Gaming technology : blurring real and virtual worlds
(Book)
Author
Published
San Diego, CA : ReferencePoint Press, 2019.
Status
Hunter's Lane High - Teen Non-Fiction
794.8 Rot
1 available
794.8 Rot
1 available
McGavock High - Teen Non-Fiction
794.8 Rot
1 available
794.8 Rot
1 available
Description
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Copies
Location | Call Number | Status |
---|---|---|
Hunter's Lane High - Teen Non-Fiction | 794.8 Rot | On Shelf |
McGavock High - Teen Non-Fiction | 794.8 Rot | On Shelf |
More Details
Published
San Diego, CA : ReferencePoint Press, 2019.
Format
Book
Physical Desc
80 pages : color illustrations ; 25 cm.
Language
English
Notes
Bibliography
Includes bibliographical references (pages 70-75) and index.
Description
Today's video games have come a long way from simple black and white graphics of the 1950s, creating worlds so visually stunning that it's hard to tell if they are real or fake. Gaming Technology: Blurring Real and Virtual Worlds examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology.
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Citations
APA Citation, 7th Edition (style guide)
Rotolo, A. J. (2019). Gaming technology: blurring real and virtual worlds . ReferencePoint Press.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Rotolo, Anthony J.. 2019. Gaming Technology: Blurring Real and Virtual Worlds. ReferencePoint Press.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Rotolo, Anthony J.. Gaming Technology: Blurring Real and Virtual Worlds ReferencePoint Press, 2019.
MLA Citation, 9th Edition (style guide)Rotolo, Anthony J.. Gaming Technology: Blurring Real and Virtual Worlds ReferencePoint Press, 2019.
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.
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