Difference between revisions of "The Future of Interactivity in Console Gaming"

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(Research Notes)
(Research Notes)
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Bally Astrocade
 
Bally Astrocade
  
=== 80's 90's Controllers ===
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=== 80's & 90's Controllers ===
 
Nintendo D-pad + Joypads
 
Nintendo D-pad + Joypads
  
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Sony Playstation Move
 
Sony Playstation Move
  
== Big players in the gaming industry ==
+
= Recorded Details =
Atari
 
  
Nintendo + Sega
+
== The History of Console Gaming ==
  
Sony + Microsoft
+
'''Big players in the gaming industry'''
 +
 
 +
- Atari
 +
 
 +
- Nintendo + Sega
 +
 
 +
- Sony + Microsoft
  
 
== Discuss ==
 
== Discuss ==
 +
 
1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.
 
1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.
  
2. The feature improving health and safety for video games.
+
2. The features improving health and safety for video games.

Revision as of 11:48, 16 November 2010


BTH740 | Weekly Schedule | Research Projects | Research Essay | Student Resources

The Future of Interactivity in Console Gaming

Anders Cheung email
Mikesh Mistry email

Thesis Statement

Thesis

Interaction between player and console games has recently evolved from using physical controllers to using natural interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?

Keywords

games, theory, user experience, video-games, affective computing, applications, design, emotion recognition, emotions, human-computer interaction, sensing, theories

Bibliography

E.H.C.Gamez, P.Cairns, A.L.Cox, "From the gaming experience to the wider user experience", 2009 http://portal.acm.org/citation.cfm?id=1671011.1671078&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188

C.Peter, E.Crane, M.Fabri, H.Agius, L.Axelrod, "Emotion in HCI: designing for people”, 2008 http://portal.acm.org/citation.cfm?id=1531826.1531883&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188

J.Canny, “The Future of Human-Computer Interaction”, 2006 http://portal.acm.org/citation.cfm?id=1147530

F. Kaplan, "Are gesture-based interfaces the future of human computer interaction?", 2009 http://portal.acm.org/citation.cfm?id=1647314.1647365&coll=GUIDE&dl=ACM&CFID=106466583&CFTOKEN=60736137

IO2Technology, heliodisplay, http://www.io2technology.com/salesinquiry.php

The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm

Research Notes

History

Early Controllers

Atari 2600 Joysticks

Bally Astrocade

80's & 90's Controllers

Nintendo D-pad + Joypads

Sega Genesis + Saturn

Sony Playstation

Nintendo N64

Sony Dual Shock

2000 Controllers

Sega Dreamcast

Sony Playstation 2

Microsoft Xbox

Nintendo Gamecube

Wireless Controllers

Wireless Controllers Advanced

Microsoft Xbox 360

Sony Playstation 3

Nintendo Wiimote + Nunchuk

Now

Microsoft Kinect

Sony Playstation Move

Recorded Details

The History of Console Gaming

Big players in the gaming industry

- Atari

- Nintendo + Sega

- Sony + Microsoft

Discuss

1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.

2. The features improving health and safety for video games.