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Gaming console technology 2017 ppt

30. Jan 2017
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Gaming console technology 2017 ppt

  1. GAMING CONSOLE TECHNOLOGY PRESENTED BY : KESHAV KUMAR
  2. OVERVIEW  INTRODUCTION  TODAY  WORKING  COMPONENTS  GLOBAL MARKET SHARE  FUTURE ASPECTS IN GAMING CONSOLE  CONCLUSION
  3. INTRODUCTION A Gaming console is an interactive entertainment video game. (Console refer to Video games and its Hardware console.)  Gaming consoles have proved themselves to be the best in digital entertainment.  Nintendo Wii, Sony PS5, Microsoft Xbox one are Currently three major Gaming console models in present.
  4. TODAY  Microsoft joined console competition with Xbox. • Today it is a major competitors.  Currently 3 major console models: • Nintendo Wii • Sony PS5 • Microsoft Xbox one
  5. WORKING
  6. COMPONENTS Joystick  Mouse  Keyboard  Serial Cable  GPU  Sound Card  Output Device (a television, monitor, etc
  7. DEVELOPMENT PLATFORM The platforms in which game will ship on:  Xbox one  PlayStation 5  Wii  Some will also ship on:  Mobiles  PSP
  8. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Gaming industry is undergoing radical change due to advancements in technologies. • Direction of change is in both , Hardware and Software. • Virtual Reality(VR) , Static mouse, wireless technology and touch screen is at fore front.
  9. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Virtual Reality :
  10. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Static mouse :
  11. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Sphero spark:
  12. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Sphero spark:
  13. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Dynamic screen tech:
  14. FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY • Touch screen revolution (Airbar):
  15. GLOBAL INDUSTRY US sales of Consoles by 2015  Hardware $ 11.7 billion  Games $ 14.9 billion  Worldwide sales of hardware & software:  In 2016 $31 billion  Projected for 2015 - $43 billion 48% 20% 20% 12% Major Markets USA Europe Japan Rest of the World
  16. MARKET SHARE • Sony leads industry with 48% market share. • Nintendo & Microsoft are its major competitors. • Other vendors: Sega, Atari, Konami, Viacom, Namco , THQ etc. 48% 29% 21% 2% Sony Microsoft Nintendo Others
  17. CONCLUSIONS Games are at the leading edge of entertainment, rapidly becoming the ultimate form of media due to all the possible expanding resources.  Companies spend - and earn - a lot of money on/from their video game advertising.  Game developers will be at the forefront.  More undiscovered uses still to come.
  18. REFERENCES  www.thegameconsole.com  www.nintendo.com/wii  www.megagames.com/console-games  www.sony.co.in/  http://tech2.in.com/india/category/gamingconsoles/ www.wargaming .com www.autodesk.com
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