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COMPUTER GAME PLATFORMS AND TECHNOLOGIES

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Title: COMPUTER GAME PLATFORMS AND TECHNOLOGIES


1
Unit 15
  • COMPUTER GAME PLATFORMSAND TECHNOLOGIES
  • L/600/6610

LO2 - Understand hardware technologies for game
platforms
2
LO2 - Assessment Criteria
Learning Outcome (LO) The learner will Learning Outcome (LO) The learner will Pass The assessment criteria are the pass requirements for this unit. The learner can Pass The assessment criteria are the pass requirements for this unit. The learner can Merit For merit the evidence must show that, in addition to the pass criteria, the learner is able to Distinction For distinction the evidence must show that, in addition to the pass and merit criteria, the learner is able to
1 Understand game platform types P1 Describe game platform types with some appropriate use of subject terminology M1 - Describe how computer games platform types have developed over time D1 - Explore potential future gaming platform types
2 Understand hardware technologies for game platforms P2 Describe hardware technologies for game platforms with some appropriate use of subject terminology M2 - Describe mobile technologies for game platforms D2 - Evaluate the suitability of mobile technologies for game play
3 Understand software technologies for game platforms P3 Describe software technologies for game platforms expressing ideas with some appropriate use of subject terminology M3 - Discuss the different software technologies for multiple platform usage D3 - Justify the choice of platform on which to run an identified software technology
4 Be able to connect and configure platforms and devices to enable gameplay P4 Apply techniques to connect and configure platforms and devices with some assistance M4 - Explain the different connection types for multiplayer gaming D4 - Justify how the connection types are appropriate for the different multiplayer gaming experiences
3
Assessment Criteria P2, M2 and D2
  • Assessment Criteria P2
  • P2 Learners will need to describe at least six of
    the hardware technologies identified in the
    teaching content for learning outcome 2
    describing their features. This could be for a
    range of platform types which may include mobile.
    This could be presented as a report or
    presentation.
  • Assessment Criteria M2,
  • For merit criterion M2 learners will need to show
    they have explored the mobile technologies for
    game platforms. This means they need to describe
    at least 3 different mobile technologies. This
    could be an extension of the evidence for P2, or
    a separate document. Annotated screenshots and
    photos will help evidence this.
  • Assessment Criteria D2
  • For distinction criterion D2 learners will need
    to evaluate the suitability of mobile
    technologies. This should include the cross
    platform usage of software or repurposing. They
    should consider at least five mobile technologies
    which may include those within the learning
    outcome or include new technologies. They will
    need to evaluate the suitability of them for game
    play in different formats and giving clear
    descriptions of the technologies including
    connectivity and costs.

4
LO2 - Understand hardware technologies for game
platforms
  • Here the learners will need to understand the
    hardware technologies available for the game
    platforms and in particular to explore the
    expanding market in mobile technologies, looking
    at comparing the different technologies in terms
    of playability. Due to the vast range of options
    and the speed of technological developments
    within this sector, group working will ensure a
    depth and breadth of research and group feedback
    will inform the wider group with the variety and
    choice. This could be a mixture of lectures,
    investigations and practical exercises which
    could involve handling the technologies
    available.
  • Learners should then be able to evaluate the
    different mobile hardware technologies and their
    suitability for game play. Group discussion will
    identify areas for further discussion or
    consideration.

5
P2.1 Hardware technologies for game platforms -
Graphics
  • Graphic Development Pong was two colours, white
    and not white, Pacman was 8 with no shading, the
    hardware to run either of these games was limited
    to memory, Jamma Boards contained back them 4k of
    memory, this is the equivalent of 4096 characters
    of code. By the time of Street Fighter in 1988
    the colour depth was now 16 colours with shading.
    Similarly consoles like Magnavox was two coloured
    and came with four games. Atari VCS started the
    same way but moved to 4 colour, then 8. NES and
    Master System was 8 colour, SNES 16 colour. Each
    generation after that multiplied as technology
    changed. Similarly with PCs, we had monochrome,
    then CGA, 4 colours by 1985, EGA by 1988, VGA by
    1992 and SVGA to this day. Analog got replaced
    recently by Digital, TV socket by HDMI and
    Blu-ray.
  • The first adventure games on PCs did not even
    have graphics, text only, hit Gandalf with
    wand, now they have high definition colour and
    video quality cut sequences. Each of these
    developments has allowed games to get better in
    the Arcade, the Console and Computer. Look at the
    different generations of Mario as an example.
  • Nowadays it is all about the Nurbs, Pixels and
    Polygons. Faster cards, faster Nurbs, more
    polygons. Everything is measured in how many per
    second.

