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Choose Your Own Adventure. Choose Your Own Adventure is a series of children's gamebooks where each story is written from a second-person point of view, with the reader assuming the role of the protagonist and making choices that determine the main character's actions and the plot's outcome. The series was based upon a concept created by Edward ...
Business. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. ( ISBN 978-0062651235) by Jason Schreier. Business & Legal Primer for Game Development. ( ISBN 1-58450-492-7) by Brian Green and S. Gregory Boyd. Changing the Game: How Video Games Are Transforming the Future of Business.
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
Oliver Bowden. ISBN 978-1945210280. Prequel novel to Assassin's Creed Origins. Assassin's Creed: Odyssey. Gordon Doherty. ISBN 978-1405939737. Ace Books. Novelization of Assassin's Creed Odyssey; follows the story of Kassandra, the female protagonist of the game. Assassin's Creed: The Ming Storm.
Children. 6. Scott Braden Cawthon (born June 4, 1978) is an American video game developer, writer, and producer. He is best known for creating Five Nights at Freddy's, a series of survival horror video games which expanded into a media franchise. Cawthon began his career developing family-friendly Christian video games to minimal success.
416. ISBN. 978-0-593-32120-1. Tomorrow, and Tomorrow, and Tomorrow is a 2022 novel by Gabrielle Zevin. The novel follows the relationship between three friends who begin a successful video game company together. It is Zevin's fifth novel for adults and tenth novel overall.
256. ISBN. 978-1403984531. What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful.
Gamebook. A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose ...
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