Video Gaming (Innovation in Entertainment)

Written by Trudi Strain Trueit

Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

Age Range 9 - 13 years
Genre
Copyright Year
Page Count
32
Publisher
Cherry Lake
Grade Level 3rd - 8th
ISBN
9781602792180
Themes