Search Results: 6 books from 4 publishers. Learn more

Firewall

Sean Rodman (author)

Publisher: Orca Book Publishers ISBN: 9781459814547

Josh is a gamer. After his parents' divorce and his move from Chicago to a small town where he doesn't know anybody, he copes by staying up way too late playing Killswitch online. Then he discovers a "mod" version of the game that is an exact reproduction of his new town. Strange things start to happen in the game, and they are somehow connected with events in the real world.

Blurred Reality

Evan Jacobs (author)

Publisher: Saddleback Educational Publishing ISBN: 9781630788339

Alden Nash is a video gamer. His skills have earned him elite gamer status and wealth. Currently, he ranks in the world's top 10. Then Alden's agent gets him an amazing deal to test a virtual reality game that's in secret development. Alden hates VR, but this game was created by a gaming guru Alden wants to meet. And first prize is one million dollars. What he doesn't know is that the game isn't the only thing being tested. Can he win without losing his mind?

Jump Ropes, Jacks, and Endless Chores: Children's Lives in the 1800s

Matthew Strange (author)

Publisher: Mason Crest ISBN: 9781422296882

For most of the 1800s, children were considered small, unruly adults who needed to be strictly disciplined and put to useful work as soon as they were able. The very concept of childhood itself, as a carefree, innocent time, is a result of increasing economic stability and changing family roles in the 1800s. Before child welfare laws were enacted and compulsory education enforced, children made up an important part of the industrial and agricultural workforce in 1800s America. Toys and time for games and fun may have been a luxury, but kids will be kids, and the adults that loved them made sure their lives weren't all work and no play. The establishment of public schools, more humane working conditions, and expanding economic opportunities helped improve the life of Americas children in the 1800s, but they worked hard and their pleasures were simple ones.

Passing the Time: Entertainment in the 1800s

Zachary Chastain (author)

Publisher: Mason Crest ISBN: 9781422296851

With a six day workweek, long hours on the job, and the hard labor required to keep house, leisure time was precious in the 1800s. Without recorded music, radio, movies, TV, video games, or the Internet, Americans had to make their own fun, and most of it was simple and very low tech - singing around the family piano, visiting with neighbors, or picnicking in the woods. In the bigger towns and cities, theaters offered live, professional entertainment ranging from classic plays to raucous minstrel shows. In the smaller towns and rural areas, people waited anxiously for those few times a year when a traveling show or circus might come through the area. As the 1800s progressed, leisure time and economic resources increased for many Americans and a more sophisticated public demanded new and more exciting amusements. Read all about America at play in the 1800s!

American History 1

Saddleback Educational Publishing (author)

Publisher: Saddleback Educational Publishing ISBN: 9781612476759

This two-part book program offers activities to supplement standard U.S. history classroom textbooks. Lessons can stand-alone or coordinate with any text. Activity pages include basic concepts, graphs, maps, vocabulary comprehension, and nonfiction informational excerpts that help make meaningful connections with historical concepts, facts, and ideas. Reproducible Books include table of contents and answer keys.

Nintendo: Company and Its Founders

Mary Firestone (author)

Publisher: ABDO ISBN: 9781617840951

This title examines the remarkable lives of Fusajiro Yamauchi and his grandson Hiroshi Yamauchi and their work building the groundbreaking company Nintendo. Readers will learn about the Yamauchis’ backgrounds and education, as well as their early careers. Also covered is a look at how Nintendo operates, other key employees, and issues the company faces, such as developing new gaming software, facing competition, and expanding into global markets.