American Life and Video Games from Pong to Minecraft
Title | American Life and Video Games from Pong to Minecraft PDF eBook |
Author | Kathryn Hulick |
Publisher | Cavendish Square Publishing, LLC |
Pages | 114 |
Release | 2016-07-15 |
Genre | Juvenile Nonfiction |
ISBN | 1502619768 |
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
American Life and Video Games from Pong to Minecraft
Title | American Life and Video Games from Pong to Minecraft PDF eBook |
Author | Kathryn Hulick |
Publisher | Cavendish Square Publishing, LLC |
Pages | 114 |
Release | 2016-07-15 |
Genre | Juvenile Nonfiction |
ISBN | 150261975X |
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
American Life and Best Sellers from The Catcher in the Rye to The Hunger Games
Title | American Life and Best Sellers from The Catcher in the Rye to The Hunger Games PDF eBook |
Author | Diane Dakers |
Publisher | Cavendish Square Publishing, LLC |
Pages | 114 |
Release | 2016-07-15 |
Genre | Juvenile Nonfiction |
ISBN | 1502619822 |
A good book has the power to touch readers and provide insightful commentary into the human condition and current events. This title examines the greatest literary hits to take America by storm from the 1950s to present day.
American Life and Communication from the Telephone to Twitter
Title | American Life and Communication from the Telephone to Twitter PDF eBook |
Author | Cathleen Small |
Publisher | Cavendish Square Publishing, LLC |
Pages | 114 |
Release | 2016-07-15 |
Genre | Juvenile Nonfiction |
ISBN | 1502619784 |
Today people are more connected than ever, with mobile technologies allowing people from all over the world to connect within seconds through a wide array of social applications. Trace the history of communication from the start of the Internet age to the birth of the smartphone.
American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift
Title | American Life and Celebrity Icons from Marilyn Monroe to Taylor Swift PDF eBook |
Author | Cathleen Small |
Publisher | Cavendish Square Publishing, LLC |
Pages | 114 |
Release | 2016-07-15 |
Genre | Juvenile Nonfiction |
ISBN | 1502619806 |
Each generation has cultural icons that take the world by storm and mark the most popular trends in America. Take a look back at some of these iconic individuals and trends and their lasting effects on American people and culture.
Video Games and Esports
Title | Video Games and Esports PDF eBook |
Author | Michael Maley |
Publisher | Greenhaven Publishing LLC |
Pages | 106 |
Release | 2019-12-15 |
Genre | Young Adult Nonfiction |
ISBN | 1534568212 |
Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.
A History of Competitive Gaming
Title | A History of Competitive Gaming PDF eBook |
Author | Lu Zhouxiang |
Publisher | Routledge |
Pages | 320 |
Release | 2022-05-13 |
Genre | History |
ISBN | 100058853X |
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.