Digital Media Concepts/Gaming Technology
Video game had been developed very fast in the recent decades, from TV game “Tennis for two[1]” in 1958 to Atari console game Atari 2600[2] in 1970’s, Arcade game in 1980’s, and handheld game consolelike "Game & Watch[3]" in 1980’s, "Game Boy[4]" in early 1990’s, and Sony Playstation 2[5] in early 2000 which had combination of many technology, it is a DVD games , online games and cross platform games .
When it reached the modern days, the generation had change the name from video games to console game to arcade game, and to mobile game
In 2016 Summer Olympic Games in Rio de Janeiro, Brazil, the national team competition was organised and called as eGames. Today International Olympic Committee (IOC) had switch the name to eSports , and potentially it will be organised as part of Olympic sports event. The changes in name are accompany by the evolution of the technology. Various technology had made the gaming world more realistic, more competitive and more addictive.
Gaming Technology Before 2000
[edit | edit source]Before year 2000, the internet connection was relatively slow, and the gaming designed focus on stand alone, non-interactive machine. The game console, arcade game, TV game was the design trend.
Year | Game | Display | Hardware | Graphics | Note |
---|---|---|---|---|---|
1958 | Tennis for two[1] | Oscilloscope | Handheld customized controller | monotone color | First game created |
Arcade Game | |||||
1971 | Computer Space[6] | Monochrome graphic diode arrays |
|
monotone color | First arcade video game |
Console Game | |||||
1977 | Atari 2600[2] | Analog 14” TV (NTSC) |
|
|
Popularized microprocessor-based hardware and games stored on swappable ROM cartridges |
1980 | Game & Watch[3] | 2.36” LCD Screen |
|
|
Make handheld console game widely popular |
1988 | Sega Genesis[7] | Analog TV (NTSC/ PAL) |
|
|
Release of CD peripheral device Sega CD |
1989 | Game Boy[4] | 2.6" LCD Screen | 8 bit 1.19 Mhz CPU
8KB working RAM 128KB external RAM 32KB external GAME PAK ROM exchangeable game catridge |
160 x 144 pixels
2-bit (four shades of "gray") |
Exchangeable catridge to select from different games |
2000 | PlayStation 2[5] (online multiplayer game) | LED TV |
|
|
it is a DVD games , online games and cross platform games |
PC Game | |||||
1996 | MSN Games [8](Microsoft internet gaming Zone) | Computer | Windows operating system | Popularized web games or browser game | |
1999 | Pico’s Schools[9] (Flash Game) | internet browser | PC operating system, like Windows, MacOS, Linux OS | Kickstart the Flash Game |
Gaming Technology After Year 2000
[edit | edit source]The internet speed had improve tremendously after year 2000, from the speed of 56kb dial up modem[10] in 1998 to ADSL broadband speed of almost ten folds, that is 512kbs, fibre optic broadband that could achieve 500Mbs. Today it reach the generation of 5G[11], the speed could achieved 10Gbps. The development of gaming technology focus on the interactive aspect, social capabilities, and the player experience analysis. The main technology that contributed to the building of this area included Artificial Intelligence, Augmented Reality, Big Data, Cloud Gaming, and the revolution of Graphic that made the gaming experience more interactive and more immersive.
Artificial Intelligence
[edit | edit source]Machine Learning AI improving the gaming experience
Traditional to game design where game algorithm always depends on Rule-Base AI[12] , which is based on predetermine rules and defines the result as per pre-determined outcome, and modern gaming had applied Machine Learning (ML) AI[13] model which are dynamic, adaptable and able to handle complex situation better. “Machine Learning system is built to adapt to new circumstances and to detect and extrapolate patterns[14]” . "The biggest difference between rule-based systems and machine-learning systems is that humans manually program rule-based systems, whereas machines automatically trained the system for greater adaptability.[15]" The machine learning AI personalised player experience and eliminate predictability of the game model. The ML had improve gaming experience by enhancing game analytical capability, prevent cheating and predicting player behaviour.
