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Books with title Playing Video Games

  • Playing Games

    Kim Wayans, Kevin Knotts, Soo Jeong

    Library Binding (Paw Prints 2009-07-10, April 9, 2009)
    None
  • Video Games

    Lisa McCoy

    Paperback (Checkmark Books, July 1, 2010)
    Score big in the highly competitive video game industry with advice and information from this insider's guide. Video games are one of today's most popular forms of entertainment. According to the Entertainment Software Association, the U.S. computer and video game industry had software sales of $9.5 billion in 2007ย—an increase of more than 300 percent since 1996. Two major trends are the growth of mobile gaming and online gaming. Producing and selling successful video games is a huge collaborative effort, often requiring the skills of numerous artists, marketing specialists, musicians, producers, programmers, salespeople, and writers. Video Games examines the complexities of this highly creative industry and identifies what it takes to succeed. Featuring essential information everyone in the field should know, fast facts, tips for effective business communications and networking, and much more, this helpful new resource is written in conversational language from an insider's perspective. It provides a capsule history of the industry as well as an overview of the current state of the gaming industry, a breakdown of key jobs in this field, and an extensive glossary with industry jargon.
  • Playing Games

    Donna Jo Napoli

    Library Binding (Econo-Clad Books, )
    None
    S
  • Video Games

    David M. Haugen

    Paperback (Greenhaven Press, Dec. 5, 2007)
    Presents a collection of essays offering different opinions on video games, discussing such topics as video game violence, the sexist portrayal of women in video games, and the use of video games for therapeutic purposes.
  • Video Games

    Debra A. Miller

    Hardcover (Lucent, Sept. 28, 2009)
    Discusses video games and their effects on society, including their origins and development, their attractions for players, violence and other issues that cause concern, and possible future developments.
  • Video Games

    Rhianna Pratchett

    Library Binding (Crabtree Publishing Company, Oct. 1, 2008)
    Theres more to your favorite video games than meets the eye. Come along and learn all about the history of video games, the different platforms, genres, and the future of video games.
    T
  • Video Games

    Arlene Erlbach, Jackie Urbanovic

    Library Binding (Lerner Pub Group, Nov. 1, 1994)
    Book by Erlbach, Arlene, Urbanovic, Jackie
    Q
  • Video Games

    Hayley Mitchell Haugen

    Library Binding (Norwood House Press, July 15, 2014)
    "Explores the pros and cons of several issues related to video games, including whether video games cause violence, discourage exercise, and proper regulation. Aligns with Common Core Language Arts Anchor Standards for Reading Informational Text and Speaking and Listening. Text contains critical thinking components in regards to social issues and history. Includes bibliography, glossary, index, and relevant websites"--
    X
  • Video Games

    Chris Jozefowicz

    Library Binding (Gareth Stevens Pub Hi-Lo Must reads, July 1, 2009)
    Get ready for the third group of the popular The Ultimate 10 series, which highlights the best from the world of entertainment. Designed for reluctant readers, each book in the series is divided into 10 user-friendly sections filled with sidebar features, fun fact boxes, stats, quotes, and more!
    X
  • Video Games

    Lisa McCoy

    Hardcover (Ferguson Pub, July 1, 2010)
    Video games are one of today's most popular forms of entertainment. According to the Entertainment Software Association, the U.S. computer and video game industry had software sales of $9.5 billion in 2007ย—an increase of more than 300 percent since 1996. Two major trends are the growth of mobile gaming and online gaming. Producing and selling successful video games is a huge collaborative effort, often requiring the skills of numerous artists, marketing specialists, musicians, producers, programmers, salespeople, and writers. Video Games examines the complexities of this highly creative industry and identifies what it takes to succeed. Featuring essential information everyone in the field should know, fast facts, tips for effective business communications and networking, and much more, this helpful new resource is written in conversational language from an insider's perspective. It provides a capsule history of video games as well as an overview of the current state of the gaming industry, a breakdown of key jobs in this field, and an extensive glossary with industry jargon.
  • Video Games

    James I. Clark

    Library Binding (Heinemann/Raintree, Dec. 1, 1984)
    Explains how video games work, traces their history, and speculates on their future.
    Q
  • Video Games

    Roman Espejo

    School & Library Binding (San Val, Oct. 16, 2002)
    None