Free Essay

Pc Games

In:

Submitted By t0tski3
Words 4427
Pages 18
PC game
"Personal computer game" redirects here. For video games in general, see video game. For other uses,
"Computer Games" redirects here. For the album by George Clinton, see Computer Games (album).
PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output.
PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution.
The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult.

Contents
1 History
1.1 Early growth
1.2 Industry crash
1.3 New genres
1.4 Contemporary gaming
2 Platform characteristics
2.1 Fidelity
2.2 Openness
2.2.1 Mods
2.3 Dominant Software
2.3.1 Digital Distribution Services
3 PC gaming technology
3.1 Hardware
3.2 Software
3.3 Multiplayer
3.3.1 Local area network gaming
3.3.2 Online games
3.4 Emulation
4 Controversy
5 Computer games museums

History

Early growth
Spacewar!, developed for the PDP-1 in 1961, is often credited as being the second ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other.
Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes andminicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.
The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as Pool of Radiance, or Bard's Tale for example.
By the late 1970s to early 1980s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and later Computer Gaming World. These publications provided game code that could be typed into a computer and played, encouraging readers to submit their own software to competitions. Microchess was one of the first games for microcomputers which was sold to the public. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape.
As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time withports or clones of popular arcade games. By 1982, the top-selling games for the Atari 400 were ports of Frogger and Centipede, while the top-selling game for the Texas Instruments TI-99/4A was the Space Invaders clone TI Invaders. That same year, Pac-Man was ported to the Atari 800, while Donkey Kongwas licensed for the Coleco Adam. In late 1981, Atari attempted to take legal action against unauthorized clones, particularly Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game.

Industry crash
As the video game market became flooded with poor-quality cartridge games created by numerous companies attempting to enter the market, and over-production of high profile releases such as the Atari 2600 adaptations of Pac-Man and E.T. grossly underperformed, the popularity of personal computers for education rose dramatically. In 1983, consumer interest in console video games dwindled to historical lows, as interest in computer games rose. The effects of the crash were largely limited to the console market, as established companies such as Atari posted record losses over subsequent years. Conversely, the home computer market boomed, as sales of low-cost color computers such as the Commodore 64 rose to record highs and developers such as Electronic Arts benefited from increasing interest in the platform.
The console market experienced a resurgence in the United States with the release of the Nintendo Entertainment System (NES). In Europe, computer gaming continued to boom for many years after.[ Computers such as the ZX Spectrum and BBC Micro were successful in the European market, where the NES was not as successful despite its monopoly in Japan and North America. The only 8-bit consoleto have any success in Europe would be the Sega Master System. Meanwhile in Japan, both consoles and computers became major industries, with the console market dominated by Nintendo and the computer market dominated by NEC's PC-88 (1981) and PC-98 (1982). A key difference between Western and Japanese computers at the time was the display resolution, with Japanese systems using a higher resolution of 640x400 to accommodate Japanese text which in turn had an impact on game design and allowed more detailed graphics. Japanese computers were also using Yamaha's FM synthsound boards from the early 1980s.

New genres
By 1987 the IBM PC market was growing so quickly that the formerly business-only computer had become the largest and most important platform for computer game companies. More than one third of games sold was for the PC, twice as much as those for the Apple II and even outselling those for the Commodore 64. With the EGA video card, an inexpensive PC clone was better for games than the Commodore 64 or Apple II. Industry experts stated that the enormous popularity of the Nintendo Entertainment System by 1988 was (as Trip Hawkins said) "the last hurrah of the 8-bit world", but were unsure whether it affected 16-bit computer games; Hawkins in 1990 nonetheless had to deny rumors that Electronic Arts would withdraw from computers and only produce console games.
By 1989 Computer Gaming World reported that "the industry is moving toward heavy use of VGA graphics".Although at first hampered by poor PC speaker sound, VGA gave the PC graphics that outmatched the Commodore Amiga. Increasing adoption of the computer mouse, driven partially by the success of adventure games such as the highly successful King's Quest series, and high resolutionbitmap displays allowed the industry to include increasingly high-quality graphical interfaces in new releases.
Further improvements to game artwork were made possible with the introduction of FM synthesis sound. Yamaha began manufacturing FM synth boards for computers in the early-mid-1980s, and by 1985, the NEC and FM-7 computers had built-in FM sound. The first sound cards, such as AdLib's Music Synthesizer Card, soon appeared in 1987. These cards allowed IBM PC compatible computers to produce complex sounds using FM synthesis, where they had previously been limited to simple tones and beeps. However, the rise of the Creative Labs Sound Blaster card, released in 1989, which featured much higher sound quality due to the inclusion of a PCM channel and digital signal processor, led AdLib to file for bankruptcy by 1992. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics.
By 1990 MS-DOS comprised 65% of the computer-game market, with the Amiga at 10%; all other computers, including the Apple Macintosh, were below 10% and declining. In 1991, id Software produced an early first-person shooter, Hovertank 3D, which was the company's first in their line of highly influential games in the genre. There were also several other companies that produced early first-person shooters, such as Arsys Software's Star Cruiser, which featured fully 3D polygonal graphics in 1988, and Accolade's Day of the Viper in 1989. Id Software went on to develop Wolfenstein 3D in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times. The game was originally distributed through the shareware distribution model, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of texture mapping graphics in a popular game, along with Ultima Underworld.
While leading Sega and Nintendo console systems kept their CPU speed at 3–7 MHz, the 486 PC processor ran much faster, allowing it to perform many more calculations per second. The 1993 release ofDoom on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism. In the same time frame, games such as Myst took advantage of the new CD-ROM delivery format to include many more assets (sound, images, video) for a richer game experience.
To enhance the immersive experience with their unrealistic graphics and electronic sound, early PC games included extras such as the peril-sensitive sunglasses that shipped with The Hitchhiker's Guide to the Galaxy or the science fiction novella included with Elite. These extras gradually became less common, but many games were still sold in the traditional over-sized boxes that used to hold the extra "feelies". Today, such extras are usually found only in Special Edition versions of games, such as Battlechests from Blizzard.