The famous EA Sports's FIFA soccer game had introduce the machine learning capabilities, according to a interview with Sam Rivera, lead gameplay producer for FIFA 17, "The difference you see is that there will be more and smarter activity from other players on the pitch. Your teammates are always doing something to create space or come and support. They understand better what's happening[16]." The FIFA game had used the AI to simulate and predicting any moment of the game, understanding the logic of the player making a ball passing, analyse the attacking space
Augmented Reality
[edit | edit source]Augmented Reality (AR) make gaming environment more dynamic and captivating
“Augmented reality is an enhanced, interactive version of a real-world environment achieved through digital visual elements, sounds, and other sensory stimuli via holographic technology. AR incorporates three features: a combination of digital and physical worlds, interactions made in real time, and accurate 3D identification of virtual and real objects.[18]” The Wii[19] in 2006, Nintendo’s fifth generation game concept had been make revolutionary changes of human interaction with virtual world. In Wii Sports[17] the players used their body movement to interact with the game character, players used the motion sensor in the Wii controller to simulate their arm movement as hitting the tennis ball. The players conveyed the real world's physical movement to virtual gaming world, and it make the interactive of the real-world environment through digital elements of the motion sensor. “We used to think of, like, the best games are the most immersive. I really dive in . . . I live in the monitor. The world around me ceases to exist as I’m playing the game . . . immersive gaming. When you think about the Wii, you know, you’re sitting in a room with your friends playing the Wii. Most of the entertainment is not happening on the screen. . . . So basically you’re breaking away from this idea of an immersive game.[20]” The phrase best describe that AR make the gaming so immersive and attractive.
The AR used in mobile game develop subsequently “Zombies, Run!” in 2012 and “Pokémon Go” in 2016 had make the world crazy with the AR game. In the game of Pokémon Go, the avatars moving in the game map which is synchronised with the actual GPS location of the real world. The player would found Pokemon monster when they went near their habitat. When the player found the Pokémon monster, the AR mode on the mobile phone screen generate a live generic background with the help of the mobile phone camera. The Player would try to capture the Pokémon monster or the Pokémon monster might escape. The immersive AR environment attracted the “Pokémon Go” game crazy, and the game generate 130 million download in the first month.
Big Data
[edit | edit source]Platform provide real time data monitoring enable gaming developer to analyze and increase players engagement
Big data[21] help gaming developer to known the numbers of active users, count of new users, the gamer’s favourite features, the bugs in different stage, and the metrics that matter. The exist of Real time Analytics platform enable the developer to analyze the best practice that could make the game better. “Timely, in-depth data helps developers understand their players and give them what they want (and sometimes what they didn't even know they wanted!).[22]” The analysis of big data enable game developer able to do behaviour analysis, tailor game design and compare the version of the game through A/B testing. This largely improve the game features and make it more immersive
Cloud Gaming
[edit | edit source]Make cross-play or cross platform play possible
The gamer might used different operating system to play the game, Xbox console, Android, IOS, MacOS or Microsoft Windows, and when the player try to switch within the operating system they need the technology to help them. For example, the player used their account to played the game in Xbox console, and they are able to used the same account to play the game with their android phone or iPhone, Remote play[23] lets you remotely play the games on your Xbox console on other devices. Cloud gaming runs video games on remote servers and streams the game's output (video, sound, etc) directly to a user's device. Cloud gaming[24] had the advantage of significant reduction in cost of playing the games without buying expensive hardware, and do not need to download full game software to play.
Graphic technology revolution
[edit | edit source]Hardware and software in graphic technology make gaming world more realistic
Video games have been more real with the hardware improvement like GPU, display sets, and various software rendering technology. According to chipset giant Intel, “Today’s GPUs are more programmable than ever before, affording them the flexibility to accelerate a broad range of applications that go well beyond traditional graphics rendering.[25]” The high GPU bandwidth help to move data within video random access memory (vRAM) to the computation core. The speed means better 2D/3D graphics rendering, and the games can be play at higher resolution, and faster frame rates.
