All major gaming consoles give you an impressive mix of cross-platform and exclusive games, from Gears of War to Fifa 16. If you’re keen on multiplayer action, the Xbox offers you Xbox Live, allowing you to hook up online with the worldwide Xbox player community. Across all of our major gaming consoles, jaw-dropping graphics combine with substantial system memory so you can download and store games, videos, music and more for a complete home entertainment system.
Having said that, a dedicated gaming console is always going to be a better option, so for more gaming fun check out our pick of portable games consoles you should buy in 2019 Which Portable Game Console Should You Buy in 2019? Which Portable Game Console Should You Buy in 2019? Looking to buy a portable game console? We help you decide between a Nintendo Switch, Nintendo 3DS, PlayStation Vita, and more. Read More .
Built for the battlefield, the HyperX Alloy Elite is loaded with fast, accurate, and comfortable Cherry MX Brown switches and a durable steel frame. RGB backlit keys and a brilliant 18-LED light bar keep you fragging away long into the night. It’s also equipped to meet your multimedia needs with dedicated media buttons, USB 2.0, Game Mode, anti-ghosting, and N-Key rollover.
Most studies, however, reached the conclusion that violence in video games is not causally linked with aggressive tendencies. This was the conclusion of a 1999 study by the United States government, prompting Surgeon General David Satcher to say, "[...] we clearly associate media violence to aggressive behavior, but the impact was very small compared to other things. Some may not be happy with that, but that’s where the magic is".[81] This was also the conclusion of a meta-analysis by psychologist Jonathan Freedman, who reviewed over 200 published studies and found that the majority did not find a causal link.[82]
Mobile games have always carried a stigma of compromised quality amongst the larger gamer community. In the ongoing PC vs Console debate, mobile games are all too often relegated to a lesser category altogether from PC and console equivalents because they're "too casual" or simply not considered to be "true games". For some time, these were valid critiques because so many mobile games look and feel like cookie-cutter copies of other games with limited gameplay or abusive freemium frameworks meant to exploit the addictive behaviors associated with smartphones
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Augmented reality games are the latest mobile gaming trend. These programs combine a real-world environment with advanced computer graphics to provide the effect of augmented reality. An example is Sky Siege, where a player shoots virtual helicopters that appear to fly around the room. In actuality, a live image of the player's room is captured by the device camera and fed to the display screen, resulting in augmented reality to the player.
Microsoft's Xbox was the first dedicated video game console released by the company in North America on November 15, 2001, in Japan on February 22, 2002, and in Europe and Australia on March 14, 2002. Microsoft realized the power of video game consoles and feared with growing capabilities they may take over more than the living room. It was the first console to employ a hard drive right out of the box to save games, the first to include an Ethernet port for broadband internet, and the beginning of Microsoft's online Xbox LIVE service. Microsoft was able to attract many PC developers by using the NT kernel and DirectX from their Windows operating system. Though criticized for its bulky size and the awkwardness of its original controller, the Xbox eventually gained popularity, especially in the US, where it outsold the GameCube to secure second place, due in part to the success of the Halo franchise.
Mobile games have always carried a stigma of compromised quality amongst the larger gamer community. In the ongoing PC vs Console debate, mobile games are all too often relegated to a lesser category altogether from PC and console equivalents because they're "too casual" or simply not considered to be "true games". For some time, these were valid critiques because so many mobile games look and feel like cookie-cutter copies of other games with limited gameplay or abusive freemium frameworks meant to exploit the addictive behaviors associated with smartphones
Mobile media is taking our lives by storm. The daily time U.S. Millennials spend using mobile devices grew from 107 minutes in 2012 to 223 minutes in 2017. What is more, between 2016 and 2019, mobile internet usage time in the country is expected to grow from 155 daily minutes to 190 minutes per day, representing a 22.5 percent growth within the three years measured. Mobile web usage time is expected to account for roughly 14.2 percent of that time, with the remaining mobile internet time spent in-app.
