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<title>online games products at agumbo.com</title>
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<pubDate>Wed, 03 Dec 2008 04:55:24 +0100</pubDate>
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<title>Innovation and Strategy of Online Games</title>
<link>http://agumbo.com/openeurl/page1/15747032/</link>
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<category>online games</category>
<description>Innovation and Strategy of Online Games</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<title>Networking and Online Games</title>
<link>http://agumbo.com/openeurl/page1/15747033/</link>
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<category>online games</category>
<description>The computer game industry is clearly growing in the direction of multiplayer, online games...</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<title>Networking and Online Games</title>
<link>http://agumbo.com/openeurl/page1/15747034/</link>
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<category>online games</category>
<description>The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers.   Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout.   Networking and Online Games:   Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.  Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.  Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.  Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)  Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2).    Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<title>Exploiting Online Games: Cheating Massively Distributed Systems</title>
<link>http://agumbo.com/openeurl/page1/15747035/</link>
<guid>http://agumbo.com/openeurl/page1/15747035/</guid>
<category>online games</category>
<description>Exploiting Online Games: Cheating Massively Distributed Systems</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<title>Exploiting Online Games</title>
<link>http://agumbo.com/openeurl/page1/15747036/</link>
<guid>http://agumbo.com/openeurl/page1/15747036/</guid>
<category>online games</category>
<description>If you are a gamer, a game developer, a software security professional, or an interested bystander, this book exposes the inner workings of online-game security for all to see.From the authors of the best-selling Exploiting Software, Exploiting Online Games takes a frank look at controversial security issues surrounding MMORPGs, such as World of Warcraft? and Second Life®. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks. This book covers Why online games are a harbinger of software security issues to comeHow millions of gamers have created billion-dollar virtual economiesHow game companies invade personal privacyWhy some gamers cheatTechniques for breaking online game securityHow to build a bot to play a game for youMethods for total conversion and advanced mods Written by the world's foremost software security experts, this book takes a close look at security problems associated with advanced, massively distributed software. With hundreds of thousands of interacting users, today's online games are a bellwether of modern software. The kinds of attack and defense techniques described in Exploiting Online Games are tomorrow's security techniques on display today.</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<item>
<title>Computer and Online Games in Germany</title>
<link>http://agumbo.com/openeurl/page1/15747037/</link>
<guid>http://agumbo.com/openeurl/page1/15747037/</guid>
<category>online games</category>
<description>How to Strategically Evaluate GermanyPerhaps the most efficient way of evaluating Germany is to consider key dimensions which themselves are composites of multiple factors. Composite portfolio approaches have long been used by strategic planners. The biggest challenge in this approach is to choose the appropriate factors that are the most relevant to international planning. The two measures of greatest relevance to computer and online games are latent demand and market accessibility. The figure below summarizes the key dimensions and recommendations of such an approach. Using these two composites, one can prioritize all countries of the world. Countries of high latent demand and high relative accessibility (e.g. easier entry for one firm compared to other firms) are given highest priority. The figure below shows two different scenarios. Accessibility is defined as a firms ease of entering or supplying from or to a market (the supply side), and latent demand is an indicator of the potential in serving from or to the market (the demand side).Framework for Prioritizing CountriesDemand/Market Potential Driven FirmRelative AccessibilityAccessibility/Supply Averse FirmIn the top figure, the firm is driven by market potential, whereas the bottom figure represents a firm that is driven by costs or by an aversion to difficult markets. This report treats the reader as coming from a generic firm approaching the global market  neither a market-driven nor a cost-driven company. Planners must therefore augment this report with their own company-specific factors that might change the priorities (e.g. a Canadian firm may have higher accessibility in Canada than a German firm).Latent Demand and Accessibility in GermanyThis report provides a detailed overview of factors driving latent demand and accessibility for computer and online games in Germany. Latent demand is largely driven by economic fundamentals specific to computer and online games. This topic is discussed in Chapter 2 using work carried out in Germany on behalf of American firms and authored by the United States government (typically commercial attachés or similar persons in local offices of the U.S. Department of State). I have included a number of edits to clarify the information provided. Latent demand only represents half of the picture. Chapter 2 also deals with micro-accessibility for computer and online games in Germany. I use the term micro since the discussion is focused specifically on computer and online games.Chapter 3 is also a stand-alone report that I have authored. It covers proxy pro-forma financial indicators of firms operating in Germany. I use the word proxy because the provided figures only cover a what if scenario, based on actual operating results for firms in Germany. The numbers are only</description>
