Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Gaming a blast to technology, economy and globalization
1. Gaming
A blast to technology ,entertainment,
economy & globalization
Soft Skill (Group-X)
Paper Code – MCA20-190
A Presentation by Group RINSSS
2. 01.
Gaming, this part of the technology been a part of our life, even before we get to
know the word “Technology”. So as our group presentation, we decided to highli
ght the point of technology that always been here.
Introduction
02.
Video games have been an important concept in the advancement of technology
for over 40 years now. Since 1975, they have not only become one of the most
popular sources of entertainment, they have also played a major role in
globalization, allowing people from all over the world to communicate
amongst each other.
3. Agenda
A brief History of Games Evaluation of Games
through decades
Advantages of Gaming Disadvantages of this
technology
Gaming as part of
economical boost
The Future and scopes
of Gaming
4. A brief history of Games
• In Early 1940s & 1950s computer games, nothing mo
re than just boring mathematical equation computed
programs. Example. Tic Tac To
• William Higinbotham’s “Tennis for Two” in 1958
• Steve Russell of MIT introduced “Space War”
using PDP-1 in 1962
5. A brief history of Games
• In 1972 Ralph Baer with assistance of
• Bob Tremblay while working for Sanders Assoc
iation, successfully introduced “Magnavox Odys
sey”, a multiplayer, multiprogramed home cons
ole system
• 1971 Nolan Bushnell developed SpaceWar ver
sion of coin-operated arcade machine named “
Computer Space”
6. A brief history of
Games
• With business partner, Ted Dabney,
Bushnell formed Atari, Inc., in June
1972, and released Pong, an arcade
ping-pong game
• 1972 June C
Programming Language introduced,
advent the time-sharing process
• Emboldened by Pong’s success, Atari
partnered with Sears, Roebuck &
Company to produce a home version of
the game in 1975.
7. A brief history of
Games
• A massive boost to development of
home consoles like Atari
2600, Nitendo Entertainment
System(1985)
• In the early 1990s, advancements
in microprocessor technology
introduced optical media via CD-
ROMs and real-time 3D polygonal
graphic rendering(eg.Sony PlayStati
on)
8. A brief history of Games
• From the 2000s and into the 2010s, the industr
y has seen a shift of demographics as mobile ga
ming on smartphones and tablets displaced han
dheld consoles
• Resulting today’s technology enhancement
10. Game Platform
PC
Single player
Massive multi-player online game ( MMOG )
Web-based Games
Console ( Video game console )
Sony PS2
Microsoft Xbox
Nintedo GameCube
Arcade ( Coin-operated entertainment machine )
Mobile
Game Boy Advance ( GBA )
Handheld video game console
iPhone
11. Game Development On PC
PC is the major source of gaming because it has the most powerful
graphic cards and processors .some of the most powerful video card
s are NVIDIA GTX 690,AT HD7790.
• Designed for office application
• Not for entertainment
• A virtual memory system
• Unlimited memory using
• But video memory is limited
• PCI/AGP might be a challenge
12. Game Development On Console
There are number of consoles in the world but the most famous con
soles are PS1,2,3(sony),Xbox360(Microsoft),PSP.
Specific hardware designed for games
• Single user / single process OS
• In general no hard disk drive (??)
• Closed system
13. 2D Vs 3D Games
• 2D games are like “tap and play” with
straightforward game instructions. Also, the gaming
interface is quite simple, which allows players to
understand how to play while providing a hassle-free
user experience. Being less complex, the size of 2D
games is smaller, making them easier to download and
perfect for mobile devices.
• 3D games have become increasingly popular due to
the complexity of graphics, video game art, and high-
quality design. These features are attractive in the eyes
of the players. At the same time, they love
the versatility they encounter in 3D games. The
multitude of missions they can complete and the
diversity of objectives bring 3D games to the
top players’ preferences
14. ADVANTAGES OF GAMING
1. Video games can improve manual dexterity and have also been
used as physical therapy.
2. Video games can increase our brain’s gray matter.
3. Playing video games may help us to improve better social skills
and also built better relationships with others people.
15. ADVANTAGES OF GAMING
4. Video games like mission-based , multi-level and strategy
based games are showed an improvement in
problem-solving skills.
5. Video games can improve our vision.
6. Video games can have mental health benefits.
16. ADVANTAGES OF GAMING
7. Video games could be used to improve reading and
math skills and nowadays, there are games that
incorporate world history, cooking, politics etc.
8. Video games can inspire us to be more persistent.
17. DISADVANTAGES OF GAMING
1. Students are more interested in playing computer games,
that’s why consume their time.
2. There are many health-related disadvantages associated
with gaming.
3. Players can become irritable when not playing games.
18. DISADVANTAGES
OF GAMING
4. video game addiction could lead to other levels of psychologic
al stress .
5. Downloading cheaper or free versions, the risk of downloading
viruses and malware instead. Once malware is on the machine, ha
ckers can stole our personal information.
