Playing the Matrix

This is Mike Dooley’s advanced course on living deliberately and creating consciously.

Playing the Matrix

Playing the Matrix is Mike Dooley’s advanced course on living deliberately and creating consciously. The concepts he shares were born of material he’s delivered to live audiences the world over, culminating in his most impactful, most transformational program ever. Now, for the first time in 17 years of touring, these ideas are to be shared in book form. At the heart of the Matrix lies a simple yet highly unexpected concept for creating major life change that’s unlike anything shared by other teachers, past and present. It clearly reveals why “manifesting” sometimes works with incredible ease, why it sometimes doesn’t work at all, and why, on occasion, it works, and yet in hindsight we wish it hadn’t. Readers will not only learn about the “Bermuda Triangle of Manifesting” that too often leads to heartbreak and loss, they’ll learn how to navigate around it, under full sail, with their own new “a-ha” moments that will teach them: • How to achieve clarity in purpose and desire and thereby avoid contradictions and self-sabotage • How to fuel their dreams with passion while not attaching to unimportant details and outcomes • How to plan and take action on their dreams without “messing with the cursed how’s”! And so much more...

Playing the Field

Damien B. Schlarb When Neo, the protagonist of the 1999 film The Matrix, sees a
black cat passing by a doorway twice within a matter of seconds, he chalks off the
experience as an episode of déjà vu. His companions explain that, in the ...

Playing the Field

American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.

Playing the Waves

The image of Dr Mesmer hanging on a helicopter rope has the opposite effect
from that which the visual effects supervisor of The Matrix Reloaded, John Gaeta,
and the Wachowski brothers had in mind when they designed and filmed the
Burly ...

Playing the Waves

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. Playing the Waves cleverly puns on the title of one of von Trier’s most famous features and argues that Dogma 95, like much of the director’s low-budget realist productions, is a game that takes cinema beyond the traditional confines of film aesthetics and dramatic rules. Simons articulates the ways in which von Trier redefines the practice of filmmaking as a rule-bound activity, and stipulates the forms and structures of games von Trier brings to bear on his films, as well as the sobering lessons he draws from economic and evolutionary game theory. Much like the director’s films, this fascinating volume takes the traditional point of view of film theory and film aesthetics to the next level and demonstrates we have much to learn from the perspective of game studies and game theory.

Playing the Canterbury Tales

Rust explains, is the triangulating network of the page's lexical signs, visual signs
, and reader who occupies an imaginative space. Rust explains that the
manuscript matrix is an imagined, virtual dimension in which physical form and
linguistic ...

Playing the Canterbury Tales

Playing the Canterbury Tales addresses the additions, continuations, and reordering of the Canterbury Tales found in the manuscripts and early printed editions of the Tales. Many modern editions present a specific set of tales in a specific order, and often leave out an entire corpus of continuations and additions. Andrew Higl makes a case for understanding the additions and changes to Chaucer's original open and fragmented work by thinking of them as distinct interactive moves in a game similar to the storytelling game the pilgrims play. Using examples and theories from new media studies, Higl demonstrates that the Tales are best viewed as an "interactive fiction," reshaped by active readers. Readers participated in the ongoing creation and production of the tales by adding new text and rearranging existing text, and through this textual transmission, they introduced new social and literary meaning to the work. This theoretical model and the boundaries between the canonical and apocryphal texts are explored in six case studies: the spurious prologues of the Wife of Bath's Tale, John Lydgate's influence on the Tales, the Northumberland manuscript, the ploughman character, and the Cook's Tale. The Canterbury Tales are a more dynamic and unstable literary work than usually encountered in a modern critical edition.

The Action and Adventure Cinema

I argue here that The Matrix plays these two possibilities off against one another.
In many ways it looks like a conventional kick-ass/machine action movie,
although one whose spe- cial effects are undeniably impressive. However, in
other ...

The Action and Adventure Cinema

This exciting collection addresses action and adventure from the silent to the contemporary period exploring diverse questions of aesthetics, industry and ideology. Action has established itself as one of the leading commercial genres of the New Hollywood cinema, generating extensive debate in the process. Contributors consider how action might best be defined, how it has developed historically, and how it works formally. The critical reception and standing of action and adventure cinema is considered in relation to questions of national culture, violence and the 'art' of cinema. Themes explored include genre and definitions; early action, sensation and melodrama; authorship and action; national and transnational action-adventure traditions; action aesthetics; spectacle and narrative; stars and bodies; class; gender; race and ethnicity. Attempting to evaluate the significance of this type of filmmaking for both popular cinema and film studies, the book underlines the central place of action and adventure within film history.

Contributions to the Theory of Games

Our theory presumes the following psychology for an individual playing a matrix (
i.e., normalized) game: The entries in the ... -valued utility function and then plays
the game as if his opponent's utility function had the same effect on the matrix.

Contributions to the Theory of Games

A new group of contributions to the development of this theory by leading experts in the field. The contributors include L. D. Berkovitz, L. E. Dubins, H. Everett, W. H. Fleming, D. Gale, D. Gillette, S. Karlin, J. G. Kemeny, R. Restrepo, H. E. Scarf, M. Sion, G. L. Thompson, P. Wolfe, and others.

Keep Playing the Six Step Game Plan

The Non-Superstar's Guide to Playing Your Sport in College Patricia J. Marino,
Alan J. Musante. ing” are governed by NCAA ... Please refer to the matrix in the
NCAA Guide for the College-Bound Student Athlete, p. 29-30 or the NCAA
website ...

Keep Playing   the Six Step Game Plan


Manifesting Change

4. Playing. the. Matrix. ma·trix: something within or from which something else
originates, develops, or takes form; resembling a mathematical matrix especially
in rectangular arrangement of elements into rows and columns ~Merriam-
Webster ...

Manifesting Change

Shares advice on realizing one's goals and offers inspirational views on universal mysteries while explaining how to overcome psychological obstacles using spiritual exercises and illustrative analogies.

Leadership Transitions The Watkins Collection 4 Items

The matrix combines two key distinctions we have highlighted in our discussion
so far. The first is between efforts to play the game effectively (i.e., to learn and
influence your counterparts in the context of an existing negotiation structure) and
 ...

Leadership Transitions  The Watkins Collection  4 Items

This Harvard Business Review collection features the best in leadership transitions from celebrated author and advisor Michael D. Watkins. Watkins, who has worked for decades guiding senior leaders into new roles to help them and their organizations succeed, is the author of the international bestseller The First 90 Days. With more than 400,000 copies sold worldwide and published in more than 25 languages, the book has become the standard reference for leaders in transition. In addition to the full digital edition (ebook) of The First 90 Days, this collection includes digital editions of Watkins’ other popular works: Your Next Move, which guides professionals through the most common career transitions; Shaping the Game, on how to lead effective negotiations; and his 2012 Harvard Business Review article, “How Managers Become Leaders.” Watkins, whose ideas have guided some of the world’s best leaders through successful transitions, is the chairman of leadership development consultancy Genesis Advisers. Drawing on the perfect combination of research and hands-on experience, he has spent the last two decades working with leaders—both corporate and public—as they transition to new roles, negotiate the future of their organizations, and craft their legacy as leaders. He was previously a professor at the Kennedy School of Government at Harvard, Harvard Business School, INSEAD in France, and IMD in Switzerland.