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Copyright © 2024 by IOP Publishing Ltd and individual contributors
Computer system for running video games
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
Video game consoles are a specialized form of a home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create competition for market share.[1] More recent consoles have shown further confluence with home computers, making it easy for developers to release games on multiple platforms. Further, modern consoles can serve as replacements for media players with capabilities to play films and music from optical media or streaming media services.
Video game consoles are usually sold on a five–seven year cycle called a generation, with consoles made with similar technical capabilities or made around the same time period grouped into one generation. The industry has developed a razor and blades model: manufacturers often sell consoles at low prices, sometimes at a loss, while primarily making a profit from the licensing fees for each game sold. Planned obsolescence then draws consumers into buying the next console generation. While numerous manufacturers have come and gone in the history of the console market, there have always been two or three dominant leaders in the market, with the current market led by Sony (with their PlayStation brand), Microsoft (with their Xbox brand), and Nintendo (currently producing the Switch console). Previous console developers include Sega, Atari, Coleco, Mattel, NEC, SNK, Fujitsu, and 3DO.
The first video game consoles were produced in the early 1970s. Ralph H. Baer devised the concept of playing simple, spot-based games on a television screen in 1966, which later became the basis of the Magnavox Odyssey in 1972. Inspired by the table tennis game on the Odyssey, Nolan Bushnell, Ted Dabney, and Allan Alcorn at Atari, Inc. developed the first successful arcade game, Pong, and looked to develop that into a home version, which was released in 1975. The first consoles were capable of playing only a very limited number of games built into the hardware. Programmable consoles using swappable ROM cartridges were introduced with the Fairchild Channel F in 1976, though popularized with the Atari 2600 released in 1977.
Handheld consoles emerged from technology improvements in handheld electronic games as these shifted from mechanical to electronic/digital logic, and away from light-emitting diode (LED) indicators to liquid-crystal displays (LCD) that resembled video screens more closely. Early examples include the Microvision in 1979 and Game & Watch in 1980, and the concept was fully realized by the Game Boy in 1989.
Both home and handheld consoles have become more advanced following global changes in technology. These technological shifts include improved electronic and computer chip manufacturing to increase computational power at lower costs and size, the introduction of 3D graphics and hardware-based graphic processors for real-time rendering, digital communications such as the Internet, wireless networking and Bluetooth, and larger and denser media formats as well as digital distribution.
Following the same type of Moore’s law progression, home consoles are grouped into generations; each lasting approximately five years. Consoles within each generation share similar specifications and features, such as processor word size. While no one grouping of consoles by generation is universally accepted,[2] one breakdown of generations, showing representative consoles, of each is shown below.
Overview of the console generations, including generation overlaps. Major consoles of each generation are given for each.
An example of a handheld console, the Sony PlayStation Portable (PSP)
[edit]
Home video game consoles are meant to be connected to a television or other type of monitor, with power supplied through an outlet. This requires the unit to be used in a fixed location, typically at home in one’s living room. Separate game controllers, connected through wired or wireless connections, are used to provide input to the game. Early examples include the Atari 2600, the Nintendo Entertainment System, and the Sega Genesis; newer examples include the Wii U, the PlayStation 5, and the Xbox One.
A microconsole is a home video game console that is typically powered by low-cost computing hardware, making the console lower-priced compared to other home consoles on the market. The majority of microconsoles, with a few exceptions such as the PlayStation TV and OnLive Game System, are Android-based digital media players that are bundled with gamepads and marketed as gaming devices. Such microconsoles can be connected to the television to play video games downloaded from an application store such as Google Play.[3]
[edit]
Handheld game consoles are devices that typically include a built-in screen and game controller in their case, and contain a rechargeable battery or battery compartment. This allows the unit to be carried around and played anywhere, in contrast to a home game console. Examples include the Game Boy, the PlayStation Portable, and the Nintendo 3DS.
[edit]
Hybrid video game consoles are devices that can be used either as a handheld or as a home console. They have either a wired connection or docking station that connects the console unit to a television screen and fixed power source, and the potential to use a separate controller. However, they can also be used as a handheld. While prior handhelds like the Sega Nomad and PlayStation Portable, or home consoles such as the Wii U, have had these features, some consider the Nintendo Switch to be the first true hybrid console.[4][5]
Most consoles are considered programmable consoles and have the means for the player to switch between different games. Traditionally, this has been done by switching a physical game cartridge or game card or by using optical media. It is now common to download games through digital distribution and store them on internal or external digital storage devices.
Some consoles are considered dedicated consoles, in which games available for the console are “baked” onto the hardware, either by being programmed via the circuitry or set in the read-only flash memory of the console. Thus, the console’s game library cannot be added to or changed directly by the user. The user can typically switch between games on dedicated consoles using hardware switches on the console, or through in-game menus. Dedicated consoles were common in the first generation of home consoles, such as the Magnavox Odyssey and the home console version of Pong, and more recently have been used for retro style consoles such as the NES Classic Edition and Sega Genesis Mini.
