Culture Game

The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors (repost)

Carol Sanford, "The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors"
2014 | ISBN: 1118910753 | 224 pages | EPUB | 3 MB
The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors

The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors by Carol Sanford
English | 2014 | ISBN: 1118910753 | 224 pages | PDF | 1 MB
The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors

The Responsible Entrepreneur: Four Game-Changing Archetypes for Founders, Leaders, and Impact Investors by Carol Sanford
English | 2014 | ISBN: 1118910753 | 224 pages | EPUB | 709 KB

Playing the Waves: Lars von Trier's Game Cinema (Film Culture in Transition)  eBooks & eLearning

Posted by lengen at Jan. 13, 2017
Playing the Waves: Lars von Trier's Game Cinema (Film Culture in Transition)

Playing the Waves: Lars von Trier's Game Cinema (Film Culture in Transition) by Jan Simons
English | Sep. 15, 2007 | ISBN: 905356991X | 256 Pages | PDF | 2 MB

Dogma 95, the avant-garde filmmaking movement founded by the Danish director Lars von Trier and three of his fellow directors, was launched in 1995 at an elite cinema conference in Paris—when von Trier was called upon to speak about the future of film but instead showered the audience with pamphlets announcing the new movement and its manifesto. A refreshingly original critical commentary on the director and his practice, Playing the Waves is a paramount addition to one of new media’s most provocative genres: games and gaming.
The Art of Strategy: A Game Theorist's Guide to Success in Business and Life (repost)

The Art of Strategy: A Game Theorist's Guide to Success in Business and Life by Avinash K. Dixit, Barry J. Nalebuff
English | 2008 | ISBN: 0393062430 | 512 pages | EPUB | 1,5 MB

Azerbaijan - Culture Smart!: The Essential Guide to Customs & Culture  eBooks & eLearning

Posted by tarantoga at Jan. 12, 2017
Azerbaijan - Culture Smart!: The Essential Guide to Customs & Culture

Nikki Kazimova, "Azerbaijan - Culture Smart!: The Essential Guide to Customs & Culture"
ISBN: 1857335449 | 2011 | EPUB | 168 pages | 8 MB
Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia (East Asian Popular Culture) by Alexis Pulos
English | 17 Jan. 2017 | ISBN: 3319438166 | 218 Pages | PDF | 3.3 MB

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work.

Promise Land: My Journey through America's Self-Help Culture (repost)  eBooks & eLearning

Posted by arundhati at Dec. 3, 2016
Promise Land: My Journey through America's Self-Help Culture (repost)

Jessica Lamb-Shapiro, "Promise Land: My Journey through America's Self-Help Culture"
English | 2014 | ISBN: 1439100195 | 240 pages | EPUB | 3 MB

Game Engine Architecture (2nd Edition) (repost)  eBooks & eLearning

Posted by arundhati at Dec. 3, 2016
Game Engine Architecture (2nd Edition) (repost)

Jason Gregory, "Game Engine Architecture (2nd Edition)"
English | 2014 | ISBN: 1466560010 | 1040 pages | PDF | 65 MB

Playing to Win : Sports, Video Games, and the Culture of Play  eBooks & eLearning

Posted by readerXXI at Nov. 11, 2016
Playing to Win : Sports, Video Games, and the Culture of Play

Playing to Win : Sports, Video Games, and the Culture of Play
by Thomas P. Oates and Robert Alan Brookey
English | 2015 | ISBN: 0253015022 | 260 Pages | True PDF | 1.83 MB

In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience.