Game Girl
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Author | : Andrea Gonzales |
Publisher | : HarperCollins |
Total Pages | : 186 |
Release | : 2017-03-07 |
Genre | : Young Adult Nonfiction |
ISBN | : 0062472488 |
A New York Public Library Best Book of 2017 Perfect for aspiring coders everywhere, Girl Code is the story of two teenage tech phenoms who met at Girls Who Code summer camp, teamed up to create a viral video game, and ended up becoming world famous. The book also includes bonus content to help you start coding! Fans of funny and inspiring books like Maya Van Wagenen’s Popular and Caroline Paul’s Gutsy Girl will love hearing about Andrea “Andy” Gonzales and Sophie Houser’s journey from average teens to powerhouses. Through the success of their video game, Andy and Sophie got unprecedented access to some of the biggest start-ups and tech companies, and now they’re sharing what they’ve seen. Their video game and their commitment to inspiring young women have been covered by the Huffington Post, Buzzfeed, CNN, Teen Vogue, Jezebel, the Today show, and many more. Get ready for an inside look at the tech industry, the true power of coding, and some of the amazing women who are shaping the world. Andy and Sophie reveal not only what they’ve learned about opportunities in science and technology but also the true value of discovering your own voice and creativity. A Junior Library Guild selection A Children's Book Council Best STEM Trade Book for Students K-12
Author | : Mary Kenney |
Publisher | : Running Press Kids |
Total Pages | : 307 |
Release | : 2022-07-19 |
Genre | : Young Adult Nonfiction |
ISBN | : 0762474556 |
Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Author | : Shizuru Seino |
Publisher | : TokyoPop |
Total Pages | : 0 |
Release | : 2004-05-04 |
Genre | : Comics & Graphic Novels |
ISBN | : 9781591826989 |
So she can play on a major boy's basketball team, Kyo Aizawa's father makes her pose as a boy.
Author | : J.D. Walker |
Publisher | : JMS Books LLC |
Total Pages | : 24 |
Release | : 2014-06-15 |
Genre | : Fiction |
ISBN | : 1611525969 |
Carmen Jenson is the kind of girl who loves to read books in bed, watch movies at home, and play board games on the weekends. Her girlfriend Patty, however, claims she's not exciting enough, and dumps her. Carmen decides she’s had enough of failed relationships and decides to stay single for a while, though in her heart she wants something more. Nel Patrick is the bus driver on Carmen's daily route to work. She always teases Carmen about chasing down the bus because she’s late. Carmen thinks nothing of the friendly banter between them until a chance meeting on the bus. While talking about Carmen's desire for a meaningful relationship, Nel reacts in a way that’s totally unexpected, leaving Carmen at a loss to understand her strange behavior. A few days later, Nel shows up at Carmen’s workplace. When Nel's attraction to Carmen comes out into the open, they go out on a date. A hot night of loving leads Carmen to wonder if she’s finally found the game girl she's always wanted.
Author | : Carolyn Cunningham |
Publisher | : Studies in New Media |
Total Pages | : 0 |
Release | : 2018 |
Genre | : Language Arts & Disciplines |
ISBN | : 9781498554565 |
Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
Author | : Caroline Silby |
Publisher | : Macmillan |
Total Pages | : 318 |
Release | : 2001-10-05 |
Genre | : Family & Relationships |
ISBN | : 9780312271268 |
The sports psychologist offers advice on overcoming the obstacles faced by female athletes, describing how to manage the stress of competition, improve performance, and maximize self-esteem.
Author | : Kyra D. Gaunt |
Publisher | : NYU Press |
Total Pages | : 239 |
Release | : 2006-02-06 |
Genre | : Games & Activities |
ISBN | : 0814731201 |
Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.
Author | : M. Ann Hall |
Publisher | : University of Toronto Press |
Total Pages | : 425 |
Release | : 2016-05-25 |
Genre | : Sports & Recreation |
ISBN | : 1442634146 |
In the second edition of this groundbreaking social history, M. Ann Hall begins with an important new chapter on Aboriginal women and early sport and ends with a new chapter tying today's trends and issues in Canadian women's sport to their origins in the past. Students will appreciate the more descriptive chapter titles and the restructuring of the book into easily digestible sections. Fifty-two images complement Hall's lively narrative.
Author | : Heather Lang |
Publisher | : Albert Whitman & Company |
Total Pages | : 35 |
Release | : 2018-03-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 0807503800 |
The Best Children's Books of the Year 2019, Bank Street College In 1950, girls didn't play baseball––until Kathryn Johnston changed Little League. In 1950, Kathryn Johnston wanted to play Little League baseball, but an unwritten "rule" kept girls from trying out. So she cut off her hair and tried out as a boy under the nickname "Tubby." She made the team—and changed Little League forever. This is a story about wanting to do something so badly, you're willing to break the rules, and how breaking those rules can lead to change.
Author | : Carolyn M. Cunningham |
Publisher | : Lexington Books |
Total Pages | : 191 |
Release | : 2020-07-06 |
Genre | : Language Arts & Disciplines |
ISBN | : 1498554571 |
Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.