An edition of Video games (2014)

Video games

from concept to consumer

  • 6 Want to read

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Last edited by ImportBot
August 15, 2020 | History
An edition of Video games (2014)

Video games

from concept to consumer

  • 6 Want to read

Looks at how people in science, technology, engineering, and math (STEM) careers are helping to build our future. Discover how people use STEM skills to solve problems and innovate throughout history.

With advanced HD graphics, motion controls, and 3-D images, video games have come a long way since their earliest days. While these games are fun to play, making them is no simple process. Readers will see how large teams of specialized workers come together to design, plan, and program today's cutting edge video games.

Publish Date
Publisher
Children's Press
Language
English
Pages
64

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Previews available in: English

Edition Availability
Cover of: Video games
Video games: from concept to consumer
2014, Children's Press
in English

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Book Details


Table of Contents

Game on
Epic win
What it takes
Tomorrow's games.

Edition Notes

Includes bibliographical references (page 61) and index.

Published in
New York
Series
Calling all Innovators. A Career for You, Calling all innovators

Classifications

Dewey Decimal Class
794.8023
Library of Congress
HD9993.E452 C86 2014, HD9993.E452C86 2013

The Physical Object

Pagination
64 pages :
Number of pages
64

ID Numbers

Open Library
OL26469890M
Internet Archive
videogamesfromco0000cunn
ISBN 10
0531265234, 0531220117
ISBN 13
9780531265239, 9780531220115
LCCN
2012034208
OCLC/WorldCat
808417918

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Download catalog record: RDF / JSON
August 15, 2020 Edited by ImportBot import existing book
July 13, 2018 Created by ImportBot import new book