Introduction
Playing electronic games whether, on the computer, Smartphone or video comes with several identifiable advantages in people’s lives despite the associated challenges. Some of those benefits include entertainment, learning, earning through coupons in different game levels, and also healing some mental disorders when a patient plays. The typical limitation of the games which people mention most is addiction where they consume much time. Also, they waste much money when people place a bet on a particular game they are playing. The advantages of the games are more than the disadvantages, and it is easy to control addiction. The conclusion that electronic games are beneficial leads to another need for ensuring that the hardware presents them in the best way to meet the desired needs. The computer, Smartphone, as well as the console for the case of video games, should offer the best feedback and navigation abilities to engage the user. This study analyzes the design of the video, smartphones as well as computer games on to find out which one meets the demands of users better.
Technical Comparison
All three types of games are video-enabled running on electronic platforms. They present visuals which help in navigation and bring the concept of real environment closer to the user. The terms Video games refer to the three types of games although people use them to refer to a specific type of electronic games knows as console games (Geraldus 23). Computer, video and Smartphone games have several properties in common. One of the features which they share in common is the graphical user interface. They are all interactive through screens which provide feedback. Computer games display images on monitors, smartphones on phone screens while the video games display on television screens (Parker et al. 169). Apart from visuals, users also interact through sounds in all the three games produced through speakers. They apply computer technology that provides the ability to store and retrieve the designed games.
One of the differences between the three types of games is the hardware which carries the memory chips. Computers use the CPU which programmers design to carry out many roles apart from playing games. The hardware components include input and output devices, for example, the monitor, keyboard and the mouse (Geraldus 23). On the other hand, video games use the console. A console is a memory like hardware which different companies develop and install games. They come with pre-installed games which the owner can replace after some time. On the other hand, Smartphone games utilize mobile phone handset and technology like android to run.
Another difference between the three is the quality of input and output devices. Smartphones have an additional interactive feature known as accelerometer sensor. The feature allows users to control games by tilting their phones (Gao et al. 780). The input devices of the computer are more elaborated and diverse like the mouse, joystick, and touchpad among others. On the other hand, console games have few input devices which can only be a wired gadget with buttons.
Comparison Based on Use
One similarity based on use among the three types of games is interaction since they employ the graphical user interface technique. They have screens and speakers to access. Also, they have input devices like keyboard, joystick, touch pads, and screens among others which enable people to manipulate and therefore become more engaged. However, their level of interacting differs. Smartphone games tend to be more interactive since they provide additional advantages like tilting and vibration feature. The feature allows users to easily navigate some games through tilting thus increasing engagement (Gao et al. 780). Computer games are second in interactive level since they have a wide range of input devices. Video games have few input devices which do not allow much manipulation and therefore, less interactive. Also, the video games have few installed games defined by the owner and therefore do not let people play games of choice.
One of the differences between the three games related to use is the level of integrating the virtual space, physical and social elements. Virtual reality is one of the primary ideas behind the development of the games. The three games present the users with virtual space where they interact with the environment on an electronic platform. However, Smartphone games integrate the three elements more compared to computer and video games (Koroleva et al. 817). With the smartphones, it is easy to share a common game among many people in a group and therefore allow socialization in virtual elements which the games create. Also, the games are portable that a person can play them from any environment thereby establishing a link between the virtual and physical aspects. Most people own smartphones today, and therefore they can share on one game in a large group to increase the usefulness like entertainment or learning. Computer and video games are not mobile, and they have a limit on the number of people who can play a game together because of the monitor size and number of input devices.
Conclusion
Smartphone, computer, and video games are similar and different in various ways. They are all interactive to the user through audio and visual elements. All the three use computer technology to store and retrieve the programs which carry the games. They employ a wide range of input devices which increases their ability to interact. However, Smartphone games have more features which increase their usefulness to entertain or learn. They are potable creating an additional input feature of tilting and output through vibration. Smartphone games are more engaging than the computer and video because people can access and use them from any place, at any time and play the game on interest. They are therefore well designed to meet the different needs of the users.
Works Cited
Gao, Lei, A. K. Bourke, and Nelson John. “Evaluation of accelerometer-based multi-sensor versus single-sensor activity recognition systems.” Medical engineering & physics36.6 (2014): 779-785.
Geraldus, Galehantomo PS. “Platform Comparison Between Games Console, Mobile Games, And PC Games.” SISFORMA: Journal of Information Systems (e-Journal) 2.1 (2015): 23-26.
Koroleva, D. O., Kochervey, A. I., Nasonova, K. M., &Shibeko, Y. V. (2016). The Game Pokemon Go as a Crosscultural Phenomenon. Russian Education & Society, 58(12), 816–827.
Parker, Rachel, Cox Stephen, and Thompson Paul. “How technological change affects power relations in global markets: remote developers in the console and mobile games industry.” Environment and Planning A 46.1 (2014): 168-185.