PC Games , also known as computer games or personal computer games , is a video game played on a personal computer rather than a dedicated video game console or an arcade machine. Their characteristics include more user-defined and user-defined game hardware and software, and a generally larger capacity for video input, processing and output.
Home computer games became popular after the 1983 video game crash that led to the "coder room" era. In the 1990s, PC games lost mass-market traction for game consoles before enjoying a revival in the mid-2000s through digital distribution.
Newzoo reports that the PC gaming sector is the third largest (and expected to decline), with the second largest console, and mobile, even the largest smartphone gaming sector itself, and across all platforms by 2016, 2.2 billion gamers earning US $ 101.1 billion dollars in revenues (ie all numbers exclude hardware costs), and "Digital game revenue will generate $ 94.4 billion or 87% of the global market Mobile phones are the most profitable segment, with smartphones and gaming tablets growing 19% year on year year to $ 46.1 billion, claiming 42% of the market.In 2020, mobile games will represent just over half of the total gaming market...... China is expected to generate $ 27.5 billion, or one quarter of all revenue in 2017. "PCs are considered identical (by themselves and others) with systems compatible with IBM PCs; while mobile computers - smartphones and tablets, such as those running Android or iOS - are also personal computers in the general sense. The "APAC" region is estimated to generate $ 46.6 billion by 2016, or 47% of total global game revenues (notes, not just "PC" games). China alone accounts for half of APAC's revenue, reaching $ 24.4 billion, strengthening its position as the world's largest gaming market, ahead of the anticipated market size of US $ 23.5 billion. China is estimated to have 53% of mobile revenue in 2017 (46% by 2016).
The uncoordinated nature of the PC gaming market and the lack of physical media makes judgment of its size difficult.
Video PC game
History
Initial growth
Although personal computers have only become popular with the development of microprocessors and microcomputers, computer games on mainframes and minicomputers have previously existed. OXO, a tic-tac-toe adaptation for EDSAC, debuted in 1952. Other pioneer computer games were developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on the PDP-1 mainframe computer used for statistical calculations.
The first generation of computer games is often an interactive text or fiction adventure, where players communicate with computers by entering commands via the keyboard. The initial text adventure, Adventure , was developed for PDP-11 mini-computer by Will Crowther in 1976, and expanded by Don Woods in 1977. In the 1980s, personal computers have become powerful enough to run games like Adventure , but at the moment, graphics start becoming an important factor in the game. Then the game combines textual commands with basic graphics, as seen in SSI Gold Box games like Pool of Radiance , or Bard's Tale for example.
In the late 1970s and early 1980s, games were developed and distributed through hobby groups and game magazines, such as Creative Computing and then The World of Computer Games . This publication provides game code that can be typed into the computer and played, encouraging readers to submit their own software to the competition. Players can modify BASIC source code from commercial games. Microchess is one of the first games for microcomputers that are sold to the public. First sold in 1977, Microchess eventually sold more than 50,000 copies on tapes.
Like second-generation video game consoles at the time, early home computer gaming companies capitalized on successful arcade games at the time with ports or clones from popular arcade games. In 1982, the best-selling game for the Atari 400 was the Frogger and Centipede ports, while the best-selling game for Texas Instruments TI-99/4A was Space Invaders. Space Invaders clone IT Invaders . In the same year, Pac-Man was transferred to Atari 800, while Donkey Kong got a license for Coleco Adam. At the end of 1981, Atari sought to take legal action against unauthorized clones, especially the Pac-Man clones, although some of them preceded Atari's exclusive rights to the home game version of Namco.
Industrial industry sprints and after
Because the video games market is being flooded with bad quality cartridge games made by many companies trying to enter the market, and high profile release overproduction such as Atari 2600 adaptations Pac-Man and ET strongly not performing well, the popularity of personal computers for education increased dramatically. In 1983, consumer interest in video game consoles shrank to historical lows, as interest in games on personal computers increased. The effects of the accident were largely confined to the console market, as established companies such as Atari posted losses over the next few years. In contrast, the home computer market exploded, as sales of cheap colored computers such as the Commodore 64 rose to a record high and developers such as Electronic Arts benefited from the growing interest in the platform.
