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Capitol Games

Capitol Games
Author: Timothy M. Phelps
Publisher: HarperCollins Publishers
Total Pages: 484
Release: 1993
Genre: Biography & Autobiography
ISBN: 9780060975531

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A riveting behind-the-scenes look at the Thomas Supreme Court nomination hearings, told by the first print journalist to break the story of Hill's allegations of sexual harassment. Based on extensive interiews and prodigious research, this definitive account of these history-making hearings presents far-reaching implications for the political landscape of our country.


Mastering the VC Game

Mastering the VC Game
Author: Jeffrey Bussgang
Publisher: Penguin
Total Pages: 256
Release: 2010-04-29
Genre: Business & Economics
ISBN: 110142737X

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Entrepreneurs who dream of building the next Amazon, Facebook, or Google can take advantage of one of the most powerful economic engines the world has ever known: venture capital. To do so, you need to woo, impress, and persuade venture capitalists to take a risk on an unproven idea. That task is challenge enough. But choosing the right investor can be harder still. Even if you manage to get backing, you want your VC to be a partner, not some adversary who will undermine your vision in order to make a quick return. Jeffrey Bussgang is one of a few people who have played on both sides of this high-stakes game. By his early thirties, he had helped build two successful start-ups-one went public, the other was acquired. Now he draws on his experience and unique perspective on the "other side" as a venture capitalist helping entrepreneurs bring their dreams to fruition. Bussgang offers detailed insights, colorful stories, and practical advice gathered from his own experience as well as from interviews with dozens of the most successful players on both sides of the game, including Twitter's Jack Dorsey and LinkedIn's Reid Hoffman. He reveals how to get noticed, perfect a pitch, and negotiate a partnership that works for everyone. An insider's guide to the secrets of the world venture capital, Mastering the VC Game will prove invaluable for entrepreneurs seeking capital and successful partnerships.


Cheating

Cheating
Author: Mia Consalvo
Publisher: MIT Press
Total Pages: 241
Release: 2009-08-21
Genre: Games & Activities
ISBN: 026225011X

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A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.


Capital Games

Capital Games
Author: Gail Hauser
Publisher: Createspace Independent Publishing Platform
Total Pages: 0
Release: 2010-01-24
Genre: Advertising executives
ISBN: 9781449593018

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Let the games begin... Former Los Angeles Police officer Steve Miller has gone from walking a beat in the City of Angels to joining the rat race as an advertising executive. He knows how cut-throat the industry can be, so when his boss tells him that he's in direct competition with a newcomer from across the pond for a coveted account he's not surprised...then he meets Mark Richfield. Born with a silver spoon in his mouth and fashion-model good looks, Mark is used to getting what he wants. About to be married, Mark has just nailed the job of his dreams. If the determined Brit could just steal the firm's biggest account right out from under Steve Miller, his life would be perfect. When their boss sends them together to the New Mexican desert for a team-building retreat the tension between the two dynamic men escalates until in the heat of the moment their uncontrollable passion leads them to a sexual experience that neither can forget. Will Mark deny his feelings and follow through with marriage to a women he no longer wants, or will he realize in time that in the game of love, sometimes you have to let go and lose yourself in order to really win.


Winning at the Capital Game

Winning at the Capital Game
Author: Brad Blazar
Publisher: Independently Published
Total Pages: 88
Release: 2021-08-27
Genre:
ISBN:

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After the success of his first book On the Wings of Eagles - Learning to Soar in Life which became the #1 top ranked read for young entrepreneurs on an international literary blog Brad created Winning on the Capital Game - Learning how to Use Other People's Money to Create Wealth. Having raised $2 Billion dollars in investment capital in addition to closing the largest mega-million dollar transactions for real estate sponsors and financial services companies like SmartStop Self Storage ($9M, $7.5M, $5M and more) as well as USAllianz ($11M) I can tell you I know a thing or two about raising capital and using OPM (other people's money) to build, buy, or scale a business - or fund a special project like real estate. Learning how to raise money in my 20's allowed me to build a small oil company and today run a global business teaching others how to do the same. This book is largely designed to share with you MANY of the things I have come to know about raising money from investors, family offices, RIA firms, broker/dealers and more. Raising capital isn't easy, BUT it can be done and more importantly it is a skill that can be learned. If you've ever wanted to raise money, attract capital, create a fund this book is largely for you


