Entornos De Desarrollo De Videojuegos En Lima - Perú

Total Page:16

File Type:pdf, Size:1020Kb

Entornos De Desarrollo De Videojuegos En Lima - Perú ENTORNOS DE DESARROLLO DE VIDEOJUEGOS EN LIMA - PERÚ TESIS PARA OPTAR EL GRADO DE MAGISTER EN POLÍTICAS Y GESTIÓN DE LA CIENCIA TECNOLOGÍA E INNOVACIÓN Registro SIDISI N° 63463 Jorge Renato Ubillús Meléndez Asesora: Dra. Carol Cernaqué Miranda LIMA – PERÚ 2016 CONTENIDO RESUMEN .................................................................................................................................... 7 INTRODUCCIÓN ........................................................................................................................ 8 CAPITULO I: PLANTEAMIENTO DE LA INVESTIGACIÓN .............................................. 10 1.1. Problematización ......................................................................................................... 10 1.1.1. Planteamiento del Problema ................................................................................ 10 1.1.2. Formulación del problema: ................................................................................. 16 1.2. OBJETIVOS ............................................................................................................... 17 1.2.1. Objetivo general: ................................................................................................. 17 1.2.2. Objetivos específicos: ......................................................................................... 17 1.3. HIPÓTESIS DE LA INVESTIGACIÓN .................................................................... 18 1.3.1. Hipótesis General ................................................................................................ 18 1.4. JUSTIFICACIÓN DEL ESTUDIO ............................................................................. 19 1.4.1. Justificación Práctica ........................................................................................... 19 1.4.2. Delimitación de la Investigación ......................................................................... 20 CAPITULO II: MARCO TEORICO .......................................................................................... 21 2.1. Antecedentes ............................................................................................................... 21 2.2. Instituciones peruanas ................................................................................................. 29 2.2.1. Congreso de la República .................................................................................... 29 2.2.2. Indecopi ............................................................................................................... 29 2.2.3. Universidades e Institutos ................................................................................... 31 2.3. Países con políticas que benefician el desarrollo de los videojuegos .......................... 32 2.3.1. Canadá ................................................................................................................. 32 2.3.2. Impacto económico de la industria de los videojuegos de Canadá ..................... 32 2.3.3. España ................................................................................................................. 33 2.3.4. Corea del Sur ....................................................................................................... 35 3.1.1. Glosario: .............................................................................................................. 36 CAPITULO III: METODOLOGÍA ............................................................................................ 38 3.1. Tipo de investigación .................................................................................................. 38 3.2. Diseño de la investigación ........................................................................................... 38 CAPITULO IV: RESULTADOS ................................................................................................ 42 4.1. Situación actual e identificación de brechas en el desarrollo de la industria del Videojuego en el Perú. ............................................................................................................ 42 4.1.1. Propiedad intelectual ........................................................................................... 48 4.1.2. Banda Ancha ....................................................................................................... 51 2 4.1.3. Industrias culturales y creativas .......................................................................... 58 4.1.4. Educación para el desarrollo de los videojuegos en el Perú. ............................... 58 4.1.5. Análisis de entrevistas ......................................................................................... 60 4.1.6. Análisis FODA en el Perú ................................................................................... 65 4.2. Identificación de las principales consolas orientadas el desarrollo de la industria del videojuego en el Perú. ............................................................................................................. 68 4.2.1. Consola de videojuegos, características y tipos. ................................................. 68 4.3. Identificación de los principales actores en el desarrollo de la industria del videojuego en el Perú. ................................................................................................................................ 85 4.3.1. Identificación de la cadena de valor. ................................................................... 85 4.3.2. Stakeholders y Multistakeholders ....................................................................... 88 4.3.3. Responsabilidad Social en la industria del videojuego. .................................... 109 4.4. Condiciones políticas y normativas para el desarrollo de la industria del videojuego. 112 a) Caso: Canadá ............................................................................................................. 113 b) Caso Corea del Sur .................................................................................................... 118 c) Caso: España ............................................................................................................. 120 d) Caso Colombia .......................................................................................................... 124 e) Perú en la actualidad ................................................................................................. 124 4.5. Impacto económico de la industria del videojuego y los efectos que genera en un país. 125 CAPITULO VII: DISCUSIÓN ................................................................................................. 133 CAPITULO VIII: CONCLUSIONES ....................................................................................... 139 CAPITULO IX: RECOMENDACIONES ................................................................................ 140 REFERENCIAS BIBLIOGRÁFICAS ...................................................................................... 141 Bibliografía ............................................................................................................................... 141 Bibliografía ............................................................................................................................... 141 ANEXOS........................................................................................................................................ I ¿Qué es un videojuego? .......................................................................................................... I Producción por tipo de consola de acuerdo al país ................................................................ I Cuadro comparativo de condiciones actuales ....................................................................... II Perfil de desarrollador de videojuegos ................................................................................ IV ILUSTRACIONES Ilustración 1. Porcentaje en Género del jugador de videojuegos en EE.UU. .............................. 11 Ilustración 2. Porcentaje en Género del jugador de videojuegos en Europa. .............................. 11 Ilustración 3. Edad Promedio del jugador en EE.UU. ................................................................. 11 3 Ilustración 4. Edad Promedio del jugador en Europa. ................................................................. 12 Ilustración 5. Géneros de videojuegos mejores vendidos en el 2012 .......................................... 12 Ilustración 6. Dispositivos de Juego ............................................................................................ 14 Ilustración 7. Clasificación de las industrias creativas de la UNCTAD ...................................... 24 Ilustración 8. Conceptos más mencionados referentes a la industria del Videojuego (Scielo). .. 25 Ilustración 9. Cantidad de Documentos por Autor (Scielo) ........................................................ 25 Ilustración 10. Conceptos más mencionados referentes a la industria del Videojuego (LAReferencia). .......................................................................................................................... 26 Ilustración 11. Cantidad de Documentos por Autor (LAReferencia) .......................................... 27 Ilustración 12. Evolución total del Mercado ............................................................................... 34 Ilustración 13. Análisis de Benchmarking. ................................................................................
Recommended publications
  • Financial Results Briefing for Fiscal Year Ending March 2017
    Financial Results Briefing for Fiscal Year Ending March 2017 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, Nintendo Co., Ltd. President of Nintendo. Financial Results Briefing Mr. Furukawa, General Manager of the Corporate President and Representative Director Planning Department, has just presented our Tatsumi Kimishima financial results for this period. There are two points I'd like to cover today. First, Presentation Outline we'll take a look at our recent sales as well as sales over the fiscal year ended March 2017. Then we'll 1 Recap for the Fiscal Year Ended March 2017 see the outlook for the fiscal year ending March 2 Outlook for the Fiscal Year 2018. Ending March 2018 To begin, let's review the fiscal year that just ended in March 2017 along with the sales situation Recap for the Fiscal Year heading into the new year. Ended March 2017 - State of Affairs After Nintendo Switch Launch - Nintendo 3DS Sales - Smart-Device Business First, let's look the circumstances following the launch of Nintendo Switch. 1 Financial Results Briefing for Fiscal Year Ending March 2017 Nintendo Switch launched on March 3 to very strong demand. It continues to be sold out practically worldwide. Our initial plan was to ship two million units by the end of March. But as we announced yesterday, we have already shipped 2.74 million • Shipped Units Nearly Sold Out in Each Region • 2.74 Million Units Shipped through the end of March units through the end of March. Overall, sell-through of Nintendo Switch stacks up well, even in comparison to hardware that launched during holiday seasons.
    [Show full text]
  • Manual-3DS-Animal-Crossing-Happy
    1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory.
    [Show full text]
  • Tie Break Tennis by 01Toys Review by Jr2swiss Nov/04/2004
    Offline Edition Version: Mar/22/2005 14:13 http://reviews.chemicalkungfu.de/ 1 Ah Catsmanga Daioh by taRo Review by BobBorakovitz Nov/03/2004 This is a really nice little game, very polished with excellent graphics and music! The text is in Japanese (or another similar foreign language) but it's easy to understand the menus. The gameplay is simple, you are a little anime girl on the bottom of the screen, your goal is to avoid the many cats that are falling from the sky while collecting tokens that also fall from the sky. For every cat that you avoid you get 1 point, and you get bonus points by collecting the tokens. I love the music, it's a catchy tune, but there's not too many sound effects, however the ones that are there work well and sound great without crackling. The feature in this game that really makes it stand out is the online ranking system! When your game ends you get a screen that has a password and a website to rank yourself among other players! At the time of this writing, my ranking is a dismal #144! Oh well, I'll keep trying! Graphics: 9 Sound: 8 Gameplay: 9 Progress: 10 Gameidea: 6 Replay value: 7 OVERALL RATING: 8.2 2 Air Rage by Taras Young Review by frolik Nov/04/2004 Coded for the 15 days Coding Competition was this little one-shot shootemup where you fly a Boeing 737 that has been armed to the teeth with weapons and are pursued by government jets intent on taking you down.
    [Show full text]
  • 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
    [Show full text]
  • The Videogame Style Guide and Reference Manual
    The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design.
    [Show full text]
  • Q1 2007 8 Table of the Punch Line Contents
    Q1 2007 8 Table of The Punch Line Contents 4 On the Grand Master’s Stage 34 Persona Visits the Wii Line Strider–ARC AnIllustratedCampoutfortheWii 6 Goading ‘n Gouging 42 Christmas Morning at the Ghouls‘nGoblinsseries Leukemia Ward TokyoGameShow2006 12 That Spiky-Haired Lawyer is All Talk PhoenixWright:AceAttorney–NDS 50 A Retrospective Survival Guide to Tokyo Game Show 14 Shinji Mikami and the Lost Art of WithExtra-SpecialBlueDragon Game Design Preview ResidentEvil-PS1;P.N.03,Resident Evil4-NGC;GodHand-PS2 54 You’ve Won a Prize! Deplayability 18 Secrets and Save Points SecretofMana–SNES 56 Knee-Deep in Legend Doom–PC 22 Giving Up the Ghost MetroidII:ReturnofSamus–NGB 58 Killing Dad and Getting it Right ShadowHearts–PS2 25 I Came Wearing a Full Suit of Armour But I Left Wearing 60 The Sound of Horns and Motors Only My Pants Falloutseries Comic 64 The Punch Line 26 Militia II is Machinima RuleofRose-PS2 MilitiaII–AVI 68 Untold Tales of the Arcade 30 Mega Microcosms KillingDragonsHasNever Wariowareseries BeenSoMuchFun! 76 Why Game? Reason#7:WhyNot!? Table Of Contents 1 From the Editor’s Desk Staff Keep On Keeping On Asatrustedfriendsaidtome,“Aslong By Matthew Williamson asyoukeepwritingandcreating,that’s Editor In Chief: Staff Artists: Matthew“ShaperMC”Williamson Mariel“Kinuko”Cartwright allIcareabout.”Andthat’swhatI’lldo, [email protected] [email protected] It’sbeenalittlewhilesinceourlast andwhatI’llhelpotherstodoaswell. Associate Editor: Jonathan“Persona-Sama”Kim issuecameout;Ihopeyouenjoyedthe Butdon’tworryaboutThe Gamer’s Ancil“dessgeega”Anthropy [email protected] anticipation.Timeissomethingstrange, Quarter;wehavebigplans.Wewillbe [email protected] Benjamin“Lestrade”Rivers though.Hasitreallybeenovertwo shiftingfromastrictquarterlysched- Assistant Editor: [email protected] yearsnow?Itgoessofast.
    [Show full text]
  • Metadefender Core V4.13.1
    MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2.
    [Show full text]
  • THE VERSATILE WORKBOY Pity the Poor Gameboy. by Naming The
    THE VERSATILE WORKBOY Pity the poor Gameboy. By naming the pocket-sized console the way that it did, Nintendo could have subjected the hand-held to an existence of being a game player for boys. However by packaging the ever-popular Tetris with the original Gameboy, boys and girls of all ages were quickly addicted to the falling block game that could be played anywhere. Taking the 'game' out of Gameboy wouldn't be as easy. Nintendo representatives have stressed time after time that Nintendo is strictly a game company. As can be seen by Nintendo's current stance on not offering DVD-playback on its Gamecube, Nintendo has always maintained that it is primarily a game company. To offer products that would turn the Gameboy into a device that did things other than play games would have been unthinkable. However even though Nintendo is against designing non-game applications for the Gameboy, several third party companies and gone ahead and done so; some even with Nintendo's blessings! NEC had the right idea when it didn't limit its Turboexpress to games. To prove that the Turboexpress could do more than play games, the company released a TV tuner which in effect turned the hand-held console into a portable color TV set. The high-res, back-lit Turboexpress screen was perfectly suited to display television. Unfortunately it never caught on, mainly because the Turboexpress was simply not popular. Because of its low-res, non-back-lit screen, we won't be seeing any television tuners for the Gameboy or any of its current descendents (Gameboy Color, Gameboy Advance).
