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Local Players In Global Games
What happens when previously autonomous firms from different countries, each with their own identities, routines and capabilities, come together inside a single multinational corporation? Can a cooperative strategy be established that advances the development of the multinational as a whole, or do mutual misunderstandings and the unintended consequences of strategic interaction among the players' lead instead to endemic conflict and disintegration?
This book tackles these novel and important questions through an empirical study of the strategic constitution of an 'actually existing' multinational. It does so by tracing the historical construction of the multinational corporation from the confluence of multiple formerly independent firms and analyzing the interacting web of strategies pursued by different actors within it. The analysis reveals how workers, unionists, subsidiary managers, and corporate executives pursue separate strategic games rooted in their local contexts, whose global outcome contrasts sharply with idealized views of the multinational as an integrated and coordinated organization.
By comparing these findings to those of the broader literature, the book proceeds to a theoretical examination of the challenges of managing the multinational, and the difficulties of resolving them through conventional organizational means. The authors propose new procedural solutions aimed at fostering mutual recognition and knowledge exchange within the multinational corporation, and explore how a multinational public may be created to press for the necessary reforms in corporate governance. As the success of such reforms is far from preordained, the book concludes with a series of alternative scenarios that illustrate the many obstacles to a smooth continuation of the globalization process.
This is an important and original study of significance for researchers, academics, and advanced students of international business, business strategy, comparative management and organizational studies.
A Brief Guide To The Hunger Games
A comprehensive and compelling guide to Suzanne Collins's bestselling young-adult, dystopian trilogy The Hunger Games, Catching Fire and Mockingjay. Already a publishing phenomenon to rival Harry Potter (over 50 million copies sold), there are three sequels to the 2012 blockbuster movie of The Hunger Games scheduled for release between 2013 and 2015; Mockingjay Part 1 is due to be released in November 2014. Robb explores the inspiration behind the books, the author, the themes and influences of the three books, the movie adaptations and their cultural impact, the books' legacy and spin-offs.
Suzanne Collins has created a series of characters and situations that have struck a chord not only with the target audience of teenagers, but which have also drawn in adult readers, making the series second only to Harry Potter in National Public Radio's popular poll of the Top 100 Teen Novels. Inspired when flicking TV channels between a reality television entertainment show and news footage of the war in Iraq, author Suzanne Collins conceived The Hunger Games as a parable for teen life and a warning of a dystopian future. Her parable incorporates Greek myth, Roman history and American entertainment. As the daughter of a US Air Force Officer who served in the Vietnam War, Collins had a unique insight into military life. Starting in children's television on such shows as Clarissa Explains It All, Collins went on to write children's fiction in The Underland Chronicles (drawing inspiration from Alice in Wonderland) and the Charlie McButton illustrated books.
However, it was The Hunger Games series that has changed her life, giving the author a series of New York Times bestsellers and seeing her listed as one of Time magazine's most influential people of 2010. Robb explores themes in The Hunger Games, and the influences and inspirations that lie behind the books, highlighting where Suzanne Collins has drawn on mythology and history, reshaping them to fit her universe. He also examines the characters and situations created in the book and how these have impacted on the books' largely teen readership. He also looks at reactions to the books from fans and critics, both acclaim and criticisms faced by the author. He takes a look at the creativity of the fans who have drawn on Collins' work for their own takes on the world of The Hunger Games.
Robb chronicles the adaptation of The Hunger Games from acclaimed, best-selling novel to blockbusting film. With a script by Suzanne Collins herself, the film has made stars of Jennifer Lawrence as Collins' heroine Katniss Everdeen, Josh Hutcherson as Peeta Mellark and Liam Hemsworth as Gale Hawthorne. Following the making of the film, including quotes from the writer, director and stars, this chapter will examine the efforts taken to make a success of The Hunger Games on screen.
It will also look at the cultural impact of the film and consider the critical reception it met upon release in March 2012. With three more movies scheduled and Mockingjay will be made into two films to be released in 2014 and 2015), Robb looks at the future of The Hunger Games series on screen, with an emphasis on the second film, Catching Fire. As with the Harry Potter series, The Hunger Games novels and films have inspired a host of spin-offs and extensions, from games and comic books to merchandise and new tales within the same universe. This chapter looks at these extensions of The Hunger Games franchise and analyses the effect Suzanne Collins work has had on the wider field of teen fiction and blockbuster movie-making.
About the Author
Brian J. Robb is the New York Times and Sunday Times best-selling biographer of Leonardo DiCaprio, Johnny Depp and Brad Pitt. He's also written acclaimed pop culture books on silent cinema, the films of Philip K. Dick, Wes Craven and Laurel and Hardy, and TV series Doctor Who and Star Trek. He is co-editor of the popular web site Sci-Fi Bulletin and lives in Edinburgh.
Rigging For Games
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video gameTin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.
You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for!
- Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics
- Keep up with all the action with behind-the-scenes images and code scripts
- Refine your rigging skills with tutorials and project files available on the companion website
Website Password Organizer, Yellow Orchid In A Tree
Keep all of your internet website passwords and logins in one location. This journal has hundreds of entry spaces organized from A-Z by letter. There is also plenty of room for notes, network information, and any other computer information that you might need. Buy one for yourself, for family and friends. We have hundreds of unique covers available.
There will be scouts that participate in scouting primarily because Scouting is fun, so offering an active game period at every scout meeting is critical to bringing boys back week after week. Coming up with stimulating game ideas is not always easy, though. Some units have limited space in their meeting halls, or need games for very small or very large numbers of youth. The Scout Games book is designed to help Scoutmasters deliver meeting fun regardless of the challenges any unit may face. This includes: active games; traditional games; indoor games; outdoor games; games suited for youth of varied ages; heights and weights; games for large groups; and games for small groups. There are many options to help solve the diverse problems a leader might face. Even games designed to reinforce Scouting skills like knot tying and first aid are included. Some of these games originated with Baden Powell and are time tested, while other games are more contemporary. They are all Scout tested and guaranteed to deliver fun. Games are rated with between one and five stars. Five-star games are the best and most fun, while one-star games are less fun but are still enjoyable. We hope that you enjoy this collection of scout games and that they help you deliver an outstanding program.
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