Pixels, Power-Ups, and Processors: Understanding the Science of Video Games For Kids
By James Smith
()
About this ebook
What really happens when you press "Start"? This fun and eye-opening book takes curious kids behind the screen to reveal the hidden science and technology inside their favorite video games. From how controllers send signals to consoles, to why 3D graphics look so real, you
James Smith
James Smith is the world’s fastest-growing online personal trainer. Honest, unapologetic and outspoken, yet erudite, authentic and endlessly passionate about exposing the toxic myths within diet culture, and committed to helping people to reach their goals and make positive change for good. Not a Diet Book is his first book.
Read more from James Smith
Wild & Worth Saving: A Kid's Guide to Endangered Animals Rating: 0 out of 5 stars0 ratingsThe Forgotten Funlands: Stories of Abandoned Amusement Parks and Rides For Kids Rating: 0 out of 5 stars0 ratingsTutankhamun's Gold: The Life and Legacy of King Tut for Kids Rating: 0 out of 5 stars0 ratingsThe Day the Reactor Broke: The History of the Chernobyl For Kids Rating: 0 out of 5 stars0 ratingsThe Genius Who Outsmarted Enigma: The Story of Alan Turing for Kids Rating: 0 out of 5 stars0 ratingsGolden Spikes and Iron Tracks: The History of the Transcontinental Railroad For Kids Rating: 0 out of 5 stars0 ratingsWitch Hunt: The Salem Witch Trials For Kids Rating: 0 out of 5 stars0 ratingsGotcha!: A Kid's Guide to the Most Famous Hoaxes in History Rating: 0 out of 5 stars0 ratingsBlackbeard Was Here: A Biography of Blackbeard's Wild Life on the High Seas For Kids Rating: 0 out of 5 stars0 ratingsThe Story of Trash: All about Trash, Recycling, Landfills and What Really Happens When We Throw Things Away Rating: 0 out of 5 stars0 ratingsWhen Baseball Got Banned: The 1919 World Series Scandal For Kids Rating: 0 out of 5 stars0 ratings13 Days of Bravery: The History of the Battle of the Alamo for Kids Rating: 0 out of 5 stars0 ratingsHow to Be a Samurai For Kids: A History of the Samurai and How to Live with Courage, Respect, and Honor Rating: 0 out of 5 stars0 ratingsFast, Smart, and Electric! The Science Behind Electric Cars For Kids Rating: 0 out of 5 stars0 ratingsPaved for Adventure: The History of America's Highways for Kids Rating: 0 out of 5 stars0 ratingsWild West Showdown: True Tales of Outlaws and Lawmen Rating: 0 out of 5 stars0 ratingsIce Cream Science: The Cool Chemistry of Ice Cream Rating: 0 out of 5 stars0 ratingsThe Lost City of Troy: The History of the Ancient City of Troy Rating: 0 out of 5 stars0 ratingsThe Journey They Didn't Choose: The History of the Trail of Tears For Kids Rating: 0 out of 5 stars0 ratingsThe Heart of the Matter: The Science of the Heart for Kids Rating: 0 out of 5 stars0 ratingsBlack Holes Are Weird (and Awesome): A Kid's Guide to Black Holes Rating: 0 out of 5 stars0 ratingsWhen the World Turned Gray: The History of the Great Depression for Kids Rating: 0 out of 5 stars0 ratingsDecode the Past: A History of Civil War Spies and Spying for Kids Rating: 0 out of 5 stars0 ratings
Related to Pixels, Power-Ups, and Processors
Related ebooks
