Academic literature on the topic 'Console video games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Console video games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Console video games"

1

Cassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.

Full text
Abstract:
Purpose – This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Design/methodology/approach – Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experienced a demonstrated lack of preservation. Originality/value – With special attention to the non-gamer, this is an introduction to the conversation and an invitation to lend expertise to not only an often overlooked area of popular culture, which is facing (and in some cases, has experienced) irretrievable loss of information, but also to other formats facing adjustment to the digital, always-online environment.
APA, Harvard, Vancouver, ISO, and other styles
2

Guttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.

Full text
Abstract:
Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work has to be done to tackle these problems.
APA, Harvard, Vancouver, ISO, and other styles
3

Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.

Full text
Abstract:
This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.
APA, Harvard, Vancouver, ISO, and other styles
4

Consalvo, Mia. "Console video games and global corporations." New Media & Society 8, no. 1 (February 2006): 117–37. http://dx.doi.org/10.1177/1461444806059921.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Maddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (August 2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.

Full text
Abstract:
This study sought to quantify the energy expenditure and physical activity associated with playing the “new generation” active and nonactive console-based video games in 21 children ages 10–14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129–400%), heart rate (43–84%), and activity counts (122–1,288 versus 0–23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
APA, Harvard, Vancouver, ISO, and other styles
6

Anfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.

Full text
Abstract:
This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere
APA, Harvard, Vancouver, ISO, and other styles
7

Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

Full text
Abstract:
Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
APA, Harvard, Vancouver, ISO, and other styles
8

Aycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.

Full text
Abstract:
AbstractAs an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took advantage of this capability to include full-motion video (FMV). This digital excavation report details the FMV formats of two such games along with the methodology used to reverse engineer the formats and verify the correctness of the analysis.
APA, Harvard, Vancouver, ISO, and other styles
9

Merhi, Omar, Elise Faugloire, Moira Flanagan, and Thomas A. Stoffregen. "Motion Sickness, Console Video Games, and Head-Mounted Displays." Human Factors: The Journal of the Human Factors and Ergonomics Society 49, no. 5 (October 2007): 920–34. http://dx.doi.org/10.1518/001872007x230262.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Stoffregen, Thomas A., Elise Faugloire, Ken Yoshida, Moira B. Flanagan, and Omar Merhi. "Motion Sickness and Postural Sway in Console Video Games." Human Factors: The Journal of the Human Factors and Ergonomics Society 50, no. 2 (April 2008): 322–31. http://dx.doi.org/10.1518/001872008x250755.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Console video games"

1

Alley, Timothy Dodd. "Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror Film." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180049224.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Alexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Lange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Lange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ernberg, John. "The internal workings of video game consoles: The GameBoy." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12849.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Santesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.

Full text
Abstract:
This thesis explores the three campaigns Greenpeace has made towards the video game console producing companies, Sony, Microsoft and Nintendo. Using a qualitative approach I investigate how communication from an environmental organization may affect companies and what challenges Greenpeace face when they develop campaigns in relation to companies. Even though the industry is quickly expanding, almost no one had ever discussed video game consoles in relation to the environment. The situation changed when Greenpeace included Microsoft and Nintendo in their 6th edition of the “Guide to Greener Electronics”. In this guide companies in the consumer electronic industry were ranked based on their environmental communication and Microsoft and Nintendo received a very low score. Greenpeace was critiqued for the way their guide was carried out. The “Clash of the Consoles” campaign was an internet video summarizing the critics towards the game console producing companies from “Guide to Greener Electronics”. The campaign “Playing Dirty” investigated chemicals in the consoles and concluded that the companies followed legislation on regulated chemicals, but on unregulated chemicals high levels was fond in some cases. Greenpeace is usually known for using a direct approach with striking images in their campaigns. But in these cases no striking images have been used which makes it harder for them to gain sympathy for their campaigns. The concept of CSR which is socially constructed has great importance for environmental communication. However CSR has a large number of different interpretations. As shown in the thesis Greenpeace and the three companies focus on different aspects of CSR.
APA, Harvard, Vancouver, ISO, and other styles
9

Cayres, Victor de Morais. "Jogando com o drama: análise das possibilidades dramatúrgicas em vídeo games diante do desenvolvimento tecnológico dos consoles." reponame:Repositório Institucional da UFBA, 2010. http://www.repositorio.ufba.br/ri/handle/ri/9634.

