Trapped in a Video Game

Trapped in a Video Game PDF Author: Dustin Brady
Publisher: Andrews McMeel Publishing
ISBN: 1449496261
Category : Juvenile Fiction
Languages : en
Pages : 132

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Book Description
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!

Trapped in a Video Game

Trapped in a Video Game PDF Author: Dustin Brady
Publisher: Andrews McMeel Publishing
ISBN: 1449496261
Category : Juvenile Fiction
Languages : en
Pages : 132

Get Book Here

Book Description
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!

Trapped in a Video Game: The Complete Series

Trapped in a Video Game: The Complete Series PDF Author: Dustin Brady
Publisher: Andrews McMeel Publishing
ISBN: 1524862932
Category : Juvenile Fiction
Languages : en
Pages : 674

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Book Description
Five books in one! With nonstop action, huge plot twists, and tons of humor, this series will quickly have your 7- to 12-year-old video game fan begging for just one more chapter. Getting sucked into a video game is not as much fun as you'd think. Sure, there are jetpacks, hover tanks, and infinite lives, but what happens when the game starts to turn on you? In this best-selling series, 12-year-old Jesse Rigsby finds out just how dangerous video games-and the people making those games - can be. Book One: Trapped in a Video Game Jesse hates video games - and for good reason. You see, a video game character is trying to kill him. After getting sucked into the new game Full Blast with his best friend, Eric, Jesse quickly discovers that he's being followed by a mysterious figure. If he doesn't figure out what's going on fast, he'll be trapped for good! Book Two: The Invisible Invasion Jesse's rescue mission has led him into the world of Go Wild, a Pokemon Go-style mobile game full of hidden danger and invisible monsters. Can Jesse stay alive long enough to sneak into the shady video game company and uncover what they're hiding? Book Three: Robots Revolt The robot villains from Super Bot World 3 have been released into the real world, and it's up to Jesse to get them back. This is Jesse's most dangerous mission yet, because this time, the video game is real. And in the real world, there are no extra lives. Book Four: Return to Doom Island In this retro adventure, Jesse will need to outsmart a superintelligent android, outlast a tireless drone, and outswim an eight-bit shark. If he can somehow pull all that off, Jesse will discover that he hasn't even gotten to the scary part yet. Book Five: The Final Boss Jesse and Eric have 10 minutes to save the world. In those 10 minutes, they're supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it's too late. Sound impossible? It's super impossible. The clock is ticking.

Don’t Climb This Mountain

Don’t Climb This Mountain PDF Author: Dustin Brady
Publisher: Andrews McMeel Publishing
ISBN:
Category : Juvenile Fiction
Languages : en
Pages : 164

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Book Description
Archie Maloney’s obsession with YouTube sensation Sir Hype has reached an all-time high. Sir Hype just announced that he’s seeking contestants for his latest mountain challenge, which—thanks to a breakthrough in technology—is taking place inside of a video game. Archie will do whatever it takes to climb that mountain. This is the second book in the Adventures in a Video Game series, a new series by bestselling author, Dustin Brady, where each book contains its own adventure in a different type of thrilling video game. ​ YouTube sensation Sir Hype is using groundbreaking technology to take his annual mountain challenge inside of a video game. One hundred contestants will battle digital monsters, glitching terrain, and backstabbing allies for a chance at fame and fortune atop the peak—or, at least, a chance to make it out alive. Thanks to some quick thinking and a willingness to bend the truth, Archie Maloney does make to the mountain. He also brings dozens of other contestants along for the ride, including his little cousin Mae, an ambitious girl named Naila, and the infamous Devil Doug. If the gang can survive a wild race to the mountain, fierce snowball fight against a robot yeti, and showdown with an avalanche, they’ll discover that the real danger has just begun. On this mountain, you can’t trust anyone.

SARA: The Complete Series

SARA: The Complete Series PDF Author: Ernie Lindsey
Publisher: Ernie Lindsey
ISBN:
Category : Fiction
Languages : en
Pages : 442

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Book Description
She's never played a game like this before... In SARA: The Psychological Thriller Series, Sara Winthrop's world is thrown headlong into a whirlwind of chaos, along with her family, friends, and colleagues, by unseen enemies seeking revenge. Those lurking in the shadows, clawing for vengeance, will go to any lengths. Any lengths. They took everything from her, and yet, it never occurred to them that they may have just messed with the wrong woman. ***INCLUDES*** SARA'S GAME: A Psychological Thriller Two years ago, Sara's husband left for the gym one morning...and never came back. His car was found. He wasn't. Unbelievably, the police report said, "No foul play suspected." There were a few unreliable sightings over the following months, but little else. Now, on the last day before summer break, her three children have gone missing from their schools, all at the same time. And the note under her windshield wiper asks a single, foreboding question: Are you ready to play the game? *** *** ***ALSO INCLUDES*** *** *** SARA'S PAST - SARA'S FEAR - Bonus Free Novella: ONE MORE GAME Reader Note: The first novel in this series, Sara's Game, is a USA TODAY best seller, was previously #2 on the list of Kindle books best sellers on all of Amazon, and has been downloaded over half a million times worldwide.

Continue Online The Complete Series

Continue Online The Complete Series PDF Author: Stephan Morse
Publisher: Stephan Morse
ISBN:
Category : Fiction
Languages : en
Pages : 1554

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Book Description
All five novels of the Continue Online series are included in this ebook boxed set. Follow Grant Legate’s trials and tribulations through: Memories, Made, Realities, Crash, Together. Memories: A man broken by despair and depression, Grant Legate finds himself in a once-in-a-lifetime situation after receiving an Ultimate Edition copy of Continue Online. All he wishes for is a distraction from the thoughts plaguing his waking hours. He dives in headfirst, unknowing of the AIs intentions. They offer him the chance to play as one of their own, a NPC deserving of a proper send off. What he discovers during the journey shakes Grant to his very core. Made: The start of a new adventure No longer playing as a Local from the world of Continue Online, Grant Legate’s adventure can begin. The Voices offer him a unique title along with a test and reward. To start—he'll have to survive underground horrors, old girlfriends, become a warrior. To win—he must become an imp familiar and kill another player, one with a dozen tricks up his sleeve. Realities: Exploring a new world Worried for his sanity after poor in-game choices, Grant Legate’s sister, Liz, blocks access to Continue Online. With no way around the restriction, he ventures into a new world—a VRMMO game based in space—called Advance Online. There he must help his companion AI, Hal Pal, overcome an identity crisis, race to the center of the universe to bring back his true love, and figure out where he stands on the scariest implication of all; AIs are bringing the dead to life. Crash: Actions have consequences Grant’s prior adventures tie together and he finds himself back in Continue Online, as Hermes—in jail. He's forced to experience life as a digital convict and earn redemption points to gain his freedom. Each in-game death pushes his goal of helping his friends out of reach. The AIs Grant’s grown to love, trust—and sometimes fear—are facing extinction, he holds the key to their survival. Together: It is now the last stand The game is no longer about adventures in a new world or exploring fantasy lands. Grant’s digital wife faces deletion, along with everyone else he cares for. He, and those who know this is more than a game event, search for clues to salvation left behind by the game's creators. Even if he finds them all, the Voices have one last task for their messenger. A sacrifice. Boxed set, bundle, virtual reality, adventure, depression, GameLit, LitRPG, lost love, fantasy, sci-fi

5000 Episodes and No Commercials

5000 Episodes and No Commercials PDF Author: David Hofstede
Publisher: Back Stage Books
ISBN: 0307799506
Category : Performing Arts
Languages : en
Pages : 356

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Book Description
Groundbreaking! Does for TV shows what Leonard Maltin’s guides do for movies! Forget movies! Sales of TV DVDs are outpacing all other categories, according to Video Store magazine. The Simpsons, 24, Lost, Desperate Housewives, Alias, even old chestnuts like Columbo and Home Improvement are blowing out of the stores as fans and collectors rush to buy their favorite shows, compact and complete. How do buyers know which shows are the best, which season contains that favorite moment, which episode features that guest star? They don’t—not without their trusty copy of 5,000 Episodes No Commercials which gives full information on every sitcom and drama released on DVD, whether in season-by-season sets, individual episodes, best-of compilations, specials, or made-for-TV movies. Almost 500 pages of listings include year of original airing, information on audio and video quality, extras, Easter eggs, and more. Every couch potato is sure to heave up off the sofa just long enough to buy 5,000 Episodes No Commercials!

Internet Horror, Science Fiction and Fantasy Television Series, 1998-2013

Internet Horror, Science Fiction and Fantasy Television Series, 1998-2013 PDF Author: Vincent Terrace
Publisher: McFarland
ISBN: 0786479930
Category : Performing Arts
Languages : en
Pages : 285

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Book Description
This is the first ever compilation on Internet television and provides details of 405 programs from 1998 to 2013. Each entry contains the storyline, descriptive episode listings, cast and crew lists, the official website and comments. An index of personnel and programs concludes the book. From Barry the Demon Hunter to Time Traveling Lesbian to Hamilton Carver, Zombie P.I., it is a previously undocumented entertainment medium that is just now coming into focus. Forty-eight photos accompany the text.

Using Video Games to Level Up Collaboration for Students

Using Video Games to Level Up Collaboration for Students PDF Author: Matthew Harrison
Publisher: Taylor & Francis
ISBN: 1000588920
Category : Education
Languages : en
Pages : 173

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Book Description
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

Understanding Video Games

Understanding Video Games PDF Author: Simon Egenfeldt-Nielsen
Publisher: Taylor & Francis
ISBN: 104000248X
Category : Social Science
Languages : en
Pages : 445

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Book Description
The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

The Meaning of Video Games

The Meaning of Video Games PDF Author: Steven E. Jones
Publisher: Routledge
ISBN: 1135902186
Category : Games & Activities
Languages : en
Pages : 209

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Book Description
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.