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Brian J. Wardyga

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Kirjojen julkaisuhaarukka 2023-2026.

The Video Games Textbook

The Video Games Textbook

Brian J. Wardyga

TAYLOR FRANCIS LTD
2026
sidottu
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 is a practical document providing directions and links to play many of the video games mentioned throughout the textbook. 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 ensure seamless integration of the textbook into any gaming curriculum while providing students with engaging, hands-on learning experiences.
The Video Games Textbook

The Video Games Textbook

Brian J. Wardyga

TAYLOR FRANCIS LTD
2026
nidottu
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 is a practical document providing directions and links to play many of the video games mentioned throughout the textbook. 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 ensure seamless integration of the textbook into any gaming curriculum while providing students with engaging, hands-on learning experiences.
The Video Games Textbook

The Video Games Textbook

Brian J. Wardyga

TAYLOR FRANCIS LTD
2023
sidottu
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
The Video Games Textbook

The Video Games Textbook

Brian J. Wardyga

TAYLOR FRANCIS LTD
2023
nidottu
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