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Game Changers: How a Team of Underdogs and Scientists Discovered What it Takes to Win
by João MedeirosAt the 1996 Atlanta Olympics, Great Britain ranked thirty-sixth in the medals table, finishing below countries like Algeria, Belgium and Kazakhstan. It was their worst ever record, a dismal performance labelled a national disgrace. But then something happened. In Sydney in 2000 and then Athens in 2004, Team GB achieved a much more respectable tenth place. By 2016, in Rio, they finished second, above China and Russia, with sixty-seven medals. How have they so convincingly reversed their fortunes?In Game Changers we meet the coaches and sports scientists who rethink how sport is analysed and understood, how athletes train and perform under pressure. In Liverpool in the 1980s, a motley group - a mathematician, a physiologist, a psychologist and a former Olympic basketball player - began to pioneer new ways of tracking performance. Over the decades that followed, performance analysis came of age, becoming an essential component of any elite team, from English Premier League title winners Manchester City to America's Cup high-performance sailing teams. Using a hybrid of scientific method and trial-and-error, scientists have uncovered the tenets of accelerated learning, the mechanics of physiological adaptation, the organisational principles behind elite teams, the understanding of how hormones and environment affect performance. These discoveries are not confined to athletic endeavours - they are universal and reveal what it takes to win not only in sports, but are applicable across a wide range of disciplines, including business, leadership and education.
Game Face
by Shari GreenThirteen-year-old Jonah is determined to prove that anxiety won’t stop him from succeeding as his hockey team’s goalie in this dynamic novel in verse. What-ifs rattle around his brain at the worst times, like when he’s in the middle of a playoff game. What if he lets his teammates down? What if he can’t make it pro? And the biggest what-if of all, the one he keeps to himself — what if he’s like his dad, whose life is controlled by anxiety that has only gotten worse since Jonah’s mom died in a car crash? To prove that he’s not like that, Jonah is determined to succeed in the high-stress role of goalie. He and his best friend Ty have big plans for their hockey futures. But when Ty suffers a medical crisis during a pivotal game, Jonah’s anxiety ramps up to new levels It takes courage to ask for help, but Jonah starts to realize that his team goes beyond the people who lace up their skates with him every week, and maybe it’s okay to look for support on and off the ice. From the adrenaline rush of sudden-death overtime to the weight of worrying about letting your teammates — and yourself — down, this novel in verse will hook readers from the first line. Key Text Features dialogue poems Correlates to the Common Core State Standards in English Language Arts: CCSS.ELA-LITERACY.RL.4.3 Describe in depth a character, setting, or event in a story or drama, drawing on specific details in the text (e.g., a character's thoughts, words, or actions). CCSS.ELA-LITERACY.RL.4.5 Explain major differences between poems, drama, and prose, and refer to the structural elements of poems (e.g., verse, rhythm, meter) and drama (e.g., casts of characters, settings, descriptions, dialogue, stage directions) when writing or speaking about a text. CCSS.ELA-LITERACY.RL.5.4 Determine the meaning of words and phrases as they are used in a text, including figurative language such as metaphors and similes.
Game Plan
by Stephen Andrew David J. Powell Alan LymeIf you're a man, get ready to unleash the hero inside, and if you're a woman, get ready to understand men like never before. This practical and provocative book is packed with the lessons your dad never taught you about living life to the fullest, free from addiction and other self-destructive behaviors. From "Growing up Male" to "Men and Their Children," Game Plan tells it the way only a man sees it and only as a man can hear it. David J. Powell, PhD, is president of the International Center for Health Concerns, Inc. and assistant clinical professor of psychiatry at Yale University School of Medicine. He trains internationally on clinical supervision, family therapy, and men's issues in recovery. He is the author of Playing Life's Second Half: A Man's Guide for Turning Success into Significance. Alan Philip Lyme, LCSW, is clinical supervisor for the Screening, Brief Intervention, and Referral to Treatment Grant Program in Georgia. Alan is a Motivational Interviewing trainer, an internationally certified clinical supervisor, and an internationally certified alcohol and drug counselor. Stephen R. Andrew, LCSW, is an international consultant and trainer. He serves as the chief energizing officer for Health Education & Training Institute in Portland, Maine. Stephen is a true visionary and is the creator of SpiritWind, a CD series for personal growth and recovery.
