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Jan Van Looy. Trent Hergenrader. Videogame Studies: Concepts, Cultures and Communication. Tobias Unterhuber. Laz Carter. Hellen Melo Pereira. Adam Ruch. Tobi Smethurst. Mary F Rice. Douglas W Brown. Phillip Penix-Tadsen.
Gavin Davies. Mihaela Muresanu. Maribel Escalas Ruiz. Jeffrey A Tolbert. Teun Dubbelman. Brad Power. Nancy Partridge. Helen Stuckey. Roger Moseley. First Edition. Andrew Burn. Sebastian Diaz-Gasca. CarrieLynn D Reinhard.
Dominik Markowski. Dakoda Barker. Nele Van de Mosselaer. Cristina Botta. Daniel Lowell Gardner, Ph. Special Issue on Escape Rooms. Clara Fernandez Vara. Log in with Facebook Log in with Google.
Remember me on this computer. Enter the email address you signed up with and we'll email you a reset link. Need an account? Click here to sign up. Download Free PDF. Lisa Dusenberry. Related Papers. Thinking out of the box and back in the plane. Concepts of space and spatial representation in two classic adventure games. Computer Games as a Sociocultural Phenomenon. The instructional design of an educational game: form and function in JUMP.
Bridging Literacies with Videogames. The Naturalization of Knowledge. They extend their reach beyond the codex to include websites, voice mail, playing cards, and more as part of the reading experience. They are, to borrow media theorist N. Her academic interests include digital storytelling, playable media, and series literature. The core questions at the heart of this model are: How does the text communicate to the user what actions and knowledge are meaningful, and What ramifications does this dynamic have for the reader- player and for our constructions of childhood?
Reader- players come to game books with expectations about the genres and mechanics of the texts. A good game book works with these initial expectations and uses them to shift the player into the kind of actions and goals that are meaningful for that particular text.
Each novel includes a card set, and there are alternate card sets that can be purchased separately. The reader, however, does not need to play the game or visit the online community to comprehend the plot of the novels.
The reader can call on her knowledge of the books to make sense of the cards, which, in turn, as- sist her in discovering the actions available to her online. If she has read the novels, then participation in the community and navigation around the Web site seem familiar and natural.
But the player does not necessarily have to experience the novels in order to participate in the community. From the child who only reads the novels, to the child who reads and then plays, to the child who bypasses the novels to immediately go online, each user dictates her willingness to take advantage of all the different media available to her. The reader-player is not in complete control of the meaning of the text, however.
Game books carefully structure user participation to privilege certain types of knowledge. Anne and the clue she protected supposedly sank with the ship. However, after reading through the onscreen information, the player finds out that Anne escaped the Titanic and spent her life hiding in Scotland with the clue.
After some time, the clue was lost in Loch Ness. The real Loch Ness monster myth is then written into the online game fiction as a cover story for protecting the clue.
The layering of fiction and real events provides the impetus for the player to complete a submarine mini-game to retrieve the clue element from the bottom of the Loch. The mini-game has everything to do with hand-eye coordination and little to do with Loch Ness or actual submarine navigational skills. The enjoyment of the text comes from the combination of the rules, which make the game function, and the narrative, which provides a framework and context for those rules.
The reader-player who finds a particular game frustrating or impossible to play might enlist friends, parents, or others to play that portion and attain the goal. Reader-players might also decide to pool their cards and play together on one profile, thus increasing their influence through their collective intelligence.
Thus, the game interface suggests that players might come together and create networks to share information. The text indicates that clues from the book for example, a phone number actually exist and that taking full advantage of the text means performing the action associated with the clue in the real world for example, calling the number.
The collaboration and collective intelligence these game books foster rely upon intertextuality and intermediation. However, several games for the system have challenged players to think of games as participative fictions.
Similar to the other game books, these DS games depend on user expectations and knowledge to function and to make their games coherent and enjoyable. Successful completion depends primarily on players achieving certain goals, and those actions trigger new dialog or open up new areas for exploration.
A seasoned mystery adventure game player would come to Trace Memory with the expectation that she should explore all playable areas, pick up whatever she can, and use those items persistently until she triggers task completion.
Most adventure games do not require or reward knowledge of dialog or character development; the rules and tasks of the game take precedence over the narra- tive, even though it is the narrative that provides the motives for, context of, and meaning of the actions the rules stipulate. And then, in spite of everything, she grinned.
The monkey reminded her of one of her favorite books set in London: The Little Princess, where a monkey homesick for India climbed across the rooftops to visit a lonely girl who was also homesick for India.