The higher rate the screen is refresh give smoother experience for gaming. Intel had mentioned that "if your display has a refresh rate of 144Hz, it is refreshing the image 144 times per second. When paired with the high frame rates produced by a GPU and CPU working together, this can result in a smoother experience and potentially higher FPS[26]" The display screen, include those computer monitor, TV sets, phone and pad with LED or OLED screen able to provide higher pixel density include 4K resolution and 8K resolution. It had substantial impact on gaming experience that enhance the player’s visual experience and overall immersion. The player able to see more details in the gaming environment, characters, and surrounding objects. “According to a research conducted, “there are measurable benefits in that users score higher, require less virtual navigation, and have a greater awareness of the environment[27].”
The Future of Gaming
[edit | edit source]There are growing amount of fans and players, the revenue of the gaming industry is growing very fast. Gaming market revenue had reach more than 1 billion USD[28] with more than 240 million enthusiasts viewers[29]. This could invite more investment in the gaming industry and more advance technology could be applied to the gaming world. With the deeper advancement in AR and VR technologies, the gaming are moving toward more immersive Metaverse ecosystem[30]. As predicted by Forbes and other major media "The Metaverse Is the Next Frontier in Gaming[31]" . "The metaverse has been defined as a virtual reality space in which users can interact with a computer-generated environment and other users. Nowadays, it is much more than that—the metaverse can be described as a variety of digital platforms and ecosystems, with each ecosystem as an independent universe with its own material, complementors, and functionalities[32]."
Moving towards Web 3.0[33], gaming players make more purchased that include game assets, earning of cryptocurrencies, the security focus on decentralised gaming activities, integrating blockchain into ecosystem.The different in game integration could exist in the the very near future.
References
[edit | edit source]- ↑ 1.0 1.1 "Tennis for Two". Wikipedia. 2024-03-13. https://en.wikipedia.org/w/index.php?title=Tennis_for_Two&oldid=1213507989.
- ↑ 2.0 2.1 "Atari 2600". Wikipedia. 2024-03-06. https://en.wikipedia.org/w/index.php?title=Atari_2600&oldid=1212170595.
- ↑ 3.0 3.1 "Game & Watch". Wikipedia. 2024-02-25. https://en.wikipedia.org/w/index.php?title=Game_%26_Watch&oldid=1210128142.
- ↑ 4.0 4.1 "Game Boy". Wikipedia. 2024-03-20. https://en.wikipedia.org/w/index.php?title=Game_Boy&oldid=1214629216.
- ↑ 5.0 5.1 "PlayStation 2". Wikipedia. 2024-03-18. https://en.wikipedia.org/w/index.php?title=PlayStation_2&oldid=1214364377.
- ↑ "Computer Space". Wikipedia. 2024-01-08. https://en.wikipedia.org/w/index.php?title=Computer_Space&oldid=1194297363.
- ↑ "Sega Genesis". Wikipedia. 2024-03-18. https://en.wikipedia.org/w/index.php?title=Sega_Genesis&oldid=1214433164.
- ↑ "MSN Games". Wikipedia. 2023-09-21. https://en.wikipedia.org/w/index.php?title=MSN_Games&oldid=1176386189.
- ↑ "Pico's School". Wikipedia. 2024-03-20. https://en.wikipedia.org/w/index.php?title=Pico%27s_School&oldid=1214622913.
- ↑ "Dial-up Internet access". Wikipedia. 2024-03-09. https://en.wikipedia.org/w/index.php?title=Dial-up_Internet_access&oldid=1212820130.
- ↑ "5G". Wikipedia. 2024-03-15. https://en.wikipedia.org/w/index.php?title=5G&oldid=1213807170.
- ↑ "Rule-based system". Wikipedia. 2024-02-28. https://en.wikipedia.org/w/index.php?title=Rule-based_system&oldid=1210732466.
- ↑ "Machine learning". Wikipedia. 2024-03-15. https://en.wikipedia.org/w/index.php?title=Machine_learning&oldid=1213916442.
- ↑ Russell, Stuart J.; Norvig, Peter; Davis, Ernest (2010). Artificial intelligence: a modern approach. Prentice Hall series in artificial intelligence (3rd ed ed.). Upper Saddle River: Prentice Hall. ISBN 978-0-13-604259-4.
