You can go after the job you want—and get it! You can take the job you have—and improve it! You can take any situation—and make it work for you! Dale Carnegie’s rock-solid, time-tested advice has carried countless people up the ladder of success in their business and personal lives. One of the most groundbreaking and timeless bestsellers of all time, How to Win Friends & Influence People will teach you: -Six ways to make people like you -Twelve ways to win people to your way of thinking -Nine ways to change people without arousing resentment And much more! Achieve your maximum potential—a must-read for the twenty-first century with more than 15 million copies sold!
Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
|Author||: Richard N. White|
|Release Date||: 1982|
|Pages||: 102 pages|
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.
"A superb piece of autobiography." — Carl Sandburg. A major influence on William S. Burroughs and other Beat writers, this memoir by a drifter and small-time criminal recaptures a hobo world of hopping trains, burglaries, prison, and drug addiction.
|Author||: Sarah Stuart Robbins|
|Release Date||: 1864|
|Pages||: 320 pages|
Millions of dollars are waiting for you in poker's most exciting game, no-limit Texas hold'em, and this book shows you how to claim your share of it! McEvoy and Vines, who have won cuontless tournaments, teach you the essential moves and strategies that will make you a major threat in any tournament you play. You'll learn a wealth of information in this book: How to use bluffs, position, and big stacks to bully opponents and win chips, how to adjust between no-limit tournaments and cash games, how to play rebuy and add-on events, and how to adjust strategies for every type of opponent and tournament structure. From basic plays, intermediate tactics, and advanced strategies, to the professional plays used by world champions, this powerful guide is a complete course in winning small, medium, and big money tournaments.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
DescriptionChristmas was upon them in the village, and Gladys had not won the pools. It would seem that the yearly event had taken her, yet again, by surprise to see her at such a loss. Then, she had so much on her plate. And her children had to understand that she would do more for them, if only she could. In the year of the Coronation of Queen Elizabeth 11, two young girls are striving to pass the exam and win a place in the grammar school. Brenda battles alone in spite of Gladys, her scatty mother. Mary has a different home with more money, more encouragement. Her problem is something else; not something she can tell to anyone. About the AuthorPamela spent most of her working life bringing up four children and doing casual jobs.. she took a degree in English and at a local university and then taught in Adult Education and became a Market Research Interviewer. When her work dwindled in the Recession of the 1990s, she tried for a while to run her own private Adult Education business. She has always wanted to write and began in her twenties. She has broadcast her own talk on the radio, published some short stories and articles, and had prizes in a few writing competitions. Pamela lives in The Royal Borough of Kingston Upon Thames.
In the virtual future, you must organize to survive At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual "gold," jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay. Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo. The ruthless forces arrayed against them are willing to use any means to protect their power—including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once—a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all. Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.