Video game console


A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
Video game consoles are a specialized form of home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create competition for market share. More recent consoles have shown further confluence with home computers, making it easy for developers to release games on multiple platforms. Further, modern consoles can serve as replacements for media players with capabilities to play films and music from optical media or streaming media services.
Video game consoles are usually sold on a five–seven-year cycle called a generation, with consoles made with similar technical capabilities or made around the same time period grouped into one generation. The industry has developed a razor and blades model: manufacturers often sell consoles at low prices, sometimes at a loss, while primarily making a profit from the licensing fees for each game sold. Planned obsolescence then draws consumers into buying the next console generation. While numerous manufacturers have come and gone in the history of the console market, there have always been two or three dominant leaders in the market, with the current market led by Sony, Microsoft, and Nintendo. Previous console developers include Sega, Atari, Coleco, Mattel, NEC, SNK, Magnavox, Philips and Panasonic.

History

The first video game consoles were produced in the early 1970s. Ralph H. Baer devised the concept of playing simple, spot-based games on a television screen in 1966, which later became the basis of the Magnavox Odyssey in 1972. Inspired by the table tennis game on the Odyssey, Nolan Bushnell, Ted Dabney, and Allan Alcorn at Atari, Inc. developed the first successful arcade game, Pong, and looked to develop that into a home version, which was released in 1975. The first consoles were capable of playing only a very limited number of games built into the hardware. Programmable consoles using swappable ROM cartridges were introduced with the Fairchild Channel F in 1976, though popularized with the Atari 2600 released in 1977.
Handheld consoles emerged from technology improvements in handheld electronic games as these shifted from mechanical to electronic/digital logic, and away from light-emitting diode indicators to liquid-crystal displays that resembled video screens more closely. Early examples include the Microvision in 1979 and Game & Watch in 1980, and the concept was fully realized by the Game Boy in 1989.
Both home and handheld consoles have become more advanced following global changes in technology. These technological shifts include improved electronic and computer chip manufacturing to increase computational power at lower costs and size, the introduction of 3D graphics and hardware-based graphic processors for real-time rendering, digital communications such as the Internet, wireless networking and Bluetooth, and larger and denser media formats as well as digital distribution.
Following the same type of Moore's law progression, home consoles are grouped into generations; each lasting approximately five years. Consoles within each generation share similar specifications and features, such as processor word size. While no one grouping of consoles by generation is universally accepted, a breakdown of generations, showing representative consoles of each, is shown below.

Form factor

Home video game console

s are meant to be connected to a television or other type of monitor, with power supplied through an outlet. This requires the unit to be used in a fixed location, typically at home in one's living room. Separate game controllers, connected through wired or wireless connections, are used to provide input to the game. Early examples include the Atari 2600, the Nintendo Entertainment System, and the Sega Genesis; newer examples include the Wii U, the PlayStation 5, and the Xbox Series X.

Microconsole

A microconsole is a home video game console that is typically powered by low-cost computing hardware, making the console lower-priced compared to other home consoles on the market. The majority of microconsoles, with a few exceptions such as the PlayStation TV and OnLive Game System, are Android-based digital media players that are bundled with gamepads and marketed as gaming devices. Such microconsoles can be connected to the television to play video games downloaded from an application store such as Google Play.

Handheld game console

s are devices that typically include a built-in screen and game controller in their case, and contain a rechargeable battery or battery compartment. This allows the unit to be carried around and played anywhere, in contrast to a home game console. Examples include the Game Boy, the PlayStation Portable, and the Nintendo 3DS.

Hybrid video game console

Hybrid video game consoles are devices that combine the use as either a handheld or a home console. In addition to handheld consoles, they generally also have either a wired connection or docking station that connects the console unit to a television screen. The consoles can be used as separate controllers only and be played during wired battery charging. Handhelds include the Sega Nomad, PlayStation Portable, and Nvidia's Shield Portable and Shield Tablet, or home consoles such as the Wii U have hybrid features. With the Nintendo Switch, a console with detachable controllers called Joy-Con Set, the hybrid term became popular and is considered by some to be the first truly hybrid console.

Functionality

Most consoles are considered programmable consoles and have the means for the player to switch between different games. Traditionally, this has been done by switching a physical game cartridge or game card or by using optical media. It is now common to download games through digital distribution and store them on internal or external digital storage devices.

Dedicated console

Some consoles are considered dedicated consoles, in which games available for the console are "baked" onto the hardware, either by being programmed via the circuitry or set in the read-only flash memory of the console. Thus, the console's game library cannot be added to or changed directly by the user. The user can typically switch between games on dedicated consoles using hardware switches on the console, or through in-game menus. Dedicated consoles were common in the first generation of home consoles, such as the Magnavox Odyssey and the home console version of Pong, and more recently have been used for retro style consoles such as the NES Classic Edition and Sega Genesis Mini.
Dedicated consoles were very popular in the first generation until they were gradually replaced by second generation that use ROM cartridges. The fourth generation gradually merged with optical media.

Retro style console

During the later part of video game history, there have been specialized consoles using computing components to offer multiple games to players. Most of these plug directly into one's television, and thus are often called plug-and-play consoles. Most of them are also considered dedicated consoles since it is generally impossible to access the computing components by an average consumer, though tech-savvy consumers often have found ways to hack the console to install additional functionality, voiding the manufacturer's warranty. Plug-and-play consoles usually come with the console unit itself, one or more controllers, and the required components for power and video hookup. Many recent plug-and-play releases have been for distributing a number of retro games for a specific console platform. Examples of these include the Atari Flashback series, the NES Classic Edition, Sega Genesis Mini and also handheld retro consoles such as the Nintendo Game & Watch color screen series.

Components

Console unit

Early console hardware was designed as customized printed circuit boards s, selecting existing integrated circuit chips that performed known functions, or programmable chips like erasable programmable read-only memory chips that could perform certain functions. Pong in both its arcade and home format, had a handful of logic and calculation chips that used the current input of the players' paddles and registers storing the ball's position to update the game's state and send it to the display device. Even with more advanced integrated circuits s of the time, designers were limited to what could be done through the electrical process rather than through programming as normally associated with video game development.
Improvements in console hardware followed with improvements in microprocessor technology and semiconductor device fabrication. Manufacturing processes have been able to reduce the feature size on chips, allowing more transistors and other components to fit on a chip, and at the same time increasing the circuit speeds and the potential frequency the chip can run at, as well as reducing thermal dissipation. Chips were able to be made on larger dies, further increasing the number of features and effective processing power. Random-access memory became more practical with the higher density of transistors per chip, but to address the correct blocks of memory, processors needed to be updated to use larger word sizes and allot for larger bandwidth in chip communications. All these improvements did increase the cost of manufacturing, but at a rate far less than the gains in overall processing power, which helped to make home computers and consoles inexpensive for the consumer, all related to Moore's law of technological improvements.
For the consoles of the 1980s to 1990s, these improvements were evident in the marketing in the late 1980s to 1990s during the "bit wars", where console manufacturers had focused on their console's processor's word size as a selling point. Consoles since the 2000s are more similar to personal computers, building in memory, storage features, and networking capabilities to avoid the limitations of the past. The confluence with personal computers eased software development for both computer and console games, allowing developers to target both platforms. However, consoles differ from computers as most of the hardware components are preselected and customized between the console manufacturer and hardware component provider to assure a consistent performance target for developers. Whereas personal computer motherboards are designed with the needs for allowing consumers to add their desired selection of hardware components, the fixed set of hardware for consoles enables console manufacturers to optimize the size and design of the motherboard and hardware, often integrating key hardware components into the motherboard circuitry itself. Often, multiple components, such as the central processing unit and graphics processing unit, can be combined into a single chip, otherwise known as a system on a chip, which is a further reduction in size and cost. In addition, consoles tend to focus on components that give the unit high game performance, such as the CPU and GPU, and as a tradeoff to keep their prices in expected ranges, use less memory and storage space compared to typical personal computers.
In comparison to the early years of the industry, where most consoles were made directly by the company selling the console, many consoles of today are generally constructed through a value chain that includes component suppliers, such as AMD and NVidia for CPU and GPU functions, and contract manufacturers including electronics manufacturing services, factories which assemble those components into the final consoles such as Foxconn and Flextronics. Completed consoles are then usually tested, distributed, and repaired by the company itself. Microsoft and Nintendo both use this approach to their consoles, while Sony maintains all production in-house with the exception of their component suppliers.
Some of the commons elements that can be found within console hardware include:
;Motherboard
;Daughterboard
;Central processing unit
;Graphical processing unit
;Coprocessors
;Northbridge
;Southbridge
;BIOS
;Random-access memory
;Internal storage
;Power supply
;Cooling systems
;Media reader
;Case
;Input/output ports