Latest Gaming Console 1: Department of Computer Engineering, MCERC, Nasik

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Latest Gaming Console

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1. INTRODUCTION

Gaming consoles are one of the best digital entertainment media now available.
Gaming consoles were designed for the sole purpose of playing electronic games. A
gaming console is a highly specialised piece of hardware that has rapidly evolved
since its inception incorporating all the latest advancements in processor technology,
memory, graphics, and sound among others to give the gamer the ultimate gaming
experience.
A console is a command line interface where the personal computer game's
settings and variables can be edited while the game is running. But a Gaming Console
is an interactive entertainment computer or electronic device that produces a video
display signal which can be used with a display device to display a video game. The
term "video game console" is used to distinguish a machine designed for consumers to
buy and use solely for playing video games from a personal computer, which has
many other functions, or arcade machines, which are designed for businesses that buy
and then charge others to play.

1.1. Why are games so popular?


The answer to this question is to be found in real life. Essentially, most people spend
much of their time playing games of some kind or another like making it through
traffic lights before they turn red, attempting to catch the train or bus before it leaves,
completing the crossword, or answering the questions correctly on Who Wants To Be
A Millionaire before the contestants. Office politics forms a continuous, real-life
strategy game which many people play, whether they want to or not, with player-
definable goals such as “increase salary to next level”, “become the boss”, “score
points off a rival colleague and beat them to that promotion” or “get a better job
elsewhere”. Gaming philosophers who frequent some of the many game-related
online forums periodically compare aspects of gaming to real life-with the key
difference being that when "Game Over" is reached in real life, there is no restart
option.

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2. HISTORY

The origin of video games lies in early cathode ray tube-based missile defense
systems in the late 1940s. These programs were later adapted into other simple games
during the 1950s. By the late 1950s and through the 1960s, more computer games
were developed (mostly on mainframe computers), gradually increasing in
sophistication and complexity. Following this period, video games diverged into
different platforms: arcade, mainframe, console, personal computer and later handheld
games.
The first commercially viable video game was Computer Space in 1971,
which laid the foundation for a new entertainment industry in the late 1970s within
the United States, Japan, and Europe. The first major crash in 1977 occurred when
companies were forced to sell their older obsolete systems flooding the market. Six
years later a second, greater crash occurred. This crash—brought on largely by a flood
of poor quality video games coming to the market—resulted in a total collapse of the
console gaming industry in the United States, ultimately shifting dominance of the
market from North America to Japan. While the crash killed the console gaming
market, the computer gaming market was largely unaffected. Subsequent generations
of console video games would continue to be dominated by Japanese corporations.
The handheld gaming market has followed a similar path with several unsuccessful
attempts made by American companies all of which failed outside some limited
successes in the handheld electronic games early on. Currently only Japanese
companies have any major successful handheld gaming consoles, although in recent
years handheld games have come to devices like cell phones and PDAs as technology
continues to converge.
A device called the Cathode-Ray Tube Amusement Device was patented in the
United States by Thomas T. Goldsmith, Jr. and Estle Ray Mann. The patent was filed
on January 25, 1947, and issued on December 14, 1948. It is described using eight
vacuum tubes to simulate a missile firing at a target and contains knobs to adjust the
curve and speed of the missile. Because computer graphics could not be drawn
electronically at the time, small targets were drawn on a simple overlay and placed on
the screen.

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Figure2.1. Tennis for Two

In 1949–1950, Charley Adama created a "Bouncing Ball" program for MIT's


Whirlwind computer. While the program was not yet interactive, it was a precursor
to games soon to come. In February 1951, Christopher Strachey tried to run a
draughts program he had written for the NPL Pilot ACE. The program exceeded the
memory capacity of the machine and Strachey recoded his program for a machine at
Manchester with a larger memory capacity by October. Also in 1951, while
developing television technologies for New York based electronics company Loral,
inventor Ralph Baer came up with the idea of using the lights and patterns he used in
his work as more than just calibration equipment. He realized that by giving an
audience the ability to manipulate what was projected on their television sets, their
role changed from passive observing to interactive manipulation. When he took this
idea to his supervisor, it was quickly squashed because the company was already
behind schedule.
OXO, a graphical version tic-tac-toe, was created by A.S. Douglas in 1952 at
the University of Cambridge, in order to demonstrate his thesis on human-computer
interaction. It was developed on the EDSAC computer, which uses a cathode ray
tube as a visual display to display memory contents. The player competes against the
computer. In 1958 William Higinbotham created a game using an oscilloscope and
analog computer. Titled Tennis for Two, it was used to entertain visitors of the
Brookhaven National Laboratory in New York. Tennis for Two showed a simplified
tennis court from the side, featuring a gravity-controlled ball that needed to be played
over the "net," unlike its successor—Pong. The game was played with two box-
shaped controllers, both equipped with a knob for trajectory and a button for hitting
the ball. Tennis for Two was exhibited for two seasons before its dismantlement in
1959.

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3. GENERATION

3.1. First Generation Consoles (1972–1977)


The first home 'console' system was developed by Ralph Baer and his associates.
Development began in 1966 and a working prototype was completed by 1968 (called
the "Brown Box") for demonstration to various potential licensees, including GE,
Sylvania, RCA, Philco, and Sears, with Magnavox eventually licensing the
technology to produce the world's first home video game console. The system was
released in the USA in 1972 by Magnavox, called the Magnavox Odyssey.
The Odyssey used cartridges that mainly consisted of jumpers that
enabled/disabled various switches inside the unit, altering the circuit logic (as opposed
to later video game systems that used programmable cartridges). This provided the
ability to play several different games using the same system, along with plastic sheet
overlays taped to the television that added color, play-fields, and various graphics to
'interact' with using the electronic images generated by the system. [13] A major
marketing push, featuring TV ads starring Frank Sinatra, helped Magnavox sell about
100,000 Odysseys that first year.
Philips bought Magnavox and released a different game in Europe using the
Odyssey brand in 1974 and an evolved game that Magnavox had been developing for
the US market. Over its production span, the Odyssey system achieved sales of 2
million units.

3.2. Second Generation Consoles (1977–1983)


In the earliest consoles, the computer code for one or more games was hardcoded into
microchips using discrete logic, and no additional games could ever be added. By the
mid-1970s video games were found on cartridges, starting in 1976 with the release of
the Fairchild 'Video Entertainment System (VES). Programs were burned onto ROM
chips that were mounted inside plastic cartridge casings that could be plugged into
slots on the console. When the cartridges were plugged in, the general-purpose
microprocessors in the consoles read the cartridge memory and executed whatever
program was stored there. Rather than being confined to a small selection of
games included in the game system, consumers could now amass libraries of game
cartridges. However video game production was still a niche skill. Warren Robinett,

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the famous programmer of the game Adventure, spoke on developing games "In those
old far-off days, each game for the 2600 was done entirely by one person, the
programmer, who conceived the game concept, wrote the program, did the graphics—
drawn first on graph paper and converted by hand to hexadecimal—and did the
sounds."

3.3. Third Generation Consoles (1983–1995)

Figure3.3.1. the Nintendo Entertainment System or NES.

In 1985, the North American video game console market was revived with Nintendo’s
release of its 8-bit console, the Famicom, known outside Asia as Nintendo
Entertainment System (NES). It was bundled with Super Mario Bros. and instantly
became a success. The NES dominated the North American and the Japanese market
until the rise of the next generation of consoles in the early 1990s. Other markets were
not as heavily dominated, allowing other consoles to find an audience like the Sega
Master System in Europe, Australia and Brazil (though it was sold in North America
as well).
In the new consoles, the gamepad or joy pad, took over joysticks, paddles, and
keypads as the default game controller included with the system. The gamepad design
of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons
became the standard.
The Legend of Zelda series made its debut in 1986 with The Legend of Zelda.
In the same year, the Dragon Quest series debuted with Dragon Quest, and has
created a phenomenon in Japanese culture ever since.

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4. HARDWARE & SOFTWARE COMPATIBILITY

PlayStation 2 software is distributed on CD-ROM (blue/purple polycarbonate) and


DVD-ROM (clear polycarbonate with six "PlayStation" logos). In addition the
console can play audio CDs and DVD movies, and is backward compatible with
PlayStation games. The PS2 also supports PlayStation memory cards and controllers,
although the memory cards only work with PS1 games and the controllers may not
support all functions (such as analog buttons) for PS2 games.

Figure4.1. PS2dvd

The PS2's Dual Shock 2 controller is essentially an upgraded PlayStation Dual


Shock; analog face, shoulder and D-pad buttons replaced the digital buttons of the
original. Like its predecessor, the Dual Shock 2 controller has force feedback, which
is commonly called the "vibration" function.

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Figure4.2. 8 MB PlayStation 2 memory card


The standard PlayStation 2 memory card has an 8 MB capacity and uses
Sony's Magic Gate encryption. This requirement prevented the production of memory
cards by third parties who did not purchase a license for the Magic Gate encryption.
Memory cards without encryption can be used to store PlayStation game saves, but
PlayStation games would be unable to read from or write to the card - such a card
could only be used as a backup. There are a variety of non-Sony manufactured
memory cards available for the PlayStation 2, allowing for a larger memory capacity
than the standard 8 MB. However their use is unsupported and compatibility is not
guaranteed.
The console also features USB and IEEE 1394 expansion ports. Compatibility
with USB and IEEE 1394 devices is dependent on the software supporting the device.
For example, the PS2 BIOS will not boot an ISO image from a USB flash drive or
operate a USB printer, as the machine's operating system does not include this
functionality. By contrast, Gran Turismo 4 is programmed to save screenshots to a
USB mass storage device and print images on certain USB printers. A PlayStation 2
HDD can be installed in an expansion bay on the back of the console, and was
required to play certain games, notably the popular Final Fantasy XI. This was only
available on certain models

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5. MEDIA

5.1. Cartridges
Game cartridges consist of a printed circuit board housed inside of a plastic casing,
with a connector allowing the device to interface with the console. The circuit board
can contain a wide variety of components. All cartridge games contain at the
minimum, read only memory with the software written on it. Many cartridges also
carry components that increase the original console's power, such as extra RAM or a
coprocessor. Components can also be added to extend the original hardware's
functionality (such as gyroscopes, rumble packs, tilt-sensors, light sensors, etc.); this
is more common on handheld consoles where the user does not interact with the game
through a separate video game controller.

Figure5.1.1. Standard game cartridges

Standard game cartridges used for several popular consoles. From front to
back: Game Boy Color, Sega Genesis, and Atari 2600. Cartridges were the first
external media to be used with home consoles and remained the most common until
1995 continued improvements in capacity (Nintendo 64 being the last mainstream
game console to use cartridges). Nevertheless, the relatively high manufacturing costs
saw them completely replaced by optical media for home consoles by the early 21st
century, although they are still in use in some handheld video game consoles.

Due to the aforementioned capabilities of cartridges such as more memory and


coprocessors, those factors make it harder to reverse engineer consoles to be used on
emulators.

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5.2. Cards
Several consoles such as the Sega Master System and the TurboGrafx-16 have used
different types of smart cards as an external medium. These cards function similar to
simple cartridges. Information is stored on a chip that is housed in plastic. Cards are
more compact and simpler than cartridges, though. This makes them cheaper to
produce and smaller, but limits what can be done with them. Cards cannot hold extra
components, and common cartridge techniques like bank switching (a technique used
to create very large games) were impossible to miniaturize into a card in the late
1980s.
Compact Discs reduced much of the need for cards. Optical Discs can hold
more information than cards, and are cheaper to produce. The Nintendo GameCube
and the PlayStation 2 use memory cards for storage, but the Nintendo DS is the only
modern system to use cards for game distribution. Nintendo has long used cartridges
with their Game Boy line of hand held consoles because of their durability, small size,
stability (not shaking and vibrating the handheld when it is in use), and low battery
consumption. Nintendo switched to cards for the DS, because advances in memory
technology made putting extra memory on the cartridge unnecessary.

5.3 Magnetic Media


Home computers have long used magnetic storage devices. Both tape drives and
floppy disk drives were common on early microcomputers. Their popularity is in
large part because a tape drive or disk drive can write to any material it can read.
However, magnetic media is volatile and can be more easily damaged than game
cartridges or optical discs.

Figure5.3.1. Two common forms of magnetic media

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Among the first consoles to use magnetic media were the Bally Astrocade and
APF-M1000, both of which could use cassette tapes through expansions. In Bally's
case, this allowed the console to see new game development even after Bally dropped
support for it. While magnetic media remained limited in use as a primary form of
distribution, two popular subsequent consoles also had expansions available to allow
them to use this format. The Star path Supercharger can load Atari 2600 games from
audio cassettes; Star path used it to cheaply distribute their own games from 1982 to
1984 and today it is used by many programmers to test, distribute, and play homebrew
software. The Family Computer Disk System was released by Nintendo in 1985 for
the Japanese market. Nintendo sold the disks cheaply and sold vending machines
where customers could have new games written to their disks up to 500 times.