Contemporary gaming
By 1996, the rise of Microsoft Windows and success of 3D console titles such as Super Mario 64 sparked great interest in hardware accelerated 3D graphics on the IBM PC compatible, and soon resulted in attempts to produce affordable solutions with the ATI Rage, Matrox Mystique and S3 ViRGE. Tomb Raider, which was released in 1996, was one of the first 3D third-person shooter games and was praised for its revolutionary graphics. As 3D graphics libraries such as DirectX and OpenGL matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as Unreal. However, major changes to the Microsoft Windows operating system, by then the market leader, made many older MS-DOS-based games unplayable on Windows NT, and later, Windows XP (without using an emulator, such as DOSbox).
The faster graphics accelerators and improving CPU technology resulted in increasing levels of realism in computer games. During this time, the improvements introduced with products such as ATI's Radeon R300 and NVidia's GeForce 6 Series have allowed developers to increase the complexity of modern game engines. PC gaming currently tends strongly toward improvements in 3D graphics.
Unlike the generally accepted push for improved graphical performance, the use of physics engines in computer games has become a matter of debate since announcement and 2005 release of the nVidiaPhysX PPU, ostensibly competing with middleware such as the Havok physics engine. Issues such as difficulty in ensuring consistent experiences for all players, and the uncertain benefit of first generation PhysX cards in games such as Tom Clancy's Ghost Recon Advanced Warfighter and City of Villains, prompted arguments over the value of such technology.
Similarly, many game publishers began to experiment with new forms of marketing. Chief among these alternative strategies is episodic gaming, an adaptation of the older concept of expansion packs, in which game content is provided in smaller quantities but for a proportionally lower price. Titles such as Half-Life 2: Episode One took advantage of the idea, with mixed results rising from concerns for the amount of content provided for the price.

Platform characteristics

Fidelity
In high-end PC gaming, a PC will generally have far more processing resources at its disposal than other gaming systems. Game developers can use this to improve the visual fidelity of their game relative to other platforms, but even (and in fact particularly) if they do not, games running on PC are likely to benefit from higher screen resolution, higher framerate, and anti-aliasing. Increased draw distance is also common in open world games.
Better hardware also increases the potential fidelity of a PC game's rules and simulation. PC games often support more players or NPCs than equivalents on other platforms and game designs which depend on the simulation of large numbers of tokens (e.g. Total War, Spore, Dwarf Fortress) are rarely seen anywhere else.
The PC also supports greater input fidelity thanks to its compatibility with a wide array of peripherals. The most common forms of input are the mouse/keyboard combination and gamepads, thoughtouchscreens and motion controllers are also available. The mouse in particular lends players of first-person shooter and real-time strategy games on PC great speed and accuracy.

Openness
The defining characteristic of the PC platform is the absence of centralized control; all other gaming platforms (except Android devices, to an extent) are owned and administered by a single group.
The advantages of openness include:

Reduced software cost
Prices are kept down by competition and the absence of platform-holder fees. Games and services are cheaper at every level, and many are free.

Increased flexibility
PC games decades old can be played on modern systems, through emulation software if need be. Conversely, newer games can often be run on older systems by reducing the games' fidelity and/or scale.

Increased innovation
One does not need to ask for permission to release or update a PC game or to modify an existing one, and the platform's hardware and software are constantly evolving. These factors make PC the centre of both hardware and software innovation. By comparison, closed platforms tend to remain much the same throughout their lifespan.
But there are also disadvantages, including:

Increased complexity
A PC is a general-purpose tool. Its inner workings are exposed to the owner, and misconfiguration can create enormous problems. Hardware compatibility issues are also possible.

Increased hardware cost
PC components are generally sold individually for profit (even if one buys a pre-built machine), whereas the hardware of closed platforms is mass-produced as a single unit and often sold at a loss. Games will also use PC hardware less efficiently than that of a closed platform, since the huge variety of possible makes and models prohibits focused optimization.

Reduced security
It is difficult, and in most situations ultimately impossible, to control the way in which PC hardware and software is used. This leads to far more software piracy and cheating than closed platforms suffer from.

Mods
The openness of the PC platform allows players to edit their games and distribute the results over the internet as "mods". A healthy mod community greatly increase a game's longevity and the most popular mods have driven purchases of their parent game to record heights. It is common for professional developers to release the tools they use to create their games (and sometimes even source code) in order to encourage modding, but if a game is popular enough mods generally arise even without official support.
Mods can compete with official downloadable content however, or even outright redistribute it, and their ability to extend the lifespan of a game can work against its developers' plans for regular sequels. As game technology has become more complex, it has also become harder to distribute development tools to the public.
Modding is prohibited on consoles; on those platforms the term "mod" instead refers to either a third-party cheat or a hardware alteration which allows pirated software to be used.

Dominant Software
Although the PC platform is almost completely decentralized at a hardware level, there are two dominant software forces: the Microsoft Windows operating system and the Steam distribution service.
Microsoft introduced an operating environment named Windows on November 20, 1985 as an add-on to MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Microsoft Windows came to dominate the world's personal computer market with over 90% market share, overtaking Mac OS, which had been introduced in 1984.
Valve does not release any sales figures on its Steam service, instead it only provides the data to companies with games on Steam, which they cannot release without permission due to signing a non-disclosure agreement with Valve. However, Stardock, the previous owner of competing platform Impulse, estimated that, as of 2009, Steam had a 70% share of the digital distribution market for video games. In early 2011, Forbes reported that Steam sales constituted 50-70% of the $4 billion market for downloaded PC games and that Steam offered game producers gross margins of 70% of purchase price, compared with 30% at retail. In 2011, Steam served over 780 petabytes of information, double what it had delivered in 2010.

Digital Distribution Services
PC games are sold predominantly through the internet, with buyers downloading their new purchase directly to their computer. This approach allows smaller independent developers to compete with large publisher-backed games and avoids the speed and capacity limits of the optical discs which most other gaming platforms rely on.
Valve Corporation released the Steam platform for Windows computers in 2004 as a means to distribute Valve-developed video games such as Half-Life 2. It would later see release on the Mac OS operating system in 2010 and was released on Linux in 2012 as well. By 2011, it controlled 70% of the market for downloadable PC games, with a userbase of about 40 million accounts. Origin, a new version of the Electronic Arts online store, was released in 2011 in order to compete with Steam and other digital distribution platforms on the PC. The period between 2004 and now saw the rise of many digital distribution services on PC, such as Amazon Digital Services, GameStop, GFWL, EA Store, Direct2Drive, GOG.com, and GamersGate.
Digital distribution also slashes the cost of circulation, eliminates stock shortages, allows games to be released worldwide at no additional cost, and allows niche audiences to be reached with ease. However, most digital distribution systems create ownership and customer rights issues by storing access rights on distributor-owned computers. Games confer with these computers over the internet before launching. This raises the prospect of purchases being lost if the distributor goes out of business or chooses to lock the buyer's account, and prevents resale (the ethics of which are a matter of debate).

PC gaming technology
An exploded view of a modern personal computer:
Display
Motherboard
CPU (Microprocessor)
Primary storage (RAM)
Expansion cards (graphics cards, etc.)
Power supply
Optical disc drive
Secondary storage (Hard disk)
Keyboard
Mouse

Hardware
Modern computer games place great demand on the computer's hardware, often requiring a fast central processing unit (CPU) to function properly. CPU manufacturers historically relied mainly on increasing clock rates to improve the performance of their processors, but had begun to move steadily towardsmulti-core CPUs by 2005. These processors allow the computer to simultaneously process multiple tasks, called threads, allowing the use of more complex graphics, artificial intelligence and in-game physics.
Similarly, 3D games often rely on a powerful graphics processing unit (GPU), which accelerates the process of drawing complex scenes in realtime. GPUs may be an integrated part of the computer's motherboard, the most common solution in laptops, or come packaged with a discrete graphics card with a supply of dedicated Video RAM, connected to the motherboard through either an AGP or PCI-Express port. It is also possible to use multiple GPUs in a single computer, using technologies such as NVidia's Scalable Link Interface and ATI's CrossFire.
Sound cards are also available to provide improved audio in computer games. These cards provide improved 3D audio and provide audio enhancement that is generally not available with integrated alternatives, at the cost of marginally lower overall performance. The Creative Labs SoundBlaster line was for many years the de facto standard for sound cards, although its popularity dwindled as PC audio became a commodity on modern motherboards.
Physics processing units (PPUs), such as the Nvidia PhysX (formerly AGEIA PhysX) card, are also available to accelerate physics simulations in modern computer games. PPUs allow the computer to process more complex interactions among objects than is achievable using only the CPU, potentially allowing players a much greater degree of control over the world in games designed to use the card.
Virtually all personal computers use a keyboard and mouse for user input. Other common gaming peripherals are a headset for faster communication in online games, joysticks for flight simulators, steering wheels for driving games and gamepads for console-style games.

