Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres.
Did you know the Nintendo Wii had a medical condition named after it? Or that the Sega Saturn almost had the Nintendo 64's graphics chip? Did you realize the Atari Jaguar contained five different processors? Are you aware that a fake website about beekeeping was used to promote an Xbox game? Learn about all of this and more in this unique trivia book about the history of video game consoles that gives you the complete stories in detail! These facts cover a wide range of subjects, such as which console introduced certain technology and features, esoteric hardware oddities, marketing fails and successes, stories behind key games, how certain indispensable people shaped the whole industry, development history, court cases, peculiar events, weird relationships between companies and technical explanations. Plenty of these would be obscure facts that you may not know, but even if you are familiar with them, do you know the full story? 31 video game consoles stretching from 1972 to 2017 are covered, containing more than 235 in-depth facts, numerous other pieces of trivia and over 350 images to create a single package unlike any other that gamers of all ages will find interesting! If you want to fill your head with plenty of knowledge about your favorite video game consoles to amaze your friends with, then this book is for you!
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t
A look at the darker side of the competitive video-game industry traces the rivalries between companies, describes the world of professional elite players, and evaluates gaming as a big-money intersection between business and pop culture.
The creation and expression of identity (or of multiple identities) in immersive computer-mediated environments (CMEs) is rapidly transforming consumer behavior. The various social networking and gaming sites have millions of registered users worldwide, and major corporations are beginning to attempt to reach and entice the growing flood of consumers occupying these virtual worlds. Despite this huge potential, however, experts know very little about the best way to talk to consumers in these online environments. How will well-established research findings from the offline world transfer to CMEs? That's where "Virtual Social Identity and Consumer Behavior" comes in. Written by two of the leading experts in the field, it presents cutting-edge academic research on virtual social identity, explores consumer behavior in virtual worlds, and offers important implications for marketers interested in working in these environments. The book provides special insight into the largest and fastest growing group of users - kids and teens. There is no better source for understanding the impact of virtual social identities on consumers, consumer behavior, and electronic commerce.
**Winner of the TAA 2017 Textbook Excellence Award** “Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users."—TAA Judges Panel Social Media Marketing was the first textbook to cover this vital subject. It shows how social media fits into and complements the marketer’s toolbox. The book melds essential theory with practical application as it covers core skills such as strategic planning for social media applications, incorporating these platforms into the brand’s marketing communications executions, and harnessing social media data to yield customer insights. The authors outline the "Four Zones" of social media that marketers can use to achieve their strategic objectives. These include: 1. Community (e.g. Instagram) 2. Publishing (e.g. Tumblr) 3. Entertainment (e.g. Candy Crush Saga) 4. Commerce (e.g. Groupon) This Second Edition contains new examples, industry developments and academic research to help students remain current in their marketing studies, as well as a new and improved user-friendly layout to make the text easy to navigate. The textbook also provides a free companion website that offers valuable additional resources for both instructors and students. Visit: study.sagepub.com/smm. Readers of the book are also invited to join the authors and others online by using the hashtag: #smm
Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.
Bless me Father, for I have sinned," says the penitent to open the dialogue in Catholic confessionals across the globe and throughout the ages. Along with the priest's words, "For your penance . . ." this encounter is an icon of Catholic life. But does the script, and the practices it signifies, have any relevance beyond the confessional? In The Politics of Penance, Michael Griffin responds yes. He explores great figures of the Christian tradition--the early Irish monks, St. Thomas Aquinas, and Pope St. John Paul II--to offer surprising insights for social repair. The result is a new ethic, which Griffin applies to contemporary crises in criminal justice, truth and reconciliation, and the treatment of soldiers returning from war.
Consumer behaviour is more than buying things; it also embraces the study of how having (or not having) things affects our lives and how possessions influence the way we feel about ourselves and each other - our state of being. The 3rd edition of Consumer Behaviour is presented in a contemporary framework based around the buying, having and being model and in an Australasian context. Students will be engaged and excited by the most current research, real-world examples, global coverage, managerial applications and ethical examples to cover all facets of consumer behaviour. With new coverage of Personality and incorporating real consumer data, Consumer Behaviour is fresh, relevant and up-to-date. It provides students with the best possible introduction to this fascinating discipline.