Dedicated consoles were very popular in the first generation until they were gradually replaced by second generation that use ROM cartridges. The fourth generation gradually merged with optical media.
[edit]
During the later part of video game history, there have been specialized consoles using computing components to offer multiple games to players. Most of these plug directly into one’s television, and thus are often called plug-and-play consoles. Most of them are also considered dedicated consoles since it is generally impossible to access the computing components by an average consumer, though tech-savvy consumers often have found ways to hack the console to install additional functionality, voiding the manufacturer’s warranty. Plug-and-play consoles usually come with the console unit itself, one or more controllers, and the required components for power and video hookup. Many recent plug-and-play releases have been for distributing a number of retro games for a specific console platform. Examples of these include the Atari Flashback series, the NES Classic Edition, Sega Genesis Mini[6] and also handheld retro consoles such as the Nintendo Game & Watch color screen series.
Early console hardware was designed as customized printed circuit boards (PCB)s, selecting existing integrated circuit chips that performed known functions, or programmable chips like erasable programmable read-only memory (EPROM) chips that could perform certain functions. Persistent computer memory was expensive, so dedicated consoles were generally limited to the use of processor registers for storage of the state of a game, thus limiting the complexities of such titles. Pong in both its arcade and home format, had a handful of logic and calculation chips that used the current input of the players’ paddles and resisters storing the ball’s position to update the game’s state and send it to the display device.[7] Even with more advanced integrated circuits (IC)s of the time, designers were limited to what could be done through the electrical process rather than through programming as normally associated with video game development.
Improvements in console hardware followed with improvements in microprocessor technology and semiconductor device fabrication.[8] Manufacturing processes have been able to reduce the feature size on chips (typically measured in nanometers), allowing more transistors and other components to fit on a chip, and at the same time increasing the circuit speeds and the potential frequency the chip can run at, as well as reducing thermal dissipation. Chips were able to be made on larger dies, further increasing the number of features and effective processing power. Random-access memory became more practical with the higher density of transistors per chip, but to address the correct blocks of memory, processors needed to be updated to use larger word sizes and allot for larger bandwidth in chip communications.[8] All these improvements did increase the cost of manufacturing, but at a rate far less than the gains in overall processing power, which helped to make home computers and consoles inexpensive for the consumer, all related to Moore’s law of technological improvements.[8]
For the consoles of the 1980s to 1990s, these improvements were evident in the marketing in the late 1980s to 1990s during the “bit wars”, where console manufacturers had focused on their console’s processor’s word size as a selling point.[9] Consoles since the 2000s are more similar to personal computers, building in memory, storage features, and networking capabilities to avoid the limitations of the past.[10] The confluence with personal computers eased software development for both computer and console games, allowing developers to target both platforms. However, consoles differ from computers as most of the hardware components are preselected and customized between the console manufacturer and hardware component provider to assure a consistent performance target for developers. Whereas personal computer motherboards are designed with the needs for allowing consumers to add their desired selection of hardware components, the fixed set of hardware for consoles enables console manufacturers to optimize the size and design of the motherboard and hardware, often integrating key hardware components into the motherboard circuitry itself. Often, multiple components, such as the central processing unit and graphics processing unit, can be combined into a single chip, otherwise known as a system on a chip (SoC), which is a further reduction in size and cost.[11] In addition, consoles tend to focus on components that give the unit high game performance, such as the CPU and GPU, and as a tradeoff to keep their prices in expected ranges, use less memory and storage space compared to typical personal computers.[12]
In comparison to the early years of the industry, where most consoles were made directly by the company selling the console, many consoles of today are generally constructed through a value chain that includes component suppliers, such as AMD and NVidia for CPU and GPU functions, and contract manufacturers including electronics manufacturing services, factories which assemble those components into the final consoles such as Foxconn and Flextronics. Completed consoles are then usually tested, distributed, and repaired by the company itself.[13] Microsoft and Nintendo both use this approach to their consoles, while Sony maintains all production in-house with the exception of their component suppliers.
The Atari 2600 motherboard, with basic IC chips identified
The Sega Dreamcast motherboard, incorporating more complex IC circuitry
An opened first-generation Xbox console with the hard disc drive and optical drive removed, showing components like the power supply (far right), cooling fins, cooling fan, and case features
Some of the commons elements that can be found within console hardware include:
All game consoles require player input through a game controller to provide a method to move the player character in a specific direction and a variation of buttons to perform other in-game actions such as jumping or interacting with the game world.[20] Though controllers have become more featured over the years, they still provide less control over a game compared to personal computers or mobile gaming.[21] The type of controller available to a game can fundamentally change the style of how a console game will or can be played.[22][23][24] However, this has also inspired changes in game design to create games that accommodate for the comparatively limited controls available on consoles.[25]
Controllers have come in a variety of styles over the history of consoles. Some common types include:
Numerous other controller types exist, including those that support motion controls, touchscreen support on handhelds and some consoles, and specialized controllers for specific types of games, such as racing wheels for racing games, light guns for shooting games, and musical instrument controllers for rhythm games. Some newer consoles also include optional support for a mouse and keyboard devices. Some older consoles such as 1988 Sega Genesis aka Mega Drive and 1993 3DO Interactive Multiplayer, supported optional mice, both with special mice made for them, but the 3DO mouse like that console was a flop, and the mouse for the Sega had very limited game support. The Sega also supported the optional Menacer, a wireless infrared light gun, and such were at one point popular for games. It also support BatterUP, a baseball bat-shaped controller.
