Harvard Business Review on Advances in Strategy
Average customer rating: 5 out of 5 stars
  • Some dated contextual material but rock-solid core concepts
Harvard Business Review on Advances in Strategy
Robert Kaplan , Kathy Eisenhardt , Don Sull , Peter Tufano , Orit Gadiesh , James Gilbert , Mohanbir Sawhney , and Michael Porter
Manufacturer: Harvard Business School Press
ProductGroup: Book
Binding: Paperback

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ASIN: 1578518032

Book Description

The Harvard Business Review Paperback Series is designed to bring today's managers and professionals the fundamental information they need to stay competitive in a fast-moving world. From the preeminent thinkers whose work has defined an entire field to the rising stars who will redefine the way we think about business, here are the leading minds and landmark ideas that have established the Harvard Business Review as required reading for ambitious businesspeople in organizations around the globe.


This collection features the latest breakthroughs in strategy from some of the most pre-eminent names in the field.

Customer Reviews:

5 out of 5 stars Some dated contextual material but rock-solid core concepts.......2006-09-14


Much of the contextual material in this volume is out-of-date, given the fact that the articles originally appeared in the Harvard Business Review years ago (2000-2001). However, I think the core concepts remain sound and provide a valuable frame-of-reference for understanding the advances in strategy which have occurred during the last five years. It is also worth noting that several of these articles were later developed into an especially important business book. For example, Robert Kaplan and David Norton's article, "Having Trouble with Your Strategy? Map It" which led to the writing of their book, Strategy Maps.

No brief commentary such as this can do full justice to the rigor and substance of the eight articles. It remains for each reader to examine the list to identify which subjects are of greatest interest to her or him. My own opinion is that all of the articles are first-rate. One of this volume's greatest benefits is derived from the fact that a variety of perspectives are provided by a number of different authorities on the same general subject. In this instance, "advances [to date] in strategy"

Readers will especially appreciate the provision of an executive summary which precedes each article. They facilitate, indeed expedite frequent review of key points which - presumably - careful readers either underline or highlight. Also of interest is the "About the Contributors" section which includes suggestions of other sources to consult. Here are questions which suggest key issues to which the authors of these articles respond:

Which Internet strategies can create robust competitive advantages based on traditional strengths such as unique products, proprietary content, and distinctive physical activities? (Michael Porter)

How and why did 3M rewrite its business planning with "strategic stories"? (Gordon Shaw, Robert Brown, and Philip Bromiley)

How to "map" a strategy? (Robert S. Kaplan and David P. Norton)

Which "simple rules" can help achieve competitive advantage in high-velocity markets? (Kathleen M. Eisenhardt and Donald N. Sull)

How can financial engineering help to advance corporate strategy? (Peter Tufano)

How to (and why) transform "corner-officer strategy" into front-line action? (Orit Gadiesh and James L. Gilbert)

Which patterns in network intelligence are reshaping industries and organizations? How? (Mohanbir Sawhney and Deval Parikh)

Which activities and goals used in streamlining cross-company processes can help to create "the super-efficient company"? (Michael Hammer)

Those who share my high regard for this volume are urged to check out other "Harvard Business Review on..." volumes such as those on Becoming a High-Performance Manager, Change, Corporate Strategy, Decision Making, Effective Communication, the Innovative Enterprise, Leadership, and Measuring Corporate Performance.

Also Robert Kaplan and David Norton's The Strategy-Focused Organization, and Strategy Safari: A Guided Tour Through The Wilds of Strategic Management co-authored by Henry Mintzberg, Joseph Lampel, and Bruce Ahlstrand as well as Michael Porter's On Competition, Lawrence Hrebiniak's Making Strategy Work, and the recently published Success Built to Last co-authored by Jerry Porras, Stewart Emery, and Mark Thompson.
E-Business Innovation and Process Management (Advances in E-Business Research) (Advances in E-business Research)
Average customer rating: Not rated
    E-Business Innovation and Process Management (Advances in E-Business Research) (Advances in E-business Research)

    Manufacturer: Cybertech Publishing
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Business & Investing | Subjects | Books
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    ASIN: 1599042789
    Release Date: 2006-12-06