<pubDate>Wed, 03 Dec 2008 04:55:23 +0100</pubDate>
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<title>Backyard Soccer Games (Video) (VHS)</title>
<link>http://agumbo.com/openeurl/page1/15747038/</link>
<guid>http://agumbo.com/openeurl/page1/15747038/</guid>
<category>online games</category>
<description>Ages 6 to adult. Games for only 1, games of 1-on-1, games of incredible fun! Games for 2, 3, 4 or more players. Over 30 varieties of Backyard Games in all and for all. Great individual and team games, ideal for easy skill development. FUN for the whole family!</description>
<pubDate>Wed, 03 Dec 2008 04:55:24 +0100</pubDate>
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<item>
<title>Synthetic Worlds: The Business and Culture of Online Games</title>
<link>http://agumbo.com/openeurl/page1/15747039/</link>
<guid>http://agumbo.com/openeurl/page1/15747039/</guid>
<category>online games</category>
<description>With more than five million active players worldwide, online games have become too big to ignore.</description>
<pubDate>Wed, 03 Dec 2008 04:55:24 +0100</pubDate>
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<title>Inclusive Games (book)</title>
<link>http://agumbo.com/openeurl/page1/15747040/</link>
<guid>http://agumbo.com/openeurl/page1/15747040/</guid>
<category>online games</category>
<description>Strategies for including all children in physical activity      Physical education classes include students of all ability levels. If you're looking for effective techniques to ensure that everyone in your class is challenged according to his or her own capabilities, this book is for you!    Inclusive Games is an easy-to-follow, hands-on guide that no preschool, elementary, or middle school physical educator or recreation specialist should be without.  The book features more than 50 inclusive games, helpful illustrations, and hundreds of game variations. Inclusive Games shows you how to adapt games so that children of every ability level can practice, play, and improve their movement skills together.    Chapter 1 introduces you to the how and why of inclusive games. It helps you understand the principles of activity selection and modification and shows you how to apply the strategies to games you use or create yourself.  This practical text also discusses how to individualize learning experiences for children, making the games beneficial for all.    The remaining chapters present field-tested games, their variations, and possible modifications.  The games are organized by developmental level, including preschool activities, primary activities (grades K-3), advanced activities (grades 4-6), and adapted sport activities (grades 6 and above).    Inclusive Games features a game finder grid to help you locate the right game for the right situation.  With the game finder, you can easily locate an appropriate game according to its    name,  approximate grade level,  difficulty within the grade level,  skills required/developed, and  number of players.    Inclusive Games is the quick reference guide for preschool, elementary, and middle school physical educators looking for games suitable for all their students.      AUDIENCE    Guide for physical education instructors and fitness specialists.      CONTENTS    Preface  Game Finder  Chapter 1. Developing and Individualizing Games   Learn how to adapt games so children of every ability level can play together.   Chapter 2. Preschool Activities  Sixteen developmental games and activities.   Chapter 3. Primary Activities: Kindergarten Through Grade Three  Twenty activities emphasizing basic motor skills.   Chapter 4. Advanced Activities: Grades Four Through Six  Thirteen games and activities leading up to sports participation.   Chapter 5. Adapted Sport Activities: Grades Six and Above  Inclusive versions of baseba</description>
<pubDate>Wed, 03 Dec 2008 04:55:24 +0100</pubDate>
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<title>Tennis Practice Games (Book)</title>
<link>http://agumbo.com/openeurl/page1/15747041/</link>
<guid>http://agumbo.com/openeurl/page1/15747041/</guid>
<category>online games</category>
<description>Tired of boring, repetitive drills? Then  Tennis Practice Games  provides the challenge, creativity, and fun you've been seeking on the practice court. The games-based approach will help you refine your total game, from stroke development to strategy. Through competitive situations, you'll quickly learn when to hit specific shots and what tactics to apply when the match is on the line.   Tennis Practice Games  features 141 games that can be adapted for various skill levels, with a wide selection for both singles and doubles play. With games that allow you to increase the difficulty for higher levels of competition, this comprehensive guide covers all the essential parts of the tennis game-shot making, footwork skills, tactics, strategy, and handling pressure. From beginning to end, it's packed with purposeful games that have proven successful with both coaches and players. A respected tennis authority and motivational speaker, Joe Dinoffer has traveled the globe, inspiring players to enjoy the game as they strive for their personal best. Now you can gain from his valuable insights. Whether you're a dedicated player or a coach looking for new ways to inspire better performance on the courts, you'll find it here in this fun and practical guide.</description>
<pubDate>Wed, 03 Dec 2008 04:55:24 +0100</pubDate>
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