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GAMING CONSOLE

TECHNOLOGY

PRESENTED BY : KESHAV KUMAR


OVERVIEW

 INTRODUCTION
 TODAY
 WORKING
 COMPONENTS
 GLOBAL MARKET SHARE
 FUTURE ASPECTS IN GAMING CONSOLE
 CONCLUSION
INTRODUCTION
 A Gaming console is an interactive
entertainment video game. (Console refer to Video games and its Hardware console.)

 Gaming consoles have proved themselves to


be the best in digital entertainment.

 Nintendo Wii, Sony PS5, Microsoft Xbox one are


Currently three major Gaming console models in present.
TODAY
 Microsoft joined console competition with Xbox.
• Today it is a major competitors.

 Currently 3 major console models:


• Nintendo Wii
• Sony PS5
• Microsoft Xbox one
WORKING
COMPONENTS
Joystick
 Mouse
 Keyboard
 Serial Cable
 GPU
 Sound Card
 Output Device
(a television, monitor, etc
DEVELOPMENT PLATFORM
 The platforms in which game will ship on:
 Xbox one
 PlayStation 5
 Wii
 Some will also ship on:
 Mobiles
 PSP
FUTURE ASPECT IN GAMING
CONSOLE TECHNOLOGY
• Gaming industry is undergoing radical change due to
advancements in technologies.
• Direction of change is in both , Hardware and Software.
• Virtual Reality(VR) , Static mouse, wireless technology and touch
screen is at fore front.
FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Virtual Reality :
FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Static mouse :
FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Sphero spark:
FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Sphero spark:
FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Dynamic screen tech:


FUTURE ASPECT IN GAMING CONSOLE TECHNOLOGY

• Touch screen revolution (Airbar):


GLOBAL INDUSTRY
US sales of Consoles by 2015 Major Markets
USA Europe

 Hardware $ 11.7 billion Japan Rest of the World

 Games $ 14.9 billion


12%

48%
 Worldwide sales of hardware & software: 20%

 In 2016 $31 billion 20%


 Projected for 2015 - $43 billion
MARKET SHARE
• Sony leads industry with 48% market share.
2% Sony

• Nintendo & Microsoft are its major competitors. 21%


Microsoft
48% Nintendo

• Other vendors: Sega, Atari, Konami, Viacom, 29% Others

Namco , THQ etc.


CONCLUSIONS
Games are at the leading edge of entertainment, rapidly becoming the ultimate
form of media due to all the possible expanding resources.
 Companies spend - and earn - a lot of money on/from their video game
advertising.
 Game developers will be at the forefront.
 More undiscovered uses still to come.
REFERENCES
 www.thegameconsole.com
 www.nintendo.com/wii
 www.megagames.com/console-games
 www.sony.co.in/
 http://tech2.in.com/india/category/gamingconsoles/
 www.wargaming .com
 www.autodesk.com

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