The video games textbook: history, business, technology
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press, Taylor & Francis Group
2023
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Ausgabe: | Second edition |
Schriftenreihe: | Games and animation
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xxv, 477 Seiten Illustrationen, Diagramme 28 cm |
ISBN: | 9781032325804 9781032325873 |
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adam_text | Contents List of Abbreviations, xvii Acknowledgments, xxi Author, xxiii Introduction, xxv Chapter 1 ■ The First Video Cames 1 OBJECTIVES 1 KEY TERMS AND PEOPLE 2 FIRST-GENERATION TIMELINE 2 FROM PENNY ARCADES TO PINBALL 3 THE FIRST INTERACTIVE COMPUTER GAMES 4 TENNIS FOR TWO 4 SPACEWAR! 4 COMPUTER SPACE 4 MAGNAVOX ODYSSEY 5 UNDERSTANDING ODYSSEY GAMES 6 PRO FILE: RALPH BAER 9 PONG 10 PONG FOR YOUR HOME TV 12 COLECOTELSTAR 13 COLOR TV-GAME SERIES 18 FIRST-GENERATION MARKET SUMMARY 19 FIRST-GENERATION BREAKTHROUGHS AND TRENDS 20 CHAPTER 1 QUIZ 21 FIGURES 23 REFERENCES 24 27 Chapter 2 • Behind the Technology OBJECTIVES 27 KEY TERMS AND PEOPLE 28 CHAPTER OUTLINE 28
vi ■ Contents INTRODUCTION 29 UNDERTHEHOOD 29 CPU 29 RAM AND ROM 29 30 BIOS GRAPHICS AND SOUND CARDS 31 PORTS 31 MAKING THE CONNECTION 31 BITSAND BYTES 32 HERTZ AND FRAME RATE 33 SCANNING SYSTEMS 34 MONITOR TYPES 36 VIDEO FORMATS 36 ASCII AND VECTOR GRAPHICS 37 RASTER AND POLYGON GRAPHICS 38 SHADERS, FLOPS, AND CORES 39 COLOR AND LIGHTING 40 PERSPECTIVE 42 SOUND AND MUSIC 43 SOUND THEORY 45 PRO FILE: SID MEIER 46 CHAPTER 2 QUIZ 48 FIGURES 49 REFERENCES 51 CHAPTER 3 ■ The Atari Generation 53 OBJECTIVES 53 KEY TERMS AND PEOPLE 54 CONSOLETIMELINE 54 THE GOLDEN AGE 55 THE SECOND GENERATION 56 ATARI VCS (2600) 56 PRO FILE: NOLAN BUSHNELL 58 CONSOLE COMPARISON 59 KEY ATARI VCS TITLES 61 MAGNAVOX ODYSSEY2 61 CONSOLE COMPARISON: ODYSSEY2 VS. ATARI VCS 62 KEY MAGNAVOX ODYSSEY2 TITLES 63 MATTEL INTELLIVISION 65 HANDHELD SNAPSHOT: MILTON BRADLEY MICROVISION 68
Contents ■ vii CONSOLE COMPARISON: INTELLIVISION VS. ATARI VCS AND ODYSSEY- 69 KEY INTELLIVISION TITLES 70 COLECOVISION 71 CONSOLE COMPARISON: COLECOVISION VS. ATARI VCS AND INTELLIVISION 72 KEY COLECOVISION TITLES 73 ATARI 5200 74 CONSOLE COMPARISON: ATARI 5200 VS. COLECOVISION 76 KEY ATARI 5200 TITLES 78 VIDEO GAME CRASH OF 1983 78 SECOND-GENERATION MARKET SUMMARY 79 SECOND-GENERATION BREAKTHROUGHS AND TRENDS 80 CHAPTER 3 QUIZ 81 FIGURES 83 REFERENCES 85 CHAPTER 4 ■ Early PC Gaming OBJECTIVES 87 87 KEY TERMS AND PEOPLE 88 EARLY COMPUTER TIMELINE 88 INTRODUCTION 89 APPLE I AND II 89 HARDWARE COMPARISON: APPLE II VS. ATARI VCS (2600) 91 KEY APPLE II TITLES 93 ELECTRONIC ARTS 93 APPLE II SUCCESSORS 93 ATARI 8-BIT FAMILY: 400 AND 800 94 PRO FILE: STEVE WOZNIAK 95 COMPUTER COMPARISON: ATARI 8-BIT VS. APPLE II 96 KEY ATARI 8-BIT TITLES 97 EXTENDED FAMILY: ATARI 8-BIT SUCCESSORS 97 COMMODORE 64 99 COMPUTER COMPARISON: COMMODORE 64 VS. ATARI 8-BIT 100 KEY COMMODORE 64 TITLES 101 COMMODORE 64 SUCCESSORS 101 MADE IN JAPAN 104 NEC PC-98 104 MSX 10, BEST OF BRITAIN 10 ZX SPECTRUM 106, AMSTRAD CPC 10-
vi ■ Contents INTRODUCTION 29 UNDER THE HOOD 29 CPU 29 RAM AND ROM 29 BIOS 30 GRAPHICS AND SOUND CARDS 31 PORTS 31 MAKING THE CONNECTION 31 BITSAND BYTES 32 HERTZ AND FRAME RATE 33 SCANNING SYSTEMS 34 MONITOR TYPES 36 VIDEO FORMATS 36 ASCII AND VECTOR GRAPHICS 37 RASTER AND POLYGON GRAPHICS 38 SHADERS, FLOPS, AND CORES 39 COLORAND LIGHTING 40 PERSPECTIVE 42 SOUND AND MUSIC 43 SOU ND THEORY 45 PRO FILE: SID MEIER 46 CHAPTER 2 QUIZ 48 FIGURES 49 REFERENCES 51 CHAPTER 3 • The Atari Generation 53 OBJECTIVES 53 KEY TERMS AND PEOPLE 54 CONSOLETIMELINE 54 THE GOLDEN AGE 55 THE SECOND GENERATION 56 ATARI VCS (2600) 56 PRO FILE: NOLAN BUSHNELL 58 CONSOLE COMPARISON 59 KEY ATARI VCS TITLES 61 MAGNAVOX ODYSSEY2 61 CONSOLE COMPARISON: ODYSSEY2 VS. ATARI VCS 62 KEY MAGNAVOX ODYSSEY2 TITLES 63 MATTEL INTELLIVISION 65 HANDHELD SNAPSHOT: MILTON BRADLEY MICROVISION 68
