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The Status Game

The Status Game
Author: Will Storr
Publisher: William Collins
Total Pages: 416
Release: 2022-07-07
Genre: Psychology
ISBN: 9780008354671

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'Will Storr is one of our best journalists of ideas ... The Status Game might be his best yet' James Marriott, Books of the Year, The Times What drives our political and moral beliefs? What makes us like some things and dislike others? What shapes how we behave, and misbehave, in groups? What makes you, you? For centuries, philosophers and scholars have described human behaviour in terms of sex, power and money. In The Status Game, bestselling author Will Storr radically turns this thinking on its head by arguing that it is our irrepressible craving for status that ultimately defines who we are. From the era of the hunter-gatherer to today, when we exist as workers in the globalised economy and citizens of online worlds, the need for status has always been wired into us. A wealth of research shows that how much of it we possess dramatically affects not only our happiness and wellbeing but also our physical health - and without sufficient status, we become more ill, and live shorter lives. It's an unconscious obsession that drives the best and worst of us: our innovation, arts and civilisation as well as our murders, wars and genocides. But why is status such an all-consuming prize? What happens if it's taken away from us? And how can our unquenchable thirst for it explain cults, moral panics, conspiracy theories, the rise of social media and the 'culture wars' of today? On a breathtaking journey through time and culture, The Status Game offers a sweeping rethink of human psychology that will change how you see others - and how you see yourself.


Status Games

Status Games
Author: Loretta Graziano Breuning
Publisher: Rowman & Littlefield
Total Pages: 191
Release: 2021-09-08
Genre: Self-Help
ISBN: 1538144204

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Rewire your brain to avoid the trap of comparison and status-seeking to achieve more contentment and satisfaction from life People care about status despite their best intentions because our brains are inherited from animals who cared about status. The survival value of status in the state of nature helps us understand our intense emotions about status today. Beneath your verbal brain, you have the brain common to all mammals. It rewards you with pleasure hormones when you see yourself in a position of strength, and it alarms you with stress hormones when you see yourself in a position of weakness. But constant striving for status can be anxiety-provoking and joy-stealing. Nothing feels like enough to our mammal brain. It releases those stress chemicals when you think others are ahead of you. Here, Loretta Breuning shines a light on the brain processes that encourage us to seek higher status. She teaches us how to rewire those connections for more contentment and less stress. No more worrying about keeping up with the Joneses. Your new way of thinking will blaze new trails to your happy hormones and you will RELAX.


Status

Status
Author: Cecilia L. Ridgeway
Publisher: Russell Sage Foundation
Total Pages: 215
Release: 2019-11-22
Genre: Social Science
ISBN: 1610448898

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Status is ubiquitous in modern life, yet our understanding of its role as a driver of inequality is limited. In Status, sociologist and social psychologist Cecilia Ridgeway examines how this ancient and universal form of inequality influences today’s ostensibly meritocratic institutions and why it matters. Ridgeway illuminates the complex ways in which status affects human interactions as we work together towards common goals, such as in classroom discussions, family decisions, or workplace deliberations. Ridgeway’s research on status has important implications for our understanding of social inequality. Distinct from power or wealth, status is prized because it provides affirmation from others and affords access to valuable resources. Ridgeway demonstrates how the conferral of status inevitably contributes to differing life outcomes for individuals, with impacts on pay, wealth creation, and health and wellbeing. Status beliefs are widely held views about who is better in society than others in terms of esteem, wealth, or competence. These beliefs confer advantages which can exacerbate social inequality. Ridgeway notes that status advantages based on race, gender, and class—such as the belief that white men are more competent than others—are the most likely to increase inequality by facilitating greater social and economic opportunities. Ridgeway argues that status beliefs greatly enhance higher status groups’ ability to maintain their advantages in resources and access to positions of power and make lower status groups less likely to challenge the status quo. Many lower status people will accept their lower status when given a baseline level of dignity and respect—being seen, for example, as poor but hardworking. She also shows that people remain willfully blind to status beliefs and their effects because recognizing them can lead to emotional discomfort. Acknowledging the insidious role of status in our lives would require many higher-status individuals to accept that they may not have succeeded based on their own merit; many lower-status individuals would have to acknowledge that they may have been discriminated against. Ridgeway suggests that inequality need not be an inevitable consequence of our status beliefs. She shows how status beliefs can be subverted—as when we reject the idea that all racial and gender traits are fixed at birth, thus refuting the idea that women and people of color are less competent than their male and white counterparts. This important new book demonstrates the pervasive influence of status on social inequality and suggests ways to ensure that it has a less detrimental impact on our lives.


Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


Status Games Why We Play and H

Status Games Why We Play and H
Author: Loretta G. BREUNING
Publisher: Rowman & Littlefield Publishers
Total Pages: 208
Release: 2021-09-08
Genre:
ISBN: 9781538144190

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People care about status despite their best intentions because our brains are wired this way. But playing status games can be stressful, anxiety-provoking, and joy-stealing. Learn to rewire your brain to replace the trap of social comparison with joy of self-confidence.


The Infinite Game

The Infinite Game
Author: Simon Sinek
Publisher: Penguin
Total Pages: 272
Release: 2019-10-15
Genre: Business & Economics
ISBN: 0735213526

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From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.


The Game

The Game
Author: Neil Strauss
Publisher: Harper Collins
Total Pages: 466
Release: 2012-05-01
Genre: Biography & Autobiography
ISBN: 0062130110

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Hidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade—guaranteed to change the lives of men and transform the way women understand the opposite sex forever. On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange—and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.


Games

Games
Author: C. Thi Nguyen
Publisher: Oxford University Press, USA
Total Pages: 253
Release: 2020
Genre: Games & Activities
ISBN: 0190052082

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"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--


The Hidden Life of Girls

The Hidden Life of Girls
Author: Majorie Harness Goodwin
Publisher: John Wiley & Sons
Total Pages: 344
Release: 2008-04-15
Genre: Social Science
ISBN: 1405178299

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Winner of the Best Book of 2008 from The International Gender and Language Association In this ground-breaking ethnography of girls on a playground, Goodwin offers a window into their complex social worlds. Combats stereotypes that have dominated theories on female moral development by challenging the notion that girls are inherently supportive of each other Examines the stances that girls on a playground in a multicultural school setting assume and shows how they position themselves in their peer groups Documents the language practices and degradation rituals used to sanction friends and to bully others Part of the Blackwell Studies in Discourse and Culture Series


Impro

Impro
Author: Keith Johnstone
Publisher: Routledge
Total Pages: 206
Release: 2012-11-12
Genre: Performing Arts
ISBN: 1136610456

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Keith Johnstone's involvement with the theatre began when George Devine and Tony Richardson, artistic directors of the Royal Court Theatre, commissioned a play from him. This was in 1956. A few years later he was himself Associate Artistic Director, working as a play-reader and director, in particular helping to run the Writers' Group. The improvisatory techniques and exercises evolved there to foster spontaneity and narrative skills were developed further in the actors' studio then in demonstrations to schools and colleges and ultimately in the founding of a company of performers, called The Theatre Machine. Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills', and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific techniques and exercises which Johnstone has himself found most useful and most stimulating. The result is both an ideas book and a fascinating exploration of the nature of spontaneous creativity.