Showing posts with label business strategy. Show all posts
Showing posts with label business strategy. Show all posts

Twitter for Business: Twitter for Friends: The Little Twitter Book You Should Not Tweet Without Review

Twitter for Business: Twitter for Friends: The Little Twitter Book You Should Not Tweet Without
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Twitter for Business: Twitter for Friends: The Little Twitter Book You Should Not Tweet Without ReviewMark's book "Twitter for Business: Twitter for Friends" is very insightful. There are a lot of resources available to tell people how to use Twitter, but I think this book goes beyond that. This book tells you WHY you might want to use Twitter, for personal and/or business purposes. The book is an easy read, and I can say from experience that it's much like sitting down and having a personal conversation with Mark himself. Check it out.Twitter for Business: Twitter for Friends: The Little Twitter Book You Should Not Tweet Without OverviewIn Twitter for Business Twitter for Friends, I discuss benefits of social media as well as things to avoid. I also share ways that you can enjoy Twitter more, and make it more manageable.

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The Social Factor: Innovate, Ignite, and Win through Mass Collaboration and Social Networking Review

The Social Factor: Innovate, Ignite, and Win through Mass Collaboration and Social Networking
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The Social Factor: Innovate, Ignite, and Win through Mass Collaboration and Social Networking ReviewFour signs that you are seriously behind the Internet-driven times: 1) You type "www" in front of Web addresses, 2) You think "geek" is a term of derision, 3) You subscribe to TV Guide and 4) You have a landline. If these descriptions fit you, then you will find Maria Azua's book eye-opening. She describes online developments such as wikis, cloud computing, crowdsourcing, widgets, social bookmarking, folksonomies, avatars and all the rest - and explains what they can do for your business. However, if you are already an experienced social networker, Azua's guide will be a review of familiar information. getAbstract recommends this book to businesspeople who are feeling mystified by the Internet - that is, anyone who needs to update his or her Web skills. Online, it's a new world. Azua's book provides a good map.The Social Factor: Innovate, Ignite, and Win through Mass Collaboration and Social Networking OverviewHarness the Power of Social Networking to Promote Innovation and Drive GrowthA treasure trove of strategic and tactical insights for the business leader

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Challenges for Game Designers Review

Challenges for Game Designers
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Challenges for Game Designers ReviewFinally! A book that talks about HOW to become a good game designer instead of merely addressing WHAT game design is. Most of the game design textbooks I've read taught me a bunch of academic buzz words (ludology, emergent game play, etc.), but they didn't leave much in the way of practical application. Brathwaite and Schreiber cap each chapter with a series of game design challenges that let the reader put their new knowledge to the test with good old pen and paper.
I found these challenges really helpful. In fact, they got me in the right mindset for taking design tests with game companies. After interviewing with one company, I was asked to take their design test. Thanks to Challenges, I was comfortable working under all sorts of real-world constraints, from genre-specific/technological limitations to IP restraints. The company liked my test and invited me to more interviews! So as an aspiring game designer, I extend my highest recommendation for this book to those looking to expand their design portfolio and prepare themselves for breaking into the game industry.
Challenges for Game Designers OverviewWelcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

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The Art of Game Design: A book of lenses Review

The Art of Game Design: A book of lenses
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The Art of Game Design: A book of lenses ReviewJesse Schell, game design professor at Carnegie Mellon University, wrote an introductory book that was published in August, titled "The Art of Game Design: A Book of Lenses." The back overleaf quotes Will Wright saying, "Easily the most comprehensive, practical book I've ever seen on game design." I will try to briefly state why I agree and offer details to help you decide if this book is for you.
Each chapter of the book adds a node to a network of relationships between the designer, the game, and the player. Throughout, Schell boxes 100 tips, with questions that induce a novel perspective on the design. He calls these lenses. I applaud the volume of diverse traditions, such as: psychology, storytelling, engineering, business, and management. They are so diverse as to change not only perspective, but also target. "The Lens of the Puzzle" looks at the mechanisms of the game; whereas, "The Lens of the Team" looks at the developers of the game. This is an eclectic approach that distills many abstract tips on what to consider when designing. Some experience and diligence with most of the 100 lenses would almost guarantee the reader is a competent designer.
Most lenses seemed crystal clear and provoked thoughts. Oftentimes, Schell deploys the wheels that others have invented. Many lenses refer to prior literature, such as Barry Boehm's spiral model of development (82), Scott Kim's thoughts on puzzles (209).
Furthermore, Schell gives us some original gems on the psychology of games that expanded my mind. He touches on the tactile aesthetics of the Rubik's cube (213), the learning curve of a jigsaw puzzle (215). He has some tips on personal communication that, upon reflection, exposed mistakes I have made, and would be more likely to continue to make had I not read Schell's advice. For example, in "Coping with Bad Suggestions," rather than agree or disagree, he advises to "understand why the client is making the suggestion" (417). He gives similarly important advice for playtesting (389).
Perhaps the inevitable danger of writing a comprehensive book is that one's own rough facets become apparent when placed side-by-side with one's brilliance. In a few spots, I would like to see wheels being reused rather than reinvented, such as mathematical graphs (132), epistemics of players (139), military tactics (141), risk and return (181), interface affordances (212), models of human-computer interaction (225), and plotting interest (247). I don't disagree with what Schell wrote there, but would rather dive deeper by leveraging prior literature (as he did in other lenses).
The book is well-presented with modest illustrations and easy to read from beginning to end. On an editorial note, although I affirm Schell's eclectic approach to game design, after reading the book, I wish it were easier to find the information I wanted to refer to. The table of lenses at the front of the book was not enough for me. The lens titles are not always evocative and distinct.
To summarize:
* What you will find in this book: informal habits of a professional game designer.
* What you will not find in this book: details or examples of designs and their implementation.
Game Developer magazine nominated The Art of Game Design for the Book of the Year. It got my vote.The Art of Game Design: A book of lenses OverviewAnyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.* Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process.* 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.* Winner of Game Developer's 2008 Front Line Award in the book category

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