The Case of the Stolen Video Game

The Case of the Stolen Video Game
Title The Case of the Stolen Video Game PDF eBook
Author Pierre Bourgeois
Publisher
Pages 38
Release 1993
Genre Juvenile justice, Administration of
ISBN 9780921670216

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The Case of the Video Game Smugglers

The Case of the Video Game Smugglers
Title The Case of the Video Game Smugglers PDF eBook
Author Bruce Lansky
Publisher Simon and Schuster
Pages 70
Release 2013-01-15
Genre Juvenile Fiction
ISBN 1442468866

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Twelve-year-old amateur sleuths, and best friends, Hawkeye Collins and Amy Adams love to solve cases. They invite readers to follow the clues and sketches to solve crimes in their hometown of Lakewood Hills. All of the books in the “Can You Solve the Mystery” series contain 9-10 short mysteries. Readers are given written clues as well as visual clues to help them solve the crime. The answers and a brief wrap-up are given in the back of the book. The Case of the Computer Camp Kidnap; The Secret of the Tomato Pincher; The Mystery of the Unknown Rescuer; The Case of the Video Game Smugglers; The Mystery at Mill Creek Bridge; The Secret of the Author's Autograph; The Mystery of the Rainy Night Robbery; The Mystery of Amy's Disappearance; The Case of the Sloppy Vandals; The Secret of the Ancient Treasure. Part 3: The Mysterious Message

Hawkeye Collins & Amy Adams in the Case of the Video Game Smugglers & Other Mysteries

Hawkeye Collins & Amy Adams in the Case of the Video Game Smugglers & Other Mysteries
Title Hawkeye Collins & Amy Adams in the Case of the Video Game Smugglers & Other Mysteries PDF eBook
Author M. Masters
Publisher ABDO & Daughters
Pages 112
Release 1992
Genre Juvenile Nonfiction
ISBN 9781562391744

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Short stories. Series: Can you solve the mystery?, #3.

Video Gaming

Video Gaming
Title Video Gaming PDF eBook
Author
Publisher PediaPress
Pages 189
Release
Genre
ISBN

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Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

The Case of the Video Game Smugglers

The Case of the Video Game Smugglers
Title The Case of the Video Game Smugglers PDF eBook
Author M. Masters
Publisher ABDO
Pages 108
Release 2007
Genre Juvenile Fiction
ISBN 9781599611426

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Hawkeye Collins and Amy Adams, twelve-year-old sleuths, solve ten mysteries using Hawkeye's sketches of important clues.

Video Games

Video Games
Title Video Games PDF eBook
Author Hal Marcovitz
Publisher Greenhaven Publishing LLC
Pages 112
Release 2009-09-28
Genre Young Adult Nonfiction
ISBN 1420502840

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According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.

Netherspace

Netherspace
Title Netherspace PDF eBook
Author Andrew Lane
Publisher Titan Books (US, CA)
Pages 325
Release 2017-05-23
Genre Fiction
ISBN 1785651854

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Fans of Elizabeth Moon and Anne Leckie will love this first thrilling adventure in an epic space opera trilogy—set in a future where alien technology comes at a steep price: human life. Aliens came to Earth 40 years ago. Their anatomy proved unfathomable and all attempts at communication failed. But through trade, humanity gained technology that allowed them to colonize the stars. The price: live humans for every alien faster-than-light drive. Kara’s sister was one of hundreds exchanged for this technology, and Kara has little love for aliens. So when she is drafted by GalDiv—the organization that oversees alien trades—it is under duress. A group of colonists have been kidnapped by aliens and taken to an uncharted planet, and an unusual team is to be sent to negotiate. As an ex-army sniper, Kara’s role is clear. But artist Marc has no combat experience, although the team’s pre-cog Tse is adamant that he has a part to play. All three know that success is unlikely. For how will they negotiate with aliens when communication between the species is impossible?