Computer gaming is fun, but it's also serious business! Level up and learn about Fortnite, Minecraft, Rocket League, and other video games and online game platforms that have forever changed the world of play. For readers age 12 and up, each title explores what the featured technology property is, its development history, programming innovations, and impact on everyday players and esports competitors alike. In the world of computer gaming, World of Warcraft is a game changer. It's not only a standout product but also big business. The massively multiplayer online role-playing game is one of Blizzard Entertainment's most popular offerings and has helped catapult the global video game industry's yearly revenue to an estimated $347 billion. For readers age 12 and up, this STEM-based title dives inside the technology property and examines its features, design and development history, programming innovations, and effects on player communities. Collaborations, spin-offs, and esports tournaments are also discussed. Includes a glossary, sidebars, and profiles of notable creators.
World of Warcraft