The Electronic Cottage


Book Description

Extols the benefits and heralds the future of the personal computer, showing the ways the computer will revolutionize the home and daily activities as well as explaining the basic principles of computer operation




PC Mag


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PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.




Book Bulletin


Book Description




What Would Ben Graham Do Now?


Book Description

As originally conceived by the legendary Benjamin Graham, traditional value investing involves purchasing relatively stable stocks and companies at a percentage below their intrinsic value. But this approach contains many hidden, U.S.-centric assumptions that simply don’t work well in today’s high-growth emerging markets. In this book, leading global value investor Jeffrey Towson extends and modernizes value investing, helping you apply its core principles while you access tremendous opportunities available in today’s fastest-growing markets. Towson introduces the powerful Value Point system that grows out of his experience on the elite investing team selected by Prince Alwaleed, the "Arabian Warren Buffett." While retaining Graham’s relentless focus on price and quality, he shows how to integrate three crucial additional forms of value into your stock assessments: the value of political access in a government-infused investment world, the value of reputation in a world of colliding markets, actors and biases, and the value of capabilities in a multi-local world. Building on these techniques, Towson presents a complete investment playbook for the next five years. Next, he shows how to invest for the next twenty years—successfully navigating the titanic market collisions that will batter investors who aren’t prepared for them.




Investing Strategies for Alternative Global Markets (Collection)


Book Description

3 breakthrough books deliver innovative global investing strategies for today’s radically new market environment Yesterday’s investment strategies won’t cut it any more! This Collection brings together innovative new approaches from three of this generation’s most successful investors: strategies you simply won’t find elsewhere! In Buying at the Point of Maximum Pessimism: Six Value Investing Trends from China to Oil to Agriculture, Lauren Templeton Capital Management’s D. Scott Phillipsreveals today’s secret for earning consistently outsized profits: In times of maximum pessimism, recognize your long-term opportunities, and pounce! Phillips identifies six powerful value investing themes for the 2010s: emerging areas of long-term growth that become even more compelling in volatile or bear markets. In What Would Ben Graham Do Now?: A New Value Investing Playbook for a Global Age, Jeffrey Towson modernizes value investing for high-growth emerging markets, introducing techniques he mastered working for Prince Alwaleed, the “Arabian Warren Buffet.” Building on Ben Graham’s classic focus on price and quality, he integrates crucial values of political access, reputation, and capabilities that are indispensable for modern global investing. Next, he presents practical investment “playbooks” designed to help you profitably navigate tomorrow’s titanic market collisions. Finally, in The Esoteric Investor: Alternative Investments for Global Macro Investors, Vishaal B. Bhuyanreveals immense new investment opportunities hidden in the coming age wave, pension crisis, and today's massive demographic, economic, and regulatory shifts. Discover how to profit from reverse equity transactions, surprising commodities, and longevity risk markets—the $24 trillion market you've never heard of! From world-renowned leaders in alternative global investment, including D. Scott Phillips, Vishaal B. Bhuyan,and Jeffrey Towson




Paper Time Machines


Book Description

James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby




Game Design


Book Description

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.




Games, Gods and Gambling


Book Description

Additional Contributors Are Jean Edmiston, E. H. Thorne, And Maxine Merrington.




The Mathematics of Games


Book Description

The Mathematics of Games: An Introduction to Probability takes an inquiry-based approach to teaching the standard material for an introductory probability course. It also discusses different games and ideas that relate to the law of large numbers, as well as some more mathematical topics not typically found in similar books. Written in an accessible, student-friendly style, the book uses questions about various games (not just casino games) to motivate the mathematics. The author explains the examples in detail and offers ample exercises for students to practice their skills. Both "mini-excursions" appearing at the end of each chapter and the appendices delve further into interesting topics, including the St. Petersburg paradox, binomial and normal distributions, Fibonacci numbers, and the traveling salesman problem. By exploring games of chance, this text gives students a greater understanding of probability. It helps them develop the intuition necessary to make better, more informed decisions in strategic situations involving risk. It also prepares them to study the world of statistics.




Games & Puzzles


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