A controller may be attached through a wired connection onto the console itself, or in some unique cases like the Famicom hardwired to the console, or with a wireless connection. Controllers require power, either provided by the console via the wired connection, or from batteries or a rechargeable battery pack for wireless connections. Controllers are nominally built into a handheld unit, though some newer ones allow for separate wireless controllers to also be used.
The Magnavox Odyssey dual-paddle controller
The Atari CX40 joystick
The Nintendo Entertainment System gamepad with a single D-pad and four buttons
A modern controller, the DualSense for the Sony PlayStation 5, with multiple directional controls and buttons
While the first game consoles were dedicated game systems, with the games programmed into the console’s hardware, the Fairchild Channel F introduced the ability to store games in a form separate from the console’s internal circuitry, thus allowing the consumer to purchase new games to play on the system. Since the Channel F, nearly all game consoles have featured the ability to purchase and swap games through some form, through those forms have changes with improvements in technology.
While magnetic storage, such as tape drives and floppy disks, had been popular for software distribution with early personal computers in the 1980s and 1990s, this format did not see much use in console system. There were some attempts, such as the Bally Astrocade and APF-M1000 using tape drives, as well as the Disk System for the Nintendo Famicom,[30] and the Nintendo 64DD for the Nintendo 64, but these had limited applications, as magnetic media was more fragile and volatile than game cartridges.[31]
A Fairchild Channel F cartridge, exposing the circuit contacts on the PCB
A Nintendo Wii optical disc
In addition to built-in internal storage, newer consoles often give the consumer the ability to use external storage media to save game date, downloaded games, or other media files from the console. Early iterations of external storage were achieved through the use of flash-based memory cards, first used by the Neo Geo but popularized with the PlayStation. Nintendo continues to support this approach with extending the storage capabilities of the 3DS and Switch, standardizing on the current SD card format. As consoles began incorporating the use of USB ports, support for USB external hard drives was also added, such as with the Xbox 360.
With Internet-enabled consoles, console manufacturers offer both free and paid-subscription services that provide value-added services atop the basic functions of the console. Free services generally offer user identity services and access to a digital storefront, while paid services allow players to play online games, interact with other uses through social networking, use cloud saves for supported games, and gain access to free titles on a rotating basis. Examples of such services include the Xbox network, PlayStation Network, and Nintendo Switch Online.
Certain consoles saw various add-ons or accessories that were designed to attach to the existing console to extend its functionality. The best example of this was through the various CD-ROM add-ons for consoles of the fourth generation such as the TurboGrafx CD, Atari Jaguar CD, and the Sega CD. Other examples of add-ons include the 32X for the Sega Genesis intended to allow owners of the aging console to play newer games but has several technical faults, and the Game Boy Player for the GameCube to allow it to play Game Boy games.
Consumers can often purchase a range of accessories for consoles outside of the above categories. These can include:
Kinect for Xbox One
Virtual reality headset PlayStation VR
Docking station for Nintendo Switch
[edit]
Console or game development kits are specialized hardware units that typically include the same components as the console and additional chips and components to allow the unit to be connected to a computer or other monitoring device for debugging purposes. A console manufacturer will make the console’s dev kit available to registered developers months ahead of the console’s planned launch to give developers time to prepare their games for the new system. These initial kits will usually be offered under special confidentiality clauses to protect trade secrets of the console’s design, and will be sold at a high cost to the developer as part of keeping this confidentiality.[12] Newer consoles that share features in common with personal computers may no longer use specialized dev kits, though developers are still expected to register and purchase access to software development kits from the manufacturer. For example, any consumer Xbox One can be used for game development after paying a fee to Microsoft to register one intent to do so.[32]
Since the release of the Nintendo Famicom / Nintendo Entertainment System, most video game console manufacturers employ a strict licensing scheme that limit what games can be developed for it. Developers and their publishers must pay a fee, typically based on royalty per unit sold, back to the manufacturer. The cost varies by manufacturer but was estimated to be about US$3−10 per unit in 2012. With additional fees, such as branding rights, this has generally worked out to be an industry-wide 30% royalty rate paid to the console manufacturer for every game sold.[33][34] This is in addition to the cost of acquiring the dev kit to develop for the system.