6
P2.1 Hardware technologies for game platforms -
Graphics
  • Similarly, 3D games often rely on a powerful
    graphics processing unit (GPU), which accelerates
    the process of drawing complex scenes in real
    time. 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 but all this takes
    money, time and effort and not all games will
    take advantage of these, depending on the way a
    game is programmed.
  • Game compatibility and development however does
    not immediately recognise this hardware and games
    may need downloads and bug fixes from the game
    sites to take advantage of these technologies.
    The standard graphics card used as a template has
    changed over the years and used to be NVidia
    GeForce. Without this the graphics were worse,
    lower quality, lower speed. Better cards brought
    the game up to a level and downloads made the
    game better. Doom when it was released used a GL
    download for Pentium machines with a Graphics
    card to improve the screen quality and for a
    number of years GL technology was the standard.
    Now every PC has a unique card which can be
    specified by the user.

7
P2.1 Hardware technologies for game platforms -
Graphics
  • Graphics cards handle all of the visual data
    within a computer, interpret it and display it
    via a VDU.
  • Components on a Graphics card include
  • GPU Graphical Processing Unit is a dedicated
    microprocessor making calculations in order to
    display both 2D and 3D graphics.
  • Motherboard interface This is the method of
    connection and transfer of information between
    the motherboard. These include PCI, AGP and PCI
    express.
  • Video BIOS - basic program that governs the video
    card's operations and provides the instructions
    that allow the computer and software to interface
    with the card.
  • Video memory if the card is integrated onto the
    mother board it may use the computers RAM,
    otherwise it will have a dedicated amount of
    memory for use for storing other data as well as
    the screen image such as object co-ordinates.
  • Random Access Memory Digital-to-Analogue
    Converter This coverts the digital signals
    produced by the computer processor into an analog
    signal which can be understood by the computer
    display
  • Output connectors this is how the graphics card
    connectors to the VDU. This can include DVI,
    HDMI and component.
  • Cooling device Video cards may use a lot of
    electricity, which is converted into heat. If the
    heat isn't dissipated, the video card could
    overheat and be damaged. Cooling devices are
    incorporated to transfer the heat elsewhere.
    Three common methods are heat sink, fan or water
    block.
  • P2.1 Task 1 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Graphic capabilities in
    terms of history, purpose and benefits to gaming.

8
P2.2 Hardware technologies for game platforms -
Storage
  • Storage Limitations Storage limitations along
    with graphics has been a big hindrance to the
    market moving forward. The Gameboy dominated the
    market for 10 years without moving forward
    because the technology was not there to replace
    it (ignoring the Lynx, Gamegear and Nomad). The
    first arcade machines had 4k of memory, expanded
    by the end of the golden era to 64mb with games
    like Colin McCrea rally. In terms of storage they
    only had enough memory to recall the last race to
    show the user and store the high score table.
  • Home Consoles Machines like Odyssey, Magnavox and
    Atari 2600 left the memory capacity up to the
    cartridge with 48k on board to store scores.
    Every generation of console since has doubles the
    memory capacity on release. ZX80 had 1k, ZX
    Spectrum 48k, Commodore 64 had 64k, Amiga had
    512k, Megadrive and SNES had the same capacity
    and left it up to the cartridges. By the time of
    the first Xbox there was a hard drive of 20gb.
    This was a revolution in itself, unless you are a
    PC owner.
  • And the cartridge and game discs were an issue,
    the Nintendo 64 had 8mb of storage and the
    cartridge had up to 16mb for the later games. To
    store a whole game in there on this amount of
    memory meant compromising, not as much as earlier
    consoles. Graphics could not be realistic, cut
    sequences could not be photo realistic, games
    could not have hundreds of different levels with
    different graphics so there had to be repeats.
    And sprites had to be limited to bitmap or vector
    but rarely both in the same game. Look at Doom,
    characters were always face on, Mario Kart, the
    trees were not solid but x shaped, not 3d
    modelled.
  • This storage is important in the development of
    games. When the Playstation and Saturn came out,
    the gaming world had moved to CD, 660mb of data.
    They could have cut scenes, more levels, vector
    and bitmap, they could have realistic voices and
    sounds, CD quality. When games like FF7 came out
    it had 20 hours of filmatic sequences added,
    realistic faces, CGI graphics, character modelled
    figures. They could have what PCs had, that was
    the difference. Then DVD, BluRay, capacity for
    more, bigger, better, more sequences, more film,
    more realism with barely a restriction.

