Trapped in a Video Game

Trapped in a Video Game

Includes More to explore! A special section featuring fun facts and games!

Author: Dustin Brady

Publisher:

ISBN: 1449494862

Category: Juvenile Fiction

Page: 144

View: 970

Kids who love video games will love this first installment of the new 5-book series about 12-year old Jesse Rigsby and the wild adventures he encounters getting sucked into different video games. Jesse Rigsby hates video games--and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good!
Categories: Juvenile Fiction

Trapped in a Video Game The Complete Series

Trapped in a Video Game  The Complete Series

Jesse and Eric have ten minutes to jump into a video game and stop a powerful enemy.

Author: Dustin Brady

Publisher: Trapped in a Video Game

ISBN: 1449499554

Category: Juvenile Fiction

Page:

View: 882

Five great Trapped in a Video Game books in one box! Includes: Trapped in a Video Game (Book 1) Trapped in a Video Game (Book 2): The Invisible Invasion Trapped in a Video Game (Book 3): Robots Revolt Trapped in a Video Game (Book 4): Return to Doom Island Trapped in a Video Game (Book 5): The Final Boss
Categories: Juvenile Fiction

Trapped in a Video Game The Complete Series

Trapped in a Video Game  The Complete Series

In this section, you'll use the table on the next page to translate binary into hints about the next Trapped in a Video Game book. It might be helpful to copy the binary below onto a piece of paper first. Work through the numbers left ...

Author: Dustin Brady

Publisher: Andrews McMeel Publishing

ISBN: 9781524862930

Category: Juvenile Fiction

Page: 720

View: 237

Five books in one! With nonstop action, huge plot twists, and tons of humor, this series will quickly have your 7- to 12-year-old video game fan begging for just one more chapter. Getting sucked into a video game is not as much fun as you'd think. Sure, there are jetpacks, hover tanks, and infinite lives, but what happens when the game starts to turn on you? In this best-selling series, 12-year-old Jesse Rigsby finds out just how dangerous video games-and the people making those games - can be. Book One: Trapped in a Video Game Jesse hates video games - and for good reason. You see, a video game character is trying to kill him. After getting sucked into the new game Full Blast with his best friend, Eric, Jesse quickly discovers that he's being followed by a mysterious figure. If he doesn't figure out what's going on fast, he'll be trapped for good! Book Two: The Invisible Invasion Jesse's rescue mission has led him into the world of Go Wild, a Pokemon Go-style mobile game full of hidden danger and invisible monsters. Can Jesse stay alive long enough to sneak into the shady video game company and uncover what they're hiding? Book Three: Robots Revolt The robot villains from Super Bot World 3 have been released into the real world, and it's up to Jesse to get them back. This is Jesse's most dangerous mission yet, because this time, the video game is real. And in the real world, there are no extra lives. Book Four: Return to Doom Island In this retro adventure, Jesse will need to outsmart a superintelligent android, outlast a tireless drone, and outswim an eight-bit shark. If he can somehow pull all that off, Jesse will discover that he hasn't even gotten to the scary part yet. Book Five: The Final Boss Jesse and Eric have 10 minutes to save the world. In those 10 minutes, they're supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it's too late. Sound impossible? It's super impossible. The clock is ticking.
Categories: Juvenile Fiction

Trapped in a Video Game Book 5

Trapped in a Video Game  Book 5

For example, a domino might hit a wood block that hits a video game case that hits a Trapped in a Video Game book that hits a Harry Potter book. 3. BALLOON POPPER Build a teeter-totter with a pin fastened on one end.

