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Grand Theft Retro (Large Print Edition)

Author : Diane Vallere
Publisher : Samantha Kidd Mysteries
Page : 0 pages
File Size : 47,16 MB
Release : 2022-09
Category :
ISBN : 9781954579668

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Grand Theft Retro is the fifth hilarious caper in the Samantha Kidd mystery series. If you like over-the-top situations, birthday drama, and a dash of romance, then you'll love Diane Vallere's seventies-inspired mystery. Let the good times roll. Pick up Grand Theft Retro today!

Vintage Games

Author : Bill Loguidice
Publisher : Taylor & Francis
Page : 603 pages
File Size : 12,35 MB
Release : 2012-08-21
Category : Computers
ISBN : 1136137572

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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Grand Theft Retro

Author : Diane Vallere
Publisher : Polyester Press
Page : 236 pages
File Size : 16,11 MB
Release : 2021-01-04
Category : Fiction
ISBN : 1939197996

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Enjoy this humorous cozy mystery with a fashionable amateur sleuth and stylish plot by national bestselling author Diane Vallere. Samantha Kidd is all about leaving the past behind. But sometimes the past won't let you go... With her thirty-mumble-birthday on the horizon, amateur sleuth and fashion expert Samantha Kidd is determined to get her life under control. Her steady job at Retrofit Magazine comes with a paycheck, medical benefits, a 401K, and an assignment to dive into seventies style. She's prepared to report on patchwork velvet and platform shoes, but she never expected to uncover the theft of a major collection of samples from the days before disco died. When the guilty party threatens Samantha's family and friends, her priorities shift into protection mode. The investigation heats up faster than fondue over sterno, and all too soon Samantha learns that while the beat goes on, there's no guarantee she'll go on with it. Can Samantha catch a criminal who's been living in plain sight, or will her fresh start turn into a dead end? Pick up Grand Theft Retro today! Grand Theft Retro is the fifth hilarious caper in the Killer Fashion mystery series, but each book can be read as a standalone. For fans of Lucy Score, Tricia O’Malley, and Daniel Carson, the book features a determined amateur detective and seventies-inspired style. If you like over-the-top situations, birthday drama, and a dash of romance, then you’ll love Diane Vallere’s humorous mystery. Diane-Fans describe “her vintage Vallere goodness,” and say she is a “great storyteller” with “a way with creating strong female characters and intrigue” who is “a superb and very humorous writer.” Her gift of creating “spunky sleuths in fun settings” take readers to Dallas, Palm Springs, Los Angeles, Pennsylvania, and outer space.

GameAxis Unwired

Author :
Publisher :
Page : 88 pages
File Size : 48,72 MB
Release : 2008-06
Category :
ISBN :

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GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Grand Theft Childhood

Author : Lawrence Kutner
Publisher : Simon and Schuster
Page : 275 pages
File Size : 26,87 MB
Release : 2008-04-15
Category : Family & Relationships
ISBN : 1416564691

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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 10,99 MB
Release : 2011-06-14
Category : Social Science
ISBN : 0307474313

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In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Vintage Games 2.0

Author : Matt Barton
Publisher : CRC Press
Page : 592 pages
File Size : 22,65 MB
Release : 2019-05-08
Category : Computers
ISBN : 1000007766

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Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Vintage Game Consoles

Author : Bill Loguidice
Publisher : CRC Press
Page : 814 pages
File Size : 27,35 MB
Release : 2014-02-24
Category : Computers
ISBN : 1135006504

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Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Innovation and Marketing in the Video Game Industry

Author : David Wesley
Publisher : CRC Press
Page : 279 pages
File Size : 27,31 MB
Release : 2016-05-23
Category : Business & Economics
ISBN : 131711650X

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Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

The Minds Behind Adventure Games

Author : Patrick Hickey, Jr.
Publisher : McFarland
Page : 237 pages
File Size : 35,1 MB
Release : 2020-01-03
Category : Games & Activities
ISBN : 1476638470

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Featuring interviews with the creators of 31 popular video games--including Grand Theft Auto, Strider, Maximum Carnage and Pitfall--this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.