The Video Games Textbook
History • Business • Technology
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32 959 Ft (31 390 Ft + 5% VAT)
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Product details:
- Edition number 3
- Publisher CRC Press
- Date of Publication 7 April 2026
- ISBN 9781032972596
- Binding Paperback
- No. of pages487 pages
- Size 280x210 mm
- Weight 453 g
- Language English
- Illustrations 350 Illustrations, color; 350 Halftones, color; 139 Tables, black & white 700
Categories
Short description:
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games.
MoreLong description:
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games.
Chapters feature objectives and key terms, illustrative timelines, color images and graphs, in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Third Edition also serves as a go-to handbook for any video game enthusiast.
This edition introduces new content in each chapter, including coverage of adaptive gaming technology, cloud gaming, influential industry professionals, hardware innovations, and significant gaming milestones—from classic systems to PlayStation 5 Pro, Nintendo Switch 2, and the latest Xbox platforms. Also included is a practical document providing directions and links to play many of the video games mentioned throughout the textbook.
Comprehensive Instructor Resources
Educators will benefit from an extensive suite of teaching materials, including:
- A customizable syllabus template with a curated list of supplementary videos to enhance classroom instruction
- A completely updated test bank specifically designed for this third edition, featuring new questions that reflect the latest content
- These instructor resources ensure seamless integration of the textbook into any gaming curriculum while providing students with engaging, hands-on learning experiences.
Table of Contents:
Introduction, CHAPTER 1 ■ The First Video Games, CHAPTER 2 ■ Behind the Technology, CHAPTER 3 ■ The Atari Age of Home Consoles, CHAPTER 4 ■ PC Gaming Begins, CHAPTER 5 ■ Nintendo Leads the 8-Bit Revolution, CHAPTER 6 ■ Sega Starts the 16-Bit Wars, CHAPTER 7 ■ Sex and Violence Take Center Stage, CHAPTER 8 ■ Sony Dominates the 3D Era, CHAPTER 9 ■ Video Games Become Big Business, CHAPTER 10 ■ Microsoft Enters the Sixth Generation, CHAPTER 11 ■ The Rise of PC Gaming and VR, CHAPTER 12 ■ The Seventh Generation is Set in Motion, CHAPTER 13 ■ Military, Science, and Education Get into the Game, CHAPTER 14 ■ Mobile and Indie Change the Game, CHAPTER 15 ■ The Eighth Generation and Beyond
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