Collects essays that offer varying perspectives on issues related to video games, including what impact they have on players' health, how they affect society, and whether or not they portray minorities fairly.
Through objective discussion, numerous direct quotes, and full-color illustrations this title examines What Are the Origins of Todays Video Game Controversies? Do Violent Video Games Promote Real-Life Violence? Do Video Games Lead to Addiction and Social Isolation? Do Young Gamers Risk Their Health and Well-Being? Should Video Games Be Regulated?.
An illustrated introduction to the problems associated with an game addiction for adolescents, providing quizzes and tips to recognize when gaming has become a problem, and offering advice to overcome addictions to console, handheld, and online games.
Presents a discussion of video games that is designed to inspire critical thinking in middle and high school students, covering the political, social, and cultural issues associated with the topic, with photographs, examples, and quotes.
Ralph, a video game villain who wants nothing more than to be the good guy for a change, finally gets his chance to be a hero, but he discovers that being a do-gooder isn't as easy as it looks.
While Alex is getting to know his inventive neighbor Herbert they unexpectedly travel to the twenty-second century through a space-time wormhole where they encounter aliens, jet packs, and their future selves.
Lists records, superlatives, and unusual facts about computer and video games, and includes interviews with champion gamers, tips on play, and profiles of the best-selling games.
Introduces the life and accomplishments of Ralph Baer, dubbed the "father of video games" by President George W. Bush, and describes the development of the Magnavox Odyssey, the first home video game console.