- ↑ Sivek, Susan Currie (2023-11-15). "Rule-Based Vs. Machine Learning AI: Which Produces Better Results?". Pecan AI. Retrieved 2024-03-24.
- ↑ Arts, Electronic (2016-07-14). "Active Intelligence System - FIFA 17 Developer Interview". Electronic Arts Inc. Retrieved 2024-03-24.
- ↑ 17.0 17.1 Ferrin, Nino; Kontopodis, Michalis (2017-03-27). Playing sports with Nintendo Wii in Berlin. Abingdon, Oxon ; New York, NY : Routledge, 2017. | Series: Routledge research in information technology and society ; 19: Routledge. pp. 39–52. http://dx.doi.org/10.4324/9781315303239-4.
- ↑ Corporation, Microsoft. "What is Augmented Reality (AR) | Microsoft Dynamics 365". dynamics.microsoft.com. Retrieved 2024-03-24.
- ↑ "Wii". Wikipedia. 2024-03-12. https://en.wikipedia.org/w/index.php?title=Wii&oldid=1213331818.
- ↑ Steven E. Jones; George K. Thiruvathukal, "Active at the Periphery: The Wii Balance Board," in Codename Revolution: The Nintendo Wii Platform , MIT Press, 2012, pp.102
- ↑ "Big data". Wikipedia. 2024-03-15. https://en.wikipedia.org/w/index.php?title=Big_data&oldid=1213903199.
- ↑ "How to Implement Real-time Analytics in Online Games". Microsoft Game Dev. Retrieved 2024-03-24.
- ↑ "Xbox Remote Play | Xbox". Xbox.com. Retrieved 2024-03-24.
- ↑ "Cloud gaming". Wikipedia. 2024-02-26. https://en.wikipedia.org/w/index.php?title=Cloud_gaming&oldid=1210428566.
- ↑ gaming, Graphics processing technology has evolved to deliver unique benefits in the world of computing The latest graphics processing unitsunlock new possibilities in; Creation, Content; Learning, Machine; gaming, more Graphics processing technology has evolved to deliver unique benefits in the world of computing The latest graphics processing unitsunlock new possibilities in; Creation, Content; Learning, Machine; more. "What Is a GPU? Graphics Processing Units Defined". Intel. Retrieved 2024-03-25.
- ↑ testing, Gaming at a high refresh rate can make a big difference Here’s what to know about; optimizing; testing, choosing a high-refresh rate display Gaming at a high refresh rate can make a big difference Here’s what to know about; optimizing; Display, Choosing a High-Refresh Rate. "What Is Refresh Rate and Why Is It Important?". Intel. Retrieved 2024-03-25.
- ↑ Sabri, Andrew J; Ball, Robert G; Fabian, Alain; Bhatia, Saurabh; North, Chris (2007-03). "High-resolution gaming: Interfaces, notifications, and the user experience". Interacting with Computers 19 (2): 151–166. doi:10.1016/j.intcom.2006.08.002. ISSN 0953-5438. https://doi.org/10.1016/j.intcom.2006.08.002.
- ↑ cycles, This text provides general information Statista assumes no liability for the information given being complete or correct Due to varying update; Text, Statistics Can Display More up-to-Date Data Than Referenced in the. "Topic: eSports market". Statista. Retrieved 2024-03-25.
- ↑ "Global eSports audience size by viewer type 2025". Statista. Retrieved 2024-03-25.
- ↑ "Metaverse". Wikipedia. 2024-02-14. https://en.wikipedia.org/w/index.php?title=Metaverse&oldid=1207458808.
- ↑ Marr, Bernard. "Two Technology Trends Shaping The Future Of Gaming". Forbes. Retrieved 2024-03-25.
- ↑ Schöbel, Sofia Marlena; Leimeister, Jan Marco (2023-04-27). "Metaverse platform ecosystems". Electronic Markets 33 (1): 12. doi:10.1007/s12525-023-00623-w. ISSN 1422-8890. https://doi.org/10.1007/s12525-023-00623-w.
- ↑ "Web3". Wikipedia. 2024-03-16. https://en.wikipedia.org/w/index.php?title=Web3&oldid=1213955328.