Software
Computer games also rely on third-party software such as an operating system (OS), device drivers, libraries and more to run. Today, the vast majority of computer games are designed to run on the Microsoft Windows family of operating systems. Whereas earlier games written for MS-DOS would include code to communicate directly with hardware, today Application programming interfaces (APIs) provide an interface between the game and the OS, simplifying game design. Microsoft's DirectX is an API that is widely used by today's computer games to communicate with sound and graphics hardware. OpenGL is a cross-platform API for graphics rendering that is also used. The version of the graphics card's driver installed can often affect game performance and gameplay. In late 2013, AMD announced Mantle, a low-level API for certain models of AMD graphics cards, allowing for greater performance compared to software-level APIs such as DirectX, as well as simplifying porting to and from the PlayStation 4 and Xbox One consoles, which are both built upon AMD hardware. It is not unusual for a game company to use a third-party game engine, or third-party libraries for a game's AI or physics.

Multiplayer

Local area network gaming
Multiplayer gaming was largely limited to local area networks (LANs) before cost-effective broadband Internet access became available, due to their typically higher bandwidth and lower latency than the dial-up services of the time. These advantages allowed more players to join any given computer game, but have persisted today because of the higher latency of most Internet connections and the costs associated with broadband Internet.
LAN gaming typically requires two or more personal computers, a router and sufficient networking cables to connect every computer on the network. Additionally, each computer must have a network card in order to communicate with other computers on the network, and its own copy (or spawn copy) of the game in order to play. Optionally, any LAN may include an external connection to the Internet.

Online games
Online multiplayer games have achieved popularity largely as a result of increasing broadband adoption among consumers. Affordable high-bandwidth Internet connections allow large numbers of players to play together, and thus have found particular use in massively multiplayer online role-playing games, Tanarus and persistent online games such as World War II Online.
Although it is possible to participate in online computer games using dial-up modems, broadband internet connections are generally considered necessary in order to reduce the latency between players (commonly known as "lag"). Such connections require a broadband-compatible modem connected to the personal computer through a network interface card (generally integrated onto the computer'smotherboard), optionally separated by a router. Online games require a virtual environment, generally called a "game server". These virtual servers inter-connect gamers, allowing real time, and often fast paced action. To meet this subsequent need, Game Server Providers (GSP) have become increasingly more popular over the last half decade. While not required for all gamers, these servers provide a unique "home", fully customizable (such as additional modifications, settings, etc.) – giving the end gamers the experience they desire. Today there are over 510,000 game servers hosted in North America alone.

Emulation
Emulation software, used to run software without the original hardware, are popular for their ability to play legacy video games without the platform for which they were designed. The operating system emulators include DOSBox, a DOS emulator which allows playing games developed originally for this operating system and thus not compatible with a modern day OS. Console emulators such as NESticleand MAME are relatively commonplace, although the complexity of modern consoles such as the Xbox or PlayStation makes them far more difficult to emulate, even for the original manufacturers. Even though it is difficult, the designers now developed an emulator named PCSX2 and it is being used for PlayStation 2 games.
Most emulation software mimics a particular hardware architecture, often to an extremely high degree of accuracy. This is particularly the case with classic home computers such as the Commodore 64, whose software often depends on highly sophisticated low-level programming tricks invented by game programmers and the demoscene.

Controversy
PC games have long been a source of controversy, particularly related to the violence that has become commonly associated with video gaming in general. The debate surrounds the influence of objectionable content on the social development of minors, with organizations such as the American Psychological Association concluding that video game violence increases children's aggression, a concern that prompted a further investigation by the Centers for Disease Control in September 2006. Industry groups have responded by noting the responsibility of parents in governing their children's activities, while attempts in the United States to control the sale of objectionable games have generally been found unconstitutional.
Video game addiction is another cultural aspect of gaming to draw criticism as it can have a negative influence on health and on social relations. The problem of addiction and its health risks seems to have grown with the rise of Massively Multiplayer Online Role Playing Games (MMORPGs). Alongside the social and health problems associated with computer game addiction have grown similar worries about the effect of computer games on education.

