Professional No-Limit Hold 'em: Volume I


Matt Flynn - 2007
    Cash games were rarely spread in conventional poker rooms, let alone the Internet. All of that changed when the game exploded on television. No-limit cash games started sprouting up at casinos of all types. No-limit hold em is now the most popular form of poker. Tournaments pushed it to the forefront, and a great deal of money can also be won here despite that fact, many players feel frustrated with their results. They win some money, only to lose it all on one botched hand. This book teaches you how to play and think like a professional. It shows how to size your bets, manage the pot, manipulate your opponents, know when to go all-in, and avoid the big mistake. Do you understand critical no-limit concepts like The REM Process, The Commitment Threshold, and Stack-To-Pot Ratios? If not, this is the book for you.

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

NZ Frenzy: New Zealand South Island


Scott Cook - 2010
    This guidebook is not meant to replace a Lonely Planet/Frommers/Rough Guide, but rather to compliment them. In NZ Frenzy you'll find info about all the South's must-see spots, plus detailed info about the lesser-known and unheralded off-the-beaten-path wonder spots. This guidebook goes WAY beyond the vague outdoor info in the mainstream travel guidebooks. NZ Frenzy is about giving you the details you'll need to find the "real" NZ, the one without lines of tour buses, the one without brochures of pay-to-see commercialized natural "attractions". NZ Frenzy, unlike any of the other mainstream guidebooks, will deliver you to the New Zealand that you've been planning for and fantasizing about. I guarantee it. Please read the reviews of NZ Frenzy North Island to see what travelers think of my info. Are you going to NZ to be a tourist at touristy crowded places or do you want to find the "Real" New Zealand that you'll tell stories about?? When you have an NZ Frenzy in hand, you'll leave the other guidebooks in the glove box and you'll leave the tourists behind!! The South Island has natural wonders beyond compare, but the mainstream media only promotes the commercialized stuff. Don't waste your precious time while in NZ waiting in line at the tourist visitor centers...get NZ Frenzy and go experience the Real New Zealand, the Fabled New Zealand. You can have the trip of a lifetime, you will have the trip of a lifetime!!

The Art of Strategy: A Game Theorist's Guide to Success in Business and Life


Avinash K. Dixit - 1991
    It's the art of anticipating your opponent's next moves, knowing full well that your rival is trying to do the same thing to you. Though parts of game theory involve simple common sense, much is counterintuitive, and it can only be mastered by developing a new way of seeing the world. Using a diverse array of rich case studies—from pop culture, TV, movies, sports, politics, and history—the authors show how nearly every business and personal interaction has a game-theory component to it. Are the winners of reality-TV contests instinctive game theorists? Do big-time investors see things that most people miss? What do great poker players know that you don't? Mastering game theory will make you more successful in business and life, and this lively book is the key to that mastery.

Elder Scrolls IV: Oblivion: Official Game Guide


Bethesda Softworks - 2006
    * Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.

Final Exams: True Crime Cases from Cyril Wecht


Cyril H. Wecht - 2013
    Wecht, M.D., J.D., one of America’s most respected forensic pathologists. Coauthored by crime writer Dawna Kaufmann, Final Exams explores both the technical and the human side of murder. From the heartbreaking case of abducted child, Jessica Lunsford, held captive within shouting distance of her loved ones, to the peculiar story of a murder for hire with a most unlikely victim, Final Exams takes the reader behind the scenes. Secrets about the private lives of both predators and victims are revealed as the authors detail the events that turned rage to tragedy. Fans of CSI will appreciate how Wecht and Kaufmann share the real life process of solving crimes with clues left with the victim.

The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3


David Shippy - 2009
    This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

Dissertation and Theses from Start to Finish: Psychology and Related Fields


John D. Cone - 1993
    Aimed to aid student writers through practical, logistical, and emotional stages of writing dissertations and theses, this book offers guidance to students through such important steps as defining topics, scheduling time to accommodate projects, and conducting, analyzing, writing, presenting, and publishing research.

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

The Game Console: A Photographic History from Atari to Xbox


Evan Amos - 2018
    You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.

The Cinematic Art of World of Warcraft: The Wrath of the Lich King


Blizzard Entertainment - 2009
    Now, they can experience Northrend’s icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game. Containing more than 150 drawings, concept art pieces, and final renders, as well as secrets of game mythology and development stories, this mesmerizing book reveals how Blizzard Entertainment’s acclaimed series gets made. In addition to a behind-the-scenes technical look at the game cinematics and developmental art, Fans learn how Blizzard updated Arthas the Death Knight to be even more evil than in Warcraft III and how a new central character, Sindragosa the Frost Wyrm, was developed. Other features explore technical dimensions and Blizzard’s influence on the game world and beyond. EACH BOOK COMES WITH: Two 8” x 10” original art cards in vellum sleeve and a 12-page illustrated storybook on the creation of the frostwyrm Sindragosa, that make this a must-have for any WoW fan.

Finite and Infinite Games: A Vision of Life as Play and Possibility


James P. Carse - 1986
    Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin