Aside from the usual hardware enhancements, consoles of the eighth generation focus on further integration with other media and increased connectivity.[58] The Wii U introduced a controller/tablet hybrid whose features include the possibility of augmented reality in gaming.[59] The PlayStation 4 is Sony's eighth generation console, featuring a "share" button to stream video game content between devices, released on November 15, 2013. Microsoft released their next generation console, the Xbox One, on November 22, 2013.[60] On March 3, 2017, following poor sales of the Wii U, Nintendo released the Nintendo Switch, a 'hybrid' console consisting of a tablet with controller attachments that can be used as a mobile device or connected to a television via a dock.
^ The seventh generation of video game consoles began when Microsoft released the Xbox 360 on November 22, 2005,[14] several months before Sony Computer Entertainment's release of the PlayStation 3 on November 17, 2006.[15] The first console of this generation to be discontinued was the Xbox 360 on April 20, 2016,[16] then the second console of this generation to be discontinued was the PlayStation 3 on May 29, 2017[17] and while Wii still remain in production. Potentaially, the seventh generation is partially still ongoing under temporary surpport.

While everyone seems to be emoting more these days, previous research has shown that women used exclamation points more than men. — Katherine Bindley, WSJ, "The Tyranny of the Exclamation Point Is Causing Email and Text Anxiety," 13 Aug. 2018 With the moon and sun in the same position, your emotions will be front-and-center, so give yourself plenty of space to emote. — Aliza Kelly Faragher, Allure, "What August's Leo Horoscope Means for You," 30 July 2018 There’s plenty of blood and plenty of emoting desperation, fear, and misery, but none of it lands with any weight in the wake of the raucously silly premise and tone. — Tasha Robinson, The Verge, "In You Might Be the Killer, a Twitter thread expands into a horror-comedy — barely," 5 Oct. 2018 One segment features a troupe dancing among the reflections of Johnson’s Glass House (1949), and the second films the same troupe emoting physically in the landscaped courtyards of Schindler’s pinwheeling wood-and-glass house on King’s Road (1922). — Joseph Giovannini, New York Times, "In Three Famous Houses, Modern Living Unwinds," 28 June 2018 There was a reason NBC glued its cameras to Ovechkin during the playoffs: No one emotes like the Great Elate. — Alex Prewitt, SI.com, "The Great Wait Is Finally Over: After 13 Seasons, Alex Ovechkin Is a Stanley Cup Champion," 11 June 2018 James Van Der Beek is the star name in the cast, but co-creator Ryan Murphy showcases the transgender performers who strut through ball sequences, then emote in dramatic ones. — Hal Boedeker, OrlandoSentinel.com, "'Pose,' 'Dietland' offer strong heroines," 31 May 2018 That quintessential teenager Mickey Rooney became a star of the Andy Hardy movies, while Deanna Durbin emoted for girls. — Michael Cart, Smithsonian, "How “Young Adult” Fiction Blossomed With Teenage Culture in America," 7 May 2018 Galás burrowed into the lovelorn lyrics and emoted with the exasperated cadences of someone being buried alive. — James Reed, latimes.com, "Swoops, shrieks and croons: Diamanda Galás transfixes at Palace Theatre," 27 Apr. 2018

With those numbers in mind, Activision Blizzard went out and acquired King for a cool $5.9 billion in 2016. This was huge news, as Activision Blizzard is one of the biggest video game publishers of all time and responsible for some of the most profitable franchises in gaming history — Call of Duty and World of Warcraft. For it to invest so heavily in the mobile space shows the significance of the mobile platform moving forward. Since then, King has reportedly started working on a mobile version Activision's most popular franchise, Call of Duty — at the same time that the PC and console version is pivoting hard towards the trendy Battle Royale mode to contend with Fortnite and PUBG.

The second generation of consoles introduced more powerful capabilities,[7][8] less hardware limitations than the first generation and coincided with the golden age of arcade video games. Developers had access to basic graphical capabilities of the console allowing them to create sprites of their own choosing and more advanced sound capabilities. Controllers were beginning to include more buttons giving developers more freedom in the type of interactions they could provide to the player.[9]
A major new addition to the market was the trend for corporations to include a large number of "non-gaming" features into their handheld consoles, including cell phones, MP3 players, portable movie players, and PDA-like features. The handheld that started this trend was Nokia's N-Gage, which was released in 2003 and doubled primarily as a mobile phone. It went through a redesign in 2004 and was renamed the N-Gage QD. A second handheld, the Zodiac from Tapwave, was released in 2004; based on the Palm OS, it offered specialized gaming-oriented video and sound capabilities, but it had an unwieldy development kit due to the underlying Palm OS foundation. With more and more PDAs arriving during the previous generation, the difference between consumer electronics and traditional computing began to blur and cheap console technology grew as a result. It was said of PDAs that they were "the computers of handheld gaming" because of their multi-purpose capabilities and the increasingly powerful computer hardware that resided within them. This capability existed to move gaming beyond the last generation's 16-bit limitations; however, PDAs were still geared towards the typical businessman and lacked new, affordable software franchises to compete with dedicated handheld gaming consoles.
In MMORPGs with visible avatars, such as EverQuest, Asheron's Call, Second Life and World of Warcraft, certain commands entered through the chat interface will print a predefined /me emote to the chat window and cause the character to animate, and in some cases produce sound effects. For example, entering "/confused" into World of Warcraft's chat interface will play an animation on the user's avatar and print "You are hopelessly confused." in the chat window.[3]

Born from a failed attempt to create a console with Nintendo, Sony's PlayStation would not only dominate its generation but become the first console to sell over 100 million units by expanding the video game market. Sony actively courted third parties and provided them with convenient c libraries to write their games. Sony had built the console from the start as a 3D, disc-based system, and emphasized its 3D graphics that would come to be viewed as the future of gaming. The PlayStation's CD technology won over several developers who had been releasing titles for Nintendo and Sega's fourth generation consoles, such as Konami, Namco, Capcom, and Square. CDs were far cheaper to manufacture and distribute than cartridges were, meaning developers could release larger batches of games at higher profit margins; Nintendo's console, on the other hand, used cartridges, unwittingly keeping third-party developers away. The PlayStation's internal architecture was simpler and more intuitive to program for, giving the console an edge over Sega's Saturn.


Riptide GP: Renegade is one of those games that seems like it would be impossible on mobile, the graphics are just so jaw-droppingly gorgeous. A jetski-style racing video, it sees you, a disgraced former champion, competing against other racers, performing stunts and defeating bosses for a chance to reclaim your former glory. It's built on the developer's own engine, and honestly plays like a dream.
In the early 2000s, mobile games gained popularity in Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from puzzle games and virtual pet titles that utilized camera phone and fingerprint scanner technologies to 3D games with exceptionally high quality graphics. Older arcade-style games became particularly popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions.
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