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Wowability is no ordinary read. It stimulates the intellect into action and leads to a determination to exceed expectations. The concepts described in this book are the elements that will be required from all future businesses. --Koichiro Naganuma, President and CEO, Asatsu-DK Inc. I was walking down the hallway of a client when I turned to my right and saw a redhead sitting behind a counter. Without thinking, I said “Wow!” and continued walking but several days later returned to the scene and struck up a conversation. After 40 years of marriage, I still say “Wow” to the same redhead every once in awhile. You never get a second chance to make a first impression. Imran Syed’s book Wowability will help you make that first impression as memorable as possible.--Al Ries, Author, The Origin of Brands Wowability is the first time an accomplished practitioner has usefully codified the complex emotional processes of consumer brand choice. At the very least, Imran Syed has constructed the first practical algorithm for 21st century brand management. Over time Wowability will prove to be a landmark work and Imran the Maslow of our era.--Andy Berlin, Chairman and CEO, Group United In a me-too marketplace filled with a stultifying array of brands, it is absolutely imperative that marketers exceed the expectations of their customers—in other words, WOW them. Imran Syed has created the user’s manual for driving the modern day brand. Every person responsible for driving the success of a brand today should keep a copy of Wowability—How to Achieve It & Why It Matters in the proverbial glove compartment.--David Verklin, CEO, Carat Americas, Chairman, Carat Asia Pacific The modern customer wants value for money. In this book, Imran Syed has provided a blueprint for how brands can offer value that exceeds expectations—Wowability! I strongly recommend this book to anyone who would like to take a mediocre brand into the high performance zone. WOW!--Dr. H. Shanker Krishnan, Associate Professor of Marketing, Kelley School of Business, Indiana University
A personal look at the pros and cons of temporarily giving your life over to the world's biggest game.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
This book examines the academic study of the African and Native American contact, African cultural change in Native America, as well as the existence of African Americans with Native American ancestry and Native Americans with African ancestry in the Western Hemisphere. Drawing upon the fields of anthropology, history, and sociology that initiated research into these areas, this book attempts to provide understandings of how scholars have studied and continue to understand the experiences of African-Native Americans or individuals of blended − culturally and/or racially − African and Native American ancestry in the North, Central, and South America. It aims to illuminate problems, perspectives, and prospects for interdisciplinary research. The first part is structured to cover the problems – past and present − encountered in investigating the scope of the topic and presents an overview of the most important academic findings. The second part provides both anthropological and interdisciplinary perspectives on the lived experiences of African-Native Americans with both Native Americans and non-Native Americans. And, finally, it sketches out future directions in scholarship. This book will be of interest to anthropologists, historians, sociologists, and Ethnic Studies and Native American and Indigenous Studies scholars, from undergraduates interested in the topic to graduate students and researchers seeking to interrogate past research or fill explanatory gaps in the literature with new research.
Introduction: why still study fans? / Cornel Sandvoss, Jonathan Gray, and C. Lee Harrington -- Fan texts and objects -- The death of the reader? : literary theory and the study of texts in popular culture / Cornel Sandvoss -- Intimate intertextuality and performative fragments in media fanfiction / Kristina Busse -- Media academics as media audiences : aesthetic judgments in media and cultural studies / Matt Hills -- Copyright law, fan practices, and the rights of the author (2017) / Rebecca Tushnet -- Toy fandom, adulthood, and the ludic age : creative material culture as play / Katriina Heljakka -- Spaces of fandom -- Loving music : listeners, entertainments, and the origins of music fandom in nineteenth-century America / Daniel Cavicchi -- Resisting technology in music fandom : nostalgia, authenticity, and Kate Bush's "Before the dawn" / Lucy Bennett -- I scream therefore I fan? : music audiences and affective citizenship / Mark Duffett -- A sort of homecoming: fan viewing and symbolic pilgrimage / Will Brooker -- Reimagining the imagined community : online media fandoms in the age of global convergence / Lori Hitchcock Morimoto and Bertha Chin -- Temporalities of fandom -- Do all "good things" come to an end? : revisiting Martha Stewart fans after imclone / Melissa A. Click -- The lives of fandoms / Denise D. Bielby and C. Lee Harrington -- "What are you collecting now?" seth, comics, and meaning management / Henry Jenkins -- Sex, utopia, and the queer temporalities