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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.
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The Second 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
Table
of Contents
Chapter
1 - The First Video Games - 25 pages
Chapter 2 - Behind the Technology -
25 pages
Chapter 3 - The Atari Generation -
34 pages
Chapter 4 - Early PC Gaming - 31 pages
Chapter 5 - The 8-Bit Era - 26 pages
Chapter 6 - The 16-Bit Era - 35 pages
Chapter 7 - Sex and Violence Take Center Stage -
26 pages
Chapter 8 - The 3D Era - 35 pages
Chapter 9 - Video Games Become Big Business -
25 pages
Chapter 10 - The Sixth Generation -
30 pages
Chapter 11 - The Rise of PC Gaming and VR -
28 pages
Chapter 12 - The Seventh Generation -
30 pages
Chapter 13 - Military, Science, and Education Get
into the Game - 29 pages
Chapter 14 - Mobile and Indie Change the Game
- 28 pages
Chapter 15 - Modern Console Gaming -
39 pages
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©2023-24
Brian J. Wardyga
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