StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...

How Non-conventional interfaces such as the Wii and Kinect represent the future of Games - Essay Example

Comments (0) Cite this document
Summary
In this dynamically changing open ended system of the world, the process of innovation continues to expedite at a feverish pace where continuous inventions act more like an influx in our lives, flooding our home with newer and better technological improvements. The gaming arena…
Download full paperFile format: .doc, available for editing
GRAB THE BEST PAPER98.7% of users find it useful
How Non-conventional interfaces such as the Wii and Kinect represent the future of Games
Read TextPreview

Extract of sample "How Non-conventional interfaces such as the Wii and Kinect represent the future of Games"

Download file to see previous pages The gaming consoles that are solely non-conventional interface based are primarily introduced by three technological companies: Nintendo Wii, PlayStation’s Move and Microsoft’s Kinect for Xbox 360.
Wii was released by Nintendo on the 19th of November 2006. The distinguishing feature of Wii is its wireless controller called the Wii remote which was an imaginative introduction to the gaming world. IT was distinct at that point in time because the Wii remote was a handheld pointing device that detected movement in three dimensions. This design allowed the users of the console to approach the game in two ways: one being the traditional use of the buttons and the second being the new method of using physical gestures in order to control movements in the game.(Guardian 2012)
PlayStation’s Move was introduced in the markets in September 2010. Move was motion-sensing game controller platform that was based on the technology used by the Nintendo Wii. The main part of the PlayStation Move technology is the Motion Controller with its lit sphere. This Motion controller is a wand controller that allows the user and the player to connect with the game using the controller that interacted with the PlayStation Move Eye camera through motion and position. The Eye camera tracks the position and motion of the wand with the help of inertial sensors embedded in it.
Microsoft’s Kinect for Xbox 360 can easily be considered the latest revolution in the non-conventional interface gaming. Kinect has taken the world by storm as the motion sensing input device that works together with the Xbox 360 gaming console. The device is basically a web-cam style device that detects the body motion and gestures without the need of a game controller. By using an infrared projector and camera and a special microchip to track the movement of objects and individuals in three ...Download file to see next pagesRead More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“How Non-conventional interfaces such as the Wii and Kinect represent Essay”, n.d.)
How Non-conventional interfaces such as the Wii and Kinect represent Essay. Retrieved from https://studentshare.org/miscellaneous/1587430-how-non-conventional-interfaces-such-as-the-wii-and-kinect-represent-the-future-of-games
(How Non-Conventional Interfaces Such As the Wii and Kinect Represent Essay)
How Non-Conventional Interfaces Such As the Wii and Kinect Represent Essay. https://studentshare.org/miscellaneous/1587430-how-non-conventional-interfaces-such-as-the-wii-and-kinect-represent-the-future-of-games.
“How Non-Conventional Interfaces Such As the Wii and Kinect Represent Essay”, n.d. https://studentshare.org/miscellaneous/1587430-how-non-conventional-interfaces-such-as-the-wii-and-kinect-represent-the-future-of-games.
  • Cited: 0 times
Comments (0)
Click to create a comment or rate a document

CHECK THESE SAMPLES OF How Non-conventional interfaces such as the Wii and Kinect represent the future of Games

Kinect

...? [Manager] 24 November X-box Kinect: A change in gaming History The Kinect software for Xbox 360 is considered to be a “controller-free gaming and entertainment experience” according to Microsoft. Its premise is based upon a peripheral webcam-style addition to the existing Xbox 360 console. This unique add-on allows users to interact and control game functions without the use of a game controller. This is done through a ‘natural user interface’ by using spoken commands and body gestures/movements. The project was a direct aim at expanding the Xbox’s audience beyond its usual gamer base. With the development of the...
2 Pages(500 words)Essay

Nintendo Wii

... and demonstrate how fun and easy to use the Nintendo Wii is (Sliwinski, 2006). This can also be seen in the family friendly games that the Wii offers such as Wii Sports, Super Mario Bros., and Animal Crossing. The Nintendo Wii was also advertised as the healthy video game system as it incorporated movement into its games. According to the article entitled “Playing on a Nintendo Wii is as healthy as a jog or a swim,” the Nintendo Wii was one of the only consoles to be approved by the government for its health benefits (Martin, 2009). This is reflected in the products released to supplement the Nintendo Wii such as Wii Fit which provided a balance board to sense movement and a variety of exercise games/activities that came... to the sensor...
2 Pages(500 words)Book Report/Review