9
P2.2 Hardware technologies for game platforms -
Storage
  • Storage Limitations Storage limitations along
    with graphics has been a big hindrance to the
    market moving forward. The Gameboy dominated the
    market for 10 years without moving forward
    because the technology was not there to replace
    it (ignoring the Lynx, Gamegear and Nomad). The
    first arcade machines had 4k of memory, expanded
    by the end of the golden era to 64mb with games
    like Colin McCrea rally. In terms of storage they
    only had enough memory to recall the last race to
    show the user and store the high score table.
  • Home Consoles Machines like Odyssey, Magnavox and
    Atari 2600 left the memory capacity up to the
    cartridge with 48k on board to store scores.
    Every generation of console since has doubles the
    memory capacity on release. ZX80 had 1k, ZX
    Spectrum 48k, Commodore 64 had 64k, Amiga had
    512k, Megadrive and SNES had the same capacity
    and left it up to the cartridges. By the time of
    the first Xbox there was a hard drive of 20gb.
    This was a revolution in itself, unless you are a
    PC owner.
  • And the cartridge and game discs were an issue,
    the Nintendo 64 had 8mb of storage and the
    cartridge had up to 16mb for the later games. To
    store a whole game in there on this amount of
    memory meant compromising, not as much as earlier
    consoles. Graphics could not be realistic, cut
    sequences could not be photo realistic, games
    could not have hundreds of different levels with
    different graphics so there had to be repeats.
    And sprites had to be limited to bitmap or vector
    but rarely both in the same game. Look at Doom,
    characters were always face on, Mario Kart, the
    trees were not solid but x shaped, not 3d
    modelled.
  • This storage is important in the development of
    games. When the Playstation and Saturn came out,
    the gaming world had moved to CD, 660mb of data.
    They could have cut scenes, more levels, vector
    and bitmap, they could have realistic voices and
    sounds, CD quality. When games like FF7 came out
    it had 20 hours of filmatic sequences added,
    realistic faces, CGI graphics, character modelled
    figures. They could have what PCs had, that was
    the difference. Then DVD, BluRay, capacity for
    more, bigger, better, more sequences, more film,
    more realism with barely a restriction.
  • P2.2 Task 2 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Storage needs in terms of
    history, purpose and benefits to gaming.

10
P2.3 Hardware technologies for game platforms -
Sound
  • 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. Newer
    developments in PC technology meant 8bit to 16
    bit sound cards an, d now 32bit and sixty four
    bit technology is available.
  • Sound cards used to be separate from the
    motherboard but are now part of the on board
    system taking away some of the compatibility
    issues but the quality will not be as good as a
    separate card.
  • Then along came the modern consoles and the push
    for better sound as a USP. Stereo became 5.1,
    7.1, HD output. Now we can barely tell the
    difference between sound within a game and sound
    within a film. Now it is all about how you can
    make your speakers dance to the music as sound
    quality has reached its realistic peak.
  • P2.3 Task 3 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Sound and Audio needs in
    terms of history, purpose and benefits to gaming.

11
P2.4 Hardware technologies for game platforms -
Memory
  • Memory demands on a Gaming have grown
    exponentially over the years and doubles every
    time a new version of windows or a console is
    released. Currently 2gb of memory is enough to
    run Windows 8 smoothly but not enough to play
    good games well. 3gb is good, 4gb is better.
  • 15 years ago with Windows 98, 256mb was the
    standard for a good game on a PC, 512mb for
    hardcore gamers.
  • But memory is necessary, the more there is, the
    faster a game will be.
  • There are three standards for memory and all of
    them are speed based. DDR, DDR2 and DDR3. They
    have a clock speed, the faster the clock speed,
    the faster the processing time. And this improves
    games, the more processing power that is taken
    from the CPU, the faster the CPU can deal with
    the instruction code of the game.