Computer games museums
There are several computer games museums around the world. In 2011 one opened in Berlin, a computer game museum that documents computer games from the 1970s until today. The Museum of Art and Digital Entertainment, in Oakland, California also exhibits PC games in its general collection. The Video Game Museum in Rome is dedicated to the preservation of videogames, and includes Pss games in its collection. The Computer History Museum in Mountain View, California holds a collection of PC games, and allows visitors to play Spacewar!, the first computer game, on a restored original PDP_1.

Similar Documents

Free Essay

Pcs in Mt D&D Game

...Blood-Axe, Rolf 14th lvl Dwarf Fighter (???) DECEASED Formerly Lawful Good Former member of “The Seven” Blood-Axe, Ulric 18th lvl Dwarf Fighter (John Rhys-Davies) King of Nidavellir Lawful Good Brother of Rolf Blood-Axe Age: About 200 Apparent Age: Fifties Crafter, Aramus 30th lvl Human Wizard, 5th lvl Archmage (Ian McKellan) Neutral Good Most Powerful Magic-User in the World Former member of “The Seven” Age: About 120 Apparent Age: Seventies Durandal, Thomas “Tommy” 19th lvl Vampire Rogue (David Boreanaz) Chaotic Evil, Formerly Chaotic Good Former member of “The Seven” Age: About 100 Apparent Age: Thirties Epper, Maxwell 8th lvl Human Aristocrat (Beau Bridges) Lawful Neutral US Ambassador to the Shadow Court Age: Late Fifties / Early Sixties Evans, Glory ? lvl Human Paladin (Jada Fire) Lawful Good Gravado, Maria Theresa 25th lvl Cleric (Salma Hayak) Neutral Good Former member of “The Seven” Age: About 100 Apparent Age: Late Thirties Keegan, Andrew “Andy” 5th lvl Human Paladin (Bradley James) Lawful Good Son of Derek Keegan I and Bianca Keegan (?) Current Prince of Shadows (?) Age: Early Twenties Keegan, Derek (I) 18th lvl Human Fighter (???) Formerly Lawful Good DECEASED Former Leader of “The Seven” Keegan, Bianca 5th...

Words: 437 - Pages: 2

Free Essay

To Tablet or Not to Tablet – That Is the Question

...To Tablet Or Not To Tablet – That Is The Question Advances in technological development over the past four decades have created new opportunities and new ways to conduct business and explore the new channels of communication. Over the past several years, the growth in mobile technology and development of new advanced mobile devices such as smart phones and media tablets has increased the potential revenue of some businesses that have embraced the new technology and taken stops to secure a niche in the market. “Earlier this year, choosing the best tablet computer was as simple as knowing one model name: iPad.” (Consumer Reports). As of late August 2011, Apple’s computer tablet iPad and iPad2 represent over 61% of the market for tablets, leaving other companies such as Hewlett Packard laggin behind (Difference Engine: Reality Dawns). Simply put, it doesn’t matter if it’s the iPhone, the Macbook, or most recently iPad, everyone wants one, and if they can’t have it they want something as close to it as possible. It is important then, to explore what the iPad has that makes it the staunch front runner in the tablet industry. Not only has Steve Jobs of Apple Computers offered the world innovative and user friendly technological creations, with the release of each product, Apple’s success has forced its competitors to raise their stakes as well. Innovative, user-friendly, and in-genius are but a few of the many words that have become synonymous with Apple products. One of...

Words: 1316 - Pages: 6

Free Essay

Tablet Pc

...| Research Project Proposal | Tablet PC becomes Common Uses in Our Present Life | Table of Content Introduction 2 Critique of Journal Articles 3 Journal Article One (Tablet Computing) 3 Journal Article Two (Tablet PCs in school) 4 Overview of the research project 5 Research Questions 5 Research Method 5 Pilot Test Run 6 References List 8 Introduction This Research Project is to help me gain real appreciation for research through my experience. It is designed to let student to select an interested topic for a research project. The topic I am chosen is “Tablet PC becomes Common Uses in Our Present Life”. In now days compare tablet pc to ordinary computers, tablets by design are comparatively lightweight and relatively easy to carry around. Many of them may still be too heavy to hold in one hand, but they're great in your lap or on a surface. Tablet PC is become more and more useful in many areas, such as school, business, organization, government etc. Using tablet to browse the Web is much easier than getting up, going to your desk, and booting up your computer. Even laptops, which are supposed to be mobile devices, can take a while to start, and they often get hot after a short period of use. There are many advantages by using tablet PC. For example firstly, the ability to capture and store personalized input such as diagrams, mathematical and scientific equations and similar forms of input. Secondly, Faster and effortless navigation...