Contents ■ vil CONSOLE COMPARISON: INTELLIVISION VS. ATARI VCS AND ODYSSEY- 69 KEY INTELLIVISION TITLES 70 COLECOVISION 71 CONSOLE COMPARISON: COLECOVISION VS. ATARI VCS AND INTELLIVISION 72 KEY COLECOVISION TITLES 73 ATARI 5200 74 CONSOLE COMPARISON: ATARI 5200 VS. COLECOVISION 76 KEY ATARI 5200 TITLES 78 VIDEO GAME CRASH OF 1983 78 SECOND-GENERATION MARKET SUMMARY SECOND-GENERATION BREAKTHROUGHS AND TRENDS 79 80 CHAPTER 3 QUIZ 81 FIGURES 83 REFERENCES 85 Chapter 4 » Early PC Gaming 87 OBJECTIVES 87 KEYTERMS AND PEOPLE 88 EARLY COMPUTER TIMELINE 88 INTRODUCTION 89 APPLE I AND II 89 HARDWARE COMPARISON: APPLE II VS. ATARI VCS (2600) 91 KEY APPLE II TITLES 93 ELECTRONIC ARTS 93 APPLE II SUCCESSORS 93 ATARI 8-BIT FAMILY: 400 AND 800 94 PRO FILE: STEVE WOZNIAK 95 COMPUTER COMPARISON: ATARI 8-BIT VS. APPLE II 96 KEY ATARI 8-BIT TITLES 97 EXTENDED FAMILY: ATARI 8-BIT SUCCESSORS 97 COMMODORE 64 99 COMPUTER COMPARISON: COMMODORE 64 VS. ATARI 8-BIT 100 KEY COMMODORE 64 TITLES 101 COMMODORE 64 SUCCESSORS 101 MADE IN JAPAN 104 NEC PC-98 104 MSX 105 BEST OF BRITAIN 106 ZX SPECTRUM 106 AMSTRAD CPC 107
viii ■ Contents END OF AN ERA 108 MARKET SUMMARY 110 CHAPTER 4 QUIZ 112 FIGURES 114 REFERENCES 116 CHAPTER 5 • The 8-Bit Era 119 OBJECTIVES 119 KEY TERMS AND PEOPLE 120 CONSOLETIMELINE 120 THE ARCADE SCENE 121 THE THIRD GENERATION 122 NINTENDO FAMICOM 122 COMING TO AMERICA 123 NINTENDO ENTERTAINMENT SYSTEM 123 HANDHELD SNAPSHOT: NINTENDO GAME WATCH 126 CONSOLE COMPARISON: NES VS. ATARI 2600 127 PRO FILE: SHIGERU MIYAMOTO 128 KEY NES TITLES 129 SEGA MARK 111 130 SEGA MASTER SYSTEM 131 CONSOLE COMPARISON: SMS VS. NES 132 KEY SEGA MASTER SYSTEM TITLES 132 ATARI 7800 PROSYSTEM 134 CONSOLE COMPARISON: ATARI 7800 VS. NES SMS 136 KEY ATARI 7800 TITLES 138 THIRD-GENERATION MARKET SUMMARY 138 THIRD-GENERATION BREAKTHROUGHS AND TRENDS 139 CHAPTER 5 QUIZ 140 FIGURES 142 REFERENCES 144 Chapter 6 ■ The 16-Bit Era 145 OBJECTIVES 145 KEYTERMSAND PEOPLE 146 CONSOLETIMELINE 146 ARCADE REVIVAL 147 THE 16-BIT ERA 147 PRO FILE: YU SUZUKI 148 NEC PC ENGINE 149
Contents ■ ix TURBOGRAFX-16 149 CONSOLE COMPARISON: TURBOGRAFX-16 VS. NES 152 KEY PC ENGINE/TURBOGRAFX-16 TITLES 152 SEGA MEGA DRIVE 154 SEGA GENESIS 154 HANDHELD SNAPSHOT: GAME BOY 155 CONSOLE COMPARISON: GENESIS VS. TURBOGRAFX-1 6 159 KEY MEGA DRIVE/GENESIS TITLES 160 HANDHELD SNAPSHOT: ATARI LYNX 161 SUPER FAMICOM 162 SUPER NINTENDO 162 CONSOLE COMPARISON: SUPER NINTENDO VS. SEGA NEC 165 KEY SUPER FAMICOM/SUPER NINTENDO TITLES 166 SNK NEO«GEO AES 167 HANDHELD SNAPSHOT: SEGA GAME GEAR 168 CONSOLE COMPARISON: NEO’GEO AES VS. GENESIS SNES 170 KEY NEO-GEO TITLES 170 FOURTH-GENERATION MARKET SUMMARY 172 FOURTH-GENERATION BREAKTHROUGHS AND TRENDS 173 CHAPTER 6 QUIZ 174 FIGURES 176 REFERENCES 178 Chapter 7 ■ Sex and Violence Take Center Stage 181 OBJECTIVES 181 KEY TERMS AND PEOPLE 182 CHAPTER OUTLINE 182 INTRODUCTION 183 WHO PLAYS VIDEO GAMES? 183 SEX AN D SOFTPORN ADVENTURE 183 CUSTER S REVENGE 184 LEISURE SUIT LARRY 184 NIGHT TRAP AND FMV GAMES 185 THE GUY GAME 186 GRAND THEFT AUTO AND MODS 187 GENDER, IDENTITY, AND RACE 188 EARLY VIDEO GAME VIOLENCE 191 MORTAL KOMBAT 192 REGULATION AND THE ESRB 193 PEGI, CERO, AND IARC 193
