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- W. Bertelsmann Verlag 2014; US$ 31.57
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren... more...
- New in Chess 2013; US$ 12.99
At the age of 13 years, 4 months and 26 days, Magnus Carlsen became the youngest chess grandmaster in the world. The international press raved about the Norwegian prodigy. The Washington Post even called him ?the Mozart of chess?. Ten years on Magnus Carlsen is the number one in the world rankings and a household name far beyond chess circles.... more...
- Taylor and Francis 2014; US$ 79.95
Increasingly significant as mediators of spatial identity and meaning, leisure, tourism, culture and heritage are only now beginning to be located within the rapidly evolving discourses of poststructuralist geographies. Exploring the influence of leisure and tourism on the production, representation and consumption of landscape, the first half of... more...
- 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...
- Wiley 2014; US$ 149.95
A thorough discussion of the present and future of digital gaming People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital... more...
- Crowood 2014; US$ 11.65
Chess - Crowood Sports Guides is the perfect tool for anyone wanting to improve their performance, from beginners learning the basic skills to more experienced participants working on advanced techniques. Standard chess rules and basic notation is covered as well as how to use each piece effectively; tactics and strategy; how to plan for success;... 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 social... more...