Electracy and Transmedia Studies | Series Editors: Jan Rune Holmevik and Cynthia Haynes. IDENTITY AND COLLABORATION IN WORLD OF WARCRAFT tells the story of what happens when a Cherokee gamer, using a storyteller’s perspective and a methodology built from equal parts Indigenous tradition and current academic field knowledge, spends a year in what was at-the-time the largest online video game in the world. Following from work by James Paul Gee and Bonnie Nardi, Phillip Michael Alexander ventured forth into the game world to see what someone who was a gamer long before he was an academic might see in this same fascinating virtual space. In working with, playing with, and sharing the stories of a ten-person “raid” group—players performing at the highest level within the game—he set out to determine how those gamers most invested in success built identities and communities. The resulting work is a reader-friendly, theory-informed, virtual-boots-on-the-virtual-ground look at how gamers craft in-game identities, find like-minded gamers to form group identities, then organize to do staggering amounts of work in a virtual world. For anyone who ever wondered what the appeal of World of Warcraft is, Phillip Michael Alexander illustrates how some of the most active, most engaged, and most talented players spend their time in that virtual world.
This third volume in Mike Ashley's four-volume study of the science-fiction magazines focuses on the turbulent years of the 1970s, when the United States emerged from the Vietnam War into an economic crisis. It saw the end of the Apollo moon programme and the start of the ecology movement. This proved to be one of the most complicated periods for the science-fiction magazines. Not only were they struggling to survive within the economic climate, they also had to cope with the death of the father of modern science fiction, John W. Campbell, Jr., while facing new and potentially threatening opposition. The market for science fiction diversified as never before, with the growth in new anthologies, the emergence of semi-professional magazines, the explosion of science fiction in college, the start of role-playing gaming magazines, underground and adult comics and, with the success of Star Wars, media magazines. This volume explores how the traditional science-fiction magazines coped with this, from the
Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry, including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry.
Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications
Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.
The biblical narrative of Sodom and Gomorrah has served as an archetypal story of divine antipathy towards same sex love and desire. 'Sodomy' offers a study of the reception of this story in Christian and Jewish traditions from antiquity to the Reformation. The book argues that the homophobic interpretation of Sodom and Gomorrah is a Christian invention which emerged in the first few centuries of the Christian era. The Jewish tradition - in which Sodom and Gomorrah are associated primarily with inhospitality, xenophobia and abuse of the poor - presents a very different picture. The book will be of interest to students and scholars seeking a fresh perspective on biblical approaches to sexuality.
2017 is the 100th anniversary of America’s declaration of war against Germany. Many historians take a diminutive stance regarding America’s involvement but it cannot be underestimated by any means. It was the reason that brought Germany to it is knees and forced them to accept an armistice that was a victory of sorts achieved over the German forces and their allies. There is global renewed interest in World War One. All the protagonists are long dead but many of their relatives are still with us. This volume will draw you into the whole experience from the home front to the hell of the trenches. These are the voices of those who were never heard but their suffering and their involvement was total and uncompromising, and now finally they can breathe again. They are not forgotten.
Harness the powerful features of .NET MAUI, the evolution of Xamarin.Forms, to create multi-platform app projects using location services, the weather API, machine learning, and much more Key Features Leverage .NET MAUI through real-world projects, from weather apps to real-time multiplayer games with SignalR and Azure Functions Explore the essential features of .NET MAUI such as Shell, CollectionView, and CarouselView Go beyond the basics with advanced topics like machine learning using TensorFlow and ML.NET Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionThis third edition of .NET MAUI Projects explores the features of .NET MAUI, a lightweight multi-platform development toolkit for building apps with a rich user interface. Updated to cover the latest features of .NET MAUI, including CollectionView and Shell, this book delves into concepts such as machine learning and cloud services. Starting with an overview of .NET Core and how it works, this book shares tips for choosing the right development environment for planning multi-platform apps. You'll then build your first .NET MAUI app and advance to learning how to use Shell to implement app architecture. Progressing in complexity, the projects guide you through creating apps, ranging from a location tracker and weather map to machine learning and multiplayer games. Further, the book will take you through modern mobile development frameworks such as SQLite, .NET Core, and ML.NET, empowering you to customize your apps for Windows, macOS, Android, and iOS platforms for native-like performance. Engaging examples are woven throughout the book so you can grasp essential concepts by writing code rather than extensive theory. By the end of this book, you'll be ready to develop your own native apps using .NET MAUI and associated technologies such as .NET Core, Visual Studio 2022, and C#.What you will learn Set up .NET MAUI to build native apps for multiple platforms using its single project capabilities Understand the core aspects of developing a mobile app, such as layout, UX, and rendering Use custom handlers for platform-specific access Discover how to create custom layouts for your apps with .NET MAUI Shell Implement serverless services in your .NET MAUI apps using Azure SignalR Create a .NET MAUI Blazor application leveraging the power of web technologies Build and train machine learning models using ML.NET and Azure Cognitive Services Who this book is for This book is for C# and .NET developers who want to learn .NET MAUI and get started with native .NET Core mobile application development from the ground up. Working knowledge of Visual Studio and C# will help you to get the most out of this book.
