300 Video Game Jokes

300 Video Game Jokes

Author: Hayden Fox

Publisher:

Published: 2019-04-07

Total Pages: 112

ISBN-13: 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.


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)

Author: Hayden Fox

Publisher: Independently Published

Published: 2018-12-27

Total Pages: 112

ISBN-13: 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

Author: Daniel Hardcastle

Publisher: Unbound Publishing

Published: 2019-09-19

Total Pages: 334

ISBN-13: 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.


Just Joking

Just Joking

Author: National Geographic Kids

Publisher: National Geographic Books

Published: 2012

Total Pages: 212

ISBN-13: 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.


Try Not To Laugh Challenge

Try Not To Laugh Challenge

Author: Smile Zone

Publisher:

Published: 2019-12

Total Pages: 68

ISBN-13: 9781711167497

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Watch out, parents! Hilarious jokes are coming your way! This Kid's Joke Book will turn your kid into a young comedian. "Almost all creativity involves purposeful play." - Abraham Maslow Buy the Paperback version, and get the Kindle eBook version for ★★FREE★★ The Try Not To Laugh Challenge isn't your run-of-the-mill joke book. This book is meant to be shared and read by everyone in your household. Why should anyone miss the fun? Gather your family around the fire, call them into the kitchen, meet on the patio, and let the good times roll! ★100% kid-appropriate material★ Inside, you'll find: 300 of the best kid jokes ever written Hours of entertainment Tons of laughs And more than enough to tickle every funny bone! Specifically designed for children 6 and up, this is the must-have joke book for every household, peer group, family picnic, potluck, or long car ride! This book has something for everyone: Animal jokes Farmer jokes Doctor jokes Fruits and Veggies jokes And everything in between! ★100% probability of laughter★ ★300 jokes★ ★Laugh-out-loud jokes adults and kids will appreciate★ ★ZERO reasons to say no★ Ready to get the family fun started? Scroll up and click "Add to Cart" and let the laughter begin! Go ahead. Try not to laugh. We dare you.


Video Game Bible, 1985-2002

Video Game Bible, 1985-2002

Author: Andy Slaven

Publisher: Trafford Publishing

Published: 2002

Total Pages: 774

ISBN-13: 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


Would You Rather Book For Kids - 300+ Hilarious, Silly, and Challenging Questions To Make You Laugh

Would You Rather Book For Kids - 300+ Hilarious, Silly, and Challenging Questions To Make You Laugh

Author: Stephen J. Ellis

Publisher: Darfam Publishing

Published: 2021-10-15

Total Pages: 146

ISBN-13: 9781955906814

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**If You Want to Spend Quality Time with Your Kids in a Way That is Fun for Both of You, Then You Are in The Right Place**We all know that spending time with our kids is important, but it's not always easy.Whether they are bored or just plain naughty, sometimes getting them to sit still and pay attention can be a real challenge.Wouldn't it be great if you could get through the day without having to hear "I'm Bored!" one more time?That's why we created Would You Rather Book for Kids - an engaging book of questions that will keep your kids entertained for hours!If you're looking for a way to engage your kids in an activity that will keep them entertained, then this is the book for you.This would you rather questions collection is sure to bring hours of laughter and fun-filled joy into any household.It's guaranteed to provide hours of fun for the whole family, now spending time with your kids in a way that you both enjoy has never been easier.This book is one of the best books you will find in bookstores that provides such fantastic and engaging activities.It's not just a fantastic product but also an incredible experience you can have every day of your life.There's no need to worry anymore - because now YOU are in control!It doesn't matter if they are home alone after school. One sure thing is that they will never have another boring moment again, thanks to Would You Rather Book for Kids!This unique blueprint will: * Motivate your kids to develop reading skills * Encourage good behavior through the 300+ hilarious and silly questions * Challenge your kids intellectually with the stimulating questions * Stop the battle of wills by having a fun way to keep your kids on track * Provides tools to improve parent-child relations with family discussions * Engages and interests kids in conversation, letting them tell their side of the storyAnd much, much more!So, what are you waiting for? Grab your copy NOW!


The Ultimate Joke Book for Teachers: 300+ Funny Gags and Puns for Educators

The Ultimate Joke Book for Teachers: 300+ Funny Gags and Puns for Educators

Author: Silly Sloth Silly Sloth Press

Publisher:

Published: 2020-11-02

Total Pages: 112

ISBN-13:

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Do you feel like a break after a grueling day or a good laugh after a straining first period at school? Then you're going to love the Ultimate Joke Book for Teachers featuring 300+ hilarious jokes for Teachers & Educators in a practical format. This book also makes for perfect gift for colleagues and friends and will sure be an instant success in your school breakroom.


How to Manage Your Agent

How to Manage Your Agent

Author: Chad Gervich

Publisher: CRC Press

Published: 2013-11-26

Total Pages: 405

ISBN-13: 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

Author: Patrick Jagoda

Publisher: University of Chicago Press

Published: 2020-12-07

Total Pages: 403

ISBN-13: 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.