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During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
What's the point of creating a great Web site if no one goes there-or worse, if people come but never return? How do some sites, such as America Online, EBay, and GeoCities, develop into Internet communities with loyal followings and regular repeat traffic? How can Web page designers and developers create sites that are vibrant and rewarding? Amy Jo Kim, author of Community Building on the Web and consultant to some of the most successful Internet communities, is an expert at teaching how to design sites that succeed by making new visitors feel welcome, rewarding member participation, and building a sense of their own history. She discusses important design strategies, interviews influential Web community-builders, and provides the reader with templates and questionnaires to use in building their own communities.
Learn the rules to building loyal (and lucrative) digital followings Renegades Write the Rules reveals the innovative strategies behind the social media success of today’s top celebrities, brands, and sports icons, and how you can follow their lead. Author Amy Jo Martin is the founder of Digital Royalty and the woman who pioneered how professional sports integrate social media. In this book she shows how to build a faithful following and beat the competition clamoring for people's attention by continually delivering value - when, where, and how people want it. People want to be heard, to be involved, to be entertained, to be adventurous, to be informed. Reveals the winning strategies for u...
NAMED A BEST BOOK OF 2020 BY NPR “Amy Jo Burns writes a version of Appalachia that is one step removed from magic – all strychnine and moonshine and powerful wonder.”—NPR “[A] wrenching testament, told in language as incandescent as smoldering coal. . . This is not a despairing book, but a hopeful one, of Appalachian women taking back their life stories.” —New York Times Book Review On a lush mountaintop trapped in time, two women vow to protect each other at all costs-and one young girl must defy her father to survive. An hour from the closest West Virginia mining town, fifteen-year-old Wren Bird lives in a cloistered mountain cabin with her parents. They have no car, no mailb...
Love is a battlefield. Shelby Summerfield is a Southern belle at a northern college in 1993, which is a challenge to begin with. And yes, Florence Truong, the object of Shelby's lust and the only other woman on campus not wearing flannel, does catch her in what looks like a compromising position with a straight boy at pub trivia night. But Shelby is a gold star lesbian and Florence's dapper fashion sense makes her weak in the knees, so her rejection stings hard. To exact her revenge, Shelby cheats a little when putting together her own trivia dream team, because nobody strategizes to win like a Southern girl on a mission. And if trivia can't settle their rivalry, then maybe the annual campus-wide game of assassin will do the trick. Shelby's gonna come out on top of Florence—in bed or out, one way or another. Bless her heart. And her silk pocket squares. Warning: Contains obscene pub trivia team names, paint guns, a Southern belle with an exquisite grasp of battlefield tactics, and one dapper dyke who's misjudged her.
Anyone 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.
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
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...
Guy Kawasaki, CEO of garage.com and former chief evangelist of Apple Computer, Inc., presents his manifesto for world-changing innovation, using his battle-tested lessons to help revolutionaries become visionaries. Create Like a God Turn conventional wisdom on its head-create revolutionary products and services by analyzing how to approach the problems at hand. Command Like a King Take charge and make tough, insightful, and strategic decisions-break down the barriers that prevent product adoption and avoid "death magnets" (the stupid mistakes just about everyone makes). Work Like a Slave Get ready for hard work, and lots of it. To go from revolutionary to visionary, you'll need to eat like a...
ALICE FEENEYS NEW YORK TIMES AND INTERNATIONAL BESTSELLER “Boldly plotted, tightly knotted—a provocative true-or-false thriller that deepens and darkens to its ink-black finale. Marvelous.” —AJ Finn, author of The Woman in the Window My name is Amber Reynolds. There are three things you should know about me: 1. I’m in a coma. 2. My husband doesn’t love me anymore. 3. Sometimes I lie. Amber wakes up in a hospital. She can’t move. She can’t speak. She can’t open her eyes. She can hear everyone around her, but they have no idea. Amber doesn’t remember what happened, but she has a suspicion her husband had something to do with it. Alternating between her paralyzed present, the week before her accident, and a series of childhood diaries from twenty years ago, this brilliant psychological thriller asks: Is something really a lie if you believe it's the truth?