of fannish love / Alexis Lothian -- The fan citizen: fan politics and activism -- The news : you gotta love it / Jonathan Gray -- Memory, archive, and history in political fan fiction / Abigail De Kosnik -- Between rowdies and rasikas : rethinking fan activity in Indian film culture / Aswin Punathambekar -- Black twitter and the politics of viewing scandal / Dayna Chatman -- Deploying oppositional fandoms : activists' use of sports fandom in the Redskins controversy / Lori Kido Lopez and Jason Kido Lopez -- Fan labor and fan-producer interactions -- Ethics of fansubbing in Anime's hybrid public culture / Mizuko Ito -- Live from hall H : fan/producer symbiosis at San Diego comic-con / Anne Gilbert -- Fantagonism: factions, institutions, and constitutive hegemonies of fandom -- Derek johnson -- The powers that squee : Orlando Jones and intersectional fan studies / Suzanne Scott -- Measuring fandom : social tv analytics and the integration of fandom into television audience measurement / Philip M. Napoli and Allie Kosterich -- About the contributors -- Index
Recovering video game addict Kevin Roberts offers a step-by-step guide to recovery for those struggling with compulsive video gaming and Internet surfing. Video gaming and Internet surfing are the top sources of entertainment for tens of millions of North Americans today. As these technologies continue to grow and flourish, so does the number of people becoming obsessively absorbed in the imagination and fantasy that they present. More and more people are isolating themselves, turning their backs on reality, ignoring family and friends, and losing their sleep and even their jobs due to excessive use of video games and the Internet--and they continue to do so despite harmful consequences to their mental, physical, and spiritual health, a telltale sign of addiction. In this groundbreaking book, recovering video game addict Kevin Roberts uses extensive scientific and social research, complemented by his and others' personal stories, to give compulsive gamers and surfers--and their family and friends--a step-by-step guide for recovery. He outlines the ways that "cyber junkies" exhibit the classic signs of addiction and reveals how they can successfully recover by following a program similar to those used for other addictions. Readers learn to identify whether they have an addiction, find the right resources to get individualized help, and regain a rewarding life away from the screen by learning new thoughts and behaviors that free them from the cravings that rule their lives. Included is a guide for parents for working with their addicted children.
This book critically approaches contemporary meanings of materiality and discuses ways in which we understand, experience, and engage with objects through popular culture in our private, social and professional lives. Appropriating Arjun Appadurai’s famous phrase: "the social life of things", with which he inspired scholars to take material culture more seriously and, as a result, treat it as an important and revealing area of cultural studies, the book explores the relationship between material culture and popular practices, and points to the impact they have exerted on our co-existence with material worlds in the conditions of late modernity.
Examining radical reinventions of traditional practices, ranging from a queer reclamation of the Jewish festival of Purim to an Indigenous remixing of musical traditions. Supposedly outmoded modes of doing and making—from music and religious rituals to crafting and cooking—are flourishing, both artistically and politically, in the digital age. In this book, Gabriel Levine examines collective projects that reclaim and reinvent tradition in contemporary North America, both within and beyond the frames of art. Levine argues that, in a time of political reaction and mass uprisings, the subversion of the traditional is galvanizing artists, activists, musicians, and people in everyday life. He shows that this takes place in strikingly different ways for Indigenous and non-Indigenous people in settler colonies. Paradoxically, experimenting with practices that have been abandoned or suppressed can offer powerful resources for creation and struggle in the present. Levine shows that, in projects that span “the discontinuum of tradition,” strange encounters take place across the lines of class, Indigeneity, race, and generations. These encounters spark alliance and appropriation, desire and misunderstanding, creative (mis)translation and radical revisionism. He describes the yearly Purim Extravaganza, which gathers queer, leftist, and Yiddishist New Yorkers in a profane reappropriation of the springtime Jewish festival; the Ottawa-based Indigenous DJ collective A Tribe Called Red, who combine traditional powwow drumming and singing with electronic dance music; and the revival of home fermentation practices—considering it from microbiological, philosophical, aesthetic, and political angles. Projects that take back the vernacular in this way, Levine argues, not only develop innovative forms of practice for a time of uprisings; they can also work toward collectively reclaiming, remaking, and repairing a damaged world.
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.