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- Knopf Doubleday Publishing Group 2016; US$ 13.95
New York Times Bestseller Edward O. Thorp is the father of card counting, and in Beat the Dealer he reveals the revolutionary point system that has been successfully used by professional and amateur card players for two generations. From Las Vegas to Monte Carlo, the tables have been turned and the house no longer has the advantage at blackjack.... more...
- CRC Press 2016; US$ 46.95
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue... more...
- CRC Press 2016; US$ 33.95
On the forefront of the mobile gaming revolution are real people with stories that are crazy, stressful, hilarious, and, in some cases, heart-wrenching. Written by respected video game journalist Ryan Rigney, with a foreword by John Davison, Buttonless tells the stories of the people behind the games. Rigney takes you on a tour that covers more... more...
- McFarland & Company, Inc., Publishers 2015; US$ 75.00
During a career spanning more than 50 years, J.H. Blackburne (1841-1924) won the British Chess Championship and several international tournaments, at his peak becoming one of the world's top three chess masters. A professional player who derived his livelihood from annual tours of chess clubs in England and other countries, entertaining and teaching... more...
- Taylor and Francis 2015; US$ 39.95
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh... more...
- Taylor and Francis 2015; US$ 55.95
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari?s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other... more...
- Profile Books 2015; US$ 10.66
Whether it's Space Invaders , Candy Crush Saga or Grand Theft Auto , video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession.... more...
- Indiana University Press 2015; US$ 24.99
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games.... more...
- Elsevier Science 2015; US$ 74.95
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance... more...
- Pavilion Books 2015; US$ 13.11
A follow up to Chess for Children, this is a very imaginative way of building up your children's knowledge and interest in chess through a series of fun chess games and activities. The same two cheeky children, Jess and Jamie, talk though the games in language that kids would relate to - and this time they are joined by their friends Harry and Marnie... more...