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As states have moved from merely tolerating gambling to running their own games, as communities have increasingly turned to gambling for an economic boost, important questions arise. Has the new age of gambling increased the proportion of pathological or problem gamblers in the U.S. population? Where is the threshold between "social betting" and pathology? Is there a real threat to our families, communities, and the larger society? Pathological Gambling explores America's experience of gambling, examining: The diverse and frequently controversial issues surrounding the definition of pathological gambling. Its co-occurrence with disorders such as alcoholism, drug abuse, and depression. Its so...
Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games.
Since the emergence of the internet in the 1990s, an increasing number of gambling services have come available on-line or through other new remote communications technologies. The rapid technological advancements, commercial initiatives, and market penetration of such commerce have made this sector of the gambling services industries extremely dynamic and potentially transformative in the years ahead. Demand for gambling services in the early 21 century and for the past half-century in the European Union – as well as in most other parts of the world – has been and is expanding rapidly, for a number of reasons. The commercial and government owned gaming industries of the European Union a...
The author discusses war gaming as an analytical tool for examining the effectiveness of various alternate courses of action or of military equipment and the role analysis has in the game. Wars and war games require sets of rules; The opposing sides attempt to select courses of actions which are favorable to each within these rules. Paradoxically, the great leaders find ways to break the rules as well as use them well; in war, decisions are changed which may not be tested when the rules are rigidly followed in a computer simulation. (Author).