The third major handheld of the fourth generation was the Game Gear. It featured graphics capabilities roughly comparable to the Master System (better colours, but lower resolution), a ready made games library by using the "Master-Gear" adapter to play cartridges from the older console, and the opportunity to be converted into a portable TV using a cheap tuner adaptor, but it also suffered some of the same shortcomings as the Lynx. While it sold more than twenty times as many units as the Lynx, its bulky design - slightly larger than even the original Game Boy; relatively poor battery life - only a little better than the Lynx; and later arrival in the marketplace - competing for sales amongst the remaining buyers who didn't already have a Game Boy - hampered its overall popularity despite being more closely competitive to the Nintendo in terms of price and breadth of software library.[28] Sega eventually retired the Game Gear in 1997, a year before Nintendo released the first examples of the Game Boy Color, to focus on the Nomad and non-portable console products. Other handheld consoles released during the fourth generation included the TurboExpress, a handheld version of the TurboGrafx-16 released by NEC in 1990, and the Game Boy Pocket, an improved model of the Game Boy released about two years before the debut of the Game Boy Color. While the TurboExpress was another early pioneer of color handheld gaming technology and had the added benefit of using the same game cartridges or 'HuCards' as the TurboGrafx16, it had even worse battery life than the Lynx and Game Gear - about three hours on six contemporary AA batteries - selling only 1.5 million units.[27]
Microsoft's Xbox Live service includes the Xbox Live Arcade and Xbox Live Marketplace, featuring digital distribution of classic and original titles. These include arcade classics, original titles, and games originally released on other consoles. The Xbox Live Marketplace also includes many different hit movies and trailers in high definition, and is accessible with an Xbox Live Free Membership. There is also an "Indie Games" section where small-time developers can buy a license and release their own games onto the marketplace. Such is their volume, these games are not viewed by Microsoft as standard and are instead rated by the public.
Many companies went out of business and despite heavy marketing, the quality of the games couldn't back up the marketing claims of heir quality.[16] Pac-Man for the Atari 2600, a port of the original arcade game of the same name, was the best selling game for the console[17] The effects of the crash were primarily felt in the North American market but it still had an impact, albeit smaller, in the Asian and European markets.[18]
Gaming consoles span several major brands, including Nintendo, Playstation, and Xbox. They also span several generations, with the PS4 console being the latest Playstation and the Xbox One X console being the latest from Microsoft. If you’re looking to play at home, traditional gaming consoles offer stunning HD graphic capabilities thanks to Blu-Ray technology, and the Wii gives you the chance to get active too. If you want to be able to take interactive gaming with you on the move, handheld models also offer up 3D graphics, touchscreen control, WiFi and 3G connectivity, movie and video playback as well as incredible gameplay.
In 1983, the video game business suffered a much more severe crash. A flood of low-quality video games by smaller companies (especially for the 2600), industry leader Atari hyping games such as E.T and a 2600 version of Pac-Man that were poorly received, and a growing number of home computer users caused consumers and retailers to lose faith in video game consoles. Most video game companies filed for bankruptcy, or moved into other industries, abandoning their game consoles. A group of employees from Mattel Electronics formed the INTV Corporation and bought the rights for the Intellivision. INTV alone continued to manufacture the Intellivision in small quantities and release new Intellivision games until 1991. All other North American game consoles were discontinued by 1984. Revenues generated by the video game industry fell by 97% during the crash.
And yet, with no up-front costs or pay-to-win progression mechanics built in, Ubisoft producer I spoke to cited examples of players who have progressed to the top of the game's leaderboards without spending any money in the game. It's proving to be a hit with fans of the older Might and Magic games while Ubisoft is banking on attracting some of the 12 million mobile gamers who play mobile RPGs — and particularly those who will reliably spend a bunch of money on a free-to-play game. When I see in-app purchase bundles priced at $100 I stop and think there can't possibly be that many players dropping serious cash like that into a game — and yet I'm told the number is probably much higher than you'd think.
A very large majority of both the PlayStation 4 and Xbox One libraries are available on both platforms. Though both platforms have popular exclusive franchises, the PlayStation 4 (Pro or standard) sees more exclusive games each year. The PS4 also has access to a small number of less well-known indie games and niche titles, such as Japanese role-playing games, that the Xbox One does not.
At its core, a video game console is a highly specialized computer. In fact, most systems are based on the same central processing units (CPUs) used in many desktop computers. To keep the cost of the video game system within reasonable limits, most manufacturers use a CPU that has been widely available for long enough to undergo a significant decrease in cost.
