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The Video Games Textbook: History * Business * Technology. 3rd edition
・ISBN 978-1-032-97259-6 paper GB£ 71.99
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| 著者・編者 | Wardyga, Brian J., |
|---|---|
| 出版社 | (CRC Press, UK) |
| 出版年月 | 2026 |
| ページ数 | 494 pp. |
| 言語 | ENG |
| ニュース番号 | <A04-75817> |
解説
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.