Gaming
(eBook)
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More Details
Format
eBook
Language
English
ISBN
9781422272916, 1422272915
Notes
Bibliography
Includes bibliographical references and index.
Description
Explores the way STEAM principles are utilized in the video game industry, from creating an artistic concept, to coding the game, to making the graphics come to life, and finally to the computer engineering needed to make the game function.
Target Audience
7-12.
System Details
Mode of access: World Wide Web.
Local note
eBook.
Local note
MackinVIA eBook.
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Citations
APA Citation, 7th Edition (style guide)
Havelka, J. (2022). Gaming . Mason Crest.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Havelka, Jacqueline. 2022. Gaming. Mason Crest.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Havelka, Jacqueline. Gaming Mason Crest, 2022.
MLA Citation, 9th Edition (style guide)Havelka, Jacqueline. Gaming Mason Crest, 2022.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
Staff View
Grouped Work ID
0d2eda6d-edb8-e6c4-1507-0984a5a38b5a-eng
Grouping Information
Grouped Work ID | 0d2eda6d-edb8-e6c4-1507-0984a5a38b5a-eng |
---|---|
Full title | gaming |
Author | havelka jacqueline |
Grouping Category | book |
Last Update | 2024-03-15 22:03:55PM |
Last Indexed | 2024-03-15 22:04:59PM |
Book Cover Information
Image Source | syndetics |
---|---|
First Loaded | Oct 18, 2022 |
Last Used | Nov 25, 2023 |
Marc Record
First Detected | Aug 10, 2022 10:06:50 PM |
---|---|
Last File Modification Time | Mar 15, 2024 10:04:59 PM |
MARC Record
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---|---|---|---|
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003 | MnBnMLM | ||
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050 | 0 | 4 | |a GV1469.3|b .H38 2022 |
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100 | 1 | |a Havelka, Jacqueline,|e author. | |
245 | 1 | 0 | |a Gaming /|c Jacqueline Havelka. |
264 | 1 | |a Philadelphia :|b Mason Crest,|c [2022] | |
300 | |a 1 online resource (80 pages) :|b color illustrations. | ||
336 | |a text|b txt|2 rdacontent | ||
337 | |a computer|b c|2 rdamedia | ||
338 | |a online resource|b cr|2 rdacarrier | ||
490 | 1 | |a High-interest STEAM | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Science in gaming -- Technology in gaming -- Engineering in gaming -- Art in gaming -- Mathematics in gaming. | |
520 | |a Explores the way STEAM principles are utilized in the video game industry, from creating an artistic concept, to coding the game, to making the graphics come to life, and finally to the computer engineering needed to make the game function. | ||
521 | 2 | |a 7-12. | |
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on book record and eBook viewed on November 10, 2021. | ||
590 | |a eBook. | ||
590 | |a MackinVIA eBook. | ||
650 | 0 | |a Video games. | |
650 | 0 | |a Video games|x Design. | |
650 | 0 | |a Video games in education. | |
655 | 0 | |a Electronic books. | |
830 | 0 | |a High-interest STEAM. | |
856 | 4 | 0 | |y Click here to open|u http://NASHVILLE.mackinvia.com/8321961 |
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