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101 More Music Games for Children
  • Language: en
  • Pages: 180

101 More Music Games for Children

Music games are relaxing and playful. They encourage creativity both in children's imagination and expression. All players need is a willingness to have fun and to experience the joys of interacting with others. The games include rhythm games, dance and movement games, card and board games, and musical projects. All of the games stress humor, challenge, surprise and cooperation rather than competition.

Math Games Grade 3
  • Language: en
  • Pages: 50

Math Games Grade 3

This book has been designed to help parents and teachers reinforce basic skills with their children. "Practice makes perfect" reviews basic math skills for children in grade 3. Contains puzzles and games that allow children to learn, review, and reinforce basic math concepts"--Introduction.

Half-Real
  • Language: en
  • Pages: 245

Half-Real

  • Type: Book
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  • Published: 2011-08-19
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  • Publisher: MIT Press

An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectiv...

History of Video Games
  • Language: en
  • Pages: 52

History of Video Games

From consoles and arcades to the future of online and mobile platforms, the History of Video Games e-Book explores the exciting world of gaming. This nonfiction reader is purposefully leveled to increase comprehension and engage different types of learners. The History of Video Games e-Book features complex and rigorous content appropriate for middle school students. Aligned with Common Core State Standards, this text connects with McREL, WIDA/TESOL standards and prepares students for college and career readiness.

Changing the Game
  • Language: en
  • Pages: 238

Changing the Game

  • Type: Book
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  • Published: 2008-10-07
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  • Publisher: FT Press

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising com...

Lewis Carroll's Games and Puzzles
  • Language: en
  • Pages: 99

Lewis Carroll's Games and Puzzles

Forty-two perplexing puzzles by creator of Alice in Wonderland: Cakes in a Row, Looking-Glass Time, Arithmetical Croquet, Diverse Doublets, and others. Hints, solutions. Illustrations by John Tenniel.

Games and Gaming
  • Language: en
  • Pages: 196

Games and Gaming

  • Type: Book
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  • Published: 2011-01-01
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  • Publisher: Berg

The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

More Tiny Games for Kids
  • Language: en
  • Pages: 50

More Tiny Games for Kids

“Amusing, raucous and inventive” The Guardian From award winning game designers Hide&Seek come tons of brand new games for real-world play on the go. The Tiny Games series takes traditional parlour games and adds a touch of modern game design know-how to allow any number of players to have fun, whatever they're doing. More Tiny Games for Kids provides 50 more games for parents to play with young children in all kinds of situation, including a special section on games to play while travelling with kids on trains, planes and automobiles. For more play ideas for young children try Tiny Games for Kids, or combine all of the books in the Tiny Games series for a more playful existence.

Computer Games
  • Language: en
  • Pages: 343

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Game Addiction
  • Language: en
  • Pages: 212

Game Addiction

  • Type: Book
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  • Published: 2009-06-08
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  • Publisher: McFarland

An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.