2 results for "Sales"

On Good Authority 7 Steps to Prepare, Promote and Profit from a How-To Book That Makes You the Go-to Expert

Anna David
The average book sells 300 copies and doesn't change the career-or life-of its author whatsoever. Instead, it becomes a shelf decoration, just one that happened to take a lot of money and effort to create. It doesn't have to be this way. After all, you probably already have a beautiful shelf! Whether you're ready to share your expertise with the world, want to launch a book that will serve you for your entire career or are tired of releasing books that don't do anything to help your business, On Good Authority: 7 Steps to Prepare, Promote and Profit from a How-To Book that Makes You the Go-To Expert is for you. Culled from dozens of interviews with top founders, CEOs, thought leaders and authors like Robert Greene, Chris Voss and Jay Abraham, On Good Authority walks you through a proven system for planning, promoting and profiting from your own how-to book while also breaking down how this kind of book can build your authority in ways nothing else can. In this book, you'll learn how to: Find an idea that will attract your ideal client so you can actually generate income from your book Nurture an audience while your book is being written so you don't end up releasing your book to crickets Break into the media big leagues by scoring appearances on shows like Today and Good Morning America Land podcast interviews that can lead to big book sales Create and secure paid speaking gigs with your newfound authority Have a tool that builds your business 24-7 for the rest of your life, without ever asking for a raise or complaining As Robert Greene says himself (in this book), "A book is the royal path to any kind of success you want in life." Still, the royal path requires very specific steps (but no curtseys). Learn what they are by reading On Good Authority today.
Legacy Launch Pad Publishing 2023-04-23 174 pages

Computer games and instruction

Sigmund Tobias,J. D. Fletcher
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
State University of New York 2011-03-23 551 pages