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- Touchstone 2008; US$ 17.00
From America's foremost chess teacher and author comes a new standard: a comprehensive course covering all aspects of the game, to improve your technique whether you are a newcomer or a longtime fan. One of America's best-known chess masters, Bruce Pandolfini has helped millions learn the intricacies of chess through his acclaimed books and workshops.... more...
- F+W Media 2003; US$ 9.95
The Everything Bachelorette Party Book is the perfect handbook for planning a fun and unique bachelorette party for the bride. Including information on everything from parties in the home and a night out on the town, this book helps the hostess plan the party, follow etiquette, handle a guest list, and keep the bride engaged! more...
- DK Publishing 2011; US$ 19.99
AM3RICA, 3NGLAND, FRANC3, G3RMANY. The conflict is going global in Call of Duty: MW3. The spectacular Call of Duty returns in an epic single-player campaign that takes you across the globe battling the Russian Federation for control. The Modern Warfare 3 Signature Series Guide will lead you through this global campaign. Packed with detailed... more...
- Triumph Books 2010; US$ 11.99
The most comprehensive craps book ever written, this is the book that gives readers everything needed to get a real, verifiable edge at the game of craps. The authors, two of the greatest living dice controllers, share, in words and pictures, their secret Golden Touch technique and give the edge needed to beat the house. Readers will learn several... more...
- SAGE Publications 2006; US$ 60.00
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces. more...
- Palgrave Macmillan 2007; US$ 39.00
In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural... more...
- Wiley 2014; US$ 149.95
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive... more...
- Findhorn Press 2007; US$ 12.99
Getting people to have fun just because it feels good is the mission of this guide that connects cooperative play and spirituality. More than 40 new activities suitable for all ages and abilities are offered, including seated games such as "A-Rum-Sum-Sum," "Doctor Memory," and "Zoom," as well as active games such as "Trust Leap" and "Wizard." Perfect... more...
- Skyhorse Publishing, Inc. 2011; US$ 24.95
The world of fantasy sports is no longer the purview of nerds and stat geeks. In fact, versions of the game are currently played by tens of millions of people worldwide. But while fantasy sports may have begun as a light-hearted diversion, to many of its participants winning or losing is no laughing matter. The book takes readers on a journey... more...
- McFarland & Company, Inc., Publishers 2013; US$ 35.00
For more than a century the American farm, factory and frontier provided opportunities for physical workers to display their skill, win a bet, brag or perhaps just have some fun. Competitions that emphasized useful skills, like plowing, corn-husking, rock drilling, typesetting, and tree cutting, were common in the antebellum and post-Civil War periods,... more...