To compete with emerging next gen consoles, Nintendo released Donkey Kong Country which could display a wide range of tones (something common in fifth-generation games) by limiting the number of hues onscreen, and Star Fox which used an extra chip inside of the cartridge to display polygon graphics. Sega followed suit, releasing Vectorman and Virtua Racing (the latter of which used the Sega Virtua Processor). Sega also released the 32X, an add-on for the Genesis, while their Sega Saturn was still in development. Despite public statements from Sega claiming that they would continue to support the Genesis/32X throughout the next generation, Sega Enterprises forced Sega of America to abandon the 32X. The 32X's brief and confusing existence damaged public perception of the coming Saturn and Sega as a whole.
What's really cool about this game in single player is you can command a team of heroes, each of which you'll collect as you play (there are 40 different unique heroes to collect). So, for example, you can play as one hero, then touch a button on screen to select another person in your party to use that persons unique skills. This all happens in real time, so switching to the right players for the job at hand is part of the fun.
In 1990, Nintendo finally brought their Super Famicom to market and brought it to the United States as the Super NES (SNES) a year later. Its release marginalized the TurboGrafx and the Neo Geo, but came late enough for Sega to sell several million consoles in North America and gain a strong foothold. The same year the SNES was released Sega released Sonic the Hedgehog, which spiked Genesis sales, similar to Space Invaders on the Atari. Also, by 1992 the first fully licensed NFL Football game was released: NFL Sports Talk Football '93, which was available only on the Genesis. This impact on Genesis sales and the overall interest of realistic sports games would start the trend of licensed sports games being viewed as necessary for the success of a console in the US. While Nintendo enjoyed dominance in Japan and Sega in Europe, the competition between the two was particularly fierce and close in North America. Ultimately, the SNES outsold the Genesis, but only after Sega discontinued the Genesis to focus on the next generation of consoles.
Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colors, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of "bits". The TurboGrafx-16, Genesis, and Super NES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era and the previous generation as the 8-bit. The bit-value of a console referred to the word length of a console's processor (although the value was sometimes misused, for example, the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability. For example, the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit CPU. The difference in their processing power is due to other causes. For example, the Commodore 64 contains 64 kilobytes of RAM and the Atari 2600 has much less at 128 bytes of RAM. The jump from 8-bit machines to 16-bit machines to 32-bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8-bit or 16-bit consoles. However, the "bits" in a console are no longer a major factor in their performance. The Nintendo 64, for example, has been outpaced by several 32-bit machines.[91] Aside from some "128 Bit" advertising slogans at the beginning of the sixth generation, marketing with bits largely stopped after the fifth generation.

I've spent enough time covering mobile gaming to know that, in spite of all of its detractors, the free-to-play model is still often the most sensible option for users who are wary when spending money on gaming, and studios who still need to generate profit. Even pricing a game as low as 99 cents has proven to severely limit the number of downloads versus releasing a free-to-play game chocked full of ads and/or in-app purchases.
There are few better examples of a company that found success with the free-to-play model than King, the Swedish development company behind the insanely popular Candy Crush franchise. While it's easy for a "true gamer" to dismiss a game like Candy Crush Saga as being a mindlessly mobile game with few redeeming qualities (fun, too), the game continues to rank among the most popular apps on Google Play and iOS App Store and still maintains over 200 million monthly active users all these years later. That's an insane amount of reliable audience reach — and the fact that we've been spared from "Candy Crush: The Movie" to this point is a small miracle.
The significance of the older gaming consumer is further reinforced by research from the mobile gaming community, MocoSpace. The findings of this study reveal a direct correlation between the amounts of money spent on virtual goods within social games and gamer age - the older the gamer, the more they spend. Based on the study, 70% of all the gamers over 45 years bought virtual goods.
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Console games primarily started off as ports of arcade games.[66] The timing of early consoles coincided with the golden age of arcade games which gave developers a good opportunity to maximise on their popularity[67] despite console hardware not being strong enough to run the games as they were originally. Arcade game effectively had to be remade for consoles which usually meant lowering the quality in some way to make up for the hardware limitations. As technology improved and arcades reduced in popularity it was console original games that would start to be ported to other devices such as handheld consoles and PC.

