eBook The World of Video Games: Gaming Technology: Blurring Real and Virtual Worlds, 1st Edition

  • Armando G. Correa
  • Published By:
  • ISBN-10: 1682825566
  • ISBN-13: 9781682825563
  • DDC: 794.8
  • Grade Level Range: 6th Grade - 12th Grade
  • 80 Pages | eBook
  • Original Copyright 2019 | Published/Released December 2018
  • This publication's content originally published in print form: 2019
  • Price:  Sign in for price

About

Overview

Today’s video games have come a long way from simple black and white graphics of the 1950s, creating worlds so visually stunning that it’s hard to tell if they are real or fake. This book examines the history of gaming technology, explores how today’s cutting-edge games work, and discusses the future advances of technology.

Table of Contents

Front Cover.
Copyright Page.
Contents.
Important Events in the History of Video Games.
Introduction: Creating Virtual Worlds.
1: What Is the History of Gaming Technology?.
2: How Does Gaming Technology Create Interactive Experiences?.
3: How Has Gaming Technology Become Mobile?.
4: What Is the Future of Gaming Technology?.
Source Notes.
For Further Research.
Index.
Image Credits.
About the Author.