A thought came to mind recently of the term “One and Done”. Knowing that I had heard the term before but unsure of its actual meaning. I proceeded to look it up to find the following; One and Done is the rule effectively mandated that players spend at least one year in college. That High school players who would otherwise have jumped directly into the NBA were required instead to play in college for a year before leaving and entering the draft……….
A balanced life is living a life of harmony where all things in life work together to complete the whole you. When your life is in balance, you will be more healthy, more energetic, happier, motivated, and satisfied.
A few tips; Remember to Set Priorities. List all your tasks if not daily then on a weekly basis, organize them according to priorities. When prioritizing, be sure to consider each area (Physical, Emotional, Career, Spiritual, Intellectual, and Social) pertinent to living a balanced life. Be Flexible. It is pertinent to take a break from routine. Be flexible and adjust your schedules and priorities accordingly. Mind Your Mind. Subconscious beliefs are known to be self-limiting and self-sabotaging. Purposefully embrace the process of positive thinking, especially in the areas of behavioral/habit change, wellness and stress reduction. Establish Accountability. Enlist the help of an accountability partner to encourage you along the way.
Gamification the symbolism of gaming on steroids has transcended the years and normality range of Sega Genesis, Atari, the Wii’s, Xbox and now PlayStation. Just when we thought we had arrived, here comes yet another level in the technology (business) corridor that thrusts the average individual into the social gaming craze. Gamification is the act of gaining points, badges and levels upon successful completion of real life challenges. With a goal to make the gaming experience a personal one, it seems the industry has accomplished its mission. Once an ideal competition between two or four close encountered individuals, the gamification plateau has opened us up to bigger and better challenges within a self-manipulated virtual world.
As Gamification affects the individual, it too affects the family. For generations the family as a vital institution within society provided not only early stage nourishment but was the ultimate source of socialization. Today, that is not so as the gaming industry has grown bigger and more advanced. As a matter of fact, it no longer accentuates family time but has evolved to take the place of what once was quality time. In many ways it has become a babysitter for the all too busy parent, and the crutch for a fast paced society that (in my opinion) no longer promotes outdoor play for children. If we teach the family to exist within the virtual world, to spend more and more time in that virtual reality it makes it harder and harder (especially on our children’s impressionable minds) to distinguish what is real and what is not. What is the future of the family nucleus and can we win back the quality time we once knew?
Stamford, Conn.-based research firm Gartner Inc. predicted that by 2014, “an estimated 70 percent of the top 2,000 public companies in the world will have at least one gamified application. This strategy which has already began amongst such industry giants as Verizon and Samsung. The goal is to focus on creating such a highly personal experience for the customer while too building a community. The customers seem not to realize that they have not only given over their loyalty but have evolved into brand specific groupies. Not that this isn’t good for the businesses or for the entrepreneur who learn to use such tactics. It is evident those who provide excellent customer service with a little over the top adage are the ones who thrive in the business.