6. Repetitive game play are the emotional health issues and also t
he cause of death(Blue Whale game ).
19. DISADVANTAGES
OF GAMING
7. Playing online multiplayer games
exposes kids to various people, a lot of
these people are using bad languages
that cause children become
vulnerable.
8. Victim of Cyberbullying and
Scamming through online games
via chats.
9. A stressful player can turn
aggressive towards the people
surrounding him and
have lower patience
levels than others.
21. • The game industry’s swimming in cash
• The gaming industry is tipped to maintain its recent rapid growth, and
• could be worth $321 billion by 2026
• Millions of new players splashed out on games and consoles during
• COVID-19 lockdowns.
Gaming as part of economical boost
22. • India's gaming market, which stood at $2.6 billion in 2022, is expected to grow at a C
ompounded Annual Growth Rate (CAGR) of 27 per cent to reach $8.6 billion by 2027.
The revenue source is likely to move from RMG(real money games ), where users play
to earn, to in app purchases, a category growing at 34 per cent CAGR
• Currently, an 18% GST on online gaming
• Revenue from online gaming grew 28% in 2021 to $1.2 bn and is expected to reach $
1.9 bn by 2024.
• India has produced 3 gaming unicorns: Game 24X7, Dream11 and Mobile Premier
League
Gaming as part of economical boost
23. Total global video games revenue, by segment(US $bn)
Social/casual gaming
Pc games
Console games
Integrated video games advertising
321
26. • VIDEO GAME DESIGNER
• VIDEO GAME ARTIST
• WRITER
• AUDIO PROGRAMMER
• GAME PROGRAMMER
• GAME TESTER
• PROFESSIONAL GAMER
• GAME PRODUCER
JOBS IN GAMING INDUSTRIES
27. GAME STREAMING IS THE NEXT JOB CAREER
he regularly earns between $500,000 and $1
million per month playing video games. He
is most popular for playing the game
Fortnite
Tyler Blevins aka Ninja Michael Grzesiek aka Shroud Tanmay Singh aka Sc0utOP
net worth: $20 million net worth: $8-12 million
he would earn roughly $80,000 (£65,00
0) a month from his subscriptions
net worth: $1.5 million
he regularly earns between 500,000rs per
month playing video games.
28. 2030 :
• 8K VR Headsets Are Commonplace
• Include Brain-Computer Interfaces
2050 :
• 16K Virtual Reality Headsets Are Mainstream
• Brain-Computer Interfaces
• VR Glasses Feature Multiple Display Modes
• Realistic Touch, Smell, And Taste Are Now Possible In Virtual Reality
• Real Locations Are Being Used For VR Experiences
VIRTUAL REALITY TIMELAPSE (2030 – 3000)
29. 2100 :
• Full-Immersion Virtual Reality Becomes Mainstream
• Characters In Virtual Worlds And Videos Games Are Just As Intelligent As Real
Humans
• Virtual Worlds Are Now Planet-Sized
3000 :
• Entire Virtual Worlds Are Constructed Using The Smallest Quantum Units As Building
Blocks
• Humans Are Able To Transform Virtual Environments With Their Thoughts
• Digital Immortality Is Commonplace
VIRTUAL REALITY TIMELAPSE (2030 – 3000)
30. The future and
scopes of
gaming:
• Cloud Gaming is a service which runs games on remote server and streams video on
clients' devices
• Concept: A new Netflix?
• History of Cloud Gaming
• In 2000 the 1st idea was launched by Game-Cluster and released in 2003
• In 2010, OnLive launched its micro console to use improved Data and Video
Compression
• Recently launched : Google Stadia, Amazon Luna, Nvidia GeForce Now,
Microsoft XboxGamepass, PlayStation Now, Jio Cloud Gaming
31. Why
Cloud Gaming?
• Gaming industry valuation: crossed
$300B ( Report by Accenture )
• PC games released by 2022: 10695
( 7200+ on avg in last 5 years )
• Does not require high end
PC, Laptop or Consoles to play
AAA titles
• Advantages such as Security and No
Piracy, Device Compatibility,Reduced
costs, Easy access to many titles
32.
33. Conclusion :
• Games themselves are a relatively modern form of entertainment as it should be
• From main frame computer to VR or Cloud gaming experiences, the development
graph of gaming technology assertive
• The impact of games is apparent as it is necessitated by youth of gens
• The earning scope encouraging gamers and whole community
• Gaming industry as a huge revenue contributor
34. Acknowledgement
Our group likes to express our special thanks
of gratitude to our respected teacher Rajasi Ray
Ma’am who gave the opportunity to do this
wonderful project on the topic Gaming , which also
helped our group in doing a lot of research and
came to know about so many new things.
I would also thanks to our group for proper
work within the limited time.
Our group made this project not only for marks
but to also increase our knowledge.