- Home
- Juvenile Nonfiction
- Technology
- How Are Video Games Made and Sold?
How Are Video Games Made and Sold?
List Price:
$37.21
- Availability: Confirm prior to ordering
- Branding: minimum 50 pieces (add’l costs below)
- Check Freight Rates (branded products only)
Branding Options (v), Availability & Lead Times
- 1-Color Imprint: $2.00 ea.
- Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
- Belly-Band Wrap: $2.50 ea. (full-color printed)
- Set-Up Charge: $45 per decoration
- Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
- Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
- Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
- RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
Product Details
Author:
Kristin Thiel
Series:
Where Do Goods Come From?
Format:
Hardcover
Pages:
32
Publisher:
Cavendish Square Publishing, LLC (December 30, 2019)
ISBN-13:
9781502650429
Dimensions:
7.125" x 8.5"
File:
ROSEN-RosenPublishingTheBookCo073126-20260731.xml
Folder:
ROSEN
List Price:
$37.21
As low as:
$32.00
Publisher Identifier:
P-ROSEN
Discount Code:
C
Language:
English
ISBN-10:
1502650428
Weight:
8.24oz
Pub Discount:
62
Overview
Video games are not just a way young people relax or amuse themselves. They connect players with other gamers around the world and provide a fascinating example of the effects and possibilities of globalization, manufacturing, and design and tech innovation. Aligned with the C3 Framework for Social Studies State Standards, this volume discusses how video games are made and sold, and why that matters to the world's environment, countries' economies, and to an individual's social networks and experience with technology.








