Author: Judith Love Cohen
Publisher: Cascade Pass, Incorporated
ISBN: 9781880599730
Category : Computer games
Languages : en
Pages : 0
Book Description
You Can be a Woman Video Game Producer
Author: Judith Love Cohen
Publisher: Cascade Pass, Incorporated
ISBN: 9781880599730
Category : Computer games
Languages : en
Pages : 0
Book Description
Publisher: Cascade Pass, Incorporated
ISBN: 9781880599730
Category : Computer games
Languages : en
Pages : 0
Book Description
Cool Careers Without College for People Who Love Video Games
Author: Nicholas Croce
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404207479
Category : Business & Economics
Languages : en
Pages : 152
Book Description
Discusses the various jobs available in the video game area that are available that don't require a college degree.
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404207479
Category : Business & Economics
Languages : en
Pages : 152
Book Description
Discusses the various jobs available in the video game area that are available that don't require a college degree.
You Can Be a Woman Video Game Producer
Author: Judith Love Cohen
Publisher: Cascade Pass, Incorporated
ISBN: 9781880599747
Category : Juvenile Nonfiction
Languages : en
Pages : 69
Book Description
Publisher: Cascade Pass, Incorporated
ISBN: 9781880599747
Category : Juvenile Nonfiction
Languages : en
Pages : 69
Book Description
Video Gaming
Author: Trudi Strain Trueit
Publisher: Cherry Lake
ISBN: 1602793670
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Publisher: Cherry Lake
ISBN: 1602793670
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Play like a Feminist.
Author: Shira Chess
Publisher: MIT Press
ISBN: 0262360446
Category : Games & Activities
Languages : en
Pages : 182
Book Description
An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games are in need of a creative platform-expanding, metaphysical explosion—and feminism can take us there. She reflects on the importance of play, playful protest, and how feminist video games can help us rethink the ways that we tell stories. Feminism needs video games as much as video games need feminism. Play and games can be powerful. Chess’s goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
Publisher: MIT Press
ISBN: 0262360446
Category : Games & Activities
Languages : en
Pages : 182
Book Description
An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games are in need of a creative platform-expanding, metaphysical explosion—and feminism can take us there. She reflects on the importance of play, playful protest, and how feminist video games can help us rethink the ways that we tell stories. Feminism needs video games as much as video games need feminism. Play and games can be powerful. Chess’s goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
Storytimes for Children
Author: Stephanie G. Bauman
Publisher: Bloomsbury Publishing USA
ISBN: 1598845667
Category : Education
Languages : en
Pages : 261
Book Description
This text presents a compilation of the best of ideas from a group of library science graduate students, providing creative and engaging programs geared especially for children ages 0–12. What are the concepts, activities, and topics that will hold the attention of today's children? And what are the best ways to provide a valuable learning experience while they're having fun and being entertained? Many of the most original, creative, and wildly effective ideas in storytime are contained in Storytimes for Children, a collection of fresh and vibrant programs created to be relevant, interesting, and fun for today's youngest generations. This collection of themed storytimes includes suggestions for opening and closing sessions; crafts and activities; songs, poems, fingerplays, and movements; as well as the accompany literature. Several of the included storytimes comprise a series of programs, allowing for related activities that build upon each other. The text is organized into six chapters, each prefaced by an introduction that clarifies the strengths of the programs within. Each chapter covers a highly targeted age range to give practitioners the ability to easily choose the most appropriate storytimes for any given audience.
Publisher: Bloomsbury Publishing USA
ISBN: 1598845667
Category : Education
Languages : en
Pages : 261
Book Description
This text presents a compilation of the best of ideas from a group of library science graduate students, providing creative and engaging programs geared especially for children ages 0–12. What are the concepts, activities, and topics that will hold the attention of today's children? And what are the best ways to provide a valuable learning experience while they're having fun and being entertained? Many of the most original, creative, and wildly effective ideas in storytime are contained in Storytimes for Children, a collection of fresh and vibrant programs created to be relevant, interesting, and fun for today's youngest generations. This collection of themed storytimes includes suggestions for opening and closing sessions; crafts and activities; songs, poems, fingerplays, and movements; as well as the accompany literature. Several of the included storytimes comprise a series of programs, allowing for related activities that build upon each other. The text is organized into six chapters, each prefaced by an introduction that clarifies the strengths of the programs within. Each chapter covers a highly targeted age range to give practitioners the ability to easily choose the most appropriate storytimes for any given audience.
