styles, persuasively showing how Multipliers can have a resoundingly positive and profitable effect on organizations—getting more done with fewer resources, developing and attracting talent, and cultivating new ideas and energy to drive organizational change and innovation. In analyzing data from more than 150 leaders, Wiseman and McKeown have identified five disciplines that distinguish Multipliers from Diminishers. These five disciplines are not based on innate talent; indeed, they are skills and practices that everyone can learn to use—even lifelong and recalcitrant Diminishers. Lively, real-world case studies and practical tips and techniques bring to life each of these principles, showing you how to become a Multiplier too, whether you are a new or an experienced manager. Just imagine what you could accomplish if you could harness all the energy and intelligence around you. Multipliers will show you how.
Download or read book The Multiplier Effect written by Liz Wiseman and published by Corwin Press. This book was released on 2013-03-08 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: When you become a Multiplier, your whole team succeeds! Why do some leaders double their team’s effectiveness, while others seem to drain the energy right out of the room? Using insights gained from more than 100 interviews with school leaders, this book pinpoints the five disciplines that define how Multipliers bring out the best across their schools. By practicing these disciplines, you’ll learn how to: Attract top teachers to your school Create an intense environment that demands people’s best thinking Drive sound decisions by constructing debate and decision-making forums Give your team a sense of ownership for responsibilities and results
Download or read book The Ideal Team Player written by Patrick M. Lencioni and published by John Wiley & Sons. This book was released on 2016-04-25 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.
Download or read book Rookie Smarts written by Liz Wiseman and published by Harper Collins. This book was released on 2014-10-14 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wall Street Journal Bestseller Is it possible to be at your best even when you are underqualified or doing something for the first time? Is it still possible, even after decades of experience, to recapture the enthusiasm, curiosity, and fearlessness of youth to take on new challenges? With the right mindset—with Rookie Smarts—you can. In a rapidly changing world, experience can be a curse. Careers stall, innovation stops, and strategies grow stale. Being new, naïve, and even clueless can be an asset. For today’s knowledge workers, constant learning is more valuable than mastery. In this essential guide, leadership expert Liz Wiseman explains how to reclaim and cultivate this curious, flexible, youthful mindset called Rookie Smarts. She argues that the most successful rookies are hunter-gatherers—alert and seeking, cautious but quick like firewalkers, and hungry and relentless like pioneers. Most importantly, she identifies a breed of leaders she refers to as “perpetual rookies.” Despite years of experience, they retain their rookie smarts, thinking and operating with the mindsets and practices of these high-performing rookies. Rookie Smarts addresses the questions every experienced professional faces: “Will my knowledge and skills become obsolete and irrelevant? Will a young, inexperienced newcomer upend my company or me? How can I keep up?” The answer is to stay fresh, keep learning, and know when to think like a rookie. Rookie Smarts isn’t just for professionals seeking personal renewal; it is an indispensible resource for all leaders who must ensure their workforces remains vital and competitive.
Download or read book Players written by Matthew Futterman and published by Simon and Schuster. This book was released on 2016 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Traces the single-generation transformation of sports from a cottage industry to a global business, reflecting on how elite athletes, agents, TV executives, coaches, owners, and athletes who once had to take second jobs worked together to create the dominating, big-ticket industry of today.
Download or read book League of Denial written by Mark Fainaru-Wada and published by Crown. This book was released on 2014-08-26 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: NEW YORK TIMES BESTSELLER • The story of how the NFL, over a period of nearly two decades, denied and sought to cover up mounting evidence of the connection between football and brain damage “League of Denial may turn out to be the most influential sports-related book of our time.”—The Boston Globe “Professional football players do not sustain frequent repetitive blows to the brain on a regular basis.” So concluded the National Football League in a December 2005 scientific paper on concussions in America’s most popular sport. That judgment, implausible even to a casual fan, also contradicted the opinion of a growing cadre of neuroscientists who worked in vain to convince the NFL that it was facing a deadly new scourge: a chronic brain disease that was driving an alarming number of players—including some of the all-time greats—to madness. In League of Denial, award-winning ESPN investigative reporters Mark Fainaru-Wada and Steve Fainaru tell the story of a public health crisis that emerged from the playing fields of our twenty-first-century pastime. Everyone knows that football is violent and dangerous. But what the players who built the NFL into a $10 billion industry didn’t know—and what the league sought to shield from them—is that no amount of padding could protect the human brain from the force generated by modern football, that the very essence of the game could be exposing these players to brain damage. In a fast-paced narrative that moves between the NFL trenches, America’s research labs, and the boardrooms where the NFL went to war against science, League of Denial examines how the league used its power and resources to attack independent scientists and elevate its own flawed research—a campaign with echoes of Big Tobacco’s fight to deny the connection between smoking and lung cancer. It chronicles the tragic fates of players like Hall of Fame Pittsburgh Steelers center Mike Webster, who was so disturbed at the time of his death he fantasized about shooting NFL executives, and former San Diego Chargers great Junior Seau, whose diseased brain became the target of an unseemly scientific battle between researchers and the NFL. Based on exclusive interviews, previously undisclosed documents, and private emails, this is the story of what the NFL knew and when it knew it—questions at the heart of a crisis that threatens football, from the highest levels all the way down to Pop Warner.
