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OverviewIn the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text. Full Product DetailsAuthor: Editorial Staff The New York TimesPublisher: New York Times Educational Publishing Imprint: New York Times Educational Publishing Dimensions: Width: 16.00cm , Height: 1.50cm , Length: 23.40cm Weight: 0.544kg ISBN: 9781642821345ISBN 10: 1642821349 Pages: 224 Publication Date: 30 December 2018 Recommended Age: From 14 years Audience: Young adult , Teenage / Young adult Format: Hardback Publisher's Status: Active Availability: Available To Order ![]() We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |