Books on the topic 'Entertainment and gaming'

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1

Botzakis, Stergios. Entertainment and gaming. Chicago, Ill: Raintree, 2010.

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2

Online gaming and entertainment. San Diego, CA: ReferencePoint Press, 2012.

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3

PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. Beijing: O'Reilly, 2006.

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4

La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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5

Massachusetts. Executive Dept. Weld Wampanoag Tribe sign agreement for gaming and family entertainment complex: Thousands of jobs forecast for Bristol County. Boston, MA: The Dept., 1994.

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6

E, Biederman Donald, ed. Law and business of the entertainment industries. 5th ed. Westport, Conn: Praeger Publishers, 2007.

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7

Eade, Vincent H. Introduction to the casino entertainment industry. Upper Saddle River, N.J: Prentice Hall, 1997.

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8

Relations, United States Congress House Committee on Education and Labor Subcommittee on Labor-Management. Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : hearing before the Subcommittee on Labor-Management Relations of the Committee on Education and Labor, House of Representatives, One Hundred Third Congress, first session, hearing held in Las Vegas, NV, October 1, 1993. Washington: U.S. G.P.O., 1994.

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9

Wong, Stanford. The complete idiot's guide to gambling like a pro. 3rd ed. Indianapolis, IN: Alpha Books, 2003.

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10

DeAngelo, Frank. Casinos coast to coast: A guide to the best hotels, food, comps, gambling, and entertainment across the country. Secaucus, N.J: Carol Pub. Group, 1998.

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11

Entertainment and Gaming. Raintree Publishers, 2011.

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12

Entertaiment And Gaming. Raintree, 2010.

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13

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Auerbach Publishers, Incorporated, 2019.

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14

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Taylor & Francis Group, 2019.

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15

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Auerbach Publishers, Incorporated, 2019.

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16

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Taylor & Francis Group, 2021.

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17

Britain, Great. Gambling Act 2005 (Family Entertainment Centre Gaming Machine) (Permits) Regulations 2007. Stationery Office, The, 2007.

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18

Kipp, Scott. Broadband Entertainment: Digital Audio, Video and Gaming in Your Home. All Digital, Inc., 2003.

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19

Roblox: The Essential Guide. Scholastic, 2018.

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20

Home video gaming and electronic entertainment through 1999: An industry discussion. San Mateo, CA: Infotainment World, 1994.

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21

Sample, C. K. PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld (Hacks). O'Reilly Media, Inc., 2006.

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22

Affleck, Justin. Ultimate Console Comparison: The Best Ones for Your Family Gaming and Entertainment Needs. Independently Published, 2018.

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23

Hardcore Gaming 101 Presents: Castlevania. Hardcore Gaming 101, 2014.

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24

Ltd, ICON Group. COLORADO GAMING & ENTERTAINMENT CO.: Labor Productivity Benchmarks and International Gap Analysis (Labor Productivity Series). 2nd ed. Icon Group International, 2000.

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25

Schild, Jonas. Deep Gaming - The Creative and Technological Potential of Stereoscopic 3D Vision for Interactive Entertainment. CreateSpace Independent Publishing Platform, 2014.

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26

Ltd, ICON Group. COLORADO GAMING & ENTERTAINMENT CO.: International Competitive Benchmarks and Financial Gap Analysis (Financial Performance Series). 2nd ed. Icon Group International, 2000.

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27

Ltd, ICON Group, and ICON Group International Inc. NORTH AMERICAN GAMING AND ENTERTAINMENT: International Competitive Benchmarks and Financial Gap Analysis (Financial Performance Series). 2nd ed. Icon Group International, 2000.

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28

Ltd, ICON Group, and ICON Group International Inc. NORTH AMERICAN GAMING AND ENTERTAINMENT: Labor Productivity Benchmarks and International Gap Analysis (Labor Productivity Series). 2nd ed. Icon Group International, 2000.

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29

Biederman, Donald E., Edward P. Pierson, Martin E. Silfen, Janna Glasser, Charles J. Biederman, Kenneth J. Abdo, and Scott D. Sanders. Law and Business of the Entertainment Industries, 5th Edition (Law & Business of the Entertainment Industries). 5th ed. Praeger Publishers, 2006.

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30

Game Boy Advance: Miniature Gaming Masterclass. Bath, England: Future Publishing, 2001.

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31

Kalata, Kurt. Hardcore Gaming 101 Presents: Japanese Video Game Obscurities. Unbound, 2019.

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32

Hardcore Gaming 101 Presents: Contra and other Konami Classics. Lexington, KY: Hardcore Gaming 101, 2017.

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33

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread information needed to support these strategies. Women play games and compete, both among each other and against game challenges, if given the opportunity to do so in a meaningful and realistic manner where they can practice their preferred competitive skills. This chapter examines digital gaming with respect to women’s competitive strategies to identify how games can support these strategies and appeal to women.
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34

US GOVERNMENT. Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : Hearing before the Subcommittee on Labor-Management ... held in Las Vegas, NV, October 1, 1993. For sale by the U.S. G.P.O., Supt. of Docs., Congressional Sales Office, 1994.

