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• • • PC games, also known as computer games or personal computer games, are played on a rather than a dedicated. Their defining characteristics include a more diverse and user determined gaming hardware and software, and a generally greater capacity in input, processing, and video output.

Games became popular following the leading to the era of the 'bedroom coder'. In the 1990s, PC games lost mass-market traction to before enjoying a resurgence in the mid-2000s through. Newzoo, reports that the PC gaming sector is the third largest (and estimated in decline), with the consoles second largest, and across all platforms as of 2016, 2.2 billion gamers generate US$101.1 billion in revenue (i.e.

Sokoban is a FREE version of well known logical puzzle game. Push all the boxes onto the targets and pass the level! Remember, you can only push the boxes.You can't push the boxes into other boxes or walls and you can't pull them. The puzzle is solved when all boxes are at target locations. You will get one, two.

All numbers exclude hardware costs), and 'Digital game revenues will account for $94.4 billion or 87% of the global market. Is the most lucrative segment, with and gaming growing 19% year on year to $46.1 billion, claiming 42% of the market. In 2020, mobile gaming will represent just more than half of the total games market. China expected to generate $27.5 billion, or one-quarter of all revenues in 2017.' PC is considered synonymous (by them and others) with compatible systems; while mobile computers – smartphones and tablets, such as those running or – are also in the general sense.

The ' region is estimated to generate $46.6 billion in 2016, or 47% of total global game revenues (note, not only 'PC' games). China alone accounts for half of APAC's revenues, reaching $24.4 billion, cementing its place as the largest games market in the world, ahead of the US's anticipated market size of $23.5 billion.

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China is expected to have 53% of revenues from mobile in 2017 (46% in 2016). The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. On mobile gaming (and compared to other platforms) study says: 'female mobile gamers represent almost half (49%) of the mobile gaming population. 64% of the female mobile game players prefer mobile over other platforms, versus 38% of men. Women are also playing more frequently; 43% of female players play mobile games five days a week or more, compared to 38% of men.'

Developed for the in 1961, is often credited as being the second ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other. Although personal computers only became popular with the development of the and, computer gaming on and had previously already existed., an adaptation of for the, debuted in 1952. Another pioneer computer game was developed in 1961, when students Martin Graetz and, with MIT student, developed on a used for.

The first generation of computer games were often or, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure,, was developed for the by Will Crowther in 1976, and expanded by Don Woods in 1977.

By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI games such as, or for example. By the late 1970s to early 1980s, games were developed and distributed through groups and gaming magazines, such as and later. These publications provided and played, encouraging readers to submit their own software to competitions. Players could modify the source code of even commercial games.

Was one of the first games for microcomputers which was sold to the public. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape. As with at the time, early home computer game companies capitalized on at the time with or of popular. By 1982, the for the were ports of and, while the top-selling game for the was the clone. That same year, was ported to the, while was licensed for the.

In late 1981, attempted to take legal action against unauthorized clones, particularly, despite some of these predating Atari's exclusive rights to the home versions of 's game. Industry crash and aftermath [ ].

See also: As the video game market became flooded with poor-quality cartridge games created by numerous companies attempting to enter the market, and overproduction of high-profile releases such as the adaptations of and grossly underperformed, the popularity of personal computers for education rose dramatically. In 1983, consumer interest in console video games dwindled to historical lows, as interest in games on personal computers rose. The effects of the crash were largely limited to the console market, as established companies such as posted record losses over subsequent years.

Conversely, the home computer market boomed, as sales of low-cost color computers such as the rose to record highs and developers such as benefited from increasing interest in the platform. To enhance the experience with their unrealistic graphics and electronic sound, early PC games included extras such as the peril-sensitive sunglasses that shipped with or the novella included with. These extras gradually became less common, but many games were still sold in the traditional oversized boxes that used to hold the extra '. Today, such extras are usually found only in Special Edition versions of games, such as Battlechests from.

The North American console market experienced a resurgence in the United States with the release of the (NES). In Europe, computer gaming continued to boom for many years after. Computers such as the and were successful in the European market, where the NES was not as successful despite its monopoly in Japan and North America. The only to have any success in Europe would be the. Meanwhile, in Japan, both consoles and computers became major industries, with the console market dominated by and the computer market dominated by 's (1981) and (1982). A key difference between Western and Japanese computers at the time was the, with Japanese systems using a higher resolution of 640x400 to accommodate which in turn affected and allowed more detailed graphics. Japanese computers were also using 's from the early 1980s.