To improve the immersive experience with unrealistic graphics and sound electronics, early PC games include extras such as dangerous sensitive sunglasses shipped with the Hitchhiker Guide to Galaxy or science fiction novels included with Elite >. These extras are gradually becoming less common, but many games are still sold in large boxes commonly used to store extra "flavor". Today, such additions are usually only found in Special Edition game versions, such as Battlechests from Blizzard.
The North American console market is experiencing a revival in the United States with the release of Nintendo Entertainment System (NES). In Europe, computer games continued to boom for years afterwards. Computers like ZX Spectrum and BBC Micro succeeded in the European market, where the SEN is not as successful despite the monopoly in Japan and North America. The only successful 8-bit console in Europe is the Sega Master System. Meanwhile, in Japan, both consoles and computers became major industries, with the console market dominated by Nintendo and the computer market dominated by PC-88 NEC (1981) and PC-98 (1982). The main difference between Western and Japanese computers at the time was screen resolution, with the Japanese system using a 640x400 higher resolution to accommodate Japanese text which in turn affected the video game design and enabled more detailed graphics. Japanese computers also use FM synth Yamaha sound boards since the early 1980s.
During the 16-bit era, Commodore Amiga and Atari ST became popular in Europe, while PC-98, Sharp X68000 and FM City became popular in Japan. The city of Amiga, X68000 and FM were able to produce hardware sprite graphics and quality sound-quality arcades when first released in the mid to late 1980s.
The growth of IBM PC games
Among the launch titles for the IBM Personal Computer (PC) in 1981 was the Microsoft Adventure , which IBM described as bringing "players into the fantasy world of caves and treasures". BYTE that year stated that the speed and sophistication of the computer made it an "incredible gaming device", and IBM and others sold games like Microsoft Flight Simulator . CGA graphics and PC speakers sound bad, and most customers buy powerful, but expensive computers for business. Although InfoWorld reported in 1984 that "in offices across America (more than anyone is aware of) executives and managers playing games on their computers", software companies find selling games for PCs that are difficult; an observer said that that year Flight Simulator has sold hundreds of thousands of copies because customers with corporate PCs can claim that it is a "simulation".
However, since mid-1985, what does Count! described as "wave" of cheap IBM PC clones from American and Asian companies, such as Tandy 1000, causes prices to drop; at the end of 1986, the equivalent of a $ 1600 original IBM PC with 256K RAM and two disk drives costing just $ 600, lower than the Apple IIc price. Consumers began buying DOS computers for home in large quantities. Although often purchased for work in the evenings and weekends, the popularity of clones led to software-consumer companies increasing the number of products compatible with IBM, including those developed specifically for PCs as opposed to porting from other computers. Bing Gordon from Electronic Arts reported that customers use computers for games more than a fifth of time either purchased for work or hobbies, with many buying computers for other reasons finding PC games "a pretty satisfying experience".
In 1987, the PC market grew so fast that earlier business computers alone became the largest and fastest growing platform, and most importantly for computer game companies. DOS computers dominate the home, replacing the Commodore and Apple. Over a third of the games sold in North America are for PCs, twice as many as those used for the Apple II and even outperformed the Commodore 64. With an EGA video card, a cheap imitation has better graphics and more memory for games than Commodore or Apple, and enhanced Tandy 1000 graphics, sound and built-in joystick ports make it the best platform for IBM-compatible PC games before the VGA era.
In 1988, the enormous popularity of the Nintendo Entertainment System has greatly affected the computer game industry. A Koei executive claims that "Nintendo's success has destroyed the [computer software] entertainment market". A Mindscape executive agrees, saying, "Unfortunately, the effect is very negative, without question, the success of Nintendo has undermined the software sales, there has been a much larger decline in disk sales than anyone else has expected." A third linked the end of Commodore 64's sales growth to the console, and Trip Hawkins called Nintendo "the world's last 8-bit hits". Experts are not sure if it affects a 16-bit computer game, but Hawkins in 1990 must still deny the rumors that Electronic Arts will pull out of the computer and only produce game consoles. In 1993 ASCII Entertainment reported at the Software Publishing Association conference that the market for gaming consoles ($ 5.9 billion in revenue) was 12 times that of the gaming computer market ($ 430 million).
Computer games, however, are not lost. In 1989 Computer Gaming World reported that "the industry is moving toward the heavy use of VGA graphics". While some games are advertised with VGA support at the beginning of the year, they usually support EGA graphics via VGA cards. However, by the end of 1989, most publishers moved to support at least 320x200 MCGA, part of the VGA. VGA gives PC graphics that beat the Amiga. Increasing computer mouse adoption, driven in part by successful adventure games such as the highly successful King's Quest series, and high-resolution bitmap displays allow the industry to include a higher quality graphical interface in new releases..
Further improvements to artwork and audio games are possible with the introduction of FM synthesis sound. Yamaha began producing FM synth boards for computers in the early mid-1980s, and in 1985, NEC and FM-7 computers had built-in FM sound. The first PC sound cards, such as the AdLib Music Synthesizer Card, soon appeared in 1987. These cards enabled IBM compatible computers to produce complex sounds using FM synthesis, where previously they were limited to simple tones and beeps. However, the advent of Sound Blaster's Creative Labs card, released in 1989, featured a much higher sound quality due to the inclusion of PCM channels and digital signal processors, causing AdLib to file bankruptcy in 1992. Also in 1989, the city's Computing FM included -in PCM sound, in addition to CD-ROM drives and 24-bit color graphics.
In 1990, DOS was 65% of the computer-game market, with Amiga 10%; all other computers, including Apple Macintosh, are under 10% and are down. Although Apple and IBM try to avoid customers who associate their products with "game machines," the latter recognizes that the VGA, audio, and joystick options for their PS/1 computer are very popular. In 1991, id Software produced the first-person shooter, Hovertank 3D , which is the first company in their line of games that is so influential in this genre. There are also several other companies that produce first-person shooters, such as the Arsys Software Star Cruiser, which features fully 3D polygonal graphics in 1988 and Accolade's Day of the Viper in 1989 Id Software went on to develop Wolfenstein 3D in 1992, which helped popularize the genre, launching the genre that would be one of the highest sales in modern times. The game was originally distributed through the shareware distribution model, allowing players to try a limited portion of the game for free but requires payment to play the rest, and represents one of the first uses of graphical texture mapping in popular games, along with i> Ultima Underworld .
In December 1992, Computer Gaming World reported that DOS accounted for 82% of computer game sales in 1991, compared to Macintosh 8% and Amiga 5%. In response to the reader's challenge to find a better-performing DOS game than the Amiga version, the magazine quotes Wing Commander and Civilization, and adds that "The heavy MS-DOS emphasis on > CGW only reflects the reality of the market ". The self-reported 1993 Computer Gaming Survey found in April 1993 also found that 91% of readers primarily use IBM PC and compatibility to play games, compared to 6% for Amiga, 3% for Macintosh, and 1% for Atari ST, while a study by the Software Publishing Association found that 74% of personal computers belong to IBM or compatible, 10% Macintosh, 7% Apple II, and 8% others. 51% of IBM or compatible have 386 or faster CPUs. In 1992 DOS games such as Links 386 Pro support Super VGA graphics. While the leading Sega and Nintendo console systems keep their CPU speed at 3-7 MHz, the PC 486 processor runs much faster, allowing it to do more calculations per second. The 1993 release of Doom on PCs was a breakthrough in 3D graphics, and was soon ported to various gaming consoles in a general change toward greater realism. The World of Computer Games was repeated in 1994, "we should advise readers who want a machine that will play most games to buy top-class MS-DOS machines."
In the spring of 1994, about 24 million homes in the US (27% of households) had a personal computer. 48% play games on their computers; 40% have CPU 486 or higher; 35% have CD-ROM drive; and 20% have a sound card. Another survey found that approximately 2.46 million multimedia computers had internal CD-ROM drives in late 1993, an increase of nearly 2,000%. Computer Gaming World reported in April 1994 that some software publishers planned to only distribute CDs in 1995. CD-ROMs have much larger storage capacity than floppies, helping to reduce software piracy, and cheaper to produce. Chris Crawford warned that it was "data-intensive, not process-intensive" technology, teasing developers to emphasize the quantity of digital assets like art and music above the quality of the game; The World of Computer Games wrote in 1993 that "publishers may lose their focus". While many companies use additional storage to release low-quality shovelware collections from older software, or "upgraded" versions of existing devices - often with what magazines mock as "amateur acting" in added audio and video - New games such as Myst include more assets for a richer game experience.
Many companies sold "multimedia enhancement devices" that packed CD drives, sound cards and software during the mid-1990s, but device drivers for the new peripherals further depleted rare RAM. In 1993, PC games required more memory than any other software, often consuming all conventional memory, while device drivers could fit into the upper memory with DOS memory managers. Players find modifying the CONFIG.SYS
and AUTOEXEC.BAT
files for complicated and confusing memory management, and each game requires a different configuration. (The Les Manley game 2 quipped this by describing two beautiful women spending a hero in bed, asking him to explain the difference between expanded and expanded memories.) The World of Computer Games technical assistance to the author to help install the game for review, and publish the sample configuration files. The magazine advised non-technical players to buy commercial memory managers such as QEMM and 386MAX and criticized nonstandard software such as the notoriously late and unprovoked "Voodoo Memory Manager", which uses an unreal mode.
Contemporary games
In 1996, the growing popularity of Microsoft Windows simplified device drivers and memory management. The success of 3D console titles such as Super Mario 64 and Tomb Raider increased interest in hardware 3D acceleration graphics on PCs, and soon resulted in efforts to yield affordable solutions with ATI Rage , Matrox Mystique, S3 ViRGE, and Rendition VÃÆ'à © ritÃÆ'à ©. Because 3D graphics libraries such as DirectX and OpenGL mature and tap exclusive interfaces from the market, these platforms gain greater acceptance in the market, especially with their real benefits in games like Unreal . However, major changes to the Microsoft Windows operating system, at that time the market leader, made many older DOS-based games unplayable on Windows NT, and later, Windows XP (without using emulators, like DOSbox).
The faster the graphics accelerator and improve CPU technology result in an increase in the level of realism in computer games. During this time, improvements introduced with products such as ATI Radeon R300 and NVidia's GeForce 6 Series have enabled developers to increase the complexity of modern game machines. Current gaming PCs tend to be strong against improvements in 3D graphics.
Unlike a generally accepted push to improve graphics performance, the use of physics machines in computer games has been the subject of much debate since the 2005 announcement and release of nVidia PhysX PPU, as if competing with middleware like the Havok physics engine. Problems such as difficulty in ensuring a consistent experience for all players, and the uncertain benefits of the first generation PhysX cards in games like Tom Clancy Ghost Recon Advanced Warfighter and City of Villains , pushing arguments over the value of the technology.
Similarly, many game publishers are beginning to experiment with new forms of marketing. Chief among these alternative strategies is the episodic game, an adaptation of the old concept of expansion pack, where game content is provided in smaller quantities but at a proportionately lower price. Titles like Half-Life 2: Episode One take advantage of ideas, with varying results increasing from concern for the amount of content provided for the price.
