The Video Games Textbook
eBook - ePub

The Video Games Textbook

History ā€¢ Business ā€¢ Technology

Brian J. Wardyga

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

The Video Games Textbook

History ā€¢ Business ā€¢ Technology

Brian J. Wardyga

Book details
Table of contents
Citations

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

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Information

Publisher
CRC Press
Year
2023
ISBN
9781000868227

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