Computer and video games

A computer game is a computer-controlled game that players may interact with. A video game is a computer game where a video display such as a monitor or television is the primary feedback device. These terms are not always interchangeable as some games, particularly older games, do not use a video display. Usually there are rules and goals, but in more open-ended games the player may be free to do whatever they like within the confines of the virtual universe.

The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article, which explores things common to both types of game.

In common usage, "computer game" or "PC game" refers specifically to games played on a personal computer, "console game" refers to games played on specifically-designed set top box, that play through a TV and "video game" (or "videogame") refers to any game played on a device that plays through your TV but also includes PC, Console, Mobile Phone or PDA or other handheld device.

  • For specific information regarding "computer games", see personal computer game.
  • For specific information regarding "console games" or, see console game.
The Electronic Entertainment Expo (E³) is held every year in Los Angeles. New projects are shown every year.

History

The first primitive computer and video games were developed in the 1960s and 1970s and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers. The first video game was Tennis for Two created by William Higginbotham in 1958. Arcade games were developed in the 1970s (Pac-man to Frogger) and led to the so-called "Golden Age of Arcade Games". One of the best-known of these games is Pong, a simple game simulating Ping Pong. The paddles were white bars with a dot moving between them.

The 1970s also saw the release of the first home video game consoles. The first home console video games, were created by Ralph Baer who is now known as the creator of video games. He created a system with limited capabilities called the Magnavox Odyssey, which paved the way for the next wave of home consoles.

The late 1970s to early 1980s brought about the improvement of home consoles and the release of the Atari 2600, Intellivision and Colecovision. The video game crash of 1983, however, produced a dark age in the market that was not filled until the Nintendo Entertainment System (NES) reached North America in 1985.This presented Americans with games such as Mario Bros. and many others of today's popular Nintendo genre.

The last two decades of game history have been marked by separate markets for games on video game consoles, home computers and handhelds. See the article on Console wars for additional information on that facet of game history.

In 1989, Nintendo released the Game Boy, the first popular handheld console. Included with the system was Tetris, which became a popular puzzle game. Several rival handhelds also made their debut around that time, including the Sega Game Gear and Atari Lynx. While some of the other systems remained in production until the mid-90s, the Game Boy remained at the top spot in sales throughout its lifespan.

The North American market was dominated by the Sega Genesis early on after its debut in 1989, with the Nintendo Super NES proving a strong, roughly equal rival in 1991. The NEC TurboGrafx 16 was the first 16-bit system to be marketed in the region, but did not achieve a large following, partly due to a limited library of English games and effective marketing from Sega. In Japan, the PC Engine's (Turbografx 16) 1987 success against the Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never really caught on to the same degree as outside Japan. The PC Engine eventually lost out to the Super Famicom, but retained enough of a user base to support new games well into the late 1990s. CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Megadrive in 1991. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like Virtua Racing and Starfox.

Super Mario 64 became a defining title for 3D platformers

In 1994-1995, Sega released Sega Saturn and Sony made its debut to the video gaming scene with the PlayStation. Both consoles used 32-bit technology; the door was open for 3D games. After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996, selling more than 1.5 million units in only three months. The flagship title, Super Mario 64, became a defining title for 3D platform games. Nintendo's choice to use cartridges instead of CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences. In particular, SquareSoft, which had released all previous games in its Final Fantasy series for Nintendo consoles, now turned to the PlayStation; Final Fantasy VII (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre. By the end of this period, Sony had dethroned Nintendo, the PlayStation outselling the Nintendo 64. The Saturn was successful in Japan but a failure in North America, leaving Sega outside of the main competition.

1998 saw the releases of the Sega Dreamcast in Japan (1999 in the US) and the Game Boy Color from Nintendo. In 2000 Sony released the widely anticipated PlayStation 2. The Sims was also released. It was an instant hit and became the best-selling computer game of all time, surpassing Myst. In 2001 Microsoft entered the videogame console industry by releasing its new home console, the Xbox. Its flagship game, Halo: Combat Evolved, is also available at the system's launch. Nintendo released their successor to the Nintendo 64, the GameCube, and the first all new Game Boy since the consoles inception, the Game Boy Advance. Sega realised they could no longer compete, and announced they would discontinue the Dreamcast and no longer manufacture hardware, becoming a third-party developer in 2002.

Nokia entered the handheld market with its N-Gage game-phone hybrid in 2003. It was criticised for being poorly designed, and flopped. In 2004 Nokia released a re-designed N-Gage, called the N-Gage QD, which didn't fare much better. The other two more technically advanced handhelds to be released in 2004, the Nintendo DS (DS stands for Dual-Screen) and the PlayStation Portable (PSP), didn't help the N-Gage. The Nintendo DS is a highly innovative handheld, the PSP is much more powerful and also includes limited media capabilities. In Western countries the consoles have had similar levels of success (PSP sales are slightly higher), but in Japan the DS has been a huge hit, vastly outselling the PSP.

The end of 2005 saw the release of the Xbox 360 - the first of the next generation of consoles.

The future of console gaming

2006 will see the continuation of the next generation of console gaming in the form of two new consoles. Sony with the PlayStation 3 and Nintendo with the codenamed Revolution will join Microsoft with the already released Xbox 360 in this year's "technology race". The Xbox 360, will be powered by a multi-core CPU, the PlayStation 3 will be powered by Cell processor technology, and the Nintendo Revolution will allow the gamer to interact with the game via a wireless motion sensing controller and promises more innovations, although full technical specifications are yet to be revealed.

Gameplay

In computer and video gaming, gameplay (sometimes called "Game mechanics") is a general term that describes player interaction with a game. It includes direct interaction, such as controls and interface, but also design aspects of the game, such as levels and graphics.

Although the use of this term is often disputed, as it is considered too vague for the range of concepts it describes, it is currently the most commonly used and accepted term for this purpose when describing video games.

Genres

Games, like most other forms of media, may be categorized into genres based on gameplay, atmosphere, and various other factors.

The most common genres in use today include platformer, adventure, role-playing game (RPG), first person shooter (FPS), third person shooter (both these are sometimes refered to as shoot-'em-ups), sports, racing, fighting, action (note that this term is abused often), puzzle, simulation, and real time strategy (RTS). Most games nowadays are a combination of two or more genres (e.g action/RPG).

The increase in the popularity of online gaming has also resulted in sub-genres being formed, such as massively multiplayer online role-playing game (MMORPG).

Gaming platforms

Grand Theft Auto III is an example of a game that is popular as a console game as well as a computer game.