Insert Coin to Learn: The History of Video Games For Kids Rating: 0 out of 5 stars0 ratingsHow Do Video Games Work? Rating: 0 out of 5 stars0 ratingsThe Awesome Inner Workings of Video Games Rating: 0 out of 5 stars0 ratingsHTML5 Games: Novice to Ninja: Create Smash Hit Games in HTML5 Rating: 0 out of 5 stars0 ratingsLevel Up! The Guide to Great Video Game Design Rating: 4 out of 5 stars4/5Video Games: Design and Code Your Own Adventure Rating: 0 out of 5 stars0 ratingsThe Foundation For Creating Video Games Rating: 0 out of 5 stars0 ratingsCode the Classics Volume I Rating: 0 out of 5 stars0 ratingsThe Brain-Boosting Benefits of Gaming Rating: 0 out of 5 stars0 ratingsAugmented Gaming From Pixels To Presence By Phoenix Ember Rating: 0 out of 5 stars0 ratingsPower On: The History of Gaming Rating: 0 out of 5 stars0 ratingsThe Crazy Careers of Video Game Designers Rating: 0 out of 5 stars0 ratingsPlayful Structure - A Game Design Methodology: Theory and Practice: Game Design in Latin America, #1 Rating: 0 out of 5 stars0 ratingsEpiphanies, Theories, and Downright Good Thoughts...Made While Playing Video Games Rating: 0 out of 5 stars0 ratingsThe Epic Evolution of Video Games Rating: 0 out of 5 stars0 ratingsLevel Up: A Kids Guide to Becoming a Game Designer Rating: 0 out of 5 stars0 ratingsNewb: A Guide to the Basics of Gaming Rating: 5 out of 5 stars5/5The Art and Science of Game Development: Theoretical Foundations and Practical Insights Rating: 0 out of 5 stars0 ratingsWarp Zone: The Future of Gaming Rating: 0 out of 5 stars0 ratingsGame Design Snacks: Easily Digestible Game Design Wisdom Rating: 0 out of 5 stars0 ratingsVideo Games: A Graphic History Rating: 0 out of 5 stars0 ratingsGame On: History of Video Games for Kids Rating: 0 out of 5 stars0 ratingsThe Wild World of Gaming Culture Rating: 0 out of 5 stars0 ratingsThe Biggest Names of Video Games Rating: 0 out of 5 stars0 ratingsHigh Score: The Players and People Behind the Games Rating: 0 out of 5 stars0 ratingsUltimate Gamer: Career Mode: The complete guide to starting a career in gaming Rating: 0 out of 5 stars0 ratingsThe Ready Maker Handbook: Imagining the World Through Software Rating: 0 out of 5 stars0 ratingsThe Grand World of Video Games Rating: 0 out of 5 stars0 ratingsPhaser.js Game Design Workbook: Game development guide using Phaser JavaScript Game Framework Rating: 0 out of 5 stars0 ratingsThe Business of Gaming Rating: 0 out of 5 stars0 ratings
Children's For You
Cedric The Shark Get's Toothache: Bedtime Stories For Children, #1 Rating: 4 out of 5 stars4/5Summary of Good Energy by Casey Means:The Surprising Connection Between Metabolism and Limitless Health Rating: 0 out of 5 stars0 ratingsThe Dark Is Rising Rating: 4 out of 5 stars4/5The Fixer Rating: 4 out of 5 stars4/5Alice In Wonderland: The Original 1865 Unabridged and Complete Edition (Lewis Carroll Classics) Rating: 0 out of 5 stars0 ratingsPoop in My Soup Rating: 5 out of 5 stars5/5Books Make Good Friends: A Bibliophile Book Rating: 4 out of 5 stars4/5How To Write A Children’s Book Rating: 5 out of 5 stars5/5Over Sea, Under Stone Rating: 4 out of 5 stars4/5Winnie the Pooh: The Classic Edition Rating: 4 out of 5 stars4/5Dork Diaries 1: Tales from a Not-So-Fabulous Life Rating: 4 out of 5 stars4/5
Reviews for Pixels, Power-Ups, and Processors
0 ratings0 reviews
Book preview
Pixels, Power-Ups, and Processors - James Smith
1
Welcome to the World of Gaming Science
Avideo game might look like a bunch of colors, sounds, and characters moving around on a screen, but there’s a lot more going on than it seems. If you’ve ever played a racing game and felt your heart race as you hit a sharp turn, or if you’ve built a world block by block and felt totally in charge, then you’ve already experienced what makes video games different from other kinds of fun. They don’t just show you something—they let you do something. They let you be part of the action.
