Nova Publishers
My Account Nova Publishers Shopping Cart
HomeBooksSeriesJournalsReference CollectionseBooksInformationSalesImprintsFor Authors
            
  Top » Catalog » Books » Computer Science and Robotics » My Account  |  Cart Contents  |  Checkout   
Quick Find
  
Use keywords to find the product you are looking for.
Advanced Search
What's New? more
Fetal Alcohol Syndrome: Recognition, Differential Diagnosis and Long-Term Effects
$82.00
Shopping Cart more
0 items
Information
Shipping & Returns
Privacy Notice
Conditions of Use
Contact Us
Bestsellers
01.Robotics in Surgery: History, Current and Future Applications
02.From Problem Toward Solution: Wireless Sensor Networks Security
03.Introduction to Graph and Hypergraph Theory
04.Intelligent Vehicle Systems: A 4D/RCS Approach
05.Artificial Intelligence in Energy and Renewable Energy Systems
06.Computer Vision and Robotics
07.MOSFETs: Properties, Preparations and Performance
08.Expert Systems Research Trends
09.Progress in Autonomous Robot Research
10.Quantum Dots: Research, Technology and Applications
Notifications more
NotificationsNotify me of updates to Computer Games: A Bibliography with Indexes
Tell A Friend
 
Tell someone you know about this product.
Computer Games: A Bibliography with Indexes
Retail Price: $65.00
10% Online Discount
You Pay:

$58.50
Editors: Carter, Blair
Book Description:
The constant changes in technology have made a definitive impact on our daily lives, from work to play. And it is this “play” part around which a lucrative industry has grown. From such humble beginnings as the game of Pong and the now-archaic Commodore 64, video games and computers have come a long way. Computers become obsolete seemingly as soon as they are purchased. Each year brings with it a new, hot game system that allows for more realism and high-tech features than last year’s model, and a steady stream of game titles is a staple of any electronics store. Our collective obsession with computer games has led to criticism that we have become too sedentary and neglect “real” life. However, many of these games involve intricate strategies and the use of hand-eye coordination. Aside from the multibillion industry of game production — with such giants as Sega, Nintendo, and Microsoft — considerable academic research has gone into devising the best tactics for game success. The cutting edge of technological thought and development shines in the area of the computer gaming, making what began as a simple and entertaining diversion into a serious and popular field of study and play.
This book serves as a portal to the vast array of literature about computer games. A substantial and carefully selected bibliography is the central feature, with a thorough listing of the most relevant writings on the field of computer gaming highlighted. Further access to this information is then provided by author, title, and subject indexes. In order to stay abreast of the most recent advances in video gaming and computers, one must understand the base of knowledge this book cites, creating a valuable reference resource.

Table of Contents:
Preface; Bibliography of the Literature; Author Index; Title Index; Subject Index.

   Binding: Hardcover
   Pub. Date: 2002
   ISBN: 1-59033-526-0
  
  
Customers who bought this product also purchased
Machines That Learn To Play Games Volume 8 in the Advances in Computation: Theory and Practice
Machines That Learn To Play Games Volume 8 in the Advances in Computation: Theory and Practice
Special Focus Titles
01.Violent Communication and Bullying in Early Childhood Education
02.Cultural Considerations in Intervention with Women and Children Exposed to Intimate Partner Violence
03.Chronic Disease and Disability: The Pediatric Lung
04.Fruit and Vegetable Consumption and Health: New Research
05.Fire and the Sword: Understanding the Impact and Challenge of Organized Islamism. Volume 2

Nova Science Publishers
© Copyright 2004 - 2020

Computer Games: A Bibliography with Indexes