Today there are many different devices, or platforms, on which games may be played. Personal computers, consoles, handheld systems, and arcade machines are all common. Games are not interchangeable between platforms so, for example, Xbox games will not work in your PC. The 3 main home video game platform companies are Nintendo, Microsoft, and Sony, who between them have created seven of the eight home platforms most commonly used today. The final home platform is the PC.

Many games intended for PCs are now just as prevalent on consoles, with many developers creating versions for more than one platform. During the last generation of gaming, most major PC game releases have coincided with the release of console versions, and titles initially developed for a single platform are often ported to others if they prove to be successful.

Personal Computer

Personal computer games are commonly referred to as "computer games" or "PC games". They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or additional peripherals, such as joysticks. Video feedback is received by the user through the computer screen, sound through speakers or headphones. PC games are often more detailed than console games because of early market releases of their external architecture and graphics cards.

Today, most major PC games require a recent version of the Windows operating system to be installed on the computer. There is, however, a continuing movement to get the most popular games to run under the Mac and Linux operating systems, although it is still small.

According to the Entertainment Software Association, console games have outsold computer games roughly four units to one in 2003 and 2004 [1]. For more information, see sales.

One possible explanation for the declining sales of personal computer games in relation to that of consoles can be found within the PC itself: a computer must meet certain minimum requirements such as CPU speed, Random access memory (RAM), system clock speed (MHz or GHz), video card memory, hard drive space, operating system, Internet connection speed (for online games) and other criteria. Without the proper hardware, the game may perform poorly or not run at all, as opposed to console software, in which the software is designed based on the set hardware configuration of the console. Ease of software piracy is also a much greater threat with PC games, although console hardware modifications do make it possible to play pirated games on them as well.

Internet

Online Games are those which are played over the Internet. Online gaming began with PC games, but has expanded over time to include most modern consoles. The first console to incorporate this feature was the Sega Dreamcast. It is now a key feature of modern games, with the inclusion of Internet connectivity in consoles such as the PlayStation 2, Xbox and Gamecube (although it was only fully exploited on the Xbox); portable consoles such as the PSP or DS that use Wi-Fi, and in mobile/cellular phones. Online games need to allow several people to play at the same time, so not all genres are suitable; the most popular genres include MMORPGs, FPSs, racing/driving games, strategy games, and sports titles.

The Internet is also host to thousands of small web-based games, written using formats like Flash and Javascript. These games generally do not share the same magnitude of development costs, depth, or seriousness of PC and console games, and are generally quick to complete by comparison. Some are on going user-based games that have no ending. Some of these games, such as Runescape, however, have expanded far beyond this, and can often be considered on the same level as "mainstream" PC games.

Console

Console games are played on a video game console,or "home console", a specialized computer specifically designed to play games of a certain format. The player usually interacts with the game through a controller, and video and sound are typically delivered to the player via a television through composite A/V cables, although most modern consoles support additional outputs, such as surround sound, progressive scan, and High Definition setups through the use of component cables.

Consoles themselves branched off from personal computers around two decades ago, a fact which is still evident not only in the name, but also in many of the peripherals available for many consoles, like the keyboard and mouse peripherals released for the Sony PlayStation 2 and the Sega Dreamcast.

Handheld

Handheld games are played on handheld game consoles, such as the Nintendo Game Boy line, the Nintendo DS and the Sony PSP. Handheld consoles act as their own controllers, which the player uses to interact with the game, as well as having in-built display and audio output devices. Because they are designed to be played on the go, they were traditionally small enough to carry conveniently in a bag or jacket (the Virtual Boy being an exception to this), but due to their small size, handheld consoles have reduced processing power compared to larger consoles, meaning that games are shorter, and until the release of the Nintendo DS, were largely limited to 2D.

Arcade

Arcade games, traditionally, are "coin-operated games", played on a standalone device originally leased to commercial entertainment venues. These are programmed, equipped, and decorated for a specific game, consisting of a video display, a set of controls, and the coin slot. Controls are similar to those available for many consoles (albeit usually as peripherals) and range from the classic joystick and buttons (Pac-Man), to light guns (Duck Hunt), to pads on the ground that sense pressure (Dance Dance Revolution). Arcade games that are no longer profitable to lease can be purchased by private individuals, many of whom then explore the game dynamics by altering the programs in minor ways.

This term has now expanded to include any game that has more direct action, with fewer long term objectives, focuses on time limits and, for the most part, shorter in-game levels.

Popularity

The popularity of computer and video games, as a whole, has been increasing steadily ever since the 1984-1987 drop-off caused by the video game crash of 1983, and the popularity appears to be continuing to increase. The average age of the video game player is now 30 [2], belying the myth that video games are largely a diversion for teenagers.

Sales

A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consoles

The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Other significant markets include Spain, Germany, South Korea, France, and Italy. China is not considered a significant market, most likely because an estimated 95% of video games sold in the country are pirated. [3]

Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles (1 reason the Xbox series is less popular). In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.

The NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:

  • Console and portable software sales: $6.2 billion, up 8% from 2003 [4]
  • Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 [5]
  • PC game sales: $1.1 billion, down 2% from 2003 [6]

These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003.

Retail PC game sales have been declining slightly each year since about 1998, but this fact should be taken with a grain of salt: the retail sales numbers from NPD do not include sales from online downloads, nor subscription revenue for games like MMORPGs.

There is a commonly repeated, mistaken belief that video game sales now exceed the revenues of the movie industry. This is untrue; in the United States, video game sales have exceeded the movies' total box office revenue each year since about 1996, but the movie studios trounce the video game publishers when the movies' "ancillary revenue" is counted, meaning sales of DVDs, sales to foreign distributors, and sales to cable TV, satellite TV, and broadcast television networks.

The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time in order to share the marketing costs.

Computer and video games in the broader culture

Computer games are huge business worldwide. Take for example South Korea. Developers there boast MMORPGs such as Lineage and Ragnarok Online with millions of subscribers and a third of the world's MMOG revenue. StarCraft gosu (expert players) are celebrities in a game that some have called the country's national sport. The success of computer and online gaming there is usually credited to South Korea's push for broadband Internet connections in the home and earlier bans on Japanese products (these restrictions were removed by the late 1990s).

Numerous websites and publications devoted solely to games have been created, including Official Xbox Magazine, Nintendo Power, Official U.S. PlayStation Magazine, GamePro, GameSpot, GameSpy, IGN, Amped News, and GameFAQs.

Video gaming is now ingrained in popular culture in the United States. Many T-shirts are available that directly reference video games, such as one with a picture of an NES controller with the text 'Know Your Roots.' Also, video games have also become a major part in cross marketing platforms, such as in Pokémon or Yu-Gi-Oh, where a child can watch the television show, buy the trading cards, and play the various video games available.

