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Success requires taking a risk, or two. But have you ever bet the house on a seemingly good idea for it to become a bad business decision? Risk isn't just about being risky and having a blasé attitude to responsibility. It's about understanding risk more broadly, from the level of risk involved in a decision and how to reduce it, to the difference between short-term and long-term risk. Based on fifteen years researching and interviewing leaders, including the founders and chief executives of some of the biggest businesses around the world, journalist Graham Ruddick, has found that there's a pivotal trait leaders have when it comes to success: they understand risk. Join icons from the worlds of business, finance, journalism and sports who know how to make risk work for them and push the boundaries so you can elevate your business.
Argues against the biotech industry's claim that genetically modified (GM) foods are safe, identifying sixty-five health risks of the foods that Americans eat every day, and showing how official safety assessments on GM crops are not competent to identify the health problems involved, and how industry research is rigged to avoid finding problems.
Multidisciplinary and comprehensive in scope, this volume serves as an authoritative overview of scientific knowledge about suicide and its prevention, providing a foundation in theory, research, and clinical applications. Issues relevant to clinical case management are highlighted, and various treatment modalities are discussed in light of the latest research findings.
The identified lives effect describes the fact that people demonstrate a stronger inclination to assist persons and groups identified as at high risk of great harm than those who will or already suffer similar harm, but endure unidentified. As a result of this effect, we allocate resources reactively rather than proactively, prioritizing treatment over prevention. For example, during the August 2010 gold mine cave-in in Chile, where ten to twenty million dollars was spent by the Chilean government to rescue the 33 miners trapped underground. Rather than address the many, more cost effective mine safety measures that should have been implemented, the Chilean government and international donors concentrated efforts in large-scale missions that concerned only the specific group. Such bias as illustrated through this incident raises practical and ethical questions that extend to almost every aspect of human life and politics. What can social and cognitive sciences teach us about the origin and triggers of the effect? Philosophically and ethically, is the effect a "bias" to be eliminated or is it morally justified? What implications does the effect have for health care, law, the environment and other practice domains? This volume is the first to take an interdisciplinary approach toward answering this issue of identified versus statistical lives by considering a variety of perspectives from psychology, public health, law, ethics, and public policy.
Fyodor Dostoevsky’s novel The Gambler is one of the most profound literary works to treat the phenomenon of gambling with a remarkable depth of psychological analysis and a wide-ranging cultural and philosophical exploration of obsessive behavior, from addictive gambling to erotic passion. This novel delves into the cultural, psychological, and philosophical issues surrounding games of chance such as temporality, freedom, rebellion, choice, uncertainty, determinism, and creativity. This is the first book in English dedicated to The Gambler. This volume considers the phenomenon of gambling from a broad interdisciplinary perspective, focusing not only on medical and psychological concepts of gambling as pathology, but also on the broader cultural, philosophical, religious, and aesthetic aspects of the problem. What triggers fascination with risk-taking and various aleatory activities? What are the relations between gambling, play, and creativity? Can gambling be seen as a form of social or existential rebellion and protest or even a quest for freedom? Scholars from a variety of fields, including psychiatry, psychology, philosophy, literary studies, and musicology, have contributed to this volume and analyzed Dostoevsky’s view of gambling as a fundamental problem of human existence, with implications in the realms of philosophy, religion, and aesthetics.
Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.
Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.
Unlike most books on derivative products, Options Explained 2 is a practical guide, covering theoretical concepts only where they are essential to applying options on a wide variety of assets. Written with the emphasis on a practical, straightforward approach, Options Explained succeeds in demystifying what has traditionally been treated as a highly complex product. The second edition also includes over 100 pages of new material, with sections on exotic options, worldwide accounting practices and issues in volatility estimation.
Luck permeates our lives, and this raises a number of pressing questions: What is luck? When we attribute luck to people, circumstances, or events, what are we attributing? Do we have any obligations to mitigate the harms done to people who are less fortunate? And to what extent is deserving praise or blame affected by good or bad luck? Although acquiring a true belief by an uneducated guess involves a kind of luck that precludes knowledge, does all luck undermine knowledge? The academic literature has seen growing, interdisciplinary interest in luck, and this volume brings together and explains the most important areas of this research. It consists of 39 newly commissioned chapters, written by an internationally acclaimed team of philosophers and psychologists, for a readership of students and researchers. Its coverage is divided into six sections: I: The History of Luck II: The Nature of Luck III: Moral Luck IV: Epistemic Luck V: The Psychology of Luck VI: Future Research. The chapters cover a wide range of topics, from the problem of moral luck, to anti-luck epistemology, to the relationship between luck attributions and cognitive biases, to meta-questions regarding the nature of luck itself, to a range of other theoretical and empirical questions. By bringing this research together, the Handbook serves as both a touchstone for understanding the relevant issues and a first port of call for future research on luck.