    Product Description

    E-business research is currently one of the most active research areas. With the rapid advancement in information technologies, e-business is growing in significance and is having a direct impact upon ways of doing business. As e-business becomes one of the most important areas in organizations, researchers and practitioners need to understand the implications of many technological and organizational changes taking place. Advances in E-Business Research: E-Business Innovation and Process Management provides researchers and practitioners with valuable information on recent advances and developments in emerging e-business models and technologies. This book covers a variety of topics, such as e-business models, e-business strategies, online consumer behavior, e-business process modeling and practices, electronic communication adoption and service provider strategies, privacy policies, and implementation issues.
    Gender Inclusive Game Design: Expanding The Market (Advances in Computer Graphics and Game Development Series)
    Average customer rating: 4 out of 5 stars
    • Best book on game design
    • Important subject - poor analysis
    • Female gamer and designer here
    • Brass Tacks
    • An insulting and poorly handled treatment of an important subject
    Gender Inclusive Game Design: Expanding The Market (Advances in Computer Graphics and Game Development Series)
    Sheri Graner Ray
    Manufacturer: Charles River Media
    ProductGroup: Book
    Binding: Hardcover

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    ASIN: 1584502398

    Book Description

    Women and girls of today are more tech savvy than ever before and research shows that they currently make up over 52% of Internet users and 70% of casual online gamers. Why then, is the game industry still producing computer games that primarily target males ages 13-25? With this tight focus, game developers are not only sharply limiting their possible total income, but they are losing sight of the bigger picture. The games industry is currently growing faster than the target market. To keep the industry strong and growing, game developers must start looking at expanding their market, which means designing titles that are accessible to the female audience. Successful entertainment industries have sustained growth for decades because they have considered the diversity of their audiences. Today's blockbuster products, be it movies, recordings or books, are most often the ones with elements that directly appeal to many market sectors, while containing very few barriers to access for others. By understanding the issues and barriers connected to gender, the game industry can benefit from a similar growth strategy. Gender Inclusive Game Design: Expanding the Market addresses issues that help designers and developers understand the real differences between how the genders approach and resolve conflicts, and what their entertainment criteria and responses are. It also explores the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design, regardless of genre. By understanding these differences, designers can apply this knowledge to the traditional genres that make up the contemporary computer game industry and begin tapping the future market. Perhaps the real question developers need to be asking themselves is, "but what if the player is female?"

    Customer Reviews:

    5 out of 5 stars Best book on game design.......2007-07-14

    I loved this book. I learned how to write a game proposal.
    There were a lot of thought provoking ideas on how to make a
    game that isn't just geared to pre-teen boys.

    1 out of 5 stars Important subject - poor analysis.......2007-07-06

    Graner Ray raises an important topic: how game designers can create games that appeal to women as well as men. Unfortunately, her advice is simplistic and poorly motivated. This is a summary of what I take to be the most important suggestions the book has to offer:

    - Don't use stereotype or hypersexualized avatars
    - Provide a well-designed tutorial
    - Don't force the player to resort to confrontational resolution of conflicts, provide non-confrontational options
    - Females only respond physically to emotional and tactile input, males only by visual input - so include an engaging back-story in the game
    - Males prefer punishment for errors in a game, females prefer forgiveness
    - Females want non-zero-sum (mutually benefitial) game designs
    - Males want to conquer the computer, females want to work with the machine - so don't include hidden benefits that you have to "explore" the interaction space to uncover (e.g., hidden combos in fighting games)

    The research results quoted are, when not of questionable quality, often taken out of context. Graner Ray also has a tendency to generalize from isolated anecdotes, which doesn't help. Another problem is that much of the research is dated: some of the games research quoted is from the 1980s and is surely not relevant today! Because of its publication in 2004, the book does not foresee the cross-gender success of titles such as World of Warcraft, and it only consideres the North American market: Europe and Japan are ignored altogether.

