Standards in this Framework
Standards Mapped
Mapped to Course
Standard | Lessons |
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1.1.1
Explain the history of computing technologies that impact the game development industry |
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1.1.2
Explore non-digital games |
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1.1.3
Research the evolution of video games |
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1.1.4
Describe the different game genres |
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1.1.5
Evaluate contributions of individual game designers and developers |
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1.2.1
Explore careers in designing and developing interactive experiences |
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1.2.2
Research careers in non-interactive media using real-time game engines, including Architectural, Engineering and Construction (AEC), virtual production, architectural visualization, simulation, product/industrial design, and advertising |
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1.2.3
Describe career pathways in software engineering, quality assurance, and testing |
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1.2.4
Review roles of the producer, designer, art director, tech artist, and programmer |
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1.2.5
Explain the career path of an independent developer |
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1.2.6
Research labor market information in related industries |
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2.1.1
Explain the interdependence of team members between artistic, technical, and production disciplines |
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2.1.2
Outline the process of developing a game from concept to delivery and support |
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2.1.3
Compare various types of collaboration tools, e.g., version control, shared storage, cloud services |
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2.1.4
Explain the value of version control |
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2.1.5
Explain the purpose of vertical slice |
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2.1.6
Discuss various optimization techniques |
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2.1.7
Describe good quality assurance practices |
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2.2.1
Explore the components of game structure |
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2.2.2
Analyze the essentials of storytelling, including visual and environmental story telling |
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2.2.3
Explain the characteristics of a nonlinear story |
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2.2.4
Create rules for a game, e.g., levels and/or interactive flow |
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2.2.5
Compare conflict and outcomes |
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2.2.6
Develop objectives and outcomes for a game |
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2.2.7
Explain the importance of usability and how it impacts user experience |
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2.2.8
Explain in-game economies, motivators, and point systems |
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2.3.1
Research various styles of game documentation |
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2.3.2
Develop a technical design document (TDD) |
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2.3.3
Develop components of a game design document (GDD) |
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2.3.4
Develop a list of required game assets |
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2.3.5
Produce a game design document |
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2.3.6
Produce a game pitch document |
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2.3.7
Present game documentation |
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2.4.1
Compare categories of game mechanics |
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2.4.2
Research victory condition mechanics of a game |
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2.4.3
Discuss relationships between game mechanics, game play, and interactivity |
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2.4.4
Investigate what makes a game engaging, “fun,” and playable to the user |
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3.1.1
Evaluate the use of layout and composition |
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3.1.2
Explain color theory |
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3.1.3
Describe the principles of animation |
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3.1.4
Describe the role of perspective |
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3.1.5
Compare design considerations for environmental, assets, characters and User Interface (UI) creation |
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3.1.6
Describe the characteristics and purposes of 2D, 2.5D, and 3D art |
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3.1.7
Evaluate the importance of artistic style and implement it with continuity |
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3.2.1
Identify components of a level and its environment |
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3.2.2
Compare processes of creating interior versus exterior environments |
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3.2.3
Compare level design of linear games to open world games |
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3.2.4
Research terrains for a specific environment |
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3.2.5
Discuss the concept of leveling up with increasing complexity |
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3.2.6
Describe the impact of story (explicit, implicit and emergent) on level design |
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3.2.7
Explain the importance of flow, distance, timing, and choke points |
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3.2.8
Storyboard levels including flow and choke points |
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3.3.1
Investigate the twelve major character archetypes |
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3.3.2
Contrast architypes versus stereotypes as they relate to diversity and inclusion |
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3.3.3
Describe basic character backstory, strengths and weaknesses |
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3.3.4
Explain the visual design of characters in relation to the “game feel” and artistic style |
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3.3.5
Describe the connection between character arc and character progression |
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3.3.6
Conceptualize and illustrate original game characters and assets |
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3.3.7
Examine the roles, purpose, and design of non-player characters (NPC) |
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3.3.8
Explain the difference in design between static and dynamic game objects, e.g., props, decorations versus characters, morphing objects |
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3.3.9
Detail the difference between organic and hard surfaces |
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3.4.1
Create a victory condition |
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3.4.2
Assemble immersive elements into a game |
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3.4.3
Establish a reward system and in-game economics |
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3.4.4
Apply game mechanics to a game world |
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3.4.5
Balance and test game mechanics |
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4.1.1
Explain basic logic statements (e.g., if/then, cause/effect) |
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4.1.2
Explain the purpose and use of functions |
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4.1.3
Describe nested functions |
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4.1.4
Describe uses of Boolean operators and symbols associated with them |
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4.1.5
Demonstrate proper use of order of operations |
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4.1.6
Use logical thinking to create a diagram of code execution |
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4.1.7
Describe various types of loop structures used in programming |
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4.1.8
Describe the differences between compiled and interpreted code |
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4.1.9
Explain methods for producing artificial intelligence (AI) to control Non-Playable Characters (NPC) |
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4.1.10
Research design patterns in game programming (single, factory, and state) |
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4.2.1
Differentiate between syntax and semantics |
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4.2.2
Identify differences between compile and runtime errors |
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4.2.3
List primitive data types |
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4.2.4
Describe how arrays are used to store objects in a list |
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4.2.5
Demonstrate input from different sources |
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4.2.6
