Gotta Catch All the Movies PDF Download
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Author: Kenny Abdo
Publisher: ABDO
ISBN: 1098284968
Category : Juvenile Nonfiction
Languages : en
Pages : 27
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Book Description
This title looks at the movies from the Pokémon franchise and gives information related to behind the scenes, their releases, and the impact they have had on the industry. This hi-lo title is complete with vibrant 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
ISBN: 1098284968
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Get Book Here
Book Description
This title looks at the movies from the Pokémon franchise and gives information related to behind the scenes, their releases, and the impact they have had on the industry. This hi-lo title is complete with vibrant 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: Anne Allison
Publisher: Univ of California Press
ISBN: 0520221486
Category : Antiques & Collectibles
Languages : en
Pages : 710
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Book Description
Millennial Monsters explores the global popularity of Japanese consumer culture--including manga (comic books), anime (animation), video games, and toys--and questions the make-up of fantasies nand capitalism that have spurred the industry's growth.
Author: Tomiko Yoda
Publisher: Duke University Press
ISBN: 9780822338130
Category : Business & Economics
Languages : en
Pages : 460
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Book Description
Scholars of history, anthropology, literature, and film explore the transformations in Japanese politics, culture, and society since Japans recession of the early 1990s.
Author: Stuart Aitken
Publisher: Routledge
ISBN: 1317997417
Category : Science
Languages : en
Pages : 199
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Book Description
This astute book initiates a broad discussion from a variety of different disciplines about how we place children nationally, globally and within development discourses. Unlike other books of its kind, it does not seek to dwell solely on the abiding complexities of local comparisons. Rather, it elaborates larger concerns about the changing nature of childhood, young people’s experiences, their citizenship and the embodiment of their political identities as they are embedded in the processes of national development and globalization. In particular, this book concentrates on three main issues: nation building and developing children, child participation and activism in the context of development, and globalization and children’s live in the context of what has been called "the end of development." These are relatively broad research perspectives that find focus in what the authors term "reproducing and developing children" as a key issue of national and global concern. They further argue that understanding children and reproduction is key to understanding globalization.
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
ISBN: 0773525432
Category : Games & Activities
Languages : en
Pages : 379
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Book Description
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Author: Neriko Musha Doerr
Publisher: Lexington Books
ISBN: 1498574920
Category : History
Languages : en
Pages : 166
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Book Description
This volume examines the complexities created by Pokémon GO—the smartphone augmented reality game— from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokémon GO created a new way to inhabit the world.
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 240
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Book Description
Author: Menno Deen
Publisher: Lulu.com
ISBN: 9038637764
Category : Games & Activities
Languages : en
Pages : 268
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Book Description
This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.
Author: William D. Crump
Publisher: McFarland
ISBN: 1476627703
Category : Performing Arts
Languages : en
Pages : 355
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Book Description
Santa Claus is in trouble! Who will save Christmas? This A-to-Z guide to holiday films, television movies and series specials provides cast, credits, production information and commentary for 228 cinema Christmases that were almost ruined by villains, monsters, spirits, secularism, greed, misanthropy or elf error--but were saved by helpful animals, magic snowmen, selfless children or compassionate understanding. Reviews and references are included.