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Presented by : Yadhesh waghulade
Roll no : C18
Overview
 INTRODUCTION
 HISTORY
 WORKING
 COMPONENTS
 GLOBAL AND INDIAN SCENARIO
 FUTURE ASPECTS
 ADVANTAGES
 CONCLUSION
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.
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'
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.
HISTORY-1990’s
 Fourth Generation Games:
 Sega Master System II
 Fifth Generation Games:
 Sony Playstation
 Sixth Generation Games:
 Sony Playstation II, Nintendo Game Cube
WORKING
COMPONENTS
 Joystick
 Mouse
 Keyboard
 Serial Cable
 GPU
 Sound Card
 Output Device
(a television, monitor, etc)
DEVELOPMENT PLATFORMS
 The platforms in which game will ship on:
• Xbox 360
• PlayStation 3
• Wii
 Some will also ship on:
 Mobiles
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)
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.
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.
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
MARKET SHARE
• Sony leads industry with 48%
market share.
• Nintendo & Microsoft are its major
competitors.
• Other vendors:
Sega, Atari, Konami, Viacom,
Namco, THQ etc.
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.
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.
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.
ADVANTAGES
 Educational Benefits
 Information Handling
 Problem Solving
 Improves hand and eye coordination
 Imagination booster
 A remedy for certain health disorder
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.
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.
REFRENCES
 https://en.wikipedia.org/wiki/Main_Page
 https://en.wikipedia.org/wiki/Video_game_console
 http://www.thegameconsole.com/
 https://www.nintendo.com/wii/
 https://megagames.com/search/google/console%20games
 https://www.sony.co.in/
 http://tech2.in.com/india/category/gamingconsoles/
THANK YOU!!

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GAMING CONSOLE BY YADHESH WAGHULADE.pptx

  • 1. Presented by : Yadhesh waghulade Roll no : C18
  • 2. Overview  INTRODUCTION  HISTORY  WORKING  COMPONENTS  GLOBAL AND INDIAN SCENARIO  FUTURE ASPECTS  ADVANTAGES  CONCLUSION
  • 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
  • 8. COMPONENTS  Joystick  Mouse  Keyboard  Serial Cable  GPU  Sound Card  Output Device (a television, monitor, etc)
  • 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.
  • 21. REFRENCES  https://en.wikipedia.org/wiki/Main_Page  https://en.wikipedia.org/wiki/Video_game_console  http://www.thegameconsole.com/  https://www.nintendo.com/wii/  https://megagames.com/search/google/console%20games  https://www.sony.co.in/  http://tech2.in.com/india/category/gamingconsoles/