Subject: Page of
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
The Jon Peddie Research Gaming Market Press Conference
The Jon Peddie Research Gaming Market Press Conference . All Gaming Hardware Peddie Research Peddie Jon The Gaming Hardware Market From handhelds to simulators Peddie Research Peddie Jon Jon Peddie Research Focus and emphasis on Visualization, Graphics, and forms of reality Consulting and market research - Advisor to industry leaders and investors Bi-weekly report, various Digital Technology Market Studies Product testing and benchmarking Conferences Chasing Pixels, Finding Visual Magic Peddie Research Peddie Jon Jon Peddie Research Communications “Whatever influences a pixel” & peripheral services Image Receiver(s) DVD Audio sensor Processor Local Memory Semiconductor Fabrication Image Front-end Input Video Graphics Display Processor Processor Processor Processor Processor System Memory Primary interest, CPU expertise, and tracking OS Drivers Application General interest, information Peddie Research Peddie Standards gathering, and limited tracking Jon Agenda – Why are we here? Introduce talking points for discussion . Brief history of computer graphics . The gaming platforms . Market size and growth . Thoughts and speculations on the future . Q&A Peddie Research Peddie Jon How long? . When do you think the game developer conference started? . Depending on who you ask, 1997 to 1999. Actually it was 1993 and was the GamePC Consortium, a loose confederation of hardware and software companies Peddie Research Peddie Jon Look How Far We Have Come Lora Croft from 1996 Lora Croft from 2013 In 1996 the best the industry By 2013 it was possible -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
The Computer Input/Output Subsystem Education in an Undergraduate Introductory Course: a Multiperspective Study
Euskal Herriko Unibertsitatea Universidad del País Vasco Konputagailuen Arkitektura eta Teknologia Saila Departamento de Arquitectura y Tecnología de Computadores INFORMATIKA FAKULTATEA FACULTAD DE INFORMÁTICA The Computer Input/Output Subsystem Education in an undergraduate introductory course: a Multiperspective Study Dissertation Presented to the department of Computer Architecture and Technology in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in Computer Science by Edurne Larraza-Mendiluze PhD Advisor Nestor Garay-Vitoria Donostia, December 20, 2013 Servicio Editorial de la Universidad del País Vasco (UPV/EHU) Euskal Herriko Unibertsitateko Argitalpen Zerbitzua (UPV/EHU) University of the Basque Country - Editorial Service (UPV/EHU) ISBN: 978-84-9082-010-0 Laburpena Tesi hau informatikaren irakaskuntzaren ikerkuntza lerroaren barruan ko- katzen da. Oinarri gisa, teknologia, pedagogia eta edukien ezagutza eredua (TPACK model, bere ingeleseko sigletatik) hartzen du. Ikerketa honetan, aipatutako ereduaren osagai bakoitza ikuspuntu desberdin gisa erabilia izan da konputagailuaren S/I azpisistemaren irakaskuntza aztertzeko. Edukien ezagutza osagaiaren ikuspuntutik, testuliburuak, unibertsitatee- tako programak eta ikerkuntza bibliografia aztertu dira eta gaia irudikatzeko hurbilpen bat baino gehiago badaudela aurkitu da. Teknologiaren ezagutza osagaiaren ikuspuntutik, Nintendo DS makinaren S/I azpisistemaren funtzionamendua aztertu da. Pedagogiaren ezagutza osagaiaren ikuspuntutik, proiektuetan oinarritutako -
Meaning & Progress of Character Rearing Game, Tamagotchi
캐릭터육성게임기 타마고치의 진화과정과 의미 Meaning & progress of character rearing game, Tamagotchi 주저자: 오철훈 건국대학교 대학원 디자인학과 박사과정 Oh Cheol-Hoon Konkuk university 공동저자: 윤대영 한국디자인진흥원 Yoon Day-Young KIDP 이 나타나고 있다. 초기의 타마고치의 개념은 사용자 1. 서 론 의 분신 또는 애완기기 이상의 모습으로 사회적 맥 1.1 연구배경 및 목표 락을 기초로 하여 시대적 감성에 적합하게 휴대기기 1.2 연구대상, 범위 및 방법 에 새롭게 구현되어야 할 것이다. 단지 고성능의 휴 2. 휴대용게임기 대용기기 안에 숨어 있는 기능이 아니라, 새로운 감 2-1. 휴대용게임기의 정의 성적 요소로서의 콘텐츠가 된다면 휴대용 디지털기기 2-2. 휴대용게임기의 변천 를 인간에게 더욱 감성적이고 친숙한 존재로 인식하 게 해줄 것이다. 3. 타마고치의 탄생 3-1. 타마고치의 정의 주제어 3-2. 타마고치의 생성 타마고치, 휴대용게임기, 캐릭터 4. 타마고치의 진화 4-1. 타마고치에 대한 초기의 반응 4-2. 타마고치의 진화단계 Abstract 4-3. 타마고치의 방향-미래 The digital technique which is connected with 5. 타마고치 쇠락과 의의 character industry made a new concept about the digital 5-1. 마케팅적 한계 era. Tamagotchi which realized digital virtual reality in the 5-2. 형태적 한계 pocket is giving a life with various digital equipments. 5-3. 기술적 한계 Despite it is cheap device which is not the expensive 5-4. 타마고치의 의의 digital Handheld Game Console, Tamagotchi which was 6. 결 론 produced for the unique game affects on game market with the contemporary sense. Tamagotchi seems to be 참고문헌 boom temporary. Recently Handheld Game Consoles and Mobile devices are increases which are based on High technology. Concept of Tamagotchi should be installed in Mobile devices as being benefiting the contemporary sense on the social context. -
