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GAMING CONSOLES

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A Report on:
“GAMING CONSOLES”
submitted in the partial fulfilment of Business Communication and Ethics subject Third year in
the department of Computer Engineering.
Prepared by:
TE-A Computer Engineering
• A542 : Anugreh Raina
• A545 : Rohit Kedia
• A559 : Chirag Bangera

Submitted To: Prof. Shashikant S. Patil


Date:

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CERTIFICATE

This is to certify that the report entitled “GAMING CONSOLES” is an independent research work
done by a team consisting of
A545 Rohit Kedia
A542 Anuj Raina
A559 Chirag Bangera

under my supervision and submitted in partial fulfillment of the subject


Business Communication and Ethics.

_________________ ___________________
Subject teacher Head of Department
[Computer Engineer]

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ACKNOWLEGDEMENT
We have taken efforts in this project. However, it would not have been possible without the
kind support and help of many individuals and organizations. I would like to extend my sincere
thanks to all of them. We acknowledge with gratitude the support rendered by those who
directly and indirectly assisted us in writing this report.
We are highly indebted to our BCE Professor Shashikant S. Patil for providing us an opportunity
to prepare a report on the topic: ‘GAMING CONSOLES ’, for their guidance and constant
supervision as well as for providing necessary information regarding the report & also for their
support in completing the report. It was pleasure working on the report.
It helped us to co-ordinate & co-operate with our team members and made us to learn not only
report writing skills but also the team skills. Also due to the research done on the topic, we got
to know a lot about Gaming Consoles and the hardware and their importance as well . It
broadened our knowledge.
I would like to express my special gratitude and thanks to all the group members for giving such
efforts and time.
My thanks and appreciation also goes to the people who have willingly helped me out with
their abilities.
Finally, we express our wholehearted gratitude towards our classmates and the persons who
were directly or indirectly involved in the successful completion of this project.

➢ Group members:
A545 Rohit Kedia
A542 Anugreh Raina
A559 Chirag Bangera

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Table of Contents

1. Summary ...................................................................................................................................................... 6

2. Introduction ............................................................................................................................................... 7

3. History............................................................................................................................................................. 8

4. Different generations of gaming devices................................................................................. 9

5. Basic Components.................................................................................................................................. 17

6. Advantages, disadvantages and some other benefits.................................................... 18

7. Moderation in gaming ........................................................................................................................ 20

8. Conclusion.................................................................................................................................................... 21

9. Bibliography................................................................................................................................................. 22

SUMMARY
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Gaming consoles were designed for playing electronic games. A gaming console is
a highly specialized piece of hardware that has rapidly evolved since its inception
incorporating all the latest advancements in processor technology, memory,
graphics, and sound among others to give the gamer the ultimate gaming
experience.

Video games are most often found on video gaming consoles that plug into your
television.

A person 's soft skill is an important part of their individual contribution to the
success of an organization . Organizations which deal with customers face-to-face
are generally more successful if they promote activities for staffs to develop these
skills through wellness enhancing programs . Training or rewarding for personal
habits or traits such as dependability and conscientiousness can yield significant
return on investment for an organization . For this reason , soft skills are
increasingly sought out by employers in addition to standard qualifications.
Unlike similar consumer electronics such as music players and movie players,
which use industry -wide standard formats, video game consoles use proprietary
formats which compete with each other for market share. There are various types
of video game consoles, including home video game consoles
, handheld game consoles , microconsoles and dedicated consoles . Although
Ralph Baer had built working game consoles by 1966, it was nearly a decade
before the Pong game made them commonplace in regular people 's living
rooms . Through evolution over the 1990 s and 2000 s, game consoles have
expanded to offer additional functions such as CD players, DVD players, Blu-ray
disc players, web browsers, set-top boxes and more.

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Introduction
WHAT IS A GAMING CONSOLE?
A video game console is a computer device that outputs a video signal or visual image to display
a video game that one or more people can play.
The term "video game console" is primarily used to distinguish a console machine primarily
designed for consumers to use for playing video games, in contrast to arcade machines or home
computers. An arcade machine consists of a video game computer, display, game controller
(joystick, buttons, etc.) and speakers housed in large or small chassis. A home computer is a
personal computer designed for home use for a variety of purposes, such as bookkeeping,
accessing the Internet and playing video games. While arcades and computers are generally
expensive or highly "technical" devices, video game consoles were designed with affordability
and accessibility to the general public in mind.
Unlike similar consumer electronics such as music players and movie players, which use
industry-wide standard formats, video game consoles use proprietary formats which compete
with each. other for market share. There are various types of video game consoles, including
home video game consoles, handheld game consoles, microconsoles and dedicated consoles.
Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before
the Pong game made them commonplace in regular people's living rooms. Through evolution
over the 1990s and 2000s, game consoles have expanded to offer additional functions such as
CD players, DVD players, Blu-ray disc players, web browsers, set-top boxes and more.

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HISTORY
FIRST GENERATION :-
The first video games appeared in the 1960s.They were played on massive computers
connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a
home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created
a series of video game console designs. One of these designs, which gained the nickname of the
1966 "Brown Box", featured changeable game modes and was demonstrated to several TV
manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.
In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which
could be connected to a TV set. Ralph Baer's initial design had called for a huge row of switches
that would allow players to turn on and off certain components of the console (the Odyssey
lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase.
Magnavox replaced the switch design with separate cartridges for each game. Although Baer
had sketched up ideas for cartridges that could include new components for new games, the
cartridges released by Magnavox all served the same function as the switches and allowed
players to choose from the Odyssey's built-in games.
The Odyssey initially sold about 100,000 units, making it moderately successful, and it was not
until Atari's arcade game Pong popularized video games that the public began to take more
notice of the emerging industry. By autumn 1975, Magnavox, bowing to the popularity of Pong,
canceled the Odyssey and released a scaled-down version that played only Pong and hockey,
the Odyssey 100. A second, "higher end" console, the Odyssey 200, was released with the 100
and added -screen scoring, up to four players, and a third game—Smash. Almost simultaneously
released with Atari's own home Pong console through Sears, these consoles jump -started the
consumer market. All three of the new consoles used simpler designs than the original Odyssey
did with no board game pieces or extra cartridges. In the years that followed, the market saw
many companies rushing similar consoles to market. After General Instrument released their
inexpensive microchips, each containing a complete console on a single chip, many small
developers began releasing consoles that looked different externally, but internally were
playing exactly the same games. Most of the consoles from this era were dedicated consoles
playing only the games that came with the console. These video game consoles were often just
called video games because there was little reason to distinguish the two yet. While a few
companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, the market
became flooded with simple, similar video games.

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MAGNAVOX ODYSSEY

SECOND GENERATION: HOME CONSOLES


Fairchild released the Fairchild Video Entertainment System (VES) in 1976. While there had
been previous game consoles that used cartridges, either the cartridges had no information and
served the same function as flipping switches (the Odyssey) or the console itself was empty
(Coleco Telstar) and the cartridge contained all of the game components. The VES, however,
contained a programmable microprocessor so its cartridges only needed a single ROM chip to
store microprocessor instructions. RCA and Atari soon released their own cartridge-based
consoles, the RCA Studio II and the Atari 2600 (originally branded as the Atari Video Computer
System), respectively.

Handheld game consoles


The first handheld game console with interchangeable cartridges was the Microvision designed
by Smith Engineering, and distributed and sold by Milton-Bradley in 1979. Crippled by a small,
fragile LCD display and a very narrow selection of games, it was discontinued two years later.
The Epoch Game Pocket Computer was released in Japan in 1984. The Game Pocket Computer
featured an LCD screen with 75 X 64 resolution and could produce graphics at about the same
level as early Atari 2600 games. The system sold very poorly, and as a result, only five games
were made for it. Nintendo's Game & Watch series of dedicated game systems proved more
successful. It helped to establish handheld gaming as popular and lasted until 1991. Many
Game & Watch games were later re-released on Nintendo's subsequent handheld systems.