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35

1001 Great Gambling Tips. Chichester: High Stakes, 2009.

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36

Entertainment Tourism. Taylor & Francis Group, 2017.

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37

Luo, Jian Ming, and Chi Fung Lam. Entertainment Tourism. Taylor & Francis Group, 2017.

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38

Entertainment Tourism. Taylor & Francis Group, 2017.

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39

Stapf, Ingrid, Marlis Prinzing, and Nina Köberer, eds. Aufwachsen mit Medien. Nomos Verlagsgesellschaft mbH & Co. KG, 2019. http://dx.doi.org/10.5771/9783845293844.

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Growing up with digital media is an ethical question. This volume examines current developments in the fields of digitalisation, education and the protection of minors in order to critically reflect upon a new set of issues in communication, media and information ethics. The importance of developing autonomy in children growing up in mediatised societies and of balancing autonomy with children´s need for protection (e.g. data protection or privacy) is central to this study. The book addresses the ethical dimensions of a mediatised childhood by exploring issues in surveillance and care, gaming and entertainment as well as reality and virtuality, giving weight to the consequences these practices and issues have for society, politics and education. With contributions by Linda Breitlauch, Eike Buhr, Detlef Endeward, Bernhard Debatin, Alexander Filipovic, Rüdiger Funiok, Petra Grimm, Thilo Hagendorff/Jutta Hagendorff, Florian Heusinger von Waldegge, Dietmar Kammerer, Nina Köberer, Larissa Krainer, Kerstin Liesem, Patrick Maisenhölder, Gudrun Marci-Boehncke, Dominik Merli, Carsten Ochs, Claudia Paganini, Marlis Prinzing, Matthias Rath, Christoph Schickhardt, Christian Schlöndorf, Ingrid Stapf, André Weßel
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40

Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : hearing before the Subcommittee on Labor-Management Relations of the Committee on Education and Labor, House of Representatives, One Hundred Third Congress, first session, hearing held in Las Vegas, NV, October 1, 1993. Washington: U.S. G.P.O., 1994.

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41

Figone, Albert J. Afterword. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0010.

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This concluding chapter reflects on the continued trend of widespread gambling in the U.S. entertainment industry—which, among other factors, has contributed to the frequency of betting on college sports to this day—and the consequences thereof. Gambling has since become the norm, and with college sports programs being especially profitable ventures, game rigging as well as the exploitation of the players will continue to remain the norm rather than the exception, as the chapter explores more recent trends in sports betting. To conclude, the chapter discusses the possibility of further legislative regulation on sports betting, but warns for the consequences should such laws be enacted.
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42

Prestel, Joseph Ben. Neighborhood of Passion. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198797562.003.0005.

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A central entertainment district also became the focus of debates about emotions in Cairo. Following the British occupation of Egypt in 1882, newspapers and magazines began to argue that activities in the neighborhood of Azbakiyya, such as alcohol consumption, prostitution, and gambling, destroyed the rationality of Cairo’s middle-class men. According to these accounts, men were at risk of wavering between extreme emotions of anger and love in the entertainment district. This loss of control over their emotions would ultimately lead to dire consequences for entire families and the Egyptian nation at large. The chapter shows that these portrayals were inseparable from the shifting power structures in Cairo. Since many customers, barmaids and pimps came from Western European countries, Azbakiyya was framed as a symptom of the “foreign” domination of Egypt.
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43

Wong, Stanford. The Complete Idiot's Guide to Gambling Like a Pro (2nd Edition). 2nd ed. Alpha, 1999.

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44

Wong, Stanford, and Susan Spector. The Complete Idiot's Guide To Gambling Like a Pro. Alpha, 2002.

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45

The Complete Idiot's Guide to Gambling Like a Pro (2nd Edition). Alpha, 1999.

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46

(Re)Presenting Wilma Rudolph (Sports and Entertainment). Syracuse University Press, 2015.

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47

Angelo, Frank De. Casinos Coast to Coast : A Complete Guide to the Best Hotels, Foods, Comps, Gambling and Entertainment Across the Country. Lyle Stuart, 2000.

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48

Figone, Albert J. College Basketball’s Incurable Disease. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0006.

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This chapter recounts the 1961 basketball scandal, arguing that Jack Molinas was not the only one to blame for the scandal. It remarks on the similarities between both scandals, arguing that the scandal would have occurred without Molinas' involvement. Corruption had become more rather than less pervasive after the 1951 scandal, as many major colleges continued with their self-imposed mandate to provide professionalized entertainment for the American public. As in the 1951 scandal, coaches and college authorities ran professionalized sports operations, recruiting players not qualified to be students, paying them to play, and ignoring obvious signs of rigging, all to win championships and national rankings and in the process earn money for themselves, their institutions, and their boosters. In this environment of hypocrisy and corruption and widespread popularity of gambling and organized crime, the chapter thus argues that a scandal was inevitable.
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49

The 1929 Bunion Derby: Johnny Salo and the Great Footrace across America (Sports and Entertainment). Syracuse University Press, 2014.

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