    Game designers that wish to expand the market for their products to include women probably won't have much to gain by reading this book. Since they already have the necessary motivation, they will acquire more relevant information from well-executed market research and focus group testing than from this book. The book may be an eye-opener for game designers who have never considered women as potential buyers, though.

    3 out of 5 stars Female gamer and designer here.......2006-08-16

    I have spent quite some time in the industry, designing games - as well as playing them. During my time in the industry, most of the women I worked with were in HR; very few were in game development.

    Which made arguing my point with the men I worked with rather challenging, since the ratio of men to women at work was so much greater, and I was frequently told, "women just don't play games." Which I knew to be patently false, as there were and still are several online forums and sites run by women gamers. There just weren't that MANY of them at the time, so no one was interested in giving a player a choice in gender.

    Times have changed, and many games offer up male and female characters, so it's rather easy for a woman to play a decent, strong, female character. I believe that there are more female gamers today than there were, say, 10 years ago. Perhaps that is because the younger female generation is getting turned onto computers instead of make up, clothes and popularity contests like they were in my generation. Then again, perhaps I'm just reflecting upon my own personal experience here.

    I'm not sure I believe the 70% ratio (women to men) where "causal online gamers" are concerned. I am still quite a gamer, and do not experience that ratio in any of the MMOGs that I play. I feel that the number is more like maybe 15% F/M, as that is what I've experienced over the years - I'm being generous here, too. (Does that percentage include Pop Cap games, perhaps? Online card games? If so, that's a completely different beast.)

    All in all, I do feel it is important for there to be games that allow both genders to play strong characters of both sexes. There are girls out there who game, and they deserve to have games available that allow them to create and play what may very well become a strong role model for them - as for many of us, our characters are simply an extension of ourselves.

    5 out of 5 stars Brass Tacks.......2005-12-17

    So many books on game design slide into relatively useless territory: They fail to give the reader concrete things they can do to make better games. Not so this book. It's got plenty of examples (backed up by research) that can be used when you sit down with your tools and try to make a new world. I think her viewpoint is quite refreshingly mercenary. There's no femenist rhetoric here. The author is trying to figure out a way for the game industry to reach beyond the traditional male market and thus make more money. Very pragmatic.

    The scary thing is that most of the changes she's proposing to games are relatively non-intrusive and easy to make, as long as designers are involved in the games from the beginning. Good read. Opened my eyes a bit to some issues I never considered before. What if the player is female, indeed.

    1 out of 5 stars An insulting and poorly handled treatment of an important subject.......2005-07-11

    It is ironic that a book on gender inclusion would be so insulting to the gender of its target demographic.

    Several anecdotes throughout the book cast men as crude, immature, and violent neanderthals. At the same time, it portrays women as nurturing, mature, and sophisticated. If the target market were embittered women with a bone to pick with the opposite gender, the author's approach would be appropriate. Unfortunately, I find myself disgusted rather than convinced.

    I admit that there is some interesting and eye-opening information in the book. However, this information is infested with insulting material and poorly handled and delivered scholarship. In reading the text it becomes obvious how unwieldly good information is when placed into the wrong hands.

    The title may as well be: "Catching Flies with Vinegar: How Ugly, Brutish Men Can at Least Appear More Sympathetic to Women in the Sexist, Violent Games They Make."

    The book states that women are more comfortable with indirect communication than direct confrontation. If we are to take that into account, what motivates a book that is titled "Gender Inclusive Game Design" and proceeds to insult the male gender again and again comes into direct focus.

    A personal account revealing directly the motivations of the author's feelings and intentions would have been honest and understandable. I would have sympathized. What we get, however, smacks of vendetta while it pretends to objectivity.

