Author: Michael Dahl
Publisher: Capstone
ISBN: 1434223108
Category : Automobile theft
Languages : en
Pages : 22
Book Description
A new Age of Dragons is about to begin. The powerful creatures will return to rule the world once more, but this time will be different. This time, they will have allies. Who will help them? Around the world, some young humans are making a strange discovery.
Dragon Theft Auto
Author: Michael Dahl
Publisher: Capstone
ISBN: 1434223108
Category : Automobile theft
Languages : en
Pages : 22
Book Description
A new Age of Dragons is about to begin. The powerful creatures will return to rule the world once more, but this time will be different. This time, they will have allies. Who will help them? Around the world, some young humans are making a strange discovery.
Publisher: Capstone
ISBN: 1434223108
Category : Automobile theft
Languages : en
Pages : 22
Book Description
A new Age of Dragons is about to begin. The powerful creatures will return to rule the world once more, but this time will be different. This time, they will have allies. Who will help them? Around the world, some young humans are making a strange discovery.
Dragonblood: Dragon Theft Auto
Author: Michael Dahl
Publisher: Stone Arch Books
ISBN: 1434299724
Category : Juvenile Fiction
Languages : en
Pages : 53
Book Description
Sixteen-year old Henry travels to a strange city in search of his missing friend. Someone, or something, in the city is stealing cars. Is the missing boy mixed up with the crime? Henry thinks something bigger is behind the thefts. Something with wings.
Publisher: Stone Arch Books
ISBN: 1434299724
Category : Juvenile Fiction
Languages : en
Pages : 53
Book Description
Sixteen-year old Henry travels to a strange city in search of his missing friend. Someone, or something, in the city is stealing cars. Is the missing boy mixed up with the crime? Henry thinks something bigger is behind the thefts. Something with wings.
Book One: Moon (The Dragon Prince #1)
Author: Aaron Ehasz
Publisher: Scholastic Inc.
ISBN: 1338633457
Category : Juvenile Fiction
Languages : en
Pages : 229
Book Description
With their world on the brink of war, three young heroes from opposite sides of the conflict embark on a dangerous quest that could change everything. This beautiful book expands on the events of Season 1 of the hit Netflix show The Dragon Prince. WAR IS COMING . . . Four full moons past, humans crossed into the magical lands of Xadia and committed an unspeakable crime: They destroyed the only egg of the Dragon King and Queen. Now a young Moonshadow elf assassin has been sent on her first mission; she will make the humans pay for their heinous act. But before she can complete her task, she and two human princes make an astonishing discovery . . . a discovery that could change everything. And so the three reluctant allies set off in a desperate attempt to stop the coming war. Their journey won't be easy, but the trio soon learns that the most serious threat to their quest can't be fought with magic or physical strength. Can these young heroes overcome the longstanding hatred between humans and elves, and restore peace to their world?Written by Aaron Ehasz (co-creator of The Dragon Prince and head writer of Avatar: The Last Airbender) and Melanie McGanney Ehasz, this first canon novel based on the Netflix original series finally gives fans the full story.
Publisher: Scholastic Inc.
ISBN: 1338633457
Category : Juvenile Fiction
Languages : en
Pages : 229
Book Description
With their world on the brink of war, three young heroes from opposite sides of the conflict embark on a dangerous quest that could change everything. This beautiful book expands on the events of Season 1 of the hit Netflix show The Dragon Prince. WAR IS COMING . . . Four full moons past, humans crossed into the magical lands of Xadia and committed an unspeakable crime: They destroyed the only egg of the Dragon King and Queen. Now a young Moonshadow elf assassin has been sent on her first mission; she will make the humans pay for their heinous act. But before she can complete her task, she and two human princes make an astonishing discovery . . . a discovery that could change everything. And so the three reluctant allies set off in a desperate attempt to stop the coming war. Their journey won't be easy, but the trio soon learns that the most serious threat to their quest can't be fought with magic or physical strength. Can these young heroes overcome the longstanding hatred between humans and elves, and restore peace to their world?Written by Aaron Ehasz (co-creator of The Dragon Prince and head writer of Avatar: The Last Airbender) and Melanie McGanney Ehasz, this first canon novel based on the Netflix original series finally gives fans the full story.