£0.00 - £49.99 (3,348) £50.00 - £99.99 (1,488) £100.00 - £149.99 (678) £150.00 - £199.99 (295) £200.00 - £249.99 (192) £250.00 - £299.99 (75) £300.00 - £349.99 (57) £350.00 - £399.99 (41) £400.00 - £449.99 (28) £450.00 - £499.99 (25) £500.00 - £599.99 (39) £600.00 - £699.99 (17) £700.00 - £799.99 (7) £800.00 - £899.99 (8) £900.00 - £999.99 (3) £1000 and over (28)
The question moving forward is whether we'll see companies invest in developing more high-end gaming experiences for smartphones (which will also require more consistent support for Bluetooth gaming controllers, too) and whether publishers can fight the urge to dilute the overall experience with the lure of lucrative (yet restrictive) micro-transactions and loot boxes.
Because most mobile devices have limited system resources, mobile game features are not as rich as games designed for PCs or gaming consoles. For example, only one mobile device (as of late 2011) - the Sony Ericsson Xperia PLAY - is equipped with a dedicated gaming controller. In most mobile devices, the keypad doubles as gaming controller. Smartphones have touch screen displays for user input.
The video game console realm is much bigger than you think, ranging from insanely powerful offerings for 4K HDR and virtual reality gaming, through ultra portable picks, all the way to options designed to take you decades down the memory lane. Check out the best picks available on the market at the moment from the likes of Sony, Microsoft, and Nintendo, and get ready to get your gaming on!
Microsoft's Xbox was the first dedicated video game console released by the company in North America on November 15, 2001, in Japan on February 22, 2002, and in Europe and Australia on March 14, 2002. Microsoft realized the power of video game consoles and feared with growing capabilities they may take over more than the living room. It was the first console to employ a hard drive right out of the box to save games, the first to include an Ethernet port for broadband internet, and the beginning of Microsoft's online Xbox LIVE service. Microsoft was able to attract many PC developers by using the NT kernel and DirectX from their Windows operating system. Though criticized for its bulky size and the awkwardness of its original controller, the Xbox eventually gained popularity, especially in the US, where it outsold the GameCube to secure second place, due in part to the success of the Halo franchise.
Mobile games have always carried a stigma of compromised quality amongst the larger gamer community. In the ongoing PC vs Console debate, mobile games are all too often relegated to a lesser category altogether from PC and console equivalents because they're "too casual" or simply not considered to be "true games". For some time, these were valid critiques because so many mobile games look and feel like cookie-cutter copies of other games with limited gameplay or abusive freemium frameworks meant to exploit the addictive behaviors associated with smartphones
The console manufacturers took back control of third party development and regulated the market, ensuring the levels of saturation didn't happen again.[20] Measures introduced to achieve this included limiting the number of games a developer could release a year, controlling the manufacture of game cartridges, demanding payment for cartridges up front and ensuring the game adheres to a set of rules.[21] This put pressure on publishers and added a risk to development. It meant developers were forced to concentrate on the quality of their games more so than the quantity and speed at which they could be made. Atari and Sega incorporated backward compatibility in the Atari 7800 and Master System respectively, elongating the lifespan of their early console games. Both companies never released another backward compatible console, with the partial exception that the Sega Genesis can play Master System games using a separately sold peripheral.[22]

And yet, with no up-front costs or pay-to-win progression mechanics built in, Ubisoft producer I spoke to cited examples of players who have progressed to the top of the game's leaderboards without spending any money in the game. It's proving to be a hit with fans of the older Might and Magic games while Ubisoft is banking on attracting some of the 12 million mobile gamers who play mobile RPGs — and particularly those who will reliably spend a bunch of money on a free-to-play game. When I see in-app purchase bundles priced at $100 I stop and think there can't possibly be that many players dropping serious cash like that into a game — and yet I'm told the number is probably much higher than you'd think.


We do test them, of course. We’ve spent a lot of time playing video games on these consoles and even more thinking about what they can do. We make sure that everything we like about these products works and delivers like advertised. That includes playing all kinds of games, checking the quality of the internet connectivity, factoring in quality and quantity of exclusives, and checking if developers are currently making games for the platform.