Author: Dustin Brady

Publisher: Andrews McMeel Publishing

ISBN: 9781524852238

Category: Juvenile Fiction

Page: 208

View: 570

Jesse and Eric have ten minutes to save the world. In those ten minutes, they’re supposed to dive into a massive video game universe, track down an all-powerful madman, and stop his evil plan before it’s too late. Sound impossible? It’s super impossible. There will be fire-breathing pterodactyls, angry green giants, and unicorns that shoot lasers out of their hooves. If Jesse and Eric are going to survive long enough to fight the final boss, they’ll need to rely on each other like never before. Do they have what it takes? The clock is ticking.
Categories: Juvenile Fiction

TRAPPED Books 1 2 3

TRAPPED Books 1  2    3

An action-packed story about five kids who test out a brand new virtual reality video game.

Author: Richard Axtell

Publisher:

ISBN: 9798579349736

Category:

Page: 570

View: 210

An action-packed story about five kids who test out a brand new virtual reality video game. Book 1 - The Virtual Guardians Jason Finn is THE BEST at video games. When he hears about the company LiveReal testing out their brand-new virtual gaming system, in his town, how could he not get involved? Ava, Ben, Brittany, and Frankie join him on his adventure! But something isn't right. The game is dangerous! There are magic spades, and chickens running wild! Worst of all, once you're in the game, you can never escape. Will the friends ever be able to return home to their beloved, non-life threatening, video game consoles? Book 2 - Home Sweet Home Jason and his friends have escaped the evil clutches of the LiveReal corporation and their diabolical game... except for the fact that they haven't escaped at all! To make things worse, this time the game is based on REAL LIFE! What a yawnfest. Who thought it would be a good idea to make a game about SCHOOL and HOMEWORK and DETENTION?! Could things get any worse? Probably! Book 3 - Gaming The System They escaped - but now they've got to go back in! Jason and his friends dive back into LiveReal's evil game system to find their lost friend, Ben - but it all goes wrong! Everyone is thrown into their own game. They first have to save themselves, then save each other and finally, save Ben. That's a whole lot of saving! With LiveReal watching their every move... will they make it? Or will they be trapped in the virtual land until the end of their days? Perfect for kids who enjoy gaming, science fiction, and technology!
Categories:

TRAPPED Book 1 The Virtual Guardians

TRAPPED Book 1   The Virtual Guardians

Jason Finn is THE BEST at video games.

Author: Richard Axtell

Publisher:

ISBN: 9798575992318

Category:

Page: 214

View: 372

Jason Finn is THE BEST at video games. When he hears about the company LiveReal testing out their brand-new virtual gaming system, in his town, how could he not get involved? Ava, Ben, Brittany, and Frankie join him on his adventure! But something isn't right. The game is dangerous! There are magic spades, and chickens running wild! Worst of all, once you're in the game, you can never escape. Will the friends ever be able to return home to their beloved, non-life threatening, video game consoles?
Categories:

Writing and Reading Connections

Writing and Reading Connections

After introducing the strategies in Steps 1 and 2, McCourtney shows students how to monitor their thinking processes with sticky ... Jackson's sticky note for predicting the plot of this last book in the Trapped in a Video Game series.

Author: Zoi A. Philippakos

Publisher: Guilford Publications

ISBN: 9781462550463

Category: Education

Page: 370

View: 122

Writing skills are essential for success in the 21st-century school and workplace, but most classrooms devote far more time to reading instruction, with writing often addressed in isolation or excluded. In this insightful professional development resource and text, leading researchers discuss why and how to integrate writing and reading instruction in grades K–12 and beyond. Contributors explore how to harness writing–reading connections to support learning in such areas as phonics and spelling, vocabulary, understanding genre and text structure, and self-regulated strategy development, as well as across content areas and disciplines. Special considerations in teaching emergent bilingual students and struggling literacy learners are described. User-friendly features include guiding questions, classroom examples, and action questions that help teachers translate the research and concepts into practice.
Categories: Education

Escape from a Video Game

Escape from a Video Game

Other Books by Dustin Brady Escape from a Video Game: e Secret of Phantom Island Escape from a Video Game: ... Doom Island Trapped in a Video Game: e Final Boss Superhero for a Day Who Stole Mr. T?: Leila and Nugget Mystery #1 e ...