    Noticing this, indirection then becomes underdstood as a euphemism for lying to both oneself and others.
    Utilizing and Managing Commerce and Services Online (Advances in E-Commerce) (Advances in E-Commerce)
    Average customer rating: Not rated
      Utilizing and Managing Commerce and Services Online (Advances in E-Commerce) (Advances in E-Commerce)

      Manufacturer: IGI Global
      ProductGroup: Book
      Binding: Hardcover

      GeneralGeneral | Business & Investing | Subjects | Books
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      ASIN: 1591409322
      Release Date: 2006-12-31

      Product Description

      As businesses, researchers, and practitioners look to devise new and innovative technologies in the realm of e-commerce, the human side in contemporary organizations remains a test in the industry. Utilizing and Managing Commerce and Services Online broadens the overall body of knowledge regarding the human aspects of electronic commerce technologies and utilization in modern organizations. Utilizing and Managing Commerce and Services Online provides comprehensive coverage and understanding of the social, cultural, organizational, and cognitive impacts of e-commerce technologies and advances in organizations around the world. E-commerce strategic management, leadership, organizational behavior, development, and employee ethical issues are only a few of the challenges presented in this all-inclusive work.
      Game Audio Programming (Advances in Computer Graphics and Game Development Series)
      Average customer rating: 4 out of 5 stars
      • A great resource
      • Good for learning about API, not audio prgramming
      • A book about API, not audio
      • Excellent !!! - Informative, Disciplined, and Practical...
      • Excellent !!! - Informative, Disciplined, and Practical...
      Game Audio Programming (Advances in Computer Graphics and Game Development Series)
      James Boer
      Manufacturer: Charles River Media
      ProductGroup: Book
      Binding: Hardcover

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      ASIN: 1584502452

      Book Description

      Game Audio Programming is a comprehensive guide to interactive audio programming for the Microsoft Windows ® platform. Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today's audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more. In addition, a full-featured, documented, and internally commented game audio programming (GAP) library is referenced throughout the book to explain various concepts. The library is included on the companion CD-ROM and can be used as either a ready-to-use library for your own games or as reference code to help implement an audio system.

      Customer Reviews:

      5 out of 5 stars A great resource.......2003-07-06

      For anyone actually doing practical audio programming for a game, this book is a great resource. No, it doesn't dig into academic minutia such as implementing your own software mixer, or explaining FFTs or writing custom DSPs, as those topics fall outside the realm of game programming (yes, audio compression uses these items, but no one writes their own audio compression codecs anymore, especially with good open-source alternatives available). Modern audio programming is all about taking advantage of hardware acceleration, and that means using APIs such as DirectX that can do this. The book is quite specialized, but digs into the APIs and gives a lot of good advice on practical implementation that you won't find anywhere else.

      It also contains a good deal of the meat and potatoes of game audio programming, such as developing and interactive music system, or creating compelling dynamic soundscapes. The APIs are a big part of that, but not the only part, as a good portion of the book is devoted to these higher-level programming concepts.

      I'd highly recommend this book to any game developer who needs to implement (or improve) an audio engine for their Windows PC game. It will give you a big head start, with lots of working source code to play with.

      4 out of 5 stars Good for learning about API, not audio prgramming.......2003-05-01

      I agree with a previous reviewer that this book is dedicated to developing a high to mid level audio engine based on DirectSound and DirectMusic. This book is not about audio programming from scratch. It doesn't give any algorithms for implementing your own 3D audio engine. It does give pretty good explanation of the I3DL2 spec (but this can be gleaned from the AISIG site. It also has a good explanation of Occlusion and Obstruction.

      2 out of 5 stars A book about API, not audio.......2003-01-04

      This book was very disappointing. It is a book about programming audio APIs, not programming audio algorithms. The section on Advanced 3D Techniques is mostly a description of how to use EAX. There is little here that could not be gleaned from the documentation and examples that come with the APIs in question.

      This has only the barest whisper of theory. Just enough for someone to understand what a certain function in the provided APIs might mean. DSP, FFT and DCT are not even mentioned in the index! In all, this book is pretty much useful only to someone who doesn't want to deal with the included SDK documentation with DirectX Audio. Anyone working upon a different platform, or wishing to go beyond the basics of merely playing back samples should look elsewhere. Do you really need a 640 page long book just to figure out how to play back a sample?

      5 out of 5 stars Excellent !!! - Informative, Disciplined, and Practical..........2002-12-05

      I recently had the opportunity to be the sole programmer for a very cool project that was a combination of a music player and a comprehensive jukebox. Yet, this was my first experience with *serious* audio programming on the Windows platform.