Curious Video Game Machines
Author: Lewis Packwood
Publisher: White Owl
ISBN: 139907380X
Category : Games & Activities
Languages : en
Pages : 242
Book Description
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Publisher: White Owl
ISBN: 139907380X
Category : Games & Activities
Languages : en
Pages : 242
Book Description
The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.
Gaming Representation
Author: Jennifer Malkowski
Publisher: Indiana University Press
ISBN: 0253026601
Category : Games & Activities
Languages : en
Pages : 281
Book Description
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
Publisher: Indiana University Press
ISBN: 0253026601
Category : Games & Activities
Languages : en
Pages : 281
Book Description
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
Russian Nazi Troll Bots!
Author: Eric W. Saeger
Publisher: Metro Clarion Media
ISBN: 173258351X
Category : Humor
Languages : en
Pages : 166
Book Description
It's beyond dispute that trolls and automated "bots" helped Donald Trump win the White House in 2016. Some of the troll operations involved were based in Russia, but domestic interests also participated in the invasion. In fact, trolls of all types, from all corners of the internet, came together in a perfect storm of propaganda, disinformation, and political dissent. The confusion wrought by the multi-pronged troll invasion still affects our online spaces today, leaving many questions unanswered. Who are the trolls? What do they want? How do they operate? Why couldn't our intelligence agencies put a stop to Russian and right-wing trolling? Can trolling be stopped? And what's with all the freakin' Nazis? One thing is certain: the troll invasions wouldn't have succeeded if America hadn't been divided on many pressing issues. Deep cultural woes, such as racism, our "New Generation Gap," and the slow destruction of the middle class, were part of the toxic environment that allowed trolls to flourish. This book – the first from software expert, award-winning internet troll and long-time underground-culture fixture Eric Saeger – examines all these issues with an impartial eye. The limitations and realities of current technology are explained in clear, simple language, revealing the tactics of everyday trolls and describing how future technology promises to make the internet a safe, livable place for everyone. Most important of all, along the way, you'll see the humor in our dire but salvageable situation. Once we understand the invaders, we'll no longer fear RUSSIAN NAZI TROLL BOTS!
Publisher: Metro Clarion Media
ISBN: 173258351X
Category : Humor
Languages : en
Pages : 166
Book Description
It's beyond dispute that trolls and automated "bots" helped Donald Trump win the White House in 2016. Some of the troll operations involved were based in Russia, but domestic interests also participated in the invasion. In fact, trolls of all types, from all corners of the internet, came together in a perfect storm of propaganda, disinformation, and political dissent. The confusion wrought by the multi-pronged troll invasion still affects our online spaces today, leaving many questions unanswered. Who are the trolls? What do they want? How do they operate? Why couldn't our intelligence agencies put a stop to Russian and right-wing trolling? Can trolling be stopped? And what's with all the freakin' Nazis? One thing is certain: the troll invasions wouldn't have succeeded if America hadn't been divided on many pressing issues. Deep cultural woes, such as racism, our "New Generation Gap," and the slow destruction of the middle class, were part of the toxic environment that allowed trolls to flourish. This book – the first from software expert, award-winning internet troll and long-time underground-culture fixture Eric Saeger – examines all these issues with an impartial eye. The limitations and realities of current technology are explained in clear, simple language, revealing the tactics of everyday trolls and describing how future technology promises to make the internet a safe, livable place for everyone. Most important of all, along the way, you'll see the humor in our dire but salvageable situation. Once we understand the invaders, we'll no longer fear RUSSIAN NAZI TROLL BOTS!
Encyclopedia of Careers and Vocational Guidance: Career articles, PHY-Z
Author:
Publisher:
ISBN:
Category : Occupations
Languages : en
Pages : 870
Book Description
Provides detailed facts and current statistics for over 750 occupations in more than 90 key career fields. Contains more than 500 photographs.
Publisher:
ISBN:
Category : Occupations
Languages : en
Pages : 870
Book Description
Provides detailed facts and current statistics for over 750 occupations in more than 90 key career fields. Contains more than 500 photographs.