Pojo's Unofficial Big Book of Pokemon


Book Description

Brought to you by the writers and editors that created Pojo's Unofficial Ultimate Pokemon, Pojo's Unofficial Big Book of Pokemon features more of everything— more characters, more tv shows, more movie reviews, more video game history, and more tips for building the very best Pokemon team! Up to date for the 2016 holiday season, this collector's edition is packed with collector's information, toy history, puzzles pages, and more! It is the ultimate guide, touching on everything Pokemon enthusiasts could ever ask for.




The Publishers Weekly


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Forthcoming Books


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Nintendo


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Originally founded in 1889 as a manufacturer of playing cards, this book examines the history and political economic status of the multinational consumer electronics and video game giant Nintendo. This book offers a deeper examination into Nintendo as a global media giant, with some of the industry’s best-selling consoles and most recognizable intellectual property including Mario, Pokémon, and Zelda. Drawing upon the theory of the political economy of communication, which seeks to understand how communication and media serve as key mechanisms of economic and political power, Randy Nichols examines how Nintendo has maintained its dominance in the global video game industry and how it has used its position to shape that industry. This book argues that while the company’s key figures and main franchises are important, Nintendo’s impact as a company – and what we can learn from its evolution – is instructive beyond the video game industry. This book is perfect for students and scholars of media and cultural industries, critical political economy of media, production studies, and games studies.




The New Video Game Idea Book


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The New Video Game Idea Book is a book that gives game makers ideas for a great new video game. It does so by giving the game maker new and old ideas to work with. It also goes over the philosophy of what makes a good video game, helps the game maker's imagination, shows them their options, and goes over the best methods for making a new video game. This is a helpful public domain book for making good video games.




Kaptara #2


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MANTON! DARTOR! MOTIVATIONAL ORB! Heroes for the ages! As they set out to save Earth, our man Keith Kanga retires to a life of luxury on Kaptara! But can he resist the siren song of guilt? A perfect jumping-on point for people who've read issue one!




The Time In Between


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When Nancy Tucker was eight years old, her class had to write about what they wanted in life. She thought, and thought, and then, though she didn't know why, she wrote: 'I want to be thin.' Over the next twelve years, she developed anorexia nervosa, was hospitalised, and finally swung the other way towards bulimia nervosa. She left school, rejoined school; went in and out of therapy; ebbed in and out of life. From the bleak reality of a body breaking down to the electric mental highs of starvation, hers has been a life held in thrall by food. Told with remarkable insight, dark humour and acute intelligence, The Time in Between is a profound, important window into the workings of an unquiet mind – a Wasted for the 21st century.




Manifesto, Volume I


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Media and the Make-Believe Worlds of Children


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Media and the Make-Believe Worlds of Children offers new insights into children's descriptions of their invented or "make-believe" worlds, and the role that the children's experience with media plays in creating these worlds. Based on the results of a cross-cultural study conducted in the United States, Germany, Israel, and South Korea, it offers an innovative look at media's role on children's creative lives. This distinctive volume: *outlines the central debates and research findings in the area of children, fantasy worlds, and the media; *provides a descriptive account of children's make-believe worlds and their wishes for actions they would like to take in these worlds; *highlights the centrality of media in children's make believe worlds; *emphasizes the multiple creative ways in which children use media as resources in their environment to express their own inner worlds; and *suggests the various ways in which the tension between traditional gender portrayals that continue to dominate media texts and children's wishes to act are presented in their fantasies. The work also demonstrates the value of research in unveiling the complicated ways in which media are woven into the fabric of children's everyday lives, examining the creative and sophisticated uses they make of their contents, and highlighting the responsibility that producers of media texts for children have in offering young viewers a wide array of role models and narratives to use in their fantasies. The downloadable resources provide full-color images of the artwork produced during the study. This book will appeal to scholars and graduate students in children and media, early childhood education, and developmental psychology. It can be used in graduate level courses in these areas.




The Best Non-Violent Video Games


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What if there were video games that weren’t about killing things? The world’s biggest entertainment medium has come under decades of scrutiny because of its violent content. But here’s a little known fact: from the very beginning, non-violent video games have done as much, if not more, to shape the industry than violent ones. The Best Non-Violent Video Games is the first ever guide to the full breath of interactive entertainment. Discover the true variety the medium has to offer and learn how developers constantly find new ways to engage people by challenging their minds, testing their reflexes, and even tugging at the heartstrings. Take a journey through more than three hundred video games, stretching back to the very dawn of the industry and extending right up to modern day indie hits. You’ll learn more about the origins of some of gaming’s biggest franchises, discover underrated gems from developers of all sizes, and perhaps even find some new favorites. Written by a journalist with over 15 years of industry experience and more than 30 years of gaming experience, this guide is for anyone seeking something truly different from the video games space without dealing with guns and gore, or those simply looking for a change of pace.