Here are 94 books that The Accidental Minecraft Family fans have personally recommended if you like
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I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
I would personally recommend Isekai Kids because the characters are an adventurous and entertaining bunch whose antics really speak to children, especially gamers.
Ollie, Jimmy, and Grant activate a magical video game cartridge—and are transported to the land of Otherworld. The characters are realistic in their curiosity and desire to have a fun adventure in a place that is a mix of video game and amusement park with a strong dose of magic. Each of the characters has their own unique personality and approach to solving problems in Otherworld. Ollie is Courageous, Jimmy is Clever, and Grant is Smart as they work their way through the trick, traps, and battles of the Game World.
Overall, it is a tale of teamwork, and an entertaining story of adventure and exploration.
Why do we love to play games? Because we are able to explore new worlds, go on adventures, and even come face to face with danger! And since games come with rules, it has to be safe, right? Olivia Green loves games! She plays them all: Board Games, Table Top RPGs, and of course her favorites: Video Games! But none of them were "real." That is until she stumbled upon a mysterious game at a garage sale. A game that was far more than any game she had ever played before. This game was magic! Before she knew it, Olivia…
The Victorian mansion, Evenmere, is the mechanism that runs the universe.
The lamps must be lit, or the stars die. The clocks must be wound, or Time ceases. The Balance between Order and Chaos must be preserved, or Existence crumbles.
Appointed the Steward of Evenmere, Carter Anderson must learn the…
I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
I bought the book out of curiosity not even knowing it was for kids. And once I realized what it was, I read it to my son. He loved it. Let me describe it in the style it is written:
High-energy text right from the beginning. Honestly the inspiration for my own series and its style of writing. The protagonist has special powers that are ranked in a game-like manner using levels. It appeals to the gamer youth of today, relating to the games that they play even now despite having been written thirty years ago. A solid A plus production.
Fifteen-year-old alien hunter Daniel X is on a mission to finish the job that killed his parents - to wipe out the world's most bloodthirsty aliens on The List. At the number-one spot, The Prayer is Daniel's ultimate target. With mind-blowing skills like telepathy and the ability to transform and create, Daniel's got more than a few tricks up his sleeve. Along with his friends Willy, Joe-Joe, Emma and Dana, Daniel hunts down the aliens on The List one by one. But as he battles towards his top target he can't forget one thing: he's got a host of aliens…
I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
I write because I love to entertain children. Seeing a child write and publish at just ten years old is phenomenal and I fully support his endeavors. Not only that—I honestly enjoy the book. He writes well for his age and, better than that, he maintains the tremendous creativity of youth. The adult continuity that is set and made rigid by our years of getting older is not present in this story.
And many of the things that occur within will honestly make you laugh out loud.
As a book it was written by kids for kids, pretty obviously. But I guarantee it is fun for all ages.
Kids who love Roblox will love this. It is the story about 10-year old Dean Hanson and the wild adventures he has trying to escape from inside Roblox back to his parents and home.
Age Level: 7-11 Grade Level: 2nd and up
Dean Hanson loves Roblox and computer games. Almost as much as he loves his parents. But things go wild when he sneaks to his computer to play more Roblox after his mom and dad go to sleep. You see, it is a dark and stormy night and the adults always warn you not to play video games when…
The Guardian of the Palace is the first novel in a modern fantasy series set in a New York City where magic is real—but hidden, suppressed, and dangerous when exposed.
When an ancient magic begins to leak into the world, a small group of unlikely allies is forced to act…
I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
Lone Wolf is a book that is also a game. A LitRPG for Kids, originally written in the 80s, it is the start of a wonderfully long series of illustrated books that both allowed children to choose their actions as the protagonist of the story and also gave them choices on how to develop the hero and make him progress.
It’s a model of book that I really would like to see more of today.
Lone Wolf might be the series that started me on my gaming path, and it is a magical and beautiful quest that teaches about honor, teamwork, and clever tactical planning.
Even better, the author made the series free online in 2015. So it is now available all over the internet and even as a number of free phone apps.
