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The organizational structures prevailing in companies are still strongly influenced by men. How to behave successfully as a woman in this environment without having to bend over backwards is described by renowned leadership trainer Marion Knaths. Having been a senior executive in a corporate group herself, she passes on her many years of experience with esprit and verve, using many examples from everyday working life. Always with a sense of humor and always with the aim of increasing women's influence on the rules of the game.
Washington, D.C. The one city that affects all our lives. The one city where the game has only one name: Power. Hedrick Smith, the Pulitzer Prize-winning ex-Washington bureau chief of The New York Times, takes us inside the beltway to show who wields the most power—and for what ends. The Power Game explains how some members of Congress have built personal fortunes on PAC money, how Michael Deaver was just the tip of the influence-peddling iceberg, how “dissidents” in the Pentagon work to keep the generals honest, how insiders and “leakers” use the Times and The Washington Post and their personal bulletin boards. Congressional staffers more powerful than their bosses, media advisors more powerful than the media, money that not only talks but intimidated and threatens. That’s Washington. That’s The Power Game. Praise for Power Game “The Power Game may be the most sweeping and in many ways the most impressive portrait of the culture of the federal government to appear in a single work in many decades. . . . Knowledgeable and informative.”—The New York Times Book Review “There are oodles of good yarns in this book about the nature of power and the eccentricities that accompany it. . . . Delightfully fresh . . . [Hedrick] Smith is a superb writer.”—The Washington Post “Not only the inside stuff, but the insightful stuff—an original view of the power playing.”—William Safire
A timely, no-holds barred, critical political history of the modern Olympic Games The Olympics have a checkered, sometimes scandalous, political history. Jules Boykoff, a former US Olympic team member, takes readers from the event’s nineteenth-century origins, through the Games’ flirtation with Fascism, and into the contemporary era of corporate control. Along the way he recounts vibrant alt-Olympic movements, such as the Workers’ Games and Women’s Games of the 1920s and 1930s as well as athlete-activists and political movements that stood up to challenge the Olympic machine.
Amoral, cunning, ruthless, and instructive, this multi-million-copy New York Times bestseller is the definitive manual for anyone interested in gaining, observing, or defending against ultimate control – from the author of The Laws of Human Nature. In the book that People magazine proclaimed “beguiling” and “fascinating,” Robert Greene and Joost Elffers have distilled three thousand years of the history of power into 48 essential laws by drawing from the philosophies of Machiavelli, Sun Tzu, and Carl Von Clausewitz and also from the lives of figures ranging from Henry Kissinger to P.T. Barnum. Some laws teach the need for prudence (“Law 1: Never Outshine the Master”), others teach the value of confidence (“Law 28: Enter Action with Boldness”), and many recommend absolute self-preservation (“Law 15: Crush Your Enemy Totally”). Every law, though, has one thing in common: an interest in total domination. In a bold and arresting two-color package, The 48 Laws of Power is ideal whether your aim is conquest, self-defense, or simply to understand the rules of the game.
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
"The Money Power" contains two classic books on geopolitics, "Pawns in the Game" and "Empire of the City", which present the thesis that the wars and revolutions of modern times have been engineered by an English-speaking finance oligarchy to perpetuate their balance of power over the world. They are the power behind the British throne and the American government. Behind a mask of liberal democracy, their method is subversion, destruction of the old world order, and the humiliation of all rival power centres. The money power controls world politics, behind the scenes and in full view. It is a corrupt, cynical oligarchy that buys all the governments it can - with their own funds. This power of money also stares us in the face as a relentless effort to determine every aspect of our family life, work and values, magnetising everything. In "Pawns in the Game," Wm. Guy Carr sets out his famous Three World Wars scenario. WWI was planned to topple the Russian and German empires and set up the conflict between Fascism and Bolshevism. WWII was to eliminate Germany as a world power and set up Israel instead. WWIII, which we are now leading up to, is planned to mutually annihilate Zionism and Islam in a global conflict that bankrupts the entire world, ending in absolute rule by the Money Masters. Carr emphasises the role of the Illuminati in carrying out this plot, while Knuth's "Empire of the City" focuses on the British Empire and its balance of power intrigues.
The incredible inside story of power, money, and baseball's last twenty years. In the fall of 1992, America's National Pastime is in crisis and already on the path to the unthinkable: cancelling a World Series for the first time in history. The owners are at war with each other, their decades-long battle with the players has turned America against both sides, and the players' growing addiction to steroids will threaten the game's very foundation. It is a tipping point for baseball, a crucial moment in the game's history that catalyzes a struggle for power by three strong-willed men: Commissioner Bud Selig, Yankees owner George Steinbrenner, and union leader Don Fehr. It's their uneasy alliance at the end of decades of struggle that pulls the game back from the brink and turns it into a money-making powerhouse that enriches them all. This is the real story of baseball, played out against a tableau of stunning athletic feats, high-stakes public battles, and backroom political deals -- with a supporting cast that includes Barry Bonds and Mark McGwire, Joe Torre and Derek Jeter, George Bush and George Mitchell, and many more. Drawing from hundreds of extensive, exclusive interviews throughout baseball, The Game is a stunning achievement: a rigorously reported book and the must-read, fly-on-the-wall, definitive account of how an enormous struggle for power turns disaster into baseball's Golden Age.
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.