Author: Jeff Rovin
Publisher: Scribner Paper Fiction
ISBN: 9780020299707
Category : Games
Languages : en
Pages : 407
Book Description
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
The Complete Guide to Conquering Video Games
Author: Jeff Rovin
Publisher: Scribner Paper Fiction
ISBN: 9780020299707
Category : Games
Languages : en
Pages : 407
Book Description
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
Publisher: Scribner Paper Fiction
ISBN: 9780020299707
Category : Games
Languages : en
Pages : 407
Book Description
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
100 Greatest Console Video Games
Author: Brett Weiss
Publisher: Schiffer + ORM
ISBN: 1507300379
Category : History
Languages : en
Pages : 778
Book Description
Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals
Publisher: Schiffer + ORM
ISBN: 1507300379
Category : History
Languages : en
Pages : 778
Book Description
Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals
The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win
Author: David Cutler
Publisher: McGraw Hill Professional
ISBN: 126425749X
Category : Business & Economics
Languages : en
Pages : 337
Book Description
As a leader, how do you discover and implement breakthrough opportunities? Gamify challenges. Level up your team. And play to WIN. Unveiling a comprehensive approach to extraordinary problem-solving, The GAME of Innovation offers all you need to meet challenges head on and seize the competitive edge. Conceived by a super-creative quartet of top-tier business consultants, The GAME of Innovation builds upon a novel premise: What if you framed problems as if they were games of profound significance? How might you design something new or reimagine the old, particularly when competition increases, technology disrupts, change accelerates, money tightens, and the rules of success are constantly evolving? The book then shares a flexible methodology for designing powerhouse problem-solving GAMEs (Guidelines, Arena, Materials, Experience), aligning teams with 5 problem-solving “lenses,” building consensus behind change, and leading/managing the process. This uncommon, easy-to-read, visual book is packed with actionable strategies that will help you and your community thrive when playing The GAME of Innovation.
Publisher: McGraw Hill Professional
ISBN: 126425749X
Category : Business & Economics
Languages : en
Pages : 337
Book Description
As a leader, how do you discover and implement breakthrough opportunities? Gamify challenges. Level up your team. And play to WIN. Unveiling a comprehensive approach to extraordinary problem-solving, The GAME of Innovation offers all you need to meet challenges head on and seize the competitive edge. Conceived by a super-creative quartet of top-tier business consultants, The GAME of Innovation builds upon a novel premise: What if you framed problems as if they were games of profound significance? How might you design something new or reimagine the old, particularly when competition increases, technology disrupts, change accelerates, money tightens, and the rules of success are constantly evolving? The book then shares a flexible methodology for designing powerhouse problem-solving GAMEs (Guidelines, Arena, Materials, Experience), aligning teams with 5 problem-solving “lenses,” building consensus behind change, and leading/managing the process. This uncommon, easy-to-read, visual book is packed with actionable strategies that will help you and your community thrive when playing The GAME of Innovation.
The Superkids Activity Guide to Conquering Every Day
Author: Dayna Abraham
Publisher:
ISBN: 1624144152
Category : Games & Activities
Languages : en
Pages : 211
Book Description
Abraham, a certified child educator, shares 101 of the best sensory activities to help all kids succeed during times of the day when they have the most trouble focusing and being patient, whether it's getting out the door on time in the morning or peacefully eating a meal with their family at a restaurant. Full color.
Publisher:
ISBN: 1624144152
Category : Games & Activities
Languages : en
Pages : 211
Book Description
Abraham, a certified child educator, shares 101 of the best sensory activities to help all kids succeed during times of the day when they have the most trouble focusing and being patient, whether it's getting out the door on time in the morning or peacefully eating a meal with their family at a restaurant. Full color.
The Games Machines
Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Ken Uston's Guide to Buying and Beating the Home Video Games
Author: Ken Uston
Publisher: Signet
ISBN: 9780451119018
Category : Electronic games
Languages : en
Pages : 675
Book Description
Publisher: Signet
ISBN: 9780451119018
Category : Electronic games
Languages : en
Pages : 675
Book Description
How to
Author: William A. Katz
Publisher: New York : R.R. Bowker
ISBN: 9780835219273
Category : House & Home
Languages : en
Pages : 408
Book Description
Publisher: New York : R.R. Bowker
ISBN: 9780835219273
Category : House & Home
Languages : en
Pages : 408
Book Description
Adventure: The Atari 2600 at the Dawn of Console Gaming
Author: Jamie Lendino
Publisher: Ziff Davis
ISBN: 1732355207
Category : Computers
Languages : en
Pages : 277
Book Description
The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began.
Publisher: Ziff Davis
ISBN: 1732355207
Category : Computers
Languages : en
Pages : 277
Book Description
The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began.
The Girls' Guide to Conquering Life
Author: Erica Catherman
Publisher: Revell
ISBN: 1493414062
Category : Young Adult Nonfiction
Languages : en
Pages : 358
Book Description
There's a lot a girl needs to know as she grows up and makes her way in the world. Having a reference guide of practical how-to life skills and character traits can empower her to become a confident and capable woman. Coauthors Erica and Jonathan Catherman offer this collection of step-by-step instructions on 100 things girls need to succeed, including how to - introduce yourself - change a flat tire - respectfully break up with a guy - leave a tip - apply for a job - ask for a promotion - behave during a police stop - create a personal budget - calculate square footage - wash your face - clear a clogged drain - iron a shirt - wear a scarf - shoot a basketball - sharpen kitchen knives - and much more In fact, if it's in here, it's an important skill or character trait practiced by capable and confident women. With great illustrations and sidebars of advice from world-class experts, this all-in-one reference tool for young women in the making is the perfect gift for birthdays, graduations, or any occasion.
Publisher: Revell
ISBN: 1493414062
Category : Young Adult Nonfiction
Languages : en
Pages : 358
Book Description
There's a lot a girl needs to know as she grows up and makes her way in the world. Having a reference guide of practical how-to life skills and character traits can empower her to become a confident and capable woman. Coauthors Erica and Jonathan Catherman offer this collection of step-by-step instructions on 100 things girls need to succeed, including how to - introduce yourself - change a flat tire - respectfully break up with a guy - leave a tip - apply for a job - ask for a promotion - behave during a police stop - create a personal budget - calculate square footage - wash your face - clear a clogged drain - iron a shirt - wear a scarf - shoot a basketball - sharpen kitchen knives - and much more In fact, if it's in here, it's an important skill or character trait practiced by capable and confident women. With great illustrations and sidebars of advice from world-class experts, this all-in-one reference tool for young women in the making is the perfect gift for birthdays, graduations, or any occasion.