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Book

Online Gaming

BOOK · 2018 · 226 pages · By The New York Times Editorial Staff

Young Adult Nonfiction
Synopsis

In 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.

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