Book Description
The biggest video games reach far beyond the screens upon which they're played. Find out about the history, pop culture influence, and future of one of the world's most popular gaming franchises: Pokmon.
Author : Buffy Silverman
Publisher : Lerner Publications
Page : 36 pages
File Size : 43,86 MB
Release : 2018
Category : Juvenile Nonfiction
ISBN : 1512483109
The biggest video games reach far beyond the screens upon which they're played. Find out about the history, pop culture influence, and future of one of the world's most popular gaming franchises: Pokmon.
Author : Simcha Whitehill
Publisher : Scholastic Incorporated
Page : 100 pages
File Size : 14,61 MB
Release : 2009
Category : Juvenile Nonfiction
ISBN : 9780545099387
"Your ultimate travel guide to the newest Pokémon region"--Cover.
Author : Ron Zalme
Publisher :
Page : 0 pages
File Size : 14,93 MB
Release : 2000
Category : Drawing
ISBN : 9780816769728
Step-by-step instructions for drawing various Pokemon figures.
Author : Joseph Tobin
Publisher : Duke University Press
Page : 307 pages
File Size : 35,7 MB
Release : 2004-02-05
Category : Business & Economics
ISBN : 0822385813
Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu’s Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world. In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods. Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano
Author :
Publisher : Guide Cloners
Page : 118 pages
File Size : 34,8 MB
Release : 2016-03-09
Category : Juvenile Nonfiction
ISBN :
You wanted nostalgia and now you've got it. With Red, Blue, and Yellow now available on the 3ds its time to travel back in time!
Author : Brian Tinsman
Publisher : Morgan James Publishing
Page : 282 pages
File Size : 44,39 MB
Release : 2008-11-01
Category : Games & Activities
ISBN : 1600377904
A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Author : Sara Green
Publisher : Bellwether Media
Page : 24 pages
File Size : 27,73 MB
Release : 2017-08-01
Category : Juvenile Nonfiction
ISBN : 1681033852
Pikachu could be called the mascots of the Pokmon brand, as the short, yellow furballs are the most recognizable of hundreds of characters. This book for growing readers tracks the birth of the Japanese pocket monsters chased all around cities by Pokmon Go players.
Author : Matt Coward-Gibbs
Publisher : Emerald Group Publishing
Page : 232 pages
File Size : 12,13 MB
Release : 2020-08-20
Category : Social Science
ISBN : 1839090375
Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.
Author : Dennis Edler
Publisher : Springer Nature
Page : 446 pages
File Size : 30,56 MB
Release : 2022-06-25
Category : Social Science
ISBN : 3658354038
The book is dedicated to a compilation of diverse and creative landscapes which occur in games. Being part of a game setting, these landscapes trigger social construction processes in specific ways. A selection of twenty-four research articles addresses the social constructions of landscapes represented in analogue, digital and hybrid game formats as well as their theoretical framing and future perspectives.
Author : Monica Evans
Publisher : BRILL
Page : 160 pages
File Size : 22,43 MB
Release : 2020-04-14
Category : Social Science
ISBN : 1848880596
This volume was first published by Inter-Disciplinary Press in 2011. Videogame Studies: Concepts, Cultures, and Communication explores the ever-expanding field of game studies. Included in this volume is the research and insights of experts in multiple interdisciplinary fields, focused on the construction of new frameworks for understanding games as narrative artifacts, technological systems, cultural indicators, social communities, educators, and works of art. Games and game-structures permeate every aspect of our lives, and provide more than simple entertainment to the millions of players immersed and engaged in games on a daily basis. The sixteen authors in this volume provide new thoughts on the rapid expansion of both the game industry and game academia, and cover a wide range of topics, including the rise and fall of in-game communities; the place of digital versus analog games in current methodology; the particular relationship between player, avatar, and identity; the design of educational and serious games; the social structures, needs, and desires of social game players; the performance aspect of interactive media; and the economic consequences of game production. This collection aims to inspire further research in numerous areas of game studies, and is a valuable addition to the growing discourse of a rapidly evolving field of study.