Getting in the Game

Getting in the Game

Author: Deborah L. Brake

Publisher: NYU Press

Published: 2012-08-20

Total Pages: 298

ISBN-13: 0814760392

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The first legal analysis of Title IX assesses the successes and failures of the landmark federal statute enacted in 1972 to prohibit sex discrimination in education,


Book Synopsis Getting in the Game by : Deborah L. Brake

Download or read book Getting in the Game written by Deborah L. Brake and published by NYU Press. This book was released on 2012-08-20 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first legal analysis of Title IX assesses the successes and failures of the landmark federal statute enacted in 1972 to prohibit sex discrimination in education,


Get in the Game

Get in the Game

Author: Rich Armstrong

Publisher: Advantage Media Group

Published: 2019-10

Total Pages: 0

ISBN-13: 9781642251302

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Though technology has evolved at hyper speed over the past hundred years, management styles have mostly stayed the same. The higher-ups make the decisions, and the employees grind it out, often without knowing the endgame. In 1983, Jack Stack created a new game: The Great Game of Business. Get In The Game further explains the rules of this Game: to win, you must get everyone at all levels of the business as informed, involved, and engaged as the owner. This book offers a step-by-step guide on how to teach employees the numbers, show them the big picture, and let them have a say in the company's future. The Game has already benefited thousands of companies: Is yours ready to get in The Game?


Book Synopsis Get in the Game by : Rich Armstrong

Download or read book Get in the Game written by Rich Armstrong and published by Advantage Media Group. This book was released on 2019-10 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Though technology has evolved at hyper speed over the past hundred years, management styles have mostly stayed the same. The higher-ups make the decisions, and the employees grind it out, often without knowing the endgame. In 1983, Jack Stack created a new game: The Great Game of Business. Get In The Game further explains the rules of this Game: to win, you must get everyone at all levels of the business as informed, involved, and engaged as the owner. This book offers a step-by-step guide on how to teach employees the numbers, show them the big picture, and let them have a say in the company's future. The Game has already benefited thousands of companies: Is yours ready to get in The Game?


Getting in the Game

Getting in the Game

Author: Dawn FitzGerald

Publisher: Roaring Brook Press

Published: 2013-08-06

Total Pages: 148

ISBN-13: 1466851163

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"I'd rather kiss Derek's padded butt than leave the ice right now with everyone thinking that it's too rough out here for a girl." Seventh grader Joanna Giordano wants to play ice hockey, but the only game in town is the boys' middle school team. Everyone tries to talk her out of playing--from the principal and the coach to the class bully, and even her best friend, Ben. With humor and a feisty spirit, Joanna fights for her place both on and off the ice.


Book Synopsis Getting in the Game by : Dawn FitzGerald

Download or read book Getting in the Game written by Dawn FitzGerald and published by Roaring Brook Press. This book was released on 2013-08-06 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: "I'd rather kiss Derek's padded butt than leave the ice right now with everyone thinking that it's too rough out here for a girl." Seventh grader Joanna Giordano wants to play ice hockey, but the only game in town is the boys' middle school team. Everyone tries to talk her out of playing--from the principal and the coach to the class bully, and even her best friend, Ben. With humor and a feisty spirit, Joanna fights for her place both on and off the ice.


