I was a bit disappointed with the book due to a few things, which I will go over, as I don't feel like I learned that much.(to be fair this may change over time)
1/ the fact that some really common examples of games(such as a side scroller,or a firing weapon, or an fps character for example, and how to set one up, as a standard game asset) and doing both as a mini tutorial, and also explaining game industry standard setups for these, like a heads up display for example, aren't demonstrated.
2/ the first third of the book just goes into full detail of the sensors, actuators and controllers, but without showing a real world example. This was why I bought the book, but I don't feel that it really fulfilled this goal . It has many screen shots of the sensor/controller panels an settings, but no actual example of it in use to demonstrate it very clearly.
3/ The book sort of assumes you know a fair bit about game engines, but that's why I bought this book! To learn about games using Blenders logic bricks, not coding in Python.
I think if I downloaded the games described at the end of the book,(e.g. Super Blender Galaxy by Carlos Limon) and studied those files, I would learn more than the book, I just think it doesn't build up from easy to difficult, it's sort of all difficult, the sensor and controllers could have been an appendix instead, as a reference after learning how to use them in a game.
The shark game was a bit lame, it could have been really awesome with a cool fearsome shark, and a realistic water shader by Martins Upitis, not a monkey head shark! I am sick of old school super low poly Blender game demos!They are not even as good as a current phone game! What about Dead Cyborg, that is awesome in comparison! That should be the standard, its cool.
Overall, I think its a bit of a let down. I have been wanting to learn this for a few years, but still feel like studying Cryengine, UDK and Unity game engines is more rewarding, which I also am doing, and using Blender as a modelling/creation tool until someone figures out how to teach the game engine. I probably wouldn't recommend the book due to my gripes, but I think it heavily depends on your own prior game engine knowledge. I don't want to sound harsh, which I think I have, but it is years of frustration coming out, sorry.