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Summary
Tired of always losing to Super Rabbit Boy in their video game world, King Viking goes to the Secret Lands to find the Super Power Up that will give him super powers--Super Rabbit Boy must stop him, but first he must make it past goblins, ghosts, and other video dangers.
Summary
Video-game bad guy Ralph and best friend Vanellope von Schweetz leave the comforts of Litwak's arcade in an attempt to save her game, Sugar Rush. Their quest takes them to the vast, uncharted world of the Internet, where they must rely on the citizens, or Netizens, to help navigate their way.
Author
Summary
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we...
5) Free guy
Summary
A bank teller, who discovers he is actually a background player in an open-world video game, decides to become the hero of his own story, one he rewrites himself. Now in a world where there are no limits, he is determined to be the guy who saves his world his way, before it is too late.
Author
Series
Press start! volume 1
Summary
When King Viking and his evil robot army attack Animal Town, and kidnap Singing Dog, it is up to Super Rabbit Boy, with some help from Sunny and his video game console, to save the day.
Author
Summary
"Melody Joo is thrilled to land her dream job as a video game producer, but her new position comes with challenges: an insufferable CEO; sexist male coworkers; and an infuriating--yet distractingly handsome--intern, Nolan MacKenzie, aka "the guy who got hired because his uncle is the boss." Just when Melody thinks she's made the worst career move of her life, her luck changes. While joking with a friend, she creates a mobile game that has male strippers...
9) Gamer
Formats
Summary
Kable is the superstar and cult hero of the ultraviolent Slayers. Kable is controlled by Simon, a young gamer with rock star status who continues to defy all odds by guiding Kable to victory each week. Taken from his family, imprisoned, and forced to fight against his will, the modern-day gladiator must survive long enough to escape the game, free his family, regain his identity, and save mankind from this ruthless technology.
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"In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant...
Author
Summary
"This book studies videogame addiction from a cross-disciplinary approach, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology, among others, to reveal how today's gamers interact with and become consumed by the virtual worlds of their videogames"--Provided by publisher.
Author
Summary
This is a crucial guide for newcomers to video game studies and experienced game scholars alike. This edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development - including mobile, casual, educational, and indie gaming.
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Series
Summary
"Examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur,...
Author
Summary
"The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Magnavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play....
Series
Formats
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to...
Author
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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and...