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Berrett-Koehler Publishers

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Regular price €24,95
Regular price €24,95 Sale price €24,95
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9781576754337
ISBN:
9781576754337
Pages:
240
Language:

Release Date:
May 17, 2007

EXTERNAL STOCK. Will be dispatched in 3-4 weeks.

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ABOUT

Video games have been a source of controversy in the media almost since their invention. At best, these digital diversions are thought of as trivial, childish obsessions. At worst, they are attacked as violent, antisocial, corrupting, and dangerous to our youth. But as Rusel DeMaria shows, video games may represent one of the most powerful learning technologies ever invented. He turns the controversy on its head and shows the positive potential of the much-maligned video game to inspire, motivate, and teach.

DeMaria delves deeply into the realities of the gaming world, analyzing both the business forces driving game development and the unique qualities that distinguish video games from all other popular media. Drawing on the latest research on play and learning, he explains that it is precisely these qualities—a combination DeMaria calls the “magic edge”—that make video games such potentially powerful tools. He shows how games can be designed to integrate content that educates, inspires, motivates, and empowers players—even as they lure them in with their drama and thrill them with special effects—and offers numerous examples of popular games that do just that. He even offers a primer to help curious non-gamers begin to explore the gaming world and discover the positive potential of games for themselves.

DeMaria presents video games in a new light and details many of the ways they can facilitate learning. Because millions of people are playing games all around the world, we owe it to ourselves to utilize their positive power to spark imaginations and make learning fun for our own kids and for gamers around the world.

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STANDARD, PRIMARY, DM AND VARIANT COVERS

Standard and Primary covers are widely available through general retailers. They often have higher print runs and can be cheaper, especially during sales.

In contrast, Direct Market (DM) and variant covers are primarily sold in comic shops. DM editions tend to have more limited availability and may be more valuable to collectors.

The main differences lie in artwork style, availability, price, and collector appeal. Ultimately, the choice between standard and variant covers depends on personal preference, budget, and individual collecting goals.

PRODUCT TYPES

Comic book enthusiasts have various formats to choose from when collecting their favorite stories.
Here's a brief overview of the main types:

Omnibus

  • Large, hardcover collections
  • Usually contain complete runs or extensive story arcs
  • Typically 800-1000+ pages
  • Higher price point, often €100-€150

Oversized Hardcover (OHC)

  • Similar dimensions to omnibus, but thinner
  • Collect shorter runs or story arcs
  • Usually 300-600 pages
  • Priced between €30-€50

Hardcover (HC)

  • Standard-sized hardcover books
  • Collect 6-12 issues typically
  • Similar dimensions to single issues, but with a hard cover
  • Priced around €25-€35

Trade Paperback (TP)

  • Softcover collections
  • Standard comic book size
  • Usually collect 4-6 issues
  • Most affordable option, typically €15-€25

Other Formats

  • Absolute Editions: Oversized, deluxe hardcovers (mainly DC Comics)
  • Compendiums: Massive paperback collections
  • Graphic Novels (OGN/GN): Original stories not previously released as single issues

The choice between these formats often depends on personal preference, budget, and collecting goals. Omnibus and OHC editions offer larger artwork and more content but at a higher price, while TPs provide a more affordable way to collect complete story arcs