Video game properties have had mixed success when migrating to the movies. One of the first films based on a video game property was The Wizard, which some criticized as a 90-minute ad for Super Mario Brothers 3. In the mid-90s, films for Super Mario Brothers, Street Fighter, Wing Commander and Mortal Kombat were released. Reviews have generally been poor.

Despite the ultimately poor performance of these movies, many studios still want to turn big games into movies, hoping that the popularity of the game will help the movie. However, after the initial bunch, many projects materialized that were never finished, but the success of films like Lara Croft: Tomb Raider has led to more films materializing. Doom, a game which film makers were trying to cross over since the mid '90s, finally hit theatres 12 years after its initial release. John Woo also has producing rights on a movie based on the popular Nintendo game Metroid.

There is still debate in the movie industry on whether video games can consistently be turned into good, profitable movies. Films like Final Fantasy: The Spirits Within, which has received mixed responses from audiences, with some saying it is a great movie, and others saying it is a very bad movie with excellent computer-generated imagery, but ultimately flopped in the box office, and Uwe Boll's House of the Dead and Alone in the Dark, which both ended up being horrible flops both in fan reactions and box office success and both ending up on the IMDB's bottom 100 movies, do not, in turn, give much confidence in whether these movies will be handled seriously. The recently released Final Fantasy VII: Advent Children may change some people's minds though, even though it's a straight to DVD affair.

On the other hand, video games get much more success when adapted into cartoons/anime. Some notable examples of major success includes the various Mario Bros. cartoons, Sonic SatAM, Captain N: The Game Master and Earthworm Jim while Sonic Underground, the American Mega Man cartoon and 4Kids Entertainment's dubs (although this isn't limited to their video game-based dubs) are cited as being poor. Sometime, they even "help" more obscure/Japan-only games pick up popularity in America although rarely; To Heart would be the best example of such thing.

Movies have had far more success moving the other direction, onto video games. Most summer blockbuster films now have a simultaneous video game release; some of the most lucrative video games of recent times are based on movies, such as Electronic Arts' and Stormfront Studios' The Lord of the Rings: The Two Towers and the series of EA LotR games that followed it, and Activision's two Spider-Man movie games.

Even though movies have had more success in game conversion, not all movie games are popular amongst the gaming community. Some publishers believe that the success of the movie will help the game sell, and so may not have as lengthy a development schedule as needed to make a compelling game. Some examples of this are the Catwoman and King Arthur movie games along with the entire television-to-game franchise.

Also, video games have found themselves on MTV2, in a popular show called Video Mod, where characters from popular video games perform songs from hit artists, such as characters from The Sims 2 performing the song "Stacy's Mom" by Fountains Of Wayne.

On the Internet, gaming has also become a popular subject of many webcomics. Currently there are two varieties. The first one is the sprite comic, such as 8 Bit Theatre, in which the artist uses sprites from the earlier Final Fantasy games to tell stories. Sometimes these are original stories, but are often parodies of the game in which the sprite came from. The other is a more traditional comic strip, containing original art, like Penny Arcade. Here, the storylines or jokes revolve around current events in video gaming. The success of Penny Arcade has attracted many people in the industry, including Ubisoft. Other parodies have come in the form of amateur videos on Tetris or Ghosts and Goblins, such as those of Mega 64.

Online shows are fast becoming the place to view live action gaming broadcasts such as Gamespot's 'On the Spot'

What the Player Gains

Computer and videogames differ from other forms of entertainment in that the person experiencing them is in control, one way or another. In order to experience the game, the player must first determine the objective(s), as well as how to complete them. S/he must then learn the game controls and how the human-machine interface works, inclusing menus and HUDs. An experienced player will be able to do all this in a very short period of time upon first discovering a new game- such quick learning skills can easily be transferred to other areas of mental application.

To win at a game, the player may devote his/her entire attention to it, and utilise newly-learnt skills or tactics. It could be said that when players stare at a screen with a blank expression, it isn't one of hopeless mesmerization, but one of intense concentration.

More obvious benefits to the player is education on the game's subject matter. For example an RTS game set in the past may require use of ancient armies or outwitting a famous world leader of the time.

Games which encourage strategic thinking have well-honed rule sets that the player needs to thoroughly grasp. A well-designed game will be easy to pick up but difficult to master, like chess. Development of techniques are tested against an advanced computer player or online against other human players.

Controversy

Computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advertising, consumption of illegal drugs, consumption of alcohol or tobacco, propaganda or profanity in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religion groups, and other special interest groups, even though all these can be found in all forms of entertainment and media.

Video game censorship is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject, as well as a popular topic of debate. Proponents and opponents of censorship are often very passionate about their individual views.

Historically, this type of controversy and criticism is not unique to video games. The same situation has been applied to Comic books, music, and motion pictures. Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred farther in the past, beyond the remembrance of today's youth. In both cases, the attempts at censorship in the United States were struck down as a violation of First Amendment rights, and they have gone on to become fully integrated facets of society. It's only a matter of time before video games will be as accepted as other forms of media and entertainment.

Development

Video games are made by developers, who used to do this as individuals or small teams in the 80's. Now, development commonly requires a large team consisting of designers, graphic designers and other artists, programmers, sound designers, musicians, and other technicians; all of which are managed by producers. The visionary for any game may come from any of the roles outlined. Development by committee rarely works.

Video games are developing fast in all areas, but the problem is of cost, and how developers intend to keep the costs low enough to attract publisher investment. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. This has led to regular occurrences of missed deadlines and unfinished products; Duke Nukem Forever is the quintessential example of these problems. See also: video game industry practices.

Game modifications

Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These mods can add an extra dimension of replayability and interest. The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id, Valve, and Epic ship their games with the very development tools used to make the game in the first place, along with documentation to assist mod developers, which allows for the kind of success seen by popular mods such as Counter-Strike.

Popular mods are very occasionally bought by the developers of the game. This was the case with Valve's Half-Life. Valve bought a number of popular mods including Counter-Strike and Day of Defeat. After the release of Half-Life 2 Valve developed these mods for the sequel and sold them through their Internet digital distribution software, Steam.

Recently, computer games have also been used as a digital art medium. See artistic computer game modification and Machinima.

Naming

Non-gamers use several umbrella terms for console, PC, arcade, handheld, and similar games since they do not agree on the best name. For many, either "computer game" or "video game" describes these games as a whole. Other commonly used terms include "entertainment software," "interactive entertainment media," "electronic interactive entertainment," "electronic game," "software game," and "videogame" (as one word). Gamers are quite happy to use the vague term "games", or "videogame/video game" to distinguish them from board games and card games when necessary.

