History and insider info, games & armament industry, players & virtual reality. The issue offers an in-depth overview of this field. The obligatory introduction deals with the evolution from simple games to today's photo-realistic open game worlds. We also explain how a weapon gets into a game in the first place, which epochs are covered by games with historical pretensions, how realistic the weapons are and how the scene is presented at the world's biggest trade fairs. Other aspects include the networking of virtual and physical reality, such as the possibilities for museums or the arms industry. The e-sports sector, in which tens of millions are paid out per year and per game, is not neglected either.
Group
Books (first-hand)
Title
Visier Special. Nr. 80: Waffen und Computer-Spiele
Details
Paperback, many mostly colour illustrations, large format. 114 pages.