Gaming technology : blurring real and virtual worlds
(Book)

Book Cover
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Published
San Diego, CA : ReferencePoint Press, 2019.
Status
Hunter's Lane High - Teen Non-Fiction
794.8 Rot
1 available
McGavock High - Teen Non-Fiction
794.8 Rot
1 available

Copies

LocationCall NumberStatus
Hunter's Lane High - Teen Non-Fiction794.8 RotOn Shelf
McGavock High - Teen Non-Fiction794.8 RotOn Shelf

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More Details

Format
Book
Physical Desc
80 pages : color illustrations ; 25 cm.
Language
English
ISBN
9781682825556

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.

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, 18th Edition (Style Guide)

Rotolo, Anthony J. 2019. Gaming Technology: Blurring Real and Virtual Worlds. ReferencePoint Press.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 18th Edition (Style Guide)

Rotolo, Anthony J. Gaming Technology: Blurring Real and Virtual Worlds. ReferencePoint Press, 2019.

UCL Harvard Citation (Style Guide)

Rotolo, A. J. (2019). Gaming technology: blurring real and virtual worlds. San Diego, CA: ReferencePoint Press.

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, and publisher. Only UCL Harvard citations contain the year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of May 2025.

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