video games

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Topical Term
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a
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video games

Gave Over

2011
In Tokyo, fifteen-year-old Daniel X faces two of the most dangerous aliens on the planet, who are plotting to use video games to control children and turn them into an army of doom.

Chuck Farris and the tower of darkness

an action story about Playstation2
2001
Thirteen-year-old Chuck Farris feels defenseless against the school bully Digger McGraw, until Chuck learns he can gain the super-powers of the heroes from his Playstation 2 video games.

System shock

2007
In the distant future, Daniel, Jack, and Jemma find themselves trapped in a virtual reality world, and if they don't find a way out soon, they are in danger of being erased forever.

Got game

how the gamer generation is reshaping business forever
2004
Examines the impact the gamer generation will have on the future of business, and maintains that gaming has created a generation of employees with risk taking, multitasking, and leadership capabilities.

Gaming

playing safe and playing smart
2012
This book celebrates the awe-inspiring experiences, environments, and simulations modern gaming offers as well as the cognitive and developmental benefits they convey.

Unplugged

my journey into the dark world of video game addiction
2010
Ryan Van Cleave, a college professor, husband, and father, describes his struggle with an addiction to video games that caused him to neglect his family and almost ruin his life, providing advice and resources for readers affected by this addiction.

Techno lab

how science is changing entertainment
1995
Discusses how advances in technology, especially with computers, have influenced the entertainment industry, looking at how science has been used to change or create movies, music, television, and video/virtual reality games.

The Avatar Chronicles: Edda

2011
In the virtual world of Edda, ruler Scanthax decides he wants to invade another virtual world, embroiling the universes of Edda, Saga, and Epic in war, with only three teenagers to try to restore peace.

Pokemon junior handbook

Pikachu and pals
2009
Colorful illustrations and simple text encourages young readers to help Ash and Dawn complete their Pokemon quest, and features connect-the-dots, matching games, and other activities.

Thinking critically

For as long as there has been violence in video games, there has been controversy over how that violence affects society. Through a pro/con format-supported by facts, quotes, anecdotes, and illustrations, this title examines issues related to video games and violence.

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