Download or read book The Mental Game Of Baseball written by H. A. Dorfman and published by Taylor Trade Publications. This book was released on 2002 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, authors H.A. Dorfman and Karl Kuehl present their practical and proven strategy for developing the mental skills needed to achieve peack performance at every level of the game.
Download or read book Dare to Lead written by Brené Brown and published by Random House. This book was released on 2018-10-09 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • Brené Brown has taught us what it means to dare greatly, rise strong, and brave the wilderness. Now, based on new research conducted with leaders, change makers, and culture shifters, she’s showing us how to put those ideas into practice so we can step up and lead. Don’t miss the five-part HBO Max docuseries Brené Brown: Atlas of the Heart! NAMED ONE OF THE BEST BOOKS OF THE YEAR BY BLOOMBERG Leadership is not about titles, status, and wielding power. A leader is anyone who takes responsibility for recognizing the potential in people and ideas, and has the courage to develop that potential. When we dare to lead, we don’t pretend to have the right answers; we stay curious and ask the right questions. We don’t see power as finite and hoard it; we know that power becomes infinite when we share it with others. We don’t avoid difficult conversations and situations; we lean into vulnerability when it’s necessary to do good work. But daring leadership in a culture defined by scarcity, fear, and uncertainty requires skill-building around traits that are deeply and uniquely human. The irony is that we’re choosing not to invest in developing the hearts and minds of leaders at the exact same time as we’re scrambling to figure out what we have to offer that machines and AI can’t do better and faster. What can we do better? Empathy, connection, and courage, to start. Four-time #1 New York Times bestselling author Brené Brown has spent the past two decades studying the emotions and experiences that give meaning to our lives, and the past seven years working with transformative leaders and teams spanning the globe. She found that leaders in organizations ranging from small entrepreneurial startups and family-owned businesses to nonprofits, civic organizations, and Fortune 50 companies all ask the same question: How do you cultivate braver, more daring leaders, and how do you embed the value of courage in your culture? In this new book, Brown uses research, stories, and examples to answer these questions in the no-BS style that millions of readers have come to expect and love. Brown writes, “One of the most important findings of my career is that daring leadership is a collection of four skill sets that are 100 percent teachable, observable, and measurable. It’s learning and unlearning that requires brave work, tough conversations, and showing up with your whole heart. Easy? No. Because choosing courage over comfort is not always our default. Worth it? Always. We want to be brave with our lives and our work. It’s why we’re here.” Whether you’ve read Daring Greatly and Rising Strong or you’re new to Brené Brown’s work, this book is for anyone who wants to step up and into brave leadership.
Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
Download or read book Sports Related Concussions in Youth written by National Research Council and published by National Academies Press. This book was released on 2014-02-04 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, few subjects at the intersection of medicine and sports have generated as much public interest as sports-related concussions - especially among youth. Despite growing awareness of sports-related concussions and campaigns to educate athletes, coaches, physicians, and parents of young athletes about concussion recognition and management, confusion and controversy persist in many areas. Currently, diagnosis is based primarily on the symptoms reported by the individual rather than on objective diagnostic markers, and there is little empirical evidence for the optimal degree and duration of physical rest needed to promote recovery or the best timing and approach for returning to full physical activity. Sports-Related Concussions in Youth: Improving the Science, Changing the Culture reviews the science of sports-related concussions in youth from elementary school through young adulthood, as well as in military personnel and their dependents. This report recommends actions that can be taken by a range of audiences - including research funding agencies, legislatures, state and school superintendents and athletic directors, military organizations, and equipment manufacturers, as well as youth who participate in sports and their parents - to improve what is known about concussions and to reduce their occurrence. Sports-Related Concussions in Youth finds that while some studies provide useful information, much remains unknown about the extent of concussions in youth; how to diagnose, manage, and prevent concussions; and the short- and long-term consequences of concussions as well as repetitive head impacts that do not result in concussion symptoms. The culture of sports negatively influences athletes' self-reporting of concussion symptoms and their adherence to return-to-play guidance. Athletes, their teammates, and, in some cases, coaches and parents may not fully appreciate the health threats posed by concussions. Similarly, military recruits are immersed in a culture that includes devotion to duty and service before self, and the critical nature of concussions may often go unheeded. According to Sports-Related Concussions in Youth, if the youth sports community can adopt the belief that concussions are serious injuries and emphasize care for players with concussions until they are fully recovered, then the culture in which these athletes perform and compete will become much safer. Improving understanding of the extent, causes, effects, and prevention of sports-related concussions is vitally important for the health and well-being of youth athletes. The findings and recommendations in this report set a direction for research to reach this goal.
Download or read book Reach Every Athlete A Guide to Coaching Players with Hidden Disabilities and Conditions written by Christopher Stanley and published by Jones & Bartlett Learning. This book was released on 2022-01-10 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Published in partnership with SHAPE America, Reach Every Athlete: A Guide to Coaching Players with Hidden Disabilities and Conditions guides coaches in working with athletes with disabilities that are not apparent based on physical features and athletic capabilities. Referred to as hidden disabilities or conditions (HDCs), there are athletes with a Specific Learning Disability (e.g. dyslexia), Autism Spectrum Disorder, and Attention Deficit and Hyperactivity Disorder (ADHD), as well sensory and physical impairments that may not be obvious, yet still impact performance. Reach Every Athlete is ideal for coaches at all levels who may knowingly, or unknowingly, have an athlete on their team with an HDC. It helps clarify the core symptoms and impact, as well as provides coaching tips and best practices. This guide is also useful to others invested in maximizing the sport experience for athletes, including parents and caregivers, athletic administrators, coach educators, and sport psych
Download or read book The Perfect Team written by National Basketball Association and published by Doubleday Books. This book was released on 2006 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you could select the greatest basketball team in history, who'd make your roster? How do you even build a team--with pure talent alone or with a combination of talent and role players? In this book, the NBA tapped into top basketball experts, rounded up the greatest players, coach, and GM from different eras of the game, and now presents its argument for basketball's most unbeatable lineup. Each member of the team has been picked as the embodiment of a particular trait such as leadership or competitive drive, rather than simply for being best at his position. And each player tells his story, shares his ideas about "the perfect team," and talks about what makes great basketball. Not just an argument for the best team of all time, this is an anatomy of the game presented by those who love it most and play it best.--From publisher description.
Download or read book The Gamer s Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Download or read book The Economics of the Super Bowl written by Yvan J. Kelly and published by Springer Nature. This book was released on 2020-11-16 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Super Bowl is the most watched sporting event in the United States. But what does participating in this event mean for the players, the halftime performers, and the cities who host the games? Is there an economic benefit from being a part of the Super Bowl and if so, how much? This Palgrave Pivot examines the economic consequences for those who participate in the Super Bowl. The book fills in gaps in the literature by examining the benefits and costs of being involved in the game. Previously, the literature has largely ignored the affect the game has had on the careers of the players, particularly the stars of the game. The economic benefit of being the halftime performer has not been considered in the literature at all. While there have been past studies about the economic impact on the cities who host of the game, this book will expand on previous research and update it with new data.
Download or read book Thinking Basketball written by Ben Taylor and published by . This book was released on 2016-06-29 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are top scorers really the most valuable players? Are games decided in the final few minutes? Does the team with the best player usually win?Thinking Basketball challenges a number of common beliefs about the game by taking a deep dive into the patterns and history of the NBA. Explore how certain myths arose while using our own cognition as a window into the game's popular narratives. New basketball concepts are introduced, such as power plays, portability and why the best player shouldn't always shoot. Discover how the box score can be misleading, why "closers" are overrated and how the outcome of a game fundamentally alters our memory. Behavioral economics, traffic paradoxes and other metaphors highlight this thought-provoking insight into the NBA and our own thinking. A must-read for any basketball fan -- you'll never view the sport, and maybe the world, the same again.
Download or read book How Games Move Us written by Katherine Isbister and published by MIT Press. This book was released on 2017-10-27 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.