In Writing Music for Commercials: Television, Radio, and New Media, professor, composer, arranger, and producer Michael Zager describes the process of composing and arranging music specifically for commercials across the growing variety of media formats. Writing music for commercials requires composers not only learn the craft of writing short-form compositions that can stand on their own, but also understand the advertising business. In this third edition of his original Writing Music for Television and Radio Commericals, Zager walks starting composers through the business and art of writing music that aims for a product’s target audience and, when done well, hits its mark. Chapter by chapter, Zager covers a broad array of topics: how to approach and analyze commercials from a specifically musical perspective, the range of compositional techniques for underscoring and composing jingles, the standard expectations and techniques for arranging and orchestration, and finally the composing of music for radio commercials, corporate videos, infomercials, theatrical trailers, video games, Internet commercials, websites, and web series (webisodes). This third edition has been updated to include more in-depth analysis of the changing landscape of music writing for modern media, with critical information on composing not only for the Web but for mobile applications, from video-driven advertising in online newspapers to electronic greeting cards. Zager also includes new interviews with industry professionals, updated business information, the latest sound design concepts, and much more. Writing Music for Commercials: Television, Radio, and New Media features: Easy-to-read chapters for beginning and intermediate music composition students Over a hundred graphics and musical examples Interviews with industry professionals An assortment of assignments to train and test readers, preparing them for the world of writing music for various media Online audio samples that illustrate the book’s principles Writing Music for Commercials is designed not only for composers but for students and professionals at every level.
This textbook describes the process of composing, arranging, orchestrating, and producing music for jingles and commercials, and provides a comprehensive overview of the commercial music business. Rewritten and reformatted to increase readability and use in the classroom, this second edition includes new chapters on theatrical trailers, video games, Internet commercials, Web site music, and made-for-the-Internet video.
One look at the App Store will show you just how hot iPhone games have become. Games make up more than 25 percent of all apps, and more than 70 percent of the apps in the App Store's Most Popular category. Surprised? Of course not! We've all filled our iPhones with games, and many of us hope to develop the next bestseller. This book is a collection of must-know information from master independent iPhone game developers. In it, you'll discover how some of the most innovative and creative game developers have made it to the pinnacle of game design and profitability. This book is loaded with practical tips for efficient development, and for creating compelling, addictive gaming experiences. And it's not all talk! It's supported with code examples that you can download and use to realize your own great ideas. This book's authors are responsible for some of the all-time most popular and talked-about games: Brian Greenstone developed Enigmo and Cro-Mag Rally. Aaron Fothergill developed Flick Fishing. Mike Lee developed Tap Tap Revolution, the most downloaded game in App Store history. Mike Kasprzak's Smiles was a finalist in the IGF 2009 Best Mobile Game competition. PJ Cabrera, Richard Zito, and Matthew Aitken (Quick Draw, Pole2Pole); Joachim Bondo (Deep Green); and Olivier Hennessy and Clayton Kane (Apache Lander) have received glowing reviews and accolades for their games. Pair iPhone Games Projects with Apress's best-selling Beginning iPhone Development: Exploring the iPhone SDK, and you'll have everything you need to create the next game to top the sales charts.
Unleash your iPod touch and take it to the limit using secret tips and techniques. Fast and fun to read, Taking Your iPod touch 5 to the Max will help you get the most out of iOS 5 on your iPod touch. You’ll find all the best undocumented tricks, as well as the most efficient and enjoyable introduction to the iPod touch available. Starting with the basics, you’ll quickly move on to discover the iPod touch's hidden potential, like how to connect to a TV and get contract-free VoIP. From e-mail and surfing the Web, to using iTunes, iBooks, games, photos, ripping DVDs and getting free VoIP with Skype or FaceTime—whether you have a new iPod touch, or an older iPod touch with iOS 5, you'll find it all in this book. You’ll even learn tips on where to get the best and cheapest iPod touch accessories. Get ready to take iPod touch to the max!