5.4 Optical Media

Figure5.4.1. CD-ROM (left) and optical disc

In the mid-1990s, various manufacturers shifted to optical media, specifically CD-


ROM, for games. Although they were slower at loading game data than the cartridges
available at that time, they were significantly cheaper to manufacture and had a larger
capacity than the existing cartridge technology. Commodore International released the
first CD-disc based Amiga CD32 in September 1993, which was also the first 32-bit
game console. By the early 21st century, all of the major home consoles used optical
media, usually DVD-ROM or similar disks, which are widely replacing CD-ROM for
data storage. The PlayStation 3 system uses even higher-capacity Blu-ray optical discs
for games and movies while the Xbox 360 formerly used HD DVDs in the form of an
external USB player add-on for movies, before it was discontinued.

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6. TOP BRANDS

The lists of 8 important brands are mentioned below:


RANK BRAND BV 09 BC BM BV
($m) CHANGE(%)
1. NINTENDO DS 9,659 2 3 N/A
2. NINTENDO 8,256 3 5 N/A
Wii
3. MICROSOFT 4,581 3 8 N/A
XBOX 2
4. SONY PLAY 341 2 4 N/A
STATION 3
5. MICROSOFT 313 1 6 N/A
XBOX
6. NINTENDO 222 1 3 N/A
GAME CUBE
7. SONY PSP 144 2 3 N/A
8. SONY 119 1 2 N/A
PLAYSTATION
2

6.1. Nintendo DS

Figure6.1.1. Nintendo DS

The Nintendo DS family of portable game systems revolutionizes handheld game


play. With two ultra bright screens, 3D graphics capability, touch-screen technology
and wireless communication, you can challenge yourself or your friends anywhere,
anytime. A great library featuring hundreds of games means there's something for

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everyone. Nintendo DS brings together a host of features to deliver cutting-edge
interactive experiences for fans of every genre.

6.2. Nintendo Wii

Figure6.2.1 Nintendo Wii


The Wii is a home video game console released by Nintendo. A distinguishing feature
of the console is its wireless controller, the Wii Remote, which can be used as a
handheld pointing device and detect movement in three dimensions. Another distinctive
feature of the console is WiiConnect24, which enables it to receive messages and
updates over the Internet while in standby mode.
A distinguishing feature of the console is its wireless controller, the Wii
Remote, which can be used as a handheld pointing device and can detect acceleration in
three dimensions. The Wii includes four ports for controllers and two slots for memory
cards. Library Uses: Because of its use of infrared technology and widespread use,
library staff should know about it. Many libraries offer after school open sessions, or
videogame tournament weekends for various age groups.

6.3. Microsoft Xbox

6.3.1. Microsoft Xbox


The console is a black box with a large “X” imprinted into the top. On paper, Xbox has
more brute power and speed than any game console on the market. It took only five

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years between the invention of the microprocessor, and its presence in homes around
the world as the basis of the video game console. Even with dozens of choices for
personal computers with more processing and graphics capabilities, game consoles are
still a popular choice: they are smaller, less expensive and easier to set up than a
computer, and the games they run are easier to install and play. GAMES Like PS2, the
XBox uses proprietary 4.7-GB DVD games. One of the most impressive qualities of the
XBox is its realistic environments.
6.2. Microsoft Xbox 2

Figure6.2.1. Microsoft XBox2


The CPU for the XBox 2 has the ability to decode and execute instructions in Microsoft
Intermediate Language (MSIL). MICROSOFT XBOX 360 Supports High Definition
(HD) Graphics.