At its most basic, a video game is a system. That sounds kind of boring, right? But a system is just a group of parts that work together. In this case, the parts are things like the player, the controller, the screen, the rules of the game, and the goals you’re trying to reach. All of those parts talk to each other in really fast and interesting ways.
Let’s say you're playing a platformer. You press a button. The controller sends a signal to the console, which tells the game, Hey, the player just pressed jump!
The game checks the rules—are you allowed to jump right now? Are you standing on solid ground? If yes, then the game says, Alright, go for it,
and your character leaps into the air. The screen updates instantly, and you see the jump happen. That whole thing? It happens in a tiny blink. Less than a blink, actually.
This back-and-forth, this constant conversation between the player and the game, is what makes video games special. A movie doesn’t care if you look away for ten minutes or decide to eat popcorn during the big battle. It just keeps playing. But a game needs you. If you walk away in the middle of a boss fight, your character isn’t going to win on their own. The game waits for you to take the next step. That’s what turns a game from something you watch into something you control.
But a game isn’t just about reacting to buttons. There’s always something behind the scenes telling the game how to behave. Every time you press a button, you’re not just causing an action—you’re starting a conversation. That sounds strange, but think of it like this: you press jump, the game says, You got it,
and shows the result. Then you might press left or right. The game says, Moving that way now,
and the screen changes again. These tiny, split-second conversations go on for the entire time you're playing. Thousands of them. Maybe millions. And you don’t even notice, because they happen so fast and feel so smooth.
Some games make those conversations more complicated. Instead of just jumping over things, you might have to solve a puzzle, choose the best weapon, or figure out what another character might do next. The more complicated the game, the more the system needs to think. That’s where all the invisible parts come in—like the rules written in code, the logic of the game, and the way different elements are linked together.
Think about a mystery game where you have to collect clues. You can’t just pick up any item on the screen and expect it to be important. The game has rules about what counts as a clue and when you’re allowed to find it. Maybe you can’t discover the hidden letter until you’ve talked to the character who drops a hint about the desk. The game checks all those rules in the background. It listens to everything you do and decides what should happen next. That’s still part of the system—just a more advanced one.
Even games that feel simple are doing a lot of thinking. Ever played a game where the character moves faster if you hold down a certain button? That’s a rule. The game says, "If this button is pressed and the character is on the ground, then increase speed." It’s like math mixed with logic, written in a language that the computer understands. The better the rules are written, the smoother the game feels.
Of course, there’s one more big part of what makes a game a game: goals. Whether it’s defeating the final boss, reaching the highest score, or just decorating your island exactly how you want it, there’s something you’re trying to do. That goal gives you a reason to keep playing. It also gives the game a reason to keep track of everything you’ve done. It remembers your high score, how many coins you’ve collected, or how many stars you’ve earned. And once you reach that goal? There’s usually a new one waiting. Games are great at keeping the conversation going.
Some people think of games as just play, but when you dig a little deeper, you’ll see that there’s a whole structure underneath that play. There are rules, systems, and even science holding everything together. Every jump, every blast, every race around a track—it all happens because the game is built to listen, think, and respond.
Now here's where things get really interesting. Games don’t just respond to your actions—they also shape your actions. You start to learn the game’s rules without anyone explaining them. You figure out that touching the lava means restarting the level, or that talking to a certain character gives you helpful items. The game teaches you through experience, and you get better just by playing. That’s part of the system too: it’s designed to help you learn how to have better and smarter conversations with it.
And as you get better, you start having deeper conversations. You’re not just pressing jump anymore. You’re planning ahead, making choices, testing ideas. That’s one reason why video games are more than just fun—they’re training your brain to think quickly, solve problems, and react to new situations.
You might not notice all this while you’re playing. You’re focused on the action, on the music, on the story, on winning. But behind that action is a system built from science and logic and design. It’s a machine made to respond to you in real time. It’s more like a robot partner than a toy. And once you know how it works, you can start seeing video games in a whole new way—not just as something to play, but as something to understand and maybe even build yourself.