During the, the and became popular in Europe, while the PC-98, and became popular in Japan. The Amiga, X68000 and FM Towns were capable of producing near -quality hardware graphics and sound quality when they first released in the mid-to-late 1980s. Growth of IBM PC gaming [ ], the world's largest computer company, introduced the (PC) in 1981. That year stated that the computer's speed and sophistication made it 'an excellent gaming device', and IBM and others sold some games like. The PC's and were poor, and most customers bought the powerful but expensive computer for business.

Although in 1984 reported that 'in offices all over America (more than anyone realizes) executives and managers are playing games on their computers', software companies found selling games for the PC difficult; an observer said that year that Flight Simulator had sold hundreds of thousands of copies because customers with corporate PCs could claim that it was a 'simulation'. From mid-1985, however, what Compute! Described as a 'wave' of inexpensive from American and Asian companies, such as the, caused prices to decline; by the end of 1986, the equivalent to a $1600 real IBM PC with 256K RAM and two disk drives cost as little as $600, lower than the price of the. Consumers began purchasing DOS computers for the home in large numbers. While often purchased to do work in evenings and weekends, clones' popularity caused consumer-software companies to increase the number of IBM-compatible products, including those developed specifically for the PC as opposed to from other computers. Of Electronic Arts reported that customers used computers for games more than one fifth of the time whether purchased for work or a hobby, with many who purchased computers for other reasons finding PC games 'a pretty satisfying experience'. By 1987, the PC market was growing so quickly that the formerly business-only computer had become the largest and fastest-growing, and most important platform for computer game companies.

DOS computers dominated the home, supplanting Commodore and Apple. More than a third of games sold in North America were for the PC, twice as many as those for the Apple II and even outselling those for the Commodore 64. With the, an inexpensive clone had better graphics and more memory for games than the Commodore or Apple, and the Tandy 1000's, and built-in joystick ports made it the best platform for IBM PC-compatible games before the VGA era. By 1988, the enormous popularity of the Nintendo Entertainment System had greatly affected the computer-game industry. A executive claimed that 'Nintendo's success has destroyed the [computer] software entertainment market'. A executive agreed, saying that 'Unfortunately, its effect has been extremely negative. Without question, Nintendo's success has eroded software sales.

There's been a much greater falling off of disk sales than anyone anticipated.' A third attributed the end of growth in sales of the Commodore 64 to the console, and called Nintendo 'the last hurrah of the 8-bit world'. Experts were unsure whether it affected 16-bit computer games, but Hawkins in 1990 nonetheless had to deny rumors that Electronic Arts would withdraw from computers and only produce console games.

By 1993 reported at a conference that the market for console games ($5.9 billion in revenue) was 12 times that of the computer-game market ($430 million). Computer games, however, did not disappear. By 1989 Computer Gaming World reported that 'the industry is moving toward heavy use of '. While some games were advertised with VGA support at the start of the year, they usually supported EGA graphics through VGA cards. By the end of 1989, however, most publishers moved to at supporting at least 320x200, a subset of VGA. VGA gave the PC graphics that outmatched the Amiga. Increasing adoption of the, driven partially by the success of such as the highly successful series, and high resolution displays allowed the industry to include increasingly high-quality in new releases.

Further improvements to game artwork and audio were made possible with the introduction of sound. Began manufacturing FM synth boards for computers in the early-mid-1980s, and by 1985, the NEC and computers had built-in FM sound. The first PC, such as 's Music Synthesizer Card, soon appeared in 1987. These cards allowed computers to produce complex sounds using FM synthesis, where they had previously been limited to simple tones and beeps. However, the rise of the card, released in 1989, which featured much higher sound quality due to the inclusion of a channel and, led AdLib to file for bankruptcy by 1992. Also in 1989, the computer included built-in PCM sound, in addition to a CD-ROM drive and graphics.

By 1990, was 65% of the computer-game market, with the Amiga at 10%; all other computers, including the, were below 10% and declining. Although both Apple and IBM tried to avoid customers associating their products with 'game machines', the latter acknowledged that VGA, audio, and joystick options for its computer were popular. In 1991, produced an early,, which was the company's first in their line of highly influential games in the genre. There were also several other companies that produced early first-person shooters, such as 's, which featured fully in 1988, and 's in 1989. Id Software went on to develop in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times. The game was originally distributed through the, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of graphics in a popular game, along with. In December 1992, Computer Gaming World reported that DOS accounted for 82% of computer-game sales in 1991, compared to Macintosh's 8% and Amiga's 5%.

In response to a reader's challenge to find a DOS game that played better than the Amiga version the magazine cited and, and added that 'The heavy MS-DOS emphasis in CGW merely reflects the realities of the market'. A self-reported Computer Gaming World survey in April 1993 similarly found that 91% of readers primarily used IBM PCs and compatibles for gaming, compared to 6% for Amiga, 3% for Macintosh, and 1% for Atari ST, while a Software Publishing Association study found that 74% of personal computers were IBMs or compatible, 10% Macintosh, 7% Apple II, and 8% other. 51% of IBM or compatible had 386 or faster CPUs. By 1992 DOS games such as supported graphics. While leading and console systems kept their CPU speed at 3–7, the PC processor ran much faster, allowing it to perform many more calculations per second. The 1993 release of on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism.

Computer Gaming World reiterated in 1994, 'we have to advise readers who want a machine that will play most of the games to purchase high-end MS-DOS machines'. By spring 1994 an estimated 24 million US homes (27% of households) had a personal computer.

48% played games on their computer; 40% had the 486 CPU or higher; 35% had CD-ROM drives; and 20% had a sound card. Another survey found that an estimated 2.46 million multimedia computers had internal CD-ROM drives by the end of 1993, an increase of almost 2,000%. Computer Gaming World reported in April 1994 that some software publishers planned to only distribute on CD as of 1995. CD-ROM had much larger storage capacity than floppies, helped reduce software piracy, and was less expensive to produce.

Warned that it was 'a data-intensive technology, not a process-intensive one', tempting developers to emphasize the quantity of like art and music over the quality of gameplay; Computer Gaming World wrote in 1993 that 'publishers may be losing their focus'. While many companies used the additional storage to release poor-quality collections of older software, or —often with what the magazine mocked as 'amateur acting' in the added audio and video —new games such as included many more assets for a richer game experience. Many companies sold 'multimedia upgrade kits' that bundled CD drives, sound cards, and software during the mid-1990s, but for the new peripherals further depleted scarce RAM. By 1993, PC games required much more memory than other software, often consuming all of, while device drivers could go into with. Players found modifying and files for memory management cumbersome and confusing, and each game needed a different configuration. (The game Les Manley 2 satirizes this by depicting two beautiful women exhaust the hero in bed, by requesting that he again explain the difference between and.) Computer Gaming World provided technical assistance to its writers to help install games for review, and published sample configuration files. The magazine advised non-technical gamers to purchase commercial memory managers like and and criticized nonstandard software like 's 'infamous late and unlamented Voodoo Memory Manager', which used.

Contemporary gaming [ ] By 1996, the growing popularity of simplified device driver and memory management. The success of 3D console titles such as increased interest in on PCs, and soon resulted in attempts to produce affordable solutions with the Rage, Mystique, and.

In 1996 was one of the first 3D games and was praised for its revolutionary graphics. As 3D graphics libraries such as and matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as. However, major changes to the operating system, by then the market leader, made many older DOS-based games unplayable on, and later, (without using an, such as ). The faster graphics accelerators and improving technology resulted in increasing levels of realism in computer games.

During this time, the improvements introduced with products such as ATI's and 's have allowed developers to increase the complexity of modern. PC gaming currently tends strongly toward improvements in 3D graphics. Unlike the generally accepted push for improved graphical performance, the use of in computer games has become a matter of debate since announcement and 2005 release of the, ostensibly competing with such as the. Issues such as difficulty in ensuring consistent experiences for all players, and the uncertain benefit of first generation PhysX cards in games such as and, prompted arguments over the value of such technology. Similarly, many game publishers began to experiment with new forms of marketing.

Chief among these alternative strategies is, an adaptation of the older concept of, in which game content is provided in smaller quantities but for a proportionally lower price. Titles such as took advantage of the idea, with mixed results rising from concerns for the amount of content provided for the price. Platform characteristics [ ] Fidelity [ ] In high-end PC gaming, a PC will generally have far more processing resources at its disposal than other gaming systems.

Game developers can use this to improve the visual fidelity of their game relative to other platforms, but even if they do not, games running on PC are likely to benefit from higher, higher framerate, and. Increased is also common in games. Better hardware also increases the potential fidelity of a PC game's rules and simulation. PC games often support more players or than equivalents on other platforms and game designs which depend on the simulation of large numbers of tokens (e.g., ) are rarely seen anywhere else.

[ ] The PC also supports greater input fidelity thanks to its compatibility with a wide array of. [ ] The most common forms of input are the / combination and, though and are also available. The mouse in particular lends players of and games on PC great speed and accuracy. Openness [ ] The defining characteristic of the PC platform is the absence of centralized control; all other gaming platforms (except devices, to an extent) are owned and administered by a single group. The advantages of openness include: Reduced software cost Prices are kept down by competition and the absence of platform-holder fees.