Author: Dustin Brady

Publisher: Andrews McMeel Publishing

ISBN: 9781524878320

Category: Juvenile Fiction

Page: 192

View: 447

The latest battle royale video game from Bionosoft promises a crazy cast of villains, over-the-top superweapons, and non-stop action. But when you get sucked into the game, you discover that Grim Island is home to something far stranger than a few costumed baddies. Young gamers control the action in this new interactive adventure from the bestselling author of Trapped in a Video Game. They’ll use critical thinking skills to solve puzzles, explore hidden areas, and outsmart villains. Then, once they finish the main story, they’ll get a chance to unlock a whole new tale. Fans of battle royale games like Fortnite will fall in love with the story’s frenetic pace and quirky humor, while parents will appreciate a book that can captivate the attention of their “I’d rather be gaming” kid.
Categories: Juvenile Fiction

Digiboy

Digiboy

This is why he has been making a game for himself and his friends to play. But when something goes wrong and he lands up inside the video game, Finn meets Digiboy and the game is on!

Author: Marian Brennan

Publisher: Blackditch Press

ISBN: 173998353X

Category:

Page: 0

View: 196

Join Finn and his friends for a non-stop adventure full of action, laughs and fun! Trapped in a video game, the kids need to dig deep to make it through the game and to beat the hackers. Finn is smart, funny and loves a challenge of any kind. Finn likes video games, coding and anything Science related... Finn's dad encourages him to code, by telling him that he can play any video game that he writes the code for himself. This is why he has been making a game for himself and his friends to play. But when something goes wrong and he lands up inside the video game, Finn meets Digiboy and the game is on! The game has been locked with seemingly no exit for the kids. Digiboy is a legend in the coding world, but not even he can crack the game. Finn and his friends not only need to beat the game, but also to outsmart the hackers to get out! The challenges pushes Finn and his friends to their limit! Marian Brennan was most recently Children's #1 bestseller for the first book in the Adventures of Finn O'Shea series - The Inventions of Finn O'Shea #1 in children's books on engineering (Amazon-2021).
Categories:

Publishers Weekly Book Publishing Almanac 2022

Publishers Weekly Book Publishing Almanac 2022

A Master Class in the Art of Bringing Books to Readers Publishers Weekly. 29. Holes. Louis Sachar. ... Dinosaurs Before Dark (Magic Tree House #1). Mary Pope Osborne, illus. by Sal Murdocca. ... Trapped in a Video Game. Dustin Brady.

Author: Publishers Weekly

Publisher: Simon and Schuster

ISBN: 9781510768901

Category: Reference

Page: 768

View: 678

Announcing the first edition of Publishers Weekly Book Publishing Almanac 2022. Designed to help authors, editors, agents, publicists, and anyone else working in book publishing understand the changing landscape of book publishing, it is an essential reference for anyone who works in the industry. Written by industry veterans and co-published with Publishers Weekly magazine, here is the first-ever book to offer a comprehensive view of how modern book publishing works. It offers history and context, as well as up-to-the-minute information for anyone interested in working in the field and for authors looking to succeed with a publisher or by self-publishing. You’ll find here information on: Finding an agent Self-publishing Amazon Barnes & Noble and other book chains Independent bookstores Special sales (non-traditional book markets) Distribution Foreign markets Publicity, Marketing, Advertising Subsidiary rights Book production E-books and audiobooks Diversity, equity, and inclusion across the industry And more! Whether you’re a seasoned publishing professional, just starting out in the business, or simply interested in how book publishing works, the Publishers Weekly Book Publishing Almanac will be an annual go-to reference guide and an essential, authoritative resource that will make that knowledge accessible to a broad audience. Featuring original essays from and interviews with some of the industry's most insightful and innovative voices along with highlights of PW's news coverage over the last year, the Publishers Weekly Book Publishing Almanac is an indispensable guide for publishers, editors, agents, publicists, authors and anyone who wants better to understand this business, its history, and its mysteries.
Categories: Reference