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A compelling account of how incorporating play into work can help us overcome the uncertainty and turbulence that surrounds work How can we learn to deal with uncertainty at work? The answer, as Dodgson and Gann eloquently portray in this pathfinding book, is to learn from the adaptive behaviors of entrepreneurs. Play, the authors show, is a crucial component of this. It encourages exploration, experimentation, and curiosity while it also challenges established practices and orthodoxies. It facilitates change in people and organizations. Drawing on in-depth interviews with entrepreneurs and innovators, this book explains why we should incorporate play into work, what play looks like, and how to encourage playfulness in individuals and organizations. Dodgson and Gann identify four key behaviors that endorse, encourage, and guide play: grace, craft, fortitude, and ambition, and provide a blueprint for an alternative way of working that fosters resilience and encourages innovation and growth in difficult times.
It's simple. This book holds great, entertaining information and sets you on the right path to launching your brand. In one hour, you will hold the keys to success in your business. "Great digestible primer on marketing and sales. Playful, fun and wonderful comment" E. Bork, Emmy Winning Writer Some other notable quotes: "It was between me and the book, the book won." My ex girlfriend "Best thing I have ever read." My mom "Totally Epic." The Beebs
"Advice, exercises, and real-world examples for small-business owners and self-employed artists for establishing solid business practices, growing and expanding, and troubleshooting problems. Addresses finding, marketing to, and keeping customers; working with staff and vendors; strategic planning, goal setting, and brand building; and taking time to celebrate"--Provided by publisher.
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
It’s become an article of faith that American entrepreneurship is in trouble. The problems are many: lack of capital, too few entrepreneurial immigrants, excessive regulation, an aging population, slowing population growth, and rising student debt. But while experts across the country debate the causes and propose solutions, Scott Shane explains that the data just do not fit. Dismantling each of the most widely accepted theories in turn, he persuasively demonstrates that—while an evolving market is changing the nature of most startups—entrepreneurship is actually alive and well. Shane reveals how the number of incorporated startups is rising, fewer startups are failing, and the number of businesses backed by investors is increasing. The overall picture is positive. Exhaustively researched and compellingly told, this book will be read and discussed for years to come.
A ground-breaking account which shows how the public sector must adapt, but also persevere, in order to advance technology and innovation From self-driving cars to smart grids, governments are experimenting with new technologies to significantly change the way we live. Innovation has become vitally important to states across the world. Rainer Kattel, Wolfgang Drechsler and Erkki Karo explore how public bodies pursue innovation, looking at how new policies are designed and implemented. Spanning Europe, the USA and Asia, the authors show how different institutions finance new technologies and share cutting-edge information. They argue for the importance of ‘agile stability’, demonstrating that in order to successfully innovate, state organizations have to move nimbly like start-ups and yet ensure stability at the same time. And that, particularly in the light of the Covid-19 pandemic, governments need both long-term policy and dynamic capabilities to handle crises. This vital account explores the complex and often contradictory positions of innovating public bodies—and shows how they can overcome financial and political resistance to change for the good of us all.
Developments in the field of technology along with the Covid-19 pandemic have caused many significant changes and transformations in this century. As such, countries need individuals equipped with 21st-century skills. This requires schools to consider the challenges faced by both students and teachers and develop educational programs to train qualified individuals who can respond to the developments in this century and the future. This book discusses the challenges, advances, and applications in the professional development of teachers and other educators at all academic levels.
Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
A WALL STREET JOURNAL BESTSELLER As Alexis Ohanian learned when he helped to co-found the immensely popular reddit.com, the internet is the most powerful and democratic tool for disseminating information in human history. And when that power is harnessed to create new communities, technologies, businesses or charities, the results can be absolutely stunning. In this book, Alexis will share his ideas, tips and even his own doodles about harnessing the power of the web for good, and along the way, he will share his philosophy with young entrepreneurs all over the globe. At 29, Ohanian has come to personify the dorm-room tech entrepreneur, changing the world without asking permission. Within a couple of years of graduating from the University of Virginia, Ohanian did just that, selling reddit for millions of dollars. He's gone on to start many other companies, like hipmunk and breadpig, all while representing Y Combinator and investing in over sixty other tech startups. WITHOUT THEIR PERMISSION is his personal guidebook as to how other aspiring entrepreneurs can follow in his footsteps.
How Mexican and Latinx hackers apply concepts from coding to their lived experiences In Code Work, Héctor Beltrán examines Mexican and Latinx coders’ personal strategies of self-making as they navigate a transnational economy of tech work. Beltrán shows how these hackers apply concepts from the code worlds to their lived experiences, deploying batches, loose coupling, iterative processing (looping), hacking, prototyping, and full-stack development in their daily social interactions—at home, in the workplace, on the dating scene, and in their understanding of the economy, culture, and geopolitics. Merging ethnographic analysis with systems thinking, he draws on his eight years of research in México and the United States—during which he participated in and observed hackathons, hacker schools, and tech entrepreneurship conferences—to unpack the conundrums faced by workers in a tech economy that stretches from villages in rural México to Silicon Valley. Beltrán chronicles the tension between the transformative promise of hacking—the idea that coding will reconfigure the boundaries of race, ethnicity, class, and gender—and the reality of a neoliberal capitalist economy divided and structured by the US/México border. Young hackers, many of whom approach coding in a spirit of playfulness and exploration, are encouraged to appropriate the discourses of flexibility and self-management even as they remain outside formal employment. Beltrán explores the ways that “innovative culture” is seen as central in curing México’s social ills, showing that when innovation is linked to technological development, other kinds of development are neglected. Beltrán’s highly original, wide-ranging analysis uniquely connects technology studies, the anthropology of capitalism, and Latinx and Latin American studies.