| 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 |
||