Copyright Date:
2015
Edition Date:
2015
Release Date:
09/15/15
Illustrator:
Crosier, Mike,
Pages:
v, 122 pages
ISBN:
1-619-30291-8
ISBN 13:
978-1-619-30291-4
Dewey:
794.8
Dimensions:
26 cm.
Language:
English
Reviews:
ALA Booklist
(Sun Nov 01 00:00:00 CDT 2015)
This accessible manual packs a tremendous amount of information into brief chapters, featuring graphics-rich pages, enticing layouts, user-friendly text, sidebars, charts, graphs, definitions, helpful hints, and suggestions on the application of newly learned knowledge. The first half of the book addresses the history, appeal, types, strategies, and psychology of gaming; games as educational tools or means of raising public consciousness; and negative consequences (e.g., addiction, possible transference to real-world violence, advertising, and subliminal messages). Actual game coding isn't even addressed until the fourth chapter, but once it is, readers are guided though a step-by-step process that should allow every user to successfully start creating original games. Subsequent chapters sequentially phase in more sophisticated applications, such as art, animation, and sound. Each section offers projects and ideas for more ambitious undertakings. Other titles aming Technology (2011) and The Epic Evolution of Video Games (2013) lk about the why and the so what of gaming; this guide delivers the how. This appealing offering should prove to be a popular addition to STEM collections.
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(Sun Nov 01 00:00:00 CDT 2015)
Bibliography Index/Note:
Includes bibliographical references (pages 117-120) and index.
Catch a glimpse inside a school bus and you'll see lots of kids looking down. What are they doing? They're deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2-17 play video games. In Video Games: Design and Code Your Own Adventure , young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft . Kids will even create their very own video games using software such as MIT's Scratch Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers' building skills, while writing actual game code opens digital doors readers may not have known existed.