Computer and video games are a subset of interactive media, which includes virtual reality, flight and engineering simulation, multimedia and the World Wide Web.


This page about Video Games includes information from a Wikipedia article.
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Computer and video games are a subset of interactive media, which includes virtual reality, flight and engineering simulation, multimedia and the World Wide Web. Virginia Tech also participates in the management of Net.Work.Virginia and the Mid Atlantic Crossroads. Gamers are quite happy to use the vague term "games", or "videogame/video game" to distinguish them from board games and card games when necessary. It has participated in Suranet, Internet2, Abilene, the Lambda Rail and other such networks. Other commonly used terms include "entertainment software," "interactive entertainment media," "electronic interactive entertainment," "electronic game," "software game," and "videogame" (as one word). Internet networking research is an important part of Virginia Tech's history. For many, either "computer game" or "video game" describes these games as a whole. The supercomputer, called System X, was disassembled shortly after it was ranked in order for it to be replaced with Apple's rack-based servers which consume both less space and power.

Non-gamers use several umbrella terms for console, PC, arcade, handheld, and similar games since they do not agree on the best name. The system was made from 1100 dual processor Power Macintosh G5s and cost $5.2 million. See artistic computer game modification and Machinima. In 2003, Virginia Tech created a supercomputer which ranked as the 3rd fastest in the world. Recently, computer games have also been used as a digital art medium. degrees in biomedical engineering. After the release of Half-Life 2 Valve developed these mods for the sequel and sold them through their Internet digital distribution software, Steam. and Ph.D.

Valve bought a number of popular mods including Counter-Strike and Day of Defeat. SBES offers opportunities to undergraduates and grants M.S. This was the case with Valve's Half-Life. In 2002, a biomedical engineering program, called the School of Biomedical Engineering and Sciences (SBES), was created as a cooperative venture between Virginia Tech and Wake Forest University. Popular mods are very occasionally bought by the developers of the game. VCOM is incorporated as a private, non-profit institution with no state interest, but is very closely affiliated with Virginia Tech on an operational level. Developers such as id, Valve, and Epic ship their games with the very development tools used to make the game in the first place, along with documentation to assist mod developers, which allows for the kind of success seen by popular mods such as Counter-Strike. In 2003, a school of osteopathic medicine called the Edward Via Virginia College of Osteopathic Medicine opened in the Virginia Tech Corporate Research Center, an office park adjacent to and owned and operated by the university as a local business incubator.

The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. VMRCVM and VT jointly operate an equine center in Leesburg, Virginia, and VMRCVM has a small operation on the University of Maryland's College Park, Maryland campus. These mods can add an extra dimension of replayability and interest. The Virginia-Maryland Regional College of Veterinary Medicine, founded in 1978, is a separate institution on the same campus, paid for by the two US states of Virginia and Maryland and jointly operated by VT and the University of Maryland. Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. The Hokies developed a controversial reputation for late-season slides in the early 2000s, rising into the top 5 in October or November four times before losing and falling out of the national championship race. See also: video game industry practices. Since the 1995 season, the Hokies have finished with a top-10 ranking four times, won four conference championships (three Big East and one ACC), and played once for the national championship, losing to Florida State University 46-29 in the 2000 Sugar Bowl.

This has led to regular occurrences of missed deadlines and unfinished products; Duke Nukem Forever is the quintessential example of these problems. Head coach Frank Beamer has become one of the winningest currently active head coaches in Division I-A football (178 following the 2005 season). The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. The Hokies currently have the fifth longest bowl streak in the country, having participated in bowl games each of the last 13 seasons. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. Virginia Tech has become a major power in college football in recent years. Video games are developing fast in all areas, but the problem is of cost, and how developers intend to keep the costs low enough to attract publisher investment. This rivalry continued until 1970 when VPI's football program became too large and too competitive for VMI.

Development by committee rarely works. This rivalry developed into the original "Military Classic of the South," which was an annual football game between VMI and VPI. The visionary for any game may come from any of the roles outlined. During the early years of VTCC, a rivalry developed between the Virginia Military Institute and Virginia Tech. Now, development commonly requires a large team consisting of designers, graphic designers and other artists, programmers, sound designers, musicians, and other technicians; all of which are managed by producers. Virginia Tech's fight song, which was created in 1919, is Tech Triumph. It remains in use today, although the Old Hokie spirit yell is more widely known. Video games are made by developers, who used to do this as individuals or small teams in the 80's. The school's major athletic rivalries include the University of Virginia, West Virginia University, and the University of Miami.

It's only a matter of time before video games will be as accepted as other forms of media and entertainment. The "athletic VT" symbol is trademarked by the university, and appears frequently on licensed merchandise. In both cases, the attempts at censorship in the United States were struck down as a violation of First Amendment rights, and they have gone on to become fully integrated facets of society. The stylized VT (the abbreviation for Virginia Tech) is used primarily by the athletic department as a symbol for Virginia Tech athletic teams. Since these art forms have been around longer, the backlash against them occurred farther in the past, beyond the remembrance of today's youth. Originally the teams were known as the "Fighting Gobblers" and the turkey motif was retained despite the name change. Moreover, it appears to be a question of age. The mascot is the Hokie Bird, a turkey-like creature.

The same situation has been applied to Comic books, music, and motion pictures. The word "Hokies" originated in the 1890s; see Hokies for more information. Historically, this type of controversy and criticism is not unique to video games. The word "Hokies," which originated from the Old Hokie spirit yell, is often used interchangeably with "Fighting Gobblers" to refer to the sports team, fans, students, or alumni, although the former is the official usage. Proponents and opponents of censorship are often very passionate about their individual views. Its teams participate in the NCAA's Division I-A in the Atlantic Coast Conference, which the school joined in 2004 after leaving the Big East. Video game controversy comes in many forms, and censorship is a controversial subject, as well as a popular topic of debate. Virginia Tech's sports teams are called the Hokies; the mascot is the Hokie Bird.

Video game censorship is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. The limestone is mined from various quarries in Southwestern Virginia, Tennessee, and Alabama, one of which has been operated by the university since the 1950s. Among others, critics of video games sometimes include parents' groups, politicians, organized religion groups, and other special interest groups, even though all these can be found in all forms of entertainment and media. Each block of Hokie Stone is some combination of gray, brown, black, pink, orange, and maroon. Computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advertising, consumption of illegal drugs, consumption of alcohol or tobacco, propaganda or profanity in some games. Hokie Stone is a medley of different colored limestone, often including dolomite. Development of techniques are tested against an advanced computer player or online against other human players. On the Blacksburg campus, the majority of the buildings incorporate Hokie Stone as a building material.