Ipsos Poll Conducted for Reuters Video Games 9.27.13
Ipsos Poll Conducted for Reuters Video Games 9.27.13 These are findings from an Ipsos poll conducted for Thomson Reuters from September 23-27, 2013 . For the survey, a sample of 1,297 Americans ages 18+ were interviewed online. The precision of the Reuters/Ipsos online polls is measured using a credibility interval. In this case, the poll has a credibility interval of plus or minus 3.1 percentage points . For more information about credibility intervals, please see the appendix. The data were weighted to the U.S. current population data by gender, age, education, and ethnicity. Statistical margins of error are not applicable to online polls. All sample surveys and polls may be subject to other sources of error, including, but not limited to coverage error and measurement error. Figures marked by an asterisk (*) indicate a percentage value of greater than zero but less than one half of one per cent. Where figures do not sum to 100, this is due to the effects of rounding. To see more information on this and other Reuters/Ipsos polls, please visit http://polling.reuters.com/. VIDEO GAMES Q1. Which of the following gaming devices do personally use to play games? Please select all that apply. Nintendo Wii 23% Android Devices (Android tablet or Smartphone) 21% Xbox 360 20% PC / MAC 20% PlayStation 3 (PS3) 18% iOS Devices (iPod, iPhone, etc.) 12% Nintendo DS (DS lite, DSi) 10% Nintendo 3DS 6% Sony PSP/PSP Go 3% Nintendo Wii U 3% PS Vita 2% Nvidia Shield 1% Ouya 1% OnLive *% Other 2% None of the above 38% Q2. -
Superdataresearch Deliverable Digital
2013 Game Changers 2013 GAME CHANGERS How will the next generation of consoles affect your business? Compliments of SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 1 2013 Game Changers INDEX INTRODUCTION & MOTIVATION 3 METHODOLOGY 4 LANDSCAPE 6 Current console ownership ‣ Console ownership in the United States (U.S.), 2013 ‣ Per capita spend on interactive entertainment in the U.S. Changing audience CONSUMER 10 Consumer behavior and devices ‣ Aggregated platform usage among U.S. gamers ‣ Primary platform usage among U.S. gamers, 2008 versus 2013 New dedicated devices: familiarity and interest ‣ Q: Which one have you heard of? ‣ Q: Which one do you plan on buying? PUBLISHER 14 Consoles don’t sell consoles. Titles sell consoles. ‣ Physical versus digital sales for Electronic Arts ABOUT & CONTACT 17 SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 2 2013 Game Changers INTRODUCTION & MOTIVATION The next generation of consoles presents a renewal of an important part of the interactive entertainment industry. Recent announcements of the PlayStation 4 and Xbox One as well as the smaller, new market entrants have fueled a vigorous discussion within the industry. In particular, the position of the incumbents, and their ability to maintain it, has been a hot topic of discussion. For example, Daniel Thomas at VentureBeat recently criticized Xbox One for throwing out “its only good idea with [the console’s] DRM policy reversal.” Elsewhere, Gamasutra’s editor-at-large Leigh Alexander called Sony’s showing at E3 a “spiritual victory” and reminded gamers not to forget about the GameStick. And lead Portal designer Kim Swift adamantly supported OUYA as the exclusive console for her new game Soul Fjord, while both the likes of Square- Enix and indie developer Supergiant Games will find a home on the PS4. -
History of Nintendo – Comprehension