12
P2.4 Hardware technologies for game platforms -
Memory
  • Similarly for consoles, the memory capacity,
    separate from storage, is now 8gb on board for
    PS4 and Xbox One, an indication of the on screen
    capacity of the games. With consoles like SNES
    and Megadrive it was 2mb (16mbit) hence the
    reason why most games were vector based
    (mathematically calculated rather than graphical
    based, less storage but more processing power)
  • And for handhelds, 8gb of storage is not memory,
    the iPhone only has 1gb of memory compared to 4gb
    and 8gb offered on Android tablets. All this
    translated into what a game can do.
  • Unified ram is ram that is shared by the graphics
    processor allowing on-board ram to be set aside
    for graphics when it needs it. This is new and
    though it is not pure graphics ram, will allow
    memory usage by the core processor so that
    graphics cards can do their good stuff without
    the burden of boring routines.
  • P2.4 Task 4 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Memory storage needs in
    terms of history, purpose and benefits to gaming.

13
P2.5 Hardware technologies for game platforms -
CPU
  • Whatever Platform type is used for game playing,
    there are internal hardware considerations which
    will have an affect on the speed and quality of
    the game, nothing more important than the CPU,
    the brain of a machine. Every Console if
    different and each generation that comes along
    uses a different CPU. On a PC we are used to
    Intel, AMD and Celeron, each with a variety of
    names that go with them, Xeon, Athalon, Pentium
    etc. For Consoles they have always had variants,
    the current standards are AMD and IBM core,
    previous generations were Xenon and 68000.
  • Processor this is the brain of the computer,
    the more powerful the CPU the faster a a game
    will be generate and move and the result
    processed to the screen. This means it will apply
    CUDA processing faster, rendering images more
    effectively (especially 3D images), batch
    processing and scrolling around an environment
    when the resolution is very high or zoomed in
    quite close. Apples and PCs have different CPUs
    but the function and result is still the same.
  • The Processor is not something that can be
    changed easily on either machine. On a PC this
    could mean removing the motherboard and paying a
    lot of money. On an Apple do not bother.
  • The number of cores is now more important, Xbox
    One and PS4 both have 8, a good PC has 4, a
    handheld generally 1 but Android Tablets often
    have 2.
  • P2.5 Task 5 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of CPU needs in terms of
    history, purpose and benefits to gaming.

14
P2.6 Hardware technologies for game platforms -
Interfaces
  • The one thing that has not changed in gaming in a
    generation is the use of menus. They have gotten
    more intricate, more memory intensive, more
    interactive with more selections but they are
    still there. But with the rise of the joystick
    and specifically with more intensive PC gaming,
    the use of menus and the customising of keyboards
    for speed of access has grown.
  • Good Starcraft II players measure their key
    presses per minute rather than their skill level.
    They customise the menus and the groups by
    keystroke, just from action to action across the
    board like a chef might stir the soup while
    cooking pasta. Whole actions are set to a
    key-press, function keys are set as guides,
    customised buttons like macros control whole
    battalions. On a PC this has always been the case
    since the first FPS game but now menus allow
    Joypads on Consoles to be customised for the
    user.
  • This added level of user interaction gives the
    player more control, more responsibility, user
    centred. And players who get more into the game
    through interaction are more likely to come back.
  • P2.6 Task 6 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Human Interface needs in
    terms of history, purpose and benefits to gaming.

