Author: Little Brother Books
Publisher:
ISBN: 9781912342334
Category : Christmas decorations
Languages : en
Pages : 80
Book Description
Have you been naughty or nice? Get set for Christmas with our brand new magical Annual! Enjoy Elf-themed activities, stories and makes in this charming new Annual and help make it the best Christmas holiday ever! Includes recipes, craft ideas, quizes, puzzles, jokes, fun facts, etc.
Elf on the Shelf Official Annual 2020
Author: Little Brother Books
Publisher:
ISBN: 9781912342334
Category : Christmas decorations
Languages : en
Pages : 80
Book Description
Have you been naughty or nice? Get set for Christmas with our brand new magical Annual! Enjoy Elf-themed activities, stories and makes in this charming new Annual and help make it the best Christmas holiday ever! Includes recipes, craft ideas, quizes, puzzles, jokes, fun facts, etc.
Publisher:
ISBN: 9781912342334
Category : Christmas decorations
Languages : en
Pages : 80
Book Description
Have you been naughty or nice? Get set for Christmas with our brand new magical Annual! Enjoy Elf-themed activities, stories and makes in this charming new Annual and help make it the best Christmas holiday ever! Includes recipes, craft ideas, quizes, puzzles, jokes, fun facts, etc.
Playing Fair, Having Fun
Author: Daniel Grippo
Publisher: Open Road Media
ISBN: 1497681251
Category : Juvenile Nonfiction
Languages : en
Pages : 78
Book Description
Sports and games help kids grow strong in mind and body. And they teach kids about life—about competitive pressure, the time crunch for families, and the risks of computer and internet games to consider. Share this book with the kids you care about, so that the games they play will be fun, fair, and life-giving. 32 pages.
Publisher: Open Road Media
ISBN: 1497681251
Category : Juvenile Nonfiction
Languages : en
Pages : 78
Book Description
Sports and games help kids grow strong in mind and body. And they teach kids about life—about competitive pressure, the time crunch for families, and the risks of computer and internet games to consider. Share this book with the kids you care about, so that the games they play will be fun, fair, and life-giving. 32 pages.
Reindeer Games
Author: Alan Katz
Publisher: Simon and Schuster
ISBN: 1534467920
Category : JUVENILE FICTION
Languages : en
Pages : 80
Book Description
The Elf Academy elves go on a field trip in this second book in a series about a young elf’s merry misadventures, part of the Aladdin QUIX line of fun-to-read, short chapter books that’s perfect for emerging readers! Andy Snowden and the other Elf Academy elves go on a winter wonderland field trip. When one of the younger reindeer is having trouble learning to fly, it’s up to Andy to use his imagination to help save the day!
Publisher: Simon and Schuster
ISBN: 1534467920
Category : JUVENILE FICTION
Languages : en
Pages : 80
Book Description
The Elf Academy elves go on a field trip in this second book in a series about a young elf’s merry misadventures, part of the Aladdin QUIX line of fun-to-read, short chapter books that’s perfect for emerging readers! Andy Snowden and the other Elf Academy elves go on a winter wonderland field trip. When one of the younger reindeer is having trouble learning to fly, it’s up to Andy to use his imagination to help save the day!
Night Shift
Author: Jason Vey
Publisher:
ISBN: 9781734797909
Category :
Languages : en
Pages :
Book Description
Urban fantasy and horror modern role playing game using a generic universal role playing system, the Oldschool Generic Roleplaying Engine System (O.G.R.E.S.)
Publisher:
ISBN: 9781734797909
Category :
Languages : en
Pages :
Book Description
Urban fantasy and horror modern role playing game using a generic universal role playing system, the Oldschool Generic Roleplaying Engine System (O.G.R.E.S.)
Elf Games
Author: Chad Scott
Publisher: Elf Games
ISBN: 9781734283037
Category :
Languages : en
Pages : 38
Book Description
- "The Elf Games" is a full-fledged winter adventure that draws from all-American pastimes in sports and the ever-endearing magic of Christmas to create a unique and whimsical world.
Publisher: Elf Games
ISBN: 9781734283037
Category :
Languages : en
Pages : 38
Book Description
- "The Elf Games" is a full-fledged winter adventure that draws from all-American pastimes in sports and the ever-endearing magic of Christmas to create a unique and whimsical world.
Games for Writing
Author: Peggy Kaye
Publisher: Macmillan
ISBN: 9780374524272
Category : Education
Languages : en
Pages : 244
Book Description
A collection of games and activities designed to help children improve their writing skills.
Publisher: Macmillan
ISBN: 9780374524272
Category : Education
Languages : en
Pages : 244
Book Description
A collection of games and activities designed to help children improve their writing skills.
The Book of Games
Author: Bendik Stang
Publisher: Book of Games
ISBN: 8299737826
Category : Computer games
Languages : en
Pages : 397
Book Description
This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.
Publisher: Book of Games
ISBN: 8299737826
Category : Computer games
Languages : en
Pages : 397
Book Description
This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.
The Sword of the Bastard Elf
Author: H. Skull
Publisher:
ISBN: 9781724977397
Category :
Languages : en
Pages : 828
Book Description
You are the Bastard Elf! Kicked out of home at the cruelly young age of 60, you're left to fend for yourself in the wilds surrounding Bilgeton. Embark on an epic quest in search of your human father and his fabled couch upon which you might crash, or blow that off as soon as something better comes along. Can you survive in this strange and vicious fantasy realm? The Sword of the Bastard Elf is an epic single player gamebook adventure of ludicrous size and scope. It's more than 300,000 words long with 1825 sections to jump around and more than 100 original illustrations to gaze at. The sheer size and weighty presence of the book will dominate your bookcase and immediately draw the attention of anyone who walks into the room. It also includes a beer and pretzels role playing game for a "Dungeon Bastard" and up to four players, and an introductory scenario to get you started. Featuring writing by the weird and enigmatic Herman Skull, illustrations by the humble and enigmatic S. Iacob and a never-before-seen illustration by fantasy art legend Tony Hough (Fighting Fantasy illustrator for Spectral Stalkers, Night Dragon, Knights of Doom and Bloodbones), there's a lot of entertainment waiting for you right here! So what are you waiting for? Grab a couple of dice, clench your fests and dive in to the longest, strangest and completely sideways gamebook adventure ever put to paper! Warning: this is not for small children! While there's nothing here that'd seriously upset a teenager, there's a lot of grown up humour, grotesque monsters and some fantasy violence. So give the little ones something else to read and don't risk putting them off gamebooks forever. Also, they won't get the jokes.
Publisher:
ISBN: 9781724977397
Category :
Languages : en
Pages : 828
Book Description
You are the Bastard Elf! Kicked out of home at the cruelly young age of 60, you're left to fend for yourself in the wilds surrounding Bilgeton. Embark on an epic quest in search of your human father and his fabled couch upon which you might crash, or blow that off as soon as something better comes along. Can you survive in this strange and vicious fantasy realm? The Sword of the Bastard Elf is an epic single player gamebook adventure of ludicrous size and scope. It's more than 300,000 words long with 1825 sections to jump around and more than 100 original illustrations to gaze at. The sheer size and weighty presence of the book will dominate your bookcase and immediately draw the attention of anyone who walks into the room. It also includes a beer and pretzels role playing game for a "Dungeon Bastard" and up to four players, and an introductory scenario to get you started. Featuring writing by the weird and enigmatic Herman Skull, illustrations by the humble and enigmatic S. Iacob and a never-before-seen illustration by fantasy art legend Tony Hough (Fighting Fantasy illustrator for Spectral Stalkers, Night Dragon, Knights of Doom and Bloodbones), there's a lot of entertainment waiting for you right here! So what are you waiting for? Grab a couple of dice, clench your fests and dive in to the longest, strangest and completely sideways gamebook adventure ever put to paper! Warning: this is not for small children! While there's nothing here that'd seriously upset a teenager, there's a lot of grown up humour, grotesque monsters and some fantasy violence. So give the little ones something else to read and don't risk putting them off gamebooks forever. Also, they won't get the jokes.
Computer Games
Author: Diane Carr
Publisher: John Wiley & Sons
ISBN: 0745687504
Category : Social Science
Languages : en
Pages : 343
Book Description
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Publisher: John Wiley & Sons
ISBN: 0745687504
Category : Social Science
Languages : en
Pages : 343
Book Description
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Fictional Games
Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.