x ■ Contents DOOM AND FIRST-PERSON SHOOTERS 194 PRO FILE: DOUG LOWENSTEIN 195 ROCKSTAR GAMES AND LEGISLATION 197 EFFECTS OF VIDEO GAME VIOLENCE 199 OTHER EFFECTS OF VIDEO GAMES 200 CHAPTER 7 QUIZ 201 FIGURES 203 REFERENCES 204 Chapter 8 ■ The 3D Era 207 OBJECTIVES 207 KEY TERMS AND PEOPLE 208 CONSOLE TIMELINE 208 ARCADES IN FLUX 209 THE 3D ERA 210 3DO INTERACTIVE MULTIPLAYER 210 CONSOLE COMPARISON: 3DO VS. 16-BIT SYSTEMS 212 KEY3DOTITLES 213 PRO FILE:TRIP HAWKINS 214 ATARI JAGUAR 215 CONSOLE COMPARISON: ATARI JAGUAR VS. 3DO 216 KEY ATARI JAGUAR TITLES 218 SEGA32X 218 SEGA SATURN 219 CONSOLE COMPARISON: SEGA SATURN VS. 3DO AND JAGUAR 221 KEY SATURN TITLES 221 CHANGES AT SEGA 223 SONY PLAYSTATION 223 CONSOLE COMPARISON: SONY PLAYSTATION VS. SEGA SATURN 225 KEY PLAYSTATION TITLES 227 VIRTUAL BOY 228 NINTENDO 64 228 CONSOLE COMPARISON: NINTENDO 64 VS. SONY PLAYSTATION 231 KEY NINTENDO 64 TITLES 232 HANDHELD SNAPSHOT: GAME BOY COLOR 233 FIFTH-GENERATION MARKET SUMMARY 234 FIFTH-GENERATION BREAKTHROUGHS AND TRENDS 235 CHAPTER 8 QUIZ 236 FIGURES 238 REFERENCES 240
Contents ■ xi . I ; CHAPTER 9 ■ Video Cames Become Big Business 243 OBJECTIVES KEY TERMS AND PEOPLE 244 CHAPTER OUTLINE 244 INTRODUCTION 245 GAME INDUSTRY VALUE CHAIN 245 FUNDING 245 PUBLISHING 246 DEVELOPMENT 246 MANUFACTURING 249 DISTRIBUTION 250 PRO FILE: GABE NEWELL 251 RETAIL 252 END USERS 253 DATA RESEARCH 255 BIG BUSINESS 255 VIDEO GAME CONVENTIONS 258 eSPORTS 260 MARKET SUMMARY 262 CHAPTER 9 QUIZ 263 FIGURES 265 REFERENCES 266 269 Chapter 10 ■ The Sixih Generation OBJECTIVES 269 KEY TERMS AND PEOPLE 270 CONSOLETIMELINE 270 ARCADE DECLINE AND RESTRUCTURING 271 THE SIXTH GENERATION 272 SEGA DREAMCAST 272 CONSOLE COMPARISON: DREAMCAST VS. FIFTH-GENERATION CONSOLES 275 KEY DREAMCAST TITLES 275 SONY PLAYSTATION 2 276 PRO FILE: KEN KUTARAGI 278 CONSOLE COMPARISON: PLAYSTATION 2 VS. DREAMCAST 279 KEY PLAYSTATION 2 TITLES 279 NINTENDO GAMECUBE 281 HANDHELD SNAPSHOT: GAME BOY ADVANCE 282 CONSOLE COMPARISON: GAMECUBE VS. PLAYSTATION 2 284 KEY GAMECUBE TITLES 285
xii ■ Contents CHANGES AT NINTENDO 287 MICROSOFT XBOX 287 CONSOLE COMPARISON: XBOX VS. PLAYSTATION 2 AND GAMECUBE 290 KEY XBOX TITLES 291 SIXTH-GENERATION MARKET SUMMARY 292 SIXTH-GENERATION BREAKTHROUGHS AND TRENDS 293 CHAPTER 10 QUIZ 294 FIGURES 296 REFERENCES 298 Chapter 11 • The Rise of PC Gaming and VR 299 OBJECTIVES 299 KEY TERMS AND PEOPLE 300 COMPUTER MILESTONES TIMELINE 300 INTRODUCTION 301 IBM AND THE RISE OFTHE CLONES 301 GAMING IN DOS 303 GENRE PIONEERS OFTHE EARLY 1990s 303 WINDOWS 95 AND 3D GRAPHICS 304 THE GOLDEN AGE OF PC GAMING 305 A NEW MILLENNIUM OF MMOs 308 INDIE AND SOCIAL GAMES GATHER [ON] STEAM 309 VIRTUAL ONLINE WORLDS 311 PRO FILE: WILL WRIGHT 313 VIRTUAL REALITY 314 MODERN VR PIONEERS 314 TRENDS OFTHE 2010s 316 SUBSCRIPTION AND CLOUD GAMING 318 HANDHELD SNAPSHOT: VALVE STEAM DECK 319 MARKET SUMMARY 320 CHAPTER 11 QUIZ 322 FIGURES 324 REFERENCES 325 Chapter 12 ■ The Seventh Generation 397 OBJECTIVES 327 KEY TERMS AND PEOPLE 328 CONSOLE TIMELINE 328 ARCADE APOCALYPSE? 329 THE SEVENTH GENERATION 330
Contents ■ xiii 330 XBOX 3 60 CONSOLE COMPARISON: XBOX 360 VS. SIXTH-GENERATION CONSOLES 333 KEY XBOX 360TITLES 334 HANDHELD SNAPSHOT: NINTENDO DS 335 SONY PLAYSTATION 3 336 CONSOLE COMPARISON: PLAYSTATION 3 VS. XBOX 360 339 KEY PLAYSTATION 3 TITLES 341 PRO FILE: HIDEO KOJIMA 342 HANDHELD SNAPSHOT: SONY PSP 343 NINTENDO WII 344 CONSOLE COMPARISON: WII VS. PLAYSTATION 3 AND XBOX 360 348 KEY WII TITLES 349 SEVENTH-GENERATION MARKET SUMMARY SEVENTH-GENERATION BREAKTHROUGHS AND TRENDS 349 351 CHAPTER 12 QUIZ 352 FIGURES 354 REFERENCES 355 Chapter 13 • Military, Science, and Education Get into the Game 357 OBJECTIVES 357 KEY TERMS AND PEOPLE 358 CHAPTER OUTLINE 358 INTRODUCTION 359 EARLY WAR GAMES 359 MILITARY SIMULATION 359 THE BRADLEY TRAINER 360 MULTIPURPOSE ARCADE COMBAT SIMULATOR 361 MARINE DOOM 361 PRO FILE: JOHN CARMACK 362 AMERICA S ARMY 363 FULL SPECTRUM WARRIOR 364 DARWARS 364 VIRTUAL BATTLEFIELDS 366 AT EASE 367 VIDEO GAMES IN SCIENCE 367 SERIOUS GAMES 367 SERIOUS GAMES SHOWCASE AND CHALLENGE 370 GAMES WITH A PURPOSE 371 VIDEO GAME RESEARCH 372 NEGATIVE SIDE EFFECTS 372
