Academic literature on the topic 'Video Game consoles'

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Journal articles on the topic "Video Game consoles"

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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.

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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.
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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.

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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.
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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.

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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
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Mattioli, Michael, Atte Lahtiranta, and Michael Mattioli. "Hidden Potential Within Video Game Consoles." IEEE Micro 41, no. 2 (March 1, 2021): 72–77. http://dx.doi.org/10.1109/mm.2021.3055681.

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McEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.

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Purpose – This two-part paper aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Part two identifies the preservation challenges, methods of preserving digital content and the current efforts by preservation groups and organizations. Design/methodology/approach – Through a method of identifying a video game content which has been lost, or at risk of being lost, describing the challenges presented by the format, and addressing the current preservation efforts, this paper serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – While preserving video game content faces many challenges due to copyright issues and risks associated with digital format, some institutions have made progress that other libraries can follow. Originality/value – With special attention to the non-gamer, the conversation on video game preservation continues by focusing on the challenges and current efforts.
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Buller, Ryan. "Lending Video Game Consoles in an Academic Library." portal: Libraries and the Academy 17, no. 2 (2017): 337–46. http://dx.doi.org/10.1353/pla.2017.0020.

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COLLINS, KAREN. "In the Loop: Creativity and Constraint in 8-bit Video Game Audio." Twentieth-Century Music 4, no. 2 (September 2007): 209–27. http://dx.doi.org/10.1017/s1478572208000510.

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AbstractThis article explores the sound capabilities of video game consoles of the 8-bit era (c.1975–85) in order to discuss the impact that technological constraints had on shaping aesthetic decisions in the composition of music for the early generation of games. Comparing examples from the Commodore 64 (C64), the Nintendo Entertainment System (NES), the Atari VCS, and the arcade consoles, I examine various approaches and responses (in particular the use of looping) to similar technological problems, and illustrate how these responses are as much a decision made by the composer as a matter of technical necessity.
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Shay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.

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The purpose of this mixed-methods case study is to examine the performance of the Nintendo brand during the eighth generation of home video game consoles and to assess whether the low sales of the Wii U can be attributed to a paradox in the relationship between the brand image of Nintendo’s first-party software and the perceived quality of Nintendo consoles. The results demonstrated that while the brand image of Nintendo’s first-party software does have a positive relationship with the perceived quality of Nintendo’s consoles, this relationship did not lead to a higher degree of consumer utility for the Wii U console. Despite this, Nintendo’s perceived quality and brand image remained higher than their competitors, reinforcing that positive brand equity can act as a defense mechanism from underperforming products.
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Pintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.

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Background: Stroke patients with motor, sensory and cognitive diseases can take profits from information and communication technologies—in particular, from the latest commercial video consoles, which are based on motion capture. These technologies are positioning themselves as complementary therapeutic tools for treating gait and balance disorders. In this paper, a systematic review of the effect of video game-based therapy on balance and gait in stroke patients is shown and compared with other types of treatments. Methods: A systematic review of prospective controlled clinical trials published in the main biomedical databases in English and Spanish between 2005 and 2020 was performed. The systematic review presented in this paper has been done following the Cochrane Manual recommendations and the PRISMA Declaration by two independent reviewers. Data about participants, intervention, outcome measurements and outcome measurement results were extracted. The quality of evidence of each study was assessed using Cochrane’s standard quality assessment format, which includes a description of the risk of bias. Additionally, the Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of each paper. Results: A total of 18 papers, including 479 patients, were included in this systematic review, in which the use of video consoles (in combination with conventional rehabilitation or exclusively) was compared with conventional rehabilitation to treat balance or gait in post-stroke patients. In all studies, a tendency to improve balance was found in both intervention groups, finding, in 10 of 17 studies that analysed it, a better capacity in the experimental group that included video consoles compared to the conventional rehabilitation control group. Regarding gait, in six of seven studies that analysed it, improvements were found in both intervention groups, and these improvements were greater in the experimental group than compared to the control group in three of them. Conclusions: Commercial video game systems, in combination with conventional rehabilitation, have shown positive results on balance and gait in post-stroke patients. There were variations between the trials in terms of the video consoles used and the duration, frequency and number of sessions with commercial video games. Future studies should compare the effects of commercial video game treatments on balance and gait in stroke patients with a nonintervention group to know their real efficacy.
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Downs, Edward. "Driving Home the Message." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (January 2014): 50–63. http://dx.doi.org/10.4018/ijgcms.2014010104.