      While doing my research on how I would meet the requirements for this project (including playback, sound mixing, crossfading, and conversions between the various standard audio formats - WAV, WMA, MP3, OGG Vorbis), I was very fortunate to stumble on this book while in a bookstore in Manhattan. At first I was thrown off by the title and assumed that this book was intended solely for 'game developers.' However, after picking it up and scanning it, I quickly realized that that was not the case. This book is for *anyone* interested in audio programming on the Windows platform.

      In my opinion, this book accomplishes several things VERY well:

      1) Provides the reader with a very good understanding about how audio works in general and the key components of any wave that you must understand when tackling a project such as mine (eg. sampling rate, bit depth, etc.)

      2) While geared towards using the DirectX Audio APIs, the author provides a sound explanation (no pun intended) of why this API should be seriously considered and how it compares to using other APIs (typically offered by a 3rd party)

      3) Perhaps most important, the author takes a very disciplined approach to the design of an audio system. This is extrememly helpful since many readers, like myself, will purchase this book not only because they have an interest in audio, but also because they need/want to build their own set of audio engines that they can use/reuse in present and future projects. This feature alone seperates this book from most, if not all others (that are typically reference books to a technology such as DirectX). This also demonstrates that the author has a very solid meta-level understanding of what he is writing about, pulling from many recognized and practical real-world projects.

      4) Serves as a very good reference to the DirectX Audio APIs (DirectSound and DirectMusic) and even the Windows Media Format SDK

      5) Discusses the main file formats (Raw PCM, WAV, WMA, MP3, OGG Vorbis) and how you can employ various codecs to get wave data from a file to a DirectSound buffer or vice versa. This is very useful because, on the Windows platform, you dont get some of these formats for free. So, an understanding of how you can design a system to support virtually any audio codec is therefore invaluable - and something the author does very well. He even walks you through the integration of the MP3 and OGG Vorbis formats into your audio engine.

      I really cant say enough about this book. In fact, even though I shop here ALL the time, this is the first book review I have ever written on Amazon's website. Anyone who is interested in audio programming, at ANY level, should purchase this book. You will NOT be disappointed.

      5 out of 5 stars Excellent !!! - Informative, Disciplined, and Practical..........2002-12-05

      I recently had the opportunity to be the sole programmer for a very cool project that was a combination of a music player and a comprehensive jukebox. Yet, this was my first experience with *serious* audio programming on the Windows platform.

      While doing my research on how I would meet the requirements for this project (including playback, sound mixing, crossfading, and conversions between the various standard audio formats - WAV, WMA, MP3, OGG Vorbis), I was very fortunate to stumble on this book while in a bookstore in Manhattan. At first I was thrown off by the title and assumed that this book was intended solely for 'game developers.' However, after picking it up and scanning it, I quickly realized that that was not the case. This book is for *anyone* interested in audio programming on the Windows platform.

      In my opinion, this book accomplishes several things VERY well:

      1) Provides the reader with a very good understanding about how audio works in general and the key components of any wave that you must understand when tackling a project such as mine (eg. sampling rate, bit depth, etc.)

      2) While geared towards using the DirectX Audio APIs, the author provides a sound explanation (no pun intended) of why this API should be seriously considered and how it compares to using other APIs (typically offered by a 3rd party)

      3) Perhaps most important, the author takes a very disciplined approach to the design of an audio system. This is extrememly helpful since many readers, like myself, will purchase this book not only because they have an interest in audio, but also because they need/want to build their own set of audio engines that they can use/reuse in present and future projects. This feature alone seperates this book from most, if not all others (that are typically reference books to a technology such as DirectX). This also demonstrates that the author has a very solid meta-level understanding of what he is writing about, pulling from many recognized and practical real-world projects.

      4) Serves as a very good reference to the DirectX Audio APIs (DirectSound and DirectMusic) and even the Windows Media Format SDK

      5) Discusses the main file formats (Raw PCM, WAV, WMA, MP3, OGG Vorbis) and how you can employ various codecs to get wave data from a file to a DirectSound buffer or vice versa. This is very useful because, on the Windows platform, you dont get some of these formats for free. So, an understanding of how you can design a system to support virtually any audio codec is therefore invaluable - and something the author does very well. He even walks you through the integration of the MP3 and OGG Vorbis formats into your audio engine.

