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    Search Results: Returned 10 Results, Displaying Titles 1 - 10
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      2019., Gareth Stevens Call No: 790.1    Availability:1 of 1     At Location(s) Series Title: Adventures in culture.Summary Note: Young readers finally get a chance through this book to see and learn about popular games in other cultures, learning that we're not all so different, even though the games might be.
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      [2021]., Juvenile, Lerner Publications Call No: 794.8    Availability:1 of 1     At Location(s)Click here to view Series Title: Best of gaming.Summary Note: Relates some of the amazing moments in pro gaming including Daigo Umehara's comeback win in the 2004 Evo, Tyler "Ninja" Blevins tournament in Las Vegas in 2018, and the Evil Geniuses winning six million dollars against the Chinese Dota Elite Community in the 2015 Dota 2 contest.
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      2008., Simon & Schuster Call No: 796.48 MAR   Edition: 1st Simon & Schuste    Availability:1 of 1     At Location(s)Publisher description    Table of contents    More... Summary Note: Author Maraniss weaves sports, politics, and history into a tour de force about the 1960 Olympics. Along with the unforgettable characters and dramatic contests, there was a deeper meaning to those days at the dawn of the sixties. Change was everywhere. Old-boy notions of Olympic amateurism were crumbling. Rome saw the first doping scandal, the first commercially televised Summer Games, the first athlete paid for wearing a certain brand. In the heat of the Cold War, the city teemed with spies and rumors of defections, and every move was judged for propaganda value. While East and West Germans competed as a unified team, less than a year before the Berlin Wall, there was a dispute over the two Chinas. Fourteen nations were being born in sub-Saharan Africa. There was increasing pressure to provide equal rights for blacks and women. The world as we know it was coming into view.--From publisher description.
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      c2008., Greenhaven Press Call No: 794.8 VIDEO    Availability:1 of 1     At Location(s) Series Title: At issue.Summary Note: Contains eleven essays that offer varying perspectives on issues related to video games, including the positive and negative effects of playing video games, violent video games and antisocial behavior, artistic and emotional satisfaction from video games, and other topics; and provides contact information for organizations and a bibliography.
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      2003., Greenhaven Press Call No: 303.6 ESP    Availability:1 of 1     At Location(s) Series Title: At issueSummary Note: Differing opinions on the video game industry, violence, gender stereotypes, and the effect on children.
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      2018., Greenhaven Pub. Call No: 794.8   Edition: 1st ed.    Availability:1 of 1     At Location(s) Summary Note: "The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?"--From the publisher's web site.
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      2018., Juvenile, Greenhaven Publishing Call No: 303.6 ADA   Edition: First edition.    Availability:1 of 1     At Location(s) Series Title: Opposing viewpointsSummary Note: Explores a wide range of opinions concerning violence in video games, discussing the pros and cons of the issue and the controversies it has sparked.