Here are 95 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…
A moving story of love, betrayal, and the enduring power of hope in the face of darkness.
German pianist Hedda Schlagel's world collapsed when her fiancé, Fritz, vanished after being sent to an enemy alien camp in the United States during the Great War. Fifteen years later, in 1932, Hedda…
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…
Coyote weather is the feral, hungry season, drought-stricken, and ready to catch fire. It’s 1967, and the American culture is violently remaking itself while the country is forcibly sending its young men to fight in a deeply unpopular war.
Jerry has stubbornly made no plans for the future because he…
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…
Homeless following the death of his adoptive parents in a car crash and the subsequent loss of their farm tenancy, Seb decides to enrol as a residential student at the Asklepios Foundation, a College of Natural Medicine, boasting a sanctuary modelled on an ancient Greek healing temple. Spending a night…
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.
I have a strong personal connection to Latin America, having lived there for several years and being married to a Brazilian.
This also means that Disney’s Latin American features (Saludos Amigos and The Three Caballeros) have always been among my favorites. Therefore, a book about the making of those movies must rise to the top of my list, especially since the book is also written by one of the best Disney historians, the esteemed JB Kaufman.
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…
Marriage and Fatherhood in the Nazi SS
by
Amy Carney,
When I was writing this book, several of my friends jokingly called it the Nazi baby book, with one insisting it would make a great title. Nazi Babies – admittedly, that is a catchy title, but that’s not exactly what my book is about. SS babies would be slightly more…
I’ve spent most of my 20-year career as a professional journalist covering the entertainment industry, and I find it endlessly fascinating. As is probably true for you if you’re reading this, I love movies and TV shows. As a curious person, I always want to know why. Why did this movie get made at this time with these people? If you want to know the answer, you’ve got to understand the business. Hollywood is such an interesting business, full of big personalities trying to manage corporate pressure and creative egos and to balance their need to make a profit with their desire to make great art.
The ultimate insider business story at the ultimate Hollywood company. Stewart takes readers unbelievably deep inside Disney at a critical moment when Michael Eisner’s 20-year run as CEO was coming to a dramatic end amidst, as the title implies, a corporate civil war.
While most people know Disney as the happiest place on Earth, the last few years of Eisner’s reign saw big-name moguls like Jeffrey Katzenberg, Michael Ovitz, Eisner, and Walt Disney’s nephew Roy Disney at each other’s throats.
Disneywar is a gripping and illuminating tale that shows how the sausage really gets made in Hollywood and how easily power in this town can disappear.
The Pulitzer Prize-winning author of Den of Thieves draws on extensive research and hundreds of interviews to document the fierce executive battle for control of the foremost entertainment company, in an account that discusses how Michael Eisner lost his chairmanship and how the conflict reflects modern-day American capitalism and popular culture. 250,000 first printing.