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Virtual Reality - Gaming - Virtual Gaming - Gaming Online

Virtual Techniques - Virtual Sport - Safe Gaming - Video Games






Government And The Transformation Of The Gaming Industry

RRP $268.99

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The downsizing of the United States Federal government since the 1980s has put pressure on state governments to find new sources of revenue to support new responsibilities. Taxpayers have made it clear that increases in property, sales or income taxes would not be tolerated. Increasingly, state legislators are turning to other sources, the most controversial of which is the legalized gambling industry. The first part of the book looks at the structure and forces that shape the gambling industry. A short history of gambling in the US illustrates the central role governments have played. The three segments of the industry (pari-mutual betting, lotteries, and casinos) are then detailed. The second part of the book analyzes the economic issues involved, with a particular focus on the ability of the various segments of the industry to provide revenue to the state. The final part of the book discusses emerging trends such as online gambling. It also compares the American experience with that of Australia and various European countries. This book should be of particular interest to students, practitioners and scholars in public policy. It should also be pertinent to readers in economics, political science and business.


Fantasy Gaming

RRP $50.99

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For the first time, renowned gaming expert Martin Hackett brings together fantasy role-playing and fantasy wargaming.

The result is a complete gaming system, allowing experienced or novice players to explore a fictional world in character by taking part in adventures and going on to lead armies into battle, conquer territory and found empires. Fantasy role playing took off in the late 1970s with the rise of TSR's Dungeons and Dragons.

Fantasy wargaming, by contrast, is the clash of two or more mythical armies, played out with miniatures and scenery on a tabletop battlefield.


Gaming For Classroom-based Learning

RRP $549.99

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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.



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Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte Books

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte





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