North American video game crash of 1983: In 1983, the video game business suffered a much
more severe crash. A flood of low-quality video games by smaller companies (especially for the
2600), industry leader Atari hyping games such E.T and a 2600 version of Pac-Man that were
poorly received, and a growing number of home computer users caused consumers and
retailers to lose faith in video game consoles. Most video game companies filed for bankruptcy,
or moved into other industries, abandoning their game consoles. A group of employees from
Mattel Electronics formed the INTV Corporation and bought the rights for the Intellivision. INTV
alone continued to manufacture the Intellivision in small quantities and release new Intellivision

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games until 1991. All other North American game consoles were discontinued by 1984.
Revenues generated by the video game industry fell by 97% during the crash.

the attari 2600

THIRD GENERATION

In 1983, Nintendo released the Family Computer (or Famicom) in Japan. The Famicom
supported high-resolution sprites, larger color palettes, and tiled backgrounds, which allowed
Famicom games to have more detailed graphics than games of prior consoles. Nintendo began
attempts to bring their Famicom to the U.S. after the video game market had crashed. In the
U.S., video games were seen as a fad that had already passed. To distinguish its product from
older game consoles, Nintendo released their Famicom as the Nintendo Entertainment System
(NES) which used a front-loading cartridge port similar to a VCR, included a plastic "robot"
(R.O.B.), and was initially advertised as a toy. The NES was the highest selling console in the
history of North America and revitalized the video game market. Mario of Super Mario Bros.
became a global icon starting with his NES games. Nintendo took a somewhat unusual stance
with third-party developers for its console. Nintendo contractually restricted third-party
developers to three NES titles per year and forbade them from developing for other video game
consoles. The practice ensured Nintendo's market dominance and prevented the flood of trash
titles that had helped kill the Atari, but was ruled illegal late in the console's lifecycle.
Sega's Master System was intended to compete with the NES, but never gained any significant
market share in the US or Japan and was barely profitable. It fared notably better in PAL
territories. In Europe and South America, the Master System competed with the NES and saw
new game releases even after Sega's next-generation Mega Drive was released. In Brazil where
strict importation laws and rampant piracy kept out competitors, the Master System outsold
the NES by a massive margin and remained popular into the 1990s.[24] Jack Tramiel, after
buying Atari, downsizing its staff, and settling its legal disputes, attempted to bring Atari back
into the home console market. Atari released a smaller, sleeker, cheaper version of their
popular Atari 2600. They also released the Atari 7800, a console technologically comparable
with the NES and backward compatible with the 2600. Finally, Atari repackaged its 8-bit XE
home computer as the XEGS game console. The new consoles helped Atari claw its way out of

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debt, but failed to gain much market share from Nintendo. Atari's lack of funds meant that its
consoles saw fewer releases, lower production values (both the manuals and the game labels
were frequently black and white), and limited distribution. Additionally, two popular 8-bit
computers, the Commodore 64 and Amstrad CPC, were repackaged as the Commodore 64
Games System and Amstrad GX4000 respectively, for entry into the console market.
Handheld game consoles
In the latter part of the third generation, Nintendo introduced the Game Boy and Atari released
the Atari Lynx portable game consoles, pioneering and solidifying the handheld video game
industry.

The Nes

FOURTH GENERATION

NEC brought the first fourth-generation console to market with their PC Engine (or
TurboGrafx16) when Hudson Soft approached them with an advanced graphics chip. Hudson
had previously approached Nintendo, only to be rebuffed by a company still raking in the
profits of the NES. The TurboGrafx used the unusual HuCard format to store games. The small
size of these proprietary cards allowed NEC to re-release the console as a handheld game
console. The PC Engine enjoyed brisk sales in Japan, but its North American counterpart, the
TurboGrafx, lagged behind the competition. The console never saw an official release in Europe,
but clones and North American imports were available in some markets starting in 1990. NEC
advertised their console as "16-bit" to highlight its advances over the NES. This started the
trend of all subsequent fourth generations consoles being advertised as 16 bit. Many people
still refer to this generation as the 16-bit generation and often refer to the third generation as
"8-bit".

Sega scaled down and adapted their Sega System 16 (used to power arcade hits like Altered
Beast and Shinobi) into the Mega Drive (sold as the Genesis in North America) and released it
with a near arcade-perfect port of Altered Beast. Sega's console met lukewarm sales in Japan,
but skyrocketed to first place in PAL markets, and made major inroads in North America.
Propelled by its effective "Genesis does what Nintendon't" marketing campaign, Sega
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capitalized on the Genesis's technological superiority over the NES, faithful ports of popular
arcade games, and competitive pricing.One trait that remains peculiar to the fourth generation
is the huge number of exclusive games. Both Sega and Nintendo were very successful and their
consoles developed massive libraries of games. Both consoles had to be programmed in
assembly to get the most out of them. A game optimized for the Genesis could take advantage
of its faster CPU and sound chip. A game optimized for the SNES could take advantage of its
graphics and its flexible, clean sound chip. Some game series, like Castlevania, saw separate
system exclusive releases rather than an attempt to port one game to disparate platforms.

Handheld game consoles

The first handheld game console released in the fourth generation was the Game Boy, on April
21, 1989. It went on to dominate handheld sales by an extremely large margin, despite
featuring a low-contrast, unlit monochrome screen while all three of its leading competitors
had color. Three major franchises made their debut on the Game Boy: Tetris, the Game Boy's
killer application; Pokémon; and Kirby. With some design (Game Boy Pocket, Game Boy Light)
and hardware (Game Boy Color) changes, it continued in production in some form until 2008,
enjoying a better than 18-year run.

NINTENDO SUPER FEMICO

FIFTH GENERATION

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The first fifth-generation consoles were the Amiga CD32, 3DO and the Atari Jaguar. Although all
three consoles were more powerful than the fourth generation systems, none of them would
become serious threats to Sega or Nintendo. The 3DO initially generated a great deal of hype in
part because of a licensing scheme where 3DO licensed the manufacturing of its console out to
third parties, similar to VCR or DVD players. However, unlike its competitors who could sell
their consoles at a loss, all 3DO manufacturers had to sell for profit. Many of the Jaguar's games
used mainly the slowest ( but most familiar) of the console's processors, resulting in titles that
could easily have been released on the SNES or Genesis.
To compete with emerging next gen consoles, Nintendo released Donkey Kong Country which
could display a wide range of tones (something common in fifth-generation games) by limiting
the number of hues onscreen, and Star Fox which used an extra chip inside of the cartridge to
display polygon graphics. Sega followed suit, releasing Vectorman and Virtua Racing (the latter
of which used the Sega Virtua Processor). Sega also released the 32X, an add-on for the
Genesis, while their Sega Saturn was still in development. Despite public statements from Sega
claiming that they would continue to support the Genesis/32 X throughout the next generation,
Sega Enterprises forced Sega of America to abandon the 32X. The 32X's brief and confusing
existence damaged public perception of the coming Saturn and Sega as a whole.
Sony's PlayStation would not only dominate its generation but become the first console to sell
over 100 million units by expanding the video game market. Sony actively courted third parties
and provided them with convenient c libraries to write their games. Sony had built the console
from the start as a 3D, disc-based system, and emphasized its 3D graphics that would come to
be viewed as the future of gaming. The PlayStation's CD technology won over several
developers who had been releasing titles for Nintendo and Sega's fourth generation consoles,
such as Konami, Namco, Capcom, and Square. CDs were far cheaper to manufacture and
distribute than cartridges were, meaning developers could release larger batches of games at
higher profit margins
Handheld game consoles :For handheld game consoles, the fifth generation began with the
release of the Virtual Boy on July 21, 1995.[30] Nintendo extensively advertised the Virtual Boy,
and claimed to have spent US$25 million on early promotional activities.The Virtual Boy was
discontinued in late 1995 in Japan and in early 1996 in North America.

SONY PLAYSTATION

SIXTH GENERATION

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Sony's PlayStation 2 was released in Japan on March 4, 2000, in North America on October 26,
2000, in Europe on November 24, 2000, and in Australia on November 30, 2000. It was the
follow-up to its highly successful PlayStation and was also the first home game console to be
able to play DVDs. As was done with the original PlayStation in 2000, Sony redesigned the
console in 2004 into a smaller version. As of November 21, 2011 over 140 million PlayStation 2
units have been sold. This makes it the best selling home console of all time to date.
Nintendo's GameCube was released in Japan on September 15, 2001, in North America on
November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It was
Nintendo's fourth home video game console and the first console by the company to use
optical media instead of cartridges. The GameCube did not play standard 12 cm DVDs, instead it
employed smaller 8 cm optical discs. With the release of the GameCube Game Boy Player, all
Game Boy, Game Boy Color, and Game Boy Advance cartridges could be played on the
platform. The GameCube was discontinued in 2007 with the release of Wii.
Microsoft's Xbox was the first dedicated video game console released by the company in North
America on November 15, 2001, in Japan on February 22, 2002, and in Europe and Australia on
March 14, 2002. Microsoft realized the power of video game consoles and feared with growing
capabilities they may take over more than the living room. It was the first console to employ a
hard drive right out of the box to save games, the first to include an Ethernet port for
broadband internet, and the beginning of Microsoft's online Xbox LIVE service. Microsoft was
able to attract many PC developers by using the NT kernel and DirectX from their Windows
operating system. Though criticized for its bulky size and the awkwardness of its original
controller, the Xbox eventually gained popularity, especially in the US, where it outsold the
GameCube to secure second place, due in part to the success of the Halo franchise.