      I really cant say enough about this book. In fact, even though I shop here ALL the time, this is the first book review I have ever written on Amazon[.com]'s website. Anyone who is interested in audio programming, at ANY level, should purchase this book. You will NOT be disappointed.
      E-Commerce and the Digital Economy (Advances in Management Information Systems)
      Average customer rating: Not rated
        E-Commerce and the Digital Economy (Advances in Management Information Systems)

        Manufacturer: M.E. Sharpe
        ProductGroup: Book
        Binding: Hardcover

        GeneralGeneral | Popular Economics | Business & Investing | Subjects | Books
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        ASIN: 0765611503
        Advances in Security and Payment Methods for Mobile Commerce
        Average customer rating: 4 out of 5 stars
        • study the chapters on fraud
        Advances in Security and Payment Methods for Mobile Commerce

        Manufacturer: IGI Global
        ProductGroup: Book
        Binding: Paperback

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        PrivacyPrivacy | Business & Culture | Computers & Internet | Subjects | Books
        Manager's Guides to ComputingManager's Guides to Computing | Business & Culture | Computers & Internet | Subjects | Books
        E-CommerceE-Commerce | Business & Culture | Computers & Internet | Subjects | Books
        Network SecurityNetwork Security | Networking | Computers & Internet | Subjects | Books
        Handheld & Mobile DevicesHandheld & Mobile Devices | Hardware | Computers & Internet | Subjects | Books
        InternetInternet | Home Computing | Computers & Internet | Subjects | Books | Internet & Education | Online Searching | Web Browsers | Web for Kids
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        ASIN: 1591403464

        Book Description

        Recently, the emergence of wireless and mobile networks has made possible the admission of electronic commerce to a new application and research subject: mobile commerce, defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of mobile handheld devices. In just a few years, mobile commerce has emerged from nowhere to become the hottest new trend in business transactions. However, the prosperity and popularity of mobile commerce will be brought to a higher level only if information is securely and safely exchanged among end systems (mobile users and content providers). Advances in Security and Payment Methods for Mobile Commerce includes high-quality research papers and industrial and practice articles in the areas of mobile commerce security and payment from academics and industrialists. It covers research and development results of lasting significance in the theory, design, implementation, analysis, and application of mobile commerce security and payment.

        Customer Reviews:

        4 out of 5 stars study the chapters on fraud.......2005-11-28

        If mobile commerce is to take off, many issues of micropayments and antifraud need to be addressed. Hu edited this collection of papers which addresses these and other issues. These give a timely discussion about what might be the most pertinent topics facing hardware and software vendors wanting to deploy an application.

        Overwhelmingly, the mobile commerce platform appears to be the cellphone, given the sheer prevalence, as compared to PDAs or mobile laptops.

        The chapters on possible types of fraud attacks and what countermeasures could be implemented might be the most important sections of the book. As with other types of electronic interactions, like email and web browsing, fraud is likely to surface as a peril if mobile commerce becomes pervasive.
        Game Design Perspectives (with CD-ROM) (Advances in Computer Graphics and Game Development Series)
        Average customer rating: 4 out of 5 stars
        • Good content, slightly too specialized
        • A Great book on Design and Perspective
        Game Design Perspectives (with CD-ROM) (Advances in Computer Graphics and Game Development Series)
        Francois Dominic Laramee
        Manufacturer: Charles River Media
        ProductGroup: Book
        Binding: Paperback

