Anger is an emotional response when we face an obstruction in reaching our
target. Everyday life is fi lled with many such examples when we do not get
what we desire and get frustrated and angry. The anger management book
is written to help laymen to understand these everyday confl icting situations
leading to anger and related... Key Concepts in Marketing (SAGE Key Concepts series)
Key Concepts in Marketing introduces and examines the key issues, methods, models and debates that define the field of marketing today.
Each entry comprises of:
-Examples and illustrations
-Key literature and further reading...
Change Management, Third Edition: A Guide to Effective Implementation
This updated 3rd edition of a popular text on change management guides readers through the technological, organizational and people-oriented strategies that managers use to implement change. Revised to include power and politics, culture and gender, the authors have also added international case studies that set change management within the...
Encyclopedia of White-Collar & Corporate Crime (Multi-Volume Set) With more than 500 entries (including up-to-date information on such high profile cases as Martha Stewart and Enron), the Encyclopedia of White-Collar & Corporate Crime gathers history, definitions, examples, investigation, prosecution, assessments, challenges, and projections into one definitive reference work on the topic. The Encyclopedia... Implementing and Managing eGovernment: An International Text Check out the companion website at www.sagepub.co.uk/heeks
Implementing and Managing eGovernment fills an important gap. It provides comprehensive coverage of the e-government issues faced by managers, consultants and other practitioners.
Richard Heeks draws on international examples to guide readers through...
The Business and Culture of Digital Games: Gamework and Gameplay "Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their...
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