A well-designed game will be easy to pick up but difficult to master, like chess. The university also has several commonwealth branch campus centers: Hampton Roads (Virginia Beach), National Capital Region (Falls Church- Alexandria, Virginia), Richmond, Roanoke, and the Southwest Virginia Higher Education Center in Abingdon. Games which encourage strategic thinking have well-honed rule sets that the player needs to thoroughly grasp. The Virginia Tech campus is located within Blacksburg; the central campus is roughly bordered by Prices Fork Road to the northwest, Plantation Drive to the west, Main Street to the east, and 460-bypass to the south, though it has several thousand acres beyond the central campus. For example an RTS game set in the past may require use of ancient armies or outwitting a famous world leader of the time. The College of Agriculture and Life Sciences offers the only two-year associate's degree program on campus, in agricultural technology. More obvious benefits to the player is education on the game's subject matter. Bachelor's, master's, and doctoral programs are offered through the College of Agriculture & Life Sciences, the College of Architecture & Urban Studies, the College of Liberal Arts and Human Sciences, the Pamplin College of Business, the College of Engineering, the College of Natural Resources, the College of Science, and the Virginia-Maryland Regional College of Veterinary Medicine.

It could be said that when players stare at a screen with a blank expression, it isn't one of hopeless mesmerization, but one of intense concentration. From 1970 for the next five years, the student population grew from about 13,500 to 22,000. To win at a game, the player may devote his/her entire attention to it, and utilise newly-learnt skills or tactics. Similarly, the abbreviation VT is far more common today than VPI or VPI&SU, and appears everywhere from athletic uniforms (most notably on football helmets) to the university's Internet domain vt.edu. An experienced player will be able to do all this in a very short period of time upon first discovering a new game- such quick learning skills can easily be transferred to other areas of mental application. In the early 1990s, the school quietly authorized the official use of Virginia Tech as equivalent to the full VPI&SU name; most school documents today use the shorter name, though diplomas still spell out the formal name. S/he must then learn the game controls and how the human-machine interface works, inclusing menus and HUDs. The new acronym of VPISU was derisively spoken as Vippy-sue by students and Hahn detractors.

In order to experience the game, the player must first determine the objective(s), as well as how to complete them. As a compromise, the school added "and State University" to its name in 1970, yielding the current formal name of Virginia Polytechnic Institute and State University. Computer and videogames differ from other forms of entertainment in that the person experiencing them is in control, one way or another. As part of this move, Tech would have taken over control of the state's other land-grant institution, a historically black college in Ettrick, Virginia south of Richmond then called Virginia State College; this failed, and that school eventually became Virginia State University. Online shows are fast becoming the place to view live action gaming broadcasts such as Gamespot's 'On the Spot'. One of Hahn's more controversial missions was only partially achieved; he had visions of renaming the school from VPI to Virginia State University, reflecting the status it had achieved as a full-fledged public research university. Other parodies have come in the form of amateur videos on Tetris or Ghosts and Goblins, such as those of Mega 64. The merger with Radford was dissolved in 1964, and in 1966, the school dropped the two-year Corps requirement for male students (in 1973, women were allowed to join the Corps; Tech was the first school in the nation to open its military wing to women).

The success of Penny Arcade has attracted many people in the industry, including Ubisoft. Marshall Hahn (1962-74) was responsible for many of the changes that shaped the modern institution of Virginia Tech. Here, the storylines or jokes revolve around current events in video gaming. President T. The other is a more traditional comic strip, containing original art, like Penny Arcade. Later, throughout the early 20th century, another rivalry developed between Virginia Tech and the University of Virginia (founded 1819). Sometimes these are original stories, but are often parodies of the game in which the sprite came from. This heartfelt and robust rivalry continued into the late 1970's, when Virginia Tech simply became too large and competitive in its athletic programs for VMI to continue competing (VMI enrolls 1,200 cadets and is the Nation's only all-cadet or classical state military college).

The first one is the sprite comic, such as 8 Bit Theatre, in which the artist uses sprites from the earlier Final Fantasy games to tell stories. In fact, "The Military Classic of the South" began as a rivalry between VMI and VPI. Currently there are two varieties. Shortly after its founding as a Military college, a rivalry began with VPI and Virginia Military Institute (founded 1839). On the Internet, gaming has also become a popular subject of many webcomics. Virginia Tech, for a time, was the largest university in the Commonwealth of Virginia until recently being surpassed by Virginia Commonwealth University and George Mason University. Also, video games have found themselves on MTV2, in a popular show called Video Mod, where characters from popular video games perform songs from hit artists, such as characters from The Sims 2 performing the song "Stacy's Mom" by Fountains Of Wayne. VPI achieved full accreditation in 1923, and the requirement of participation in the Corps of Cadets was dropped from four years to two that same year (for men only; women, when they began enrolling in the 1920s, were never required to join).

Some examples of this are the Catwoman and King Arthur movie games along with the entire television-to-game franchise. The "Agricultural and Mechanical College" section of the name was popularly omitted almost immediately, though the name was not officially changed to Virginia Polytechnic Institute until 1944 as part of a short-lived merger with what is now Radford University. Some publishers believe that the success of the movie will help the game sell, and so may not have as lengthy a development schedule as needed to make a compelling game. McBryde, the school reorganized its academic programs into a traditional four-year college setup (including the renaming of the mechanics department to engineering); this led to an 1896 name change to Virginia Agricultural and Mechanical College and Polytechnic Institute. Even though movies have had more success in game conversion, not all movie games are popular amongst the gaming community. Under the 1891-1907 presidency of John M. Most summer blockbuster films now have a simultaneous video game release; some of the most lucrative video games of recent times are based on movies, such as Electronic Arts' and Stormfront Studios' The Lord of the Rings: The Two Towers and the series of EA LotR games that followed it, and Activision's two Spider-Man movie games. The school considers this to be its founding date, although some would like to date it to 1851 because the school purchased land and facilities from a private Methodist school on the same site.

Movies have had far more success moving the other direction, onto video games. Founded under the provisions of the Morrill Act, the institution became a state-supported land grant military institute called the Virginia Agricultural and Mechanical College in 1872. Sometime, they even "help" more obscure/Japan-only games pick up popularity in America although rarely; To Heart would be the best example of such thing. . cartoons, Sonic SatAM, Captain N: The Game Master and Earthworm Jim while Sonic Underground, the American Mega Man cartoon and 4Kids Entertainment's dubs (although this isn't limited to their video game-based dubs) are cited as being poor.
. Some notable examples of major success includes the various Mario Bros. Virginia Tech was ranked 78th in US News and World Report's Top 100 US Universities and tied for 34th among all US public institutions.[1] In 2004, The Times ranked Virginia Tech as one of the top 200 universities in the world.[2].