        Games & Strategy GuidesGames & Strategy Guides | Computers & Internet | Subjects | Books | Internet Games | Strategy Guides | Video Games
        Web GraphicsWeb Graphics | Web Design | Web Development | Computers & Internet | Subjects | Books
        Graphics & MultimediaGraphics & Multimedia | Programming | Computers & Internet | Subjects | Books | DirectX | Flash | GIS | General | OpenGL | Solid Works
        Software DevelopmentSoftware Development | Software Design, Testing & Engineering | Programming | Computers & Internet | Subjects | Books
        GeneralGeneral | Programming | Computers & Internet | Subjects | Books
        Design Tools & TechniquesDesign Tools & Techniques | Software Engineering | Computer Science | Computers & Internet | Subjects | Books
        GeneralGeneral | Graphic Design | Computers & Internet | Subjects | Books
        GuidesGuides | Job Hunting & Careers | Business & Investing | Subjects | Books
        GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
        Video & Electronic GamesVideo & Electronic Games | Puzzles & Games | Entertainment | Subjects | Books
        GeneralGeneral | Arts & Photography | Subjects | Books
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        EntertainmentEntertainment | Qualifying Textbooks - Fall 2007 | Stores | Books
        Similar Items:
        1. The Maya 6 Handbook (Graphics Series) The Maya 6 Handbook (Graphics Series)
        2. Beginning Game Level Design (Premier Press Game Development) Beginning Game Level Design (Premier Press Game Development)
        3. Theory of Fun for Game Design Theory of Fun for Game Design
        4. Andrew Rollings and Ernest Adams on Game Design Andrew Rollings and Ernest Adams on Game Design
        5. UML and the Unified Process: Practical Object-Oriented Analysis and Design UML and the Unified Process: Practical Object-Oriented Analysis and Design

        ASIN: 1584500905

        Book Description

        Everyone has their own idea of what good game design is, and this unique collection of articles provides a variety of different perspectives and ideas to consider in your designs. The articles are written by a diverse group of designers with varying levels of experience. Most of the key areas of game design are covered, and practical techniques and tools are included throughout. Each section begins with a broad overview of the topic and then includes a collection of ideas from other designers on how they think about or approach the subject. If you are just beginning in game design, you'll find useful information throughout the book, and if you're an experienced designer, you'll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from the user community and managing a game development business sections. If you're interested in learning how other designers think about game design, you'll find plenty of great, and sometimes controversial, ideas to consider here!

        Customer Reviews:

        4 out of 5 stars Good content, slightly too specialized.......2002-09-03

        This is a very good read, and offers a lot of good information for the budding game designer. There are lots of issues to ponder and the book certainly manages to raise some good ones. My only complaints about the book are the lack of strong examples for some key concepts (naming specific games, and perhaps detailing how said game illustrates the concept would be nice) and the fact that it is rather focused on the RPG and Adventure genres. For that reason I would highly recommend it to designers interested in those genres, but would caution those who are not interested in designing RPG/Adventure games.

        4 out of 5 stars A Great book on Design and Perspective.......2002-08-15

        This is a nice book with some technical issues that could be better but still a nice book to have for any one interested or that has a career in game design. you should read this book and understand at least a nice outline of how to design a game. you should'nt buy this if you are just starting and have no clue how to design games it is a nice book to try for starters even though there is a chance they will not know what it is talking about.
        International Production Networks in Asia: Rivalry or Riches (Routledge Advances in Asia-Pacific Business, Volume 11)
        Average customer rating: Not rated
          International Production Networks in Asia: Rivalry or Riches (Routledge Advances in Asia-Pacific Business, Volume 11)
          Michael Borrus
          Manufacturer: Routledge
          ProductGroup: Book
          Binding: Hardcover

          Exports & ImportsExports & Imports | Economics | Business & Investing | Subjects | Books
          GeneralGeneral | Popular Economics | Business & Investing | Subjects | Books
          GeneralGeneral | Business & Investing | Subjects | Books
          GeneralGeneral | International | Business & Investing | Subjects | Books
          Production & OperationsProduction & Operations | Management & Leadership | Business & Investing | Subjects | Books
          GeneralGeneral | Industries & Professions | Business & Investing | Subjects | Books
          High-TechHigh-Tech | Industries & Professions | Business & Investing | Subjects | Books
          Ethnic StudiesEthnic Studies | Special Groups | Social Sciences | Nonfiction | Subjects | Books
          GeneralGeneral | Special Groups | Social Sciences | Nonfiction | Subjects | Books
          GeneralGeneral | Business & Finance | New & Used Textbooks | Stores | Books
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          ASIN: 0415221706

          Book Description

          The economic crisis of 1997 called East Asia's economic miracle into question and generated widespread criticism of the regions developmental models. However, the crisis did little to alter the growing economic integration of the region which is being forged through American, Japanese and Chinese firms who have created cross-border production networks - led by multinational corporations which span the entire value-chain in a number of industries. This book addresses the changing nature of high-tech industries in Asia, particularly in the electronics sector, where these networks are increasingly designed to foster and to exploit the regions highly heterogenous technology, skills and know-how.

          Economics of Information Security (Advances in Information Security)
          Average customer rating: Not rated
            Economics of Information Security (Advances in Information Security)

            Manufacturer: Springer
            ProductGroup: Book
            Binding: Hardcover

            LeadershipLeadership | Management & Leadership | Business & Investing | Subjects | Books
            EncryptionEncryption | Security & Encryption | Web Development | Computers & Internet | Subjects | Books
            Network SecurityNetwork Security | Networking | Computers & Internet | Subjects | Books
            GeneralGeneral | Artificial Intelligence | Computer Science | Computers & Internet | Subjects | Books
            Computer MathematicsComputer Mathematics | Artificial Intelligence | Computer Science | Computers & Internet | Subjects | Books
            GeneralGeneral | Computers & Internet | Subjects | Books
            GeneralGeneral | Science | Subjects | Books
            GeneralGeneral | Algebra | Pure Mathematics | Mathematics | Science | Subjects | Books
            GeneralGeneral | Algebra | Pure Mathematics | Mathematics | Professional Science | Professional & Technical | Subjects | Books
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            All Amazon UpgradeAll Amazon Upgrade | Amazon Upgrade | Stores | Books
            Business & InvestingBusiness & Investing | Amazon Upgrade | Stores | Books
            Computers & InternetComputers & Internet | Amazon Upgrade | Stores | Books
            Professional & TechnicalProfessional & Technical | Amazon Upgrade | Stores | Books
            ScienceScience | Amazon Upgrade | Stores | Books
            All TitlesAll Titles | Qualifying Textbooks - Fall 2007 | Stores | Books
            Business & InvestingBusiness & Investing | Qualifying Textbooks - Fall 2007 | Stores | Books
            Computers & InternetComputers & Internet | Qualifying Textbooks - Fall 2007 | Stores | Books
            ProfessionalProfessional | Qualifying Textbooks - Fall 2007 | Stores | Books
            ScienceScience | Qualifying Textbooks - Fall 2007 | Stores | Books
            Accessories:
            1. Exploring Computer Science with Scheme (Undergraduate Texts in Computer Science) Exploring Computer Science with Scheme (Undergraduate Texts in Computer Science)
            2. Theory of Computation (Texts in Computer Science) Theory of Computation (Texts in Computer Science)
            3. Automata and Computability (Undergraduate Texts in Computer Science) Automata and Computability (Undergraduate Texts in Computer Science)

            ASIN: 1402080891

            Book Description

            Economics of Information Security applies economics not to generate breakthroughs in theoretical economics, but rather breakthroughs in understanding the problems of security. Security, privacy and trusted computing are examined distinctly, using the tools of economics, and as elements of a larger dynamic system.

            Economics of Information Security is designed for researchers and managers struggling to understand the risks in organizations dependent on secure networks. This book is also suitable for students in computer science, policy and management.

            Books:

            1. History: Fiction or Science? (Chronology, No. 1)
            2. How to Write Fundraising Materials That Raise More Money: The Art, the Science, the Secrets
            3. Information Technology for Integrated Health Systems: Positioning for the Future
            4. Introduction to Law: Its Dynamic Nature
            5. Introduction to Materials Management (5th Edition)
            6. Introduction to the Theory of Computation, Second Edition
            7. IT Manager's Handbook, Second Edition: Getting your new job done
            8. IT Manager's Handbook, Second Edition: Getting your new job done
            9. Land Development Handbook (Handbook)
            10. Land Development Handbook (Handbook)

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