Words: 1859 - Pages: 8

Premium Essay

Lenovo

...incensement of nearly US$30 million on year 1994. Because of its good management, strong brand recognition, and growth potential , Lenovo’s stock market had been keep on raising until many analysts were optimistic about Lenovo. Lenovo issued a secondary offering of 50 million shares on the Hong Kong market in March 2000 to fund its continued growth and it was raised up to US$212 million. In year 2015, Lenovo Group Ltd had now become one of the most improved and famous computer technologies in this world. Product of Lenovo Lenovo expanded in a far-reaching way in 2005 through its obtainment of IBM's PC business, including its ThinkPad and ThinkCenter lines. As of January 2013, shipments of THINK-stamped PCs have duplicated subsequent to Lenovo's takeover of the brand, with general incomes thought to be more than 5%. Lenovo compellingly broadened the THINK check a long way from routine PCs backing of tablets and hybrid...

Words: 978 - Pages: 4

Free Essay

Mobile Computing

...A View of the Ways Mobile Computing Has and Will Affect the Nature of Humans in Our Future Theresa McCray INF 103 Computer literacy Denton Murray Jan 28 2013 Mobile Computing is evolving faster than lighting it would be wise to be knowledgeable about the subject. In this paper I will explain what mobile computing is and will give examples of present day devices and their used as well as give some examples of what the future may bring in the way we compute in the future. Mobile computing past, present and the future Over the past years we have evolved into a new era of mobile computing, one that guarantees a wide variety in application, improved usability, and faster networking. Apple’s iPhone 5 is a prime example for the trends were heading into, but there are plenty of other options on the rise. Google Android made its appearance in 2008, offering a great alternative to apple devices. Apple had control of almost all computing systems since it was the only platform that could be used in mobile computing. Google brought competition to Apple allowing people to have a choice and the competition caused by...

Words: 1182 - Pages: 5

Free Essay

Industry Forcasting

...over the next five years. Finally, I will synthesize how those anticipated trends might impact the successful marketing of the product. Product The iPad is a highly portable tablet pc designed by Apple to enable its users to surf the internet, wherever there is an internet connection and with the cellphone industry providing Wi-Fi, this connection can be made practically anywhere. Apple released the iPad to the public in April 3, 2010 and functions like a touch screen computer with access to web browsing, email, photos, videos, music, games, e-books, and much more (Apple, 2010). This high definition portable pc has revolutionized the way people define computers and innovatively captured the market share. Future Trends The Apple iPad has without a doubt made a tremendous splash in the ocean of portable computing. In terms of trend setting, Apple seems to be the leader when it comes to creating and producing a product, while others stumble over to mimic. This is supported by the idea that those organizations that can identify and effectively deal with the key trends before its competitors do, is much more likely to win and retain the competitive advantage (Mullins & Walker Jr., 2010). Some of these trends that are project to impact the industry in the next five years are decreased PC sales especially in the area of netbooks; increase need for productivity applications used for tablet devices, improved gaming applications, mobile community platform, improved mobile...

Words: 708 - Pages: 3

Free Essay

Consumer Electronics Industry

...Tablets Over the next Decade 1. Introduction A tablet PC is a wireless, portable personal computer with a touch screen interface. The tablet form factor is typically smaller than a notebook computer but larger than a Smartphone. Bigger and Brainier than a smart phone but smarter and sleeker than a net book, tablet computers have revolutionized the way in which modern day consumers experience and fulfill their computing and communication needs. The credit of pioneering this field and creating the market segment goes to Apple with launch of i-pad in 2010 and once again proving its capability of a leading innovation driven firm which redefines the course of overall computer industry as a whole from time to time. Since then the tablet sales have seen unexpected momentum in terms of growth in sales figures worldwide with apple emerging as the largest supplier till date as compared to all others. However, Android based tablet PCs are expected to take over Apple’s share in the coming years. The world has seen aggressive competition among tablet PC manufacturers after the launch of iPad from Apple. Within five months of the release of iPad, Samsung launched its Samsung Galaxy Tab to compete with Apple. Since then, the tablet PC manufacturing industry has seen the emergence of numerous players. Most tablet manufacturers such as Asus, HP, and Lenovo among others released their models of tablet PCs in quick successions, but none of them could surpass Apple’s...

Words: 2408 - Pages: 10

Free Essay

Economics

...com/us/en/faqs/laptop-vs-tablet/ Do you have a kid approaching middle school age? Chances are your child has already done some school projects using the family computer. He's had to research the Web, or type and print out a report. Now you may be considering the purchase of another device to support his needs as he heads into tween hood, high school and beyond. What is best - a laptop or a tablet? What device will be more advantageous for schoolwork, and also support the social networking and game playing that kids will inevitably want to do? Technology Use in Schools Here are some examples of how kids are using technology in schools. * Online and visual learning: Many teachers have incorporated videos of lessons into their plan, either of themselves teaching the lesson, or from an outside source. Often, watching an assigned video is part of the homework. * Practicing skills: Playing math games are a fun way for kids to practice skills or math facts. Students also practice test taking or other skills with online games. * Researching topics: At an early age, schoolchildren start using the Internet to find information about topics they are learning about. The average young student knows all about Wikipedia, which has all but replaced the encyclopedias we used to use. * Reading: Textbooks and literature are becoming more available in e-book format. This reduces the need for students to lug heavy books to and fro. * Producing content: Students have become accustomed to using computers...