On the other hand, video games get much more success when adapted into cartoons/anime. Virginia Tech has the largest full-time student population in the Commonwealth of Virginia and is best known for its academic programs in agriculture, engineering, architecture, veterinary medicine, and recently for the success of its football program. The recently released Final Fantasy VII: Advent Children may change some people's minds though, even though it's a straight to DVD affair. Virginia Polytechnic Institute and State University, (also referred to as VPI or more commonly Virginia Tech) is a research university in Blacksburg, Virginia, USA, in the New River Valley of western Virginia near the Appalachian Mountains. Films like Final Fantasy: The Spirits Within, which has received mixed responses from audiences, with some saying it is a great movie, and others saying it is a very bad movie with excellent computer-generated imagery, but ultimately flopped in the box office, and Uwe Boll's House of the Dead and Alone in the Dark, which both ended up being horrible flops both in fan reactions and box office success and both ending up on the IMDB's bottom 100 movies, do not, in turn, give much confidence in whether these movies will be handled seriously. Camarda, Class of 1983 (Ph.D) -- Astronaut on board the space shuttle Discovery for the STS-114 mission. There is still debate in the movie industry on whether video games can consistently be turned into good, profitable movies. Charles J.

John Woo also has producing rights on a movie based on the popular Nintendo game Metroid. Mark Embree - Rhodes Scholar, currently Assistant Professor of Mathematics at Rice University. Doom, a game which film makers were trying to cross over since the mid '90s, finally hit theatres 12 years after its initial release. William Lewis - Rhodes Scholar, Founding Director of McKinsey Global Institute. However, after the initial bunch, many projects materialized that were never finished, but the success of films like Lara Croft: Tomb Raider has led to more films materializing. Richard Baker -- game designer. Despite the ultimately poor performance of these movies, many studios still want to turn big games into movies, hoping that the popularity of the game will help the movie. Asselstine, Class of 1970, Commissioner of the Nuclear Regulatory Commission during Three Mile Island incident.

Reviews have generally been poor. James K. In the mid-90s, films for Super Mario Brothers, Street Fighter, Wing Commander and Mortal Kombat were released. Crouch, Class of 1968 (MS) and 1971 (PhD), NASA astronaut. One of the first films based on a video game property was The Wizard, which some criticized as a 90-minute ad for Super Mario Brothers 3. Roger K. Video game properties have had mixed success when migrating to the movies. Homer Hickam, Class of 1964, NASA employee and author of Rocket Boys.

Many T-shirts are available that directly reference video games, such as one with a picture of an NES controller with the text 'Know Your Roots.' Also, video games have also become a major part in cross marketing platforms, such as in Pokémon or Yu-Gi-Oh, where a child can watch the television show, buy the trading cards, and play the various video games available. Richardson, Class of 1958 (BS) and 1960 (MS), physicist at Cornell University, shared the Nobel Prize in Physics in 1996 for the discovery of superfluidity in He-3. Video gaming is now ingrained in popular culture in the United States. Robert C. PlayStation Magazine, GamePro, GameSpot, GameSpy, IGN, Amped News, and GameFAQs. Phillips, Class of 1947, Chairman and CEO of Raytheon Corp. Numerous websites and publications devoted solely to games have been created, including Official Xbox Magazine, Nintendo Power, Official U.S. Thomas L.

The success of computer and online gaming there is usually credited to South Korea's push for broadband Internet connections in the home and earlier bans on Japanese products (these restrictions were removed by the late 1990s). Chris Kraft, Class of 1944, NASA architect of Mission Control and the first flight director. StarCraft gosu (expert players) are celebrities in a game that some have called the country's national sport. Cutchins III, Class of 1944, Chairman and CEO of Sovran Bank. Developers there boast MMORPGs such as Lineage and Ragnarok Online with millions of subscribers and a third of the world's MMOG revenue. Clifford A. Take for example South Korea. Garvin, Class of 1943 (BS) and 1947 (MS), Chairman and CEO of Exxon Corp.

Computer games are huge business worldwide. Clifton C. A large number of summer blockbuster films spawn a companion game, often launching at the same time in order to share the marketing costs. Pamplin, Sr, Class of 1933, CEO of Georgia Pacific Corp. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. Robert B. This is untrue; in the United States, video game sales have exceeded the movies' total box office revenue each year since about 1996, but the movie studios trounce the video game publishers when the movies' "ancillary revenue" is counted, meaning sales of DVDs, sales to foreign distributors, and sales to cable TV, satellite TV, and broadcast television networks. Donaldson Brown, Class of 1902, financial executive and corporate director with both DuPont and General Motors.

There is a commonly repeated, mistaken belief that video game sales now exceed the revenues of the movie industry. Boykin, USA, Class of 1971, Assistant Undersecretary of Defense for Intelligence. Retail PC game sales have been declining slightly each year since about 1998, but this fact should be taken with a grain of salt: the retail sales numbers from NPD do not include sales from online downloads, nor subscription revenue for games like MMORPGs. Lieutenant General William G. These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003. Element, North American Aerospace Defense Command. It reported that as of 2004:. Inge, USA, Class of 1969, Deputy Commander, United States Northern Command, and Vice Commander, U.S.

The NPD Group tracks computer and video game sales in the United States. Lieutenant General Joseph R. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge. Smith, USAF, Class of 1969. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles (1 reason the Xbox series is less popular). Lieutenant General Lance L. Sales of different types of games vary widely between these markets due to local preferences. Richards, Four Star General, Class of 1956, Deputy Commander in Chief of US European Command.

[3]. General Thomas C. China is not considered a significant market, most likely because an estimated 95% of video games sold in the country are pirated. Army Missile Command. Other significant markets include Spain, Germany, South Korea, France, and Italy. Moore, USA, Class of 1952, Commanding General of the U.S. The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Lieutenant General Robert L.

The average age of the video game player is now 30 [2], belying the myth that video games are largely a diversion for teenagers. Air Forces in Europe, Southern Area. The popularity of computer and video games, as a whole, has been increasing steadily ever since the 1984-1987 drop-off caused by the video game crash of 1983, and the popularity appears to be continuing to increase. Druen,Jr., USAF, Class of 1951,commander of Allied Air Forces Southern Europe and deputy commander in chief, U.S. This term has now expanded to include any game that has more direct action, with fewer long term objectives, focuses on time limits and, for the most part, shorter in-game levels. Lieutenant General Walter D. Arcade games that are no longer profitable to lease can be purchased by private individuals, many of whom then explore the game dynamics by altering the programs in minor ways. Cooksey, USA, Class of 1943.

