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    Search Results: Returned 603 Results, Displaying Titles 1 - 20
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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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      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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      [2021]., Juvenile, 45th Parallel Press Call No: 794.8    Availability:2 of 2     At Location(s)Click here to view Summary Note: Explores the video game trend of esports and game streaming and how some video gamers have become social media influencers. Includes color photographs, sidebars, a glossary, and additional resources.
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      c2015., Nomad Press Call No: 794.8 CEC    Availability:1 of 1     At Location(s) Summary Note: 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 likeMinecraft. Kids will even create their very own video games using software such as MIT'sScratch!
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      2014., Juvenile, Children's Press Call No: 794.8 CUNNINGHAM    Availability:1 of 1     At Location(s) Series Title: Calling all innovators.Summary Note: Discusses the history of video games and their creation, and offers advice on becoming a video game designer. Includes color photographs, career statistics, a glossary, an interview with an designer in the field, and further resources.
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      2020., Juvenile, Lucent Press Call No: 794.8   Edition: First edition.    Availability:1 of 1     At Location(s) Summary Note: "Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports-competitive, organized gaming-are attracting loyal fans. This new competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games-either professionally or as a hobby-has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details of topics such as esports and live streaming. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games"--
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      2020., General, Lucent Press Call No: 303.6 MAL   Edition: First edition.    Availability:1 of 1     At Location(s) Summary Note: "Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports-competitive, organized gaming-are attracting loyal fans. This new competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games-either professionally or as a hobby-has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details of topics such as esports and live streaming. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games"--
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      c2015., ReferencePoint Press Call No: 794.8083    Availability:1 of 1     At Location(s) Series Title: Video games and societySummary Note: "Research shows that video game play is widespread among youth, with more than 90 percent of Americans ages two to seventeen playing games. Some people believe games have the potential to be powerful tools for learning and social development, while others worry that game play is detrimental to both mental and physical health. These are among the issues covered in Video Games and Youth"--From the publisher's web site.
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      2017., D.C. Thomson & Co. Call No: 110% GAMING-92    Availability:4 of 4     At Location(s)
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      2017., Adolescent, Simon Pulse Call No: Adventure Fic Watson   Edition: First Simon Pulse paperback edition.    Availability:1 of 1     At Location(s)Click here to view Summary Note: After his younger brother's accident--one more event in a long list of awful life events--Caleb Tosh's mom walks out on the family. Sick of it all, Caleb retreats into the virtual-reality game he plays obsessively, The Boneyard. With everything in his real life so awful, Caleb's only happiness comes from that game, and before he knows it, his reality and virtual reality seem to become the same thing in his quest to Ascend and become Worthy.
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      c2020., ReferencePoint Press Call No: 616.85 STE    Availability:1 of 1     At Location(s) Summary Note: "According to the World Health Organization, between four and five million people are addicted to video games in the United States alone. The emotional and financial costs of this problem are enormous. Addicted to Video Games presents a realistic picture of addiction, the effects of addiction on people's lives, and how addiction can be overcome"--Provided by the publisher.
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      2021., Graphic Universe Call No: GN 794.8 TUL    Availability:1 of 1     At Location(s) Series Title: Amazing inventions.Summary Note: Video games evolved over decades from simple consoles to cutting-edge entertainment in homes and arcades. In the twenty-first century, they've also become some of the world's most popular apps. Find out more about the technological innovations, major players, and controversies that have made video-game history. And from the role of game cartridges to the power of the internet, learn how new inventions keep taking gaming to the next level.