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- Wiley 2011; US$ 29.00
It's not all "fun and games." A growing body of research suggests that recreation activities can be powerful development contexts when they are properly framed and intentionally designed. This volume highlights much of that research, and the articles that follow provide ample evidence that well-framed recreation activities and contexts can provide... more...
- No Starch Press 2010; US$ 19.95
Millions of people play massively multiplayer online (MMO) games like World of Warcraft every day. Many of those players belong to guilds, organized groups whose members play together in order to defeat difficult bosses, compete with rivals, or undertake special challenges. Leading a guild is not a trivial matter, but many players dive into this challenging... more...
- DK Publishing 2008; US$ 9.95
Always a Winner! Before you lay down a lot of money at the tables and machines in casinos, you should also consider all of the freebies you can get from simply being there. Casinos give away over one billion dollars a year in free stuff to valued customers. From the high roller level of suites, meals and credit to the small time repeater gamblers... more...
- DK Publishing 2007; US$ 9.95
All bets are on! Most how-to-win poker books leave out two of the most important tools of the game: effective betting and bluffing. Now, a poker expert extraordinaire gives readers the quick and dirty inside information so readers can hone these skills. Readers will learn about the art of value betting, weighing value against risk, the power... more...
- Manchester University Press 2003; US$ 69.95
There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling. more...
- HarperCollins 2009; US$ 13.99
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and... more...
- Penguin Group US 2010; US$ 15.00
A deliciously wry, edge-of-your-seat memoir about making a fortune from counting cards. Filled with actual bad guys, chase scenes, and high stakes, Repeat Until Rich is an intoxicating, unprecedented view of the dangerous allure of living off the cards and by one's wits. At twenty-four, Josh Axelrad held down a respectable but dull job on Wall... more...
- Morgan & Claypool Publishers 2009; US$ 30.00
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and... more...
- McFarland & Company, Inc., Publishers 2013; US$ 40.00
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role... more...
- Bloomsbury Publishing 2013; US$ 77.99
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development... more...