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Inside video games / by Meg Marquardt ; content consultant, David Culyba, Assistant Teaching Professor, Carnegie Mellon University.

Marquardt, Meg, (author.).

Summary:

Introduces video game technology, describing the very first games with poor graphics, the types of platforms and hardware used for different games, and how improvements in hardware and software have made games more realistic.

Record details

  • ISBN: 9781532117947
  • Physical Description: 48 pages : illustrations (chiefly color) ; 24 cm.
  • Publisher: Minneapolis, Minnesota : Core Library, an imprint of Abdo Publishing, [2019]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references (page 47) and index.
Target Audience Note:
810L Lexile
Study Program Information Note:
Accelerated Reader AR MG 5.4 1 513746.
Subject:
Technological innovations > Juvenile literature.
Video games > Juvenile literature.
Video games > Design > Juvenile literature.

Available copies

  • 3 of 4 copies available at NC Cardinal. (Show)
  • 1 of 1 copy available at Onslow County Public Library.

Holds

  • 0 current holds with 4 total copies.
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Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Jacksonville Main Library J794.8 MAR (Text) 36015000793097 Juvenile Nonfiction Available -

Accessibility Features

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1001 . ‡aMarquardt, Meg, ‡eauthor. ‡0(CARDINAL)618531
24510. ‡aInside video games / ‡cby Meg Marquardt ; content consultant, David Culyba, Assistant Teaching Professor, Carnegie Mellon University.
264 1. ‡aMinneapolis, Minnesota : ‡bCore Library, an imprint of Abdo Publishing, ‡c[2019]
300 . ‡a48 pages : ‡billustrations (chiefly color) ; ‡c24 cm.
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
385 . ‡nage ‡aChildren ‡2lcdgt
4901 . ‡aInside technology
504 . ‡aIncludes bibliographical references (page 47) and index.
520 . ‡aIntroduces video game technology, describing the very first games with poor graphics, the types of platforms and hardware used for different games, and how improvements in hardware and software have made games more realistic.
5218 . ‡a810L ‡bLexile
5260 . ‡aAccelerated Reader AR ‡bMG ‡c5.4 ‡d1 ‡z513746.
650 0. ‡aTechnological innovations ‡vJuvenile literature.
650 0. ‡aVideo games ‡vJuvenile literature. ‡0(CARDINAL)456994
650 0. ‡aVideo games ‡xDesign ‡vJuvenile literature.
830 0. ‡aInside technology (Core Library (Firm)) ‡0(CARDINAL)826510
902 . ‡aMARCIVE 202003
902 . ‡aMARCIVE 202109
902 . ‡aMARCIVE 202112
902 . ‡aMARCIVE 202203
901 . ‡a11858352 ‡bUnknown ‡c11858352 ‡tbiblio