Overwhelmed

Overwhelmed
Author: Brigid Schulte
Publisher: A&C Black
Total Pages: 380
Release: 2014-03-13
Genre: Biography & Autobiography
ISBN: 1408826690


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______________________ 'Too much to do? Stop and read this' - Guardian 'For a fresh take on an eternal dilemma, Overwhelmed is worth a few hours of any busy woman's life – if only to ensure that she doesn't drop off the bottom of her own “To Do” list' - Mail on Sunday ______________________ In her attempts to juggle work and family life, Brigid Schulte has baked cakes until 2 a.m., frantically (but surreptitiously) sent important emails during school trips and then worked long into the night after her children were in bed. Realising she had become someone who constantly burst in late, trailing shoes and schoolbooks and biscuit crumbs, she began to question, like so many of us, whether it is possible to be anything you want to be, have a family and still have time to breathe. So when Schulte met an eminent sociologist who studies time and he told her she enjoyed thirty hours of leisure each week, she thought her head was going to pop off. What followed was a trip down the rabbit hole of busy-ness, a journey to discover why so many of us find it near-impossible to press the 'pause' button on life and what got us here in the first place. Overwhelmed maps the individual, historical, biological and societal stresses that have ripped working mothers' and fathers' leisure to shreds, and asks how it might be possible for us to put the pieces back together. Seeking insights, answers and inspiration, Schulte explores everything from the wiring of the brain and why workplaces are becoming increasingly demanding, to worldwide differences in family policy, how cultural norms shape our experiences at work, our unequal division of labour at home and why it's so hard for everyone – but women especially – to feel they deserve an elusive moment of peace. ______________________ 'Every parent, every caregiver, every person who feels besieged by permanent busyness, must read this book' - Anne-Marie Slaughter, author of Why Women Still Can't Have It All

Vygotsky at Work and Play

Vygotsky at Work and Play
Author: Lois Holzman
Publisher: Taylor & Francis
Total Pages: 204
Release: 2016-12-14
Genre: Psychology
ISBN: 1317384113


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Vygotsky at Work and Play is an intimate portrayal of the Vygotskian-inspired approach to human development known as ‘social therapeutics’ and ‘the psychology of becoming’. Holzman provides an accessible, practical-philosophical portrayal of a unique performance-based methodology of development and learning that draws upon a fresh reading of Vygotsky. This expanded edition includes new content dealing with how Lev Vygotsky’s work can be applied to profound social issues of our times, including worsening police/community relations, authoritarianism in schools, the medical-model approach to social/emotional life, and the erosion of play in Western cultures. Holzman also weaves together Vygotsky’s discoveries with qualitative case studies from organizations that practice the approach in psychotherapy offices, classrooms, outside-of-school programs, corporate workplaces and virtual learning environments. The new edition of Vygotsky at Work and Play poses a practical-critical challenge to more traditional conceptions and methods of psychology and education, introducing performance as a new ontology and the author’s own activist research performance as a new way to do psychology. It is an essential read for researchers and professionals in educational and developmental psychology, psychotherapy, cultural historical activity, social science, performance studies and education.

Cybertext

Cybertext
Author: Espen J. Aarseth
Publisher: JHU Press
Total Pages: 222
Release: 1997-09-11
Genre: Literary Criticism
ISBN: 9780801855795


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Do the rapidly expanding genres of digital literature mean that the narrative mode--novels, films, television drama--is losing its dominant position in our culture? Author Espen Aarseth eases our fears of literary loss (at least temporarily) by pointing out that electronic text requires an interactive response to generate a literary sequence. Where's the fun if you have to write your own ending? 21 illustrations.

