Bound To Stay Bound

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 Sims (Great game!)
 Author: Bolte, Mari

 Publisher:  Norwood House Press (2022)

 Dewey: 794.8
 Classification: Nonfiction
 Physical Description: 48 p., col. ill., 23 cm

 BTSB No: 130847 ISBN: 9781684507917
 Ages: 8-11 Grades: 3-6

 Sims (Video game)
 Computer games
 Internet games

Price: $26.06

Describes the history of the game, introduces the creators and innovators, highlights competitions, and provides insight about the game's future.

Accelerated Reader Information:
   Interest Level: MG
   Reading Level: 5.10
   Points: 1.0   Quiz: 514342

   School Library Journal (04/01/22)
   Booklist (04/15/22)

Full Text Reviews:

School Library Journal - 04/01/2022 Gr 5–7—Following a similar flow, each book in this series discusses the history of the games, followed by gameplay and the updates and mods that have helped them achieve devoted fandoms. The Legend of Zelda was first introduced in 1986, it's adventure and puzzle components quickly earning the adoration of Nintendo players for decades. New releases have only made its popularity grow, inspiring cosplay and larping the world over. Monopoly shares the duplicitous beginnings of the classic game—the concept was stolen from Lizzie G. Magie by Charles Darrow and Parker Bros! For MMOs like Roblox, the COVID pandemic actually brought even more players online not just to play but to watch virtual concerts together and check out custom content mods. While the writing is utilitarian, the subjects are high interest, so it's a fine addition where these games are popular (which is everywhere). VERDICT Worth purchasing. - Copyright 2022 Publishers Weekly, Library Journal and/or School Library Journal used with permission.

Booklist - 04/15/2022 The A Great Game series (4 new titles) profiles classic board and electronic games. Each volume considers one game and includes a history of the game’s invention and evolution; directions, tips, and variations on standard play; and descriptions of the social impact the game has had around the world. The books also dip into gaming tournaments, commercial products, cosplay conventions, celebrity players, and future plans for the game in question. Visual interest is added through time lines, photos, graphics, and fun fact boxes with interesting trivia. The SIMs discusses how executives initially dismissed this simulation game as “the toilet game” (and then watched it sell over 11 million copies over the next two years). The titles end with glossaries and suggestions for further research. These attractive offerings should appeal to gamers and report writers alike. - Copyright 2022 Booklist.

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