New Media and Video Game Consoles
From Baruchnewmedia
Video game consoles have come a long way and have undergone many changes each generation, with the current one's being at their finest. Today's consoles combine all types of new media applications, which allow players to have an experience like never before. The three major consoles are Microsoft's Xbox 360, Sony's Playstation 3, and Nintendo's Wii. While the Xbox 360 and Playstation 3 offer more realistic forms of gaming, the Wii's Motion Sensing capability and ease of play keeps it at the top of the list. However, Microsoft and Sony have since released their own versions of motion gaming. The three consoles offer its users some very unique applications, which allow themselves to become a part of the new media.
What are video and computer games?
Video and computer games are played on game devices such as Microsoft's Xbox 360, Sony's Playstation 3, Nintendo’s Wii, and the computers we use personally. There are single player games, social or multiplayer games, and massive multiplayer online games also known as MMO's. MMO's are where a large amount of participants play together online over the Internet. Unlike movies or television, playing video and computer games makes you a part of the action gives you the power to control the characters portrayed. In multiplayer or MMO games, you can learn from other people. Most video and computer games focus mostly on entertainment and enjoyability, but sometimes there are educational games that foster learning. One of the most popular MMO's is World Of Warcraft or WOW for short. [1]
A History of Video Game Consoles
Pong
After Nolan Bushnell founds Atari in 1972, the company has its first big hit with the arcade game Pong. In 1975 Atari sells a home version of Pong in Sears stores under the Sears Tele-Games label. Pongs unique feature is a single chip that produces both an on-scree score and the sound the game makes when the paddle meets the ball. The system helps catapult Atari to household-name status and introduces at-home video games to the masses. Before there was Pong, there was Odyssey, invented by Ralph Baer in 1966. Programmed for 12 games, Magnavox's TV-based game required plastic overlays to identify colored playing fields on the screen. It also came with two hand controls and such traditional board game equipment as dice, playing cards, and play money. Consumers strongly preferred Pong's simplicity, and Pong and its numerous knockoff relatives dominated the game market until 1977, while Magnavox abandoned Odyssey about a year after its 1972 debut.
Pong was the invention of Nolan Bushnell, a young engineer who introduced video table tennis to arcades in 1972. Simple and addictive, Pong launched the craze for home video games. Introduced by Atari in 1974--long before anyone had seen a personal computer—Pong was an adaptation of the company’s popular arcade game of the same name, and it became the most popular game of the 1975 holiday season, with sales of $40,000,000 for the year.
To a generation of gamers accustomed to 64-bit graphics and blazing processor power, Pong now looks absurdly low-tech: a tiny "ball" floats back and forth across a "net" bisecting a dark screen, and two players use knobs to manipulate "paddles" on the screen to hit the ball. The instructions are spare: "Avoid missing ball for high score." And the inside of the game is likewise unimpressive--just three integrated circuits and a few other components. But the game's fun, straightforward design brought millions of players to the TV screen, and the industry never looked back.
The breakthrough that led Bushnell to invent the home version of Pong was the linking of mini-computers to TV terminals. In 1977, now under the ownership of Warner, Atari introduced its new Video Computer System (VCS) and nine compatible game cartridges. The company licensed the megahit arcade game Space Invaders for the VCS in 1980, and VCS sales soared to $100 million. In the early 1980s, riding high on the success of the VCS, Atari turned away from new product development, churning out software for dozens of new games and recycled versions of the VCS instead. It also took part in an ultimately unsuccessful venture that allowed users to download games for the VCS over phone lines with a modem. When the video game market crashed in 1983-84, Atari was left with vast quantities of unsellable software and no new technology to fall back on. After the crash, consumers stayed away from home consoles, which were not reintroduced until Nintendo and Sega arrived on the scene in the late 1980s.
Mr. Bushnell founded and was CEO of Atari Corporation, a manufacturer of video games, from 1971 to 1978. He founded and served as CEO of Chuck E. Cheese's Pizza Time Theater, a restaurant chain featuring electronic entertainment, from 1977 to 1983. From 1983 to 1986, Mr. Bushnell served as the sole proprietor of Catalyst Technologies, a source of technical advice and venture capital for Silicon Valley entrepreneurs. He served as Chairman for several Catalyst companies, such as ETAK, Androbot, ByVideo, Magnum Microwave, Axlon and Octus.[1]
http://www.ideafinder.com/history/inventions/pong.htm
Intellivision
Mattel released the Intellivision, the first challenge to Atari's dominance and the start of an early-"80s console war between Atari and Mattel. The Intellivision features slightly better graphics than the Atari 2600, as well as the first synthesized voices in video games. Both consoles attract third-party game developers like Coleco and Activision, but the glut of unlicensed g's and new home systems like ColecoVision, Atari 5200 and Vectrex lead to a major video-game industry crash in 1983-84 in which many of the gaming companies went bankrupt. After successful test marketing in 1979, Mattel Electronics released its Intellivision system nationwide in late 1980. Armed with twelve games, better graphics and sound than its competitors, and the promise to release a compatible keyboard that would turn the system into a home computer ("Play games and balance your checkbook!"), Mattel set its sights on taking down the "invincible" Atari 2600. They got off to a good start, selling out the first production run of 200,000 Intellivision units quickly.
Mattel also released the system under different names to expand its market. The Intellivision was released in Sears stores as the Super Video Arcade, at Radio Shack as the Tandyvision I, and as the GTE/Sylvania Intellivision.
Many people bought an Intellivision with plans to turn it into a home computer when the keyboard was released. There was a huge marketing campaign behind this (one-third of the back of the Intellivision box was dedicated to the "Under Development" keyboard), but months and then years passed without the keyboard being released. Actually, it was released in a few test markets in late '81, but the price was too high and the initial reaction poor. So in 1982, Mattel scrapped plans for the infamous keyboard, but later (due to government pressure), they had to make a computer add-on anyway (see below).
Mattel tried some new things in 1982, releasing a voice-synthesis module called Intellivoice that made sound and speech an integral part of gameplay when used with compatible cartridges. Intellivision also released the Intellivision II console which was described as "smaller and lighter than the original, yet with the same powerful 16-bit microprocessor." The Intellivision II was designed for a few reasons: to lower the production cost, make repairs easier (for example, it replaced the hard-wired controllers with removable ones), make expansion easier (for the upcoming 2600 adapter and other accessories), and to prevent Coleco's Intellivision games from working on the system. Yes, Mattel actually put in a subroutine to prevent the Intellivision II from playing its competitor's games. This subroutine also prevented one of Mattel's own games from working as well. When this was discovered, Mattel claimed it was the fault of the competitors' software. This change also led to a slight timing error in some games with sound effects. Competitors soon found a way to bypass this subroutine, to get their future games to work.
In 1983, Mattel introduced the Intellivision III at CES (Consumer Electronics Show). Heralding it as their "next generation" system, the Intellivision III was supposed to feature a built-in Intellivoice, higher resolution, unlimited colors, faster sprites and higher sprite capabilities, six channel sound, remote controlled joysticks, four controller ports, more ROM and RAM, and be compatible with all Intellivision and Aquarius titles (the Aquarius was an unsuccessful 1983 Mattel home computer later dubbed "a system for the '70s" due to its obsolescence). Later, Mattel announced they were killing the Intellivision III and including most of its features into their long-awaited computer expansion, now known as the Entertainment Computer System. Mattel didn't publicly mention their top secret Intellivision IV project, which was a totally incompatible console system with all new technology.