Game Plan: A Proven Approach to Work, Live, and Play at the Highest Level Possible—For as Long as Possible
by Mike ManciasFrom the trainer and high-performance expert behind LeBron James and other superstars, a blueprint to achieving peak physical and psychological well-being—and sustaining it for the long haul. With a foreword by LeBron.“Mike Mancias is more than a teacher or trainer, his approach to health and wellness is an approach to life. If you stay ready, you ain’t gotta get ready.” —UsherMike Mancias has spent two decades developing and refining a winning blueprint for athletic excellence. He’s worked with countless professional athletes, sports franchises, and the US Olympic Program. And his methods have propelled the rise of LeBron James, arguably the best-trained athlete in the world, and the gold standard for elite longevity. In Game Plan, he shares those secrets with the rest of us.Over the course of three parts—the first focused on nutrition (“Eat with performance first and foremost in your mind”), the second on physical training (“We find the best ways to keep the body in constant motion”), and the third on recovery (“Recovery doesn’t start after performance but during performance”)—Mancias guides readers on their own journey to tiptop performance.Revelations include the precise time to eat before an athletic pursuit, the hidden pitfalls of stretching, the right temperature for sleeping, therapeutic breathing techniques to turn off stress, and why naps are not just for babies. Throughout, Mancias makes the case that excellence must begin with the mind before it can manifest in the body—and shows you how to cultivate it.Game Plan offers an actionable, holistic, and comprehensive roadmap to peak performance.
Game Play: Therapeutic Use of Games with Children and Adolescents
by Charles E. Schaefer Jessica StoneThe essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.
Game Theory and Its Applications
by Ferenc Szidarovszky Akio MatsumotoThis book integrates the fundamentals, methodology, and major application fields of noncooperative and cooperative games including conflict resolution. The topics addressed in the book are discrete and continuous games including games represented by finite trees; matrix and bimatrix games as well as oligopolies; cooperative solution concepts; games under uncertainty; dynamic games; and conflict resolution. The methodology is illustrated by carefully chosen examples and applications, and the case studies are selected from economics, social sciences, engineering, the military, and homeland security. This book is highly recommended to readers who are interested in the in-depth and up-to-date integration of the theory and ever-expanding application areas of game theory. Dynamic games with and without delays and partial cooperation are added in the 2nd edition.
Game Theory and its Applications: In the Social and Biological Sciences
by Andrew M. ColmanAndrew Coleman provides an accessible introduction to the fundamentals of mathematical gaming and other major applications in social psychology, decision theory, economics, politics, evolutionary biology, philosophy, operational research and sociology.
Game Theory and its Applications: In the Social and Biological Sciences (International Series In Social Psychology Ser.)
by Andrew M. ColmanAndrew Coleman provides an accessible introduction to the fundamentals of mathematical gaming and other major applications in social psychology, decision theory, economics, politics, evolutionary biology, philosophy, operational research and sociology.
Game Theory for the Social Sciences: Conflict, Bargaining, Cooperation and Power (Springer Series in Game Theory)
by Pierre DehezThis textbook introduces fundamental concepts of game theory and demonstrates its uses and application in the social sciences. Written in plain English and without overwhelming mathematical jargon, it serves as an invaluable resource for undergraduate students in economics, law, political sciences, and related social sciences. Starting from non-cooperative games and progressing to cooperative games, it explores a wide range of topics, including the analysis of zero-sum games, voting rules and their practical implications, and other applications of game theory. Uniquely, it emphasizes cooperative concepts and their normative applications, providing a fresh perspective. With "Game Theory for the Social Sciences", readers will be equipped with the analytical tools to analyze conflict resolution, bargaining strategies, cooperative decision-making, and the dynamics of power relationships. Through engaging examples drawn from real-world scenarios, readers will develop a solid understanding of how game theory can be applied to diverse fields in social sciences. “Pierre Dehez offers a consistent kit of classic game theoretic tools, from equilibrium concepts to bargaining solutions and power indices, all illustrated with insightful examples and applications.” Françoise Forges, Professor of Economics, Université Paris Dauphine-PSL “This book is written clearly and pedagogically without resorting to difficult mathematics. It provides many different and interesting examples from problems of fair sharing, bargaining to voting systems and many others. It is a perfect introduction to this subject too often quoted but too often misunderstood.” Alan Kirman, Directeur d’études, Ecole des Hautes Etudes en Sciences Sociales, Paris, and Emeritus Professor, Aix-Marseille University
Game User Experience And Player-Centered Design (International Series on Computer Entertainment and Media Technology)
by Barbaros BostanThis book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
Game-Based Assessment Revisited (Advances in Game-Based Learning)
by Dirk Ifenthaler Yoon Jeon KimThe capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.
