Changing The Player
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Author | : Jacob Chance |
Publisher | : |
Total Pages | : 228 |
Release | : 2021-05-28 |
Genre | : |
ISBN | : |
Flynn You know that voice in the back of your head telling you not to do something? Well, I don't have one, at least not one that functions properly. Mine eggs me on, daring me to do my worst. Which is how I've found myself in my current situation-on the verge of being traded from my team. Coach gave me one last chance to prove myself, so I begged my agent, Nadia, to help me out. Nadia When I suggested Flynn find a woman to "fake date" as a solution to his image problem, I never imagined he'd want me to fill that position. As his agent, I already had my hands full trying to keep him in line. But when he made an offer too good to refuse, I found myself accepting. Now I'm committed to spending two months in the bad boy of football's company. His very attentive company. He smells like sin and looks like every woman's fantasy come to life. How many stolen touches can I endure before I'm begging for more? I'm supposed to be changing the player, not falling for him. Author's Note: This is a full-length, swoony, heartfelt, standalone sports romance. HEA. Opposites attract. Friends-to-lovers. Slow burn. Fake relationship. Age Gap. Laugh-out-loud banter, a troublemaker hero, and a strong heroine.
Author | : Anne-Marie Schleiner |
Publisher | : Amsterdam University Press |
Total Pages | : 163 |
Release | : 2018-01-31 |
Genre | : Art |
ISBN | : 9048525640 |
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
Author | : A. P. Grow |
Publisher | : |
Total Pages | : 114 |
Release | : 2013-09-03 |
Genre | : Supervision of employees |
ISBN | : 9780974473741 |
The pace of work being what it is, the last thing managers or team members need is to spend time and energy on work place drama that isn't at all related to the work. Not dealing effectively with non-team player behavior is one of the most common complaints employees have about managers. This fact was first presented in Dr. Grow's How to Not Suck as a Manager. Digging deeper into this topic, Change or Go: How to Stop Non-Team Player Behavior at Work, provides managers with a straightforward strategy for working with team members who are not being team players. The goal is to create the most cohesive, efficient, and effective team possible. Change or Go gives managers and prospective managers the steps, counsel, and encouragement needed to make this happen.
Author | : Bostjan Belingar |
Publisher | : Bosslifehacks |
Total Pages | : |
Release | : 2017-03-15 |
Genre | : |
ISBN | : 9789612838416 |
-It's not just flashy girl-chasing and traveling. It's hard fucking work. Changing country every week. Packing up all your shit into a fucking bag and heading to the next city, the next couch. Finding yourself in a different city where you know nothing and no one. Finding the next girl who you will give your all to, and then who you won't get to see a second time. And if the emotional trauma alone is not enough, add in a healthy 80-hour work week as well.- Join the young apprentice on the epic journey under the wing of an elite dating coach. Travel trough 30 countries, meet countless girls, film inside of world's most prestigious night clubs. Cry, laugh, learn, hit a wall, and finally, discover the dark side of the game.
Author | : Lindsay D. Grace |
Publisher | : CRC Press |
Total Pages | : 183 |
Release | : 2019-07-01 |
Genre | : Computers |
ISBN | : 0429771304 |
The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims
Author | : Indiana. Department of Public Instruction |
Publisher | : |
Total Pages | : 342 |
Release | : 1918 |
Genre | : Education |
ISBN | : |
Author | : Philippines. Bureau of Education |
Publisher | : |
Total Pages | : 112 |
Release | : 1911 |
Genre | : Education |
ISBN | : |
Author | : Jesper Juul |
Publisher | : MIT Press |
Total Pages | : 261 |
Release | : 2012-02-10 |
Genre | : Games & Activities |
ISBN | : 0262517396 |
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Author | : Michigan. Department of Public Instruction |
Publisher | : |
Total Pages | : 288 |
Release | : 1919 |
Genre | : Accidents |
ISBN | : |
Author | : |
Publisher | : |
Total Pages | : 746 |
Release | : 1925 |
Genre | : Education |
ISBN | : |