Get in the Game

Get in the Game

Author: Tim Chartier

Publisher: University of Chicago Press

Published: 2022-09-07

Total Pages: 137

ISBN-13: 022681128X

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An award-winning math popularizer, who has advised the US Olympic Committee, NFL, and NBA, offers sports fans a new way to understand truly improbable feats in their favorite games. In 2013, NBA point guard Steph Curry wowed crowds when he sunk 11 out of 13 three-pointers for a game total of 54 points—only seven other players, including Michael Jordan and Kobe Bryant, had scored more in a game at Madison Square Garden. Four years later, the University of Connecticut women’s basketball team won its hundredth straight game, defeating South Carolina 66–55. And in 2010, one forecaster—an octopus named Paul—correctly predicted the outcome of all of Germany’s matches in the FIFA World Cup. These are surprising events—but are they truly improbable? In Get in the Game, mathematician and sports analytics expert Tim Chartier helps us answer that question—condensing complex mathematics down to coin tosses and dice throws to give readers both an introduction to statistics and a new way to enjoy sporting events. With these accessible tools, Chartier leads us through modeling experiments that develop our intuitive sense of the improbable. For example, to see how likely you are to beat Curry’s three-pointer feat, consider his 45.3 percent three-point shooting average in 2012–13. Take a coin and assume heads is making the shot (slightly better than Curry at a fifty percent chance). Can you imagine getting heads eleven out of thirteen times? With engaging exercises and fun, comic book–style illustrations by Ansley Earle, Chartier’s book encourages all readers—including those who have never encountered formal statistics or data simulations, or even heard of sports analytics, but who enjoy watching sports—to get in the game.


Book Synopsis Get in the Game by : Tim Chartier

Download or read book Get in the Game written by Tim Chartier and published by University of Chicago Press. This book was released on 2022-09-07 with total page 137 pages. Available in PDF, EPUB and Kindle. Book excerpt: An award-winning math popularizer, who has advised the US Olympic Committee, NFL, and NBA, offers sports fans a new way to understand truly improbable feats in their favorite games. In 2013, NBA point guard Steph Curry wowed crowds when he sunk 11 out of 13 three-pointers for a game total of 54 points—only seven other players, including Michael Jordan and Kobe Bryant, had scored more in a game at Madison Square Garden. Four years later, the University of Connecticut women’s basketball team won its hundredth straight game, defeating South Carolina 66–55. And in 2010, one forecaster—an octopus named Paul—correctly predicted the outcome of all of Germany’s matches in the FIFA World Cup. These are surprising events—but are they truly improbable? In Get in the Game, mathematician and sports analytics expert Tim Chartier helps us answer that question—condensing complex mathematics down to coin tosses and dice throws to give readers both an introduction to statistics and a new way to enjoy sporting events. With these accessible tools, Chartier leads us through modeling experiments that develop our intuitive sense of the improbable. For example, to see how likely you are to beat Curry’s three-pointer feat, consider his 45.3 percent three-point shooting average in 2012–13. Take a coin and assume heads is making the shot (slightly better than Curry at a fifty percent chance). Can you imagine getting heads eleven out of thirteen times? With engaging exercises and fun, comic book–style illustrations by Ansley Earle, Chartier’s book encourages all readers—including those who have never encountered formal statistics or data simulations, or even heard of sports analytics, but who enjoy watching sports—to get in the game.


Get in the Game

Get in the Game

Author: Jonathan Stringfield

Publisher: John Wiley & Sons

Published: 2022-07-15

Total Pages: 262

ISBN-13: 1119855373

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An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.


Book Synopsis Get in the Game by : Jonathan Stringfield

Download or read book Get in the Game written by Jonathan Stringfield and published by John Wiley & Sons. This book was released on 2022-07-15 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.


Get in the Game

Get in the Game

Author: Cal Ripken, Jr.

Publisher: Penguin

Published: 2008-04-10

Total Pages: 165

ISBN-13: 1440631921

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Baseball's all-time Iron Man, Cal Ripken, Jr., retired from baseball in 2001 after breaking countless records, including Lou Gehrig's record for consecutive games played. Now, in Get in the Game, he gives us his insights on hard work and success that can be applied on and off the field, based on stories from his exhilarating career in baseball. Get in the Game includes Ripken's 8 Elements of Perseverance: 1. The Right Values 2. A Strong Will to Succeed 3. Love What You Do 4. Preparation 5. Anticipation 6. Trusting Relationships 7. Life Management 8. The Courage of Your Convictions Ripken is admired not only for his relentless perseverance but also for his unparalleled integrity. From his numerous public-speaking engagements each year to his weekly "Ask Cal" column for the Baltimore Sun, Cal Ripken, Jr., is a sought-after advisor and role model to fans from all walks of life.


Book Synopsis Get in the Game by : Cal Ripken, Jr.

