Gaming Technology: Blurring Real and Virtual Worlds
From the Series The World of Video Games
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. Gaming Technology: Blurring Real and Virtual Worlds examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology.
Interest Level | Grade 6 - Grade 12 |
---|---|
Reading Level | Grade 6 |
Copyright | 2019 |
Genre | Nonfiction |
Publisher | ReferencePoint Press |
Imprint | Reference Point |
Series | The World of Video Games |
Language | English |
Number of Pages | 80 |
ISBN | 9781682825556, 9781682825563, 9781682825556B |
---|---|
Title Format | Reinforced book, Hosted ebook, Print + Ebook |
Release Date | 2019-01-01 |
Author | Anthony J. Rotolo |
Dewey | 794.8 |
Dimensions | 6.5 x 9.25 |