Attack of the Not-So-Virtual Monsters


Book Description

Bex and Charlie love playing the popular mobile game Monsters Unleashed. They even check out an antique map in the attic in hopes of discovering forgotten places where the rarest monsters might hide. But there's a strange machine up there too. When C




Clarity


Book Description

When you can see things others can't, where do you look for the truth? This paranormal murder mystery will have teens reading on the edge of their seats! Clarity "Clare" Fern sees things. Things no one else can see. Things like stolen kisses and long-buried secrets. All she has to do is touch a certain object, and the visions come to her. It's a gift. And a curse. When a teenage girl is found murdered, Clare's ex-boyfriend wants her to help solve the case but Clare doesn't want to get involved. Then Clare's brother becomes the prime suspect, and Clare can no longer look away. Teaming up with Gabriel, the smouldering son of the new detective, Clare must venture into the depths of fear, revenge, and lust in order to find the killer.




Attack of the Not-So-Virtual Monsters (Gamer Squad 1)


Book Description

Pokémon Go meets The Goonies in this exciting new adventure series! What happens when your cool virtual-reality game . . . becomes REAL? Monsters Unleashed—where you catch virtual-reality monsters on your cellphone—is one of the hottest mobile games around, and Bex and Charlie just can’t stop playing. They even check out an old map in Charlie’s grandfather’s attic in hopes of discovering some forgotten places in town where the rarest monsters might hide. But they find a strange machine up there too, and after Charlie switches it on, the WiFi goes down . . . and Bex’s entire catalog of monsters vanishes! And that’s not the worst of it: all the creatures she’s collected on her phone escape into the real world. Can the friends nab the beasts before they become monster lunch?




App of the Living Dead


Book Description

After all they've gone through, Bex and Charlie have no intention of playing the new zombie game that Veratrum Games Corp just released. But everyone else in town is hooked, and when a flu sweeps the school, turning teachers and students into the und




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Monsters Unleashed


Book Description

Collects Monsters Unleashed #1-5. It's all hands on deck with the AVENGERS, CHAMPIONS, GUARDIANS, X-MEN and the INHUMANS as they clash with monstrous hazards that threaten to destroy every corner of the Marvel Universe. Who are the LEVIATHONS? Who controls them? How can they be stopped before Earth becomes another tragic barren world in their wake?




The Newspaper Club


Book Description

Learn what it means to be a journalist in this fun, fast-paced new middle grade series about a club of kid reporters by an award-winning author. Nellie Murrow -- the daughter of two (former) newspaper reporters -- was named after one of the fiercest journalists who ever lived. When she moves to sleepy Bear Creek, Maine, rumors of vandalism and attacks at the only park in town are keeping her saddled to the house. Some townspeople say the attacks are gang recruitments. Others blame a vagrant spotted on the hiking trails around town. But when Nellie thinks like a reporter, none of those explanations make sense. Something is happening at the park, but what? All of the fake online news and rumors are clouding the truth. Nellie wants to break the story -- and break free from the front yard -- but she can't do it alone. She needs a whole club if she's going to start the Cub Report, the town's first independent newspaper. Creating a newspaper from scratch is going to be tough; but for Nellie, making friends is even harder. Starred Kirkus Review




This Gaming Life


Book Description

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.




Revenge of the Red Club


Book Description

“Will educate and inspire budding feminists…A real and necessary read, period!” —Kirkus Reviews “Empowering.” —Booklist “A middle school feminist manifesto that fans of girl-led ensembles like Ann M. Martin’s The Babysitter’s Club and Ann Brashares’s The Sisterhood of the Traveling Pants will love.” —School Library Journal (starred review) A tween reporter discovers an important and beloved club at school is being shut down—and uses the power of the pen to try and activate some much-needed social change in this period-positive and empowering middle grade novel about the importance of standing up for what you believe in. Riley Dunne loves being a member of the Red Club. It’s more than a group of girls supporting each other through Aunt Flo’s ups and downs; it’s a Hawking Middle School tradition. The club’s secret locker has an emergency stash of supplies, and the girls are always willing to lend an ear, a shoulder, or an old pair of sweatpants. But when the school administration shuts the Red Club down because of complaints, the girls are stunned. Who would do that to them? The girls’ shock quickly turns into anger, and then they decide to get even. But wallpapering the gym with maxi pads and making tampon crafts in art class won’t bring their club back. Only Riley can do that. Using the skills she has cultivated as her school paper’s top investigative reporter (okay, only investigative reporter), she digs for the truth about who shut the club down and why. All the while dealing with friendship drama, a new and ridiculous dress code, and a support group that is now more focused on fighting with each other than fighting back. Can she save the Red Club before this rebellion turns into a full-scale war?




Tears of a Tiger


Book Description

The death of high school basketball star Rob Washington in an automobile accident affects the lives of his close friend Andy, who was driving the car, and many others in the school.