First of all, for those that think that this book is about game programming: it is not (just to let some of you guys warned).
Now... the book is VERY good for what it proposes itself: a introduction to the process of game development. Like stated on the book description ,it might be used as a text book for a introductory course. It covers all parts of the game development process, from designing to shipment, considering legal issues, such as IP, Copyrights and Trademarks, and development issues like engine programming, model creations, sound, etc.
The book is divided in seven parts:
Part 1 - Critical Game studies: This is an overview of the whole history and concept behind games. It covers the historic of games (where we came from, and to where are we going), social issues, and (my personal favorite) ludology for game development. This is a whole chapter dedicated to discuss what is fun, and how to achieve it. This chapter really made me think about a couple of things :).
Part 2 - Game Design: Expanding on the last chapter of part 1, here is explained HOW to make games fun. Issues like multiple choices, types of fun, characterization of games and such are all presented here.
Part 3 - Game programming: Languages and architecture: To me, this part didn't bring much new stuff (then again, i'm doing a PhD in computer science, so i have experience in programming). But i recognize some VERY interesting points, and possibilities shown in the first chapters. In special, the chapter that talks about Flash and Action script really got my attention.
The latter chapters about debugging, game architecture and memory I/O, are VERY interesting and offered me many insights about the game development process and needed technology.
Part 4 - Game programming: Math, Collision detection and Physics: Despite the title this part will not teach you how to implement these things in your game (well... not directly). This chapters will give a "brief" introduction about each of the topics mentioned. But be aware, while "introductory", some parts can get really complicated (like the physics part).
Part 5 - Game programming: Graphics, animation, AI, Audio and Networking: Again, lots of interesting stuff here. The chapter about graphics and animation really got me confused at some parts :)
The AI chapters are REALLY cool, and give you some interesting concepts. The only part of the book i think that lacks something is that chapter about networking: it just talks about architecture, no much about programming (but then again, i was already well versed in this topic).
Part 6 - Audio visual design and production: Ok, so we have programmers, but what about the rest?
This part describes lots of technics and areas of expertise that i didn't even know that existed :)
Musicians, composers, modelers, texturers... everything is described here.
Part 7 - Game production and the business of game: Another VERY interesting part. With tons of infos from the people already familiar with the industry. What is publisher, how to get one, why do your game costs 50 bucks when it goes to the shelves, what is Intellectual Property, how to assures yours, how to sell your game... everything is described here.
As you can see, this is book that covers a lot of ground. And one of its features that i find more interesting are the references in each chapter.
While the book just gives an introduction, the references allow the interested ones to go look in depth for a specific topic that might interest them.