xiv ■ Contents POSITIVE IMPACT 373 BRAIN DEVELOPMENT 373 FROM SCIENCE TO EDUCATION 374 POPULAR COTS EDUCATIONAL GAMES 376 SCHOOLS SPECIALIZING IN GAMING 377 FINAL EXAMINATION 379 CHAPTER 13 QUIZ 379 FIGURES 381 REFERENCES 383 Chapter 14 • Mobile and Indie Change the Game 387 OBJECTIVES 387 KEY TERMS AND PEOPLE 388 MOBILE PLATFORMS TIMELINE 388 INTRODUCTION 389 MOBILE AND CASUAL GAMES DEFINED 389 PHONES GET SMART 389 MOBILE GAMING ORIGINS 390 THE NEW MILLENNIUM OF MOBILE 391 NOKIA N-GAGE 391 THE COMPETITION 393 KEY N-GAGETITLES 394 OTHER MOBILE DEVELOPMENTS 394 G1ZMONDO 396 STILL GROWING 397 APPLE IPHONE 397 EARLY IPHONE GAMES 399 MORE PLATFORMS THAN EVER 399 PRO FILE: STEVE JOBS 400 MOBILE MILESTONES 402 NINTENDO GOES MOBILE 404 MOBILE MERITS 405 RECENT TRENDS 405 MOBILE GAMER PROFILE 406 MARKET SUMMARY 407 CHAPTER 14 QUIZ 409 FIGURES 411 REFERENCES 412
Contents ■ XV Chapter 15 ■ Modem Console Gaming 15 OBJECTIVES 415 KEY TERMS AND PEOPLE 416 CONSOLE TIMELINE 416 THE MODERN ARCADE 417 MODERN CONSOLE GAMING 418 WII U 418 CONSOLE COMPARISON: WII U VS. XBOX 360 AND PS3 421 KEY WII U TITLES 422 HANDHELD SNAPSHOT: NINTENDO 3DS 423 PLAYSTATION 4 424 CONSOLE COMPARISON: PLAYSTATION 4 VS. WII U 427 KEY PLAYSTATION 4 TITLES 428 PRO FILE: MARK CERNY 429 HANDHELD SNAPSHOT: PLAYSTATION VITA 430 XBOX ONE 431 CONSOLE COMPARISON: XBOX ONE VS. PLAYSTATION 4 434 KEY XBOX ONE TITLES 435 NINTENDO SWITCH 436 NO COMPARISON 440 KEY SWITCH TITLES 440 NEXT GEN: XBOX SERIES X|S AND PLAYSTATION 5 440 CONSOLE COMPARISON: XBOX SERIES X|S VS. PLAYSTATION 5 441 KEY XBOX SERIES XIS AND PLAYSTATION 5 TITLES 443 MARKET SUMMARY 443 MODERN GAMING BREAKTHROUGHS AND TRENDS 445 FINAL THOUGHTS 446 CHAPTER 15 QUIZ 447 FIGURES 448 REFERENCES 450 INDEX, 455
SECOND EDITION THeV • DEC GAMES TEXTBOOK 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
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Contents List of Abbreviations, xvii Acknowledgments, xxi Author, xxiii Introduction, xxv Chapter 1 ■ The First Video Cames 1 OBJECTIVES 1 KEY TERMS AND PEOPLE 2 FIRST-GENERATION TIMELINE 2 FROM PENNY ARCADES TO PINBALL 3 THE FIRST INTERACTIVE COMPUTER GAMES 4 TENNIS FOR TWO 4 SPACEWAR! 4 COMPUTER SPACE 4 MAGNAVOX ODYSSEY 5 UNDERSTANDING ODYSSEY GAMES 6 PRO FILE: RALPH BAER 9 PONG 10 PONG FOR YOUR HOME TV 12 COLECOTELSTAR 13 COLOR TV-GAME SERIES 18 FIRST-GENERATION MARKET SUMMARY 19 FIRST-GENERATION BREAKTHROUGHS AND TRENDS 20 CHAPTER 1 QUIZ 21 FIGURES 23 REFERENCES 24 27 Chapter 2 • Behind the Technology OBJECTIVES 27 KEY TERMS AND PEOPLE 28 CHAPTER OUTLINE 28
vi ■ Contents INTRODUCTION 29 UNDERTHEHOOD 29 CPU 29 RAM AND ROM 29 30 BIOS GRAPHICS AND SOUND CARDS 31 PORTS 31 MAKING THE CONNECTION 31 BITSAND BYTES 32 HERTZ AND FRAME RATE 33 SCANNING SYSTEMS 34 MONITOR TYPES 36 VIDEO FORMATS 36 ASCII AND VECTOR GRAPHICS 37 RASTER AND POLYGON GRAPHICS 38 SHADERS, FLOPS, AND CORES 39 COLOR AND LIGHTING 40 PERSPECTIVE 42 SOUND AND MUSIC 43 SOUND THEORY 45 PRO FILE: SID MEIER 46 CHAPTER 2 QUIZ 48 FIGURES 49 REFERENCES 51 CHAPTER 3 ■ The Atari Generation 53 OBJECTIVES 53 KEY TERMS AND PEOPLE 54 CONSOLETIMELINE 54 THE GOLDEN AGE 55 THE SECOND GENERATION 56 ATARI VCS (2600) 56 PRO FILE: NOLAN BUSHNELL 58 CONSOLE COMPARISON 59 KEY ATARI VCS TITLES 61 MAGNAVOX ODYSSEY2 61 CONSOLE COMPARISON: ODYSSEY2 VS. ATARI VCS 62 KEY MAGNAVOX ODYSSEY2 TITLES 63 MATTEL INTELLIVISION 65 HANDHELD SNAPSHOT: MILTON BRADLEY MICROVISION 68