Game-based Learning Across the Disciplines (Advances in Game-Based Learning)
by Dirk Ifenthaler Carmela ApreaThe volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.
Gamechanger AI: How Artificial Intelligence is Transforming our World
by Klaus HenningArtificial intelligence changes everything. This book encourages readers to consider the challenges of the digital transformation driven by Artificial Intelligence. The reader will discover why this transformation is to be regarded as the greatest cultural revolution since the invention of mass printing and how it can be shaped positively in a value-oriented way. The author pursues the thesis that intelligent objects on the internet, as well as physical objects, are attaining their own consciousness. Using many examples, he shows how these digital companions become our digital partners. This non-fiction book provides many suggestions for one's own living and working environment and is full of examples of how artificial intelligence systems can be implemented. The reader learns what is already possible today and what can be expected in the next ten to twenty years. The book is of interest to anyone interested in AI and the digital transformation - from those responsible in companies, public institutions, and in politics, to all teachers and parents who want to understand what the next generation can expect.
Gamer Nation: The Rise of Modern Gaming and the Compulsion to Play Again
by Eric GeissingerA tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming.The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.
Games Alcoholics Play
by Claude M. SteinerThe most lucid account of the patterns of problem drinkers ever set down in a book!Drawing on soundly tested theories of transactional behavior, Dr. Steiner describes the three distinct types of alcoholics -- Drunk and Proud, Lush and Wino -- and their games, scripts and rackets: Debtor... Kick... Cops and robbers... Plastic Woman... Captain Marvel...Ain't it awful... Schlemiel... Look how hard I've tried... and others.His approach is the single most useful tool for dealing with alcoholism since A.A. and the Twelve Steps, and offers the first real help -- and hope -- for problem drinkers and their families.From the Paperback edition.
Games Criminals Play: How You Can Profit by Knowing Them
by Bud Allen Diana Bosta"These puppets have been: doctors, attorneys, policemen, psychologists, teachers, clergymen, and John Q. Public. Have you ever done anything you didn't really want to do? Have you ever had that 'gut-level feeling' that something was wrong but couldn't put your finger on it? These games are perfected in prison, but are games everyone should know. Here - for the first time, is a book that - For correctional employees, provides one of the most effective tools for the behavior control of prisoners. For the public, exposes the scam or fraud and teaches how to recognize and prevent the processes criminals apply in society. This is a non-technical book that anyone can understand and use in his or her daily life. "Games Criminal Play, and How You Can Profit By Knowing Them" is a very important book. Almost daily one reads in the newspapers of various scams perpetrated on the American public. It is a unique book; no one else has revealed before this, the anatomy or structure, of set-ups, or criminals' plots. The cases in this book are not only informative, but intensely interesting"--Unedited summary from book cover.
Games People Play: The Psychology of Human Relationships
by Eric BernePeople tend to live their lives by consistently playing out certain 'games' in their interpersonal relationships, for a variety of reasons. If not destructive, these games are desirable and necessary.
