From Marbles to Video Games

From Marbles to Video Games
Author: Jennifer Boothroyd
Publisher: LernerClassroom
Total Pages: 36
Release: 2011-08-01
Genre: Juvenile Nonfiction
ISBN: 0761378413

Compares and contrasts toys and games of today with the toys and games of the past, looking at technologies used, types of toys, and the role of toys and games in a child's development.

Marbles

Marbles
Author: Joanna Cole
Publisher: HarperCollins Publishers
Total Pages: 136
Release: 1998
Genre: Games & Activities
ISBN:

Traces the history of marbles and marble making, gives instructions for playing various kinds of games, explains related terms, and suggests further activities.

From Marbles to Video Games

From Marbles to Video Games
Author: Jennifer Boothroyd
Publisher: Lerner Publications
Total Pages: 36
Release: 2011-08-01
Genre: Juvenile Nonfiction
ISBN: 0761380027

Many kids play video games or ride on skateboards. But long ago, these fun activities didn’t exist. Kids rode around on roller skates. They played games with jacks and marbles. What other toys and games have changed over time? Read this book to find out! Learn how daily life has changed over time in the Comparing Past and Present series—part of the Lightning Bolt Books TM collection. With high-energy designs, exciting photos, and fun text, Lightning Bolt Books TM bring nonfiction topics to life!

The Encyclopedia of Arcade Video Games

The Encyclopedia of Arcade Video Games
Author: Bill Kurtz
Publisher: Schiffer Pub Limited
Total Pages: 238
Release: 2004
Genre: Games
ISBN: 9780764319259

Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.

The Video Games Guide

The Video Games Guide
Author: Matt Fox
Publisher: McFarland
Total Pages: 385
Release: 2013-01-17
Genre: Games & Activities
ISBN: 078647257X

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Junkyard Sports

Junkyard Sports
Author: Bernie DeKoven
Publisher: Human Kinetics
Total Pages: 184
Release: 2005
Genre: Education
ISBN: 9780736052078

This resource offers more than 75 innovative, creative, and challenging demonstration games in six traditional team sports (soccer, football, basketball, baseball, hockey, and volleyball), while employing nontraditional approaches.

Who Invented Home Video Games? Ralph Baer

Who Invented Home Video Games? Ralph Baer
Author: Mary Kay Carson
Publisher: Enslow Publishing, LLC
Total Pages: 14
Release: 2012-01-01
Genre: Juvenile Nonfiction
ISBN: 1464610428

There are few kids who don't enjoy home video games, but do they know who invented the first one? Readers learn about Ralph Baer's life and the first home video games ever made. Readers will invent their own game, too.

Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990
Author: Brett Weiss
Publisher: McFarland
Total Pages: 345
Release: 2018-07-09
Genre: Games & Activities
ISBN: 0786492317

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

The Book of Solo Games

The Book of Solo Games
Author: Gyles Daubeney Brandreth
Publisher: Peter Bedrick Books
Total Pages: 242
Release: 1984
Genre: Games & Activities
ISBN: 9780911745535

The Well-Played Game

The Well-Played Game
Author: Bernard De Koven
Publisher: MIT Press
Total Pages: 173
Release: 2013-08-23
Genre: Games & Activities
ISBN: 0262019175

The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.