Contents ■ vii CONSOLE COMPARISON: INTELLIVISION VS. ATARI VCS AND ODYSSEY- 69 KEY INTELLIVISION TITLES 70 COLECOVISION 71 CONSOLE COMPARISON: COLECOVISION VS. ATARI VCS AND INTELLIVISION 72 KEY COLECOVISION TITLES 73 ATARI 5200 74 CONSOLE COMPARISON: ATARI 5200 VS. COLECOVISION 76 KEY ATARI 5200 TITLES 78 VIDEO GAME CRASH OF 1983 78 SECOND-GENERATION MARKET SUMMARY 79 SECOND-GENERATION BREAKTHROUGHS AND TRENDS 80 CHAPTER 3 QUIZ 81 FIGURES 83 REFERENCES 85 CHAPTER 4 ■ Early PC Gaming OBJECTIVES 87 87 KEY TERMS AND PEOPLE 88 EARLY COMPUTER TIMELINE 88 INTRODUCTION 89 APPLE I AND II 89 HARDWARE COMPARISON: APPLE II VS. ATARI VCS (2600) 91 KEY APPLE II TITLES 93 ELECTRONIC ARTS 93 APPLE II SUCCESSORS 93 ATARI 8-BIT FAMILY: 400 AND 800 94 PRO FILE: STEVE WOZNIAK 95 COMPUTER COMPARISON: ATARI 8-BIT VS. APPLE II 96 KEY ATARI 8-BIT TITLES 97 EXTENDED FAMILY: ATARI 8-BIT SUCCESSORS 97 COMMODORE 64 99 COMPUTER COMPARISON: COMMODORE 64 VS. ATARI 8-BIT 100 KEY COMMODORE 64 TITLES 101 COMMODORE 64 SUCCESSORS 101 MADE IN JAPAN 104 NEC PC-98 104 MSX 10, BEST OF BRITAIN 10 ZX SPECTRUM 106, AMSTRAD CPC 10-
vi ■ Contents INTRODUCTION 29 UNDER THE HOOD 29 CPU 29 RAM AND ROM 29 BIOS 30 GRAPHICS AND SOUND CARDS 31 PORTS 31 MAKING THE CONNECTION 31 BITSAND BYTES 32 HERTZ AND FRAME RATE 33 SCANNING SYSTEMS 34 MONITOR TYPES 36 VIDEO FORMATS 36 ASCII AND VECTOR GRAPHICS 37 RASTER AND POLYGON GRAPHICS 38 SHADERS, FLOPS, AND CORES 39 COLORAND LIGHTING 40 PERSPECTIVE 42 SOUND AND MUSIC 43 SOU ND THEORY 45 PRO FILE: SID MEIER 46 CHAPTER 2 QUIZ 48 FIGURES 49 REFERENCES 51 CHAPTER 3 • The Atari Generation 53 OBJECTIVES 53 KEY TERMS AND PEOPLE 54 CONSOLETIMELINE 54 THE GOLDEN AGE 55 THE SECOND GENERATION 56 ATARI VCS (2600) 56 PRO FILE: NOLAN BUSHNELL 58 CONSOLE COMPARISON 59 KEY ATARI VCS TITLES 61 MAGNAVOX ODYSSEY2 61 CONSOLE COMPARISON: ODYSSEY2 VS. ATARI VCS 62 KEY MAGNAVOX ODYSSEY2 TITLES 63 MATTEL INTELLIVISION 65 HANDHELD SNAPSHOT: MILTON BRADLEY MICROVISION 68
Contents ■ vil CONSOLE COMPARISON: INTELLIVISION VS. ATARI VCS AND ODYSSEY- 69 KEY INTELLIVISION TITLES 70 COLECOVISION 71 CONSOLE COMPARISON: COLECOVISION VS. ATARI VCS AND INTELLIVISION 72 KEY COLECOVISION TITLES 73 ATARI 5200 74 CONSOLE COMPARISON: ATARI 5200 VS. COLECOVISION 76 KEY ATARI 5200 TITLES 78 VIDEO GAME CRASH OF 1983 78 SECOND-GENERATION MARKET SUMMARY SECOND-GENERATION BREAKTHROUGHS AND TRENDS 79 80 CHAPTER 3 QUIZ 81 FIGURES 83 REFERENCES 85 Chapter 4 » Early PC Gaming 87 OBJECTIVES 87 KEYTERMS AND PEOPLE 88 EARLY COMPUTER TIMELINE 88 INTRODUCTION 89 APPLE I AND II 89 HARDWARE COMPARISON: APPLE II VS. ATARI VCS (2600) 91 KEY APPLE II TITLES 93 ELECTRONIC ARTS 93 APPLE II SUCCESSORS 93 ATARI 8-BIT FAMILY: 400 AND 800 94 PRO FILE: STEVE WOZNIAK 95 COMPUTER COMPARISON: ATARI 8-BIT VS. APPLE II 96 KEY ATARI 8-BIT TITLES 97 EXTENDED FAMILY: ATARI 8-BIT SUCCESSORS 97 COMMODORE 64 99 COMPUTER COMPARISON: COMMODORE 64 VS. ATARI 8-BIT 100 KEY COMMODORE 64 TITLES 101 COMMODORE 64 SUCCESSORS 101 MADE IN JAPAN 104 NEC PC-98 104 MSX 105 BEST OF BRITAIN 106 ZX SPECTRUM 106 AMSTRAD CPC 107