The Entertainment Computer System (ECS) promised a keyboard, 64K of RAM (with RAM expansion modules), a music synthesizer, a data recorder, a 40-column thermal printer, and an adapter which would allow you to play Atari 2600 games on your Intellivision. The RAM expansion modules, data recorder, and thermal printer were never released and the music synthesizer had only one software title. While the 2600 adapter was a nice feature, the ColecoVision already had one. It was too little, too late.
Despite Mattel's awful marketing, the Intellivision sold over 3 million units. [2]
Source: http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9
Nintendo Entertainment System
Nintendo, originally a playing-card company in japan, releases the Nintendo Entertainment System in the US. Known as the Famicom in Japan, retailers were skeptical at first about marketing a new console after the video-g's crash, but with popular in-house titles like Super Mario Bros, Metroid and The Legend Of Zelda and a strict licensing policy that encourages high-quality third party g development, Final Fantasy, Contra, Tecmo Super Bowl, RBI Baseball and Megaman. The console quickly broke sales records and became the best-selling video g console in the history of video-game industries. The future of videogames looked bleak. The catastrophic crash of 1984 had wiped out or severely weakened all the major home videogame companies, and home computers were becoming more and more popular. It seemed as if the home videogame system would become a thing of the past.
After the crash, only two companies were making any serious effort at selling videogames. INTV (the company that owned the rights to the Intellivision) and a Japanese company named Nintendo. Nintendo started out in 1889 as a playing card company and started getting into videogames in the early '80s, producing hits like Donkey Kong and Mario Bros. Their Famicom (FAMIly COMputer) videogame system had done pretty well in Japan, selling 2.5 million systems in 1984. After negotiations with Atari to sell the Famicom in the U.S. fell through, Nintendo decided to release the system in the States on their own in 1985, ignoring the weak videogame market and the recent crash.
Selling the system to American retailers wasn't easy. Most were hesitant to buy videogame systems after the crash of the entire market just a year ago, and didn't want to get burned. So Nintendo took steps to make the system seem less like a videogame system and more like a computer or a VCR. They called the U.S. version of the Famicom the Nintendo Entertainment System, and designed it to look less like a videogame console and more like something that would fit in with other home entertainment appliances. Nintendo even agreed to buy back all unsold inventory in order to get retailers to take a chance on them. The system was originally targeted for release in spring '85, but the release date was pushed back. After test-marketing in the New York City area in late fall, the system was released nationwide in February, 1986.
Nintendo released the NES in two different bundles: one at $249 with the R.O.B. (Robotic Operating Buddy) unit, two controllers, a lightgun, Gyromite (a R.O.B. game), Duck Hunt, and Super Mario Bros., and the other set at $199 with controllers and Super Mario Bros. The NES was a huge success and was soon outselling competing systems (which at the time was only the INTV, the Sega Master System, and the Atari 7800) by a ten-to-one ratio.
Nintendo had learned from the mistakes of its predecessors, and instituted a very strict licensing system for third-party game developers (see below). This helped prevent the over-saturation of the software market which had brought about the '84 crash.
Ironically (if you're familiar with the Nintendo 64), Nintendo promised a disk drive add-on for the NES in time for Christmas 1986. It was never released in the States. The Famicom version of the drive did come out in Japan, but it never gained much of a following.
Throughout the late '80s, the NES enjoyed tremendous popularity, blowing all the other systems away and playing a prominent role in the lives of many American and Japanese adolescents. Nintendo ruled over its empire with an iron fist, heavily controlling advertising, distribution, production, and pricing. Retailers that sold unlicensed games or charged lower prices were threatened or had their shipments withheld. Their tactics led to many lawsuits and investigations by the Federal Trade Commission.
As the 1990s began, Nintendo found itself threatened by next-generation 16-bit consoles like the TurboGrafx-16 and the Genesis, but the NES was still the best selling system on the market. Regardless, the NES was beginning to show its age, so in 1991 Nintendo announced that the Super NES would be released that September. Unfortunately, the SNES would not be compatible with the NES and NES owners began to wonder how much support their system would receive after the SNES was released. Fortunately, Nintendo didn't drop support for the 8-bit system completely, which was a smart move considering the SNES's slow start.
Strangely, the SNES and the NES had only a $10 price difference throughout 1992. This encouraged people to buy the SNES, since it was only $10 more.
Nintendo released the NES 2 in 1993. It was a smaller, cheaper version of the original NES in a more SNESish case with a standard cartridge slot (instead of the "zero insertion force" slot in the original NES which was very dirt-prone and easy to break). Nintendo pushed the system for the upcoming Christmas season for $49.
Support for the NES dwindled as the SNES's popularity grew. Nintendo officially discontinued the NES in 1995.
In the end, the NES had sold over 62 million systems and over 500 million games, making it the most popular videogame system in history, up to that time.
Today, the NES lives on as many of its games are available over the Nintendo Wii's Virtual Console service.[3]
Source: http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5
Nintendo 64
The Nintendo 64 was Nintendo's third console, coming after the NES and SNES. It was debuted in 1996 in Japan, and was released to the North American market in 1997. Named after the 64-bit CPU that was used, this device was the one of the last consoles to use game cartridges over CD's. It's most popular game was the flagship title, Super Mario 64, which sold over 11.62 million units worldwide as of May, 2003. This system was very structurally different than Nintendo' last console, the SNES. The N64 allowed game developers to abandon the two dimensional side scrolling game that we saw on the SNES and replace it with a more three dimensional experience. The system has lived on even to today as many N64 titles have been released on Wii's virtual console.
Neo Geo
The debut of SNK’s 24 bit Neo Geo in 1990 marks a home-system that is years ahead of its competitors. With huge, detailed 2-D graphics, the Neo-Geo’s appeal is its arcade-level quality for use in a home system, but its prohibitive price level (about $650 for a new system at launch, plus game for around $200) keeps it from achieving mass popularity. Neo-Geo is the name of a cartridge-based arcade and home video game system released in 1990 by Japanese game company SNK. The system offered comparatively colorful 2D graphics and high-quality sound. A major platform for arcade games at the time, the system was also available as a costly home console. The two versions of the system were known as the AES (Advanced Entertainment System, the Home Version) and the MVS (Multi Video System, the Arcade Version).
Initially, the home system was only available for rent or for use in hotel settings, but SNK quickly began selling the system through stores when customer response indicated that people were willing to spend the money. Compared to the other consoles of the time, the Neo Geo AES was incredibly powerful, thanks to its high-end graphics and sound chipsets. The home system featured two CPUs: a 16-bit Motorola 68000 main processor running at 12 MHz and an 8-bit ZiLOG Z-80A coprocessor running at 4 MHz. The system's main CPU was over 50 percent faster than the 68000 processor found in Sega's Genesis console (12MHz vs ~7.6MHz). The Neo Geo AES also had the benefit of its specialized audio and video chipsets. A custom video chipset allowed the system to display 4,096 colors and 380 individual sprites onscreen simultaneously (compared to 64 simultaneous colors and 80 individual sprites for the Genesis), while the onboard Yamaha 2610 sound chip gave the system 15 channels of sound with seven channels reserved specifically for digital sound effects. Surround-Sound was also used in a number of games. The console was planned to debut at $599 USD and included two joystick controllers and a game (either Baseball Stars or NAM-1975). However, this plan was quickly scrapped and when the system had its national launch it debuted at $649.99 with two joysticks, a memory card, and a single pack-in game, Magician Lord (the early Neo Geo boxes had a gold sticker announcing the inclusion of Magician Lord over the initially planned choice of two games), this package was known as the "Gold System". The system was also released in a "Silver System" package, which included one joystick controller and did not include a game or memory card. Other games cost $200 and up — each. With these "premium" prices though, most gamers weren't able to afford the system and so the console was only accessible to a niche market. Scandinavian flyer showing MVS arcade cabinets.The Neo Geo was only to be driven further into cult status by changing mainstream tastes which soon demanded flashy, 3D graphics. Yet, the quality of Neo Geo games kept it alive in arcades, particularly in Japan, where the newest installment of the flagship King of Fighters was certain to cause a stir with each release. The last game by SNK for the Neo Geo system, Samurai Spirits Zero Special, was released on October 19, 2004. SNK decided to abandon the hardware due to the rampant piracy of games built for the system, which SNK believed was partially responsible for their bankruptcy in 2000. SNK ceased to manufacture home consoles by the end of 1997, but software for both formats and arcade hardware was produced for many years after. Measured from the introduction of the arcade hardware in 1990 to the release of the last home cartridge in 2004, the Neo Geo's 14-year official span of support from its manufacturer makes it the second longest-lived arcade or home system ever produced, only behind the Atari 2600, which was supported from 1977 until 1992. Despite the end of official support from SNK, many titles are still expected to be launched by third party developers. For example, a new cartridge-based game called Last Hope was released for the home console in 2006 by the independent NG:DEV.TEAM, running at 60 fps and showcasing the continued ability of the Neo Geo even sixteen years after its debut. The game features both hand-drawn and CG graphics with transparency and lighting effects as well as a techno soundtrack. The GameTap subscription service currently includes a Neo Geo emulator and a small library of Neo Geo games.[4]
Source: http://en.wikipedia.org/wiki/Neo_Geo
Playstation
The launch of Sony's PlayStation marked the arrival of the most popular console of the 32-bit era. It used 3-D graphics for the first time shadowing its 2-D competitors. Using C-D room technology the price of the g's dropped dramatically from those of the cartridge based games. Popular games were Resident Evil, Gran Turismo, Tekken, Metal Gear Solid, Crash Bandicoot and many others like Electronic Arts sports games, which continue their dominance of the sports game market. The history of the Playstation begins in 1988 when Sony and Nintendo were working together to develop the Super Disc. The Super Disc was going to be a CD-ROM attachment that was intended to be part of Nintendo's soon to be released Super Nintendo game. However, Sony and Nintendo parted ways business-wise and the Super Disc was never introduced or used by Nintendo. In 1991, Sony used a modified version of the Super Disk as part of their new game console - the Sony Playstation. Research and development for the PlayStation had began in 1990, headed by Sony engineer, Ken Kutaragi.Only two hundred models of the first PlayStation (that could play Super Nintendo game cartridges) were manufactured by Sony. The original PlayStation was designed as a multi-media and multi-purpose entertainment unit. Besides being able to play Super Nintendo games, the PlayStation could play audio CDs and could read CDs with computer and video information as well. In 1994, the new PlayStation X (PSX) was released that was no longer compatible with Nintendo game cartridges and only played CD-ROM based games. A smart move that soon made PlayStation the best selling game console. [5]
Playstation 2
In 2000 Sony released the first 128-bit system PlayStation 2. It features backward compatibility for older g's like 32-bit Play-station g's, as well as functioning as a DVD player. With its strength of titles like the Grand Theft Auto series & Play-station originals like a two sequels to the Metal Gear Solid g's and Final Fantasy, the Play-station 2 became the most popular 128-bit console of its era. The PS2 also marked the rise in popularity for console games being played over a high-speed internet connection. The PlayStation 2 is the second video game console released by Sony Computer Entertainment, following the original PlayStation. Its development was announced to the public in 1999 and the system was released in Japan on March 4, 2000, and in North America on October 24, 2000. The PS2 was pretty much an instant classic right from the get-go, selling over 900 000 units in the first week alone. At the time of this writing, there has been over 120 million units sold in the 7 production years (and still selling strong). Many analytics predicted a three way struggle between the PS2, Microsoft's Xbox, and Nintendo's Gamecube but with so many good titles coming out during the holiday season, Sony dominated them both in sales.
Unlike Sega with their Dreamcast, Sony did not emphasize too much on online gaming. It wasn't' until the Xbox was released that Sony realized that online was the future of gaming and then started to release the network adapter and many first party titles that could be played online. SOCOM: Navy Seals was among the list of new games that could be played online.
In Sept. 2004, just in time for the launch of GTA: San Andreas, Sony revealed a new, smaller PS2. In preparation for the launch of a new, smaller PS2 model (SCPH-70000; also known as the "PS2"), Sony stopped making the older PS2 model (SCPH-5000x) during the summer of 2004 to let the distribution channel empty its stock of the units. After an apparent manufacturing issue caused some initial slowdown in producing the new unit, Sony underestimated demand, caused in part by shortages between the time the old units were cleared out and the new units were ready. The issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, British sales totaled 6,000 units — compared to 70,000 units a few weeks prior. There were shortages in more than 1700 stores in North America on the day before Christmas.
There are tons of games that were classics on the PS2, some of which include Grand Theft Auto, Final Fantasy, Metal Gear Solid, Grand Turismo, SOCOM, God of War, Jak and Dexter, and the list goes on. In fact, there are over 1300 titles available in North America and over 4700 titles available in Asia, that is a lot of games!
The PS2 can read both compact discs and DVD's. It is backwards compatible with PlayStation games and allows for DVD video playback. The ability to play DVD movies was an added incentive for people to be able to justify purchasing the PS2 (costing US$300 in October 2000). The PS2 also supports the original PlayStation memory cards and controllers as well. There is also support for an internal hard drive which is placed in the expansion bay at the rear (model SCPH-5000x only). When it was released, the PS2 had many advanced features that were not present in other game consoles, including DVD playback , USB support, and IEEE 1394 expansion ports. It was not until late 2001 that the Microsoft Xbox became the second console to include USB support (USB1.1 with a proprietary Microsoft Xbox-shaped socket) and DVD playback capabilities (sold separately).
Support for PlayStation games was also an important selling point for the PS2, letting original Playstation owners upgrade to the PS2 and keep their old games, and giving new users access to older games until a larger library of games was developed for the new system. As an added bonus, the PS2 had the ability to enhance PlayStation games by speeding up disc read time, adding texture smoothing to improve graphics, or both. While the texture smoothing was universally effective, faster disk reading could cause some games to fail to load or play incorrectly. A handful of PlayStation titles fail to run on the PS2 at all ( Special Missions fails to recognize Metal Gear Solid at the disc swap screen, for example). This problem appears to have been fixed in the slimline versions of the PS2, where most of the previously unplayable PlayStation games can now be played. It is a common misconception that disc swapping in a game (for example, for multi-disc games or expansion packs) is not possible on the PS2 without modifying the console.
Available in November 2004, it is smaller, thinner and quieter PS2 was released and includes a built-in Ethernet port. Due to its thinner profile, it does not contain the 3.5" expansion hdd bay and therefore does not support an internal hard drive. It also lacks an internal power supply, and has a modified MultiTap expansion. The removal of the expansion bay has been criticized as a limitation due to the existence of titles such as Final Fantasy 6, which requires the use of the HDD. Currently only the modified MultiTap is sold in stores, meaning that owners of older PS2s must find a used or non-Sony MultiTap in order to have 4 or 8 players during a single game. Third-party connectors can be soldered into the unit giving hard drive support, however IDE connections were completely removed in the V14 revision, thereby eliminating this option.
