Game Frame

Game Frame
Title Game Frame PDF eBook
Author Aaron Dignan
Publisher Simon and Schuster
Pages 226
Release 2011-03-08
Genre Business & Economics
ISBN 1451611072

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Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Focal Points in Framed Games

Focal Points in Framed Games
Title Focal Points in Framed Games PDF eBook
Author Andre Casajus
Publisher Springer Science & Business Media
Pages 142
Release 2012-12-06
Genre Business & Economics
ISBN 3642511120

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Go to, let us go down, and there confound their language, that they may not understand one another's speech. So the LORD scattered them abroad from thence upon the face of all the earth: and they left off to built the city. (Genesis 11.7-8) 1.1 Static Focal Points 1.1.1 Coordination In real life, people quite often face situations in which they prefer to act in the same way, but they are not particular about the concrete way of acting. Some examples are given below: Credit cards: Buyers want to possess the credit cards potential sellers do accept. Also, sellers wish to have contracted the credit card company the credit cards of which potential customers usually carry along. For both, basically, it is all the same which credit card this is. What matters is that both choices coincide. Communication, information transmission: The transmission of in formation requires that the signals used have the same meaning to both the sender and the receiver. But it is inessential which signal has a certain mean ing. In verbal communication, this basically means that the people involved use the same (natural) language, though even then some ambiguities remain. Things are a bit more difficult for non-verbal communication, for example data transmission between computers-both sides have to use the same or compatible protocols. Again, what matters is the protocols to be the same for both sides.

Frame Games

Frame Games
Title Frame Games PDF eBook
Author Harold D. Stolovitch
Publisher Educational Technology
Pages 128
Release 1980
Genre Education
ISBN 9780877781448

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USA Weekend The Big Book of Frame Games

USA Weekend The Big Book of Frame Games
Title USA Weekend The Big Book of Frame Games PDF eBook
Author Terry Stickels
Publisher Liberty Street
Pages 0
Release 2011-04-19
Genre Games & Activities
ISBN 9781603208819

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FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.

Beyond Individual Choice

Beyond Individual Choice
Title Beyond Individual Choice PDF eBook
Author Michael Bacharach
Publisher Princeton University Press
Pages 241
Release 2018-06-05
Genre Business & Economics
ISBN 0691186316

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Game theory is central to modern understandings of how people deal with problems of coordination and cooperation. Yet, ironically, it cannot give a straightforward explanation of some of the simplest forms of human coordination and cooperation--most famously, that people can use the apparently arbitrary features of "focal points" to solve coordination problems, and that people sometimes cooperate in "prisoner's dilemmas." Addressing a wide readership of economists, sociologists, psychologists, and philosophers, Michael Bacharach here proposes a revision of game theory that resolves these long-standing problems. In the classical tradition of game theory, Bacharach models human beings as rational actors, but he revises the standard definition of rationality to incorporate two major new ideas. He enlarges the model of a game so that it includes the ways agents describe to themselves (or "frame") their decision problems. And he allows the possibility that people reason as members of groups (or "teams"), each taking herself to have reason to perform her component of the combination of actions that best achieves the group's common goal. Bacharach shows that certain tendencies for individuals to engage in team reasoning are consistent with recent findings in social psychology and evolutionary biology. As the culmination of Bacharach's long-standing program of pathbreaking work on the foundations of game theory, this book has been eagerly awaited. Following Bacharach's premature death, Natalie Gold and Robert Sugden edited the unfinished work and added two substantial chapters that allow the book to be read as a coherent whole.

Techno Politics in Presidential Campaigning

Techno Politics in Presidential Campaigning
Title Techno Politics in Presidential Campaigning PDF eBook
Author John Allen Hendricks
Publisher Routledge
Pages 273
Release 2014-06-03
Genre Computers
ISBN 1136968210

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This volume examines the use of new media and technologies to reach voters in the 2008 US Presidential campaigns, and the role these tactics played in attracting new voters and communicating with the electorate. Chapters focus on how the technologies were used by candidates, the press, and voters.

Economics and Performativity

Economics and Performativity
Title Economics and Performativity PDF eBook
Author Nicolas Brisset
Publisher Routledge
Pages 300
Release 2018-07-27
Genre Business & Economics
ISBN 1351620940

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Economists do more than merely describe an external economic world. They shape it in the image of their theories and models. This idea, following the philosophy of language, puts forward that economic theories are performative, and not only descriptive. This idea has become a powerful critique of the scientificity of economics since it removes the idea of an external world against which our description could be evaluated as truth. If any theory can become true, there are no true theories per se because there is no such thing as a pre-existing economy to describe. Is such a relativist stance a fatality? This is the question at stake in this book. Furthermore, the author asks if any theory is able to ‘perform’ the social reality, or are there actually some limits to performativity? For philosophers, a performative statement is a statement that cannot fail to mean something, but can fail to do what it calls for. The state of the world may or may not be changed; the performative statement may be happy or unhappy. In economic terms, this can be interpreted as: some theories change the world while some do not. This book argues that this possibility of failure, a perspective previously missing from discussions on the subject, should be at the heart of any definition of failure. Taking on the question of why some theories change the world while others do not, this volume will be of interest to those studying advances courses on the philosophy of economics as well as those studying and researching in the areas of the philosophy of sciences and sociology of science and economics.