jonathan travelstead
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- opiniones
- 3
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The Sickness
- De: Stephen R. King
- Narrado por: Virtual Voice
- Duración: 4 h y 2 m
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Possibly the darkest and most shocking six scary short stories yet ever created from bestselling author Stephen R. King. An instinct of passion and disrespect for decency and humanity fill this volume of life experiences we mostly keep in the back of our conscience, never wanting to bring to the forefront. Its truly sick!
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Not THE Stephen King. Please Read !!!!!
- De Anonymous User en 05-08-24
- The Sickness
- De: Stephen R. King
- Narrado por: Virtual Voice
The computer narrator sucks
Revisado: 06-18-24
Great stories, awful narration by a digitized voice. There are several fantastic readers for Stephen King-- why use an AI voice that lacks the experience to know where to put emphasis on different words, which can't even understand the musicality of language?
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Amusing Ourselves to Death
- Public Discourse in the Age of Show Business
- De: Neil Postman
- Narrado por: Jeff Riggenbach
- Duración: 4 h y 49 m
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In this eloquent and persuasive book, Neil Postman examines the deep and broad effects of television culture on the manner in which we conduct our public affairs, and how "entertainment values" have corrupted the very way we think. As politics, news, religion, education, and commerce are given less and less expression in the form of the printed word, they are rapidly being reshaped to suit the requirements of television.
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Excellent Content Read at Warp Speed
- De chaoticmuse en 03-17-11
- Amusing Ourselves to Death
- Public Discourse in the Age of Show Business
- De: Neil Postman
- Narrado por: Jeff Riggenbach
Some Good Inquiry
Revisado: 02-02-19
An insightful, clear-seeing curmudgeon. While he often quotes farseeing science fiction writers, a futurist he is not, rarely acknowledging the positive aspects of future mediums.
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Gamify
- How Gamification Motivates People to Do Extraordinary Things
- De: Brian Burke
- Narrado por: Steven Menasche
- Duración: 5 h y 18 m
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Organizations are facing an engagement crisis. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy.
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Its about gamifying in the corporate environment
- De JOSE OSPINA en 05-10-15
- Gamify
- How Gamification Motivates People to Do Extraordinary Things
- De: Brian Burke
- Narrado por: Steven Menasche
Uninspired. 'Gamify' is said nearly 1000 times
Revisado: 02-12-15
ugh. I am in love with the concept, but this was completely unimaginative without delving deeply enough to be academic
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