Controls are similar to those available for many consoles (albeit usually as peripherals) and range from the classic joystick and buttons (Pac-Man), to light guns (Duck Hunt), to pads on the ground that sense pressure (Dance Dance Revolution). Lieutenant General Howard H. These are programmed, equipped, and decorated for a specific game, consisting of a video display, a set of controls, and the coin slot. Wilson, USAF, Class of 1942. Arcade games, traditionally, are "coin-operated games", played on a standalone device originally leased to commercial entertainment venues. Lieutenant General Joseph G. Because they are designed to be played on the go, they were traditionally small enough to carry conveniently in a bag or jacket (the Virtual Boy being an exception to this), but due to their small size, handheld consoles have reduced processing power compared to larger consoles, meaning that games are shorter, and until the release of the Nintendo DS, were largely limited to 2D. Elder, Jr., USA, Class of 1941.

Handheld consoles act as their own controllers, which the player uses to interact with the game, as well as having in-built display and audio output devices. Lieutenant General John H. Handheld games are played on handheld game consoles, such as the Nintendo Game Boy line, the Nintendo DS and the Sony PSP. Robinson, USMC, Class of 1940. Consoles themselves branched off from personal computers around two decades ago, a fact which is still evident not only in the name, but also in many of the peripherals available for many consoles, like the keyboard and mouse peripherals released for the Sony PlayStation 2 and the Sega Dreamcast. Lieutenant General Wallace H. The player usually interacts with the game through a controller, and video and sound are typically delivered to the player via a television through composite A/V cables, although most modern consoles support additional outputs, such as surround sound, progressive scan, and High Definition setups through the use of component cables. Pick, USA, Class of 1914.

Console games are played on a video game console,or "home console", a specialized computer specifically designed to play games of a certain format. Lieutenant General Lewis A. Some of these games, such as Runescape, however, have expanded far beyond this, and can often be considered on the same level as "mainstream" PC games. Maj Lloyd Williams, Class of 1907, Williams has been attributed with one of the more famous quotes of World War I: "Retreat? Hell! We just got here!". Some are on going user-based games that have no ending. Richard Shea, class of 1948, Awarded the Medal of Honor for actions as an army first lieutenant at Pork Chop Hill during the Korean War. These games generally do not share the same magnitude of development costs, depth, or seriousness of PC and console games, and are generally quick to complete by comparison. Femoyer, class of 1944, Eagle Scout Awarded the Medal of Honor for actions as an Army Air Force B-17 navigator on a bombing mission over Germany.

The Internet is also host to thousands of small web-based games, written using formats like Flash and Javascript. Robert E. Online games need to allow several people to play at the same time, so not all genres are suitable; the most popular genres include MMORPGs, FPSs, racing/driving games, strategy games, and sports titles. Monteith, Class of 1944, Awarded the Medal of Honor for actions as an army lieutenant at D-Day during World War II. It is now a key feature of modern games, with the inclusion of Internet connectivity in consoles such as the PlayStation 2, Xbox and Gamecube (although it was only fully exploited on the Xbox); portable consoles such as the PSP or DS that use Wi-Fi, and in mobile/cellular phones. Jimmie W. The first console to incorporate this feature was the Sega Dreamcast. Thomas, class of 1944, member of Virginia Tech's Athletic Hall of Fame, Awarded the Medal of Honor for action on Bougainville Island in World War II.

Online gaming began with PC games, but has expanded over time to include most modern consoles. Herbert J. Online Games are those which are played over the Internet. Gregory, Class of 1923, Awarded the Medal of Honor for actions as an army sergeant during the Meuse Argonne Offensive in World War I. Ease of software piracy is also a much greater threat with PC games, although console hardware modifications do make it possible to play pirated games on them as well. Earle D. Without the proper hardware, the game may perform poorly or not run at all, as opposed to console software, in which the software is designed based on the set hardware configuration of the console. Gaujot, Class of 1894, Awarded the Medal of Honor for actions on the Mexican Border in 1914, the only soldier ever awarded the Medal for actions of a peacekeeping nature, brother of Antoine Gaujot.

One possible explanation for the declining sales of personal computer games in relation to that of consoles can be found within the PC itself: a computer must meet certain minimum requirements such as CPU speed, Random access memory (RAM), system clock speed (MHz or GHz), video card memory, hard drive space, operating system, Internet connection speed (for online games) and other criteria. Julien E. For more information, see sales. Gaujot, Class of 1901, Awarded the Medal of Honor for actions as an army corporal at the Battle of San Mateo during the Philippine Insurrection. According to the Entertainment Software Association, console games have outsold computer games roughly four units to one in 2003 and 2004 [1]. Antoine A.M. There is, however, a continuing movement to get the most popular games to run under the Mac and Linux operating systems, although it is still small. Keion Carpenter--football, defensive back for the Atlanta Falcons.

Today, most major PC games require a recent version of the Windows operating system to be installed on the computer. Franklin Stubbs--baseball first baseman. PC games are often more detailed than console games because of early market releases of their external architecture and graphics cards. Johnny Oates--former baseball catcher, manager for the Baltimore Orioles. Video feedback is received by the user through the computer screen, sound through speakers or headphones. Michael Vick--football, quarterback for the Atlanta Falcons. They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or additional peripherals, such as joysticks. Bruce Smith--former football defensive linesman for the Buffalo Bills and the Washington Redskins.

Personal computer games are commonly referred to as "computer games" or "PC games". Kevin Jones--football running back; drafted by the Detroit Lions of the NFL. During the last generation of gaming, most major PC game releases have coincided with the release of console versions, and titles initially developed for a single platform are often ported to others if they prove to be successful. Antonio Freeman--former football wide receiver. Many games intended for PCs are now just as prevalent on consoles, with many developers creating versions for more than one platform. André Davis, Class of 2001--football wide receiver for the Cleveland Browns and the New England Patriots. The final home platform is the PC. Dell Curry--basketball player, shooting guard.

The 3 main home video game platform companies are Nintendo, Microsoft, and Sony, who between them have created seven of the eight home platforms most commonly used today. Vernell "Bimbo" Coles--member of the United States 1988 Olympic Basketball team; played in the National Basketball Association, ending his career with the Miami Heat. Games are not interchangeable between platforms so, for example, Xbox games will not work in your PC. Frank Beamer, Class of 1969--football Coach at Virginia Tech. Personal computers, consoles, handheld systems, and arcade machines are all common. Today there are many different devices, or platforms, on which games may be played.