15
P2.7 Hardware technologies for game platforms -
Display
Monitor Vga 16 bit colours 14
screen Graphics Card None but Open GL or 16mb
for optimum effects. Processor Pentium
1 Memory 8mb , minimum, 64mb optimal Sound
None or 16mb optimal. Controller Keyboard,
mouse or joypad controlled.
Monitor Vga 16 bit colours 14
screen Graphics Card Processor AMD 64
3200/Intel Pentium 4 3.0GHz or better Memory 8
GB free hard-drive space, 512MB RAM (XP)/1GB RAM
(Vista) Graphics Shader 3.0 or better, 256MB
Nvidia GeForce 6600GT/ATI Radeon 1600XT or
better Monitor 17 minimum
Monitor Vga 16 colours 14 screen Graphics
Card None Processor - 286 Memory 1mb ,
minimum Sound Internal speaker. Controller
Keyboard or mouse controlled only.
16
P2.7 Hardware technologies for game platforms -
Display
  • PC Monitors started off as 2 colour, green and
    not green, 1-bit colour. Then came CGA in 1980,
    2-bit colour, four colours and with it the first
    colour game that could take advantage of this
    amazing technology, Zork. In 1984 came the first
    VGA monitors, sixteen colours, 4-bit, and with it
    the first versions of Wolfenstein. VGA moved up
    to 8-bit and with a graphics card, finally to 16
    bit, 16.7 million colours.
  • Consoles however had the benefit of using the
    television as the display screen. The technology
    was always there to the point that arcade
    machines were simply a Jamma board connected to a
    televisions screen in a box. The resolution was
    the same, only the quality of output differed.
  • Then life adapted, UHF signal output became
    SCART, then HDMI, resolution deepened,
    Televisions went to 1080p and will go higher.
    Games took advantage because they could. As PCs
    struggle to keep up with 1900dpi output and 250
    graphic cards, consoles push it through the
    connector to a SMART television happy to accept
    1080dpi.
  • Handhelds on the other hand had a slower
    progression, bit depth is only a recent thing,
    the PS Vita has the same resolution as a SNES, an
    iPhone has the same resolution as a Gameboy
    Colour. Small screen technology has not changed
    that much, it just feels like it did.
  • P2.7 Task 7 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Visual Display needs in
    terms of history, purpose and benefits to gaming.

17
P2.8 Hardware technologies for game platforms -
Controllers
  • First there was the paddle, it could go in two
    directions, up and down. Pong, space invaders,
    all the classics from childhood used them. They
    were the last thing you thought about and the
    first thing you held.
  • Then came the wheel, driving games where you
    literally moved the car with a wheel, left, right
    and if you survived, left again. They got more
    sensitive, Sega Rally for instance felt like real
    driving but still the car moved left then right.
  • Then the Joystick, suddenly there were four
    directions and the world became perspective. To
    this day the technology has not changed, it just
    got more buttons. A generation wanted VR, human
    Interaction, physical controls, one console after
    another with the keyboard and buttons there still
    in the background.
  • Then came Kinect, sort of, a novel idea that is
    still trying to catch on. We now have 3D
    movement, gestures, multiple sensors. Soon we
    will have Occulus Rift and the world of VR will
    once again loom.
  • Voice interaction is all that is left to master,
    Kinect can hear but cannot understand, Siri can
    understand but not comprehend, Google Glasses can
    comprehend but not see. At the end of the day the
    gaming generation will adapt to new technologies
    in the hope that it benefits play.
  • P2.8 Task 8 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Controller and Input needs
    in terms of history, purpose and benefits to
    gaming.

18
P2.9 Hardware technologies for game platforms -
Mobiles
  • Mobile game play is not a new thing but the push
    towards Phones as a game playing device has been
    consistent since screens first went to colour.
    Snake was popular but since then the generation
    of game players uses Smartphones as a substitute.
    Now every gaming household has some device that
    is portable, PSP, DS, iPad etc.
  • They are small, they have a limited battery life,
    they have less capacity of gaming, they have less
    memory, screen size, sound capability, they have
    everything going wrong for them but we love them.
    What they have is an addictive quality, gaming on
    the move. Games for them know thins so the games
    are aimed at the short term memory audience, the
    short attention span.
  • Candy Crush, flappy Birds, Temple Run, short term
    games, into the game within seconds, take on from
    where you left off, little capacity for memory or
    past achievements and no memory to go back to
    where you came from and see the devastation. And
    the USP is their cost, small games and a small
    cost.
  • Along with the wide range of Apps, all these
    devices have a capacity to outgrow, another day
    another App, a new game, a new craze, the old one
    as forgotten as easily as the current one.
  • P2.9 Task 9 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Mobiles Devices in terms of
    history, purpose and benefits to gaming.

