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Three twenty-something females are going about their day-to-day lives when one of them enters a competition in a men's magazine, which changes not only her own life but the lives of her two best friends. It's a Girl's Game is a must read for all those interested in pulling footballers!
Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teach girls video game design.
A New York Public Library Best Book of 2017 Perfect for aspiring coders everywhere, Girl Code is the story of two teenage tech phenoms who met at Girls Who Code summer camp, teamed up to create a viral video game, and ended up becoming world famous. The book also includes bonus content to help you start coding! Fans of funny and inspiring books like Maya Van Wagenen’s Popular and Caroline Paul’s Gutsy Girl will love hearing about Andrea “Andy” Gonzales and Sophie Houser’s journey from average teens to powerhouses. Through the success of their video game, Andy and Sophie got unprecedented access to some of the biggest start-ups and tech companies, and now they’re sharing what they’ve seen. Their video game and their commitment to inspiring young women have been covered by the Huffington Post, Buzzfeed, CNN, Teen Vogue, Jezebel, the Today show, and many more. Get ready for an inside look at the tech industry, the true power of coding, and some of the amazing women who are shaping the world. Andy and Sophie reveal not only what they’ve learned about opportunities in science and technology but also the true value of discovering your own voice and creativity. A Junior Library Guild selection A Children's Book Council Best STEM Trade Book for Students K-12
A children’s fantasy game in an abandoned lot leads to unexpected trouble in this classic, Newburn Honor–winning book. The first time Melanie Ross meets April Hall, she’s not sure they’ll have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard behind the A-Z Antiques and Curio Shop, Melanie and April decide it’s the perfect spot for them to play the Egypt Game. Before long there are six Egyptians instead of two. After school and on weekends they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game, until strange things begin happening to the players. Has the Egypt Game gone too far?
Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.
Can we truly call football England's 'national' game? How have we arrived at this point of such clear inequality between men's and women's football? Between 1921 and 1972, women were banned from playing in football League grounds in the UK. Yet in 1998 FIFA declared that "the future is feminine" and that football was the fastest growing sport for women globally. The result of several years of original research, the book traces the continuities in women's participation since the beginnings of the game, and highlights the significant moments that have influenced current practice. The text provides: *insight into the communities and individual experiences of players, fans, investors, administrators and coaches *examination of the attitudes and role of national and international associations *analysis of the development of the professional game *comparisons with women's football in mainland Europe, the USA and Africa. A Game for Rough Girls is the first text to properly theorize the development of the game. Examining recreational and elite levels, the author provides a thorough critique, placing women's experience in the context of broader cultural and sports studies debates on social change, gender, power and global economics.
"An interesting and informative look at the All-American Girls Professional Baseball League that operated from 1945–1954.... A significant title." --School Library Journal, starred review
America's children are joining and quitting youth sports in record numbers. If kids can't find the fun in an activity, they may try to find the way out. If an adult can't find the right tools, they may not know the right words to say or the right actions to take. In Raising Your Game, authors Ethan J. Skolnick and Dr. Andrea Corn present a guide adults can use to ensure the most enjoyable and enriching youth sports experience for a child. Through a combination of advice from more than 100 elite athletes and time-tested sports psychology concepts, Raising Your Game prompts parents to consider what really matters when it comes to their kids and sports. From LeBron James to Shannon Miller, Brandi Chastain to Jason Taylor, John Smoltz to Mary Joe Fernandez, Sanya Richards-Ross to Torii Hunter, athletes from across the sports spectrum discuss their setbacks and successes what worked for them and what didn't. Raising Your Game discusses the types of guidance that can ignite inspiration and foster participation, practice, and progress, and which methods can create frustration and dejection. It shows the difference a supportive parent can make by showing up, showing interest and, at times, showing restraint.