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A pre-test, post-test experiment was conducted to determine if using a popular racing game on a PlayStation® 3 video game console could change a player's intent to drive distracted. Results indicated that those who were driving distracted (texting or talking) in a video game driving simulator had significantly more crashes, speed violations, and fog-line crossings than those in a non-distracted driving control group. These findings are consistent with predictions from the ACT-R cognitive architecture and threaded cognition theory. A follow-up study manipulated the original protocol by establishing a non-distracted baseline for participants' driving abilities as a comparison. Results demonstrated that this manipulation resulted in a significantly stronger change in attitude against driving distracted than in the original procedure. The implications help to inform driving safety programs on proper protocol for the use of game consoles to change attitudes toward distracted driving.
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Dissertations / Theses on the topic "Video Game consoles"

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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.

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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.

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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.
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Lebduška, Martin. "Analýza světového trhu elektronické zábavy." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-264512.

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Main objective of this thesis is to introduce the video game market, with the focus on console market, to professional economic public. Secondary objective is to reveal best marketing strategy on this market, map current trends and predict future economical development of video game industry. The first part of the thesis focuses on the history of entertainment market from late 19th century to 2000s to bring complex portrait of the market. Second part is focused on contemporary situation on the market and the competition. I analysed marketing mix of three biggest players on the console market: Sony, Nintendo and Microsoft. The analysis revealed the crutial parts of succesful marketing mix: technological advanced product, research and development, clear close and immediate communication with customers, importance of following consumer trends (mainly social gaming) and worldwide market presence. Contribution of this thesis, apart from achieving two set objectives, is bringing insight of the market to local small game developers who can benefit from it and become more competitive.
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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.

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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.

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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.

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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.
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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.

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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.

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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.

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

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Books on the topic "Video Game consoles"

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Heckendorn, Benjamin. Hacking Video Game Consoles. New York: John Wiley & Sons, Ltd., 2005.

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The Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.

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

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

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(Firm), Prima Games. The ultimate gamers codebook: 27,000 codes, 2,500 games : covers all consoles. Roseville, CA: Prima Games, 2003.

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

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

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

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

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Underdahl, Brian. Xbox: Blow the lid off! Berkeley, Calif: McGraw-Hill/Osborne, 2002.

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Book chapters on the topic "Video Game consoles"

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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.

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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.

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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.

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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.

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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.

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"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.

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

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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.
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Liboriussen, Bjarke, Andrew White, and Dan Wang. "The Ban on Gaming Consoles in China." In Video Game Policy, 230–43. Routledge, 2015. http://dx.doi.org/10.4324/9781315748825-17.

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Payne, Matthew Thomas. "“Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management." In The Franchise Era, 105–18. Edinburgh University Press, 2019. http://dx.doi.org/10.3366/edinburgh/9781474419222.003.0005.

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Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.
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Hemovich, Vanessa. "From Princess to Protagonist." In Gender and the Superhero Narrative, 205–20. University Press of Mississippi, 2018. http://dx.doi.org/10.14325/mississippi/9781496818805.003.0009.

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The rise of global communication and the pervasive nature of mass media entertainment has led to stark increases in the popularization of video games. With increases in popularity, socio-cultural representations of video gamers are also changing, particularly as more women take up game controllers and consoles to play. This rise in diversification of player demographics has, in part, spearheaded an upheaval of vocal reactions across the gaming community concerning the resounding lack of positive portrayals of female game characters and persistent criticisms of profound misogyny in the video games industry. This chapter interrogates the changes in characters and fandom amid the controversy of #gamergate.
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Conference papers on the topic "Video Game consoles"

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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.

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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.

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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.
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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.

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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.

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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.

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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.
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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.

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Reports on the topic "Video Game consoles"

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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.

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