3. INTRODUCTION
A Gaming console is an interactive entertainment video game.
(Console here refer to Video games.)
Gaming consoles have proved themselves to be the best in digital
entertainment.
Nintendo Wii, Sony PS3, Microsoft Xbox 360 are Currently three major
Gaming console models in present.
4. HISTORY-1970’s
First Generation Games :•
Magnavox Odyssey Released in 1972
-Magnavox Odyssey is first game console.
-Poor marketing caused it to fail.
Second generation Games:
Atari PONG Released in 1975
-Improved version of 'Magnavox Odyssey'
5. HISTORY-1980’s
Third Generation Games :
Nintendo Entertainment System (NES) debuts.
Released in 1985.
Sega Master System (SMS) established in 1986:
released titles to compete with Nintendo
Entertainment System.
Technologically better than Nintendo, but
games less popular.
6. HISTORY-1990’s
Fourth Generation Games:
Sega Master System II
Fifth Generation Games:
Sony Playstation
Sixth Generation Games:
Sony Playstation II, Nintendo Game Cube
9. DEVELOPMENT PLATFORMS
The platforms in which game will ship on:
• Xbox 360
• PlayStation 3
• Wii
Some will also ship on:
Mobiles
10. GAME DEVELOPMENT
Resources :
~10 Game Designer
~10 programmers.
~20 artists
~10 Game Analyzer
~24 month development cycle.
~$10M budget
(statistics for game GEAR OF WAR)
11. FAMOUS TITLES
Space Invaders :
First big Japanese success in 1978.
Introduced the "High Score" list to video games.
Pac-Man:
American debut in 1981 was Attempt to create
a completely non-violent game.
Tetris :
Created by Russian programmer 1985
Became a popular title of ever.
12. FAMOUS TITLES
Super Mario Bros :
playable by the second player in the game's
multiplayer mode.
World of Warcraft :
Blizzard Released one of the seminal RTS games,
Warcraft , in 1994.
With more than 12 million subscribers as of
October 2010 World of Warcraft is currently
the world's most-subscribed game.
13. GLOBAL INDUSTRY
US sales of Consoles by 2011
Hardware $ 11.7 billion.
Games $ 14.9 billion
Worldwide sales of hardware & software:
In 2011 $31 billion
Projected for 2015 - $43 billion
14. MARKET SHARE
• Sony leads industry with 48%
market share.
• Nintendo & Microsoft are its major
competitors.
• Other vendors:
Sega, Atari, Konami, Viacom,
Namco, THQ etc.
15. TARGET CONSUMERS
Consumers Traditionally men aged
12-38.
By end of 2011,
• 1 of 3 of men aged between
• 18-35 will have access to console.
• 85% of boys 12-19 had access.
only 12% of females game players as
of June, 2010.
16. THE INDIAN INDUSTRY
Nascent industry.
Providing game development services worldwide.
Indian companies: Dhruva Interactive, Indiagames ,
Milestone Interactive, Paradox Studios etc.
Approximate size of industry: estimated at 1500
Crores in 2011.
17. INTERESTING FACTS
51% of Game development is done in INDIA as outsourcing from US.
Game planning(Scripting), modeling, designing, integrating etc.
is done in US.
142 U.S. Colleges and Universities Offers Video Game Courses
and Degrees but in India there are few.
Indian gaming continued to make significant contributions to the U.S.
economy in terms of output, jobs, and wages.
18. ADVANTAGES
Educational Benefits
Information Handling
Problem Solving
Improves hand and eye coordination
Imagination booster
A remedy for certain health disorder
19. FUTURE ASPECTS
In 2 years the Gaming industry in India will need
10,000 people or maybe more. The Animation industry
will need another 8,000 people or more.
In future, Indian gaming industry will grow big as
U.S.gaming industry.
20. 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.