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Virtual Reality - Gaming - Virtual Gaming - Gaming Online

Virtual Techniques - Virtual Sport - Safe Gaming - Video Games






Mobile Virtual Work

RRP $49.99

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Dear Reader This is a book about mobile virtual work. It aims at clarifying the basic concepts and showing present practices and future challenges. The roots of the book are in the collaboration of few European practitioners and - searchers, who met each other under the umbrella of the Swedish SALTSA programme (see next page) in January 2002 in Stockholm. The group was first called 'ICT, Mobility and Work Organisation' but redefined itself quickly as 'Mobile Virtual Cooperative Work' group. The change of the name reflects the development of reasoning in the group. We could not find much material on mobile work, certainly not systematic studies, - though a growing interest in mobile technologies and services could be found. Practices of telework and virtual organizations were better known, but we were convinced that the combination with mobile work was so- thing different and new. Our main target became to understand what it was all about. The next step was an expert meeting in October 2004 at Ranas Castle again in Sweden. A wider group of experts was invited to present their views on mobile virtual work and ideas about book chapters from different perspectives of working life. Some of the expertise could be found through the network of the AMI@Work family created by the New Working En- ronments unit of the European Commission's Information Society Dir- torate-General. Also close collaboration was developed with the related MOSAIC program.


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.



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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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