000 01113cam a2200289 a 4500
001 262429802
003 OCoLC
005 20201005152054.0
008 090217s2010 miu j b 001 0 eng d
010 _a2009006250
020 _a9781420501704
020 _a1420501704
035 _a(OCoLC)262429802
040 _aDLC
_cDLC
_dBTCTA
_dILC
100 1 _aHile, Kevin.
_921739
245 1 0 _aVideo games /
_cby Kevin Hile.
260 _aFarmington Hills, MI :
_bLucent Books,
_c2010.
300 _a104 p. :
_bcol. ill. ;
_c24 cm.
490 1 _aTechnology 360.
500 _aReading level 8.9.
504 _aIncludes bibliographical references (p.97 & 98) and index.
520 _aPeople have always played games. With the onset of the technological revolution in the 1970s and 1980s, games changed in a fundamental way. No longer were people moving pieces on a board by hand or writing out answers. They began experiencing games in a virtual world.
650 0 _aVideo games
_xSocial aspects.
_921740
650 0 _aVideo games
_xHistory.
_921741
830 0 _aTechnology 360.
_921742
942 _2ddc
_cBK
999 _c119571
_d119571