viii ■ Contents END OF AN ERA 108 MARKET SUMMARY 110 CHAPTER 4 QUIZ 112 FIGURES 114 REFERENCES 116 CHAPTER 5 • The 8-Bit Era 119 OBJECTIVES 119 KEY TERMS AND PEOPLE 120 CONSOLETIMELINE 120 THE ARCADE SCENE 121 THE THIRD GENERATION 122 NINTENDO FAMICOM 122 COMING TO AMERICA 123 NINTENDO ENTERTAINMENT SYSTEM 123 HANDHELD SNAPSHOT: NINTENDO GAME WATCH 126 CONSOLE COMPARISON: NES VS. ATARI 2600 127 PRO FILE: SHIGERU MIYAMOTO 128 KEY NES TITLES 129 SEGA MARK 111 130 SEGA MASTER SYSTEM 131 CONSOLE COMPARISON: SMS VS. NES 132 KEY SEGA MASTER SYSTEM TITLES 132 ATARI 7800 PROSYSTEM 134 CONSOLE COMPARISON: ATARI 7800 VS. NES SMS 136 KEY ATARI 7800 TITLES 138 THIRD-GENERATION MARKET SUMMARY 138 THIRD-GENERATION BREAKTHROUGHS AND TRENDS 139 CHAPTER 5 QUIZ 140 FIGURES 142 REFERENCES 144 Chapter 6 ■ The 16-Bit Era 145 OBJECTIVES 145 KEYTERMSAND PEOPLE 146 CONSOLETIMELINE 146 ARCADE REVIVAL 147 THE 16-BIT ERA 147 PRO FILE: YU SUZUKI 148 NEC PC ENGINE 149
Contents ■ ix TURBOGRAFX-16 149 CONSOLE COMPARISON: TURBOGRAFX-16 VS. NES 152 KEY PC ENGINE/TURBOGRAFX-16 TITLES 152 SEGA MEGA DRIVE 154 SEGA GENESIS 154 HANDHELD SNAPSHOT: GAME BOY 155 CONSOLE COMPARISON: GENESIS VS. TURBOGRAFX-1 6 159 KEY MEGA DRIVE/GENESIS TITLES 160 HANDHELD SNAPSHOT: ATARI LYNX 161 SUPER FAMICOM 162 SUPER NINTENDO 162 CONSOLE COMPARISON: SUPER NINTENDO VS. SEGA NEC 165 KEY SUPER FAMICOM/SUPER NINTENDO TITLES 166 SNK NEO«GEO AES 167 HANDHELD SNAPSHOT: SEGA GAME GEAR 168 CONSOLE COMPARISON: NEO’GEO AES VS. GENESIS SNES 170 KEY NEO-GEO TITLES 170 FOURTH-GENERATION MARKET SUMMARY 172 FOURTH-GENERATION BREAKTHROUGHS AND TRENDS 173 CHAPTER 6 QUIZ 174 FIGURES 176 REFERENCES 178 Chapter 7 ■ Sex and Violence Take Center Stage 181 OBJECTIVES 181 KEY TERMS AND PEOPLE 182 CHAPTER OUTLINE 182 INTRODUCTION 183 WHO PLAYS VIDEO GAMES? 183 SEX AN D SOFTPORN ADVENTURE 183 CUSTER'S REVENGE 184 LEISURE SUIT LARRY 184 NIGHT TRAP AND FMV GAMES 185 THE GUY GAME 186 GRAND THEFT AUTO AND MODS 187 GENDER, IDENTITY, AND RACE 188 EARLY VIDEO GAME VIOLENCE 191 MORTAL KOMBAT 192 REGULATION AND THE ESRB 193 PEGI, CERO, AND IARC 193
x ■ Contents DOOM AND FIRST-PERSON SHOOTERS 194 PRO FILE: DOUG LOWENSTEIN 195 ROCKSTAR GAMES AND LEGISLATION 197 EFFECTS OF VIDEO GAME VIOLENCE 199 OTHER EFFECTS OF VIDEO GAMES 200 CHAPTER 7 QUIZ 201 FIGURES 203 REFERENCES 204 Chapter 8 ■ The 3D Era 207 OBJECTIVES 207 KEY TERMS AND PEOPLE 208 CONSOLE TIMELINE 208 ARCADES IN FLUX 209 THE 3D ERA 210 3DO INTERACTIVE MULTIPLAYER 210 CONSOLE COMPARISON: 3DO VS. 16-BIT SYSTEMS 212 KEY3DOTITLES 213 PRO FILE:TRIP HAWKINS 214 ATARI JAGUAR 215 CONSOLE COMPARISON: ATARI JAGUAR VS. 3DO 216 KEY ATARI JAGUAR TITLES 218 SEGA32X 218 SEGA SATURN 219 CONSOLE COMPARISON: SEGA SATURN VS. 3DO AND JAGUAR 221 KEY SATURN TITLES 221 CHANGES AT SEGA 223 SONY PLAYSTATION 223 CONSOLE COMPARISON: SONY PLAYSTATION VS. SEGA SATURN 225 KEY PLAYSTATION TITLES 227 VIRTUAL BOY 228 NINTENDO 64 228 CONSOLE COMPARISON: NINTENDO 64 VS. SONY PLAYSTATION 231 KEY NINTENDO 64 TITLES 232 HANDHELD SNAPSHOT: GAME BOY COLOR 233 FIFTH-GENERATION MARKET SUMMARY 234 FIFTH-GENERATION BREAKTHROUGHS AND TRENDS 235 CHAPTER 8 QUIZ 236 FIGURES 238 REFERENCES 240
Contents ■ xi .'I ; CHAPTER 9 ■ Video Cames Become Big Business 243 OBJECTIVES KEY TERMS AND PEOPLE 244 CHAPTER OUTLINE 244 INTRODUCTION 245 GAME INDUSTRY VALUE CHAIN 245 FUNDING 245 PUBLISHING 246 DEVELOPMENT 246 MANUFACTURING 249 DISTRIBUTION 250 PRO FILE: GABE NEWELL 251 RETAIL 252 END USERS 253 DATA RESEARCH 255 BIG BUSINESS 255 VIDEO GAME CONVENTIONS 258 eSPORTS 260 MARKET SUMMARY 262 CHAPTER 9 QUIZ 263 FIGURES 265 REFERENCES 266 269 Chapter 10 ■ The Sixih Generation OBJECTIVES 269 KEY TERMS AND PEOPLE 270 CONSOLETIMELINE 270 ARCADE DECLINE AND RESTRUCTURING 271 THE SIXTH GENERATION 272 SEGA DREAMCAST 272 CONSOLE COMPARISON: DREAMCAST VS. FIFTH-GENERATION CONSOLES 275 KEY DREAMCAST TITLES 275 SONY PLAYSTATION 2 276 PRO FILE: KEN KUTARAGI 278 CONSOLE COMPARISON: PLAYSTATION 2 VS. DREAMCAST 279 KEY PLAYSTATION 2 TITLES 279 NINTENDO GAMECUBE 281 HANDHELD SNAPSHOT: GAME BOY ADVANCE 282 CONSOLE COMPARISON: GAMECUBE VS. PLAYSTATION 2 284 KEY GAMECUBE TITLES 285