The increase in the popularity of online gaming has also resulted in sub-genres being formed, such as massively multiplayer online role-playing game (MMORPG). Most games nowadays are a combination of two or more genres (e.g action/RPG). The most common genres in use today include platformer, adventure, role-playing game (RPG), first person shooter (FPS), third person shooter (both these are sometimes refered to as shoot-'em-ups), sports, racing, fighting, action (note that this term is abused often), puzzle, simulation, and real time strategy (RTS). Games, like most other forms of media, may be categorized into genres based on gameplay, atmosphere, and various other factors.

Although the use of this term is often disputed, as it is considered too vague for the range of concepts it describes, it is currently the most commonly used and accepted term for this purpose when describing video games. It includes direct interaction, such as controls and interface, but also design aspects of the game, such as levels and graphics. In computer and video gaming, gameplay (sometimes called "Game mechanics") is a general term that describes player interaction with a game. The Xbox 360, will be powered by a multi-core CPU, the PlayStation 3 will be powered by Cell processor technology, and the Nintendo Revolution will allow the gamer to interact with the game via a wireless motion sensing controller and promises more innovations, although full technical specifications are yet to be revealed.

Sony with the PlayStation 3 and Nintendo with the codenamed Revolution will join Microsoft with the already released Xbox 360 in this year's "technology race". 2006 will see the continuation of the next generation of console gaming in the form of two new consoles. The end of 2005 saw the release of the Xbox 360 - the first of the next generation of consoles. In Western countries the consoles have had similar levels of success (PSP sales are slightly higher), but in Japan the DS has been a huge hit, vastly outselling the PSP.

The Nintendo DS is a highly innovative handheld, the PSP is much more powerful and also includes limited media capabilities. The other two more technically advanced handhelds to be released in 2004, the Nintendo DS (DS stands for Dual-Screen) and the PlayStation Portable (PSP), didn't help the N-Gage. In 2004 Nokia released a re-designed N-Gage, called the N-Gage QD, which didn't fare much better. It was criticised for being poorly designed, and flopped.

Nokia entered the handheld market with its N-Gage game-phone hybrid in 2003. Sega realised they could no longer compete, and announced they would discontinue the Dreamcast and no longer manufacture hardware, becoming a third-party developer in 2002. Nintendo released their successor to the Nintendo 64, the GameCube, and the first all new Game Boy since the consoles inception, the Game Boy Advance. Its flagship game, Halo: Combat Evolved, is also available at the system's launch.

In 2001 Microsoft entered the videogame console industry by releasing its new home console, the Xbox. It was an instant hit and became the best-selling computer game of all time, surpassing Myst. The Sims was also released. In 2000 Sony released the widely anticipated PlayStation 2.

1998 saw the releases of the Sega Dreamcast in Japan (1999 in the US) and the Game Boy Color from Nintendo. The Saturn was successful in Japan but a failure in North America, leaving Sega outside of the main competition. By the end of this period, Sony had dethroned Nintendo, the PlayStation outselling the Nintendo 64. In particular, SquareSoft, which had released all previous games in its Final Fantasy series for Nintendo consoles, now turned to the PlayStation; Final Fantasy VII (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre.

Nintendo's choice to use cartridges instead of CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences. The flagship title, Super Mario 64, became a defining title for 3D platform games. After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996, selling more than 1.5 million units in only three months. Both consoles used 32-bit technology; the door was open for 3D games.

In 1994-1995, Sega released Sega Saturn and Sony made its debut to the video gaming scene with the PlayStation. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like Virtua Racing and Starfox. CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Megadrive in 1991. The PC Engine eventually lost out to the Super Famicom, but retained enough of a user base to support new games well into the late 1990s.

In Japan, the PC Engine's (Turbografx 16) 1987 success against the Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never really caught on to the same degree as outside Japan. The NEC TurboGrafx 16 was the first 16-bit system to be marketed in the region, but did not achieve a large following, partly due to a limited library of English games and effective marketing from Sega. The North American market was dominated by the Sega Genesis early on after its debut in 1989, with the Nintendo Super NES proving a strong, roughly equal rival in 1991. While some of the other systems remained in production until the mid-90s, the Game Boy remained at the top spot in sales throughout its lifespan.

Several rival handhelds also made their debut around that time, including the Sega Game Gear and Atari Lynx. Included with the system was Tetris, which became a popular puzzle game. In 1989, Nintendo released the Game Boy, the first popular handheld console. See the article on Console wars for additional information on that facet of game history.

The last two decades of game history have been marked by separate markets for games on video game consoles, home computers and handhelds. and many others of today's popular Nintendo genre. The video game crash of 1983, however, produced a dark age in the market that was not filled until the Nintendo Entertainment System (NES) reached North America in 1985.This presented Americans with games such as Mario Bros. The late 1970s to early 1980s brought about the improvement of home consoles and the release of the Atari 2600, Intellivision and Colecovision.

He created a system with limited capabilities called the Magnavox Odyssey, which paved the way for the next wave of home consoles. The first home console video games, were created by Ralph Baer who is now known as the creator of video games. The 1970s also saw the release of the first home video game consoles. The paddles were white bars with a dot moving between them.

One of the best-known of these games is Pong, a simple game simulating Ping Pong. Arcade games were developed in the 1970s (Pac-man to Frogger) and led to the so-called "Golden Age of Arcade Games". The first video game was Tennis for Two created by William Higginbotham in 1958. The first primitive computer and video games were developed in the 1960s and 1970s and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers.

. In common usage, "computer game" or "PC game" refers specifically to games played on a personal computer, "console game" refers to games played on specifically-designed set top box, that play through a TV and "video game" (or "videogame") refers to any game played on a device that plays through your TV but also includes PC, Console, Mobile Phone or PDA or other handheld device. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article, which explores things common to both types of game. The phrase interactive entertainment is the formal reference to computer and video games.

Usually there are rules and goals, but in more open-ended games the player may be free to do whatever they like within the confines of the virtual universe. These terms are not always interchangeable as some games, particularly older games, do not use a video display. A video game is a computer game where a video display such as a monitor or television is the primary feedback device. A computer game is a computer-controlled game that players may interact with.

PC game sales: $1.1 billion, down 2% from 2003 [6]. Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 [5]. Console and portable software sales: $6.2 billion, up 8% from 2003 [4]. For specific information regarding "console games" or, see console game..

For specific information regarding "computer games", see personal computer game..