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The toughest mobs in the overworld are ready to compete! Spring has sprung, and every mob at Mob Middle School is looking forward to the Overworld Games -- except Gerald Creeper Jr. Other schools are coming to compete from as far away as the Nether! But Gerald's got a problem. He's not big on sprinting, spider riding, or strategic explosions. So which event is this creeper cut out for? Through some creative creeping, Gerald manages to get a few new events on the schedule. Pig riding, anyone? Firework crafting? When Dad gets involved, Gerald wants to make him proud. But, man, that team from the Nether looks awfully tough. This creeper could be in way over his head . . . Gerald's ups and downs at Mob Middle School continue in this fourth book in the laugh-out-loud funny, heavily illustrated, diary-format series for Minecrafters.
New York Times bestselling authors and YouTube sensations Pat and Jen from the beloved Minecraft-inspired channel PopularMMOs fall into a “fun-tastic” new world in their exhilarating fourth graphic novel adventure, Into the Overworld. Pat and Jen do everything together, including saving the day! But when Jen and Evil Jen find out they have one chance to find their long-lost mother in the Overworld, Jen’s going to take it—even if it means that Pat can’t join her on an adventure for the first time ever. With Mr. Rainbow’s help travelling to the Overworld should be the easiest part, but when something goes wrong, Jen and Evil Jen wind up trapped in the nether. Right about now would be the perfect time for Pat to help save the day, wouldn’t it? But turns out, Pat himself has been imprisoned by an old villain set on the revenge. Pat’s desperate to escape because he knows something that Jen doesn’t . . . she’s walking straight into a trap! There’s an evil plot to start a zombie war brewing, and the person behind it may be the only one who could outsmart Jen and Evil Jen. Can Pat find a way to reach them in time and warn them before it’s too late? Join the adventure in the fourth book of the New York Times bestselling graphic novel series from PopularMMOs, one of the most popular YouTubers in the world, with over 22 million subscribers and 14 billion views!
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
"The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?
Go in search of mobs--good and bad--with the only official Leveled Reader series based on Minecraft! Bonus: Includes over 30 stickers! Minecraft(R) is the best-selling video game of all time! And now learning to read has never been more fun for younger fans of the game ages 4 to 7. They'll get a great introduction to Overworld mobs as Emmy, Birch, and their tame wolf Byte set out on an adventure to find Emmy a pet of her own. Along the way, they will encounter mobs that are helpful and mobs that are hostile in a story that's filled with fun and action. Over 30 full-color stickers add to the fun! Step 3 readers feature engaging characters in easy-to-follow plots about popular topics for children who are ready to read on their own. © 2021 Mojang AB and Mojang Synergies AB. MINECRAFT and MOJANG are trademarks or registered trademarks of Mojang Synergies AB.
A New York Times Best Seller!The world of Minecraft comes to life in this thrilling adventure for boys and girls! Gameknight999 loved Minecraft, but above all else, he loved to grief—to intentionally ruin the gaming experience for other users. When one of his father’s inventions teleports him into the game, Gameknight is forced to live out a real-life adventure inside a digital world. What will happen if he’s killed? Will he respawn? Die in real life? Stuck in the game, Gameknight discovers Minecraft’s best-kept secret, something not even the game’s programmers realize: the creatures within the game are alive! He will have to stay one step ahead of the sharp claws of zombies and pointed fangs of spiders, but he’ll also have to learn to make friends and work as a team if he has any chance of surviving the Minecraft war his arrival has started. This action-packed tribute to the worldwide computer game phenomenon is a runaway publishing smash and the perfect companion for Minecraft fans of all ages.
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
From Robin Sloan, the New York Times bestselling author of Mr. Penumbra’s 24-Hour Bookstore, comes Sourdough, "a perfect parable for our times" (San Francisco Magazine): a delicious and funny novel about an overworked and under-socialized software engineer discovering a calling and a community as a baker. Named One of the Best Books of the Year by NPR, the San Francisco Chronicle, and Southern Living Lois Clary is a software engineer at General Dexterity, a San Francisco robotics company with world-changing ambitions. She codes all day and collapses at night, her human contact limited to the two brothers who run the neighborhood hole-in-the-wall from which she orders dinner every evening. Then, disaster! Visa issues. The brothers quickly close up shop. But they have one last delivery for Lois: their culture, the sourdough starter used to bake their bread. She must keep it alive, they tell her—feed it daily, play it music, and learn to bake with it. Lois is no baker, but she could use a roommate, even if it is a needy colony of microorganisms. Soon, not only is she eating her own homemade bread, she’s providing loaves to the General Dexterity cafeteria every day. Then the company chef urges her to take her product to the farmer’s market—and a whole new world opens up.