Video Game Heroes Set Of 6
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Author | : Kenny Abdo |
Publisher | : Abdo Zoom-Fly |
Total Pages | : 144 |
Release | : 2020-08 |
Genre | : Juvenile Nonfiction |
ISBN | : 9781644944165 |
Press start and jump into action with today's most popular video game heroes like Super Mario, Sonic the Hedgehog, and Lara Croft! Thrilling spreads and exciting, simple text will delight young readers while they learn! Aligned to Common Core standards & correlated to state standards.
Author | : Jaime Banks |
Publisher | : Rowman & Littlefield |
Total Pages | : 261 |
Release | : 2017-06-23 |
Genre | : Games & Activities |
ISBN | : 1442278137 |
Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture—from graphic novels to film—and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: Game developer Year character was established Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.
Author | : Kenny Abdo |
Publisher | : ABDO |
Total Pages | : 27 |
Release | : 2020-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 109822244X |
This title focuses on video game heroes Mario and Luigi! It breaks down the origin of their characters, explores the Super Mario Bros. franchise, and their legacy. This hi-lo title is complete with thrilling and colorful photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.
Author | : Walt Williams |
Publisher | : Simon and Schuster |
Total Pages | : 304 |
Release | : 2017-09-19 |
Genre | : Biography & Autobiography |
ISBN | : 1501129953 |
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--
Author | : Kenny Abdo |
Publisher | : ABDO |
Total Pages | : 27 |
Release | : 2020-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 1098222466 |
This title focuses on video game hero Sonic the Hedgehog! It breaks down the origin of his character, explores the Sonic the Hedgehog franchise, and his legacy. This hi-lo title is complete with thrilling and colorful photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.
Author | : Kenny Abdo |
Publisher | : Abdo Zoom-Fly |
Total Pages | : 0 |
Release | : 2022 |
Genre | : |
ISBN | : 9781644947364 |
Press start and jump into action with today's most popular video game heroes like Pac-Man, Donkey Kong, and Naruto! Thrilling spreads and exciting, simple text will delight young readers while they learn! This hi-lo title is complete with epic and colorful photographs, simple text, glossary, and an index. Aligned to Common Core standards & correlated to state standards.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Dustin Brady |
Publisher | : Andrews McMeel Publishing |
Total Pages | : 132 |
Release | : 2018-04-10 |
Genre | : Juvenile Fiction |
ISBN | : 1449496261 |
Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!
Author | : David Paris |
Publisher | : Teacher Created Materials |
Total Pages | : 51 |
Release | : 2016-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 1493835947 |
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Author | : William Collis |
Publisher | : Rosetta Books |
Total Pages | : 199 |
Release | : 2020-08-04 |
Genre | : Games & Activities |
ISBN | : 1948122588 |
The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.