Tag Archives: Video Game

The next-generation input device

One sector of technology that has gained much innovation in the past year is on input devices.  In the 80′s people were content with the use of the keyboard as the device of choice when interacting with the computer.  Almost 30 years later, the keyboard is still here but a host of other ways to interact with computers have begun cropping up.  Now when we say computers, we are no longer limiting our definition to the desktop PC we have on our desks in the office and at home.  The computer itself has evolved and has integrated with most of the gadgets and appliances we use everyday.  The cellphone you currently have, the laptop and that console where you play your favorite video game whether it’s hand held or connected to your TV, may it be the home theatre PC you watch your favorite movies on are all computers in every sense of the word.

The last time the computer industry became so excited with an input device was in the 80′s when Apple used a mouse on their Macintosh line of computers.  While the mouse has been invented and used in different platforms much earlier than that, Apple coupled the use of the mouse with an operating system which had a graphical user interface(GUI) that made the use of the mouse logical and essential.

On the gaming end of the computing spectrum, major innovations came in the form of the joystick.  First used in the arcades and later on in Atari consoles, the joystick then resembled a car’s stick shift and one or two buttons on top of the stick or beside it on the base of the stick.  The idea of the modern joystick however, arrived when Nintendo released their Family Computer in Asia whose counterpart is the Nintendo Enteratainment System(NES) in the United States.  Nintendo’s take on the joystick was to replace the stick to a cross-shaped directional pad.  It also featured more buttons which were placed on top of a flat rectangular plastic box.  Later on, the term gamepad was used to refer to these modern joysticks.

Fast forward to the present.  Surprisingly, both Apple and Nintendo continue to be the innovators for input devices.  

Apple is now gaining much popularity and accolades for introducing multi-touch into their devices.  The traditional touchpad which was largely used on laptops was already widespread but Apple enhanced it by allowing multiple fingers to be used to control the computer’s GUI.  Also, Apple started using touchscreens on their mobile products which includes cellphones and media players.  With the Apple iPhone and the Apple iTouch leading the way in multi-touch, it also features an accelerometer that detects the device’s orientation while it is held aloft.

Similar innovations were made by Nintendo when they introduced the Nintendo DS and the Nintendo Wii consoles.  The Nintendo DS featured dual screens one of which was touch activated.  This allowed gamers to have new gaming experiences previously not possible with the use of a gamepad.  A greater surprise was the introduction of the Wii’s Wiimote controller.  Instead of strictly using the gamepad buttons to control the games, the Wiimote allowed user control with a flick of the wrist or by simply tilting or rotating the controller wirelessly.  The Wii truly revolutionized gaming by bringing in a greater audience that included Mom and Dad, the casual gamer, and even the hardcore gamers together.  The simplicity at which the games can be played due to the intuitive nature of the controls allowed virtually anyone to simply pick up a game and have an enjoyable experience with little to no learning curve needed.  This eventually led to Nintendo winning console sales over its competition.

So what’s next in the future of input devices?  It appears that the next innovation in input devices are geared towards interactive experiences with the use of one’s hands.  Everyone who has watched Minority Report was astonished when 3D holograms were made out of thin air allowing one person to touch, move and interact with objects in the hologram using their hands.  Well, it may be a long way before input device technology reaches that level but for now, it appears that multi-touch screens and movement sensor controllers are going to be the standard input of choice for future devices.

Video games, do we train to kill?

Introduction

Much has been said about those video games that contain lots of violence, inciting children to play, to act more violent since suffering a stunning toward violent behavior. This article reflects on the ethical dilemmas that will be presented in such a situation, because as you know, and it has been claimed in some media, video games can cause physical, mental and behavioral players, such as tendinitis , Epilepsy and a more aggressive or antisocial behavior.

1. ISSUE

Much has been said about that video games that contain lots of violence, inciting children to play, to act more violent since suffering a stunning toward violent behavior.

I’d like to reflect on the ethical dilemmas that will be presented in such a situation, because as you know, and it has been claimed in some media, video games can cause physical, mental and behavioral players, such as tendinitis (Space Invader’s Wrist), epilepsy and a more aggressive or antisocial behavior.

It seems that life in us, with so many satisfactory and amenities offered to us, it has become at the same time, very monotonous and boring that it is very difficult for us in our daily activities experienced many thrills, that’s why we are so attractive to consume a the product that we provide.

2. Market of video games

Video games such as Nintendo, Sega, Play Station or are targeted primarily for use by children and adolescents, and precisely through the stages of development for which they are happening, are very susceptible to the influences of the environment, since they are constantly learning, so they receive encouragement and values should be positive.

But the market for video game exploits violence to sell more, this is obvious when we know that games that are sold are to fight and destroy those monsters or people, and although many are only for sale to seniors or warnings of “Parental Control”, in reality they are also played by children and adolescents under age.

We all think of video games with violent content very conducive to children who play more aggressive behaviors present due to the stunning that the same game they produce toward violent behavior.

3. Market Violence

We have all noticed that the TV series, on the news, in movies, and virtually all media, has increased the content of violence, and many spectators, the more violence there in the movie, article or television series, I think it is more “exciting” or “fun”.

This would have been saturating both senses, it is now necessary to introduce greater violence to try to generate strong emotions in the viewer so that you can catch it. The consumer feels more attracted to the product, while it will provide more excitement.

Children and adolescents due to the stages of development for which are going on, are very susceptible to the influences of the environment. They are in an age of constant learning, so that they receive encouragement and values should be positive. But as what matters is to sell more video games exploit the violence and the producers do not care much to be consumed by minors. This is evident knowing that the more games that are sold are to fight and those which destroy monsters or people, and although many of these games are sold only to people over age or have warnings of “Parental Control”, are actually played by children and adolescents under age.

Competition for the market means that the contents are increasingly violent, as some reports indicate, initially did not have Nintendo games with a high content of violence, but after 1992 it reported sales of 24% against 68% who have filed for Sega most violent games, changed its trend of releasing games such as Sega.