Search results
Results from the WOW.Com Content Network
The Infinite Game is a 2019 book by Simon Sinek, applying ideas from James P. Carse's similarly titled book, Finite and Infinite Games to topics of business and leadership. [ 1 ] The book is based on Carse's distinction between two types of games: finite games and infinite games.
Simon Oliver Sinek (born 1973) [2] is an English-born American author and inspirational speaker on business leadership. His books include Start with Why (2009) and The Infinite Game (2019). Early life and education
The infinite game - there is only one - includes any authentic interaction, from touching to culture, that changes rules, plays with boundaries and exists solely for the purpose of continuing the game. A finite player seeks power; the infinite one displays self-sufficient strength.
Great salespeople always start with Who. Then they move to Why, What, and How. And then eventually to When, and How Much. ... Now once you get to the right Who, Simon Sinek is spot-on about beginning the conversation with Why. Why is a game-changer in selling modern technology. [7]
Finite and Infinite Games. New York: Free Press ISBN 0-02-905980-1. 1986. Breakfast at the Victory 1994. The Gospel of the Beloved Disciple 1997. The Religious Case Against Belief. 2008. New York: The Penguin Press ISBN 978-1-59420-169-1; PhDeath: The Puzzler Murders. 2016. New York. Opus Press 978-1-62316-066-1
There is no evidence which suggests that zero-sum thinking is an enduring feature of human psychology. Game-theoretic situations rarely apply to instances of individual behaviour. This is demonstrated by the ordinary response to the prisoner's dilemma. Zero-sum thinking is the result of both proximate and ultimate causes.
Hence, their utility in the repeated game is represented by the sum of utilities in the basic games. When the game is infinite, a common model for the utility in the infinitely-repeated game is the limit inferior of mean utility: If the game results in a path of outcomes , where denotes the collective choices of the players at iteration t (t=0 ...
Zermelo's theorem can be applied to all finite-stage two-player games with complete information and alternating moves. The game must satisfy the following criteria: there are two players in the game; the game is of perfect information; the board game is finite; the two players can take alternate turns; and there is no chance element present.