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The Business of Playing

The Business of Playing
Author: William Ingram
Publisher: Cornell University Press
Total Pages: 284
Release: 1992
Genre: History
ISBN: 9780801426711

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Lion stage in 1567. He covers in unprecedented detail the circumstances that led in 1576 to the construction of the first three London playhouses - the Theater, the Curtain, and the playhouse at Newington Butts in Surrey. Based on a wealth of primary research, The Business of Playing will be essential reading for theater historians and others interested in the literature and the social and cultural history of the English Renaissance.


Paid to Play

Paid to Play
Author: Keith A. Meyers
Publisher: iUniverse
Total Pages: 106
Release: 2008-10
Genre: Business & Economics
ISBN: 1440104166

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Do you have game ideas collecting dust in the back of a closet - or the back of your head? Dust them off, pick up this book, and discover the simple steps to turning your concept to cash in today's game market. Long-time industry veteran gives a concise and complete insider's view of this fascinating world and shares the process of licensing or publishing your board game, card game, or party game for profit. Find out how the industry works and what companies are looking for in a game. Examine what makes a good game good while understanding the basics of prototyping and play testing. Gain the knowledge on how to best approach companies to maximize your chances of success. Learn how to protect your idea and how to strike a deal when the call comes. It is all covered step-by-step in this easy-to-follow guide to game design.


Playing No-Limit Hold'em as a Business

Playing No-Limit Hold'em as a Business
Author: Rob Tucker
Publisher: Cardoza Publishing
Total Pages: 320
Release: 2013-09-01
Genre: Games
ISBN: 1580425003

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table { }td { padding-top: 1px; padding-right: 1px; padding-left: 1px; color: black; font-size: 12pt; font-weight: 400; font-style: normal; text-decoration: none; font-family: Calibri,sans-serif; vertical-align: bottom; border: medium none; white-space: nowrap; }.xl72 { color: windowtext; font-family: "Times New Roman"; } This is the only book that shows players how to earn cash by playing in satellites for big buy-in no limit hold‘em tournaments like the World Poker Tour, European Poker Tour and the World Series of Poker. Tucker, who has won 18 World Poker Tour main event seats in two years using this exact same method, shows how to survive until the top two places of a single-table sit-and-go and either win the valuable main event seat or negotiate a deal for a huge cash profit. Players learn how to play aggressively in the short-stacked supersatellites, more conservatively in the deeper-stacked satellites, and when and how to negotiate deals. Dozens of hand examples, table graphics, and clear explanations demonstrate how decision making is guided by the objective of playing heads-up.


Playing the Business Game: Decoding Business Genres

Playing the Business Game: Decoding Business Genres
Author: Shubhrangshu Barman Roy
Publisher: Clever Fox Publishing
Total Pages: 102
Release: 2022-08-18
Genre: Business & Economics
ISBN:

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Over the past few years, books like Zero to One, 10X Rule, 10X growth machine, Zero to IPO and many more have captured the entrepreneur's mind-space. They have undoubtedly propelled the new generation of entrepreneurs to think "Big" and "Non-Linear". The results are for all of us to see. Consumers have moved from being kings to emperors; however, the business results are a mixed bag, highly skewed towards the south. But, again, we are no one to judge. However, we believe that, based on the work we have done for the last 25+ years, the south skewness is because only a tiny portion of the businesses understand the relationship between thinking, execution, and its impact on the financial result. We try and decode these business genres(we believe running a business is like delivering an orchestrated performance every day, for years to come) and put forth the basis, the model and pros and cons of the businesses.


Business Games For Management And Economics: Learning By Playing

Business Games For Management And Economics: Learning By Playing
Author: Bazil Leon
Publisher: World Scientific Publishing Company
Total Pages: 412
Release: 2012-01-30
Genre: Business & Economics
ISBN: 9813108207

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Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.


Building a Better Business Using the Lego Serious Play Method

Building a Better Business Using the Lego Serious Play Method
Author: Per Kristiansen
Publisher: John Wiley & Sons
Total Pages: 247
Release: 2014-07-21
Genre: Business & Economics
ISBN: 1118832450

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Unleash innovation potential with creative, serious play Building a Better Business Using the LEGO® SERIOUS PLAY® Method delivers a creative approach to enhancing innovation and improving business performance, with the focus on unleashing play. Written by the two original Master Trainers for LEGO SERIOUS PLAY (LSP), the book outlines how LSP can develop teams, people, relationships and business . Based on the merging of play with organizational development, systems thinking and strategy development, LSP can foster improved meetings, faster innovation processes, team growth, and better communication. The belief that everyone intends to "do good" and has the potential to do it is at the heart of LSP. The method nurtures the idea that everyone in an organization can contribute to discussions and outcomes. Building with LEGO bricks is a type of creative play that triggers a different kind of thought process, unleashing imagination and potential that is frequently untapped by the logical mind. The book explains this hands-on, minds-on approach, and discusses the theory as well as the practical implementation of LSP. Topics include: Observation of internal and external interaction dynamics Fostering a free and honest exchange of opinions Suspending hierarchy for better, more effective communication Facilitating change by encouraging exploration The LEGO SERIOUS PLAY method is employed by start-ups and multinational corporations alike to maximize synergy among teams and throughout organizations. For leaders looking to boost effectiveness and see better results, Building a Better Business Using the LEGO® SERIOUS PLAY® Method is a comprehensive introduction to this creative management technique.


Business as a Game

Business as a Game
Author: Albert H. Z. Carr
Publisher: Signet Book
Total Pages: 296
Release: 1968
Genre: Business & Economics
ISBN:

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Changing the Game

Changing the Game
Author: David Edery
Publisher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way


Manufacturers' News

Manufacturers' News
Author:
Publisher:
Total Pages: 800
Release: 1924
Genre: Industries
ISBN:

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