The licensing fee may be collected in a few different ways. In the case of Nintendo, the company generally has controlled the production of game cartridges with its lockout chips and optical media for its systems, and thus charges the developer or publisher for each copy it makes as an upfront fee. This also allows Nintendo to review the game’s content prior to release and veto games it does not believe appropriate to include on its system. This had led to over 700 unlicensed games for the NES,[35] and numerous others on other Nintendo cartridge-based systems that had found ways to bypass the hardware lockout chips and sell without paying any royalties to Nintendo, such as by Atari in its subsidiary company Tengen.[36] This licensing approach was similarly used by most other cartridge-based console manufacturers using lockout chip technology.[37]
With optical media, where the console manufacturer may not have direct control on the production of the media, the developer or publisher typically must establish a licensing agreement to gain access to the console’s proprietary storage format for the media as well as to use the console and manufacturer’s logos and branding for the game’s packaging, paid back through royalties on sales.[33] In the transition to digital distribution, where now the console manufacturer runs digital storefronts for games, license fees apply to registering a game for distribution on the storefront – again gaining access to the console’s branding and logo – with the manufacturer taking its cut of each sale as its royalty.[33] In both cases, this still gives console manufacturers the ability to review and reject games it believes unsuitable for the system and deny licensing rights.
With the rise of indie game development, the major console manufacturers have all developed entry level routes for these smaller developers to be able to publish onto consoles at far lower costs and reduced royalty rates. Programs like Microsoft’s ID@Xbox give developers most of the needed tools for free after validating the small development size and needs of the team.[38]
Similar licensing concepts apply for third-party accessory manufacturers.[33]
[edit]
Consoles, like most consumer electronic devices, have limited lifespans. There is great interest in preservation of older console hardware for archival and historical purposes, as games from older consoles, as well as arcade and personal computers, remain of interest. Computer programmers and hackers have developed emulators that can be run on personal computers or other consoles that simulate the hardware of older consoles that allow games from that console to be run. The development of software emulators of console hardware is established to be legal, but there are unanswered legal questions surrounding copyrights, including acquiring a console’s firmware and copies of a game’s ROM image, which laws such as the United States’ Digital Millennium Copyright Act make illegal save for certain archival purposes.[39] Even though emulation itself is legal, Nintendo is recognized to be highly protective of any attempts to emulate its systems and has taken early legal actions to shut down such projects.[40]
To help support older games and console transitions, manufacturers started to support backward compatibility on consoles in the same family. Sony was the first to do this on a home console with the PlayStation 2 which was able to play original PlayStation content, and subsequently became a sought-after feature across many consoles that followed.[41] Backward compatibility functionality has included direct support for previous console games on the newer consoles such as within the Xbox console family,[42] the distribution of emulated games such as Nintendo’s Virtual Console, or using cloud gaming services for these older games as with the PlayStation Now service.
Consoles may be shipped in a variety of configurations, but typically will include one base configuration that include the console, one controller, and sometimes a pack-in game. Manufacturers may offer alternate stock keeping unit (SKUs) options that include additional controllers and accessories or different pack-in games. Special console editions may feature unique cases or faceplates with art dedicated to a specific video game or series and are bundled with that game as a special incentive for its fans. Pack-in games are typically first-party games, often featuring the console’s primary mascot characters.[43]
The more recent console generations have also seen multiple versions of the same base console system either offered at launch or presented as a mid-generation refresh. In some cases, these simply replace some parts of the hardware with cheaper or more efficient parts, or otherwise streamline the console’s design for production going forward; the PlayStation 3 underwent several such hardware refreshes during its lifetime due to technological improvements such as significant reduction of the process node size for the CPU and GPU.[44] In these cases, the hardware revision model will be marked on packaging so that consumers can verify which version they are acquiring.[45]
In other cases, the hardware changes create multiple lines within the same console family. The base console unit in all revisions share fundamental hardware, but options like internal storage space and RAM size may be different. Those systems with more storage and RAM would be marked as a higher performance variant available at a higher cost, while the original unit would remain as a budget option. For example, within the Xbox One family, Microsoft released the mid-generation Xbox One X as a higher performance console, the Xbox One S as the lower-cost base console, and a special Xbox One S All-Digital Edition revision that removed the optical drive on the basis that users could download all games digitally, offered at even a lower cost than the Xbox One S. In these cases, developers can often optimize games to work better on the higher-performance console with patches to the retail version of the game.[46] In the case of the Nintendo 3DS, the New Nintendo 3DS, featured upgraded memory and processors, with new games that could only be run on the upgraded units and cannot be run on an older base unit.[47] There have also been a number of “slimmed-down” console options with significantly reduced hardware components that significantly reduced the price they could sell the console to the consumer, but either leaving certain features off the console, such as the Wii Mini that lacked any online components compared to the Wii, or that required the consumer to purchase additional accessories and wiring if they did not already own it, such as the New-Style NES that was not bundled with the required RF hardware to connect to a television.[48]
