Rough Guide 2002 Videogaming 2e Paperback – Nov 26 2002
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About the Author
Kate Berens and Geoff Howard are avid gaming enthusiasts. Products of the videogaming generation, Kate and Geoff have been glued to their screens since the age of the Atari. --This text refers to an out of print or unavailable edition of this title.
Excerpt. © Reprinted by permission. All rights reserved.
THE PRESENT AND FUTURE
With videogames gaining an increasingly strong position in the home-entertainment market, youd probably to have to be a hermit to be unaware of them: such is their influence on popular culture today that even such apparently unrelated items as soft drinks and international sporting events bear their brand names. Even those who have never been near a console will be familiar with the ubiquitous Lara Croft, who exemplifies the increasingly close relationship between games and cinema. Though the two will always remain essentially different experiences, games are attempting to emulate movies in style and content, while each year sees more and more films inspired by videogames.
Significantly, the rise of gaming as a serious contender for peoples attention has paralleled a growth in other technology, particularly the Internet, and todays consoles can be more than simply games machines, with the PlayStation 2, for example, functioning as a DVD player too. Indeed, the latest consoles are all coming equipped for online gaming, until now accessible only to Mac and PC users, although for full Web access and email youre still most likely better off with a computer. Interestingly, the potential of these newer machines has created something of an ideological divide amongst the manufacturers: while Sony plan for the PS2 to operate, eventually, as a home entertainment centre, Microsoft have refuted the claim that the Xbox is nothing but a PC in a smaller case, its sole function being, they say, to play games. GameCube, too, comes with Internet capability, but this is designed essentially for online gaming, not checking the weather report. Although the technologies are becoming increasingly intertwined, at present it seems that the machines have overtaken both the technology and business models employed by many of the worlds major telecoms providers, being able to process information far faster than most standard telephone lines can cope with. Online gamings brightest hope is broadband access for all, something that still seems a frustratingly long way off. --This text refers to an out of print or unavailable edition of this title.
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