Download or read book Get in the Game written by Cal Ripken, Jr. and published by Penguin. This book was released on 2008-04-10 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: Baseball's all-time Iron Man, Cal Ripken, Jr., retired from baseball in 2001 after breaking countless records, including Lou Gehrig's record for consecutive games played. Now, in Get in the Game, he gives us his insights on hard work and success that can be applied on and off the field, based on stories from his exhilarating career in baseball. Get in the Game includes Ripken's 8 Elements of Perseverance: 1. The Right Values 2. A Strong Will to Succeed 3. Love What You Do 4. Preparation 5. Anticipation 6. Trusting Relationships 7. Life Management 8. The Courage of Your Convictions Ripken is admired not only for his relentless perseverance but also for his unparalleled integrity. From his numerous public-speaking engagements each year to his weekly "Ask Cal" column for the Baltimore Sun, Cal Ripken, Jr., is a sought-after advisor and role model to fans from all walks of life.


The Board Game Designer's Guide to Getting Published

The Board Game Designer's Guide to Getting Published

Author: Joe Slack

Publisher: CRC Press

Published: 2023-02-22

Total Pages: 216

ISBN-13: 1000783413

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Making a great board game and pitching it to publishers are two completely different things. If you’ve got a game that you want to share with the world but don’t know what to do next, this book will help you navigate through exactly what steps to take. You’ll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don’t get exploited You’ll learn from Joe’s experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.


Book Synopsis The Board Game Designer's Guide to Getting Published by : Joe Slack

Download or read book The Board Game Designer's Guide to Getting Published written by Joe Slack and published by CRC Press. This book was released on 2023-02-22 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a great board game and pitching it to publishers are two completely different things. If you’ve got a game that you want to share with the world but don’t know what to do next, this book will help you navigate through exactly what steps to take. You’ll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don’t get exploited You’ll learn from Joe’s experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.


Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

Author: Francesco Sapio

Publisher: Packt Publishing Ltd

Published: 2017-02-10

Total Pages: 472

ISBN-13: 1784393290

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Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book Build a complete and exciting 2D Tower Defense game from scratch. Understand and learn to perform each phase of the game development pipeline Homework and exercises to improve your skills and take them to the next level Who This Book Is For If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure. What You Will Learn Import and set up assets for 2D game development Design and implement dynamic and responsive User Interfaces Create and handle complex animation systems Unlock all the potentiality of the physics engine Implement Artificial Intelligence algorithms to give intelligence to your NPCs Script gameplay and overall bring your ideas to life In Detail Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network. Style and approach This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book's content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!


Book Synopsis Getting Started with Unity 5.x 2D Game Development by : Francesco Sapio

Download or read book Getting Started with Unity 5.x 2D Game Development written by Francesco Sapio and published by Packt Publishing Ltd. This book was released on 2017-02-10 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book Build a complete and exciting 2D Tower Defense game from scratch. Understand and learn to perform each phase of the game development pipeline Homework and exercises to improve your skills and take them to the next level Who This Book Is For If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure. What You Will Learn Import and set up assets for 2D game development Design and implement dynamic and responsive User Interfaces Create and handle complex animation systems Unlock all the potentiality of the physics engine Implement Artificial Intelligence algorithms to give intelligence to your NPCs Script gameplay and overall bring your ideas to life In Detail Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network. Style and approach This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book's content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!


Game Worlds Get Real

Game Worlds Get Real

Author: Zek Valkyrie

Publisher: Bloomsbury Publishing USA

Published: 2017-07-14

Total Pages: 244

ISBN-13:

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This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.


Book Synopsis Game Worlds Get Real by : Zek Valkyrie

Download or read book Game Worlds Get Real written by Zek Valkyrie and published by Bloomsbury Publishing USA. This book was released on 2017-07-14 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.


Get Your Own Damn Beer, I'm Watching the Game!

Get Your Own Damn Beer, I'm Watching the Game!

Author: Holly Robinson Peete

Publisher: Rodale

Published: 2005-08-15

Total Pages: 246

ISBN-13: 9781594861635

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A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.


Book Synopsis Get Your Own Damn Beer, I'm Watching the Game! by : Holly Robinson Peete

Download or read book Get Your Own Damn Beer, I'm Watching the Game! written by Holly Robinson Peete and published by Rodale. This book was released on 2005-08-15 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.