xii ■ Contents CHANGES AT NINTENDO 287 MICROSOFT XBOX 287 CONSOLE COMPARISON: XBOX VS. PLAYSTATION 2 AND GAMECUBE 290 KEY XBOX TITLES 291 SIXTH-GENERATION MARKET SUMMARY 292 SIXTH-GENERATION BREAKTHROUGHS AND TRENDS 293 CHAPTER 10 QUIZ 294 FIGURES 296 REFERENCES 298 Chapter 11 • The Rise of PC Gaming and VR 299 OBJECTIVES 299 KEY TERMS AND PEOPLE 300 COMPUTER MILESTONES TIMELINE 300 INTRODUCTION 301 IBM AND THE RISE OFTHE CLONES 301 GAMING IN DOS 303 GENRE PIONEERS OFTHE EARLY 1990s 303 WINDOWS 95 AND 3D GRAPHICS 304 THE GOLDEN AGE OF PC GAMING 305 A NEW MILLENNIUM OF MMOs 308 INDIE AND SOCIAL GAMES GATHER [ON] STEAM 309 VIRTUAL ONLINE WORLDS 311 PRO FILE: WILL WRIGHT 313 VIRTUAL REALITY 314 MODERN VR PIONEERS 314 TRENDS OFTHE 2010s 316 SUBSCRIPTION AND CLOUD GAMING 318 HANDHELD SNAPSHOT: VALVE STEAM DECK 319 MARKET SUMMARY 320 CHAPTER 11 QUIZ 322 FIGURES 324 REFERENCES 325 Chapter 12 ■ The Seventh Generation 397 OBJECTIVES 327 KEY TERMS AND PEOPLE 328 CONSOLE TIMELINE 328 ARCADE APOCALYPSE? 329 THE SEVENTH GENERATION 330
Contents ■ xiii 330 XBOX 3 60 CONSOLE COMPARISON: XBOX 360 VS. SIXTH-GENERATION CONSOLES 333 KEY XBOX 360TITLES 334 HANDHELD SNAPSHOT: NINTENDO DS 335 SONY PLAYSTATION 3 336 CONSOLE COMPARISON: PLAYSTATION 3 VS. XBOX 360 339 KEY PLAYSTATION 3 TITLES 341 PRO FILE: HIDEO KOJIMA 342 HANDHELD SNAPSHOT: SONY PSP 343 NINTENDO WII 344 CONSOLE COMPARISON: WII VS. PLAYSTATION 3 AND XBOX 360 348 KEY WII TITLES 349 SEVENTH-GENERATION MARKET SUMMARY SEVENTH-GENERATION BREAKTHROUGHS AND TRENDS 349 351 CHAPTER 12 QUIZ 352 FIGURES 354 REFERENCES 355 Chapter 13 • Military, Science, and Education Get into the Game 357 OBJECTIVES 357 KEY TERMS AND PEOPLE 358 CHAPTER OUTLINE 358 INTRODUCTION 359 EARLY WAR GAMES 359 MILITARY SIMULATION 359 THE BRADLEY TRAINER 360 MULTIPURPOSE ARCADE COMBAT SIMULATOR 361 MARINE DOOM 361 PRO FILE: JOHN CARMACK 362 AMERICA'S ARMY 363 FULL SPECTRUM WARRIOR 364 DARWARS 364 VIRTUAL BATTLEFIELDS 366 AT EASE 367 VIDEO GAMES IN SCIENCE 367 SERIOUS GAMES 367 SERIOUS GAMES SHOWCASE AND CHALLENGE 370 GAMES WITH A PURPOSE 371 VIDEO GAME RESEARCH 372 NEGATIVE SIDE EFFECTS 372
xiv ■ Contents POSITIVE IMPACT 373 BRAIN DEVELOPMENT 373 FROM SCIENCE TO EDUCATION 374 POPULAR COTS EDUCATIONAL GAMES 376 SCHOOLS SPECIALIZING IN GAMING 377 FINAL EXAMINATION 379 CHAPTER 13 QUIZ 379 FIGURES 381 REFERENCES 383 Chapter 14 • Mobile and Indie Change the Game 387 OBJECTIVES 387 KEY TERMS AND PEOPLE 388 MOBILE PLATFORMS TIMELINE 388 INTRODUCTION 389 MOBILE AND CASUAL GAMES DEFINED 389 PHONES GET SMART 389 MOBILE GAMING ORIGINS 390 THE NEW MILLENNIUM OF MOBILE 391 NOKIA N-GAGE 391 THE COMPETITION 393 KEY N-GAGETITLES 394 OTHER MOBILE DEVELOPMENTS 394 G1ZMONDO 396 STILL GROWING 397 APPLE IPHONE 397 EARLY IPHONE GAMES 399 MORE PLATFORMS THAN EVER 399 PRO FILE: STEVE JOBS 400 MOBILE MILESTONES 402 NINTENDO GOES MOBILE 404 MOBILE MERITS 405 RECENT TRENDS 405 MOBILE GAMER PROFILE 406 MARKET SUMMARY 407 CHAPTER 14 QUIZ 409 FIGURES 411 REFERENCES 412
Contents ■ XV Chapter 15 ■ Modem Console Gaming 15 OBJECTIVES 415 KEY TERMS AND PEOPLE 416 CONSOLE TIMELINE 416 THE MODERN ARCADE 417 MODERN CONSOLE GAMING 418 WII U 418 CONSOLE COMPARISON: WII U VS. XBOX 360 AND PS3 421 KEY WII U TITLES 422 HANDHELD SNAPSHOT: NINTENDO 3DS 423 PLAYSTATION 4 424 CONSOLE COMPARISON: PLAYSTATION 4 VS. WII U 427 KEY PLAYSTATION 4 TITLES 428 PRO FILE: MARK CERNY 429 HANDHELD SNAPSHOT: PLAYSTATION VITA 430 XBOX ONE 431 CONSOLE COMPARISON: XBOX ONE VS. PLAYSTATION 4 434 KEY XBOX ONE TITLES 435 NINTENDO SWITCH 436 NO COMPARISON 440 KEY SWITCH TITLES 440 NEXT GEN: XBOX SERIES X|S AND PLAYSTATION 5 440 CONSOLE COMPARISON: XBOX SERIES X|S VS. PLAYSTATION 5 441 KEY XBOX SERIES XIS AND PLAYSTATION 5 TITLES 443 MARKET SUMMARY 443 MODERN GAMING BREAKTHROUGHS AND TRENDS 445 FINAL THOUGHTS 446 CHAPTER 15 QUIZ 447 FIGURES 448 REFERENCES 450 INDEX, 455