Gamification at Work

Gamification at Work
Author: Janaki Mythily Kumar
Publisher:
Total Pages: 168
Release: 2013
Genre: Computers
ISBN: 9788792964076


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Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Play Between Worlds

Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 206
Release: 2009-02-13
Genre: Computers
ISBN: 0262250543


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A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Win Forever

Win Forever
Author: Pete Carroll
Publisher: Penguin
Total Pages: 254
Release: 2011-08-02
Genre: Sports & Recreation
ISBN: 1101548398


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"I know that I'll be evaluated in Seattle with wins and losses, as that is the nature of my profession for the last thirty-five years. But our record will not be what motivates me. Years ago I was asked, 'Pete, which is better: winning or competing?' My response was instantaneous: 'Competing. . . because it lasts longer.'" Pete Carroll is one of the most successful coaches in football today. As the head coach at USC, he brought the Trojans back to national prominence, amassing a 97-19 record over nine seasons. Now he shares the championship-winning philosophy that led USC to seven straight Pac-10 titles. This same mind-set and culture will shape his program as he returns to the NFL to coach the Seattle Seahawks. Carroll developed his unique coaching style by trial and error over his career. He learned that you get better results by teaching instead of screaming, and by helping players grow as people, not just on the field. He learned that an upbeat, energetic atmosphere in the locker room can coexist with an unstoppable competitive drive. He learned why you should stop worrying about your opponents, why you should always act as if the whole world is watching, and many other contrarian insights. Carroll shows us how the Win Forever philosophy really works, both in NCAA Division I competition and in the NFL. He reveals how his recruiting strategies, training routines, and game-day rituals preserve a team's culture year after year, during championship seasons and disappointing seasons alike. Win Forever is about more than winning football games; it's about maximizing your potential in every aspect of your life. Carroll has taught business leaders facing tough challenges. He has helped troubled kids on the streets of Los Angeles through his foundation A Better LA. His words are true in any situation: "If you want to win forever, always compete."

Play at Work

Play at Work
Author: Adam L. Penenberg
Publisher: Penguin
Total Pages: 259
Release: 2013-10-03
Genre: Business & Economics
ISBN: 1101623020


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Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

Fairies at Work and Play

Fairies at Work and Play
Author: Geoffrey Hodson
Publisher: Quest Books
Total Pages: 83
Release: 2015-04-08
Genre: Body, Mind & Spirit
ISBN: 0835631605


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There is another order of evolution running parallel to and blending with our own. Clairvoyant Geoffrey Hodson captures the vast variety of etheric forms working with nature, stimulating growth, bringing color to the flowers, brooding over nature’s beauty, dancing in the wind and sunlight. Meet the magical miniature world of green, transparent sea spirits; the entrancingly beautiful undine; the laughing, delicate, golden fairie; the slim, graceful, flowingly robed nature devas; and the ancient hard working brownies. Learn to perceive and partake in the work of the dynamic, unseen forces and forms which surround us and propel us toward our own human evolutionary potentials.

Work and Play in Early Childhood

Work and Play in Early Childhood
Author: Freya Jaffke
Publisher:
Total Pages: 88
Release: 1996
Genre: Education
ISBN:


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Rhythm and repetition, together with example and imitation, are pillars on which early learning is based. Freya Jaffke applies these simple principles in practical and sensible ways. She describes children's play in a Steiner-Waldorf kindergarten setting, and provides tried and tested advice on this important stage of development. This book includes sections on Planning the day; Festivals; Rhythms; Materials; Educating the Will; Imagination; Spontaneous and Planned Play; Example and imitation of adults; Stages of development; From crawling to contrariness; Work and play; Craft and handicraft; Creating a protective environment; Hyperactive and inactive children.

Beyond Juggling

Beyond Juggling
Author: Kurt Sandholtz
Publisher: National Geographic Books
Total Pages: 0
Release: 2002-05-12
Genre: Business & Economics
ISBN: 1576751309


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If you're one of the millions of people who are feeling overcommitted, overworked, and overtired, you've probably already learned that you can't juggle your way to a balanced life. With ever-increasing demands at work and at home, juggling only leads to exhaustion and frustration. Beyond Juggling presents five alternative strategies--Alternating, Outsourcing, Bundling, Techflexing, and Simplifying--that don't require either hyperactive time management or drastic career downshifting. Instead, it offers a collection of tools to help you craft a realistic rebalancing plan, tailored to your life needs and career situation. Extremely practical, Beyond Juggling details the five strategies, explains the rewards and drawbacks associated with each, and provides real-life case studies of people who have used each method successfully to rebalance their lives. Using the self-assessment instrument included in the book, you'll be able to pinpoint the work-life strategy (or strategies) you are currently using. Additional quizzes and checklists will help you take steps to reduce the dissonance between your professional and personal lives and achieve more of the balance you crave.