Words: 1992 - Pages: 8

Free Essay

Research Paper

...Stole And Turned Into A Game-Changer (Bort, 2013). I am doing a research paper on the history of tablets. My question for this topic is whether Apple’s Ipad was the first tablet created or not. You will find out in the rest of this paper. Apple’s Ipad got most of the credited for killing the netbook market but it was not Steve Jobs’ idea (Bort, 2013). The first tablet was the Linus Write-Top that debuts in 1987. The Linus Write-Top revolutionized the way businesses check their databases. It is a “resistive” type of touchscreen in which voltage applies to the screen edges, and the stylus detects the voltage (Linus Write-Top, 2013). The Linus (“of or about lines”) converts your scrawls into perfect text of five characters per second (Linus Write-Top, 2013). It was an expensive piece of technology as most old computers were. The GridPad launched two years later in 1989. The military and law enforcement used it mostly while consumers ignored it because of the high price. The GridPad was the first touchscreen tablet that was portable. It was used primarily for experimental purposes and the like (GridPad, 2013). The United States military specified more rigidity than those sold to the public (GridPad, 2013). Microsoft’s CEO Bill Gates debuts its first tablet computer in 2000. It would become a big thing five years down the road as Bill Gates predicts. He was five years off. The device would feature input via stylus only, as an evolutionary step in the PC world (Fontana, 2010)...

Words: 459 - Pages: 2

Free Essay

History of Portable Computing Devices

...supplemented by physical buttons or input from sensors such as accelerometers. An on-screen, virtual keyboard is usually used for typing. Mobile phones also known as smartphones are also portable computing devices. A mobile phone or smart phone is a mobile phone, small enough to fit in your hand and in your pocket, built on a mobile operating system, with more advanced computing capability. Portable computing devices are increasingly powerful and affordable. Their small size and functionality make these devices a desirable replacement for traditional desktop and laptop computers in a wide number of applications. Pocket PCs are another way to conveniently access the internet on the fly. Everyone has probably heard of the Palm Pilot. While they were the pioneers of the pocket pc, many other companies such as Dell, HP, and Toshiba have all delved into the market. Pocket PC...

Words: 1271 - Pages: 6

Free Essay

Tablet

...Tablet computer iPad (1st generation), a tablet computer A tablet computer, or simply tablet, is a mobile computer, larger than a mobile phone or personal digital assistant, integrated into a flat touch screen and primarily operated by touching the screen and instead of using a physical keyboard it often uses an onscreen virtual keyboard. A tablet computer may be connected to a keyboard with a wireless link or a USB port. Convertible notebook computers have an integrated keyboard that can be hidden by a swivel joint or slide joint, exposing only the screen for touch operation. Hybrids have a detachable keyboard so that the touch screen can be used as a stand-alone tablet. Booklets include dual-touchscreens, and can be used as a notebook by displaying a virtual keyboard in one of them. An early information tablet concept, named the Dynabook, was described by a Xerox scientist Alan C Kay, in his Aug 1972 paper: A Personal Computer for children of all Ages, the paper proposes a touch screen as a possible alternative means of input for the device. The first commercial portable electronic tablets appeared at the end of the 20th century. In 2010, Apple Inc. released the iPad which became the first mobile computer tablet to achieve worldwide commercial success. The iPad used technology similar to Apple's iPhone. Other manufacturers have produced tablets of their own including Samsung, HTC, Motorola, RIM, Sony, Amazon, HP, Microsoft, Google, Asus, Toshiba, and Archos. Tablets use a variety...

Words: 6265 - Pages: 26

Premium Essay

Tablet Computers

...Paradigm Shift Unit 1 Research Paper GS 1140 5 January, 2014 Paradigm Shift INTRODUCTION Tablet computers are small, thin, and convenient computers that will fit in the palm of your hand. They can be used for games, news, or work. They vary in size from the smaller 7 inch to the larger 17 inch models. The definition of a tablet computer from the pc-mag website is a general-purpose computer contained in a single panel. Its distinguishing characteristic is the use of a touch screen as the input device. Modern tablets are operated by fingers, and a stylus is an option, whereas earlier tablets required a stylus. (pcmag, 2013) SUMMARY OF KEY FINDINGS One impact of tablet technology is the use in education. I feel that information from any school book, dictionary, or encyclopedia at your fingers is a useful tool to have in education. The bulkiness of school books is non-existent with a tablet computer. I think it can be used as a powerful learning tool in and out of the classroom. Another impact of tablet technology would be in the workplace. You could have access to spreadsheets or inventory results at the palm of your hand. Access to these things could make your job a lot easier and more productive. Stopping work to look up information on a desktop would be irrelevant with a tablet on your person. Looking up the information on the fly would be a great time saver. Tablet technology in the medical field is another great way to utilize tablet computers portability...

