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    Search Results: Returned 25 Results, Displaying Titles 1 - 20
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      2021., Juvenile, Bellwether Media Call No: 794.8    Availability:1 of 1     At Location(s)Click here to view Series Title: Torque (Minneapolis, Minn.)Summary Note: Explores the history of arcade gaming, tracing how the technology has developed over time to what it is today. Includes a timeline, color photographs and charts, a glossary, and further resources.
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      2018., Juvenile, ReferencePoint Press Call No: 794.8 MOONEY    Availability:1 of 1     At Location(s) Series Title: Career discoverySummary Note: Provides a look at several careers in and related to the video game industry, including education requirements, working conditions, earnings, and future outlooks. Also includes an interview with a commercial drone pilot.
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      Juvenile Call No: 794.8 RATHBURN    Availability:1 of 1     At Location(s) Summary Note: Console gaming is one of the most popular ways to play video games! This high-interest book traces the history of console gaming from early hardware to the advanced consoles of today. Along the way, readers will learn about new and familiar games, discover the gaming community, and more. Special features include a timeline, a list of top-selling games, and a profile of a popular video game. This engaging title is sure to be a hit with striving readers!
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      2020., Grand Central Pub. Call No: MEMOIR NF POL   Edition: 1st ed.    Availability:1 of 1     At Location(s) Summary Note: "The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft Massive (The Division, Far Cry 3, Assassin's Creed: Revelations)"--Provided by publisher.
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      c2014., Juvenile, Crabtree Pub. Call No: 338.4 77948    Availability:1 of 1     At Location(s) Series Title: Economics of entertainmentSummary Note: "The video game is fresh out of the packaging--but what happened before that to get that game into your hands? The Economics of a Video Game takes a fascinating look at the production process and financing of a video game. Various links in the economic chain include development of a prototype, pitching the game to the publisher for funding, development of the software by designers and programmers, testing, advertising, trade show demonstrations, packaging, and distribution"--From the publisher's web site.
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      2018., Pre-adolescent, Arthur A. Levine Books, an imprint of Scholastic Inc. Call No: F REE   Edition: First edition.    Availability:1 of 1     At Location(s) Summary Note: Even though he is only twelve, Rogan Weber is an obsessed gamer, whose motto, ego sum maximus, declares his confidence in his own abilities, and whose parents are also deeply involved in ultra high tech (a little too deeply sometimes); naturally he is thrilled to receive an invitation to join a tech giant's virtual reality TV gaming contest--but as the games become more and more intense and dangerous, he and his fellow gamers realize that something sinister is behind this particular game.
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      2018., Pre-adolescent, Arthur A. Levine Books, an imprint of Scholastic Inc. Call No: Blue Fiction REEDY   Edition: First edition.    Availability:1 of 1     At Location(s) Summary Note: Even though he is only twelve, Rogan Weber is an obsessed gamer, whose motto, ego sum maximus, declares his confidence in his own abilities, and whose parents are also deeply involved in ultra high tech (a little too deeply sometimes); naturally he is thrilled to receive an invitation to join a tech giant's virtual reality TV gaming contest--but as the games become more and more intense and dangerous, he and his fellow gamers realize that something sinister is behind this particular game.
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      2018., Pre-adolescent, Arthur A. Levine Books, an imprint of Scholastic Inc. Call No: F REEDY   Edition: First edition.    Genre: Science fiction Availability:1 of 1     At Location(s) Summary Note: Even though he is only twelve, Rogan Weber is an obsessed gamer, whose motto, ego sum maximus, declares his confidence in his own abilities, and whose parents are also deeply involved in ultra high tech (a little too deeply sometimes); naturally he is thrilled to receive an invitation to join a tech giant's virtual reality TV gaming contest--but as the games become more and more intense and dangerous, he and his fellow gamers realize that something sinister is behind this particular game.
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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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      [2024]., Adolescent, Essential Library, an imprint of Abdo Pub. Call No: 338.4 77948    Availability:1 of 1     At Location(s) Series Title: Video game companies.Summary Note: "This book introduces readers to Nintendo, the technology company behind many consoles and hit franchises such as 'Mario,' 'Zelda,' and 'Animal Crossing.' Readers will explore the company's history, its vast roster of iconic characters both old and new, and how the company continues to innovate today. Features include infographics, a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards"--Amazon.com.
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      Juvenile Call No: 794.8 RATHBURN    Availability:1 of 1     At Location(s) Summary Note: Sign on and get playing The world of online gaming is filled with popular titles such as Fortnite and Hearthstone. But the history of online gaming includes many other games In this series, striving readers will learn about the history and community of online gaming. Engaging text explores developments in gameplay, introduces new and familiar games, and highlights gaming communities. Special features include a timeline, a list of best-selling online games, a popular game profile, and more. This title will inspire kids to get online and get playing.
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      -- Inside the video game industry.
      2008., CNBC Call No: DVD 338.47 Pla    Availability:1 of 1     At Location(s) Summary Note: "CNBC cameras capture a side of the video game industry most players never see, revealing the magic behind today's biggest selling games. With behind the scenes access at one of the world's largest video game publishers, CNBC explains how in just one year, Electronic Arts earned $3-billion. CNBC also reveals the ups-and-downs of the gaming industry, from athletes who give products unparalled publicity, to unimagined controversy that emerged as a result of violence depicted by realistic graphics. In an unexpected twist, CNBC shows how the "Make a Wish Foundation" helped one boy create a game that gives everyone a reason to smile. You will see how players are profiting and finding love by participating in virtual worlds. It's a new reality where virtually anything's possible." (from container)