You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. FLIGHT FROM THE DARK You swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully - for they can help you succeed in the most fantastic and terrifying journey of your life. The LONE WOLF adventures are a…
Author/journalist Harold Goldberg has written about video games since the 1990s. He is the author of All Your Base Are Belong to Us (How 50 Years of Videogames Conquered Pop Culture) and The League of Legends Experience. He is the founder of the non-profit New York Videogame Critics Circle and The New York Game Awards, both of which raise funds for essential classes and scholarships in New York City's underserved communities. As editor in chief of Sony Online Entertainment, he worked on Star Wars Galaxies and EverQuest. He has written for The New York Times, The Washington Post, Vanity Fair,Wired, and elsewhere. Goldberg also co-wrote My Life Among The Serial Killers with Dr. Helen Morrison.
Of the small subgenre books that deal with the way games aid education, Toppo's shows how games can make a difference in the way students learn by looking at first at a Washington, D.C. school's success with improving math scores through game playing. From there, he visits professors and visionaries, all of whom have helped kids learn through games. One thing becomes clear: if there were a games class in every school, especially in underserved communities, student grades would go up.
What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:
*A game designer at the University of Southern California leading a…
I fell in love with reading in fourth grade but felt like real girls weren't reflected in young adult books. The characters had friend problems and boy problems, but books about really big problems like sexual assault were rare because most people thought subjects like addiction and abuse weren't appropriate for young readers. It's one of those weird dichotomies: we know kids deal with big problems, but we're afraid to broach the subject. I used books to help me understand stuff I didn't feel comfortable talking about so I appreciate books that show people how to claw themselves out of a bad place and be their own hero.
The Fixis tough to read at moments, but so, so necessary. The Me Too movement showed us that just about every female has been subject to assault on some level. Childhood sexual assault is so common that many survivors don't disclose because they don't want to seem weak. Telling someone is the best thing survivors can do for themselves, and The Fix shows that sometimes you can't whisper the truth. Sometimes you have to shout it.
One conversation is all it takes to break a world wide open.
Seventeen-year-old Macy Lyons has been through something no one should ever have to experience. And she's dealt with it entirely alone.
On the outside, she's got it pretty good. Her family's well-off, she's dating the cute boy next door, she has plenty of friends, and although she long ago wrote her mother off as a superficial gym rat, she's thankful to have allies in her loving, laid-back dad and her younger brother.
But a conversation with a boy at a party one night shakes Macy out of the…
Aury and Scott travel to the Finger Lakes in New York’s wine country to get to the bottom of the mysterious happenings at the Songscape Winery. Disturbed furniture and curious noises are one thing, but when a customer winds up dead, it’s time to dig into the details and see…
Christina Crook is a pioneer and
leading voice in the field of digital well-being. She is the award-winning
author of The Joy of Missing Out: Finding Balance in a Wired
World, the harbinger of the global #JOMO movement, and Good
Burdens: How to Live Joyfully in a Digital Age. Christina regularly shares her
insights about technology and our daily lives in international media
including The New York Times, Psychology
Today, and Harper's Bazaar which called her "The Marie Kondo of Digital.”
We all dream
about it: a life free of scrolling, tweeting, liking, faving, streaming,
replying, apologizing for not replying, and other assaults on our poor,
saturated brains. But what would an analog world actually look like?
Award-winning writer, Chris Colin, paints a picture in his bedtime fantasy book
for adults titled Off: The Day the Internet Died.
Delivered in a pitch-perfect, tongue-in-cheek biblical style, this little book imagines an alternate reality that will hit home in our tech-addled worlds. Un-barraged by celeb gossip and political news, we begin to notice nature again. Rinee Shah’s playful illustrations perfectly capture the absurdity of life reflected in our screens. Whether you’re addicted to tech or not, you’ll see something of yourself when you put down your phone and pick up this smart, funny book.
