The Video Games Textbook
eBook - ePub

The Video Games Textbook

History • Business • Technology

  1. 494 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 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 for download is a practical document providing directions and links to play many of the video games mentioned throughout the textbook, which can be found at www.routledge.com/9781032972596

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, found at www.routledge.com/9781032972596, ensure seamless integration of the textbook into any gaming curriculum while providing students with engaging, hands-on learning experiences.

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Information

Publisher
CRC Press
Year
2026
eBook ISBN
9781040680971

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. About the Author
  9. Introduction
  10. Chapter 1 ◾ The First Video Games
  11. Chapter 2 ◾ Behind the Technology
  12. Chapter 3 ◾ The Atari Age of Home Consoles
  13. Chapter 4 ◾ PC Gaming Begins
  14. Chapter 5 ◾ Nintendo Leads the 8-Bit Revolution
  15. Chapter 6 ◾ Sega Starts the 16-Bit Wars
  16. Chapter 7 ◾ Sex and Violence Take Center Stage
  17. Chapter 8 ◾ Sony Dominates the 3D Era
  18. Chapter 9 ◾ Video Games Become Big Business
  19. Chapter 10 ◾ Microsoft Enters the Sixth Generation
  20. Chapter 11 ◾ The Rise of PC Gaming and VR
  21. Chapter 12 ◾ The Seventh Generation is Set in Motion
  22. Chapter 13 ◾ Military, Science, and Education Get into the Game
  23. Chapter 14 ◾ Mobile and Indie Change the Game
  24. Chapter 15 ◾ The Eighth Generation and Beyond
  25. Index

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Yes, you can access The Video Games Textbook by Brian J. Wardyga in PDF and/or ePUB format. We have over 1.5 million books available in our catalogue for you to explore.