Barbie Video Game Hero #1

Barbie Video Game Hero #1
Author: Tini Howard
Publisher: Papercutz
Total Pages: 67
Release: 2017-10-03
Genre: Juvenile Fiction
ISBN: 1629919632

Inspired by the all-new movie, “Barbie: Video Game Hero,” Barbie magically gets pulled into her favorite roller-skating video game. When her new friend Kris takes a shortcut in a race with Barbie and the roller-skating princess, Bella, he accidentally falls through a mysterious hold caused by a broken line of code and disappears! Barbie, Bella, and their friends must team up and work together to fix the code and power-up through the levels to track down Kris before the hole swallows up the entire game!

Race for the Stars

Race for the Stars
Author: Jennifer Liberts Weinberg
Publisher: Random House Books for Young Readers
Total Pages: 0
Release: 2017
Genre: Juvenile Fiction
ISBN: 9780399558597

"Barbie goes inside a new video game. Can she stop the nasty virus that's trying to take it over?"--Back cover.

Everyday Hero

Everyday Hero
Author: Kathleen Cherry
Publisher: Orca Book Publishers
Total Pages: 163
Release: 2016-03-15
Genre: Juvenile Fiction
ISBN: 1459809831

When a new friend challenges Alice, who has Asperger’s, to step outside her comfort zone, Alice decides to revise her rules in this novel for middle readers.

Serious Games

Serious Games
Author: Tim Marsh
Publisher: Springer
Total Pages: 324
Release: 2016-09-02
Genre: Computers
ISBN: 3319458418

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Gender Divide and the Computer Game Industry

Gender Divide and the Computer Game Industry
Author: Prescott, Julie
Publisher: IGI Global
Total Pages: 321
Release: 2013-09-30
Genre: Social Science
ISBN: 1466645350

"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Author: Valentine, Keri Duncan
Publisher: IGI Global
Total Pages: 491
Release: 2016-06-20
Genre: Computers
ISBN: 1522502629

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Fortune

Fortune
Author: Henry Robinson Luce
Publisher:
Total Pages: 768
Release: 2002-07
Genre: Business
ISBN:

The Post-9/11 Video Game

The Post-9/11 Video Game
Author: Marc A. Ouellette
Publisher: McFarland
Total Pages: 201
Release: 2017-03-31
Genre: Social Science
ISBN: 0786499028

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat
Author: Yasmin B. Kafai
Publisher: MIT Press
Total Pages: 398
Release: 2011-02-25
Genre: Computers
ISBN: 0262516063

Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine