From Marbles to Video Games

From Marbles to Video Games PDF Author: Jennifer Boothroyd
Publisher: LernerClassroom
ISBN: 0761378413
Category : Juvenile Nonfiction
Languages : en
Pages : 36

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Book Description
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.

From Marbles to Video Games

From Marbles to Video Games PDF Author: Jennifer Boothroyd
Publisher: LernerClassroom
ISBN: 0761378413
Category : Juvenile Nonfiction
Languages : en
Pages : 36

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Book Description
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 PDF Author: Joanna Cole
Publisher: HarperCollins Publishers
ISBN:
Category : Games & Activities
Languages : en
Pages : 136

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

The Epic Evolution of Video Games

The Epic Evolution of Video Games PDF Author: Arie Kaplan
Publisher: Millbrook Press
ISBN: 1512457914
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.

Children's Games with Things

Children's Games with Things PDF Author: Iona Archibald Opie
Publisher: Oxford University Press, USA
ISBN:
Category : Education
Languages : en
Pages : 376

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Book Description
This final volume of the Opies' acclaimed trilogy deals with children's games that use equipment - such as marbles, skipping, fivestones, and ball-bouncing. They describe rules of play, the history of the game, and accompanying rhymes and chants.

History of Video Games

History of Video Games PDF Author: David Paris
Publisher: Teacher Created Materials
ISBN: 1493835947
Category : Juvenile Nonfiction
Languages : en
Pages : 51

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Book Description
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.

The Video Games Textbook

The Video Games Textbook PDF Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1000868222
Category : Computers
Languages : en
Pages : 751

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Book Description
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

The History of Video Games

The History of Video Games PDF Author: Lydia Bjornlund
Publisher: Referencepoint Press
ISBN: 9781601527462
Category : Video games
Languages : en
Pages : 0

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Book Description
Advances in video game technology have fueled a growing appetite for video games of all sorts. Gaming at its core is a form of entertainment but for some it has also become an obsession. Video Games and Society explores the highs and lows of this most ubiquitous technology-how video games have influenced people and daily life. Sidebars, direct quotes, and a list of organizations to contact add depth and information to the books in this series. Book jacket.

The Video Games Guide

The Video Games Guide PDF Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385

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Book Description
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.

The Well-Played Game

The Well-Played Game PDF Author: Bernard De Koven
Publisher: MIT Press
ISBN: 0262019175
Category : Games & Activities
Languages : en
Pages : 173

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Book Description
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.

Classic Home Video Games, 1989-1990

Classic Home Video Games, 1989-1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345

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Book Description
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.