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The video games textbook: history, business, technology
Not available
CRC Press
2019
Boca Raton, Fla. London, New York
(eng) English
9780815390893
Not available
Not available
Not available
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.
xxi, 425p.
28 cm.
ill.
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
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