Games Primates Play: An Undercover Investigation of the Evolution and Economics of Human Relationships
by Dario MaestripieriMost humans don’t realize that when they exchange emails with someone, anyone, they are actually exhibiting certain unspoken rules about dominance and hierarchy. The same rules regulate the exchange of grooming behavior in rhesus macaques or chimpanzees. Interestingly, some of the major aspects of human nature have profound commonalities with our ape ancestors: the violence of war, the intensity of love, the need to live together. While we often assume that our behavior in everyday situations reflects our unique personalities, the choices we freely make, or the influences of our environment, we rarely consider that others behave in these situations in almost the exact the same way as we do. In Games Primates Play, primatologist Dario Maestripieri examines the curious unspoken customs that govern our behavior. These patterns and customs appear to be motivated by free will, yet they are so similar from person to person, and across species, that they reveal much more than our selected choices. Games Primates Play uncovers our evolutionary legacy: the subtle codes that govern our behavior are the result of millions of years of evolution, predating the emergence of modern humans. To understand the rules that govern primate games and our social interactions, Maestripieri arms readers with knowledge of the scientific principles that ethologists, psychologists, economists, and other behavioral scientists have discovered in their quest to unravel the complexities of behavior. As he realizes, everything from how we write emails to how we make love is determined by the legacy of our primate roots and the conditions that existed so long ago. An idiosyncratic and witty approach to our deep and complex origins, Games Primates Play reveals the ways in which our primate nature drives so much of our lives.
Games Without Frontiers: Football, Identity and Modernity (Popular Cultural Studies)
by John WilliamsWhat is the historical appeal of football? How diverse are its players, supporters and institutions throughout the world? What are its various traditions and how are these affected by pressures to modernize ? In what ways does the game help to reinforce or overcome social differences and prejudices? How can we understand football’s subcultures, especially football hooligan ones? The 1994 World Cup Finals in the United States have again demonstrated the conflicts which exist around football over its international future. The multi-media age beckons new audiences for top-level matches, but worries remain that the historical and cultural appeal of football itself may be the real loser. The global game has a breadth of skills, playing techniques, supporting styles and ruling bodies. These are all subject to local and national traditions of team play and fan display. Modern commercial influences and international cultural links through players and fan styles, are accommodated within the game to an increasing extent. Yet, football’s ability to differentiate remains: at local, regional, national and even continental levels. In some cases the game’s traditions ensure that these differences are becoming as oppositional today as is modern football hooliganism. But, the overall picture is one of a game without frontiers - rich in historical and cultural detail, pluralistic in its traditions and identities. This volume brings together essays by leading academics and researchers writing on world football. Their studies draw on interdisciplinary researches in England, Scotland, France, Italy, Germany, Austria, Argentina and Australia. The book will be of interest to students of sports science, cultural studies and social science and to all those who simply enjoy football as the world's greatest sporting passion.
Games and Human Behavior: Essays in Honor of Amnon Rapoport
by Ido Erev Rami Zwick David V. BudesenHuman behavior often violates the predictions of rational choice theory. This realization has caused many social psychologists and experimental economists to attempt to develop an experimentally-based variant of game theory as an alternative descriptive model. The impetus for this book is the interest in the development of such a theory that combines elements from both disciplines and appeals to both. The editors have brought together leading researchers in the fields of experimental economics, behavioral game theory, and social dilemmas to engage in constructive dialogue across disciplinary boundaries. This book offers a comprehensive overview of the new insights into the motivation of human behavior under a variety of naturally or artificially induced incentive structures that are emerging from their work. Amnon Rapoport--a pioneer and leader in experimental study and quantitative modeling of human decisions in social and interactive contexts--is honored.
Games and Narrative: Theory and Practice (International Series on Computer Entertainment and Media Technology)
by Barbaros BostanThis book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.
Games and Simulations in Teacher Education (Advances in Game-Based Learning)
by Elizabeth BradleyThis book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative and presents an opportunity for pre-service teachers to have hands-on experience in an area of need prior to teaching in the classroom. Information on the simulation origins, including theoretical underpinnings, goals, characteristics, relevant research/program evaluation results, discussion of benefits and limitations as well as dissemination, recommended use, scope of practice, etc. of each game or simulation are included. Pre-service and new teachers will gain a number of useful skills through completion of these simulations and higher education faculty and administrators will gain a plethora of research-based and effective training tools for use in their teacher training programs.
Games for Health
by Ben Schouten Stephen Fedtke Tilde Bekker Marlies Schijven Alex GekkerFounded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Games with a Purpose (GWAPS)
by Mathieu Lafourcade Nathalie Le Brun Alain JoubertHuman brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.
Games, Learning, and Society
by Sasha Barab Kurt Squire Constance SteinkuehlerThis volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.