Optimizing Ace King

Optimizing Ace King PDF Author: Adam Jones
Publisher: Createspace Independent Publishing Platform
ISBN: 9781726162531
Category : Gambling systems
Languages : en
Pages : 254

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Book Description
Ace King is a massively profitable hand. In fact, AK is in the top-5% of winning hands and accounts for a good chunk of your winrate. But despite that fact, many players are confused about how to approach this hand. Should you 3bet it preflop, or just call it? Should you play the suited and offsuit versions the same, or differently? Should you c-bet with air, or check instead? And how many streets of value is top pair really worth?Most players struggle with AK due to small leaks in their strategy. So Optimizing Ace King (OAK) doesn't look to give you a bunch of memorized plays and tactics. Instead, OAK shows you how AK fits within your strategy and ranges. This prepares you for playing AK, among other hands, in a variety of spots and under a variety of conditions.James "SplitSuit" Sweeney and Adam "W34Z3L" Jones co-wrote this book to take an in-depth look at poker strategy through the lens of a single hand. Concepts include 3betting, 4betting, cbetting, barreling, GTO vs. exploitative play, and deducing lines from GTO solver output. You will play AK 99.9% of the time you are dealt it, and since it makes up such a large chunk of your winrate, doesn't it make sense to strengthen your approach with it? Each chapter builds upon the last, walking you through preflop play, flop play (when you hit, miss, and flop draws), and turn + river play. Plus there is an entire chapter full of examples and a chapter dedicated strictly to tournaments. If your winrate with AK could use a boost, invest a few chips and see the ROI in no time at all!(The foreword is written by legendary poker author Ed Miller)

Optimizing Ace King

Optimizing Ace King PDF Author: Adam Jones
Publisher: Createspace Independent Publishing Platform
ISBN: 9781726162531
Category : Gambling systems
Languages : en
Pages : 254

Get Book Here

Book Description
Ace King is a massively profitable hand. In fact, AK is in the top-5% of winning hands and accounts for a good chunk of your winrate. But despite that fact, many players are confused about how to approach this hand. Should you 3bet it preflop, or just call it? Should you play the suited and offsuit versions the same, or differently? Should you c-bet with air, or check instead? And how many streets of value is top pair really worth?Most players struggle with AK due to small leaks in their strategy. So Optimizing Ace King (OAK) doesn't look to give you a bunch of memorized plays and tactics. Instead, OAK shows you how AK fits within your strategy and ranges. This prepares you for playing AK, among other hands, in a variety of spots and under a variety of conditions.James "SplitSuit" Sweeney and Adam "W34Z3L" Jones co-wrote this book to take an in-depth look at poker strategy through the lens of a single hand. Concepts include 3betting, 4betting, cbetting, barreling, GTO vs. exploitative play, and deducing lines from GTO solver output. You will play AK 99.9% of the time you are dealt it, and since it makes up such a large chunk of your winrate, doesn't it make sense to strengthen your approach with it? Each chapter builds upon the last, walking you through preflop play, flop play (when you hit, miss, and flop draws), and turn + river play. Plus there is an entire chapter full of examples and a chapter dedicated strictly to tournaments. If your winrate with AK could use a boost, invest a few chips and see the ROI in no time at all!(The foreword is written by legendary poker author Ed Miller)

Video Games

Video Games PDF Author: Nicholas David Bowman
Publisher: Routledge
ISBN: 1351235249
Category : Language Arts & Disciplines
Languages : en
Pages : 318

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Book Description
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Philosophical Perspectives on Play

Philosophical Perspectives on Play PDF Author: Malcolm MacLean
Publisher: Routledge
ISBN: 1317554310
Category : Education
Languages : en
Pages : 240

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Book Description
Philosophical Perspectives on Play builds on the disciplinary and paradigmatic bridges constructed between the study of philosophy and play in The Philosophy of Play (Routledge, 2013) to develop a richer understanding of the concept and nature of play and its relation to human life and value. Made up of contributions from leading international thinkers and inviting readers to explore the presumptions often attached to play and playfulness, the book considers ways that play in ‘virtual’ and ‘real’ worlds can inform understandings of each, critiquing established norms and encouraging scepticism about the practice and experience of play. Organised around four central themes -- play(ing) at the limits, aesthetics, metaphysics/ontology and ethics -- the book extends and challenges notions of play by drawing on issues emerging in sport, gaming, literature, space and art, with specific attention paid to disruption and danger. It is intended to provide scholars and practitioners working in the spheres of play, education, games, sport and related subjects with a deeper understanding of philosophical thought and to open dialogue across these disciplines.

Real Games

Real Games PDF Author: Mia Consalvo
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219

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Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

A World of Excesses

A World of Excesses PDF Author: Faltin Karlsen
Publisher: Routledge
ISBN: 1317186222
Category : Social Science
Languages : en
Pages : 178

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Book Description
This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.

StarCraft

StarCraft PDF Author: Simon Dor
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165

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Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.

Terms of Play

Terms of Play PDF Author: Zach Waggoner
Publisher: McFarland
ISBN: 0786469706
Category : Games & Activities
Languages : en
Pages : 245

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Book Description
This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory.

Ludopolitics

Ludopolitics PDF Author: Liam Mitchell
Publisher: John Hunt Publishing
ISBN: 1785354892
Category : Computers
Languages : en
Pages : 265

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Book Description
What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.

Creating Games

Creating Games PDF Author: Morgan McGuire
Publisher: CRC Press
ISBN: 1439865922
Category : Computers
Languages : en
Pages : 552

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Book Description
Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground.

Human Factors in Simulation and Training

Human Factors in Simulation and Training PDF Author: Dennis A. Vincenzi
Publisher: CRC Press
ISBN: 1000909239
Category : Technology & Engineering
Languages : en
Pages : 363

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Book Description
Human Factors in Simulation and Training: Application and Practice covers the latest applications and practical implementations of advanced technologies in the field of simulation and training. The text focuses on descriptions and discussions of current applications and the use of the latest technological advances in simulation and training. It covers topics including space adaptation syndrome and perceptual training, simulation for battle-ready command and control, healthcare simulation and training, human factors aspects of cybersecurity training and testing, design and development of algorithms for gesture-based control of semi-autonomous vehicles, and advances in the after-action review process for defence training. The text is an ideal read for professionals and graduate students in the fields of ergonomics, human factors, computer engineering, aerospace engineering, occupational health, and safety.