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Early Learning House [1] or simply the House Series is a collection of four main educational video games and two compilations for the Windows and Macintosh platforms, developed by Theatrix Interactive, Inc. and published by Edmark software. Each different game focuses on a particular major learning category with selectable skill settings for ...
Living Books is a series of interactive read-along adventures aimed at children aged 3–9. Created by Mark Schlichting, the series was mostly developed by Living Books for CD-ROM and published by Broderbund for Mac OS and Microsoft Windows.
Rereleased box cover of the computer game. The book was adapted into a computer game by Living Books in 1992. [3] It was later turned into a smartphone app in 2012. [4] It is the first of five Arthur books to be adapted into a computer game, and the second game released from the Living Books series.
Although the first I Spy book contains unrelated pages of still life pictures, subsequent books are more thematic. [2] Several video games based on the I Spy books are available for Windows PC, Nintendo DS, Wii, iOS, Leapster, and Game Boy Advance, including I Spy Spooky Mansion, I Spy Treasure Hunt, and I Spy Fantasy. These served as early ...
The video game series (both original titles and activity centers) are targeted for children ages 5–10. The games include activities to assist the player's learning. [16] System requirements vary among the games. Games with the Macintosh indication can be used on a Macintosh LC 550 or newer with a minimum of System 7.1, 8 MB RAM, 8 MB hard ...
Book #1: Double Trouble. Nintendo gamebooks are novels based on video games created by Nintendo.The gamebooks feature characters and settings from the Super Mario and The Legend of Zelda franchises, in two series, Nintendo Adventure Books and You Decide on the Adventure.
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Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.