SECOND EDITION THeV • DEC GAMES TEXTBOOK 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 |
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author | Wardyga, Brian J. |
author_GND | (DE-588)1173935304 |
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building | Verbundindex |
bvnumber | BV048970467 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.3 |
callnumber-search | GV1469.3 |
callnumber-sort | GV 41469.3 |
callnumber-subject | GV - Leisure and Recreation |
classification_rvk | ST 324 |
ctrlnum | (OCoLC)1385295234 (DE-599)BVBBV048970467 |
dewey-full | 794.809 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.809 |
dewey-search | 794.809 |
dewey-sort | 3794.809 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
edition | Second edition |
era | Geschichte gnd |
era_facet | Geschichte |
format | Book |
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spelling | Wardyga, Brian J. Verfasser (DE-588)1173935304 aut The video games textbook history, business, technology Dr. Brian J. Wardyga Second edition Boca Raton ; London ; New York CRC Press, Taylor & Francis Group 2023 © 2023 xxv, 477 Seiten Illustrationen, Diagramme 28 cm txt rdacontent n rdamedia nc rdacarrier Games and animation Geschichte gnd rswk-swf Video games History Video games industry History Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Technologie (DE-588)4059276-5 gnd rswk-swf Spielkonsole (DE-588)4509575-9 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Videospiel (DE-588)4063465-6 s Spielkonsole (DE-588)4509575-9 s Technologie (DE-588)4059276-5 s Geschichte z DE-604 Erscheint auch als Online-Ausgabe 978-1-003-31575-9 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034234085&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034234085&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Wardyga, Brian J. The video games textbook history, business, technology Video games History Video games industry History Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Technologie (DE-588)4059276-5 gnd Spielkonsole (DE-588)4509575-9 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4063465-6 (DE-588)4059276-5 (DE-588)4509575-9 |
title | The video games textbook history, business, technology |
title_auth | The video games textbook history, business, technology |
title_exact_search | The video games textbook history, business, technology |
title_exact_search_txtP | The video games textbook history, business, technology |
title_full | The video games textbook history, business, technology Dr. Brian J. Wardyga |
title_fullStr | The video games textbook history, business, technology Dr. Brian J. Wardyga |
title_full_unstemmed | The video games textbook history, business, technology Dr. Brian J. Wardyga |
title_short | The video games textbook |
title_sort | the video games textbook history business technology |
title_sub | history, business, technology |
topic | Video games History Video games industry History Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd Technologie (DE-588)4059276-5 gnd Spielkonsole (DE-588)4509575-9 gnd |
topic_facet | Video games History Video games industry History Computerspiel Videospiel Technologie Spielkonsole |
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