Author: Kristine Scarrow
Publisher: Dundurn
ISBN: 1459744780
Category : Young Adult Fiction
Languages : en
Pages : 174
Book Description
Saskatchewan Book Award —Shortlisted Strategy is everything when it comes to gaming — and girls. Zach is used to living in a world of legendary battles, epic journeys, and life-or-death situations. As a gamer, he is hard-wired for adventure, even though it’s from the comfort of his parents’ couch. But nothing has prepared him for battling the biggest storm in Saskatchewan’s history while trapped in the local mall. On top of everything, Zach has finally met the girl of his dreams, but he finds himself helping everyone else stay safe while his best friend spends time with her. What Zach doesn’t realize is that love always finds its way when you’ve found the right person and are ready to risk it all to save the day.
Gamer Army
Author: Trent Reedy
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267
Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267
Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
My Life as a Gamer
Author: Janet Tashjian
Publisher: Henry Holt and Company (BYR)
ISBN: 0805098658
Category : Juvenile Fiction
Languages : en
Pages : 273
Book Description
Derek Fallon gets the chance of a lifetime—to participate in a gaming company focus group and to test out a new video game called "Arctic Ninja." Together with his friends Carly, Matt, and Umberto, Derek thinks his gaming talents will be showcased. But he soon realizes that everyone has got him beat, including whiz kid El Cid. On top of that, school reading tests have begun and Derek feels doubly off his game. Isn't there anything he's good at?
Publisher: Henry Holt and Company (BYR)
ISBN: 0805098658
Category : Juvenile Fiction
Languages : en
Pages : 273
Book Description
Derek Fallon gets the chance of a lifetime—to participate in a gaming company focus group and to test out a new video game called "Arctic Ninja." Together with his friends Carly, Matt, and Umberto, Derek thinks his gaming talents will be showcased. But he soon realizes that everyone has got him beat, including whiz kid El Cid. On top of that, school reading tests have begun and Derek feels doubly off his game. Isn't there anything he's good at?
Last Gamer Standing
Author: Katie Zhao
Publisher: Scholastic Inc.
ISBN: 1338741519
Category : Juvenile Fiction
Languages : en
Pages : 128
Book Description
Ready Player One meets the action of battle royale video games in this middle-grade sci-fi perfect for fans of Fortnite. In twelve-year-old Reyna Cheng's world, gaming is everything. Professional esports teams are the mainstream celebrities. Kids begin training from a young age, aspiring for the big leagues. Reyna is the up-and-coming junior amateur Dayhold gamer, competing in a VR battle royale against AI monsters and human players. But despite Reyna's rising popularity and skills, no one knows who she is. Gaming is still a boys' club and to protect herself against trolls and their harassment, she games the mysterious TheRuiNar. When Reyna qualifies for the Dayhold Junior Tournament, she knows she's got what it takes to win the championship title and the $10,000 prize. It's a chance to make a step forward towards her professional esports dreams and to help her family with the costs of her mother's hospital bills. But when she's blackmailed and threatened to be doxed by an anonymous troll, Reyna has to confront the toxic gaming community head-on. With her dreams and the cash prize on the line, it's game on!
Publisher: Scholastic Inc.
ISBN: 1338741519
Category : Juvenile Fiction
Languages : en
Pages : 128
Book Description
Ready Player One meets the action of battle royale video games in this middle-grade sci-fi perfect for fans of Fortnite. In twelve-year-old Reyna Cheng's world, gaming is everything. Professional esports teams are the mainstream celebrities. Kids begin training from a young age, aspiring for the big leagues. Reyna is the up-and-coming junior amateur Dayhold gamer, competing in a VR battle royale against AI monsters and human players. But despite Reyna's rising popularity and skills, no one knows who she is. Gaming is still a boys' club and to protect herself against trolls and their harassment, she games the mysterious TheRuiNar. When Reyna qualifies for the Dayhold Junior Tournament, she knows she's got what it takes to win the championship title and the $10,000 prize. It's a chance to make a step forward towards her professional esports dreams and to help her family with the costs of her mother's hospital bills. But when she's blackmailed and threatened to be doxed by an anonymous troll, Reyna has to confront the toxic gaming community head-on. With her dreams and the cash prize on the line, it's game on!
I Am Gamer
Author: Gabriel L. Rathweg
Publisher: Independently Published
ISBN: 9781719878036
Category : Fiction
Languages : en
Pages : 326
Book Description
Lawrence is having a crappy day. His girlfriend is not only cheating on him but she
Publisher: Independently Published
ISBN: 9781719878036
Category : Fiction
Languages : en
Pages : 326
Book Description
Lawrence is having a crappy day. His girlfriend is not only cheating on him but she
Post Cinematic Affect
Author: Steven Shaviro
Publisher: John Hunt Publishing
ISBN: 1846944317
Category : Art
Languages : en
Pages : 200
Book Description
Post-Cinematic Affect is about what it feels like to live in the affluent West in the early 21st century. Specifically, it explores the structure of feeling that is emerging today in tandem with new digital technologies, together with economic globalization and the financialization of more and more human activities. The 20th century was the age of film and television; these dominant media shaped and reflected our cultural sensibilities. In the 21st century, new digital media help to shape and reflect new forms of sensibility. Movies (moving image and sound works) continue to be made, but they have adopted new formal strategies, they are viewed under massively changed conditions, and they address their spectators in different ways than was the case in the 20th century. The book traces these changes, focusing on four recent moving-image works: Nick Hooker's music video for Grace Jones' song Corporate Cannibal; Olivier Assayas' movie Boarding Gate, starring Asia Argento; Richard Kelly's movie Southland Tales, featuring Justin Timberlake, Dwayne Johnson, and other pop culture celebrities; and Mark Neveldine and Brian Taylor's Gamer.