Words: 508 - Pages: 3

Premium Essay

联想财务报表

...RA G PC+ E IN E RM TH FO OR NS O F RA OV T N LE ual Ann 3 2 /1 2 2 01 Code 99 ck Sto o nov t Le or Rep ited Lim up Gro ov rso NV L e n R : L ion pe any – to l ( A D 34 bil comp o PC ted $ dica siness g y p t w and e US nolo to bu s. D ld h ng t e c o f t h e he wor P l u s untrie novo’s d stro e o n M t o n e ers in n g P C 160 c vices, L chain a rmer IB d i mak m e r g re than rnet de supply f the fo ures an s e t o ct te lobal o an ufac odu ition ile in nm rs i d mob ficient g acquis s, man logy pr ercial e ’s tom an mm no -ef op s, cus d PCs highly Group devel e tech ed co tation d s o ng ere a y s i n, Lenov an -to-u -bran work serv gine mp atio y k , er – ally en t innov ed by the Co nd eas ry Thin ervers a lead ption oduc Form ion, da l as s en r ure e . exc ilt on p cution g Divis ty, sec ude leg as wel e l e l u in quali inc obi Cs, is b egic ex mput ho t ig ct lines mer P y o f m ding stra onal C able, h odu u mil inclu s. i ons r s Per ets rel . Its p ded c d a f a evices, phone e s k n rt n a n net d mar service ea-bra ortu sma r Id inte ts and lobal F major d an and g e tabl vo, a ny, has mato, PCs eno ompa rs in Ya ghai L c te an 500 rch cen ng, Sh a; and in ea Beiji . res n; lina , Ch pa enzhen h Caro Ja Sh ort and igh, N e Ral O NOV 2 ) LE 9 OUT K S E : 9 i s a B A ) H o ( nal GY N ENT REHE P EM TAT COM E S OF T OM ITY INC EMEN HEET QU TED STAT CE S ENT S IN E DA D LI AN TEM NGE SO IDATE BAL STA A ON D OW OF CH NTS 2 C NSOL IDATE T FL 11 CO E OL...

Words: 80647 - Pages: 323

Premium Essay

Commercialisation of Tablet Tv

...features, for example watching video contents from the web whenever they wish to, accessing Internet, even want to have social network services, Facebook or Twitter. Accordingly many big TV manufacturer acknowledged new demand in the market and it led them to produce interactive TV, so called smart TV, of which is connected to Internet offering wide range of service, such as, on demand video steaming, running applications. Although it is still in infant stage, many people predict it will grow fast to suppress the traditional TV within next five or six years. Concept behind new business opportunities is to make Smart T.V. integrated with motion sensor that is able to recognise human motion or gesture. Basically it is a mix of tablet PC and smart T.V., which can be controlled by human gesture. Its primary purpose is to offer display unit with human interaction, however, upon future advance in technology it is not just limited to household entertainment device but can be extended to other areas .For example, it can be used in medial field which doctors are required to perform complicated surgery for patients who live in remote areas by controlling machine with hand gestures. Similarly, it can be exploited to mining industry for dangerous mining jobs. Although advance in technologies has drastically changed people lifestyle, the television still remains as main hub for family entertainment. After global financial...

Words: 4390 - Pages: 18

Free Essay

Gm 592

...IS535 Milestone 3 In business people look for ways to do more work in a shorter amount of time. Experiences show that development information technologies improve company's efficiency and whole management policy. In turn, employees are free to work on other things while the technology can run their reports, creates queries, tracks projects and monitors financials. This is one of the main statements of this project to show management of Exclusive medical supply Inc how is possible to improve work process with new technology tools like tablets. Basis on researches, milestone 1 and 2 we can say that the major functions of tablet are managing work process, communication and collaboration. Communication function is essential to the business world, and Ipad can gives company the resources it needs to communicate quickly and effectively. Small business owner does not need to involve IT department to hook employees up with email, video conferencing equipment and internal chat rooms, but they still can always have an efficient way to conduct business and communicate. Ipad App like Skype, video chat can help connect with customers or workers. Management function. Most users of the iPad are heavy content consumers or presenters and use them in businesses that have significant retail and field service operations: executives, management team, health care-sales, ets. For management is important to organize...

Words: 944 - Pages: 4