Jacked
Author: David Kushner
Publisher: Wiley
ISBN: 9780470936375
Category : Games & Activities
Languages : en
Pages : 304
Book Description
Inside the making of a videogame that defined a generation: Grand Theft Auto Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbuster Written by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors Offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex mini-game incident, and more Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.
Publisher: Wiley
ISBN: 9780470936375
Category : Games & Activities
Languages : en
Pages : 304
Book Description
Inside the making of a videogame that defined a generation: Grand Theft Auto Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbuster Written by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors Offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex mini-game incident, and more Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.
Ctrl-Alt-Play
Author: Matthew Wysocki
Publisher: McFarland
ISBN: 1476600414
Category : Games & Activities
Languages : en
Pages : 227
Book Description
The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.
Publisher: McFarland
ISBN: 1476600414
Category : Games & Activities
Languages : en
Pages : 227
Book Description
The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.
Extra Lives
Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258
Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258
Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Moral Combat
Author: Patrick M. Markey
Publisher: BenBella Books, Inc.
ISBN: 1942952996
Category : Social Science
Languages : en
Pages : 256
Book Description
In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.
Publisher: BenBella Books, Inc.
ISBN: 1942952996
Category : Social Science
Languages : en
Pages : 256
Book Description
In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.
Game Wizards
Author: Jon Peterson
Publisher: MIT Press
ISBN: 0262542951
Category : Games & Activities
Languages : en
Pages : 401
Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Publisher: MIT Press
ISBN: 0262542951
Category : Games & Activities
Languages : en
Pages : 401
Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Dragon and Thief
Author: Timothy Zahn
Publisher: Macmillan
ISBN: 1429915676
Category : Juvenile Fiction
Languages : en
Pages : 264
Book Description
Fourteen-year-old orphan Jack Morgan is hiding out. In a spaceship. Falsely accused of a crime, he pilots his Uncle Virgil's spaceship to a remote and uninhabited planet hoping to escape capture. When another ship crashes after a fierce battle, Jack rescues the sole survivor-- a K'da warrior names Draycos. It turns out Draycos can help Jack clear his name. All they have to do is team up. No problem, right? Until Jack learns that Draycos is not your average alien...in Timothy Zahn's Dragon and Thief. Ages 10 and up At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Macmillan
ISBN: 1429915676
Category : Juvenile Fiction
Languages : en
Pages : 264
Book Description
Fourteen-year-old orphan Jack Morgan is hiding out. In a spaceship. Falsely accused of a crime, he pilots his Uncle Virgil's spaceship to a remote and uninhabited planet hoping to escape capture. When another ship crashes after a fierce battle, Jack rescues the sole survivor-- a K'da warrior names Draycos. It turns out Draycos can help Jack clear his name. All they have to do is team up. No problem, right? Until Jack learns that Draycos is not your average alien...in Timothy Zahn's Dragon and Thief. Ages 10 and up At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Perspectives on the European Videogamehb
Author: NAVARRO-REMESAL
Publisher:
ISBN: 9789463726221
Category :
Languages : en
Pages :
Book Description
1. Despite the creative and innovative strength of European videogame companies, the study of the European videogame, as well as of the European gaming culture, is still a rather unexplored field. 2. This book includes and emphasises a supranational perspective on the European videogame, unlike other previous works focused on specific national cases. 3. Very often, the link Europe-videogames has been addressed through the question of the representations of Europe and, especially, European history (with World War II as the most common case). This book includes the question of representations of Europe but it doesn't limit itself to it, paying also attention to the design styles and approaches of European creators.
Publisher:
ISBN: 9789463726221
Category :
Languages : en
Pages :
Book Description
1. Despite the creative and innovative strength of European videogame companies, the study of the European videogame, as well as of the European gaming culture, is still a rather unexplored field. 2. This book includes and emphasises a supranational perspective on the European videogame, unlike other previous works focused on specific national cases. 3. Very often, the link Europe-videogames has been addressed through the question of the representations of Europe and, especially, European history (with World War II as the most common case). This book includes the question of representations of Europe but it doesn't limit itself to it, paying also attention to the design styles and approaches of European creators.