Full text
Abstract:
159f.
Submitted by Suelen Reis (suziy.ellen@gmail.com) on 2013-04-01T17:54:25Z No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5)
Approved for entry into archive by Ednaide Gondim Magalhães(ednaide@ufba.br) on 2013-04-10T13:49:53Z (GMT) No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5)
Made available in DSpace on 2013-04-10T13:49:53Z (GMT). No. of bitstreams: 1 Vitor%20Cayres.pdf: 2856366 bytes, checksum: ec75678b591de7e098c906a015c82808 (MD5) Previous issue date: 2010
A pesquisa investiga as relações entre drama e jogo nos video games desenvolvidos para consoles domésticos, analisando a maneira que o desenvolvimento tecnológico impacta no uso de procedimentos dramatúrgicos em tais jogos. O pesquisador adotou uma metodologia calcada em pesquisa bibliográfica de caráter interdisciplinar e no estudo analítico de jogos, considerando a implicação de aspectos subjetivos e a experiência do autor como gamer e levando em conta as especificidades do mercado e da indústria brasileira. A primeira etapa da pesquisa bibliográfica concentrou-se em referenciais acerca do drama, recorrendo a autores da filosofia, teoria da literatura e, sobretudo, das artes cênicas para delimitar o uso de tal termo na presente dissertação além de levantar ferramentas de análise da teoria do drama para aplicá-las ao estudo de video games. Em seguida, realizou-se um estudo acerca da ideia de jogo, a fim de delimitar também esta noção e reconhecer seus aspectos formais, visto que, o presente trabalho compreende os video games, em primeiro lugar, como jogos e leva em consideração suas idiossincrasias enquanto tal. Posteriormente, consultou-se bibliografia acerca dos video games, na qual estão inseridas obras teóricas, historiográficas, revistas e reportagens destinadas ao público gamer e referências mais abrangentes sobre o meio digital. O cruzamento dos dados levantados na pesquisa bibliográfica com as informações subjetivas relacionadas à trajetória do pesquisador enquanto jogador estabeleceu os critérios para a seleção dos jogos analisados. O pesquisador jogou todos os games mencionados na dissertação e/ou assistiu a ação de outros jogadores através de vídeos disponibilizados na internet e, a partir de tal experiência, elencou uma série de procedimentos dramatúrgicos utilizados pelos desenvolvedores de video games ao longo das sete gerações de consoles, estas definidas pela crítica especializada, observando o impacto do desenvolvimento tecnológico na relação entre o drama e o jogo. Por fim, os dados coletados na análise dos jogos são cruzados com os resultados de uma discussão teórica acerca da delimitação da noção de drama e sobre os aspectos formais da Dramática. Com viés sincrônico-diacrônico, a presente dissertação contribui com a produção historiográfica e reflexiva sobre a dramaturgia para video games, esta ainda escassa no meio acadêmico. Oferece, assim, um repertório de estratégias a serem utilizadas, recicladas e/ou reelaboradas por dramaturgos ou game designers. E apresenta ainda como resultado a perspectiva de compreensão dos video games enquanto interfaces entre drama e jogo, sem desconsiderar as idiossincrasias do meio digital.
Salvador
APA, Harvard, Vancouver, ISO, and other styles
10

Chow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.