Identify expected input and output of methods/functions |
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4.2.7
Explain the connection between visual programming and coding/scripting |
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4.2.8
Compare the use of constants and variables |
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4.2.9
Describe the implications of access modifiers (private/public, local/global) |
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4.2.10
Explore engine/programming documentation to understand available methods/functions |
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4.2.11
Describe object-oriented programming (OOP) |
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4.3.1
Utilize code to modify objects based on collision detection and player activation |
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4.3.2
Develop code or visual script that changes aspects of player movement (e.g., sprint, jump) |
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4.3.3
Develop code or visual script that responds to a graphic user interface (GUI) input (e.g., user interface design (UI) button press |
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4.3.4
Develop code or visual script that responds to hardware input (e.g., keyboard key or mouse press) |
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4.3.5
Generate test cases and expected results |
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4.3.6
Format and display the value of a variable to a GUI |
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4.3.7
Implement a basic point system for a game using visual scripting or code |
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4.3.8
Verify game functionality through testing and debugging |
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5.1.1
Explain the characteristics and major components of game engines (render, compiler, editor) |
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5.1.2
Research various game engines for a software platform, target hardware, game style, or genre |
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5.1.3
Research supplemental tools necessary to create a specific development pipeline |
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5.1.4
Describe a complete game pipeline including the use of primary and supplemental tools and how they are used |
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5.1.5
Compare world scales between software tools |
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5.1.6
Describe considerations for importing and exporting assets |
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5.1.7
Define a standard directory structure and file naming conventions |
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5.2.1
Define the type, structure and size of player environment |
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5.2.2
Place and define non-player characters (NPC) into the environment |
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5.2.3
Build boundaries, borders, and obstacles of levels within the game |
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5.2.4
Place triggers and develop scripted events |
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5.2.5
Create multiple levels for a game including start and closing screens and playable level(s) |
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5.3.1
Research examples of GUI in digital and real-world environments (e.g., Heads Up Display [HUD] and road signs) |
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5.3.2
Define and implement required elements for various GUIs |
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5.3.3
Create flowcharts that map the GUIs’ functionality |
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5.3.4
Design GUIs that use standard text, 2-D, and 3-D elements (buttons, progress bars, icons, etc.) |
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5.4.1
Create storyboards for planning animations |
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5.4.2
Change an object’s state or position over time |
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5.4.3
Establish an object’s relative speed (timing versus frame rate) |
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5.4.4
Describe the difference between global time and local time |
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5.4.5
Describe the difference between forward and inverse kinematics |
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5.4.6
Examine the process of particle creation and its application to game design |
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5.4.7
Explain how joints, sockets, bones, and skins are used |
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5.4.8
Create a parent/child hierarchy |
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5.4.9
Simulate rigid body dynamics (e.g., shattering wall, breaking glass) |
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5.4.10
Animate game objects using triggers |
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5.4.11
Describe the process of motion capture for animation |
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5.4.12
Practice the use of cinematics and camera movements in game engines |
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5.5.1
Integrate different types of audio (e.g., sound effects, ambient background, dialogue, user experience design (UX), and score) |
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5.5.2
Practice creating triggers for sound, mixes, and/or loops |
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5.5.3
Determine acceptable media formats and files for game development (e.g., sound, graphics, video) |
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5.5.4
Identify and import appropriate media into a game engine |
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5.6.1
Explain the application of low polygon and high polygon construction for real-time environments |
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5.6.2
Create game assets from references and game design documents (GDD) |
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5.6.3
Create hard surface and organic models using design principles (props or characters) |
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5.6.4
Apply texturing/surfacing/shading/grunging to models and normal mapping |
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5.6.5
Render or produce a high-resolution screenshot from within a game engine |
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5.6.6
Real-time render a video, animated sequence or cutscene in a game engine |
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5.6.7
Differentiate UVW mapping and world coordinate systems |
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5.6.8
Explain the importance of pre-baking lights and shadows for real-time interactive environments |
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5.6.9
Implement basic lighting for ambient and artificial light |
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5.6.10
Create an environment including terrain, foliage and/or static objects |
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5.6.11
Create custom materials/shaders |
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5.6.12
Describe the use of Level of Detail (LOD) substitution, MIP mapping textures, and culling objects |
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6.1.1
Research laws that govern intellectual property in diverse forms |
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6.1.2
Evaluate Creative Commons and open source licensure |
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6.1.3
Explain copyright, trademark, and other intellectual property protection |
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6.1.4
Identify key elements of non-disclosure agreements (NDA) and contracts |
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6.1.5
Adhere to intellectual property laws and regulations and cite proprietary content and derivative works |
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6.1.6
Explain Entertainment Software Rating Board (ESRB) and other rating systems for digital games |
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6.2.1
Explain invasion of privacy in the use of technology |
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6.2.2
Explore the issues of piracy and digital rights management (DRM) |
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6.2.3
Model acceptable security practices |
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6.3.1
Discuss diversity and inclusivity in games and the gaming industry |
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6.3.2
Discuss social responsibility and issues concerning video gaming |
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7.1.1
Describe integration of social components in a game |
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7.1.2
Explain the role of social media in the gaming community |
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7.1.3
Describe professional events in digital gaming |
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7.2.1
Summarize characteristics of cloud gaming |
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7.2.2
Evaluate the advances of multi-player gaming |
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7.3.1
Discuss trends in input devices |
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7.3.2
Examine current trends in output devices and displays |
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7.3.3
Explore advances in peripheral devices |
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