Console release prices (in U.S. Dollars) and total sales[49][50] | ||||
---|---|---|---|---|
Console | Release year (U.S.) | Introductory price (U.S.) | Global Sales (Units) | |
Originally[note 1] | 2020 inflation[note 2] | |||
First generation | ||||
Magnavox Odyssey | 1972 | $100 | $553 | 350,000[51] |
Second generation | ||||
Atari 2600 | 1977 | $200 | $882 | 30,000,000 |
Intellivision | 1979 | $300 | $996 | 3,000,000 |
Atari 5200 | 1982 | $270 | $740 | 1,400,000 |
Colecovision | 1982 | $175 | $480 | 2,000,000 |
Third generation | ||||
NES | 1985 | $200 | $490 | 61,900,000 |
Atari 7800 | 1986 | $150 | $380 | 3,770,000 |
Master System | 1986 | $200 | $470 | 13,000,000 |
Game Boy | 1989 | $110 | $234 | 118,690,000 |
Fourth generation | ||||
TurboGrafx-16 | 1989 | $200 | $426 | 5,800,000 |
Genesis | 1989 | $190 | $405 | 30,750,000 |
SNES | 1991 | $200 | $384 | 49,100,000 |
CD-I | 1991 | $400 | $768 | 1,000,000 |
Neo Geo | 1991 | $650 | $1248 | 980,000 |
Sega CD | 1992 | $300 | $561 | 2,240,000 |
Fifth generation | ||||
Atari Jaguar | 1993 | $250 | $453 | 250,000 |
3DO | 1993 | $700 | $1267 | 2,000,000 |
32X | 1994 | $160 | $282 | 665,000 |
PlayStation | 1995 | $300 | $516 | 102,490,000 |
Sega Saturn | 1995 | $400 | $688 | 9,260,000 |
Nintendo 64 | 1996 | $200 | $334 | 32,390,000 |
Sixth generation | ||||
Dreamcast | 1999 | $200 | $314 | 9,130,000 |
PlayStation 2 | 2000 | $300 | $459 | 155,000,000 |
GameCube | 2001 | $200 | $294 | 21,740,000 |
Xbox | 2001 | $300 | $441 | 24,000,000 |
Game Boy Advance | 2001 | $100 | $147 | 118,690,000 |
N-Gage | 2003 | $300 | $416 | 3,000,000 |
Seventh generation | ||||
Nintendo DS | 2004 | $200 | $278 | 154,020,000 |
PlayStation Portable | 2004 | $250 | $348 | 82,000,000 |
Xbox 360 | 2005 | $400 | $540 | 84,700,000 |
PlayStation 3 | 2006 | $500 | $680 | 87,400,000 |
Wii | 2006 | $250 | $326 | 101,630,000 |
Eighth generation | ||||
Wii U | 2012 | $350 | $399 | 13,560,000 |
Nintendo 3DS | 2011 | $250 | $293 | 75,280,000 |
PlayStation Vita | 2012 | $250 | $293 | 15,900,000 |
PlayStation 4 | 2013 | $400 | $448 | 117,200,000[note 3] |
Xbox One | 2013 | $500 | $560 | 51,000,000 (Estimate) |
Nintendo Switch | 2017 | $300 | $318 | 122,550,000[note 3] |
Current | ||||
PlayStation 5 | 2020 | $400 / $500 | $400 / $500 | 50,000,000[note 3][52] |
Xbox Series X/S | 2020 | $300 / $500 | $300 / $500 | 18,000,000 (Estimate)[note 3][note 4] |
Handheld units are shown in blue. |
Consoles when originally launched in the 1970s and 1980s were about US$200−300,[49] and with the introduction of the ROM cartridge, each game averaged about US$30−40.[55] Over time the launch price of base consoles units has generally risen to about US$400−500,[49] with the average game costing US$60.[55] Exceptionally, the period of transition from ROM cartridges to optical media in the early 1990s saw several consoles with high price points exceeding US$400 and going as high as US$700. Resultingly, sales of these first optical media consoles were generally poor.[49]
When adjusted for inflation, the price of consoles has generally followed a downward trend, from US$800−1,000 from the early generations down to US$500−600 for current consoles. This is typical for any computer technology, with the improvements in computing performance and capabilities outpacing the additional costs to achieve those gains.[49] Further, within the United States, the price of consoles has generally remained consistent, being within 0.8% to 1% of the median household income, based on the United States Census data for the console’s launch year.[49]
Since the Nintendo Entertainment System, console pricing has stabilized on the razorblade model, where the consoles are sold at little to no profit for the manufacturer, but they gain revenue from each game sold due to console licensing fees and other value-added services around the console (such as Xbox Live).[40][56][57] Console manufacturers have even been known to take losses on the sale of consoles at the start of a console’s launch with expectation to recover with revenue sharing and later price recovery on the console as they switch to less expensive components and manufacturing processes without changing the retail price.[58] Consoles have been generally designed to have a five-year product lifetime, though manufacturers have considered their entries in the more recent generations to have longer lifetimes of seven to potentially ten years.[59]
The competition within the video game console market as subset of the video game industry is an area of interest to economics with its relatively modern history, its rapid growth to rival that of the film industry, and frequent changes compared to other sectors.[50][10]
Effects of unregulated competition on the market were twice seen early in the industry. The industry had its first crash in 1977 following the release of the Magnavox Odyssey, Atari’s home versions of Pong and the Coleco Telstar, which led other third-party manufacturers, using inexpensive General Instruments processor chips, to make their own home consoles which flooded the market by 1977.[60]: 81–89 The video game crash of 1983 was fueled by multiple factors including competition from lower-cost personal computers, but unregulated competition was also a factor, as numerous third-party game developers, attempting to follow on the success of Activision in developing third-party games for the Atari 2600 and Intellivision, flooded the market with poor quality games, and made it difficult for even quality games to sell.[61] Nintendo implemented a lockout chip, the Checking Integrated Circuit, on releasing the Nintendo Entertainment System in Western territories, as a means to control which games were published for the console. As part of their licensing agreements, Nintendo further prevented developers from releasing the same game on a different console for a period of two years. This served as one of the first means of securing console exclusivity for games that existed beyond technical limitation of console development.[62]
