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what is online/veido gaming?

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what is online/veido gaming? Empty what is online/veido gaming?

Post by kiran shrestha Mon Jul 16, 2012 11:43 am

this article is about online veido gamamimg. A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device,[1] but following popularization of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an art form and industry.

The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button.[2] Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mice, keyboards, and joysticks.

Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
The commercial aspect of the video gamimg can be describe as below:
Game sales;
A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consolesThe three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy.[73] Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Irish are the largest per capita consumers of video games.[74]

Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase much more console games than computer games, with a strong preference for games catering to local tastes. Another key difference is that, despite the decline of arcades in the Western world (see Golden age of video arcade games), arcade games remain the largest sector of the Japanese gaming industry. As of 2009, the Japanese gaming industry is worth $20 billion, including $6 billion from arcades, $3.5 billion from console game sales, and $2 billion from mobile game sales.[75] In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge. Computer games are also popular in China, which has a PC gaming industry worth $6 billion, the largest in the world.[76] Arcade games are also still a thriving industry in China, though console games have been banned in the country since the early 2000s.[77]

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

Console and portable software sales: $6.2 billion, up 8% from 2003[78]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[78]
PC game sales: $1.1 billion, down 15% from 2006[79]
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Valve does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[80]

These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. 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 to share the marketing costs.

The global market for console games has seen an average of 6.9 percent compound annual growth rate and is expected to become a $34.7 billion market in 2012.Online game sales are expected to grow at a larger rate of 16.9 percent, escalating from $6.6 billion in 2008 to $14.4 billion by 2012. The largest channel for growth, however, is in mobile gaming with a growth rate of 19 percent; estimated to grow from $5.6 billion in 2008 to $13.5 billion in four years
There are many other aspects of online veido gamaing. so we can saperate it`s merits and demerits. Hence is needed for those people who want to play.

kiran shrestha
Newbies
Newbies

Posts : 20
Join date : 2012-07-08

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what is online/veido gaming? Empty Re: what is online/veido gaming?

Post by kiran shrestha Mon Jul 16, 2012 11:46 am

this article is about online veido gamamimg. A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device,[1] but following popularization of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an art form and industry.

The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button.[2] Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mice, keyboards, and joysticks.

Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
The commercial aspect of the video gamimg can be describe as below:
Game sales;
A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consolesThe three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy.[73] Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Irish are the largest per capita consumers of video games.[74]

Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase much more console games than computer games, with a strong preference for games catering to local tastes. Another key difference is that, despite the decline of arcades in the Western world (see Golden age of video arcade games), arcade games remain the largest sector of the Japanese gaming industry. As of 2009, the Japanese gaming industry is worth $20 billion, including $6 billion from arcades, $3.5 billion from console game sales, and $2 billion from mobile game sales.[75] In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge. Computer games are also popular in China, which has a PC gaming industry worth $6 billion, the largest in the world.[76] Arcade games are also still a thriving industry in China, though console games have been banned in the country since the early 2000s.[77]

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

Console and portable software sales: $6.2 billion, up 8% from 2003[78]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[78]
PC game sales: $1.1 billion, down 15% from 2006[79]
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Valve does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.[80]

These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. 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 to share the marketing costs.

The global market for console games has seen an average of 6.9 percent compound annual growth rate and is expected to become a $34.7 billion market in 2012.Online game sales are expected to grow at a larger rate of 16.9 percent, escalating from $6.6 billion in 2008 to $14.4 billion by 2012. The largest channel for growth, however, is in mobile gaming with a growth rate of 19 percent; estimated to grow from $5.6 billion in 2008 to $13.5 billion in four years
There are many other aspects of online veido gamaing. so we can saperate it`s merits and demerits. Hence is needed for those people who want to play..

kiran shrestha
Newbies
Newbies

Posts : 20
Join date : 2012-07-08

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