Full text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2007.
Includes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Console video games"

1

The 100 greatest console video games, 1977-1987. Atglen, PA: Schiffer Publishing, Ltd., 2014.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

The black art of video game console design. Indianapolis, Ind: Sams, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Sharif, S. Why has the Playstation become the number one games console in the video games industry?. Oxford: Oxford Brookes University, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Jennifer, Sims, and BradyGames (Firm), eds. Tales of Vesperia. Indianapolis, IN: BradyGames, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Opening the Xbox: Inside Microsoft's plan to unleash an entertainment revolution. Roseville, Calif.: Prima, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

My Xbox: Kinect, Xbox 360, and Xbox live. Indianapolis, Ind: Que Pub., 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Montfort, Nick. Racing the Beam: The Atari Video Computer System. Cambridge, MA: The MIT Press, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Barba, Rick. The last remnant: Official strategy guide. Indianapolis, IN: BradyGames, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Joe, Epstein, Sepelak Greg, and BradyGames (Firm), eds. The last remnant: Official strategy guide. Indianapolis, IN: BradyGames, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Farkas, Bart. The Xbox 360 pocket guide: All the secrets of the Xbox 360, pocket sized. Berkeley, CA: Peachpit Press, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Console video games"

1

Berger, Arthur Asa. "Video Game Consoles and Video Games: Everyone’s a Hero." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture, 65–74. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Marco, Javier, Eva Cerezo, and Sandra Baldassarri. "Evaluating a Tangible Game Video Console for Kids." In Human-Computer Interaction – INTERACT 2009, 141–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03655-2_17.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Smith, Anthony N. "Super Mario Seriality: Nintendo’s Narratives and Audience Targeting within the Video Game Console Industry." In Storytelling in the Media Convergence Age, 21–39. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137388155_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Alfargani, Asma, and Ahamed Altaboli. "Empirical Comparison of the Effects of Symmetrical and Asymmetrical Video Game Console Controllers on Players Performance." In Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), 569–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74614-8_70.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Charlton, Kathryn G. "Keeping It Real: Applying Realistic Periods of Gameplay to the Study of Recall and Recognition of In-Game Advertising in a Console Video Game." In Advances in Advertising Research IX, 101–13. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22681-7_8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Elkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.

Full text
Abstract:
Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully managed adaptation and distribution of games to each market. Game companies introduced region chips and differently shaped cartridges to ensure that consumers were using games on approved devices, and they eventually adopted a region code format similar to the DVD. The industry’s longtime use of regional lockout helped set the contours of global distribution, but it also fomented a network of piracy, game and console hacking, and informal trade among consumers who typify the “hardcore” gamer. Knowing how to navigate and circumvent regional lockout became a marker of participation in hardcore gamer communities. Chapter 2 thus argues that regional lockout did more than simply control global video game distribution paths. It also helped shape the contours of hardcore gamer culture.
APA, Harvard, Vancouver, ISO, and other styles
7

Waldrich, Harald. "The Home Console Dispositive." In Advances in Media, Entertainment, and the Arts, 174–96. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0616-4.ch011.

Full text
Abstract:
This chapter focuses on the home console dispositive of the SONY Playstation in relation to digital games. The concept of the “dispositive” functions as a basis for the conceptualization of video games as an actor-network or a socio-technical arrangement respectively. This allows for an analysis and a description of various actors and their reciprocal relationships as well as the mutual process of fabrication of these actors in such video game networks. The historical development of the SONY Playstation system will serve as the primary example for these heterogenuous ensembles, whereby the main focus will be placed on one single-player game series, Grand Theft Auto, and one multiplayer game series, the soccer simulations of the FIFA series.
APA, Harvard, Vancouver, ISO, and other styles
8

"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage, 269–95. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.

Full text
Abstract:
This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
APA, Harvard, Vancouver, ISO, and other styles
9

Daidj, Nabyla. "Video Game Consoles." In Gamification, 883–907. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.

Full text
Abstract:
This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
APA, Harvard, Vancouver, ISO, and other styles
10

Ip, Barry, and Gabriel Jacobs. "Visual and Physical Interfaces for Computer and Video Games." In Encyclopedia of Human Computer Interaction, 692–98. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch104.