19
P2.10 Hardware technologies for game platforms
- Connectivity
  • Back in the days gaming was stand alone. You
    could have 4 players, each player a corner of the
    screen. Goldeneye, Mario Kart. Today games are
    still stand alone but that is no longer why we
    buy them. We play COD until it is done, 6 hours
    or so, and then we go online and spend weeks or
    months at it. We play Skyrim all the way through
    and then go online and get more. The solitary
    play and nature of games has always been there.
    Two player games have been around since Pong, 4
    player games came in later with Sega Rally in the
    arcades and 4 way splitters on the SNES.
  • There is nothing like a game of FIFA with
    friends, controller ports have allowed more
    players, the Sega Saturn was the first console to
    take this as a standard followed by PS2 and
    Dreamcast. Now a games machine without
    multiplayer is unheard of. The ports and
    connections changed with each generation until
    USB became the standard but the 4 way option
    makes gaming a group thing.
  • Even on handhelds it became accepted on the
    Gameboy Advance that two players connected with a
    wire was better than one and games companies took
    advantage. The player became an AI on the other
    screen, more processing power to the CPU, less
    storage and thinking in terms of movements.

20
P2.10 Hardware technologies for game platforms
- Connectivity
  • Network play came into place with games like
    Doom, Quake, ROTT, Heretic, FPS shooters where
    midnight gaming in clubs became fashionable.
    Today the network play is global with the
    Internet but before that the rise of multiplayer
    games and multiplayer contests grew to the point
    of Blizzcon proportions.
  • Game playing on the Internet as a group is the
    current wave of team playing proportions. WOW
    with 6m user, Starcraft with 3.3, DOTA, COD, EVE,
    Battlefield. Every FPS game that comes out has
    Internet play as its hope, the more players the
    more loyalty. The communication lines that are
    available allow for mass play within games, new
    games expect 30,000 players battling against each
    other in a single conflict. The crashing of GTA
    online is an indication of the amount of players
    who believe that online play is the only play.
  • Wireless and Bluetooth are more subtle ways of
    compensation for the Internet and Network play.
    To link to someone close with wireless or
    Bluetooth like DSi and Vita allows for private
    play, games like DrawIt took advantage of the
    instant, private communication, the speed is
    acceptable for all but the higher level of
    graphic games.
  • P2.10 Task 10 Using appropriate terminology
    and examples, describe hardware technologies for
    game platforms in terms of Game Connectivity in
    terms of history, purpose and benefits to gaming.

21
P2.11 Understand hardware technologies for game
platforms
  • What limited down most of the above and what
    limits mobiles, handhelds and phones is the use
    of power. Handhelds rely on their internal power
    supplies, same with mobiles, and the advances in
    battery technology has improved game playing and
    portability but this is still a limitation. The
    Kindle with its 80hrs battery life infers black
    and white, low level viewing. Put a movie on the
    Kindle Fire and this gets reduced down to 2hrs. A
    phone charge can last 3 days without charging but
    play a game, watch a film, surf the internet and
    the charge runs down quickly.
  • The restriction of the external supply limits
    down the distance and portability that makes
    mobiles and handhelds so appealing. With the WiiU
    there is the best of both worlds, a portable
    device that is also a full console. PCs have
    always been restricted by their 230 power supply,
    shrink a machine down and it is still there,
    smaller but limiting. Consoles with their
    internal supplies made them as reliant on power
    as PCs.
  • P2.11 Task 11 Using appropriate terminology
    and examples, describe hardware technologies for
    game platforms in terms of Power Supplies needs
    in terms of history, purpose and benefits to
    gaming.

22
M2 Understand hardware technologies for game
platforms - Mobiles
  • Mobile game play is not a new thing but the push
    towards Phones as a game playing device has been
    consistent since screens first went to colour.
    Snake was popular but since then the generation
    of game players uses Smartphones as a substitute.
    Now every gaming household has some device that
    is portable, PSP, DS, iPad etc.
  • Phones themselves are pretty much the same,
    limited screen resolution, small amount of
    memory, limited storage capacity, reduced access
    speeds and compatibility issues. Other than this
    we love them. Similarly with tablets though they
    are getting steadily more like a PC in your hands
    with dual core and increased memory. Screens are
    better, memory capacity s improving and all but
    the graphics capability is getting more compliant
    with a computer.
  • For the Merit Criteria you need to access 3
    mobile devices for their suitability in game
    playing. You will need to describe and compare
    the specifications, their Operating Systems,
    their Suitability for gaming, their technical
    limitations and with examples describe their
    achievements in terms of gaming ability.
  • For this task you should select one mobile,
    either an iPhone, a blackberry, an android phone
    or Microsoft OS phone or a hybrid. You should
    also select one tablet, an iPad, Surface, Galaxy
    or Android tablet. And thirdly you should select
    a handheld with its own OS such as a DS, Vita or
    other of your choice.
  • M2.1 Task 12 - Describe and compare with
    examples three mobile devices in terms of
    specifications, OSs, Suitability for gaming and
    their technical limitations.
  • M2.2 Task 13 Using a comparison table,
    compare the technical features of each of the 3
    selected devices to their direct rivals.

Specification OSs Suitability for gaming Technical Limitations.
23
D2 Understand hardware technologies for game
platforms - Mobiles
  • Other than gaming, mobile technologies span
    further than button pressing, achievement
    gaining, scoreboard comparison, time consuming,
    puzzle solving entertainment. Subtle technology
    is all around us, replacing old skills and old
    forms of usage with new.
  • The person who comes to your door has a PDA for
    you to sign, RFID tracking in the van means they
    cannot stop off at home for a cuppa on the way to
    a delivery, the jogger who just ran past you as
    you signed with a digital pen has a tracking
    monitor that is measuring their heart rate
    against their running speed. The car that pulled
    suddenly to a stop did not see him on the GPS but
    the anti locking brakes and engine scanning
    measured how good it is as it lowered its output
    and emissions. The children in the back of the
    car barely broke a sweat as their DVD of Toy
    Story 3 played on. The driver swears to
    themselves and wishes the work was as easy to
    control as his Occulus Rift so they check with
    their Google glasses if there is any emails
    waiting because he really wants to get on and
    finish Black Ops.
  • D2.1 Task 14 - Evaluate the suitability of
    other mobile technologies including the cross
    platform usage of software or repurposing of the
    technology.
  • For Distinction you will need to consider at
    least 5 mobile technologies, 3 of which you may
    have used in the Merit Criterion, and at least 2
    new technologies.
  • D2.2 Task 15 - Evaluate the suitability of them
    for game play in different formats and give clear
    descriptions of the technologies involved,
    connectivity and costs.

Suitability for adapting to Game play Technical Description of the Technology Connectivity ability Costs
24
Assessment Task List
  • P2.1 Task 1 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Graphic capabilities in
    terms of history, purpose and benefits to gaming.
  • P2.2 Task 2 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Storage needs in terms of
    history, purpose and benefits to gaming.
  • P2.3 Task 3 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Sound and Audio needs in
    terms of history, purpose and benefits to gaming.
  • P2.4 Task 4 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Memory storage needs in
    terms of history, purpose and benefits to gaming.
  • P2.5 Task 5 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of CPU needs in terms of
    history, purpose and benefits to gaming.
  • P2.6 Task 6 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Human Interface needs in
    terms of history, purpose and benefits to gaming.
  • P2.7 Task 7 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Visual Display needs in
    terms of history, purpose and benefits to gaming.
  • P2.8 Task 8 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Controller and Input needs
    in terms of history, purpose and benefits to
    gaming.
  • P2.9 Task 9 Using appropriate terminology and
    examples, describe hardware technologies for game
    platforms in terms of Mobiles Devices in terms of
    history, purpose and benefits to gaming.
  • P2.10 Task 10 Using appropriate terminology
    and examples, describe hardware technologies for
    game platforms in terms of Game Connectivity in
    terms of history, purpose and benefits to gaming.
  • P2.11 Task 11 Using appropriate terminology
    and examples, describe hardware technologies for
    game platforms in terms of Power Supplies needs
    in terms of history, purpose and benefits to
    gaming.
  • M2.1 Task 12 - Describe and compare with
    examples three mobile devices in terms of
    specifications, OSs, Suitability for gaming and
    their technical limitations.
  • M2.2 Task 13 Using a comparison table,
    compare the technical features of each of the 3
    selected devices to their direct rivals.
  • D2.1 Task 14 - Evaluate the suitability of
    other mobile technologies including the cross
    platform usage of software or repurposing of the
    technology.
  • D2.2 Task 15 - Evaluate the suitability of them
    for game play in different formats and give clear
    descriptions of the technologies involved,
    connectivity and costs.
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