Tuesday, December 18, 2012

Download PDF Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee

Download PDF Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee

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Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee

Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee


Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee


Download PDF Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee

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Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee

Packed with interesting real world examples, this is a highly practical book which shows readers how to analyse company reports and accounts, both qualitatively and quantitatively.

  • Amazon Sales Rank: #2233523 in Books
  • Published on: 2008-03-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.65" h x .66" w x 7.43" l, 1.46 pounds
  • Binding: Paperback
  • 336 pages

From the Back Cover

Interpreting Company Reports and Accounts

Tenth Edition

Geoffrey Holmes, Alan Sugden and Paul Gee

The tenth edition of Interpreting Company Reports and Accounts guides the reader through the many conventions and complexities of company accounts, explaining how to assess the financial and trading position of a company from year to year, how to spot undue risk-taking and 'cosmetic accounting', and where to look for clues on the quality of management.

This book is intended as a practical guide to the interpretation of reports and accounts.  Frequent reference is made to the legal and accounting requirements in the UK, both as regards IFRS (International Financial Reporting Standards) and UK GAAP (UK Generally Accepted Accounting Practice). This is done in the context of interesting information to look out for, rather than how a set of accounts should be prepared.

Packed with relevant real world examples, this highly accessible book shows readers how to analyse company reports and accounts, both qualitatively and quantitatively. The analysis is illustrated with numerous  published accounts extracts and examples and references to corporate websites

Key Features

  • Key points from company accounts are highlighted and explained throughout the book.
  • Each topic chapter examines the implications of adopting IFRS
  • The chapter 'Putting it all together' takes readers step by step through the reports, accounts and press cuttings of an AIM company.
  • The authors comment as well as inform - previous editions highlighted the serious weaknesses of both Polly Peck and Maxwell Communications Corporation well ahead of their collapse.

New to this edition:

  • Explains the key differences between UK GAAP and IFRS

  • Analyses how companies present the impact of the transition from UK GAAP to IFRS

  • Coverage of small and medium-sized entities (SMEs) reporting

  • Includes recent developments in narrative reporting:  Operating and Financial Review Developments;  Business Review;  and Corporate Social Responsibility Reporting

 

Interpreting Company Reports and Accounts is suitable for intermediate or advanced undergraduate accounting and finance courses, as well as MBA courses. The book is recommended reading for several professional examinations and will also be highly relevant to practitioners.

Geoffrey Holmes FCA, FTII was, for more than 20 years, the highly regarded and much respected Editor of Accountancy, the Journal of the Institute of Chartered Accountants.

Alan Sugden is a Sloan Fellow of the London Business School and a retired director of Schroder Investment Management. He spent nearly 20 years in the City as an analyst and fund manager, running the £100 million Schroder Recovery Fund for several years.

Paul Gee BA (Econ) FCA is a member of the National Assurance Technical Group of  Smith & Williamson , and lectures widely in the UK on financial reporting.

 

 

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Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee PDF

Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee PDF

Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee PDF
Interpreting Company Reports (10th Edition)By Geoffrey Holmes, Alan Sugden, Paul Gee PDF

Friday, December 14, 2012

Free Ebook Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak

Free Ebook Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak

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Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak

Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak


Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak


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Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak

For the first time, professional and aspiring game developers have a comprehensive resource that goes beyond the entertainment-focused aspects of game simulation to delve into its escalating impact on the outside worlds of business, education, and training. As an increasing number of Fortune 500 companies, as well as educational and governmental heavyweights take notice of the potential usefulness of game simulations for training, the demand for developers who can skillfully integrate educational tasks with gaming features is increasing dramatically. Game Simulation Development provides an in-depth look at how games are using a variety of different simulations to incorporate educational and training-based elements. By investigating a wide range of successful games, the book offers critical knowledge regarding why certain game simulations are effective in each genre. It also explores the ways expert developers consider how players respond to visual, aural, and tactile feedback to make the simulation as convincing and immersive as possible. Additional coverage includes intrinsic and extrinsic knowledge, constructivist theory, social interaction and lateral learning, and how these principles apply to game simulation development, providing a well-rounded resource for aspiring game developers.

  • Sales Rank: #1786936 in Books
  • Brand: Brand: Cengage Learning
  • Published on: 2007-10-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.75" h x 8.00" w x .75" l, 1.47 pounds
  • Binding: Paperback
  • 272 pages
Features
  • Used Book in Good Condition

Review
PART I - SETUP: CREATING NEW WORLDS Ch 1 - History of Game Simulations Ch 2 - Audience and Market PART II - SERIOUS GAMES: EDUCATION & TRAINING Ch 3 - Educational Simulations Ch 4 - Business Simulations Ch 5 - Military Simulations PART III - JUMPING IN: SIMULATIONS AS ENTERTAINMENT Ch 6 - Sports Simulations Ch 7 - Music and Art Simulations Ch 8 - Sandboxes and Open-Ended Simulations Ch 9 - The Future of Game Simulations

About the Author
William Muehl is Senior Producer at Midway's headquarters in Chicago, IL, where he facilitates the development of globally shared technology, art, and design initiatives across six studios and multiple game teams. He was also a Development Director for the central animation, cinema, audio, character, environment, concept, and user interface departments for Midway titles including John Woo Presents: Stranglehold, Mortal Kombat: Armageddon and NBA Ballers. Prior to joining Midway, William was a producer at High Voltage Software and an online analyst at Sony Computer Entertainment America. He has also written and performed voiceover roles for several published titles and volunteers as Business Committee Coordinator for the Game Audio Network Guild to promote excellence in interactive audio. William received a BA in English from the University of Wisconsin.

Jeannie Novak is the lead author and series editor of the widely acclaimed GAME DEVELOPMENT ESSENTIALS series (with over 15 published titles), co-author of PLAY THE GAME: THE PARENT'S GUIDE TO VIDEO GAMES, and co-author of three pioneering books on the interactive entertainment industry--including CREATING INTERNET ENTERTAINMENT. She is also co-founder of Novy Unlimited and CEO of Kaleidospace, LLC (dbaIndiespace), providing curriculum development and consulting services for corporations, educators, and creative professionals in games, music, film, education, and technology.Novak served as director of the Game Art & Design and Media Arts & Animation programs at the Art Institute Online and has taught game courses at UCLA, Art Center College of Design, DeVry University, Westwood College, ITT Technical Institute, and the Academy of Entertainment & Technology at Santa Monica College. She holds a B.A. in mass communication/business administration from UCLA and an M.A. in communication management from the Annenberg School at USC. She also serves on the Online Gameplay Committee for the Academy of Interactive Arts &Sciences and has served on the executive boards of the International Game Developers Association (Los Angeles) and Women in Games International. An accomplished composer and performer, Novak was chosen as one of the 100 most influential people in technology by MicroTimesmagazine and has been profiled by CNN, Billboard Magazine, the Sundance Channel, Daily Variety, and the Los Angeles Times.

Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak PDF
Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak EPub
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Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak iBooks
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Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak Mobipocket
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Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak PDF

Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak PDF

Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak PDF
Game Development Essentials: Game Simulation DevelopmentBy William Muehl, Jeannie Novak PDF