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
The first part of this book discusses the mobile games industry, and includes analysis of why the mobile industry differs from other sectors of the games market, a discussion of the sales of mobile games, their types, the gamers who play them, and how the games are sold. The second part describes key aspects of writing games for Symbian smartphones using Symbian C++ and native APIs. The chapters cover the use of graphics and audio, multiplayer game design, the basics of writing a game loop using Symbian OS active objects, and general good practice. There is also a chapter covering the use of hardware APIs, such as the camera and vibra. Part Three covers porting games to Symbian OS using C or C++, and discusses the standards support that Symbian OS provides,and some of the middleware solutions available. A chapter about the N-Gage platform discusses how Nokia is pioneering the next generation of mobile games, by providing a platform SDK for professional games developers to port games rapidly and effectively. The final part of the book discusses how to create mobile games for Symbian smartphones using java ME, Doja (for Japan) or Flash Lite 2. This book will help you if you are: * a C++ developer familiar with mobile development but new to the games market * a professional games developer wishing to port your games to run on Symbian OS platforms such as S60 and UIQ * someone who is interested in creating C++, Java ME or Flash Lite games for Symbian smartphones. This book shows how to create mobile games for Symbian smartphones such as S60 3rd Edition, UIQ3 or FOMA devices. It includes contributions from a number of experts in the mobile games industry, including Nokia's N-gage team, Ideaworks3D, and ZingMagic, as well as academics leading the field of innovative mobile experiences.
The end of the world is just the beginning. Earth has suffered a devastating attack by an unknown force of extraterrestrial origin, wiping out a civilization ten thousand years in the making in one day. Who are they, and why have they come? The survivors include Char Nelson and her team of powered combat armor 'Jockeys,' Nathan Bradley, a soldier who fights at the side of an alien of our own making and Arlan Moncrieffe, and analyst that must determine what our attackers want... and how to stop them. Together they will fight a guerrilla war against their technologically superior adversaries in the vain hope of driving them off before they can strip the world of life. But they may be doomed to fail unless they can find a way to strike directly against the aliens, unassailable in their fortress-mothership orbiting high above the earth.
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design. This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions. This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.
The mind-blowing conclusion to the Monster trilogy and the final installment in the Gone series from science fiction and fantasy master Michael Grant is perfect for superhero and Stephen King fans alike. After the fall of Perdido Beach dome, a new set of humans developed mutant powers from the rock infected with alien virus. They are the Rockborn Gang: Dekka, Shade, Cruz, Malik, Armo, and Francis. With their superpowers, they have defended the earth from other rockborn who used their powers for evil, like Dillon Poe. When another rock carrying the virus strikes New York, a new foe, Bob Markovic, rises with a horrifying and nearly unstoppable ability. Markovic’s unending ambition and lack of a moral compass made him unbearable before the virus. And that was before he was a swarm of plague-ridden insects, with the power and means to take over the city—and maybe the world. As the Rockborn Gang try to defeat their latest villain, they will find themselves on morally gray grounds and have to make tough decisions if they want to save the world. In this pulse-pounding finale to the saga more than ten years in the making, Michael Grant delivers an unforgettable conclusion while asking: What does it take to be a hero? Praise for Monster: “Ratchets up the gore and action, and features a diverse cast of characters. An evocative, intricately plotted companion series.” –ALA Booklist Read the entire series: Gone Hunger Lies Plague Fear Light Monster Villain Hero
Sports Devotions to Help Your Child Win in Life From the father-and-son team of Michael and Christopher Ross comes this unique devotional combining your kid's love of sports with faith and life lessons to encourage growth. Your child will be inspired by tons of pro tips from sports superstars, including Tim Tebow, Stephen Curry, Allyson Felix, and many more. These forty devotions feature stories from 15-year-old Christopher's world, plus kid-relevant teachings that bring Bible verses to life. Your kid will get the game plan for making good decisions in three key areas: With the Team—learning godly sportsmanship At School—having A+ encounters with teachers and friends With Family—scoring big with parents and siblings A Kid's Game Plan for Great Choices will help your child see the connection between the things they love and the One who loves them.
Provides buying advice and profiles of a variety of gadgets, including MP3 players, cell phones, home theater equipment, satellite radio, and GPS navigation systems.
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