Capital Gaines

Capital Gaines
Author: Chip Gaines
Publisher: Thomas Nelson
Total Pages: 208
Release: 2017-10-17
Genre: Self-Help
ISBN: 0785216332

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The most important step is the first one. Dive into Chip Gaines’ personal playbook and start learning how to succeed in business—and in life. A New York Times, USA Today, Wall Street Journal, and Publisher’s Weekly bestseller! The funny and talented Chip Gaines is well known as the star of HGTV’s Fixer Upper, as well as a renovation expert, bestselling author, husband to Joanna, and father of five in Waco, Texas. But long before the world took notice, Chip was a serial entrepreneur who was always ready for the next challenge, even if it didn’t quite work out as planned. Capital Gaines offers you a ringside seat as Chip relives some of his craziest antics and the lessons learned along the way, written with Chip’s trademark humor. In addition to personal stories from Chip’s journey, you'll discover: How to work toward success—and how to determine what that looks like The power of living in a way that rejects fear How to embrace small acts of courage and be bold to go all in What it takes to truly balance your family and career Capital Gaines is the playbook you need to start redefining success and going after it, no matter what that means to you.


An Introduction to Game Studies

An Introduction to Game Studies
Author: Frans Mäyrä
Publisher: SAGE
Total Pages: 415
Release: 2008-02-18
Genre: Language Arts & Disciplines
ISBN: 1473902924

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An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.


Games of Empire

Games of Empire
Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
Total Pages: 462
Release: 2013-11-30
Genre: Social Science
ISBN: 1452942706

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.


The Startup Game

The Startup Game
Author: William H. Draper, III
Publisher: St. Martin's Press
Total Pages: 274
Release: 2011-01-04
Genre: Business & Economics
ISBN: 0230112390

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The Startup Game is the first up-close look at how the relationship between venture capitalists and entrepreneurs is critical to enhancing the success of any economy. Entrepreneurs drive the future, and the last several decades have been a thrilling ride of astounding, far-reaching innovation. Behind this transformative progress are also the venture capitalists - who are at once the investors, coaches and allies of the entrepreneurs. William H. Draper III knows this story first-hand, because as a venture capitalist, he helped write it. For more than 40 years, Bill Draper has worked with top entrepreneurs in fabled Silicon Valley, where today's vision is made into tomorrow's reality. From a venture capitalist who saw the potential of Skype, Apollo Computer, Hotmail, OpenTable, and many other companies, come firsthand stories of success. In these pages, Draper explores how to evaluate innovative ideas and the entrepreneurs behind those ideas, and he shares lessons from Yahoo, Zappos, Baidu, Tesla Motors, Activision, Measurex, and more. Also, in revealing his on-the-ground account of how Deng Xiaoping brought China roaring into the modern world and how Manmohan Singh unlocked the creative genius of Indian entrepreneurs, Draper stresses the essential value of farsighted political leadership in creating opportunity. The author also discusses his efforts to bring best practices of the venture capitalist/entrepreneur partnership to the social sector. Written in an engaging narrative, and incorporating many of the author's personal experiences, this book provides a much-needed look at how the world of venture capital and entrepreneurship works.


The Capital of Basketball

The Capital of Basketball
Author: John McNamara
Publisher: Georgetown University Press
Total Pages: 336
Release: 2019-11-03
Genre: History
ISBN: 1626167206

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The celebration of Washington D.C. basketball is long overdue. The D.C. metro area stands second to none in its contributions to the game. Countless figures who have had a significant impact on the sport over the years have roots in the region, including E.B. Henderson, the first African-American certified to teach public school physical education, and Earl Lloyd, the first African-American to take the court in an actual NBA game. The city's Spingarn High School produced two players – Elgin Baylor and Dave Bing – recognized among the NBA’s 50 greatest at the League’s 50th anniversary celebration. No other high school in the country can make that claim.These figures and many others are chronicled in this book, the first-ever comprehensive look at the great high school players, teams and coaches in the D.C. metropolitan area. Based on more than 150 interviews, The Capital of Basketball is first and foremost a book about basketball. But in discussing the trends and evolution of the game, McNamara also uncovers the turmoil in the lives of the players and area residents as they dealt with prejudice, educational inequities, politics, and the ways the area has changed through the years.