Be You!

Be You!

Author: Peter H. Reynolds

Publisher: Scholastic Inc.

Published: 2020-03-03

Total Pages: 40

ISBN-13: 1338608452

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A New York Times Bestseller!Creative visionary of The Word Collector, Happy Dreamer, and The Dot, #1 New York Times bestseller Peter H. Reynolds creates a joyful celebration of individuality--and staying true to Y-O-U! Be curious...Be adventurous...Be brave...BE YOU! Discover a joyful reminder of the ways that every child is unique and special, from the beloved creator of The Dot, Happy Dreamer, and New York Times bestseller, The Word Collector. Here, Reynolds reminds readers to "be your own work of art." To be patient, persistent, and true. Because there is one, and only one, YOU. In the tradition of books like Oh, the Places You'll Go! and I Wish You More comes a wholly original, inspirational celebration of individuality as only Peter H. Reynolds can create!


Interactive Video

Interactive Video

Author: Educational Technology Publications

Publisher: Educational Technology

Published: 1989

Total Pages: 212

ISBN-13: 9780877782117

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Yoga Bunny

Yoga Bunny

Author: Brian Russo

Publisher: HarperCollins

Published: 2020-05-26

Total Pages: 42

ISBN-13: 0063055724

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Even bunnies do yoga! It's a perfect day for yoga, and Bunny is practicing his poses and wishes his friends would do yoga with him! But Lizard is too tired, Fox is in a rush, and Bird has the hiccups. Will Bunny ever be able to get his friends to slow down and realize that yoga just might be the solution to their problems? Akin to I Am Yoga by Susan Verde, Yoga Bunny helps readers relax and unwind as they learn beginning yoga poses, from downward dog to tree pose. Debut author-illustrator Brian Russo shows readers just how relaxing yoga can be.


What If...

What If...

Author: Samantha Berger

Publisher: Little, Brown Books for Young Readers

Published: 2018-04-10

Total Pages: 45

ISBN-13: 0316515930

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Creativity, the power of imagination, and the importance of self-expression are celebrated in this inspiring picture book written and illustrated by real-life best friends. This girl is determined to express herself! If she can't draw her dreams, she'll sculpt or build, carve or collage. If she can't do that, she'll turn her world into a canvas. And if everything around her is taken away, she'll sing, dance, and dream... Stunning mixed media illustrations, lyrical text, and a breathtaking gatefold conjure powerful magic in this heartfelt affirmation of art, imagination, and the resilience of the human spirit.


The King of Kindergarten

The King of Kindergarten

Author: Derrick Barnes

Publisher: Penguin

Published: 2019-07-02

Total Pages: 33

ISBN-13: 1524740748

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A New York Times bestseller! A confident little boy takes pride in his first day of kindergarten, by the Newbery Honor-winning author of Crown. The morning sun blares through your window like a million brass trumpets.It sits and shines behind your head--like a crown. Mommy says that today, you are going to be the King of Kindergarten! Starting kindergarten is a big milestone--and the hero of this story is ready to make his mark! He's dressed himself, eaten a pile of pancakes, and can't wait to be part of a whole new kingdom of kids. The day will be jam-packed, but he's up to the challenge, taking new experiences in stride with his infectious enthusiasm! And afterward, he can't wait to tell his proud parents all about his achievements--and then wake up to start another day. Newbery Honor-winning author Derrick Barnes's empowering story will give new kindergarteners a reassuring confidence boost, and Vanessa Brantley-Newton's illustrations exude joy.


Interactive Storytelling for Video Games

Interactive Storytelling for Video Games

Author: Josiah Lebowitz

Publisher: Taylor & Francis

Published: 2012-09-10

Total Pages: 333

ISBN-13: 113612733X

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What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:


Storytelling for Interactive Digital Media and Video Games

Storytelling for Interactive Digital Media and Video Games

Author: Nicholas B. Zeman

Publisher: CRC Press

Published: 2017-04-07

Total Pages: 280

ISBN-13: 1315354470

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The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically


Spring Stinks

Spring Stinks

Author: Ryan T. Higgins

Publisher: Disney Electronic Content

Published: 2021-01-05

Total Pages: 32

ISBN-13: 1368070280

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Ruth the bunny is excited to share the smelly springtime smells of spring with Bruce! But what will Bruce think of all that stink? Little Bruce Book


The Interactive Past

The Interactive Past

Author: Angus A. A. Mol

Publisher:

Published: 2017

Total Pages: 0

ISBN-13: 9789088904363

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Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.