Maps PC game
Platform Characteristics
Fidelity
In high-end PC games, PCs will generally have much more processing resources than other game systems. Game developers can use this to increase the visual fidelity of their games compared to other platforms, but even if not, games running on the PC will likely benefit from higher screen resolutions, higher framerate, and anti-aliasing. An increase in the draw distance is also common in the open gaming world.
Better hardware also increases the potential loyalty of PC game rules and simulations. PC games often support more players or NPCs than are equivalent on other platforms and game designs that depend on simulating a large number of tokens (eg Guild Wars 2 , World of Warcraft ) rarely seen anywhere else.
PCs also support greater input loyalty thanks to compatibility with a variety of peripherals. The most common input form is a combination of mouse/keyboard and gamepads, although touchscreens and motion controllers are also available. The mouse specifically lends the player a first-person shooter game and real-time game on the speed and accuracy of a great PC.
Openness
The hallmark of the PC platform is the absence of centralized control; all other game platforms (except Android devices, to some extent) are owned and managed by a single group.
Advantages of openness include:
- Reduce software costs
- Price is guarded by competition and the absence of platform holder fee. Games and services are cheaper at every level, and many are free.
- Increased flexibility
- Decelerated PC games can be played on modern systems, through emulation software if needed. In contrast, newer games can often run on older systems by reducing fidelity and/or gaming scales.
- Improved innovation
- Someone does not need permission to release or update PC games or to modify existing ones, and platform hardware and software continues to grow. These factors make the PC the center of hardware and software innovation. By comparison, closed platforms tend to remain the same throughout their lifetime.
But there are also disadvantages, including:
- Increased complexity
- The PC is a public utility. How it works exposed to the owner, and configuration errors can cause major problems. A hardware compatibility issue is also possible. Game development is complicated by various hardware configurations; developers can be forced to restrict their design to run with sub-optimal PC hardware to reach a larger PC market, or add graphical and other settings to adjust playback on each machine, requiring enhanced development, testing, and customer support. resource.
- Increased hardware costs
- PC components are generally sold individually for profit (even if someone buys a pre-made machine), whereas hardware from a closed platform is mass-produced as a single unit and is often sold with a smaller profit, or even a loss (with the intent generate profits, not in online service fees and developer kit advantages).
- Security reduction
- Difficult, and in many situations ultimately impossible, to control the way hardware and PC software is used. This leads to more software piracy and cheating than the enclosed closed platform.
Mods
The openness of the PC platform allows players to edit their games and distribute the results over the Internet as "mods". Healthy mod community greatly increases game longevity and the most popular mod has encouraged the purchase of their parents game to record altitude. It is common for professional developers to release the tools they use to create their games (and sometimes even source code) to encourage modding, but if the popular game mod is generally present even without official support.
Mod can compete with official downloadable content, or even directly distribute it, and their ability to extend the lifespan of a game can work against its developer plans for regular sequels. Because game technology has become more complex, it is also increasingly difficult to distribute development tools to the public.
Modding has a different connotation on the console that is usually restricted much heavier. Because publicly released development tools are rare, mod console usually refers to hardware changes designed to remove restrictions.
Dominant software
Although the PC platform is almost completely decentralized at the hardware level, there are two dominant software forces: the Microsoft Windows operating system and the Steam distribution service.
Microsoft introduced an operating environment named Windows on November 20, 1985 as an add-on to DOS in response to growing interest in the graphical user interface (GUI). Microsoft Windows dominates the personal computer market of the world with over 90% market share, overtaking Mac OS, which was introduced in 1984.
Valve did not release any sales figures on its Steam service, but only provided data for companies with games on Steam, which they could not release without permission for signing a confidentiality agreement with Valve. However, Stardock, the previous owner of the competing Impulse platform, estimates that, by 2009, Steam has a 70% share of the digital distribution market for video games. In early 2011, Forbes reported that Steam sales accounted for 50-70% of the $ 4 billion market for downloaded PC games and that Steam offered a 70% gross margin of the purchase price to game manufacturers, compared to 30% in retail. In 2011, Steam served more than 780 petabytes of information, double what it submitted in 2010.
