Gaming technology

794.8 ROT

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Gaming technology : blurring real and virtual worlds

Rotolo, Anthony J., author. aut

San Diego, CA : ReferencePoint Press, [2019]

80 pages : color illustrations, graphs ; 25 cm.

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Examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology.

Available

Hardback BookHardback Book

1 copy available at PCSD HS

ISBN:

9781682825556 Library bound book

LC Call No:

GV1201.34 .R67 2019

Dewey Class No:

794.8 23

Author:

Rotolo, Anthony J., author. aut

Title:

Gaming technology : blurring real and virtual worlds / by Anthony J. Rotolo.

Physical:

80 pages : color illustrations, graphs ; 25 cm.

ContentType:

text txt rdacontent

MediaType:

unmediated n rdamedia

CarrierType:

volume nc rdacarrier

Series:

World of video games

BibliogrphyNote:

Includes bibliographical references and index.

Summary:

Examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology.

Target Audience:

9 ReferencePoint Press.

Target Audience:

Grade 6-12. ReferencePoint Press.

Subject:

Games--History.

Subject:

Electronic games--History.

Subject:

Computer games--History.

Subject:

Fantasy games.

Subject:

Virtual reality.

SAE:UnifrmTitle:

World of video games.

Field Ind Subfield Data
001 Control No     18018
005 LastTransaction     20191030080447.0
007 Phys Desc Fixed     ta
008 Data Elements     190826s2019 cauad d 1 0 eng
010 LCCN   $a Record content licensor  2018046820
020 ISBN   $a ISBN  9781682825556
    $q   Library bound book
035 System Ctrl No   $a System control number  (WiMaMI)263894
040 Cataloging Src   $a Original cataloging agency  DLC
    $b Language of cataloging  eng
    $d Modifying agency  WiMaMI
    $e Description conventions  rda
044 Country Code   $a MARC country code  cau
050 LC Call No 04  $a Classification number  GV1201.34
    $b Item number  .R67 2019
072 Subj Cat Code $a Subject category code  JNF021000
    $2 Source  bisacsh
072 Subj Cat Code $a Subject category code  JNF012010
    $2 Source  bisacsh
072 Subj Cat Code $a Subject category code  JNF061000
    $2 Source  bisacsh
082 Dewey Class No 00  $a Classification number  794.8
    $2 Edition number  23
100 ME:PersonalName 1   $a Personal name  Rotolo, Anthony J.,
    $e Relator term  author.
    $4 Relator code  aut
245 Title 10  $a Title  Gaming technology :
    $b Remainder of title  blurring real and virtual worlds /
    $c Statement of responsibility  by Anthony J. Rotolo.
264 ProductnNotice $a Place of prod/dist/manuf.  San Diego, CA :
    $b Name of prod./pub./dist./man.  ReferencePoint Press,
    $c Date of prod/dist/manuf/copyrt  [2019]
264 ProductnNotice $c Date of prod/dist/manuf/copyrt  ©2019
300 Physical Desc   $a Extent  80 pages :
    $b Other physical details  color illustrations, graphs ;
    $c Dimensions  25 cm.
336 ContentType   $a Content type term  text
    $b Content type code  txt
    $2 Source  rdacontent
337 MediaType   $a Media type term  unmediated
    $b Media type code  n
    $2 Source  rdamedia
338 CarrierType   $a Carrier type term  volume
    $b Carrier type code  nc
    $2 Source  rdacarrier
490 SeriesStatement 1   $a Series statement  World of video games
504 BibliogrphyNote   $a Bibliography, etc. note  Includes bibliographical references and index.
505 ContentsNote 0   $a Formatted contents note  What is the history of gaming technology? -- How does gaming technology create interactive experiences? -- How has gaming technology become mobile? -- What is the future of gaming technology?
520 Summary   $a Summary, etc. note  Examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology.
521 Target Audience 0   $a Target audience note  9
    $b Source  ReferencePoint Press.
521 Target Audience 2   $a Target audience note  Grade 6-12.
    $b Source  ReferencePoint Press.
650 Subj:Topic $a Topical term  Games
    $x General subdivision  History.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Electronic games
    $x General subdivision  History.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Computer games
    $x General subdivision  History.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Fantasy games.
    $2 Source of heading or term  sears
650 Subj:Topic $a Topical term  Virtual reality.
    $2 Source of heading or term  sears
830 SAE:UnifrmTitle $a Uniform title  World of video games.
852 Holdings 1   $a Location  HS
    $h Classification part  794.8 ROT
    $i Item part  ROT
    $9 Cost  $30.95
    $p Barcode  30109000460066

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