6.3. The Nintendo Game cube

6.3.1 Nintendo Game cube


The Nintendo GameCube, officially abbreviated as GCN, is Nintendo's fourth home
video game console and is part of the sixth generation console era. It is the successor to

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the Nintendo 64 and predecessor to the Nintendo Wii. The Nintendo GameCube is the
first Nintendo console to use optical discs as its primary storage medium, after several
aborted projects from Nintendo and its partners to utilize optical-based storage media.
In contrast with the GameCube's contemporary competitors, the Sony PlayStation 2 and
Microsoft Xbox, the GameCube uses miniDVD-based discs instead of full-size DVDs.
Partially as a result of this, it does not have the DVD-Video playback functionality of
these systems, nor the audio CD playback ability of other consoles that use full-size
optical discs.
The GameCube is the first Nintendo console not to use game cartridges.
Instead, the GameCube uses 1.5-GB proprietary optical disks with a diameter of 8 cm
(3.14 inches). Nintendo’s main strategy has been to launch exclusive games based on
well known established characters. For example, Mario, Star Fox and Metroid’s Samus.
Super Mario Sunshine. One thing the GameCube does have over the competition is its
ability to interact with the Game Boy Advance (GBA), Nintendo’s handheld system.
The GBA plugs directly into the GameCube’s controller port to allow the two systems
to communicate with select games.

6.4. The Sony Play Station

6.4.1. Sony Play Station

In 1988, Sony entered into an agreement with Nintendo to develop a CD-ROM


attachment, known as the Super Disc, for the soon-to-be released Super Nintendo. The
original PlayStation read these Super Discs, special interactive CDs based on
technology developed by Sony and Phillips called CD-ROM/XA. This extension of the

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CD-ROM format allowed audio, video and computer data to be accessed
simultaneously by the processor.
6.4.1. CONTROLLER
The Sony PlayStation X was the first in the line of modern day gaming consoles with
revolutionary features like Force Feedback. It was so successful that Sony estimated
that one in every five US households had a PlayStation.
6.5. The Sony PlayStation 2

6.5.1. Sony Play station 2


Launched in Japan in December of 1994 and in the United States and Europe in
September of 1995, the PlayStation quickly became the most popular system available.
6.5.1. CONTROLLER
The controller is the primary user interface for the PlayStation 2. The standard PS2
controller has 15 buttons. GAMES 4.7-GB DVD drive gives PlayStation 2 games a
larger capacity than original PlayStation games. The CDs are just as susceptible to
scratches and intense heat as regular audio CDs–even more so in fact, since a scratch on
a game CD can make it totally unusable.

6.6. Sony Play Station 3

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Figure6.6.1. Play Station 3


The ‘Cell’ is the microprocessor that will power the play station 3. The PS3 will also
make use of Grid Computing. Many libraries offer after school open sessions, or
videogame tournament weekends for various age groups.

6.7. Future
A newly formed US technology company, Infinium Labs Corporation, announced that
they will develop and market a new games console called ‘Phantom’. SONY
PLAYSTATION 4 for the next-generation PlayStation 4 Sony Computer Entertainment
Inc. plans to use more affordable components.

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7. CONNECTION

7.1 Making the Connections


A video game console typically needs only one peripheral device: a video monitor
with one or two internal speakers, to see and hear the game. Most modern game
consoles can accommodate three different ways of connecting a monitor:
7.1.1. Composite Video – the same sort of video connection found in a
videocassette recorder.
7.1.2. S-Video – “Separated Video” uses two wires in a shielded cable to
deliver video. One for the color signal (“chrominance”) and one for the
brightness signal (“luminance”). S-Video has the same picture detail as
composite video, but with better color quality.
7.1.3. Component Video – Three shielded cables send separate analogue
signals to the monitor, where they are decoded and displayed. Component
video has better. Picture detail and color quality than either composite or S-
Video, and can drive widescreen, high-definition monitors. Audio is typically
connected with two cables, just like those from a tape deck to a home stereo
system.

7.2 Connecting the Players


The “human interface” on any game console is its game controller. A modern game
controller will usually have two thumb-operated stick controllers, and from eight to
twelve game buttons. As a game program is loaded into a console, the sticks and
buttons assume various functions: moving a character, looking around, picking up and
manipulating objects within the game. Part of the skill a player develops in playing a
console game, is learning how to use the controller’s sticks and buttons quickly.
Steering vehicles, selecting and firing weapons or interacting with game characters
are all handled through the controllers.

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7.3 On-Line Gaming


Two of the major game-console manufacturers, Microsoft and Sony, have set up
resources on the Internet, from which console game players can join massive
multiplayer environments. Instead of playing games alone, or with two or four
players, large numbers of players can team up, or compete with one another, within a
common game “environment”. Some game programs are written especially for online
use, with “environments” so large that hundreds of players can participate in the same
game, at the same time. In other on-line games, a “session” is set up, and joined by a
small group of players. Each group of players can interact with one another within
their “session”, while the central “game server” system manages hundreds of
“sessions” at a time.

