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recreational and social activities requiring an electrical
device controlled by one or more microprocessor chips. The games
usually involve a Evolution. The first true electronic game was a version of The industry was revitalized in the late 1980s with the introduction of game systems, such as the Nintendo Entertainment System, with more detailed graphics and game play than earlier versions. PlayStation, Nintendo 64, and Sega DreamCast took three-dimensional graphics to higher levels beginning in the 1990s. These games are available on either cartridges or CDs, and their quality ranges from cartoonish to near-photo realism. Computer-based games have grown with the technology available
to run them. The Internet Gaming. The Some online games use software that must be bought at a retail
store; others can be downloaded from the Player moves and player files are usually saved at least partially
on a central server because the possibility of hacker invasions
has prompted many game companies to maintain tighter control of
player data (see Trends in Electronic Gaming. Online electronic games have continued to become more sophisticated, complex, and realistic as computers improve. Graphics accelerator cards have greatly reduced the time a computer takes to update and produce images on the screen, resulting in faster and more detailed video. The graphics card, which usually fits into a slot on the computer’s motherboard, is the brains for the home computer’s monitor. Graphics cards determine the types and amount of information that can be displayed. They have video coprocessors of their own that do graphics computations and control the resolution, speed, and color of the images, and take much of the workload off the computer’s central processing unit (CPU) so that the CPU itself can run faster. As games become more complex, graphics cards demand more memory. By 2000, graphics accelerator cards with from 64 to 128 megabytes of Random-Access Memory were introduced, and the trend toward more memory can be expected to continue. Game features will be further enhanced—and latency will be reduced—as more Internet service providers take advantage of “broadband” communications, which can transmit many streams of data simultaneously at high speed. Internet gamers of the future can be expected to make wider use of broadband connections. More use of on-screen pop-up boxes that appear as players interact with each other may make it possible for them to see each other in real time as they play against each other, using video on demand. Electronic games will continue to become much more expensive
to develop. This trend may well lead to more partnerships with outside
resources such as specialty developers of animation, voice commentary,
art, and music, with each working on different aspects of a game.
Utilization of predeveloped game “engines”—general-purpose
control programs that can readily be adapted to a variety of games—may
also become more prominent. Smaller firms will have a harder time
developing retail games and may seek to join with, or sell their
services to, larger companies.
An article from Funk & Wagnalls® New Encyclopedia. © 2006 World Almanac Education Group. A WRC Media Company. All rights reserved. Except as otherwise permitted by
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GAMES, ELECTRONIC,
GAMES, ELECTRONIC,. recreational and social activities requiring an electrical device controlled by one or more microprocessor chips. The games usually involve a COMPUTER, (q.v.) and a software program, or an electronic . . .
ENCYCLOPEDIA: CHILDREN’S GAMES,
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