There has been criticism about the early ps2's having faulty disc drives, owners of early PS2 models purchased from launch until spring 2003 often reported that their DVDs and game quit working. The earliest drives suffered from a constantly misaligning laser disc lens, but later defects were the result of a shift in voltage to the laser. The first problem was easily remedied by opening the console's casing and tweaking a cog that controlled the lens' distance from the disc. However, this action voided the console's warranty. After many consoles had broken down, a class action lawsuit was filed against Sony. Sony agreed to provide free repair or replacement for the faulty consoles and continued to do so until February 2005.[6]
PlayStation 3
PlayStation 3 is Sony's next-generation gaming console. First launched in Japan on November 11, 2006 and building off of PlayStation 2's tremendous success the PlayStation 3 (PS3) boasts spectacular graphics and more. Sporting a Cell Processor, a hard drive in either 160GB or 320GB variants, an on-board blu-ray player, Bluetooth 2.0 and wireless networking capabilities, the PS3 provides some serious hardware. With the ability to display graphics in up to 1080p resolution the Cell Processor can make any television look good. Additionally the PS3 can output in a stereoscopic 3D format, increasing its relevance six years after launch. The PS3 has the ability to connect up to seven controllers via Bluetooth, so gone are the days of tangled wires...and batteries. The DualShock 3 controller charges up via USB ports on the console. PlayStation 3's games are on a Blu-Ray format, allowing developers to push their creative boundaries on a massive disc capacity. The PlayStation 3 also has what some see as an absolute advantage over its competitors, free access to Sony's PlayStation Network. On the PlayStation Network, users can download game demos, full games, dynamic themes and applications like Hulu, Netflix, Amazon Instant Video, NHL GameCenter, MLB TV and more. Additionally, the PlayStation Network allows gamers to compete online in their favorite games. While completely unregulated and moderated for language, many gamers find online gaming to be the ultimate gaming experience. The PlayStation Network allows gamers from across the globe to connect with one another. [7]
X Box
The founder of X Box is Bill Gates who is also the creator of Microsoft, incorporated this technology into a video game system which was going to be three times as powerful than he PS2. Bill Gates said it would transform the way we buy and use electronic entertainment. X Box first hit the stores in the U.S.A on November 14th, 2001. XBox was known for the unique games such as Halo, Amped and Dead or Alive. X Box or Microsoft greatest competitor is PlayStation 2 or Sony.
X Box 360
The 360 is the second video game system produced by Microsoft, it is the evolved form of the Xbox and is said to do a lot more. The 360 not only allows you to play games, but it is used for streaming videos, downloading music and other content, chatting with friends via Facebook or through the system itself. The 360 came out on May 12, 2005 and its competitor is the Sony PlayStation 3. The 360 is known for its multi-player action packed games such as Halo Reach and Gears of War 3.
PlayStation Portable
To challenge GameBoy's dominance over handheld consoles and there market, Sony released the PlayStation Portable in early 2005. Like the Nintendo DS the PSP features wireless capability, high quality graphics and non-g functions like visual and audio capabilities and photo storage that copy capabilities of a PC-based handheld device, it also uses very small discs called UMD's and the very small Memory Stick Duo's for saving your files on. A large amount of games have been designed for the PSP like Pursuit Force, Liberty City Stories and Vice City Stories, Coded Arms and WipeOut Pure, movies have also been brought to the UMD line like Spider-Man 2, Dodgeball and many others.
PlayStation VITA
The PlayStation VITA or PS Vita was released in Japan on December 17th,2011 and later in the United States on February 15th, 2012. The console is a successor to the well received PlayStation Portable or PSP and is equipped with both 3G and WiFi in order to connect players around the globe. The device is also equipped with a 5 inch display that doubles as a touchscreen while touting the usual directional pad, joy sticks, and Play Station buttons. There are also applications available on the device that allow users to group message, add friends, and save trophies awarded during gaming sessions.It is also equipped with a web browser which allows users to surf the web as well as connect to the PlayStation Store to download content. Other special content include a camera, a solid battery, and a remote play feature that allows users to access content on their PlayStation devices at home.
The PS Vita is an attempt by Sony to integrate social networking into a portable gaming device like never before. With applications like Foursquare, Facebook, Twitter, Skype (with video chat) and Flickr available to download from the PlayStation store, users are able to connect and share with others easier than ever before.
Current Status of New Media and Video Gaming Ⅰ
Over the past 30 years, video games have become an integral part of our culture, and the video game industry has become a multi-billion dollar behemoth. Follow the journey of video games from university laboratories to our living rooms.
The future of video gaming is already taking place with Nintendo's Wii leading the way. The Wii was the first console to make use of a wireless control with the capability to detect movement. It's launch in 2006 created a whirlwind that its production process could not keep up with. The demand for the Wii was so high that even through 2008, Nintendo continued to struggle to meet the demand.
Other new innovations that have been released include Sony's PlayStation Move and Microsoft's Xbox Kinect which are essentially extensions of Nintendo's Wii. While these systems may have aspects of the Wii, they are by no means exact replicas. The PlayStation Move features a controller called "the wand" which in tandem with the PlayStation eye camera allows for the ultimate gaming experience. The PlayStation eye is used to track the movement of the wand which in turn projects the motion in the game.
Microsoft's Xbox Kinect uses this concept of a wireless controller and brings it to another level. With the Kinect, gamers can play games not by using a controller, but by using body gestures and speech commands. All that is needed is the Kinect Sensor which tracks the movement of the player. While games for the Kinect are limited for now, it is a big step forward for the gaming industry and towards creating even greater innovations with the use of such technology.
With innovations and creations such as these, it is clear that many companies are attempting to make games more interactive. The Wii, Kinect, and Move are all new technologies that encourage gamers to get around and move. They are ushering in a new form of gaming, that is intended to get people off of their couches and chairs and really make them feel like they are a part of the action. Rather than a physical remote control, people themselves have now become the controller. In the years to come we can expect increased precision control, better graphics, and more interactive games based off of these systems.
History of Motion Control
Features of Nintendo Wii:
The system that started it all was the Wii. The ability of the remote to be the control of where the pointer pointed to. The sensor emits lights to the sensor bar allowing its motions to be sensed. The Wiimote at only reflected approximately in games with gestures and broad motions but was not accurate enough. In addition to the Wiimote Nintendo made different accessories using motion control including Wiiwheel, Wii sword and shield, and wii gun etc. The addition of Wii MotionPlus, an accessory that gives the Wiimote a gyroscope sensor to improves the motion detection greatly. Wii Motion Plus games include NHL 2K11, Conduit 2, Wii Sports Resort, and Dance Dance Revolution.[2]
Features of Sony's Playstation Move:
This system is combined with a video camera and a physical controller with the use of motion sensing electronics. The "move" also known as the wand is a magnetic sensor that tracks the controller in a three-dimensional space. With the wand having a glowing ball at the end, it gives the eye of the Playstation's camera a reference for aiming the cursors movement. The wand has more of a unrestricted area of play and can be further or closer to the system as desired. Games that use PS3s Move functionality are SoCom 4, KillZone 3, NBA 2k11, MLB: The Show 11, Heavy Rain, and Tiger Woods PGA 11. [3]
Features of Microsoft's Xbox Kinect:
Thanks to a sophisticated camera being built in, it is able to pick up where you are in a three-dimensional space. The Kinect is able to track movements without the physically controller. You are able to control the commands by using the sensor and you don't have to lay a finger on the controller. A microphone is also added for voice recognition, letting the user use voice commands or hand waves to control the system. But since the system is only using a camera, there must be a lot of space available around the area. Game that utilize that kinect's full-motion tracking include, Zumba Fitness, DefJam Rap Star, The Biggest Loser Workout, Kinect Adventures, Kinect Sports, and Motion Sports.[4]
Communication
One of the biggest parts of the current generation consoles is communication, whether it is between players or between players and support community. Xbox 360 and Playstation 3 both allow players to chat through voice communication, send messages and now even video chat. Wii can send messages, but it lacks voice chat, but there are still some games that allow players to use “Wii Speak", which is a mic, but it is limited to that specific software.
Such examples of these game software are Animal Crossing: City Folk, The Conduit, NBA 2K11, and Endless Ocean 2: Adventures of the Deep. While the Wii lets players chat only in specific games, all Xbox 360 and Playstation 3 games allow users to voice chat. On the Xbox 360, players can also have a private chat with either Xbox live players or MSN messenger users. As well, the Xbox 360 also allows players to have private parties where up to 8 players can join, and this could be done while playing a game without engaging into that specific game’s voice chat feature. On the Xbox there are also apps like Facebook where you can use to interact with friends. Both the Xbox 360 and Playstation 3 have had the option to have a video conference but recently it has become more popular, with the release of Playstation MOVE and Microsoft’s Kinect. A video demonstrating the use of Kinect and video chat can be viewed by following this Youtube link.
So what exactly is all this communication used for? It could be anything from leaving a hateful message to deny defeat in a game or trying to help 3 other friendly players to stay alive in the game Left4Dead. Even though the idea was thought of for communicating with fellow players, it has come a long way where players can talk about anything while in a party chat. The Playstation 3 even allows players to communicate through text in some games such as Little Big Planet and Playstation Home. Overall communication has become essential and it may even be considered a necessity to have the optimum experience.
Collaboration
The three consoles offer great amounts of variety to be able collaborate. Besides bringing new media applications like Netflix, Facebook, Twitter, and Web Browsing, there are many games where collaboration and team work is essential. The new media applications allow players to have a collaborated experience like the Xbox 360 allowing players to watch movies with other players. The Playstation 3 allows people to watch previews for games,movies and interact with each others avatar in an innovative environment called HOME. Games like New Super Mario Brothers and Just Dance allow players to engage in an experience where they work together to gain better results.
Some games require players to play with other players and make that the only way to pass a certain level. Imagine being the only one alive with three other friends with a zombie outbreak, there is nothing better to do but work alongside with the three friends to survive; that is the experience the game Left4Dead offers. Then imagine working with three other players to create any type of level to be able to enjoy it later, or just playing through a level with three other players where in some cases without teamwork there is no solution; that’s the experience offered by Little Big Planet. Then imagine playing with four other players trying to defend from waves and waves of alien horde, where without team work there is no other way of surviving, which is another great example of collaboration in the game Gears of War 2. Music game franchises like Guitar Hero and Rock Band allow players to be able to simulate playing a real instrument and being part of a band. In cases where your actions affect the team, the need for teamwork becomes an engaging experience where communication and collaboration is necessary. For example, in the video game franchises Halo and Call of Duty, players are randomly assigned to one of two teams with the objective of getting more "kills" in order to achieve victory These players must work as a unit in order to succeed. Collaboration has become a big part of video games.
Playing video games has now become an interactive experience. Although you can play with some of your existing friends, there are also ample opportunities to meet new people and play with strangers as well. Many games allow you to be matched up with other games from around the world, whether you are playing with each other collaboratively or competitively. Many consoles have embraced the idea of social networking on their systems. For instance, on X-box 360, users can exchange “gamer tags” (which are usernames) with others and add people to their “friend list.” Once someone is on your friend list you can see when that person is online, what games he or she is playing, and other relevant basic information. Players are also able to setup up chatrooms with one another and send each other private voice and text messages. Playstation 3 allows you to add friends,send messages, and even see what game there playin, you can even join in on the game there playing online, and challenge them in it as well. The Nintendo Wii uses the friend code system to send messages and play online with one another. Each Nintendo Wii system generates a random friend code that you give to the other person who has a Wii this is how messages are sent to one another.
Community
Each console has a huge community which makes the gaming experience much more in depth. The Xbox 360 and the Playstations 3 allow players to create a friends list, which allows them to add other players they may know in real life, or even players they may have recently played with. This new media application allows the community to grow larger and larger. Besides being able to make friends online, there is also a community that is created for the players by the support teams of the specific consoles. For example, the Xbox 360 constantly puts up helpful videos and video walkthroughs of recently released videogames and even previews of upcoming games. Playstation 3's HOME application allows you to see new releases of games, and previews of games. This allows players to be part of a much bigger community. Additionally, these online functions such as Xbox LIVE and PlayStation®Network allow gamers from all around the world to team up and play their favorite games with or against one another. Not only can individuals from opposite sides of the globe play together, but they can also communicate with each other through the use of headsets, and bluetooth. Allowing gamers to collaborate with other people with the same interests brings a sense of community when you win a game with the help of another.
Not only are these the only ways to be part of a community but there are certain games, that allow players to be on a virtual leader board, which is based on a ranking system. For example, some of the most popular video game franchises that players seem to want to be on top of, are games put out by EA Sports and also the Call of Duty franchise, where players do anything to be the “top dog” and be a high rank. Besides the ranks in games, every Xbox 360 game and most Playstation 3 games allow users to unlock “achievements” or “trophies,” which just like the ranks allow players to compare how much of the game they have mastered which then creates an element of competitiveness.
With the increasing popularity of Facebook, there are Facebook applications that bring the the video game community to the online social networking community. For example, there is a Facebook add on application called Xbox 360 Live Gamercard which allows anyone with an Xbox 360 gamer tag to connect their xbox live account with their Facebook account. What is the benefit of this? It allows your Facebook games to be up to date with the video games you are playing as well as your collection of achievement points as well as your achievements in the game. Also, this feature can help your friends who are constantly on Facebook be updated on a player's status and what game they are playing so they can jump in and play cooperatively to achieve goals. This form of community can be used as a form of bragging rights among your community of Facebook friends and Xbox friends to prove who is the top player.[5]
Creativity
The three consoles allow some kind of creativity feature, where they either allow the player to create their own unique character that represents them or create some kind of original content that could be shared online with other players. The Wii is the console that was the first one to come up the feature of creating a virtual avatar, which was supposed to be a rough representation of the player. However, the Xbox 360 and the Playstation 3 took it to another level with creativity, allowing players to choose specific facial features, weight representation and even optional clothing. Xbox 360 avatars allow users to even purchase virtual items based on players’ favorite games which allow them to show off their personal tastes and even show a cool animation performed by their avatars. On the other hand the Playstation 3 offers a free service called Playstation Home, which has massive amount of creative options. The players have many options as compared to any other console to choose the different types customization options. Unlike any other console, the players can even create their own virtual home and invite other players to their virtual homes. This is a great way to show other community members any individual’s creativity with others.
Besides avatars players are also able to customize their themes which are displayed on the main screen of the console, even allowing the players to use personal pictures. Also there are many video game software that allow players to use that software to be creative and let the players to share with others with games like Halo: Reach and Skate 3. These are just some examples of how console allow players to be creative and stay a part of New Media.
Other forms of creativity take place within the videogame itself. Some games allow users to design and create their own personalized maps and stages. These can then be uploaded on to the internet for others to download and play. For instance in X-box 360’s Halo 3, users are able to create their own mini and custom games and share them with the world. Those who were the most creative, get their games and maps showcased and promoted on the internet, http://www.bungie.net/online/bungiefavorites.aspx
Many video games today also foster user creativity. To better improve the replay value of these video games, the feature to have user generated content is integrated in many video games such as Little Big Planet for the Playstation 3 as well as the new and upcoming InFamous 2 to be released on June 7, 2011 for the Playstation 3 as well. Not only are players able to play the game they normally would while following the story, the users are also able to create new levels based on their preferences and creativity.
With Little Big Planet, users are able to download new and interesting map layout and stages from other users all over the world. With this feature, users are given unlimited replay value with their video game purchase as they there is thousands and thousands of new user generated content created daily. These new user generated content also allows competition as different users who have access to the user generated map are allowed to compete over the fastest time of completing the stage. Users are also able to created a totally new game based off the editor by having a new fighting genre. For example, Little Big Planet 2's new and improved level editor has allowed users to create not only a new level, but a new platform and genre all together. As you can see in this Youtube Video, users are able to create a Little Big Planet version of their favorite fighting game, Marvel Vs Capcom. With this editor, possibilities are endless as users are always creative.
Another video game which fosters user creativity is the upcoming video game InFamous 2 for the Playstation 3. The developers of the game listened to the feedback of players and integrated this new function in their sequel. Similar to Little Big Planet's user generated content, the users are able to create new stages unrelated to the storyline of the game. However, these new stages have missions to be accomplished and can also be used for user's to compete over the fastest completion time. As of right now, users are able to participate in the open beta to create their own stages with set missions and can share it over the PSN community.
With video games such as these fostering user creativity, video games appear to be changing for the better with the help of new media. These changes can and will help better improve our video gaming experience in the future.
Convergence
The three consoles offer a lot of applications that allow players to enjoy other things other than games on their consoles, for example being able to watch Netflix on the consoles. The Xbox 360 and Playstation 3 even allows players to watch the watch Netflix with the player’s party, where the virtual avatars sit in a virtual theatre and even share their emotions. Besides Netflix both the Playstation 3 and the Xbox 360 allow users to use Facebook through the consoles, which make it much easier for players to be able to finish playing a game and then sharing the experience with the Facebook community. After the release of Kinect, there have been some innovative games that take players’ pictures as they are playing, so if they later choose, they can directly post them to their Facebook profile. The Xbox 360 also allows players to sync their “friends list” with the users of Facebook, which lets players find out more about the friends they may have never met. Also the Xbox 360 allows users to be able to use Twitter, which once again converges the two communities together.
Current Status of New Media and Video Gaming Ⅱ
The video game industry is always changing, with new consoles being released almost every year with more and more advanced functions as a result of the rapid growth of advanced technologies. The one thing that has gained a lot of attention is the online gaming segment. Online gaming subscriptions currently comprise of 7.5% of the total revenues in the gaming products and services segments.
It is an increasing trend for gamers to use online mediums to play games such as Xbox Live and Playstation Plus. This online experience created by Microsoft and Playstation act as communities which bring gamers from all over the world together. It is in a form of new media that connects gamers with similar interests and allows them to connect through this common interest. Xbox Live and PSN Network allows its users to rent movies, stream music, download games, challenge friends, and stay connected with friends and family through Facebook and Twitter. The Xbox 360 Kinect also allows users to video chat through the use of the console and the Kinect camera. Games are becoming more and more interactive with the introduction of the controller free motion detection technologies of the Nintendo Wii, Xbox Kinect, and Playstation Move, the gaming demographic has been shifted towards a family orientation.
On May 10th, 2011, Microsoft acquired Skype Global the leader in Internet voice and video communications. The largest acquisition made in Microsoft history cost the company $8.5 billion dollars. What this means for the gaming community, favoring the Xbox 360 fans, is the ability to video connect to your friends and family through your console. This creates a competitive edge for Microsoft which may result in an influx of new customers.[6]
Gaming Promotion Through New Media
With its rapidly growing popularity among the world, new media has achieved a new role in society. More than just a technological pastime for teenagers and adults, new media has affected multiple facets of individual’s everyday lives and has changed the way people communicate and spread information. By embracing these new technologies, many companies have been able to cash in on these innovations, as businesses have now found new ways to advertise and promote themselves. Sites such as Facebook and Twitter provide an excellent and inexpensive medium for reaching a broad number of people around the world. Just like multi-national corporations and small businesses alike, many video game companies have also realized the many benefits new media has to offer and have quickly begun incorporating the technology into their marketing strategies as well.
New popular trend among companies now, is to create Facebook pages for their videogames and consoles. By using new media sites such companies can target specific demographics at a minimal cost, which is much more efficient and affordable than paying for a commercial on television. On these pages fans can find the latest details, updates, and screenshots of their favorite video games and other related products. Pages also provide a great location for individuals to meet and interact with others. Whether using the page to meet individuals similar to yourself, or simply trying to find someone to play with, users may also post comments, ask questions, and provide suggestions to one another. The page becomes an interactive thread where participants can speak with not only each other, but the creators and designers of the products as well.
Blogs and websites have also played an important role in the promotion of video games and consoles. Many companies frequently provide journalists and critics with copies of games and consoles free of charge, before they are released to the public. These journalists then write a review of the system or product and post it on their blog or website, where followers can read about a game before purchasing it, ask questions, and see if it is worth purchasing. By taking full advantage of new media technologies such as these, companies can easily tap into a vast global network for almost little cost to themselves.
Twitter has also become a premier destination for up-to-date video game information. François Chang, who is the Community Manager of the up and coming video game site dualshockers.com, frequently uses Twitter to inform followers about the latest news in the industry and to promote new games. He often raffles off “beta codes” as well on Twitter, to those who follow his account. A beta code, is a code that allows you to test drive and play a game before it is actually released to the public. Often there are only released in limited quantities and very difficult for an average gamer to get their hands on. By doing this, Mr. Chang can easily promote and spread the word on a new game, while simultaneously gaining new followers and fans.
By incorporating new media into their marketing strategies, video game companies have been able to broaden their fan base, while possibly reaching millions of potential customers in an inexpensive and efficient matter. In the years to come, those who are sufficiently able to keep up with the latest trends and utilize new technologies to their full potential will be able to prosper over their competitors.
Current Status of New Media and Video Gaming Ⅲ
Video Game Privacy
Just as new media websites such as Facebook have faced harsh criticisms over privacy concerns, videogame consoles are now finding themselves in a similar situation. In April, Sony announced one week after the incident, that it’s Playstation Network had been hacked and would be temporarily shut down. In the article by Jason Schreier, according to Sony, hackers were able to retrieve vital information from over seventy million registered users, including names, birthdates, physical and e-mail addresses, and PlayStation Network/Qriocity passwords, logins, handles and online IDs. As a safety measure, the company also stated that there was a possibility that credit card information was also taken. This event is one of the biggest data breaches in history and as of now, there are no suspects and no one has claimed responsibility. So although, credit card and identity theft may not be the first things you think of when you hear Playstation, everyone should take extreme caution before providing their personal information on any type of new media or technology, whether it is a website or videogame.
We must also not forget that videogame consoles have become new media mediums themselves as well over recent years. They are interactive platforms that connect strangers and friends and allow individuals to communicate with people from all over the world. Although you may be talking to someone who may appear to be friendly, you must remember that you would not normally share private information with a stranger on the street and so it is best not to do it on a videogame either. Disclosing personal information to strangers through a videogame is just as dangerous as posting it on the internet. Individuals must also be weary of how much information they provide on their “gamer” profiles as well.
Cyber-bullying may also take place through videogame consoles as well, as users are able to chat with one another or leave voice and text messages. According to the article by Jacob Silverman, cyber-bulling is defined as one person targeting another through interactive technologies. For instance a good example would be “kill stealing,” where one player frustrates another by taking away all of his kills and points or making fun of someone’s personal avatar. On the Xbox 360, if cyber bullying occurs, the person being bullied can report the situation to Xbox support system which can lead to the other person's denial of playing on Xbox live. I know this for a fact because it happened to a friend of mine; he use to betray and steal other people's kills and w as reported then cut off from Xbox live for a month.
Security Risks
As more and more gamers are turning to online communities as noted above, there are great security risks involved. As seen by the Denial of Service Attack on April 25th, 2011 on Sony's Playstation Network there are security risks when it comes to online gaming. Not only was Sony's Playstation Network hacked, but on May 2, 2011, hackers managed to hack yet another one of Sony's gaming services, Sony Online Entertainment, and managed to steal 24 million user accounts. One can't help but wonder if a large corporation such as Sony can have their systems hacked, is it safe to store any personal information online. [7]
There are millions and millions of gamers around the world that look to the internet for their gaming needs and consoles such as the Xbox 360 and Sony Playstation 3 allow users to do so. Gamers should be aware that while there may be some security risks associated with online gaming and storing personal information online, that is the case with almost everything in life.
Here are some examples of some security issues associated with online gaming:
1) Copyright Protection - The illegal copying and distribution of games and other materials that are copyrighted
2) Hackers - People who infiltrate personal information of individuals in order to steal their information such as passwords or game characters
3) DoS Attacks - Attacks on the game servers of major companies overloading them, causing them to crash
4) Social Abuse - Misuse of online mediums to cause harm to others
5) Cheaters - Players who take advantages of glitches in games to give themselves an upper hand
Denial of Service
On April 25th, 2011, PlayStation users were not able to log into their PlayStation network accounts due to "maintenance" on Sony's behalf. But in reality it wasn't maintenance; they closed the system to prevent anymore hacking. People have claim a group called Anonymous was behind all of this because before all of this happened, there was a lawsuit against a hacker named Geohawt that hacked into the PS3. He believes once you buy the videogame console it is yours to do whatever you want with, and not of the property of the corporation.
On Sony's side, it took a few days to tell the consumers that PSN users' personal information, possibly including credit card information was stolen by the hackers. This was bad communication on Sony's part because as a service provider, they have to protect our information with reasonable care or else people will not associate themselves with Sony again. People were losing money from their credit/debit cards and if Sony told us sooner, we would have cancelled our cards. Since this happened people and law firms are filing lawsuits against Sony over the data breach, saying that the firm wasn't taking reasonable care to protect, encrypt, and secure the private data of its loyal users.
On the bright side, once the PlayStation Network was back up, we were given a month free worth of PlayStation Plus and free gifts as compensation. To better improve Sony's image and right their wrong, they not only appear to offer free gifts, but a method for future attacks. After realizing the severity of the threats of identity theft for their loyal PSN users, Sony has recently partnered with Debix to offer these PSN users one year of identity theft protection for free. According to Sony, Debix's "AllClear ID" protection works as follows:
Under the AllClear ID plan, users will be alerted if their private data turns up on criminal websites or during law enforcement raids, have "priority access to licensed private investigators and identity restoration specialists" and will receive up to $1 million in compensation if their stolen data is used fraudulently within 12 months of sign-up.
This follow up by Sony in regards to the recent PSN attacks shows how Sony is trying to fix their mistakes. For quick access to the Debix's "AllClear ID" protection, users will be contacted via email with a promotional code.
As of May 9, 2011, the Tokyo-based Sony spokesman said that the PlayStation Network won't be online until May 31st. This is the latest information the PlayStation blog gave us on the PSN:
As you may know, we’ve begun the process of restoring the service through internal testing of the new system. We’re still working to confirm the security of the network infrastructure, as well as working with a variety of outside entities to confirm with them of the security of the system. Verifying the system security is vital for the process of restoration. Additional comprehensive system checks and testing are still required, and we must complete that process before bringing the systems online.
As you’ve heard us say, our utmost priorities are the security of the network and ensuring your data is safe. We won’t restore the services until we can test the system’s strength in these respects.
Although Sony is trying their best to restore their online service with an advance security system, Sony has made their customers upset with how they handled this situation. One, they said it'll be back up in only a few days and now it's extended to approximately one month. Sony expects to compensate us for this downtime with free downloadable content, 30 free days of PlayStation Plus and music downloads but we won't be satisfied with this.
Future of New Media and Video Game Consoles
With new media constantly evolving, the video game industry is also evolving as well. With the introduction of 3D television, the video game consoles are also going the 3D route. With games such as Killzone 3 for the PlayStation 3, there is a setting that allows the game to make use of the 3D feature integrated within these 3D televisions. Not only do gamers now have a choice of playing their favorite video games in 2D, but they now have the 3D experience to better immerse the player in the virtual world.
If players prefer not to use 3D glasses for their video game consoles, another choice would be the Nintendo 3DS. It also has an option similar to that of the Sony PlayStation 3 which allows users to enable and disable the 3D setting according to the video game being played. This 3D feature can be seen as a bridge between video game consoles and new media as it provides creativity.
Video game companies are now bridging the gap between portable devices and their consoles, which can be seen with Nintendo’s latest product, the Nintendo 3DS that has a wide range of features including, a web browser, camera, and e-shop where you may purchase games and applications. Users may also create “Miis,” which are avatars that can be used to play games and socialize with other players. System transfers are also possible and allow you to virtually transfer downloaded software from one 3DS to another. The Nintendo 3DS is a truly unique and innovative platform that has undoubtedly set the standard for portable video game devices.
Downloading games instantly over one’s console has also become very popular over the past few years and may represent an upcoming trend. Currently consoles such as X-box, allow users to instantly download games such as Pacman, Street Fighter, and a variety of others. In the future physical discs for video games may become obsolete, as new technologies and increased memory space, may allow gamers to download full feature video games instantly, straight to their consoles for immediate play.
The introduction of the Playstation Tv is a big step by Sony to take advantage of a realm that it already has a major hand in. While some might be wondering what so special about this playstation Tv, there is many new integration for gamers. For starters the price for this fully HD television is $500 and it comes with some 3D glasses for gaming or casual use. Review all boost about the standout quality of the colors and pixels. On top of that the main draw for gamers is it ability to get rid of the problematic split screen. If you play games you know that the split screen make the screen for each user smaller which takes away from the gaming experience. However, using 3D technology, with the Playstation TV user will no longer worry about this.
