Bring Your "A" Game

Bring Your
Author: Jennifer L. Etnier
Publisher: Univ of North Carolina Press
Total Pages: 213
Release: 2009-12-15
Genre: Sports & Recreation
ISBN: 0807898511

Mental training is just as important as physical training when it comes to success in sport. And like physical fitness, mental toughness is something that can be taught and learned. Yet many young athletes have not learned the psychological skills needed to develop their best game. This book was written specifically for young athletes interested in improving their performance and reaching their potential in sport. Bring Your "A" Game introduces key strategies for mental training, such as goal setting, pre-performance routines, confidence building, and imagery. Each of the seventeen chapters focuses on a single mental skill and offers key points and exercises designed to reinforce the concepts. The book encourages athletes to incorporate these mental skills into their daily lives and practice sessions so that they become second nature during competition. Whether used at home by student athletes or assigned by coaches as part of team development, Bring Your "A" Game will help young performers develop a plan for success and learn to deal with the challenges of pursuing excellence in sport.

Bring Your "A" Game

Bring Your
Author: Robert J McGovern
Publisher: Sourcebooks, Inc.
Total Pages: 306
Release: 2005-08-01
Genre: Business & Economics
ISBN: 1402250339

The first 10 years of your career can often be the "make it or break it" period. Bring Your "A" Game shows you how to define your career plan early on, with sound advice on how to acquire the critical building blocks and time-tested workplace skills you need to get ahead. Throughout his career, Rob McGovern has employed and mentored hundreds of young professionals. In Bring Your "A" Game, he shares the 10 common attributes that are consistent with career high-achievers, or "A" players, as well as contingency procedures when something goes wrong, such as getting fired, having a stalled career or realizing that you hate your job. Filled with real-life situations, anecdotes, pointed direction and practical methods for dealing with any workplace situation, Bring Your "A" Game is not just another "how to find a job" book - it's a how to have a career book.

Game Feel

Game Feel
Author: Steve Swink
Publisher: CRC Press
Total Pages: 377
Release: 2008-10-13
Genre: Art
ISBN: 1482267330

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Take Back the Game

Take Back the Game
Author: Linda Flanagan
Publisher: Penguin
Total Pages: 305
Release: 2022-08-23
Genre: Family & Relationships
ISBN: 059332904X

Longlisted for the Porchlight Business Book Awards 2022 A close look at how big money and high stakes have transformed youth sports, turning once healthy, fun activities for kids into all-consuming endeavors—putting stress on children and families alike Some 75% of American families want their kids to play sports. Athletics are training grounds for character, friendship, and connection; at their best, sports insulate kids from hardship and prepare them for adult life. But youth sports have changed so dramatically over the last 25 years that they no longer deliver the healthy outcomes everyone wants. Instead, unbeknownst to most parents, kids who play competitive organized sports are more likely to burn out or suffer from overuse injuries than to develop their characters or build healthy habits. What happened to kids' sports? And how can we make them fun again? In Take Back the Game, coach and journalist Linda Flanagan reveals how the youth sports industry capitalizes on parents’ worry about their kids’ futures, selling the idea that more competitive play is essential in the feeding frenzy over access to colleges and universities. Drawing on her experience as a coach and a parent, along with research and expert analysis, Flanagan delves into a national obsession that has: Compelled kids to specialize year-round in one sport. Increased the risk of both physical injury and mental health problems. Encouraged egregious behavior by coaches and parents. Reduced access to sports for low-income families. A provocative and timely entrant into a conversation thousands of parents are having on the sidelines, Take Back the Game uncovers how youth sports became a serious business, the consequences of raising the stakes for kids and parents alike--and the changes we need now.

Learn Game Programming with Ruby

Learn Game Programming with Ruby
Author: Mark Sobkowicz
Publisher: Pragmatic Bookshelf
Total Pages: 274
Release: 2015-09-03
Genre: Computers
ISBN: 1680503782

Level up your programming skills while making fast-paced, arcade-style video games. Make enemy spaceships explode in balls of fire, and escape from a pit while dodging falling boulders. You'll use the fun and approachable Ruby programming language and the Gosu 2D game library, which makes making games a breeze. Gain the skills and techniques you need to bring your own video game ideas to life with moving images and thumping sounds. If you have a little experience programming in Ruby or another language, then you're ready to start making your own video games. In this book you'll learn concepts such as animation, keyboard and mouse movement, sounds and music, and physics as you build four exciting games. Your first game will test your reflexes as you try to click on a ruby that pops in and out of your screen. Learn how to draw images and text, and how to make objects move around the screen. You'll make a space-shooter where you defend your home base from a seemingly endless stream of enemies, as you discover how to use keyboard input, add music and sounds, an opening title screen, and scrolling end-credits. Next up: make a sliding number puzzle game where you'll learn to incorporate more complicated logic and user interaction into your game. Learn all about game physics as you build a game where a bold adventurer must climb out of a pit while dodging bouncing, spinning rocks. Finally, package up your games as Windows and Mac apps so you can share them with your friends. When you're done with this book, you'll have improved your programming skills, and you'll have all the tools you need to make your own arcade-style games. What You Need: You'll need a computer running Windows 7 or later, or Mac OS X 10.7 or later. All the other software you need is free, and the first chapter will get you up and running.