One trait that remains peculiar to the fourth generation is the huge number of exclusive games. Both Sega and Nintendo were very successful and their consoles developed massive libraries of games. Both consoles had to be programmed in assembly to get the most out of them. A game optimized for the Genesis could take advantage of its faster CPU and sound chip. A game optimized for the SNES could take advantage of its graphics and its flexible, clean sound chip. Some game series, like Castlevania, saw separate system exclusive releases rather than an attempt to port one game to disparate platforms. When compact disc (CD) technology became available midway through the fourth generation, each company attempted to integrate it into their existing consoles in different ways. NEC and Sega released CD add-ons to their consoles in the form of the TurboGrafx-CD and Sega CD, but both were only moderately successful. NEC also released the TurboDuo which combined the TurboGrafx-16 and its TurboGrafx-CD add-on (along with the RAM and BIOS upgrade from the Super System Card) into one unit. SNK released a third version of the NeoGeo, the Neo Geo CD, allowing the company to release its games on a cheaper medium than the AES's expensive cartridges, but it reached the market after Nintendo and Sega had already sold tens of millions of consoles each. Nintendo partnered with Sony to work on a CD add-on for the SNES, but the deal fell apart when they realized how much control Sony wanted. Sony would use their work with Nintendo as the basis for their PlayStation game console. While CDs became an increasingly visible part of the market, CD-reading technology was still expensive in the 1990s, limiting NEC's and Sega's add-ons' sales.
^ Tabuchi, Hiroko (March 23, 2010). "Nintendo to Make 3-D Version of Its DS Handheld Game". The New York Times. The New York Times Company. Retrieved April 4, 2010. 'We wanted to give the gaming industry a head’s up about what to expect from Nintendo at E3,' said Ken Toyoda, chief spokesman at Nintendo. 'We'll invite people to play with the new device then.'
The primary differences in arcade game development is the fact that players have to pay per play and arcade games are mostly found at external venues. Arcade games are ultimately developed to try to get a continuous stream of revenue from the player and to keep them playing over the life of the machine.[61] Console games have a high cost up front so they had to develop with the consideration that the player would need to get something different out of the experience, primarily more content.[57]
Get advanced precision and comfort on Windows 10 PCs, laptops, tablets, and Xbox One. The controller features responsive thumbsticks and an enhanced D-pad. The adapter can handle up to eight controllers, up to four chat headsets, and two stereo headsets. Includes USB extender cable. It's everything you’ll need to elevate your gameplay wherever you go. Works only with Windows 10 devices.*

During the sixth generation era, the handheld game console market expanded with the introduction of new devices from many different manufacturers. Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance, which featured many upgrades and new features over the Game Boy. Two redesigns of this system followed, the Game Boy Advance SP in 2003 and the Game Boy Micro in 2005. Also introduced were the Neo Geo Pocket Color in 1998 and Bandai's WonderSwan Color, launched in Japan in 1999. South Korean company Game Park introduced its GP32 handheld in 2001, and with it came the dawn of open source handheld consoles. The Game Boy Advance line of handhelds has sold 81.51 million units worldwide as of September 30, 2010.[47]
I've spent enough time covering mobile gaming to know that, in spite of all of its detractors, the free-to-play model is still often the most sensible option for users who are wary when spending money on gaming, and studios who still need to generate profit. Even pricing a game as low as 99 cents has proven to severely limit the number of downloads versus releasing a free-to-play game chocked full of ads and/or in-app purchases.

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Xbox One Rechargeable Battery Twin Pack Compatible with Standard, Elite and S Controllers ---Enjoy uninterrupted play whilst your battery packs charge ---Includes 2 high capacity 700mAh rechargeable battery packs ---Up to 18 hours gameplay per full charge ---Includes 2 metre USB charging cable ---Dual connectors to charge 2 batteries simultaneously ---Compatible with S, Elite and Standard Official Controllers Also available in Black... The UK's Number 1 Selling Xbox One Charger* *Data taken from GfK September 2016 Visit our store to view our full range of accessories for About Venom Better By Design Since 1999, UK based Venom has designed and manufactured gaming accessories. We pride ourselves on producing quality products at an affordable price.
Limbo is another of those games that sparked the imagination so much that imitators proliferated like baby rabbits. It's the side-scrolling puzzle adventures of a nameless boy looking for his lost sister, which in itself isn't particularly original. But the game is stylish in a eerie, monochromatic, minimalist way reminiscent of old films and creepy children's books. It's this style that has made one of the games one of the most beloved indie titles released in recent years. The spiritual sequel, Inside is available on the Xbox One. 
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