Full text
Abstract:
Over the last three decades and, above all, during the last few years, advances in areas that have been crucial for the success of the now multi-billion-dollar computer and video game industry (in particular, those of graphics and gameplay complexity) have been nothing short of breathtaking. Present-day console games run on machines offering quite remarkable possibilities to game developers. Their stylish presentation and compelling interactivity continue to set exceedingly high standards to which many serious applications running on desktop computers can only aspire. In spite of their adolescent image, games (particularly, console games) have continually raised general computer-user expectations.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Console video games"

1

Chen, Lei, Narasimha Shashidhar, Danda Rawat, Ming Yang, and Christopher Kadlec. "Investigating the security and digital forensics of video games and gaming systems: A study of PC games and PS4 console." In 2016 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2016. http://dx.doi.org/10.1109/iccnc.2016.7440557.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Chang, KyuSik, GyuBeom Kim, and TaeYong Kim. "Video Game Console Audio: Evolution and Future Trends." In Computer Graphics, Imaging and Visualisation (CGIV 2007). IEEE, 2007. http://dx.doi.org/10.1109/cgiv.2007.87.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Ionescu, Dan, Viorel Suse, Cristian Gadea, Bogdan Solomon, Bogdan Ionescu, Shahidul Islam, and Marius Cordea. "A 3D NIR camera for gesture control of video game consoles." In 2014 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA). IEEE, 2014. http://dx.doi.org/10.1109/civemsa.2014.6841429.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Yadav, Darshan, Daniel Long, Beshoy Morkos, and Scott Ferguson. "Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98428.

Full text
Abstract:
Abstract A widely held belief among design practitioners is that an ideal design solution is the one that meets all the requirements while minimizing surplus cost incurred by exceeding requirements. In this research, we challenge this notion by exploring if providing design “excess”, the ability of a solution to exceed certain requirements, can increase the value of a solution to its end users. A case study is performed in the video game industry to explore if design excess is prevalent and its impact on the industry. This study is performed by examining various PC builds (budget, mid-range, and high-end dream) and gaming consoles (Microsoft Xbox and Sony PlayStation) over an 18-year period. Based on a thorough investigation of video game requirements and capacity of different hardware, we find that design excess has existed in computer hardware and is intentionally used as a design property. The results indicate that mid-range solution provide the greatest value to its customers. Further, PC excess based value is adjusted during years when consoles are released. Using measurements of excess, this study also reveals a shift in technology push versus pull that occurs during the mid-2000s and is observable through the lens of system excess.
APA, Harvard, Vancouver, ISO, and other styles
5

Irmler, Frank, and Reiner Creutzburg. "Possibilities for retracing of copyright violations on current video game consoles by optical disk analysis." In IS&T/SPIE Electronic Imaging, edited by Reiner Creutzburg and David Akopian. SPIE, 2014. http://dx.doi.org/10.1117/12.2044933.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Long, Daniel, Beshoy Morkos, and Scott Ferguson. "Forecasting the Value of Excess in Personal Gaming Desktops." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22248.

Full text
Abstract:
Abstract A widely held belief in engineering design is that the optimal design is the one that satisfies all requirements at the lowest cost. Recent research has begun challenging this notion by arguing that a system’s total lifetime value may be improved by designing for uncertain future requirements, even after considering additional incurred costs. Excess, the purposeful inclusion of margin beyond what is required for known uncertainties, is the method used in this work for addressing uncertain future requirements. This paper provides evidence that excess can make a system more robust (insensitive to changing requirements) and thereby increase its value. This evidence is drawn from the study from the video game industry data including: console and desktop hardware performance specifications with release dates, video game requirements, and contemporaneous expert suggested gaming desktops over a span of 20 years — from 2001 to mid-2019. Additionally, this paper advances the notion of strategic excess (excess added to a single component) by examining its potential impact on historical systems. The study of strategic excess provides guidance for how one might baseline the appropriate degree of excess inclusion based on technology and requirements trends. The analysis conducted in this paper shows that higher degrees of excess in desktops can increase overall system value, that strategic excess in RAM would have improved system performance by 14% (on average) for 7% of total system cost, and that trends in technology improvement can be used for baselining excess inclusion by suggesting specific performance tiers for CPUs and GPUs.
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Console video games"

1

Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography