50 Communications Activities, Icebreakers, and Exercises
Title | 50 Communications Activities, Icebreakers, and Exercises PDF eBook |
Author | Peter Garber |
Publisher | Human Resource Development |
Pages | 249 |
Release | 2008 |
Genre | Business & Economics |
ISBN | 1599964392 |
Have fun presenting these activities and build your employeesOCO communication skills in just minutes. Communication plays such a big part in our lives today. Yet sometimes we get busy and forget just how important communication is to our success, relationships and happiness. 50 Communication Activities, Icebreakers and Activities is a great way to: Increase participantsOCO awareness of how they communicate; Help them to build expertise in a variety of essential skills and competencies; Prepare them to deal effectively with the many types of communication challenges they face every day. Each activity focuses on some facet of communication and includes a description, time guideline, purpose, resources, presentation, debrief, difficulty rating and variations to make implementation easy. Each individual activity takes only minutes to complete. Together this collection contains a wealth of insight, tips and guidance to prepare employees to become confident communicators who enjoy stronger relationships and greater success and satisfaction on the job."
Networking and Online Games
Title | Networking and Online Games PDF eBook |
Author | Grenville Armitage |
Publisher | John Wiley & Sons |
Pages | 232 |
Release | 2006-08-04 |
Genre | Technology & Engineering |
ISBN | 0470030461 |
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
In-Game
Title | In-Game PDF eBook |
Author | Gordon Calleja |
Publisher | MIT Press |
Pages | 235 |
Release | 2011-05-13 |
Genre | Games & Activities |
ISBN | 0262294540 |
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
The British Chess Code
Title | The British Chess Code PDF eBook |
Author | British Chess Company |
Publisher | |
Pages | 56 |
Release | 1897 |
Genre | Chess |
ISBN |
A Year of Primary PE
Title | A Year of Primary PE PDF eBook |
Author | Mark Carter |
Publisher | Bloomsbury Publishing |
Pages | 224 |
Release | 2022-06-09 |
Genre | Education |
ISBN | 1472992229 |
The ultimate book for teaching primary PE, with 110 inclusive and engaging games for all abilities. Including a wealth of age-appropriate, easy-to-follow activities for teaching physical education at Key Stages 1 and 2, this book is perfect for teachers looking for inspiration and advice on delivering the very best PE lessons. Structured around a full school year, there is a mixture of indoor and outdoor ideas to suit a range of spaces and equipment, all tried and tested by teachers with mixed-ability classes. From 'Working together' in September to 'Competing as an individual' in July, each chapter addresses a different month and theme to structure your practice and make each lesson meaningful. A Year of Primary PE features 110 lesson plans, with clear instructions for setting up and carrying out the activities, full-colour photographs of the games in action, and advice to develop teachers' skills and pedagogy. Fully aligned to the National Curriculum, this is the ideal resource to deliver outstanding sports lessons centred around inclusivity, engagement and holistic learning.
The Translation of Realia and Irrealia in Game Localization
Title | The Translation of Realia and Irrealia in Game Localization PDF eBook |
Author | Silvia Pettini |
Publisher | Routledge |
Pages | 170 |
Release | 2021-09-19 |
Genre | Language Arts & Disciplines |
ISBN | 1000438422 |
This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
50 Digital Team-Building Games
Title | 50 Digital Team-Building Games PDF eBook |
Author | John Chen |
Publisher | John Wiley & Sons |
Pages | 242 |
Release | 2012-05-01 |
Genre | Business & Economics |
ISBN | 1118180933 |
Use technology to increase loyalty and productivity in your employees 50 Digital Team-Building Games offers fun, energizing meeting openers, team activities, and group adventures for business teams, using Twitter, GPS, Facebook, smartphones, and other technology. The games can be played in-person or virtually, and range from 5-minute ice-breakers to an epic four-hour GPS-based adventure. Designed to be lead by managers, facilitators, presenters, and speakers, the activities help teams and groups get comfortable with technology, get to know each other better, build trust, improve communication, and more. No need to be a "techie" to lead these games—they're simple and well-scripted. Author John Chen is the CEO of Geoteaming, a company that uses technology and adventure to teach teams how to collaborate. How to lead a simple, fast, fun team building activity with easy-to-follow instructions How to create successful "virtual" team building that requires NO travel and little to no additional expenses How to engage standoffish engineers, "hard to reach" technical teams, or Gen X/Y teammates with technology they enjoy using Successful technology-based team building can build buzz for your company, build critically important relationships and communication internally, and keep your team talking about it for weeks afterward!