The Nintendo Entertainment System also brought the concept of a video game mascot as the representation of a console system as a means to sell and promote the unit, and for the NES was Mario. The use of mascots in businesses had been a tradition in Japan, and this had already proven successful in arcade games like Pac-Man. Mario was used to serve as an identity for the NES as a humor-filled, playful console.[43][63] Mario caught on quickly when the NES released in the West, and when the next generation of consoles arrived, other manufacturers pushed their own mascots to the forefront of their marketing, most notably Sega with the use of Sonic the Hedgehog.[64] The Nintendo and Sega rivalry that involved their mascot’s flagship games served as part of the fourth console generation’s “console wars”. Since then, manufacturers have typically positioned their mascot and other first-party games as key titles in console bundles used to drive sales of consoles at launch or at key sales periods such as near Christmas.[43]
Another type of competitive edge used by console manufacturers around the same time was the notion of “bits” or the size of the word used by the main CPU. The TurboGrafx-16 was the first console to push on its bit-size, advertising itself as a “16-bit” console, though this only referred to part of its architecture while its CPU was still an 8-bit unit. Despite this, manufacturers found consumers became fixated on the notion of bits as a console selling point, and over the fourth, fifth and sixth generation, these “bit wars” played heavily into console advertising.[9] The use of bits waned as CPU architectures no longer needed to increase their word size and instead had other means to improve performance such as through multicore CPUs.[9]
Generally, increased console numbers gives rise to more consumer options and better competition, but the exclusivity of titles made the choice of console for consumers an “all-or-nothing” decision for most.[10] Further, with the number of available consoles growing with the fifth and sixth generations, game developers became pressured to which systems to focus on, and ultimately narrowed their target choice of platforms to those that were the best-selling. This cased a contraction in the market, with major players like Sega leaving the hardware business after the Dreamcast but continuing in the software area.[50] Effectively, each console generation was shown to have two or three dominant players.[10]
Competition in the console market in the 2010s and 2020s is considered an oligarchy between three main manufacturers: Nintendo, Sony, and Microsoft. The three use a combination of first-party games exclusive to their console and negotiate exclusive agreements with third-party developers to have their games be exclusive for at least an initial period of time to drive consumers to their console. They also worked with CPU and GPU manufacturers to tune and customize hardware for computers to make it more amenable and effective for video games, leading to lower-cost hardware needed for video game consoles. Finally, console manufacturers also work with retailers to help with promotion of consoles, games, and accessories. While there is little difference in pricing on the console hardware from the manufacturer’s suggested retail price for the retailer to profit from, these details with the manufacturers can secure better profits on sales of game and accessory bundles for premier product placement.[50] These all form network effects, with each manufacturer seeking to maximize the size of their network of partners to increase their overall position in the competition.[10]
Of the three, Microsoft and Sony, both with their own hardware manufacturing capabilities, remain at a leading edge approach, attempting to gain a first-mover advantage over the other with adaption of new console technology.[50] Nintendo is more reliant on its suppliers and thus instead of trying to compete feature for feature with Microsoft and Sony, had instead taken a “blue ocean” strategy since the Nintendo DS and Wii.[65]
Game pads (such as an Xbox 360 or Guitar Hero controller) often use a combination of digital keys and analog joysticks.
Console games usually provide a proprietary controller.
…the controller also specifies the type of experience the player will have by defining what types of games are best played on it due to its design.
Video games depend on their control schemes.
A user interface is the player’s entry point into the game world. It governs how a player experiences the virtual environment, game dynamics, and underlying story put forth in a game.
In many console action games, different buttons on the controller will perform the same action.
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”’Jafar Khan”’ may also refer to: |
”’Jafar Khan”’ may also refer to: |
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* Jafar Khan, [[List_of_Mughal_grand_viziers|grand vizier]] (r. 1657{{ndash}}1658 & 1663{{ndash}}1670) of the Mughal emperor Aurangzeb |
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*[[Jafar Khan Jamali]] (1911–1967), Pakistani politician and tribal chief
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*[[Jafar Khan (Gujarat Sultanate)]], son of Ahmad Shah I, King of Gujarat Sultanate |
*[[Jafar Khan (Gujarat Sultanate)]], son of Ahmad Shah I, King of Gujarat Sultanate |
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* |
*Jafar Khan, [[ ]] |
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*[[Jafar Khan Jamali]] (1911–1967), Pakistani politician and tribal chief
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*[[Mir Jafar]], 18th-century Nawab of Bengal |
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* [[Jafar Qoli Khan]], cousin and successor of [[Abbas Qoli Khan Kangarli]] of the Nakhichevan Khanate |
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==See also== |
==See also== |
Jafar Khan or Jafar Khan Zand, was the seventh shah (king) of the Zand dynasty from 1785 to 1789.
