| 001 | 2018937980 505857 | |
| 003 | IlJaBTS | |
| 005 | 20190102082007.0 | |
| 008 | 181011s2019 mnuao c b 001 0 eng | |
| 010 | a| 2018937980 | |
| 020 | a|9781632355829 (lib. ed.) | |
| 020 | a|1632355825 (lib. ed.) | |
| 020 | a|9781632356369 (pbk.) | |
| 020 | a|1632356369 (pbk.) | |
| 040 | a|DLC c|IlJaBTS d|IlJaBTS | |
| 082 | 4 | a|794.8 2|2018 |
| 100 | 1 | a|Kallio, Jamie. |
| 245 | 14 | a|The 12 biggest breakthroughs in gaming technology / c|by Jamie Kallio. |
| 246 | 3 | a|Twelve biggest breakthroughs in gaming technology |
| 260 | a|Mankato, MN : b|12-Story Library, c|c2019. | |
| 300 | a|32 p. : b|ill. (chiefly col.) ; c|23 cm | |
| 490 | 1 | a|Technology breakthroughs II |
| 500 | a|Includes glossary. | |
| 504 | a|Includes bibliographical references and index. | |
| 520 | a|Takes a look at the twelve biggest breakthroughs in gaming technology from game consoles and controllers to virtual reality, mobile gaming, and more. | |
| 521 | 1 | a|008-012. b|BTSB. |
| 521 | 8 | a|760 b|Lexile. |
| 650 | 7 | a|Video games industry. 2|sears |
| 650 | 1 | a|Video games industry. |
| 830 | a|Technology breakthrough II. | |
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