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GAMING CONSOLES

Abstract: great impact on influencing online game


Gaming consoles have proved content and multiplayer capability on
themselves to be the best in digital websites.The global computer and video
entertainment. Gaming consoles were game industry, generating revenue of
designed for the sole purpose of playing over 20 billion U.S. dollars a year, forms
electronic games and nothing else. A a major part of the entertainment
gaming console is a highly specialised industry.Video games are most often
piece of hardware that has rapidly found on video gaming consoles that
evolved since its inception incorporating plug into your television.These are
all the latest advancements in processor produced by four well-known
technology, memory, graphics, and companies; Microsoft, which
sound among others to give the gamer manufactures the XBox; Sony, which
the ultimate gaming experience. manufactures the PlayStation and the
Research conducted in 2002 show that PlayStation 2; Nintendo, which
60% of US residents aged six and manufactures the GameCube; and
above play computer games. Over 221 Sega, which manufactures the
million computer and video games were Dreamcast.The PC is a major host of
sold in the U.S. Earlier research found games, many of which make use of the
that 35% of U.S. residents surveyed standard keyboard and mouse input
said that video games were the most configuration for games such as
entertaining media activity while strategy simulations.Other media
television came in a distant second at devices, such as Interactive TV,
18%. The U.S. gaming industry reported handheld PCs and Palm Pilots, and the
sales of over $ 6.5 billion in the fiscal newer generations of mobile phone,
year 2002-03. Datamonitor estimates play host to increasingly complex
that online gaming revenues will reach $ games?basically, where there is a
2.9 billion by 2005. Additional research processor and a screen, so there is the
has found that 90% of U.S. households potential for games which is usually
with children has rented or owned a quickly filled.It is important to note the
computer or video game and that U.S. increasing complexity of the
children spend an average of 20 aforementioned video gaming consoles,
minutes a day playing video games. which increasingly resemble
Research conducted by Pew Internet specialised, performance enhanced PCs
and American Life Project showed that - though without the cost, instability,
66% of American teenagers play or long start-up waits, complexity and need
download games online. While 57% of for upgrades. The XBox, for example,
girls play online, 75% of boys reported contains a hard drive for saving games
to having played internet games. This
This particular area of the games sector action simulation), the battle and
is of great relevance to the library and weapon simulation, without this is
information community. Online gaming the cost, instability, long start-up waits,
has actually been around for quite a few complexity and need for upgrades. The
years on the PC, and was successfully XBox, for example, contains a hard
implemented through a game called drive for saving game positions and
Phantasy Star Online on the Dreamcast tracks from your favourite CDs, which
console.The more popular online then form the background music of
games, such as Everquest, allow various games.This particular area of
complex and simultaneous in-game the games sector is of great relevance
interaction between many thousands to the library and information
(and sometimes tens of thousands) of community. Online gaming has actually
people (irrespective of their physical been around for quite a few years on the
location). In these games, people can PC, and was successfully implemented
exchange information and items, fight, through a game called Phantasy Star
move through a virtual world and Online on the Dreamcast console. The
observe the actions of more popular online games, such as
others.Unfortunately, to date and to its Everquest, allow complex and
loss, the informatics sector has not simultaneous in-game interaction
deeply investigated online gaming to between many thousands (and
see which techniques, technologies and sometimes tens of thousands) of people
concepts are transferable to systems (irrespective of their physical location).
using information access, discovery and In these games, people can exchange
management.The last few years have information and items, fight, move
seen an increase in the number of through a virtual world and observe the
game-related courses in academic actions of others. Unfortunately, to date
institutions, both in the UK and further and to its loss, the informatics sector
afield. Most contain some element of has not deeply investigated online
game design or programming; demand gaming to see which techniques,
comes from the large number of technologies and concepts are
prospective game developers, and transferable to systems.
companies faced with the continuing
shortage of skilled staff.Skills gained on
these courses are transferable to other
technological areas, such as health and Name:N Sai Krishna
16U51A05A7.
.

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