The Video Games Textbook
eBook - ePub

The Video Games Textbook

History • Business • Technology

  1. 478 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

The Video Games Textbook

History • Business • Technology

About this book

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 Second Edition also serves as a go-to handbook for any video game enthusiast.

This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5.

Key Features

  • Explores the history, business, and technology of video games, including social, political, and economic motivations
  • Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs
  • Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms
  • Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Frequently asked questions

Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription.
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
Perlego offers two plans: Essential and Complete
  • Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
  • Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Both plans are available with monthly, semester, or annual billing cycles.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, we’ve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes! You can use the Perlego app on both iOS or Android devices to read anytime, anywhere — even offline. Perfect for commutes or when you’re on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access The Video Games Textbook by Brian J. Wardyga in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. List of Abbreviations
  7. Acknowledgments
  8. Author
  9. Introduction
  10. Chapter 1 â—¾ The First Video Games
  11. Chapter 2 â—¾ Behind the Technology
  12. Chapter 3 â—¾ The Atari Generation
  13. Chapter 4 â—¾ Early PC Gaming
  14. Chapter 5 â—¾ The 8-Bit Era
  15. Chapter 6 â—¾ The 16-Bit Era
  16. Chapter 7 â—¾ Sex and Violence Take Center Stage
  17. Chapter 8 â—¾ The 3D Era
  18. Chapter 9 â—¾ Video Games Become Big Business
  19. Chapter 10 â—¾ The Sixth Generation
  20. Chapter 11 â—¾ The Rise of PC Gaming and VR
  21. Chapter 12 â—¾ The Seventh Generation
  22. Chapter 13 â—¾ Military, Science, and Education Get into the Game
  23. Chapter 14 â—¾ Mobile and Indie Change the Game
  24. Chapter 15 â—¾ Modern Console Gaming
  25. Index