Publisher: John Hunt Publishing
ISBN: 1846944317
Category : Art
Languages : en
Pages : 200
Book Description
Post-Cinematic Affect is about what it feels like to live in the affluent West in the early 21st century. Specifically, it explores the structure of feeling that is emerging today in tandem with new digital technologies, together with economic globalization and the financialization of more and more human activities. The 20th century was the age of film and television; these dominant media shaped and reflected our cultural sensibilities. In the 21st century, new digital media help to shape and reflect new forms of sensibility. Movies (moving image and sound works) continue to be made, but they have adopted new formal strategies, they are viewed under massively changed conditions, and they address their spectators in different ways than was the case in the 20th century. The book traces these changes, focusing on four recent moving-image works: Nick Hooker's music video for Grace Jones' song Corporate Cannibal; Olivier Assayas' movie Boarding Gate, starring Asia Argento; Richard Kelly's movie Southland Tales, featuring Justin Timberlake, Dwayne Johnson, and other pop culture celebrities; and Mark Neveldine and Brian Taylor's Gamer.
Gamer Girls
Author: Mary Kenney
Publisher: Running Press Kids
ISBN: 0762474556
Category : Young Adult Nonfiction
Languages : en
Pages : 307
Book Description
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!
Publisher: Running Press Kids
ISBN: 0762474556
Category : Young Adult Nonfiction
Languages : en
Pages : 307
Book Description
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!
The Gamer's Guide to Getting the Girl
Author: Kristine Scarrow
Publisher: Dundurn
ISBN: 1459744780
Category : Young Adult Fiction
Languages : en
Pages : 174
Book Description
Saskatchewan Book Award —Shortlisted Strategy is everything when it comes to gaming — and girls. Zach is used to living in a world of legendary battles, epic journeys, and life-or-death situations. As a gamer, he is hard-wired for adventure, even though it’s from the comfort of his parents’ couch. But nothing has prepared him for battling the biggest storm in Saskatchewan’s history while trapped in the local mall. On top of everything, Zach has finally met the girl of his dreams, but he finds himself helping everyone else stay safe while his best friend spends time with her. What Zach doesn’t realize is that love always finds its way when you’ve found the right person and are ready to risk it all to save the day.
Publisher: Dundurn
ISBN: 1459744780
Category : Young Adult Fiction
Languages : en
Pages : 174
Book Description
Saskatchewan Book Award —Shortlisted Strategy is everything when it comes to gaming — and girls. Zach is used to living in a world of legendary battles, epic journeys, and life-or-death situations. As a gamer, he is hard-wired for adventure, even though it’s from the comfort of his parents’ couch. But nothing has prepared him for battling the biggest storm in Saskatchewan’s history while trapped in the local mall. On top of everything, Zach has finally met the girl of his dreams, but he finds himself helping everyone else stay safe while his best friend spends time with her. What Zach doesn’t realize is that love always finds its way when you’ve found the right person and are ready to risk it all to save the day.
Video Games
Author: Anne Elder
Publisher: Little Hero
ISBN: 9781946000262
Category :
Languages : en
Pages : 18
Book Description
Power up your little gamer with this introduction to video game play.
Publisher: Little Hero
ISBN: 9781946000262
Category :
Languages : en
Pages : 18
Book Description
Power up your little gamer with this introduction to video game play.
The Gamer's Bucket List
Author: Chris Watters
Publisher: Mango Media Inc.
ISBN: 1633531309
Category : Games & Activities
Languages : en
Pages : 176
Book Description
Discover what video games are worth playing and why in this comprehensive guide by a video game expert. From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them. Praise for The Gamer’s Bucket List “A comprehensive starter’s guide to the wonderful world of video games. Watters’s punchy prose is a delight; his brief, informal summaries perfectly capture the best of what the art form has to offer. The perfect book for anyone who’s never played Minecraft, but is too ashamed to admit it.” —Laura Parker, contributing writer, The Economist “We are all going to die. You can’t avoid it. But you can choose how you go. Outside, in the sunshine, like some sort of animal, or inside your darkened living room, playing games? If you want to get through the 50 excellent games in this book, then the choice is clear.” —Tim Schafer, President and CEO of Double Fine Productions
Publisher: Mango Media Inc.
ISBN: 1633531309
Category : Games & Activities
Languages : en
Pages : 176
Book Description
Discover what video games are worth playing and why in this comprehensive guide by a video game expert. From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them. Praise for The Gamer’s Bucket List “A comprehensive starter’s guide to the wonderful world of video games. Watters’s punchy prose is a delight; his brief, informal summaries perfectly capture the best of what the art form has to offer. The perfect book for anyone who’s never played Minecraft, but is too ashamed to admit it.” —Laura Parker, contributing writer, The Economist “We are all going to die. You can’t avoid it. But you can choose how you go. Outside, in the sunshine, like some sort of animal, or inside your darkened living room, playing games? If you want to get through the 50 excellent games in this book, then the choice is clear.” —Tim Schafer, President and CEO of Double Fine Productions
The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
ISBN: 1498775527
Category : Computers
Languages : en
Pages : 267
Book Description
Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Publisher: CRC Press
ISBN: 1498775527
Category : Computers
Languages : en
Pages : 267
Book Description
Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.