The video games textbook : history, business, technology
- Author
- Additional Author(s)
-
-
- Publisher
- Boca Raton, Fla. London, New York: CRC Press, 2019
- Language
- English
- ISBN
- 9780815390893
- Series
-
- Subject(s)
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- VIDEO GAMES-HISTORY
- VIDEO GAMES-INDUSTRY-HISTORY
- Notes
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. . Index: p.409-425
- Abstract
- The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.
Physical Dimension
- Number of Page(s)
- xxi, 425p.
- Dimension
- 28 cm.
- Other Desc.
- ill.
Summary / Review / Table of Content
CHAPTER 1 ◾ The First Video Games
CHAPTER 2 ◾ Behind the Technology
CHAPTER 3 ◾ The Second Generation
CHAPTER 4 ◾ Early PC Gaming
CHAPTER 5 ◾ The 8-bit Era
CHAPTER 6 ◾ The 16-bit Era
CHAPTER 7 ◾ Sex and Violence Take Center Stage
CHAPTER 8 ◾ The 3D Era
CHAPTER 9 ◾ Video Games Become Big Business
CHAPTER 10 ◾ The Sixth Generation
CHAPTER 11 ◾ The Rise of PC Gaming
CHAPTER 12 ◾ The Seventh Generation
CHAPTER 13 ◾ Military, Science, and Education Climb Aboard
CHAPTER 14 ◾ Mobile and Casual Change the Game
CHAPTER 15 ◾ Modern Console Gaming
Exemplar(s)
# |
Accession No. |
Call Number |
Location |
Status |
1. | 00558/19 | 794.809 War V | Library - 7th Floor | Available |