Gaming technology : streaming, VR, and more

by Holmes, Kirsty,

Format: Print Book 2019
Availability: Unavailable 0 of 2 copies
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Monroeville Public Library Juvenile Non-fiction CHECKED OUT
Location  Monroeville Public Library
 
Collection  Juvenile Non-fiction
 
Status  CHECKED OUT
 
 
Summary
With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.
Contents
Welcome to STEM school
STEM and gaming
Accessible gaming
Motion capture
Virtual reality
Health & fitness games
Streaming
Esports
Citizen science
Gaming & learning
The future of gaming STEM
Problems and STEM solutions
Home time
Glossary
Index.

Additional Information
Series STEM in our world.
Subjects Computer games -- Juvenile literature.
Internet games -- Juvenile literature.
Video games -- Juvenile literature.
Video games -- Technological innovations -- Juvenile literature.
Computer games.
Internet games.
Video games.
Video games -- Technological innovations.
Juvenile works.
Instructional and educational works.
Publisher [New York, New York] :2019
Edition First Edition.
Contributors Wood, John, 1990- author.
Language English
Notes Includes index.
Description 32 pages : color illustrations ; 29 cm.
ISBN 9781538226384
1538226383
9781538226391
1538226391
9781538226407
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