Warp Zone: The Future of Gaming

Warp Zone: The Future of Gaming PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649835
Category : Juvenile Nonfiction
Languages : en
Pages : 36

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Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Warp Zone: The Future of Gaming

Warp Zone: The Future of Gaming PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649835
Category : Juvenile Nonfiction
Languages : en
Pages : 36

Get Book Here

Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

High Score: The Players and People Behind the Games

High Score: The Players and People Behind the Games PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649843
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In High Score: The Players and People Behind the Games, 3rd—8th graders enter an exciting world with the most famous gamers, eSports celebrities, and well-known video game designers! Paving The Way: Young readers learn about top record-holders, highest earners, and other video game “greats” from across the country. Your child will discover interesting facts about their favorite gamers, eSport celebrities, designers, and more! Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite gamers. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Power On: The History of Gaming

Power On: The History of Gaming PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649959
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Power On: The History of Gaming, 3rd—8th graders are taken back in time to learn about the history of video games and how they evolved into competitive eSports of today’s culture. Paving The Way: With captivating photos that bring the history of gaming to life, young readers learn about the most popular video games, characters, and consoles that can trace their origins back to the dawn of the computer age. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite video games. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

The 12 Biggest Breakthroughs in Gaming Technology

The 12 Biggest Breakthroughs in Gaming Technology PDF Author: Jamie Kallio
Publisher: 12-Story Library
ISBN: 9781632355829
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Takes a look at 12 of the biggest breakthroughs in gaming technology. From game consoles and controllers to virtual reality and mobile gaming, the book features historic photos, engaging sidebars, and covers the impact of each breakthrough.

Level Up: Secrets of the Games We Love

Level Up: Secrets of the Games We Love PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649851
Category : Juvenile Nonfiction
Languages : en
Pages : 36

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Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Level Up: Secrets of the Games We Love, 3rd—8th graders unlock interesting facts and little-known stories about some of the most popular video games, their favorite characters, and more! Level-Up Your Gaming Knowledge: Young readers learn fun facts, stories, and the history behind their favorite video games, characters, and the designers behind them! Get an inside look at the “Easter eggs” hidden within each game! Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite video games and characters. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Minecraft: Virtual Reality

Minecraft: Virtual Reality PDF Author: Josh Gregory
Publisher: 21st Century Skills Innovation
ISBN: 9781534129917
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
". . . In this book, readers will learn how they can use virtual reality technology to explore Minecraft in a whole new way"--Back cover.

Hack Attack

Hack Attack PDF Author: Jan Fields
Publisher: ABDO
ISBN: 1616419199
Category : Juvenile Fiction
Languages : en
Pages : 114

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Book Description
Carter Lewis's Uncle Dan has invented a suit that creates a virtual reality world so that the person experiences and interacts with a book as if he were actually there--but when Carter and his cousin Isabelle put on the suits they discover that a hacker is playing games with them.

The Race Card

The Race Card PDF Author: Tara Fickle
Publisher: NYU Press
ISBN: 1479805955
Category : Social Science
Languages : en
Pages : 266

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Book Description
Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways.

The Eggplant Curse and the Warp Zone

The Eggplant Curse and the Warp Zone PDF Author: Shawn Rubenfeld
Publisher:
ISBN: 9781733367288
Category :
Languages : en
Pages : 224

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Book Description
Failed academic Joshua Schulman is in a bad way. Grieving his mother's death and the end of his marriage, he turns his avocation of retro video game collecting into a full-blown addiction. When a prep school in Eastern Iowa recruits him for a teaching job on the strength of a long-ago published online article from his grad school days, Joshua claims to still be chasing his PhD and gets hired. Moving from Brooklyn to Roll, Iowa (population 1,412), he finds that his troubles are just beginning. From Joshua's pursuit of a married faculty member to the school's cultic obsession with a cat-and-mouse playground game called Splat, The Eggplant Curse and the Warp Zone is a hilarious romp steeped in strange places, where frenetic anxieties, secrets, and obsessions intersect.

This Gaming Life

This Gaming Life PDF Author: Jim Rossignol
Publisher: University of Michigan Press
ISBN: 0472116355
Category : Games & Activities
Languages : en
Pages : 225

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Book Description
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.