At Minnie's Bow-tique, Minnie Mouse sells only bows and bow ties. Children ages 2-5 who like Disney Junior's Mickey Mouse Clubhouse will love this Little Golden Book based on a sweet episode of the show.
At Minnie's Bow-tique, Minnie Mouse sells only bows and bow ties. Children ages 2-5 who like Disney Junior's Mickey Mouse Clubhouse will love this Little Golden Book based on a sweet episode of the show.
Since the early 20th century, animated Christmas cartoons have brightened the holiday season around the world--first in theaters, then on television. From devotional portrayals of the Nativity to Santa battling villains and monsters, this encyclopedia catalogs more than 1,800 international Christmas-themed cartoons and others with year-end themes of Hanukkah, Kwanzaa and the New Year. Explore beloved television specials such as A Charlie Brown Christmas, theatrical shorts such as Santa's Workshop, holiday episodes from animated television series like American Dad! and The Simpsons, feature films like The Nutcracker Prince and obscure productions such as The Insects' Christmas, along with numerous adaptations and parodies of such classics as A Christmas Carol and Twas the Night before Christmas.
Now available in PDF format. DK Eyewitness Travel Guide: USA is your indispensable guide to every corner of America. The fully updated guide includes unique illustrated cutaways, floor plans, and reconstructions of the must-see sights, plus street-by-street maps of cities and towns. DK's insider travel tips and essential local information will help you discover the best of this vast nation by regions, from local festivals and markets to day trips outside of large cities. Detailed listings will guide you to hotels, restaurants, bars, and shopping for all budgets, while practical information will help you to get around, whether by train, bus, or car. With hundreds of full-color photographs, hand-drawn illustrations, and custom maps that brighten every page, DK Eyewitness Travel Guide: USA truly shows you this country as no one else can.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
This large-format book contains values for more than 24,000 toys in every category imaginable--action figures, cast-iron and paper lithographed toys, windups, Barbie dolls, model kits, diecast banks, games, playsets, character toys, and many more dating from the 19th century to the present day. Also included are coded dealer listings, plus information on clubs and newsletters and a bibliography of other books of interest.
Read along with Disney! Kids love rainbows! In this colorful tale, Minnie Mouse simply explains how these beautiful apparitions are formed. Follow along with the word for word narration as Minnie and her Clubhouse pals begin to see a world of rainbows around them.