And then the monkey led to her finding a new family, even though her parents were dead Amy's grin faded. Fiction, she told herself.
Something else that isn't true. Anyhow, this monkey wasn't carrying treats. He was baring his teeth at Saladin, slamming his hand against the screen. He must have had something sharp in his hand --just his claws? Or a knife? The monkey sprang over Saladin, dropping 8 to the floor. And then in three quick bounds, he was at Nellie's side. He leaped up and snatched the paper from her hand. That's ours!
She dived for the monkey, trying to snatch the paper back. But the monkey darted away. He jumped up from the couch. He must have forgotten he still had his backpack on because he just fell forward, missing the monkey by a mile. The monkey skittered sideways toward Amy. She scrambled up and darted to the right. The monkey darted to the left. Saladin jumped down from the windowsill, as if he thought he and Amy could corner the monkey together. The monkey easily sprang past them.
He turned around once he reached the windowsill again. He grinned and nodded up and down, making a kee-kee-kee sound. She rushed toward the windowsill.
The monkey only laughed harder. Then, just as Nellie reached for him, he tossed a coinlike object into the room and plunged out the window, He was gone. With their only lead. It was some sort of thick metal, stamped with a fancy script "K" on each side.
The Kabras had become Dan and Amy's worst enemies in the Clue hunt. They were filthy rich -- and pure evil. He rushed to the window, getting there just a few steps ahead of Amy.
The monkey was several stories below them now. He had the paper rolled up in his 10 teeth and was climbing down a rope suspended from the roof.
While Dan, Amy, and Nellie watched, the monkey reached the ground and scrambled across the sidewalk. Then a pair of hands reached out of a waiting limo and scooped up the monkey. The door shut; the black limo sped away. She pronounced the name carefully, as if every syllable hurt. It does, Dan thought. He didn't ask how Amy thought she could recognize Isabel's hands from twelve stories up.
Isabel had murdered Amy and Dan's parents. She'd tried to murder Amy and Dan themselves back in Indonesia, and threatened them with death in Australia and South Africa.
Then there were all those times she'd sent her nasty children, Ian and Natalie, to attack them. Back in Korea, the Kabra kids had tried to leave Amy and Dan to die in a collapsed cave. When someone has been so incredibly cruel and awful to you so many times, you develop a sixth sense about them. You know when they're around.
Dan was just as certain as Amy that those had been Isabel's hands. Dan turned away from his sister because he couldn't stand seeing the agony on her face. He wished he could run after Isabel, beat her up, throw her in jail, take back everything she'd taken from them.
But he was an eleven-year-old kid. He didn't have much to work 11 with. The best he could do was to hock up a huge glob of phlegm and spit it out the window. He aimed precisely toward the speeding limo. Getting spit on her limo --that's the least she deserves. The advantage of having an au pair who was only twenty was that sometimes she thought and acted like a kid herself. But then she put on a stern face.
He was glad of the distraction. He thrust the "K" coin into Nellie's hand. I promise, I'll hit it on the first try. Now what? Was someone trying to steal his backpack? Right off his back? Dan whirled around. It was only Amy. Sometimes he wondered how they could be related. She was shy; he was a chatterbox. She liked books and quiet libraries; he liked noisy video games and any sort of joke that involved burping or farting.
Still, there had been times -- 12 especially during this Clue hunt--when Dan felt like he and Amy were practically the same person, thinking the same thought at the exact same time. Now was one of those times. He lowered the backpack so Amy could get the laptop out faster.
She handed him the cord. He plugged it into the wall while she plugged the other end into the computer. While they waited for the laptop to fire up, she gave him a pen and a piece of hotel stationery from the desk.
He'd let her explain. But in Jamaica, Dan and Amy had found out that the Madrigals were really the good guys. The way-too-good guys, Dan thought. The ones who think we can end this all holding hands and singing "Kumbaya" around a campfire someplace.
They're nuts! She sounded distracted. The computer had booted up now, and she was logging on to the Internet. But if we can't win the Madrigal way, the least we can do is make sure the Kabras don't win instead. The words hung in the quiet hotel room. This, finally, was something Dan could hold on to. Everything the Madrigals wanted was too big and slippery: peace, love, forgiveness Dan hadn't even been able to keep those goals in his mind during a single uneventful plane ride.
He would never be able to look Isabel Kabra right in the eye and say, "I forgive you. It would have to be. That was the best that Dan could hope for. The rain kept falling outside, harder now. The room stayed gray. Nellie was shaking her head, her expression grim. Then Nellie, irreverent as ever, grinned. She lifted the "K" coin Dan had given her toward her mouth. They seem to have completely reenergized the scrappy Cahill kids, who are just seconds away from figuring out their latest lead, thanks to Dan's photographic memory and Amy's amazing research skills.
