300 Video Game Jokes: The Ultimate Joke Book for Kids and Teens (Vol 1 + 2)

300 Video Game Jokes: The Ultimate Joke Book for Kids and Teens (Vol 1 + 2)
Title 300 Video Game Jokes: The Ultimate Joke Book for Kids and Teens (Vol 1 + 2) PDF eBook
Author Hayden Fox
Publisher Independently Published
Pages 112
Release 2018-12-27
Genre Humor
ISBN 9781792757228

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How come Toad gets invited to every party? Because he's a fun-gi! Why do Fortnite players have nice teeth? Because they Floss! 300 Hilarious Jokes From Some of Your Favorite Video Games Including Fortnite, League of Legends, World of Warcraft, Overwatch, Starcraft, Minecraft, Runescape, Super Mario, Sonic, Zelda, Donkey Kong, and DOTA 2! A Must-have for any gamer. Add to Cart Now and get ready to have some serious laughs! Save over 40% off with this bundle. **Makes for a perfect gift plus get the Kindle edition for FREE when you buy the Paperback!**

Fuck Yeah, Video Games

Fuck Yeah, Video Games
Title Fuck Yeah, Video Games PDF eBook
Author Daniel Hardcastle
Publisher Unbound Publishing
Pages 334
Release 2019-09-19
Genre Games & Activities
ISBN 1783527897

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'A labour of undiluted love and enthusiasm' Daily Telegraph As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.

300 Video Game Jokes

300 Video Game Jokes
Title 300 Video Game Jokes PDF eBook
Author Hayden Fox
Publisher
Pages 112
Release 2019-04-07
Genre Juvenile Nonfiction
ISBN 9781989543023

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How come Toad gets invited to every party? Because he's a fun-gi! Why do Fortnite players have nice teeth? Because they Floss! 300 Hilarious Jokes From Some of Your Favorite Video Games Including Fortnite, League of Legends, World of Warcraft, Overwatch, Starcraft, Minecraft, Runescape, Super Mario, Sonic, Zelda, Donkey Kong, and DOTA 2! A Must-have for any gamer. Add to Cart Now and get ready to have some serious laughs! Save over 40% off with this bundle.

Just Joking

Just Joking
Title Just Joking PDF eBook
Author National Geographic Kids
Publisher National Geographic Books
Pages 212
Release 2012
Genre Juvenile Nonfiction
ISBN 1426309309

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Packed with the silly jokes that kids love--including knock-knocks, tongue twisters, riddles, traditional question and answer jokes and more--a fun-filled book will keep readers laughing page after page.

Video Game Bible, 1985-2002

Video Game Bible, 1985-2002
Title Video Game Bible, 1985-2002 PDF eBook
Author Andy Slaven
Publisher Trafford Publishing
Pages 774
Release 2002
Genre Video games
ISBN 1553697316

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With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna

How to Manage Your Agent

How to Manage Your Agent
Title How to Manage Your Agent PDF eBook
Author Chad Gervich
Publisher CRC Press
Pages 405
Release 2013-11-26
Genre Performing Arts
ISBN 113607094X

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First published in 2013. Have you written the script for the next box office blockbuster or hit TV show and just need the right agent to sell it? Not sure whether to accept an if-come deal or a script commitment? Debating which manager is the right choice to steer your career? Well, worry no more...How to Manage Your Agent is a fun, friendly guide to the world of literary representation. Enter the inner sanctums of Hollywood's power-brokers and learn how they influence what pitches get bought, what projects get sold, and which writers get hired. Find tips from top-level executives, agents, managers, producers, and writers to help you maximize your own representation and kick your career into overdrive! You'll learn: How agents prioritize their client list... and ways to guarantee you're at the top; When to approach new representation... and what you need to capture their interest; Hollywood's secret buying schedule... and how to ensure you're on it; The truth about packaging... where it helps and when it hurts; Which agents are best for you... and where to find them; Advice on acing your first agent meeting... and why so many writers blow it; Managers' tricks for creating buzz... and when to use them yourself; How to fire your agent... without killing your career; When you don't need representation... and how to succeed without it. The value of good representation is undeniable-especially in a world where agents and managers control which projects (and careers) live or die. How to Manage Your Agent puts you on the inside track to get your work the attention it deserves!

Experimental Games

Experimental Games
Title Experimental Games PDF eBook
Author Patrick Jagoda
Publisher University of Chicago Press
Pages 403
Release 2020-12-07
Genre Social Science
ISBN 022663003X

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In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.