How science and technology bring your games to life
When you pick up a controller and press Start,
it feels instant. The game wakes up, the music kicks in, and your adventure begins. But what you don’t see is the storm of science and technology working together to make that happen. A game might look like magic, but it's actually a mix of logic, electricity, and smart design packed into every part of the experience.
Start with electricity. Every part of your game system—from the console to the controller to the screen—is powered by electric signals. These signals move faster than anything your eyes can follow. Every button press sends a tiny surge of electricity through a circuit. That circuit tells the console what to do. It’s like giving the game a super-fast set of instructions: Jump now!
or Turn left!
or Use the blue shell!
Electricity is the messenger that carries those commands.
But electricity doesn’t work on its own. It needs a brain to process all those messages, and that brain is called the processor. The processor is the part of your console or computer that makes decisions. It’s the thing that reads the game’s code and says, Okay, this is what should happen next.
It's kind of like a really fast calculator, but instead of doing math homework, it's figuring out how fast your character should run or what sound to play when you open a treasure chest.
Processors work together with graphics cards, which handle all the visuals. When you move through a glowing cave or swing a sword in battle, the graphics card is taking data and turning it into pictures. It has to do this fast—really fast—so the game doesn’t feel slow or laggy. Most games run at 30 or 60 frames per second. That means the screen is changing 30 or 60 times every single second to keep up with what’s happening.
And that’s just the beginning. Behind every explosion, jump, and sound effect is a whole world of science. Take physics, for example. If a character throws a ball in a game, the ball doesn’t just fly in a straight line forever. It curves through the air and falls, just like it would in real life. That’s because games use physics engines—special programs that copy the rules of the real world. They figure out how fast things fall, how they bounce, and how they collide. Without physics, nothing would feel quite right. Cars wouldn’t roll downhill. Arrows wouldn’t arc through the sky. And when you knocked something over, it might just float there instead of crashing to the ground.
Even sound in a game uses science. Sounds are made from vibrations in the air. When you tap your desk, you can feel it buzz a little. That’s a vibration. In a game, these sounds are created by software that plays audio files at the right moment. But there's more to it than just pressing play. Games use sound design and something called spatial audio to make sounds feel like they’re coming from specific places. If an enemy is sneaking up behind you, the game can make the sound come from the left speaker or the back of your headphones. That’s not an accident. That’s technology doing its job to keep you fully inside the game world.
Another kind of science helps games run smoothly across the world. It's called networking. Multiplayer games rely on something called the internet, which you already know. But inside that internet connection, there’s a lot happening. Your console sends information to a game server—another computer, usually far away—and gets information back. That’s how your friend on the other side of the country can race against you or join your team in a battle. If your connection is fast, the game feels smooth. If there’s a delay, you’ll notice lag—like when your character freezes or skips around. Networking science is about reducing that lag and keeping everything in sync.
Technology also handles the way your game responds to your choices. In simple games, there might only be a few options—jump, shoot, dodge. But as games get more complex, they need something smarter. That’s where algorithms come in. An algorithm is a list of instructions a computer follows to get something done. It’s kind of like a recipe, but for tasks like finding the shortest path through a maze or choosing how an enemy should attack. These algorithms let games handle complicated decisions without needing a person to control every piece.
Here’s where it all comes together: your actions (pressing buttons or tilting a joystick) are turned into electrical signals. Those signals are processed by your console, checked against the rules of the game, and sent to the graphics and sound systems. Then, everything updates—your screen changes, new sounds play, and the game keeps going. This entire loop happens dozens of times per second, which makes your game feel alive. It reacts to you, changes based on what you do, and never slows down unless something’s broken.
And games keep getting better because science keeps moving forward. New kinds of processors are faster than ever. Storage drives can load huge worlds almost instantly. Developers use machine learning—a kind of computer learning—to make characters act more realistically. Even motion tracking, where the game follows your body’s movements, is built on science that reads the shape of your body in space and translates it into the game world.
A brief timeline
It didn’t start with fancy controllers, online battles, or giant open worlds. The very first popular video game? It was two rectangles hitting a square back and forth. That was Pong, and back in the 1970s, it was a huge deal. People lined up to play it at arcades. There was no story, no characters, not even color—but it was new,