Gotta Catch All the Trainers


Book Description

This title looks at the trainers from the Pokémon franchise and gives information related to their introductions, appearances across the series, and why they are beloved by fans. This hi-lo title is complete with vibrant photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.




Gotta Catch All the Games


Book Description

This title looks at the games in the Pokémon franchise and gives information related to their release, their evolution, and the impact they have had on the industry. This hi-lo title is complete with vibrant photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.




Gotta Catch All the TV Shows


Book Description

This title looks at the multiple TV series from the Pokémon franchise and gives information related to behind the scenes, their releases, and the impact they have had on the industry. This hi-lo title is complete with vibrant photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.




Pokemon Trainer's Guide


Book Description

Provides information about the Red, Blue, and Yellow versions of Gameboy Pokemon, Nintendo Pokemon snap, the Pokemon trading card game, and the cartoon series.




Gotta Catch a What?! (Pokémon: Graphic Collection)


Book Description

All the adventure and humor of the Pokemon animated TV series springs to life in this full-color comics collection! Kids who love Pokemon won't want to miss this cool comic compilation! This book includes two full-color graphic stories jam-packed with action and Pokemon battles. Join Ash, Pikachu, Goh, and their friends and Pokemon pals on two exciting adventures! With tons of art on every page from the animated show streaming on Netflix, this graphic adventure is the perfect format for Pokemon fans.




Prima Pokémon Emerald Version


Book Description

It's a Team Aqua and Team Magma rematch! ·Tips for collecting the 200 + 2 Pokémon to complete the Hoenn Pokédex ·How to clear all 7 Battle Frontier arenas and get the Silver Symbols ·Detailed walkthrough guides you through story mode ·Maps cover every region, including all-new, as-yet-unexplored areas ·Field, Battle, and Contest moves lists, plus Items list ·How to play Pokémon Emerald with Pokémon Ruby and Pokémon Sapphire, Pokémon FireRed and Pokémon LeafGreen, and Pokémon Colosseum




The Japanification of Children's Popular Culture


Book Description

Godzilla stomped his way into American movie theaters in 1956, and ever since then Japanese trends and cultural products have had a major impact on children's popular culture in America. This can be seen in the Hello Kitty paraphernalia phenomenon, the popularity of anime television programs like Pokemon and Dragon Ball Z, computer games, and Hayao Miyazaki's award-winning films, such as Spirited Away and Princess Mononoke. The Japanification of Children's Popular Culture brings together contributors from different backgrounds, each exploring a particular aspect of this phenomenon from different angles, from scholarly examinations to recounting personal experiences. The book explains the interconnections among the various aspects of Japanese influence and discusses American responses to anime and other forms of Japanese popular culture.




Pokemon Activity Book


Book Description

"USA Today" calls Pokmon "pop culture's next big phenom!" Based on the number one rated TV show for kids, this puzzle-packed, game-filled book features mazes and activities galore.




Guinness World Records 2018 Gamer's Edition


Book Description

From the global authority in record-breaking comes the 11th edition of the world’s best-selling videogames annual. Packed with the latest records, coolest stars and the biggest games, the Guinness World Records Gamer’s Edition is the go-to bible for every gaming fan. Just ask the five million readers who’ve made it an international sensation! Inside you’ll find amazing stats, thrilling facts, inspirational tales, lightning-quick speed-runs and dazzling photos. Read about the records behind your favorite games including Mario, Overwatch, FIFA, WWE and Rocket League, plus recap on a year of crazy Pokémon GO stories. Go behind the scenes of the world’s longest-running eSports organizer. Spook yourself silly with real-life videogame mysteries. Check out the fastest videogame completions. And gaze in envy at the world’s largest Zelda and Tomb Raider collections! You’ll also meet gaming heroes such as the world’s oldest games YouTuber at 81, a man with a real-life cyborg arm that was inspired by Deus Ex, and the kingpin of eSports fighting games. But the videogame stars don’t get much bigger than DanTDM, whose Minecraft channel has been watched nearly 10 billion times! So we’re thrilled he’s written a special intro just for the Guinness World Records Gamer’s Edition. Speaking of heroes...grab your cape and turn to this year’s special chapter featuring superhero games. It hard to believe it’s been nearly 40 years since Superman first exploded onto our consoles! So, we’re celebrating with your favorite costumed crime-battlers. From Spider-Man’s web-crawling to Batman’s gadgetry, they’re just as powerful in pixels as they are in the movies. So, whether you want to know who scored the fastest goal in FIFA or achieved the fastest speed-run of Final Fantasy XV, or just want to see the world’s biggest Game Boy, this is the book for you!




Popular Culture, New Media and Digital Literacy in Early Childhood


Book Description

This book offers a range of perspectives on children's multimodal experiences, providing a ground-breaking account of the ways in which children engage with popular culture, media and digital literacy practices from their earliest years. Many young children have extensive experience of film, television, printed media, computer games, mobile phones and the Internet from birth, yet their reaction to media texts is rarely acknowledged in the national curricula of any country. This seminal text focuses on children from birth to eight years, addressing issues such as: * media and identity construction * media literacy practices in the home * the changing nature of literacy in technologically advanced societies * The place of popular and media texts in children's lives and the use of such texts in the curriculum. By exploring children's engagement with popular culture, media and digital texts in the home, community and early years settings, the contributors look at empirical studies from around the world, and draw out vital new theoretical issues relating to children's emergent techno-literacy practices. With an unmatchable team of international experts evaluating topics from text-messaging to the Teletubbies, this book is a long-overdue, fascinating and illuminating read for policy-makers, educational researchers and practitioners, and crosses over to appeal to those in the linguistics field.