Using VR in Gaming
Using VR in Gaming
$24.95
To purchase this item, you must first login or register for a new account.

Annotation: A book for high school students about virtual reality as it relates to gaming.
Catalog Number: #187382
Format: Library Binding
All Formats: Search
Common Core/STEAM: STEAM STEAM Common Core Common Core
Publisher: Cavendish Square
Copyright Date: 2020
Edition Date: 2020
Pages: 80 pages
Availability: Available
ISBN: 1-502-64567-X
ISBN 13: 978-1-502-64567-8
Dewey: 794.8
LCCN: 2018061711
Dimensions: 24 cm.
Language: English
Bibliography Index/Note: Includes bibliographical references (pages 72-77) and index.
Reading Level: 8.0
Interest Level: 7-12
Guided Reading Level: Z

For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.


*Prices subject to change without notice and listed in US dollars.
Perma-Bound bindings are unconditionally guaranteed (excludes textbook rebinding).
Paperbacks are not guaranteed.
Please Note: All Digital Material Sales Final.