Digital distribution service
PC games are sold mostly over the Internet, with buyers downloading their new purchases directly to their computers. This approach allows smaller, independent developers to compete with publisher-supported great games and avoids the speed and speed limit of optical discs that rely most on other game platforms.
Valve Corporation released the Steam platform for Windows computers in 2004 as a means to distribute video games developed by Valve such as Half-Life 2. It will then see releases on the Mac OS X operating system in 2010 and released on Linux in 2012 as well. In 2011, it controls 70% of the market for downloadable PC games, with a user base of around 40 million accounts. Origin, a new version of the Electronic Arts online store, was released in 2011 to compete with Steam and other digital distribution platforms on PCs. The period between 2004 and now sees the emergence of many digital distribution services on PC, such as Amazon Digital Services, GameStop, GFWL, EA Store, Direct2Drive, GOG.com, and GamersGate.
Digital distribution also reduces circulation costs, eliminates stock shortages, enables games to be released worldwide without additional costs, and enables niche audiences to reach easily. However, most digital distribution systems create ownership and customer rights issues by saving permissions on distributed computers. The game conferred with this computer over the Internet before it was launched. This raises the prospect of a lost purchase if the distributor goes out of business or chooses to lock the buyer's account, and prevents resale (ethics which is a matter of debate).
PC gaming technology
Hardware
Modern computer games place huge demand on computer hardware, often requiring a fast central processing unit (CPU) to function properly. CPU manufacturers have historically relied primarily on increasing the clock rate to improve their processor performance, but have started moving steadily toward multi-core CPUs in 2005. These processors allow computers to simultaneously process multiple tasks, called threads, allowing more use complex graphics, artificial intelligence and in-game physics.
Similarly, 3D games often rely on a powerful graphics processing unit (GPU), which speeds up the process of drawing complex scenes in realtime. The GPU may be an integrated part of the computer motherboard, the most common solution in laptops, or packed with discrete graphics cards with dedicated video RAM supplies, which connect to the motherboard via AGP or PCI-Express ports. It is also possible to use multiple GPUs in a single computer, using technologies such as NVidia's Scalable Link Interface and ATI's CrossFire.
Sound cards are also available to provide enhanced audio in computer games. This card provides enhanced 3D audio and provides generally unavailable audio enhancements with an integrated alternative, with slightly lower overall performance costs. The SoundBlaster Creative Labs line for years is the de facto standard for sound cards, though its popularity is diminishing as PC audio becomes a commodity on modern motherboards.
Physical processing units (PPUs), such as Nvidia PhysX cards (formerly AGEIA PhysX), are also available to accelerate physics simulations in modern computer games. PPUs allow computers to process more complex interactions between objects than can be achieved using only the CPU, allowing players to have a much greater level of control in the world in games designed to use cards.
Almost all personal computers use keyboard and mouse for user input. Other common game peripherals are headsets for faster communication in online games, joysticks for flight simulators, steering wheels for driving games, and game console-style games.
Software
Computer games also rely on third-party software such as operating systems (OS), device drivers, libraries, and others to run. Today, most computer games are designed to run on the Microsoft Windows operating system family. While previous games written for DOS will include code to communicate directly with hardware, the application programming interface (API) currently provides an interface between the game and the OS, simplifying game design. DirectX Microsoft is an API that is widely used by computer games today to communicate with sound and graphics hardware. OpenGL is a cross-platform API for graphical rendering that is also used. The version of the installed graphics card driver can often affect game performance and flow. By the end of 2013, AMD announced Mantle, a low-level API for certain AMD graphics card models, allowing for better performance compared to software-level APIs such as DirectX, as well as simplifying porting to and from the PlayStation 4 and Xbox One consoles, both built on over AMD hardware. It is not unusual for gaming companies to use third party game machines, or third-party libraries for AI games or physics.
Multiplayer
Local area network game
Multiplayer gaming is largely confined to local area networks (LANs) before cost-effective broadband Internet access becomes available, as usually their higher bandwidth and latency are lower than dial-up services at the time. This advantage allows more players to join any computer game, but has survived today because of the higher latency of most Internet connections and the costs associated with broadband Internet.
LAN games typically require two or more personal computers, routers and network cables sufficient to connect each computer on the network. In addition, each computer must have its own copy (or copy of the seeds) of the game to play. Optionally, any LAN can include external connections to the Internet.
Online game
Online multiplayer games have achieved popularity mainly as a result of the increasing adoption of broadband among consumers. The affordable high bandwidth internet connection allows a large number of players to play together, and thus has found special use in the massive online role playing games, Tanarus and ongoing online games such as > World War II Online .
While it is possible to participate in online computer games using a dial-up modem, broadband Internet connections are generally considered necessary to reduce latency between players (commonly known as "lag"). Such connections require a broadband-compatible modem connected to a personal computer via a network interface card (generally integrated into the computer motherboard), optionally separated by the router. Online games require a virtual environment, commonly called "game servers". This virtual server connects gamers, enables real time, and often acts quickly. To meet the next requirement, Game Server Provider (GSP) has become increasingly popular over the past half decade. Though not required for all gamers, this server provides a unique, fully customizable "home", (like additional modifications, settings, etc.) - gives the end-user gamers what they want. There are currently over 510,000 game servers hosted in North America alone.
Emulation
Emulation software, which is used to run software without the original hardware, is popular because of their ability to play old video games without a platform designed for it. The operating system emulators include DOSBox, a DOS emulator that allows playing games originally developed for this operating system and thus incompatible with modern OS. Console emulators like Nestopia and MAME are relatively common, though the complexity of modern consoles such as Xbox or PlayStation makes them much more difficult to imitate, even for original manufacturers. The most technically advanced consoles that can now be successfully imitated for commercial games on PC are PlayStation 2 using PCSX2, and Nintendo Wii U uses emulator emulator. PlayStation 3 emulator named RPCS3 is currently working, although it currently only runs small Homebrew games and some old arcade titles originally ported to the PS3 from the old platform.
Most emulation software mimics certain hardware architectures, often with a very high degree of accuracy. This is especially true of classic home computers like the Commodore 64, whose software often relies on very sophisticated low-level programming tricks created by game and demoscene programmers.
Controversy
PC games have long been a source of controversy, largely due to the violence that has become frequently associated with video games in general. The debate surrounding the influence of unpleasant content on the social development of minors, with organizations such as the American Psychological Association concluded that video game violence increased child aggression, a concern that prompted further investigation by the Centers for Disease Control in September 2006. Group industry -groups have responded by noting parental responsibilities in organizing their children's activities, while attempts in the United States to control the sale of inappropriate games in general have been found to be unconstitutional.
Video game addiction is another cultural aspect of the game to attract criticism because it can have a negative effect on health and social relationships. The problem of addiction and health risks seems to have evolved with the emergence of online role role multiplayer roles (MMORPGs) on a large scale. Along with the social and health problems associated with computer game addiction have grown the same worries about the effects of computer games on education.
Computer gaming museum
There are several computer game museums around the world. In 2011, one opened in Berlin, a computer game museum documenting computer games from the 1970s to the present. Museum of Digital Art and Entertainment, in Oakland, California also showcased PC games in its general collection. The Video Game Museum in Rome is dedicated to the preservation of videogames, and includes Pss games in its collection. The Computer History Museum in Mountain View, California has a collection of PC games, and allows visitors to play Spacewar! , the first computer game, on the original restored PDP_1.
See also
- Arcade games
- Game console
- Game study
- Mobile video game
- Mobile games
- List of PC games
References
External links
- Berlin's computer game museum
Source of the article : Wikipedia