When people first thought about it, the idea of comparing technology with books looked quite abstract. However, if you actually sit down and take time to think about similarities and differences, the two types are actually more than expected than you expected. As for technology and books, it seems that the story is a middle point. The story is described as text representing a series of events forming a meaningful pattern. These events constitute stories as well as roles and environments.
Even if you translate a book into a digital format, the text itself is not digital. "When a computer game is a story medium, a story from another media had to be solved in a computer game and it was repeated on other media" (Juul, 2001). A book is a closed system in which a reader turns over a page and follows the process guided by the story. Therefore, it is extremely difficult, if not impossible, to speak in a traditional way about procedural and participatory texts. However, other non-traditional texts are sometimes close to those discussed here. For real reader participation, we have to study hypertext and extensive traversal literature
Books on computer games are still books. Many passive readers are fans of popular computers and video games. Many of these games have something corresponding to books. This is a wonderful way to guide your child to the fun of text. Minecraft, Pokemon, Plants vs. Zombies, and many other books. From there, you can extend your child's repertoire to graphic novels, cartoons, and full-text books. Please do not forget nonfiction. Some passive readers have fact collectors that may be inspired by non-fiction reading. If it is presented in very visual format, it will better convey more kinds of information. Look for books on president, state, ancient history, solar system, animals, natural disasters, and other topics of interest to them
Matt Ridley's book is a must-read for game theory, and it serves as a starting point for machine design. I do not focus on computers, but I can see how game theory is connected to markets and systems such as biology, computer networks, stock markets. If you are a bit scared, this is a good starting point. The other two were deficient in knowledge of computer science (... but they were not intimidated, I did not know anything about these three fields 9 months ago!)
Covers of contemporary media like computer games have some similarities with the cover design of books. Like the book cover, they require other elements such as publisher name, game author, title, illustration space, and age. Use a continuous grid structure that separates all these elements as well as printing specifications. This shows the "Uncharted" cover of Sony Playstation 3 console. It is the cover of the "Platinum" series of PlayStation games sold in the first year. Unlike the original game cover, the design shows a high reputation for sales. These games represent the value of a money game with less than half the price of the original game.