Jafar Khan may also refer to:
Topics referred to by the same term
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==Personal records== |
==Personal records== |
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” ”’Powerlifting”’ |
” ”’Powerlifting”’ |
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*[[Squat (exercise)|Squat]] – {{convert| |
*[[Squat (exercise)|Squat]] – {{convert||kg|lb|abbr=on|0|}} ( ) |
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*[[Bench press]] – {{convert|255|kg|lb|abbr=on|0|}} (2005 KRAFT Íslandsmeistaramót í kraftlyftingum) |
*[[Bench press]] – {{convert|255|kg|lb|abbr=on|0|}} (2005 KRAFT Íslandsmeistaramót í kraftlyftingum) |
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*[[Deadlift]] – {{convert|325|kg|lb|abbr=on|0|}} (2005 KRAFT Íslandsmeistaramót í kraftlyftingum) |
*[[Deadlift]] – {{convert|325|kg|lb|abbr=on|0|}} (2005 KRAFT Íslandsmeistaramót í kraftlyftingum) |
Icelandic strongman
Nationality | Icelandic |
---|---|
Born | Reykjavík |
31 January 1986
Occupation | Strongman |
Height | 5 ft 9 in (1.75 m) |
Weight | 135–150 kg (298–331 lb) |
Páll Ingvi Logason (born 31 January 1986), also known as ‘Fermeter’ (Square-meter in English), is an Icelandic powerlifter and a strongman from Garðabær.[2][3]
Páll was passionate about lifting heavy weights since his teenage years and trained together with the likes of Stefán Sölvi Pétursson, Benedikt Magnússon and a young Hafþór Júlíus Björnsson at the ‘Strongman Base’ gym.
He entered his first powerlifting competition in 2007. At the 2008 World Powerlifting Federation – World Championships in Austria, he totaled 1,000 kg (single ply equipment) and won the Juniors (20–23) category; and the following year at the 2009 World Powerlifting Federation – World Championships in the United States, he improved his total to 1,035 kg and again won the Juniors (20–23) category. At the 2012 IKF Icelandic Cup, he totaled 1,025 kg (raw) with a 400 kg squat, 250 kg bench press, 375 kg deadlift and a 551.7 Dots score. From 2008 to 2012, Páll won a total of 13 powerlifting competitions.[4]
As a strongman, Páll won 3rd place twice at Jón Páll Sigmarsson Classic in 2011 and 2012. He is also a regular entrant to the Iceland’s Strongest Man competition and a 6 time podium finisher, emerging the runner up twice behind Hafþór Júlíus Björnsson in 2013 and 2014.[5]
In 2011, he became the first Icelander to squat 400 kg (882 lb) raw.[6]
Páll graduated from the University of Iceland, and works at Smith og Norland, Reykjavik.
Powerlifting
Strongman
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Edwards attended Louisiana Tech University, where he played for the [[Louisiana Tech Bulldogs football]] team from 1995 to 1998. As a senior in 1998, he was recognized as a consensus first-team [[College Football All-America Team|All-American]] and won the [[Fred Biletnikoff Award]] as the season’s outstanding college football receiver at the conclusion of the 1998 season. |
Edwards attended Louisiana Tech University, where he played for the [[Louisiana Tech Bulldogs football]] team from 1995 to 1998. As a senior in 1998, he was recognized as a consensus first-team [[College Football All-America Team|All-American]] and won the [[Fred Biletnikoff Award]] as the season’s outstanding college football receiver at the conclusion of the 1998 season. |
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In the 1998 season opener versus the [[1998 Nebraska Cornhuskers football team|Nebraska Cornhuskers]], Edwards had 21 catches for 405 yards—the most ever receiving yards in a single game by a college player.<ref>Sports Reference, College Football — NCAA Individual Records for Receiving — https://www.sports-reference.com/cfb/leaders/records-player-receiving.html</ref> His twenty-seven touchdown catches during his 1998 senior year remains the [[NCAA]] Division I-A season record. He held the NCAA career record for touchdown receptions with fifty until it was broken by the [[Rice Owls football|Rice Owls]]’ [[Jarett Dillard]]. His 140 |
In the 1998 season opener versus the [[1998 Nebraska Cornhuskers football team|Nebraska Cornhuskers]], Edwards had 21 catches for 405 yards—the most ever receiving yards in a single game by a college player.<ref>Sports Reference, College Football — NCAA Individual Records for Receiving — https://www.sports-reference.com/cfb/leaders/records-player-receiving.html</ref> His twenty-seven touchdown catches during his 1998 senior year remains the [[NCAA]] Division I-A season record. He held the NCAA career record for touchdown receptions with fifty until it was broken by the [[Rice Owls football|Rice Owls]]’ [[Jarett Dillard]]. His 140 receptions is the third most in Division I-A history, and his 1,996 receiving yards gained during his senior season remains the second most in Division I-A history. |
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==Professional career== |
==Professional career== |
American football player (born 1977)
American football player
Troy Edwards (born April 7, 1977) is an American former professional football player who was a wide receiver for seven seasons in the National Football League (NFL). He played college football for the Louisiana Tech Bulldogs, became one of the most prolific receivers in college football history. He earned All-American honors and won the Fred Biletnikoff Award. Edwards was selected by the Pittsburgh Steelers in the first round of the 1999 NFL draft, and he played professionally for the Steelers, St. Louis Rams, Jacksonville Jaguars, and Detroit Lions of the NFL. He also played for the Grand Rapids Rampage of the Arena Football League (AFL).