    [Show full text]
  • 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.
    [Show full text]
  • Tellstory a Medialogy Project About Storytelling in Handheld Games
    TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together.
    [Show full text]
  • Teddy Together
    Teddy Together 1 Important Information Basic Information 2 About amiibo Getting Started 3 Introduction 4 Starting the Game 5 Exiting the Game 6 Game Controls Playing the Game 7 Progressing Through the Game 8 Talking with Your Bear 9 Gratitude From Your Bear The Living Room 10 Living Room Screen 11 Changing Clothes 12 Feeding Your Bear ① 13 Feeding Your Bear ② 14 Bathing Your Bear 15 Communicating With Your Bear 16 Looking at Notebooks Going Outside 17 The Shops 18 The Garden Screen 19 Growing Plants 20 More Plant Varieties 21 Other Garden Menus 22 The Station Credits 23 Credits Support Information 24 How to Contact Us 1 Important Information Please read this manual carefully before using this software. If the software is to be used by young children, the manual should be read and explained to them by an adult. ♦ Unless stated otherwise, any references to "Nintendo 3DS" in this manual apply to all systems in the Nintendo 3DS™ family. ♦ When playing on a Nintendo 2DS™ system, features which require closing the Nintendo 3DS system can be simulated by using the sleep switch. IMPORTANT Important information about your health and safety is available in the Health and Safety Information application on the HOME Menu. You should also thoroughly read the Operations Manual, especially the "Health and Safety Information" section, before using Nintendo 3DS software. Language Selection The in-game language depends on the one that is set on the system. This title supports five different languages: English, German, French, Spanish and Italian. If your Nintendo 3DS system language is set to one of these, the same language will be displayed in the software.
    [Show full text]
  • Gamepark GP2X Owner's Manual
    GP2X User Guide Version 1.2 Authored by: Guyfawkes Last Updated: December 26, 2005 Homepage: http://www.emuholic.com/ Contents Basic Usage Page 3 – GP2X Information Page 6 – Setting up your GP2X Page 8 – Using the GP2X for the first time Page 11 – Managing files on the GP2X Page 12 – Installing and loading software Page 15 – Viewing Images Page 17 – Playing Music Page 19 – Viewing Movies Page 21 – Reading E-Books Page 23 – Using Explorer Page 25 – Using the Settings menu Page 28 – Troubleshooting Page 29 – Useful information Advanced Usage Page 30 – Installing software updates and firmware flashing Page 32 – Customising the menu graphics Page 33 – Developing for the GP2X introduction Page 34 – Credits, Thanks and other stuff 2 GP2X Information Product Name: * GP2X-F100 General * Main Processor: MagicEyes MP2520F * CPU: ARM920T - 200 MHz * CoProcessor: ARM940T - 200 MHz * Dimension 143.6mm* 82.9mm*34mm * Mass (w/o batteries): 161g/5.68oz (GP32 NLU: 163g/5.74oz) * RAM: 64Mb * Internal Storage: 64Mb NAND Flash Memory * External Storage: SD Card * Connections: EXTension port, USB 2.0, DC in (3v), Headphone jack. * O/S: Linux * Batteries: 2 x AA * Display: 3.5" TFT LCD * Resolution: 320*240 (QVGA) * TV Output: up to 720*480 with separate S-Video cable. Video * Video Codec support: MPEG 1, 2, 3, 4, DivX 3.11, 4.x, 5.x and higher, XviD, WMV (7, 8, 9 Series by 'After Support') * Extension support: AVI, MPG, MPEG * Audio Formats: MP3, OGG, WMA (by 'After Support') * Resolution: MAX 720*480 * Frame Rate: Max 30 fps * Bit Rate: Video Max: 2500Kbps,
    [Show full text]