Sony Playstation 2

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SEVENTH GENERATION
The features introduced in this generation include the support of new disc formats: Blu-ray
Disc, utilized by the PlayStation 3, and HD DVD supported by the Xbox 360 via an optional $200
external accessory addition, that was later discontinued as the format war closed. Another new
technology is the use of motion as input, and IR tracking (as implemented on the Wii). Also, all
seventh generation consoles support wireless controllers. This generation also introduced the
Nintendo DS, and the Nintendo DSi, which brought touchscreens into the mainstream for and
added cameras to portable gaming.
Sony's PlayStation 3 was released in Japan on November 11, 2006, in North America on
November 17, 2006, and in Europe and Australia on March 23, 2007. All PlayStation 3's come
with a hard drive and are able to play Blu-ray Disc games and Blu-ray Disc movies out of the
box. The PlayStation 3 was the first video game console to support HDMI output out of the box
, using full 1080p resolution. Up to seven controllers can connect to the console using
Bluetooth. There are 6 discontinued versions of the PS3: a 20 GB HDD version (discontinued in
North America and Japan, and was never released in PAL territories), a 40 GB HDD version
( discontinued), a 60 GB HDD version (discontinued in North America, Japan and PAL
territories ), 80 GB HDD version (only in some NTSC territories and PAL territories), a "slim"
120GB HDD version (discontinued), and a "slim" 250 GB version (discontinued). The two current
shipping versions of the PlayStation 3 are: a "slim" 160 GB HDD version and a "slim" 320 GB
HDD version.

HANDHELD CONSOLES:
For handheld game consoles, the seventh generation began with the release of the Nintendo
DS on November 21, 2004. This handheld was based on a design fundamentally different from
the Game Boy and other handheld video game systems. The Nintendo DS offered new modes of
input over previous generations such as a touch screen, the ability to connect wirelessly using
IEEE 802.11b, as well as a microphone to speak to in-game NPCs.[51] On December 12, 2004,
Sony released its first handheld, PlayStation Portable (PSP). The PlayStation Portable was
marketed at launch to an above 25-year-old[ or "core gamer" market,[53] while the Nintendo
DS proved to be popular with both core gamers and new customers.[54] Nokia revived its N-
Gage platform in the form of a service for selected S60 devices.

XBOX 360
8TH GENERATION

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Aside from the usual hardware enhancements, consoles of the eighth generation focus on
further integration with other media and increased connectivity. The Wii U introduced a
controller/tablet hybrid whose features include the possibility of augmented reality in
gaming.The PlayStation 4 is Sony's eighth generation console, featuring a "share" button to
stream video game content between devices, released on November 15, 2013. Microsoft
released their next generation console, the Xbox One, on November 22, 2013. On March 3,
2017, following poor sales of the Wii U, Nintendo released the Nintendo Switch, a 'hybrid'
console consisting of a tablet with controller attachments that can be used as a mobile device
or connected to a television via a dock.
Game systems in the eighth generation also faced increasing competition from mobile device
platforms such as Apple's iOS and Google's Android operating systems. Smartphone ownership
was estimated to reach roughly a quarter of the world's population by the end of 2014.[61] The
proliferation of low-cost games for these devices, such as Angry Birds with over 2 billion
downloads worldwide, presents a new challenge to classic video game systems. Microconsoles,
cheaper stand-alone devices designed to play games from previously established platforms,
also increased options for consumers. Many of these projects were spurred on by the use of
new crowdfunding techniques through sites such as Kickstarter. Notable competitors include
the GamePop, OUYA, GameStick Android-based systems, the PlayStation TV, the NVIDIA SHIELD
and Steam Machines.
Handheld game consoles
The Nintendo 3DS is a portable game console produced by Nintendo. It is the successor to the
Nintendo DS. The autostereoscopic device is able to project stereoscopic 3D effects without the
use of 3D glasses or any additional accessories. The Nintendo 3DS features backward
compatibility with Nintendo DS series software, including Nintendo DSi software. After
announcing the device in March 2010, Nintendo officially unveiled it at E3 2010, with the
company inviting attendees to use demonstration units. The console succeeded the Nintendo
DS series of handheld systems, which primarily competed with PlayStation Portable . The 3DS
competed with Sony's handheld, the PlayStation Vita.
PlayStation Vita is a handheld game console developed by Sony Computer Entertainment.