Edwards was born in Shreveport, Louisiana. He attended Huntington High School in Shreveport, where he played high school football.
Edwards attended Louisiana Tech University, where he played for the Louisiana Tech Bulldogs football team from 1995 to 1998. As a senior in 1998, he was recognized as a consensus first-team All-American and won the Fred Biletnikoff Award as the season’s outstanding college football receiver at the conclusion of the 1998 season.
In the 1998 season opener versus the Nebraska Cornhuskers, Edwards had 21 catches for 405 yards—the most ever receiving yards in a single game by a college player.[1] His twenty-seven touchdown catches during his 1998 senior year remains the NCAA Division I-A season record. He held the NCAA career record for touchdown receptions with fifty until it was broken by the Rice Owls’ Jarett Dillard. His 140 single-season receptions is the third most in Division I-A history, and his 1,996 receiving yards gained during his senior season remains the second most in Division I-A history.
[edit]
The Pittsburgh Steelers selected Edwards in the first round (13th pick overall) in the 1999 NFL draft after the team lost out on David Boston to the Arizona Cardinals, making him the team’s first draft pick from Louisiana Tech since selecting Hall of Famer Terry Bradshaw first overall in the 1970 NFL draft.[3] Despite high expectations for Edwards, he was quickly passed on the depth chart by other receivers, including Plaxico Burress (the team’s first round pick the following year) and most notably Hines Ward, whom the Steelers used a 3rd round pick on the year before Edwards and was initially considered an afterthought when Edwards was drafted. This, combined with head coach Bill Cowher’s tendency to run the football, inconsistency at the quarterback position from Kordell Stewart and various backups, and a rare decline in the Steelers on-field success led to Edwards openly admitting to his unhappiness in a 2001 radio interview—a year in which the Steelers returned to Super Bowl contender status. Years later, Edwards admitted that he should have handled his time better in Pittsburgh and blamed his immaturity for failing to live up to expectations.[4]
In 2002, Edwards was traded to the St. Louis Rams, where he played a single season. He also played for the Jacksonville Jaguars in 2003 and 2004, and the Detroit Lions in 2005. In seven NFL seasons, he played in ninety-two games, started twenty-two of them, caught 203 passes for 2,404 yards and eleven touchdowns, and also compiled 1,560 punt return yards.
He finished his professional football career with the Grand Rapids Rampage of the Arena Football League in 2007.
Year | Team | GP | Receiving | Rushing | Punt returns | Kickoff returns | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rec | Yds | Avg | Lng | TD | FD | Att | Yds | Avg | Lng | TD | FD | Ret | Yds | Lng | TD | FC | Ret | Yds | Lng | TD | |||
1999 | PIT | 16 | 61 | 714 | 11.7 | 41 | 5 | 42 | — | — | — | — | — | — | 25 | 234 | 48 | 0 | 4 | 13 | 234 | 44 | 0 |
2000 | PIT | 14 | 18 | 215 | 11.9 | 27 | 0 | 11 | 3 | 4 | 1.3 | 15 | 0 | 1 | 0 | 0 | 0 | 0 | 1 | 15 | 298 | 37 | 0 |
2001 | PIT | 16 | 19 | 283 | 14.9 | 57 | 0 | 12 | 5 | 28 | 5.6 | 12 | 1 | 1 | 10 | 83 | 28 | 0 | 0 | 20 | 462 | 81 | 0 |
2002 | STL | 14 | 18 | 157 | 8.7 | 48 | 2 | 8 | 3 | 21 | 7.0 | 27 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 10 | 211 | 32 | 0 |
2003 | JAX | 13 | 35 | 487 | 13.9 | 84 | 3 | 22 | 3 | -9 | -3.0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 20 | 20 | 0 |
2004 | JAX | 16 | 50 | 533 | 10.7 | 36 | 1 | 25 | 2 | 2 | 1.0 | 2 | 0 | 0 | 3 | 26 | 14 | 0 | 1 | 15 | 335 | 45 | 0 |
2005 | DET | 3 | 2 | 15 | 7.5 | 8 | 0 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — |
Career[5] | 92 | 203 | 2,404 | 11.8 | 84 | 11 | 121 | 16 | 46 | 2.9 | 27 | 1 | 3 | 38 | 343 | 48 | 0 | 6 | 74 | 1,560 | 81 | 0 |