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Books with title Video Games

  • 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!
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  • 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, Yes or No

    Erin Palmer

    Paperback (Rourke Educational Media, Aug. 1, 2015)
    After a long day of school itโ€™s nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful? It might keep you from getting the exercise you need, interacting with friends and family, or completing your homework. Featuring engaging reading activities and relatable content, the simple-to-follow book, Video Games, Yes or No?, allows young learners to construct their own persuasive statements.The Seeing Both Sides series encourages young learners to research and support their own conclusions on a variety of long-debated topics. Readers will explore the pros and cons of each specific topic and gain a better understanding of differing opinions and why it is important to look at all the facts before making a decision. Each 24-page book features a teaching focus, before- and after-reading activities, writing tips, a glossary, and more, to effectively engage young learners and prompt them to explain their understanding
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  • 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.
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  • Video Games

    Roman Espejo

    School & Library Binding (San Val, Oct. 16, 2002)
    None
  • Top 25 Video games

    Tim Dwan

    language (Tim Dwan, Nov. 25, 2016)
    This book is all about bringing back your favorite memories in video games! we count down 25 all the way to the best video game of all time. You wont be disappointed 1-10 will be a complete surprise!
  • Video Games

    Steck-Vaughn Company, James I. Clark

    Paperback (Raintree Steck-Vaughn Publishers, Nov. 15, 1999)
    None
  • Inside Video Games

    Meg Marquardt

    Library Binding (Core Library, Dec. 15, 2018)
    Introduces video game technology, describing the very first games with poor graphics, the types of platforms and hardware used for different games, and how improvements in hardware and software have made games more realistic.
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  • Violent Video Games

    Roman Espejo

    Paperback (Greenhaven Press, Dec. 2, 2014)
    Explores the potential psychological, cognitive, and social impact of violent video games on gamers.
  • Violent Video Games

    Roman Espejo

    Hardcover (Greenhaven Press, Dec. 2, 2014)
    Discusses different points of view related to video games, including whether they desensitize players to violence, promote antisocial behaviors, and the effectiveness of their rating system.
  • Inside Video Games

    Marquardt Meg

    Paperback (Core Library, Jan. 1, 2019)
    Video games on computers and consoles provide both learning and entertainment to players. Stunning graphics and interesting storylines draw people into virtual worlds of action and fantasy. Inside Video Games introduces readers to the uses of video games, the hardware and software that make video games possible, and the future of video game technology. Easy-to-read text, vivid images, and helpful back matter give readers a clear look at this subject. Features include a table of contents, infographics, a glossary, additional resources, and an index. Aligned to Common Core Standards and correlated to state standards.
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  • Nathan's Video Games:

    Sparks Short Reads, J. McCoy

    language (, Dec. 7, 2017)
    Nathan is a kid that believes in having fun. He has a love for video games and adventure. He plays his games whenever the moment is right and he loves every moment of it. Beginner Reads: Nathan's Video Games is a story your child will love and enjoy. -Fully illustrated picture book -Excellent as a bedtime story -Great for toddlers, preschool, and younger children Scroll to the top of the page and select the buy button right now.