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Mark Harlan Winning at Internet Poker For Dummies


Take poker online the fun and easy way! Five years ago, 50 million people were playing poker recreationally or professionally. Now that number is more than 100 million, including a huge influx of young people. Online betting is up nearly four-fold over the past year, with total wagers running over $30 billion. Winning at Internet Poker For Dummies provides the lowdown on the hottest game around, highlighting the best sites and virtual games and showing how to make secure online bets. The book covers setting up an account, securing funds, navigating a basic online poker game, using Internet abbreviations and lingo, observing online poker etiquette, playing popular online poker games such as Texas Hold 'Em and Omaha, devising a winning strategy, and participating in tournaments.

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Baby Professor Fun Online Games That Kids Play Around the Globe: Ages 5 And Up


As a parent, it is important that you be aware of the online games that benefit your children. This book lists the online games that children aged 5 and up, regardless of geographic location, play. Use this as reference when choosing which games to allow and which to ban in the house. Grab a copy today!

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Grenville Armitage Networking and Online Games


The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

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Baby Professor Fun Online Games For Teens with Tips and Tricks: Ages 13 And Up

Группа авторов Learning Online with Games, Simulations, and Virtual Worlds


Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds «Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book.» – Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University «At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences.» – Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary «I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools.» – Rick Van Sant, professor of learning and technology, Ferris State University

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Monica T. Whitty Cyberpsychology


An important new BPS Textbook in Psychology exploring the interactions between individuals, societies, and digital technologies Outlines key theories and empirical research within cyberpsychology and provides critical assessments of this rapidly changing field Identifies areas in need of further research and ways to use digital technologies as a research tool Covers topics such as online identity, online relationships and dating, pornography, children’s use of the internet, cyberbullying, online games and gambling, and deception and online crime Engaging and accessible for students at the undergraduate and graduate level with real life examples, activities, and discussion questions

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