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A Game of Their Own chronicles the largely invisible history of women in baseball and offers an account of the 2010 Women's World Cup tournament. Jennifer Ring includes oral histories of eleven members of the U.S. Women's National Team, from the moment each player picked up a bat and ball as a young girl to her selection for Team USA. Each story is unique, but they share common themes that will resonate with young female players and fans alike: facing skepticism and taunts from players and parents when taking the batter's box or the pitcher's mound, self-doubt, the unceasing pressure to switch to softball, and eventual acceptance by their baseball teammates as they prove themselves as ballplayers. These racially, culturally, and economically diverse players from across the country have ignored the message that their love of the national pastime is "wrong." Their stories come alive as they recount their battles and most memorable moments playing baseball - the joys of exceeding expectations and the pleasure of honing baseball skills and talent despite the lack of support.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Global business today is played by new rules -- many of which are being written by the Japanese and their remarkably successful companies. Because the Japanese are redefining business as we know it, Western companies expecting to profit from the new global marketplace must first learn to compete and succeed against the Japanese in Japan. James C. Morgan, Chairman of Applied Materials, Inc., the leading supplier of advanced processing equipment to the worldwide semiconductor industry which does about forty percent of its business in Japan, and J. Jeffrey Morgan, who has worked in Tokyo on the "inside" at Mitsui & Co., Japan's oldest trading conglomerate, contend that apathy and ignorance have prevented many Western companies from capitalizing on the enormous opportunities for business in Japan. In this brilliant examination of Japanese markets, companies, and business practices -- with special emphasis on the establishment of Applied Materials Japan -- the Morgans, father and son, assert that success in the world of Japanese business is determined by two factors: technology and relationships. Candidly discussing their own mistakes and failures as well as their triumphs, the authors provide invaluable insights into the specific challenges facing Western companies in establishing a presence in Japan: problems in financing the venture, product design and production, marketing and distribution, and most important, creating long-term relationships or "putting on a Japanese face." The extraordinary success of Applied Materials Japan -- hailed by George Bush on the campaign trail in 1988 as "a model for all America" -- is testimony to the valuable lessons to be learned from this book. The Morgans provide a clearly written, step-by-step framework for reorienting company thinking, revising corporate strategy, and revitalizing any organization for world class competitiveness. Using vivid examples of Western companies that have both succeeded admirably and failed miserably in Japan, Cracking the Japanese Market is a straightforward examination of what it takes to compete successfully there -- and by extension in the world today.
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Coral and Brass is the biography of General Holland McTyeire "Howlin' Mad" Smith, known as the "father" of modern U.S. amphibious warfare. His book is a riveting first-hand account of key battles fought in the Pacific between the U.S. Army and Canadian troops against the Japanese, including assaults on the Gilbert Islands, the Marshall Islands, the island of Saipan, Tinian in the Marianas and Iwo Jimo.
Through a study of basketball in Japan, this book aims to help readers better understand the historical formation and contemporary reformation of cultural identity in Japan. This reformation includes the process of reconciling the perceived differences between basketball in Japan and basketball in the West, the process of reconciling how perceptions of one’s body are shaped in a globally interconnected society, the process of reconciling what it means to be a modern man, and the process of reconciling what it means to be Japanese in a nation that is increasingly multicultural. In other words, basketball in Japan matters, not only because it has for too long been over‐simply labelled as a “minor” sport, but also because it is much more than a game. Examining the real and symbolic power which sport has on Japanese culture, and even in some instances the state, this book will be a valuable resource for scholars and students of Japanese culture and society and the sociology of sports.