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In Club Game, Aaron Sleazy systematically and thoroughly describes how you can maximize your chances for success with the women you meet in clubs and bars. The knowledge in this book is based on the experience he gained in years spent partying, mainly in the hottest clubs and bars of London and Berlin. Through his life as a Lothario, Aaron Sleazy had innumerable pleasurable encounters with women, but he also gained many invaluable insights. Consequently, Club Game contains Aaron Sleazy's distilled wisdom on clubs and bars, and serves as an effective crash course to success with women in that environment. For more on Aaron Sleazy, visit his official website at AaronSleazy.com.
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
A guide of educational games for parents covering all areas of the school curriculum.
A history of baseball since 1921 describes the "paternalistic era," when racial segregation was rigidly maintained, and the "inflationary era," when unions fought for increasingly higher pay and occupational mobility.
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
WORD JUDGE USA is a compilation of words with 2 to 21 letters from various sources, approved by WGPO (Word Game Players Organization). All words are playable in tournaments and clubs within the North American Continent (Canada, Mexico, United States of America) including the English-speaking countries of Israel, Pakistan, Philippines, and Thailand. All words are verified and validated. WORD JUDGE USA lists over 190,000 words from A through Z, an authoritative reference list of acceptable words for all word game players.
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The definitive account of Synanon. On a fall day in 1978, Los Angeles attorney Paul Morantz reached into his mailbox to collect his mail and was nearly killed. He was bitten by the four-foot-long rattlesnake that had been put there by members of a cultlike group called Synanon. Chuck Dederich—a former Alcoholics Anonymous member who coined the phrase "Today is the first day of the rest of your life"—established Synanon as an innovative drug rehabilitation center near the Santa Monica beach in 1958. Synanon quickly evolved into an experimental commune and religion that attracted thousands of members and was strongly committed to social justice and progressive education. Twenty years later, when Dederich was arrested for the Morantz attack, Synanon had devolved into a paranoid community that followed its egomaniacal leader in whatever direction he chose to take. Based on extensive primary sources and interviews with former members, The Rise and Fall of Synanon explores how the group arose in the context of American social, political, and economic trends. Historian Rod Janzen argues that Synanon's downfall resulted from members giving too much power to Synanon's charismatic founder. The subject of a new documentary and podcast, this community serves as a mesmerizing case study of how alternative societies can change over time and how the general public's reactions to such societies can shift from tolerance to fear and opposition.