Exact, that is, except for Dan's sloppier printing. He did indeed have a photographic memory, which had already saved them many times during the Clue hunt.
He was sure he'd gotten everything right, even the underlining. He handed the paper to Amy and turned to Nellie. She had no doubt that in a few moments they'd turn around with some brilliant deduction. And then they'd announce that they needed to depart immediately for some dramatic location. Personally, Nellie was hoping for Stonehenge. She'd always wanted to see that. But maybe not on this trip -- Nellie wouldn't want to have to explain to some proper British authority why her two charges were rappelling down such a major landmark.
That's how these Clue hunt adventures often turned out. It had been amazing -- and a little scary--to watch 15 the transformation in Amy and Dan over the course of the past month.
Nellie tried to remember what she herself had been like at eleven or fourteen. Eleven was the summer she'd done nothing but hang out at the local swimming pool, right? And fourteen was the year she'd gotten her nose pierced. Not directly-- Nellie didn't meet Grace until later. But opportunities had begun falling into Nellie's lap the year she started high school. For a kung fu "scholarship. For more advanced classes than she'd signed up for at school, with demanding new teachers who seemed to care way too much about a certain girl with a pierced nose and multicolored hair sitting at the back of the room.
It had taken Nellie a long time to figure out where all those opportunities came from. But now Nellie saw that Grace had changed her life completely. And Grace was one of the good Cahills, Nellie thought. What could someone like Isabel Kabra do to people like me if she's in charge? Nellie fingered the "K" coin Dan had handed her. It had seemed just like a coin toss --random luck- -that Grace had chosen Nellie to be Amy and Dan's au pair. But in Jamaica, Nellie had found out that her family had been linked to the Cahills for generations.
In her own way, Nellie had been as fated to take part in the Clue hunt as Amy and Dan. Nellie kept fingering the "K" coin. And then she wasn't thinking about families or fate. She was thinking about the coin, which didn't exactly seem like a coin anymore. It had a thin line that went all the way around the edge.
A crack maybe? Nellie forced her thumbnail into the crack. Under pressure, the "coin" popped open, revealing a miniature electronic network inside. Just then Amy whirled around in her chair.
She clapped her hand over Amy's mouth. Nothing but static. The audio link was gone. So they discovered the listening device. So what? It had been overkill anyhow. Isabel had the Cahill children's lead, and she had vastly more resources than they did for figuring it out.
She had vastly more of everything that mattered than they ever would. This was just Isabel almost frowned -- no, don't do that. There's only so much that Botox can do. Those brats aren't worth getting wrinkles.
They really weren't worth noticing, but just in case, she mentally sorted through everything she'd heard, checking for any significance at all in those pathetic children's pathetic conversation. Ah, well. In Isabel's experience, loyalties were nothing more than opportunities for betrayal. Isabel mentally fast-forwarded to something the boy had said: "Can you imagine letting Isabel Kabra take over the world? She could imagine that.
She could imagine it perfectly: the power, the glory, the rightness of it. Isabel Kabra was superior to everyone else in the world. When she won the Clue hunt, everybody would finally see that. She would rule, and everyone on the planet would obey.
They would obey--or they would die. Exactly as they deserved. Amy and Dan Cahill certainly deserved to die. Isabel's smile widened. She was almost grateful to those brats for managing to stay alive so long. This way, 18 she could think of even crueler ways to kill them. Justify your superior abilities and education for once in your life.
And fourteen-year- old Ian looked nauseated at the thought of potentially exposing himself to monkey spittle. These instincts would serve Ian and Natalie well someday, if they ever became the heads of the Kabra empire --after long decades of Isabel's astute rule, of course. But right now, Isabel's children were mere underlings, and she couldn't have them failing to obey a direct order.
Whatever you say, Mum'? Ian, whom she'd 19 trained to be smooth and suave, who'd known how to wear a tuxedo properly since he was three? He cleared his throat and managed to get the words out: "We haven't stopped obeying.
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WebHome. All Books. Request a Book. Adult Books. The 39 clues series revolves around orphans Amy and Dan Cahill, who discover upon their grandmother's death that the Missing: pdf. WebJul 1, ï¿½ï¿½ The first book in the #1 bestselling phenomenon sends readers around the world on the hunt for the 39 Clues! Minutes before she died Grace Cahill changed her . WebDownload Original PDF This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, .