Games and services are cheaper at every level, and many are free. Increased flexibility PC games decades old can be played on modern systems, through if need be. Conversely, newer games can often be run on older systems by reducing the games' fidelity and/or scale. Increased innovation One does not need to ask for permission to release or update a PC game or to, and the platform's hardware and software are constantly evolving. These factors make PC the centre of both hardware and software innovation.

By comparison, closed platforms tend to remain much the same throughout their lifespan. But there are also disadvantages, including: Increased complexity A PC is a general-purpose tool. Its inner workings are exposed to the owner, and misconfiguration can create enormous problems. Hardware compatibility issues are also possible. Game development is complicated by the wide variety of hardware configurations; developers may be forced to limit their design to run with sub-optimum PC hardware in order to reach a larger PC market, or add a range graphical and other settings to adjust for playability on individual machines, requiring increased development, test, and customer support resources. [ ] Increased hardware cost PC components are generally sold individually for profit (even if one buys a pre-built machine), whereas the hardware of closed platforms is mass-produced as a single unit and often sold at a smaller profit, or even a loss (with the intention of making profit instead in online service fees and developer kit profits).

Reduced security It is difficult, and in most situations ultimately impossible, to control the way in which PC hardware and software is used. This leads to far more and than closed platforms suffer from.

Main article: The openness of the PC platform allows players to edit their games and distribute the results over the as 'mods'. A healthy mod community greatly increases a game's longevity and the most popular mods have driven purchases of their parent game to record heights.

It is common for professional developers to release the tools they use to create their games (and sometimes even ) in order to encourage modding, but if a game is popular enough mods generally arise even without official support. Mods can compete with official however, or even outright redistribute it, and their ability to extend the lifespan of a game can work against its developers' plans for regular sequels. As game technology has become more complex, it has also become harder to distribute development tools to the public. Modding has a different connotation on consoles which are typically much more heavily. As publicly released development tools are rare, console mods usually refer to hardware alterations designed to remove restrictions. Dominant software [ ] Although the PC platform is almost completely decentralized at a hardware level, there are two dominant software forces: the operating system and the distribution service.

Microsoft introduced an named Windows on November 20, 1985 as an add-on to DOS in response to the growing interest in (GUIs). Microsoft Windows came to the world's market with, overtaking, which had been introduced in 1984. Valve does not release any sales figures on its Steam service, instead it only provides the data to companies with games on Steam, which they cannot release without permission due to signing a with Valve. However,, the previous owner of competing platform, estimated that, as of 2009, Steam had a 70% share of the digital distribution market for video games. In early 2011, reported that Steam sales constituted 50–70% of the $4 billion market for downloaded PC games and that Steam offered game producers of 70% of purchase price, compared with 30% at retail. In 2011, Steam served over 780 of information, double what it had delivered in 2010. Digital distribution services [ ].

Main article: PC games are sold predominantly through the Internet, with buyers downloading their new purchase directly to their computer. This approach allows smaller independent developers to compete with large publisher-backed games and avoids the speed and capacity limits of the which most other gaming platforms rely on. Released the platform for Windows computers in 2004 as a means to distribute Valve-developed video games such as Half-Life 2.

It would later see release on the operating system in 2010 and was released on Linux in 2012 as well. By 2011, it controlled 70% of the market for downloadable PC games, with a userbase of about 40 million accounts., a new version of the online store, was released in 2011 in order to compete with Steam and other digital distribution platforms on the PC. The period between 2004 and now saw the rise of many digital distribution services on PC, such as,,,,,, and.

Digital distribution also slashes the cost of circulation, eliminates stock shortages, allows games to be released worldwide at no additional cost, and allows niche audiences to be reached with ease. However, most digital distribution systems create ownership and customer rights issues by storing access rights on distributor-owned computers. Games confer with these computers over the Internet before launching. This raises the prospect of purchases being lost if the distributor goes out of business or chooses to lock the buyer's account, and prevents (the ethics of which ). PC gaming technology [ ].

See also: Hardware [ ] Modern computer games place great demand on the computer's hardware, often requiring a fast (CPU) to function properly. CPU manufacturers historically relied mainly on increasing to improve the performance of their processors, but had begun to move steadily towards CPUs.

These processors allow the computer to simultaneously process multiple tasks, called, allowing the use of more complex graphics, artificial intelligence and in-game physics. Similarly, 3D games often rely on a powerful (GPU), which accelerates the process of drawing complex scenes in realtime. GPUs may be an integrated part of the computer's, the most common solution in laptops, or come packaged with a discrete graphics card with a supply of dedicated, connected to the motherboard through either an or port. It is also possible to use multiple GPUs in a single computer, using technologies such as 's and 's. Are also available to provide improved audio in computer games. These cards provide improved and provide audio enhancement that is generally not available with integrated alternatives, at the cost of marginally lower overall performance. The 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.

(PPUs), such as the (formerly PhysX) card, are also available to accelerate physics simulations in modern computer games. PPUs allow the computer to process more complex interactions among objects than is achievable using only the CPU, potentially allowing players a much greater degree of control over the world in games designed to use the card. Virtually all personal computers use a and for user input. Other common gaming peripherals are a headset for faster communication in online games, for, for driving games and for console-style games. Software [ ] Computer games also rely on software such as an,, and more to run. Today, the vast majority of computer games are designed to run on the family of operating systems. Whereas earlier games written for DOS would include code to communicate directly with hardware, today provide an interface between the game and the OS, simplifying game design.

Microsoft's is an API that is widely used by today's computer games to communicate with sound and graphics hardware. Is a API for graphics rendering that is also used.

The version of the graphics card's installed can often affect game performance and. In late 2013, announced, a low-level API for certain models of AMD graphics cards, allowing for greater performance compared to software-level APIs such as DirectX, as well as simplifying to and from the and consoles, which are both built upon AMD hardware. It is not unusual for a game company to use a third-party, or third-party libraries for a game's. Multiplayer [ ]. See also: Multiplayer gaming was largely limited to (LANs) before cost-effective became available, due to their typically higher and lower than the dial-up services of the time. These advantages allowed more players to join any given computer game, but have persisted today because of the higher latency of most Internet connections and the costs associated with broadband Internet.

LAN gaming typically requires two or more personal computers, a and sufficient networking cables to connect every computer on the network. Additionally, each computer must have its own copy (or ) of the game in order to play. Optionally, any LAN may include an external connection to the Internet. Online games [ ]. Main article: Online multiplayer games have achieved popularity largely as a result of increasing adoption among consumers.

Affordable high-bandwidth Internet connections allow large numbers of players to play together, and thus have found particular use in, and persistent online games such as. Although it is possible to participate in online computer games using dial-up, broadband Internet connections are generally considered necessary in order to reduce the latency between players (commonly known as 'lag'). Such connections require a broadband-compatible modem connected to the personal computer through a (generally integrated onto the computer's ), optionally separated by a. Online games require a virtual environment, generally called a 'game server'. These virtual servers inter-connect gamers, allowing real time, and often fast-paced action. To meet this subsequent need, have become increasingly more popular over the last half decade.

While not required for all gamers, these servers provide a unique 'home', fully customizable (such as additional modifications, settings, etc.) – giving the end gamers the experience they desire. Today there are over 510,000 game servers hosted in North America alone. Emulation [ ]. Main article: Emulation software, used to run software without the original hardware, are popular for their ability to play legacy video games without the for which they were designed. The operating system emulators include, a DOS emulator which allows playing games developed originally for this operating system and thus not compatible with a modern-day OS. Console emulators such as and are relatively commonplace, although the complexity of modern consoles such as the or makes them far more difficult to emulate, even for the original manufacturers.

The most technically advanced consoles that can currently be successfully emulated for commercial games on PC are the PlayStation 2 using, and the Nintendo Wii U using the emulator. A emulator named RPCS3 is currently in the works, although it can currently only run small games and certain old arcade titles that were originally ported to the PS3 from older platforms.

Most emulation software mimics a particular hardware architecture, often to an extremely high degree of accuracy. This is particularly the case with classic home computers such as the, whose software often depends on highly sophisticated low-level programming tricks invented by game programmers and the. Controversy [ ]. Main article: PC games have long been a source of controversy, largely due to the violence that has become commonly associated with video games in general. The debate surrounds the influence of objectionable content on the social development of, with organizations such as the concluding that video game violence increases children's aggression, a concern that prompted a further investigation by the in September 2006. Industry groups have responded by noting the responsibility of parents in governing their children's activities, while attempts in the United States to control the sale of objectionable games have generally been found unconstitutional. Is another cultural aspect of gaming to draw criticism as it can have a negative influence on health and on social relations.

The problem of addiction and its health risks seems to have grown with the rise of. Alongside the social and health problems associated with computer game addiction have grown similar worries about the effect of computer games on education. Computer games museums [ ].

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