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Virtual Reality and motion capture

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This article will need to be updated with the recent growing trends in vitual reality (including the HTC vive, oculus rift, playstation vr) and with motion capture technology (microsoft kinect, playstation move, HTC vive motion capture, etc).— Preceding unsigned comment added by 186.155.50.27 (talk) 03:01, 10 May 2016‎ (UTC)[reply]

Wiki Education assignment: Intro to Information Technology

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This article was the subject of a Wiki Education Foundation-supported course assignment, between 18 January 2022 and 29 April 2022. Further details are available on the course page. Student editor(s): IAutumnl (article contribs). Peer reviewers: Chloe Alexandria.

Semi-protected edit request on 5 July 2023

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Please change

"In the early 1990s, advancements in microprocessor technology brought two major technology shifts, including the introduction of optical media via CD-ROMs and real-time 3D polygonal graphic rendering. Both aspects were readily incorporated into personal computers and creating a market for graphics cards,"

to

"In the early 1990s, advancements in microprocessor technology caused a shift towards real-time 3D polygonal graphic rendering. This aspect was readily incorporated into personal computers and creating a market for graphics cards,"

Reasons:

But Manhole did not popularize the adaption of CDs as much as Myst and 7th Guest did (both 1990s games). Masem (t) 22:56, 5 July 2023 (UTC)[reply]
 Done: I was bold and changed it to this: In the early 1990s, advancements in microprocessor technology brought two major technology shifts: the introduction of optical media via CD-ROMs and real-time 3D polygonal graphic rendering. Both aspects were readily incorporated into personal computers and consoles, including Sony's fledgling PlayStation console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. The rise of 3D also created a market for graphics cards used in PCs. Xan747 (talk) 23:51, 5 July 2023 (UTC)[reply]
[edited] Xan747 (talk) 23:54, 5 July 2023 (UTC)[reply]
Another try at this: In the early 1990s, advancements in microprocessor technology gave rise to real-time 3D polygonal graphic rendering in game consoles, as well as in PCs by way of graphics cards. Optical media via CD-ROMs began to be incorporated into personal computers and consoles, including Sony's fledgling PlayStation console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. Xan747 (talk) 00:15, 6 July 2023 (UTC)[reply]

Wiki Education assignment: Technology and Culture

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This article was the subject of a Wiki Education Foundation-supported course assignment, between 21 August 2023 and 9 December 2023. Further details are available on the course page. Student editor(s): Agupta703 (article contribs).

— Assignment last updated by Agupta703 (talk) 00:55, 8 December 2023 (UTC)[reply]

"The medium of the video game" book source

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I've removed a Medium of the Video Game book source. The citation in question did not have a page number, and while the book does go into details about the game in question, I could not find anything backing up the said statement (which confusingly listed the term "fantasy" and wikilinked it to "RPG".) which surely is against MOS:PIPE amongst other things. I've tried to find the context within the book but could not bring it up. If someone could re-add it with a page number and perhaps a quote, I think it could be re-instated as we should clarify what they are trying to discuss anyways. Andrzejbanas (talk) 17:39, 23 July 2024 (UTC)[reply]

new gen consoles

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during these new years of groundbreaking tech new gen consoles have come out such as PS5 X Box series S 2605:59C8:F0:6210:53D:43CF:921E:9F02 (talk) 00:17, 4 August 2024 (UTC)[reply]

Those are discussed in the article in the second last section Masem (t) 00:37, 4 August 2024 (UTC)[reply]

Africa and Latin America, revisited

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A decade ago, I added a few paragraphs to this article regarding Africa and Latin America (as a whole), regions that were and are completely absent in this article. These paragraphs have both been removed (Latin America, and Africa see bottom), because these regions have very low sales numbers compared to the US, Europe, and eastern Asia. They may not be considered "large enough markets" to require coverage in our top-level article on the subject. However, I would like to reinstate some text about these regions if possible. I do not believe the argument of market-share particularly holds water, as video games are likely experienced by hundreds of millions of people in these regions even if they are not buying them or paying for them. Currently, we do not describe the role video games have in the lives of perhaps over a billion people, which seems odd even if they are financially insignificant. I would not want to do research on this if it is likely to be reverted again, however, so I figured I'd ask for thoughts and input here first. (btw, India, the Arab world, and Indonesia also seem like candidates for a similar discussion) ~Maplestrip/Mable (chat) 15:37, 13 December 2024 (UTC)[reply]