There's No Plan B for Your A-Game

There's No Plan B for Your A-Game
Author: Bo Eason
Publisher: St. Martin's Press
Total Pages: 256
Release: 2019-09-03
Genre: Self-Help
ISBN: 1250210844

Washington Post Bestseller Wall Street Journal Bestseller USA Today Bestseller Publishers Weekly Bestseller Do you want to change the course of your life? Do you want to be the best? The best manager, the best athlete, the best artist, the best speaker, the best parent? In There’s No Plan B for Your A-Game, former pro athlete, playwright, and acclaimed leadership coach Bo Eason shows you exactly what it takes to be the best. His proven tools and training have worked for Olympic medalists, military leaders, bestselling authors, professional athletes, and business executives and their teams. There’s No Plan B for Your A-Game explains how to develop the character, integrity, and commitment it takes to become the best. Bo Eason focuses on a winning four-step process that helps you attain the skill, maintain the effort, and persist through challenges: Declaration: What do you want to achieve? Preparation: How can you make it happen? Acceleration: Where will you find the stamina to reach your goal? Domination: Why do you take others with you? With inspiring, specific, real-word guidance, There’s No Plan B for Your A-Game teaches the best practices that lead to the best results, in every walk of life.

Play Anything

Play Anything
Author: Ian Bogost
Publisher: Basic Books
Total Pages: 290
Release: 2016-09-13
Genre: Science
ISBN: 0465096506

How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Coaching for the Love of the Game

Coaching for the Love of the Game
Author: Jennifer L. Etnier
Publisher: UNC Press Books
Total Pages: 244
Release: 2020-02-14
Genre: Sports & Recreation
ISBN: 1469654849

More than 45 million children play youth sports in the United States each year, and most are coached by parent volunteers with good intentions but little training. This lack of training and an overemphasis on winning often results in stress and frustration for coaches and players alike, which can discourage young athletes so much that they walk away from sports altogether. With this new guide for amateur parent coaches, Jennifer Etnier, author of Bring Your 'A' Game, aims to change that. Etnier offers a system of positive coaching that can be applied to any sport, from the beginner level to high school athletics, and explains that good coaching requires working with young athletes at their developmental level and providing feedback designed to keep children engaged and having fun. Etnier gives easy-to-understand guidance on important aspects of successful coaching—including information on the development of children's motor skills, communication with a young athlete's parents, and nurturing a growth-oriented mind-set—making this a critical resource for youth coaches of all experience levels.

The Single Plane Golf Swing

The Single Plane Golf Swing
Author: Todd Graves
Publisher: BrownBooks.ORM
Total Pages: 576
Release: 2015-03-03
Genre: Sports & Recreation
ISBN: 161254892X

“Through this wonderful book, frustrated golfers can learn to swing like Moe [Norman] and improve their games.” —Anthony Robbins, #1 New York Times–bestselling author The mysterious and reclusive genius Moe Norman is acknowledged as the best ball-striker in the history of golf by many of the game’s greats. The Single Plane Golf Swing: Play Better Golf the Moe Norman Way reveals the secrets of the swing that enabled him to hit the ball solidly with unerring accuracy and consistency—every time. Norman’s simple, efficient, and easily understood Single Plane Swing has improved the games of thousands of golfers. Golf professional Todd Graves, known as “Little Moe” and regarded as the world authority on Norman’s swing, comprehensively teaches readers the mechanics, drills, and feelings of the Single Plane Swing that Moe called “The Feeling of Greatness.” Graves shares Norman’s brilliant insights and liberating approach to the game and demonstrates why the conventional “tour” swing is too complex and frustrating for the majority of amateurs. Illustrated with more than 300 photographs and written with Tim O’Connor, Norman’s biographer, the book also engagingly tells Norman’s bittersweet life story and explores the teacher-student bond forged between Norman and his protégé Graves. “One of golf’s greatest untold stories, Moe Norman’s life illustrated a simple and powerful truth: greatness is built from practicing the right swing in the right way. In this book, Todd Graves has given us a blueprint for that swing, for those practice habits, and most of all for a process that builds success.” —Dan Coyle, New York Times-bestselling author of The Culture Code