Off is “So funny and so necessary. For humanity to stay sane, this must be read like the…
We all dream about it: a life free of scrolling, tweeting, liking, faving, streaming, replying, apologizing for not replying, and other assaults on our poor, saturated brains. But what would an analog world actually look like? Chris Colin, author of What to Talk About, paints a picture that's a little Edenic and a little demented. Un-barraged by celeb gossip and political news, we begin to notice nature again. We take walks, stare at the clouds, and listen to podcasts consisting of our own thoughts. Snapchatting gives way to endless rounds of Go Fish. Minecraft is a game involving sticks and…
I am a Disney historian, author, and editor of 50 books about Disney. I became passionate about Disney's history when I realized how rich the history of Disney is and how talented the artists who worked for Disney were and still are. Early on, I realized that when Disney built his studio in the 1930s, thanks to the Great Depression, he was able to hire the best artists from around the world (who were then unemployed). I also noticed that little was known about them. Since those artists have been revolutionizing the popular arts for 100 years, I could not help but be fascinated by their talent and their stories.
In order to really understand Disney history, I felt that I had to learn more about all of the ideas that Disney has explored and shelved. I could not believe my eyes when I discovered Charles Solomon’s volume on that very subject.
This book is one of a handful that changed my life as it led to a life-long fascination for the “hidden art” of Disney. Along with John Canemaker’s Before the Animation Begins: The Art and Lives of Disney Inspirational Sketch Artists, it is one of the two books that led me to write my own artbooks. I still re-read it from time to time up to this day.
Disney artists worked on many projects, both shorts and feature-length films, and their rich and varied work - whether in the form of concept art, animation drawings, storyboards, or gags - is a testament to the quality and innovation the studio achieved, even on unfinished projects. After a brief Introduction examining how the studio operated during Walt Disney's day, Solomon surveys the many categories of uncompleted film, illustrating each with beautiful examples of work by the staff artists: Mickey, Donald, and Goofy shorts; Fairy Tale Projects like Hans Christian Andersen tales and the ambitious feature Chanticleer and Reynard; wartime propaganda…
I'm a student of animation and Disney history. As a Disney historian, I find much joy in writing the stories that intrigue and peak my curiosity. Stories that haven't been told or explored in-depth are exciting to bring to life because readers are hungry for new information on the Disney universe. And so am I. In choosing my writing projects it's important that no one else has written more than a cursory amount or nothing at all on the subject matter. I equally like to read books that shed new light on topics that I’m interested in and doing so in an authoritative voice. I hope you will enjoy the selection of books listed here.
Wild Minds is a wonderful and engrossing history of the early days of the animation industry. From Winsor McCay to Otto Messmer, Max Fleischer, and Walt Disney, this book twists and turns weaving a fantastic tapestry of the talented and highly competitive artists that invented animation techniques that are still being used today. Read about the choices Fleischer and Disney made that ended the former and vaulted the latter into stardom. A wild read for any animation history buff.
The vivid and untold story of the Golden Age of classic animation and the often larger-than-life artists who created some of the most iconic cartoon characters of the twentieth century
In 1911, famed cartoonist Winsor McCay debuted one of the first animated cartoons, based on his sophisticated newspaper strip "Little Nemo in Slumberland," itself inspired by Freud's recent research on dreams. McCay is largely forgotten today, but he unleashed an art form, and the creative energy of artists from Otto Messmer and Max Fleischer to Walt Disney and Warner Bros.' Chuck Jones. Their origin stories, rivalries, and sheer genius, as…
Magical realism meets the magic of Christmas in this mix of Jewish, New Testament, and Santa stories–all reenacted in an urban psychiatric hospital!
On locked ward 5C4, Josh, a patient with many similarities to Jesus, is hospitalized concurrently with Nick, a patient with many similarities to Santa. The two argue…
My passion for story began while I was still in elementary school. I was an avid reader, taking the tram to the library whenever I could. I read biographies, short stories, comic books, and novels of all kinds. In college, I studied comparative literature, focusing on 19th and 20th-century novels in English and Spanish. I met many authors and was inspired to write my own stories. Eventually, this led to screenwriting as a career and then teaching and writing about screenwriting. I never abandoned my love of novels, publishing one of my first novels as a magazine for which I sold advertising to pay for printing.
This book opened my eyes to alternative ways to structure a screenplay and to a way to think as a screenwriter. Based on a memo Vogler wrote while working at Disney, which influenced hundreds of movies, the book gives a clear summary of how to structure a screenplay using the universal mythic structure first explained by Joseph Campbell.
I liked its clear, concise use of examples citing familiar films (Star Wars!). It was thought-provoking and immediately applicable to my writing. I cite it often in screenwriting classes.