Following chapters cover canvas, SVG, and WebGL; each using relevant frameworks, and with good advice. There seems to be wisdom in the choice of framworks, and the material is fairly accessible. As well, in working though examples in each of these technologies, the reader should learn a lot about practical game development. Chapter 9 is an interesting look at server development for multiplayer games and we are exposed to various options. I think in the real world security and measures against cheating, real time latency etc, would make challenging work. The author does not go into discussion of this. But despite this, the material is interesting, and offers coding insights to applicable technology. Remaining chapters are on mobile framworks, and packaging and publishing HTML5 games.
I think the book covers a lot in just 200 pages, so represents an introduction and survey of languages and technologies available. While much information can be gained online, in book form, it is concise and coherent and well explained throughout. I think anyone with an interest would be encouraged by the book, and hopefully deepen their knowlege by trying to make some games and developing expertese in some of the skills required.
This book is a great introduction to game programming for anyone who already has some relevant experience (particularly good HTML experience or similar technologies such as ActionScript). It covers a great deal of ground, and manages to give a fair amount of background on each. However, it's a bit sloppily written, with the author often skipping between topics without explaining what new assumptions he is making. For this reason, I can easily see a beginner to HTML5 or game programming being confused by much in the book.