The history of Nintendo – comprehension The history of Nintendo Nintendo is a Japanese company that has made video games and video game consoles since the 1970s. It was originally a company that made playing cards and then it started to make toys. Nintendo began making video games in the 1970s. In 1980, the company released a hand-held game device called ‘Game and Watch’. It was battery operated and not in colour but the games were very playable and fun. Nintendo's first video game console was the colour TV Game, Famicom, but the company really became successful with its second console, "Nintendo Entertainment System", or NES for short. Nintendo also released many popular video games like Donkey Kong, Super Mario Bros., Duck Hunt, and The Legend of Zelda. Later, the company made hand-held consoles such as the Game Boy and DS, and consoles such as Nintendo 64, GameCube, Wii, and WiiU. Nintendo’s newest release is the Nintendo Switch. It has a smart design and different functions but some fans have said the games and accessories are too expensive. The switch will compete with Sony’s PS4 virtual reality headset in a very crowded market. © www.teachitprimary.co.uk 2017 29783 Page 1 of 3 The history of Nintendo – comprehension Name: ............................................................... Date: .................................................................. Now answer the following questions about the text. 1. Where is Nintendo from? ................................................................................................................................................... -
Video Games May Be Energy-Draining
Energy-Saving Tips VIDEO GAMES MAY BE ENERGY-DRAINING You’re probably not thinking about the amount of energy your video game THE EVOLUTION OF VIDEO console is using when you’re trying to make it to the next level in your GAME POWER DRAW secrets ops mission, but maybe you should. Video game consoles use a The Nintendo game consoles have substantial amount of electricity and can offer great opportunities for historically drawn less power than the lowering your utility bills. Sony and Microsoft consoles, and the latest Nintendo model continues the How do you reduce the waste? The best thing to do is simply turn off your trend as the most efficient of the video game console whenever possible. Another good option is to enable available options. the automatic power-down feature already built into your device. These features are often disabled initially, so you have to activate them yourself, but they can save tons of energy without negatively affecting your gaming experience. If you have an Xbox One, disconnecting your cable box from your gaming console when you want to watch TV is another great way to reduce energy use. Do this by using the HDMI port on your TV to connect your Xbox One. “Video game consoles use a substantial amount of electricity and can offer great opportunities for lowering your utility bills.” The Xbox One and PlayStation 4 consume three to four times more energy than the Wii U. The chart shows how energy use in playing mode varies by model. Right now, the Nintendo Wii U is the most energy efficient of the major game systems. -
Microsoft Xbox One S 1TB Video Game Console
Xbox One S has over 1,300 games: blockbusters, popular franchises, and Xbox One exclusives. Play with friends, use apps, and enjoy built-in 4K Ultra HD Blu-ray™ and 4K video streaming. High Dynamic Range: Brilliant graphics with High Dynamic Range. Experience richer, more luminous colors in games like Gears of War 4 and Forza Horizon 3. With a higher contrast ratio between lights and darks, High Dynamic Range technology brings out the true visual depth of your games. 4K Resolution: Ultra HD Blu-ray™ and video streaming. Stream 4K Ultra HD video on Netflix, Amazon, Hulu, and more. Watch movies in stunning detail with built-in 4K Ultra HD Blu-rayTM. Spatial Audio: Premium Dolby Atmos and DTS:X audio. Bring your games and movies to life with immersive audio through Dolby Atmos and DTS: X.4 All your entertainment all in one place: With Xbox, you’ll find the best apps, TV, movies, music and sports all in one place, so you’ll never miss a moment. It’s all the entertainment you love. All in one place. Get access to hundreds of apps and services on your Xbox including your favorites like Netflix, Mixer, Spotify, & Sling TV. Stream 4K Ultra HD video on Netflix, Amazon Video, Hulu, and more Rent or buy the latest hit movies and commercial-free TV shows from Microsoft, and watch them using the Movies & TV app, at home or on the go. With our huge catalog of entertainment content, you’ll find something great to watch, including movies in 4K Ultra HD.