XBOX ONE

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BASIC COMPONENTS OF A GAMING CONSOLE

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Advantages and Disadvantges Of Gaming
Advantages

 Brains are trained to do multitasking.

 Games can help improve both visual attention and visual acuity

 Building Confidence.

 Encouraging Cooperation and Teamwork.

 Relationships provided by the online games.

 Absorption in a game distracts the mind from pain and discomfort.

 Playing games could help children suffering from Attention deficit disorders.

 Games help people who are recovery from physical injuries gain motor skills and
coordination too. Now doctors are using in physiotherapy too.

 It helps players to improve hand-eye co-ordination and help players gain many skills.

 Modern fast-paced action video games in particular first-person shooter games may
sharpen your vision, improve your attention and working memory.

Disadvantage

 Constant use of thumbs, wrist and eyes can lead to problems such as eye strain and
other physical problems

 Games do not need much physical activity and so could be criticised for making you
unfit - although the new motion sensing games are extremely active!

 They can take an awful lot of hours, that time could be spent doing something
productive

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Advantages And Disadvantages of Gaming Consoles

dvantages
 Cheaper than a gaming PC
 Updates for console games come in first before pc games get updated.
 No need to worry about hardware upgrades.
 You get to play with a controller for more competitive gaming and better first person
shooter experiences for games like call of duty and battlefield.
 Some great exclusives.

Disadvantages
 Low quality graphics compared to Gaming pc
 Expensive games
 Pay for multiplayer

Advantages and Disadvantages of Gaming PC


Advantages
 Highly customizable
 Best graphics way better than consoles
 Better target control with keyboard and mouse compared to controllers
 Often easier to connect to internet or share stuff

Disadvantages
 Expensive
 After 2-3 years you have to upgrade some parts (mostly gpu) to keep up with new
games
 Some exclusives like God of War, halo, gears of war, etc. are not available.

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Moderation in gaming

Playing video games for less than an hour a day can have a positive influence on kids' mental
health, a new study suggests.
A researcher in the United Kingdom found that young people ages 10 to 15 who spent less than
an hour a day playing electronic games were better adjusted psychologically than boys and girls
who spent no time playing computer- or console-based games, such as Nintendo Wii or Sony
PlayStation.
But excessive gaming — more than 3 hours a day — was shown to have a negative impact on
kids' psychological well-being, the study revealed.
"The overall influence of daily video game play appears quite small on the population level ,"
said study author Andrew Przybylski, a psychologist and research fellow at the Oxford Internet
Institute in Oxford, England. Compared to kids who didn't play at all, those who had light levels
of engagement had modestly more positive outcomes, whereas the opposite was true for high
levels of play
To estimate the positive and negative effects of different levels of gaming on young people,
Przybylski analysed data from nearly 5,000 children and teens ages 10 to 15 in the U.K.
Participants answered questions about their gaming habits and how happy they were at school
and home. They also completed behavioural screening tests to measure their psychosocial
adjustment.

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Conclusion

• On the whole, gaming consoles are the better option in the long run. After all, they are
designed for gaming right from scratch. This has helped the industry understand the basic
requirements of 3D and multimedia applications. Without a doubt, this will affect the designs of
PCs in the future and make them more gamer friendly.

• “Gaming is indeed heading in the direction of becoming a mainstream form of entertainment.


Gaming experience drives technology requirements and in turn contributes to the growth of
the IT industry. For gaming there is a need for better graphics and better storage to be able to
handle heavy data. As games become increasingly complex, peripherals and technology can
provide significant assistance to the gamer, enhancing the gaming experience.”

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