Figure7.3.1. Online Console

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8. Portable Game Devices

Just as there is a choice between a personal computer and a game console, there is
also a choice between a handheld computer and a portable game device. While a
handheld computer can run a variety of programs, including games, their user controls
do not lend themselves well to the type of “human interface” to which game-console
users are accustomed. Two game-console manufacturers, Nintendo and Sony, produce
handheld game devices with built-in screens, and controller buttons almost identical
to their desktop-console counterparts. Since handheld game devices are meant to be
held
and played in two hands, they typically have an array of game buttons on both sides
of a central display screen.

Figure 8.1 Console

A read-only memory cartridge slot, or a small removable disc drive, loads the
game program, while a small bank of “non-volatile memory” stores player scores,
game settings and other related data. Borrowing from their handheld-computer
“siblings”, modern portable game devices are often equipped with wireless network
adapters. They can let the player browse Web sites (within the scope of their display
size) when the user is within range of a wireless host network. In addition, players
with the same handheld game device can link them wirelessly, allowing cooperative
or competitive play of the same game.

8.1 Dual Screen or Wide Screen

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Nintendo and Sony followed different strategies in designing the displays on their
portable game devices. In the Nintendo DS and DS Lite, two screens (around the size
of a cellular telephone’s display) work together. The upper screen displays the actual
game action, while the lower screen accepts user input through a touch-sensitive
surface
and a stylus. Other game information, such as score and progress, is also sent to the
lower screen, leaving more of the upper screen free to show real-time game graphics.

Figure8.1.1. Dual Screen Console

The Sony Play station Portable has only one screen, but it is larger than on the
Nintendo device and it has a “9×16” wide screen format. Commercial movies and
game programs have a more realistic appearance on the larger display, and more
Website content can be seen without “scrolling”.

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9. IN-ADS GAME

A new dimension in marketing specifically aimed at reaching the 18-34 male


demographic. In-Game Advertising campaigns have become the ultimate opportunity
to reach gaming consumers effectively and efficiently because gamers are operating at
a much higher concentration level than someone who is passively watching television,
glancing at a subway poster or flipping past a magazine advertisement.
Reaction to in-game advertising is positive.
1. 70% of gamers say that ads inside games improve game realism.
This new evolution is gaining momentum.
1. $56 million spent on in-game advertising in 2005
2. Expectations of $400 million in 2007
3. Expected to grow to $1.8 billion by 2010.
Major corporations taking action to seize opportunities within the new medium.
1. Microsoft’s Massive Inc. is the current industry leader.
2. Media giant Google is also getting in on the act with Ads cape.

Examples:
a. Splinter Cell series – Nivea skin care products for men, Philips Norelco shaving
products, and Sony Ericsson cell phones.

Figure9.1. Splinter Cell Series

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b. Need for Speed Underground – Cingular cell phone service, Burger King, Best
Buy.

Figure9.2. Best Buy

c. Doom 3 – McDonald’s and Coke.

Figure 9.3 McDonald’s and Coke

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10. CONCLUSION

On the whole, Gaming Consoles are the better option in the long run. They are
designed for gaming. This has helped the industry understand the basic requirements
of 3D and multimedia applications. Without a doubt, this will affect the designs of
PCs in the future and make them gamer friendly. Gaming is indeed heading in the
direction of becoming a mainstream form of entertainment. Gaming experience drives
technology requirements and in turn contributes to the growth of the IT industry.

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11. REFRENCES
1. http://www.lionlamb.org/media_violence_video_games.htm
2. http://www.psychologymatters.org/videogames.html
3. http://www.apa.org/releases/videoviolence05.html
4. http://www.esrb.org/index-js.jsp
5. http://www.theesa.com/ip/anti_piracy_faq.php
6. http://www.theesa.com/facts/top_10_facts.php
7. http://www.massiveincorporated.com/site_network/pr/03.07.07.htm
8. http://www.adscapemedia.com/
9. http://www.thegoodside.com/
10. http://www.igaworldwide.com/
11. http://www.adweek.com/aw/national/article_display.jsp?
vnu_content_id=1002343563
12. http://news.com.com/Gunning+for+game+dollars/2100-1043_3-5809305.html
13. http://news.com.com/In-game+ads+work,+study+says/2100-1043_3-
5887880.html
14. http://www.msnbc.msn.com/id/5722377/

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