Nintendo's Wii Fit Plus

..., aerobics, and yoga (Wii, 2011). The game allows its users to develop customized exercise routines. The memory of the game can be used to create a log of the exercise routine schedule performed every week. The game is fun and can be played by people of all ages. Needs and Corresponding Features/Benefits Chart Targeted Segment Customer Need Corresponding Feature/ Benefit 1. Exercise enthusiasts 2. Traditional games 1. Need to burn calories 2. Need for interactive features 1. Aerobic, Yoga, strength exercises 2. Wii Balance Board (Wiifit, 2011). Competitive Review Table Wii Fit Plus Your Shape: Fitness Evolved Zumba...
4 Pages(1000 words)Research Paper

Nintendo Wii

...?Nintendo Wii Background/History/Company Timeline Founded in 1889, the company was introduced as the Nintendo Entertainment System (NES) in 1985. Twoyears after, the company sold “over 60 million units, people brought games like Mario and Zelda into their homes for the first time on the NES” (Nintendo, 2011). As of 2008, Nintendo had 3,000 employee and revenue of $16.4 billion. The company this mark with its primary business being the production of video game. The current major current force for Nintendo is the Wii video game which was over seen by Nintendo’s CEO, Iwata. For sometime now, Nintendo has been a strong market force, having bigger companies...
3 Pages(750 words)Research Paper

Playing Wii Games to Playing Real Games

...technology which has revolutionized the real world. Now, we have access to two different modes of sports and gaming experience. First one is the archaic real world sporting experience and the second one is the highly interactive virtual world gaming experience. Nintendo’s Wii is the console that offers us such and experience in real time. There is unimaginable similarities between the two different modes but no matter how closely playing Wii games resembles playing real sports, they are not the same thing as sweating is in no way a measure of similarity between playing Wii games and playing real...
4 Pages(1000 words)Essay

Xbox Introduction of Kinect

...in the market. Microsoft, therefore, intended to use the Kinect to face the competition from other forms of entertainment including music players, mobile phones as well as tablets. In developing the product, Microsoft used a number of methodologies. The company used the E3 convention for video games to announce its products and expansion strategies. It announced the addition of the Kinect add-on for the Xbox 360 to boost entertainment for video game players. Microsoft used social events as ways of market the product. The use of the Xbox 360 to announce events as sports was a major way of developing the product. This included the national basketball...
3 Pages(750 words)Essay

Non-strategic games

...are realized. Researchers have over the years continued to come up with new findings which, if implemented, would result into better performance of all the aspects of the non-strategic game. The high level of unpredictability of life and the unknowable future has complicated the strategic development and reliability on the non-strategic games. Individuals would prefer to deal with a future they can predict. However, the high level unknowable life has become very complicated thus leading to the non-strategic games and business models being doubted by the users. Nevertheless, we are already witnessing the...
13 Pages(3250 words)Case Study

Future of Games in IPTV

... advertisements and most importantly online games. Besides online gaming, IPTV also facilitates simple communications services such as email and SMS. IPTV provides high quality video which is only going to get better in the coming years. This means that the next generation games which will be having mind-boggling graphics and sound would be ideal for the IPTV platform. One of the great features of IPTV is the level of interactivity it offers, unlike Internet TV or conventional cable television. Therefore services such as video calls, simple MHP service and chatting would be easily rendered through the IPTV platform. The future of gaming on IPTV is very promising indeed. For IPTV, games are expected to provide a different engine... ....
15 Pages(3750 words)Essay

Non-Conventional Terrorism

...weapons.” Conclusion Therefore the greatest concern regarding non-conventional terrorism is the use of biological weapons on a large scale and the expected attack would be in the United States due to its leading role in the war against terrorism. They might use anthrax in the form of solids that are too small to be seen or suspend gas or liquid particles in the air. They could probably already have the extremely strong anthrax capability and just working on technical points, on the other hand their nuclear ambitions seem more far off. References Department of Homeland Security. (2008). Testimony of Jeffrey W. Runge, MD before the U.S. House of Representatives Committee on Homeland...
2 Pages(500 words)Assignment

Nintendos Wii

...1. Nintendo’s vision was to target a wider demographic s and its market vision was to stress on the need for player interaction which was uncommon in the gaming field. This significantly helped the company in designing new product process for the Wii gamimg system. Acoording to my iwata , the Wii “could not have been accomplished if we had tried to make a new game console in the conventional manners.” This entails that the vision of the company could not have been achieved if it had backtracked on the innovative strategy in preference for the conventional methods of designing the game. 2. The positioning strategy used...
1 Pages(250 words)Case Study
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.

Let us find you another Essay on topic How Non-conventional interfaces such as the Wii and Kinect represent the future of Games for FREE!

Contact Us