Shaping the Game

Shaping the Game
Author: Michael Watkins
Publisher: Harvard Business Press
Total Pages: 222
Release: 2006
Genre: Business & Economics
ISBN: 9781422102527

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The author of the bestselling "The First 90 Days" now zeroes in on the most critical skill leaders must master to secure new roles and accelerate their transitions: negotiation.

Shaping the Game

Shaping the Game
Author: Michael Watkins
Publisher: Harvard Business Review Press
Total Pages: 208
Release: 2006-07-10
Genre: Business & Economics
ISBN: 1633691152

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Michael D. Watkins' best-selling book The First 90 Days has become the business bible for accelerating leadership transitions. Now, Watkins zeroes in on the most critical skill leaders must master to secure new roles and accelerate their transitions: negotiation. In Shaping the Game: The New Leader's Guide to Effective Negotiating, Watkins draws from extensive research and practical consulting work to reveal four fundamental objectives that should guide new leaders' actions in every negotiation they undertake: create the most possible value, capture that value for yourself and your company, carefully tend to key relationships, and preserve your reputation. Watkins lays out hands-on strategies for becoming a world-class negotiator, including how to match your negotiation strategy to the situation, influence the perspectives of key counterparts, shape negotiation outcomes in your favor, and create the learning discipline necessary to become a world-class negotiator. Navigating the myriad complex, high-stakes negotiating challenges that confront new leaders, this book provides all the tools readers need to make the right moves up the career ladder—and succeed in those roles once they get there.

Shaping the Game

Shaping the Game
Author:
Publisher:
Total Pages: 8
Release: 2010
Genre:
ISBN: 9781775443964

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Summary: Shaping the Game

Summary: Shaping the Game
Author: BusinessNews Publishing,
Publisher: Primento
Total Pages: 45
Release: 2014-10-28
Genre: Business & Economics
ISBN: 2511019817

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The must-read summary of Michael Watkins' book: "Shaping the Game: The New Leader's Guide to Effective Negotiating". This complete summary of the ideas from Michael Watkins' book "Shaping the Game" shows that the only real source of business momentum comes from effective negotiation with others: the most powerful leaders are always the most successful negotiators. In his book, the author explains that good negotiators are always aware of four key objectives: adding value, capturing a fair share of that value, building relationships and enhancing personal credibility. This summary demonstrates four strategic imperatives that can be used to achieve these key objectives and how you can adapt your approach to get what you want out of every negotiation. Added-value of this summary: • Save time • Understand key concepts • Expand your knowledge To learn more, read "Shaping the Game" and discover the key to shaping negotiations and making a successful deal.

Summary: Shaping the Game

Summary: Shaping the Game
Author: BusinessNews Publishing
Publisher: Must Read Summaries
Total Pages: 15
Release: 2014-10-28
Genre: Business & Economics
ISBN: 9782511019818

Download Summary: Shaping the Game Book in PDF, Epub and Kindle

The must-read summary of Michael Watkins' book: "Shaping the Game: The New Leader's Guide to Effective Negotiating". This complete summary of the ideas from Michael Watkins' book "Shaping the Game" shows that the only real source of business momentum comes from effective negotiation with others: the most powerful leaders are always the most successful negotiators. In his book, the author explains that good negotiators are always aware of four key objectives: adding value, capturing a fair share of that value, building relationships and enhancing personal credibility. This summary demonstrates four strategic imperatives that can be used to achieve these key objectives and how you can adapt your approach to get what you want out of every negotiation. Added-value of this summary: • Save time • Understand key concepts • Expand your knowledge To learn more, read "Shaping the Game" and discover the key to shaping negotiations and making a successful deal.

America's Great Game

America's Great Game
Author: Hugh Wilford
Publisher: Basic Books (AZ)
Total Pages: 385
Release: 2013-12-03
Genre: History
ISBN: 046501965X

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From the 9/11 attacks to waterboarding to drone strikes, relations between the United States and the Middle East seem caught in a downward spiral. And all too often, the Central Intelligence Agency has made the situation worse. But this crisis was not a historical inevitability—far from it. Indeed, the earliest generation of CIA operatives was actually the region’s staunchest western ally. In America’s Great Game, celebrated intelligence historian Hugh Wilford reveals the surprising history of the CIA’s pro-Arab operations in the 1940s and 50s by tracing the work of the agency’s three most influential—and colorful—officers in the Middle East. Kermit “Kim” Roosevelt was the grandson of Theodore Roosevelt and the first head of CIA covert action in the region; his cousin, Archie Roosevelt, was a Middle East scholar and chief of the Beirut station. The two Roosevelts joined combined forces with Miles Copeland, a maverick covert operations specialist who had joined the American intelligence establishment during World War II. With their deep knowledge of Middle Eastern affairs, the three men were heirs to an American missionary tradition that engaged Arabs and Muslims with respect and empathy. Yet they were also fascinated by imperial intrigue, and were eager to play a modern rematch of the “Great Game,” the nineteenth-century struggle between Britain and Russia for control over central Asia. Despite their good intentions, these “Arabists” propped up authoritarian regimes, attempted secretly to sway public opinion in America against support for the new state of Israel, and staged coups that irrevocably destabilized the nations with which they empathized. Their efforts, and ultimate failure, would shape the course of U.S.–Middle Eastern relations for decades to come. Based on a vast array of declassified government records, private papers, and personal interviews, America’s Great Game tells the riveting story of the merry band of CIA officers whose spy games forever changed U.S. foreign policy.

Shaping the Past

Shaping the Past
Author: Ylva Grufstedt
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 265
Release: 2022-07-18
Genre: History
ISBN: 3110692627

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This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods? This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts. In short, this series wants to see what the humanities do with video games and what video games do to the humanities. Proposals can be send to: [email protected] Advisory Board: Alenda Y. Chang, UC Santa Barbara Katherine J Lewis, University of Huddersfield Dietmar Meinel, University of Duisburg-Essen Ana Milosevic, KU Leuven Soraya Murray, UC Santa Cruz Holly Nielsen, University of London Michael Nitsche, Georgia Tech Martin Picard, Leipzig University Melanie Swalwell, Swinburne University Emma Vossen, University of Waterloo Mark J.P. Wolf, Concordia University Esther Wright, Cardiff University

The Great Tech Game

The Great Tech Game
Author: Anirudh Suri
Publisher: Harper Collins
Total Pages: 424
Release: 2022-02-21
Genre: Political Science
ISBN: 9354894283

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After agriculture, trade, industrialization, colonization and capitalism, technology is arguably the next big shaper of geopolitics in the world. It is increasingly a major determinant of the destiny of nations today and is creating a new set of winners and losers on the global stage. In The Great Tech Game, the author provides a coherent framework outlining the key drivers that will determine the ability of a nation to succeed in this technology-dominant era. He lays out a roadmap for how any country must develop its own strategic plan for success. Leaders must inculcate a new set of capabilities to understand and take advantage of these trends, and create enabling environments for their nations to not be left behind. A particularly challenging aspect will be the ability of countries to define and manage the roles of state and non-state actors in a global race for technological leadership and success. The book goes on to evaluate whether digital colonialism is an inevitable reality, or whether new frameworks will emerge to govern relationships between technology-rich and technology-poor nations.

Raising the Stakes

Raising the Stakes
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 333
Release: 2015-01-30
Genre: Games & Activities
ISBN: 0262527588

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Future Gaming

Future Gaming
Author: Paolo Ruffino
Publisher: MIT Press
Total Pages: 162
Release: 2018-05-04
Genre: Games & Activities
ISBN: 1906897557

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.