The Wii U
On April 25, 2011, Nintendo released a statement officially announcing a system to succeed the Wii. Nintendo's next console the Wii U will be the official successor of the Nintendo Wii. The main feature of the Wii U is its new controller with an embedded touchscreen. The controller will allow a player to continue playing certain games by displaying the game on the controller screen when the television is off via a stream. The system was announced to be backwards compatible with Wii. The Wii U will also support compatibility with Wii peripherals, such as the Wii Remote, Wii MotionPlus, and Wii Balance Board. It will not be backwards compatible with Nintendo GameCube media or peripherals. The Wii U will also be Nintendo's first home console that will be display resolutions up to 1080p. Playable console units was present at E3 2011 (June 7–9). The playable consoles were there to showcase the new functions of the controller and how it introduces a new level of game play. A prototype version of Wii U was showcased at the E3 2011. The design of the console and controller were not definitive versions. The controller demonstrated features a touch screen over 6 inches wide and contains a built-in microphone, speakers, gyroscope, accelerometer, rumble and camera. All processing is done on the console itself, the output of which can be displayed either on a TV, the controller, or both simultaneously. The system only supported output to one tablet controller at a time, though Nintendo is reportedly looking into allowing for such functionality in the final version of the hardware. Nintendo is still reporting that only one tablet controller will be supported at a time. Criticism arose from this as stock prices dropped 10% after unbelieving this system at E3. The use of only being able to use one controller at a time hurt the multiplayer aspect of the system; one which the Wii held deeply.
On January 26, 2012, Iwata told investors that the Wii U will be launched by the 2012 year end shopping season in all major regions. Also Iwata mentioned that the console will feature an online system known as Nintendo Network, which will feature user account support instead of the use of friend codes that the Nintendo Wii now uses.. Nintendo Network will also provide the framework for online multiplayer interactions, add-on content sales, as well as digital distribution of applications and video games.[63] Moreover, Iwata mentioned that the Wii U controller will support NFC, which will allow the system to wireless interact with figurines and cards created by developers. It will also allow for micro transactions to take place wireless using credit cards that have NFC support.
The Playstation 4
With the announcement of the Nintendo Wii to launch holiday 2012, consumer pressure began to hit Sony. One of their largest competitors, Nintendo has announced a new console, putting pressure on Sony to start development on a new console as well. The Sony PlayStation 4 has not been officially announced by Sony yet but major rumors have began to surface about this new console. The PlayStation 4 is codenamed to be Orbis and was rumored to launch as soon as holiday 2013. Sony claims that they are in no rush to reveal the PlayStation 4 and Sony CEO Kaz Harai announced that they would be no PlayStation related reveal at E32012. Sony believes the PlayStation 3 still has life in it and if the PlayStation 4 were to come out, it would be a distraction to their plans. Hardware specs were speculated as well with these rumors. The rumored spec of the next-gen console will include an AMD x64 CPU and AMD Southern Islands GPU. To further this rumor, there were reports saying that the PlayStation 4 would not be using the cell processor technology that the PS3 is currently using. The PlayStation 4 is also rumored to have anti-used game technology that will limit users from only playing new games. Supposedly games played by the user will be link with their PlayStation account. This also eliminates the backwards compatibility with and previous Playstation consoles.
The Xbox 720
Microsoft has also been caught into the new console rumors alongside Sony. As direct gaming competitors with Nintendo and Sony, Microsoft also was pressured into the new console warfare. The Xbox 360's successor has been long known by the codename "Xbox 720". According to Sean Tracy, a senior technical designer at Crytek, the Xbox 720 has the codename "Durango". Before this report surfaced, previous refereed the successor to be codenamed "Loop". Microsoft has announced that there will be no Xbox 360 announcement at E3 2012 or anytime soon. They refereed 2012 as the year of the Xbox 360. After the announcement, British trade magazine MCV calms that a 2013 release has been confirmed. Sharing some similarities with the rumored PlayStation 4, the Xbox 720 is said to be powered by an ATI Southern Islands GPU as well. The successor is also rumored to be smaller than any existing console. The Wii U is well known for it's unique controller. Microsoft has been rumored to cash in the same idea with a controller that will feature an HD display. Much like the PlayStation 4, the Xbox 360 successor is rumored to have anti-used game technology as well.
Smartphones and Gaming
The expansion of new media in recent years had led to the development of a new way for video games to be played: smart phones. Smartphones have been able to bring gamers a full gaming experience as one would enjoy on a home console, on the go. The interest and development of mobile smartphone gaming has recently skyrocketed, showing a great amount of confidence in the development for the future. Gaming is most prevalent on iPhones and Android devices, where users can play online, with their friends wirelessly, or with themselves. In fact, the number of smartphone gamers is currently growing faster then those of regular handheld consoles, such as PlayStations PSP and VITA as well as the Nintendo DS. Nintendo This high growth rate is attributed to the fact that smartphone gaming is more flexible and accessible, as one can play in small bits at a time.
The number of users playing games on their iPhone or iPod make up over half of the mobile gamers playing total. The iPad and Kindle Fire also make up the largest portion of tablet gaming. One of the most popular games for smartphone users is Angry Birds, which is a strategy based game in which users use birds to "sling" at evil pigs in attempt to recover their stolen eggs. Angry Birds released its newest version, Angry Birds Space in February of 2012, and it has been downloaded over 50 million times since then, making it the highest downloaded mobile game ever. Other versions of angry birds include Angry Birds Seasons and Angry Birds Rio.
One of the main reasons for smartphone gaming success is the ability to connect with friends or random people and play. Draw Something, a popular game in which users guess what the other player has drawn, has recently been bought by Mobile Game tycoon Zynga for $200 Million dollars. In fact the amount of people spending money on mobile games has dramatically increased over the past few years, on both Apple and Android operating systems. When comparing portable gaming revenues over the past three years, it is clear which direction handheld gaming is headed in the future. In 2009, the Nintendo DS accounted for 70% of portable gaming revenue, with Apple and Android at a low 19%. By 2010, Nintendos numbers have decreased to 57%, while Apple and Androids have increased to 34%. Finally in 2011, Nintendo dropped to a shocking 36% while Apple and Android accounted for 58% of all portable game revenue. The major change is credited to the faster processors being put into smartphone devices, and the bigger capabilities they possess. With an average of 133 games being released for Apple's iOs operating system daily, and boasting a total of ~110,277 active game titles available to download [8], mobile gaming is expected to continue to soar and put a dent into portable systems.
Simulation
Aside from the video game consoles, PC's play a very big role in the online gaming community. A substantial chunk of funding actually goes to simulation projects which by definition classifies as a "video game". These simulations offer a real world depiction complete with real world scenarios that can occur. Interestingly one of the US Government's most comprehensive simulation is the Tactical Iraqi program, one of three Tactical Language & Culture training system.
The program offers its users (army personnel) to learn how to adapt and react in situations dealing with Iraqi citizens. The program comes complete with translations, mannerisms, cultural aspects and much more. The user can teach himself the language and through the video game learn how to pronounce and execute it effectively. Aside from that the program also offers a "arcade game" mode which has the user go through a 3-D maze following instructions in that language.
The most impressive part of the program is the its third mode which allows the user to experience a real-world situation, such as investigating a hotel in Iraq. The program will react accordingly to everything the user does (speech and even body-movement). Saying something wrong or doing something not culturally acceptable will cause the program to simulate aggressiveness towards the user, while doing something "culturally acceptable" will cause the citizens to cooperate.
Sources
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