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Video game console facts for kids

Kids Encyclopedia Facts
Gaming Section 1 - Retrosystems 2010
A collection of various classic video game consoles at a game show in 2010

A video game console is an electronic device that outputs a video signal or image to display a video game that can 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 a 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 5–7 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 (with their PlayStation brand), Microsoft (with their Xbox brand), and Nintendo (currently producing the Switch console and its lightweight derivative).

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 (LED) indicators to liquid-crystal displays (LCD) 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 including 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, one breakdown of generations, showing representative consoles, of each is shown below.

Types

The PlayStation 5 home console
The Nintendo Switch hybrid console in its dock (right)
The Sega Genesis (Mega Drive) Mini dedicated console

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 through using optical media. It is now common to download games through digital distribution and store them on internal or external digital storage devices.

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 to optical media. It is now common to download games through digital distribution and store them on internal or external digital storage devices.

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-consoles such as the NES Classic Edition and Sega Genesis Mini.

Home video game console

Home video game consoles 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. Specific types of home consoles include:

Handheld game console

Handheld game consoles 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 consoles

Hybrid video game consoles are devices that can be used either as a handheld or as a home console. They have either a wired connection or docking station that connects the console unit to a television screen and fixed power source, and the potential to use a separate controller. However, they can also be used as a handheld. While prior handhelds like the Sega Nomad and PlayStation Portable, or home consoles such as the Wii U, have had these features, some consider the Nintendo Switch to be the first true hybrid console.

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.

Plug and play/Retro consoles

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. They 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 console such as Nintendo Game & Watch color screen series.

Components

Console unit

Early console hardware was designed as customized printed circuit boards (PCB)s, selecting existing integrated circuit chips that performed known functions, or programmable chips like erasable programmable read-only memory (EPROM) chips that could perform certain functions. Persistent computer memory was expensive, so dedicated consoles were generally limited to the use of processor registers for storage of the state of a game, thus limiting the complexities of such titles. 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 resisters storing the ball's position to update the game's state and sent to the display device. Even with more advanced integrated circuits (IC)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 (typically measured in nanometers), 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 (SoC), 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.

The Atari 2600 motherboard, with basic IC chips identified
The Sega Dreamcast motherboard, incorporating more complex IC circuitry
The PlayStation 3 motherboard, showing the use of System-on-a-Chip (SoC) via the Cell processor (silver chip, just right-of-center)
An opened first-generation Xbox console with the hard disc drive and optical drive removed, showing components like the power supply (far right), cooling fins, cooling fan, and case features

Some of the commons elements that can be found within console hardware include:

Motherboard
The primary PCB that all of the main chips, including the CPU, are mounted on.
Daughterboard
A secondary PCB that connects to the motherboard that would be used for additional functions. These may include components that can be easily replaced later without having to replace the full motherboard.
Central processing unit (CPU)
The main processing chip on the console that performs most of the computational workload.
The consoles' CPU is generally defined by its word size (such as 8-bit or 64-bit), and its clock speed or frequency in hertz. For some CPUs, the clock speed can be variable in response to software needs. In general, larger word sizes and faster clock sizes indicate better performance, but other factors will impact the actual speed.
Another distinguishing feature for a console's CPU is the instruction set architecture. The instruction set defines low-level machine code to be sent to the CPU to achieve specific results on the chip. Differences in the instruction set architecture of CPU of consoles of a given generation can make for difficulty in software portability. This had been used by manufacturers to keep software titles exclusive to their platform as one means to compete with others. Consoles prior to the sixth generation typically used chips that the hardware and software developers were most familiar with, but as personal computers stabilized on the x86 architecture, console manufacturers followed suit as to help easily port games between computer and console.
Newer CPUs may also feature multiple processing cores, which are also identified in their specification. Multi-core CPUs allow for multithreading and parallel computing in modern games, such as one thread for managing the game's rendering engine, one for the game's physics engine, and another for evaluating the player's input.
Graphical processing unit (GPU)
The processing unit that performs rendering of data from the CPU to the video output of the console.
In the earlier console generations, this was generally limited to simple graphic processing routines, such as bitmapped graphics and manipulation of sprites, all otherwise involving integer mathematics while minimizing the amount of required memory needed to complete these routines, as memo. For example, the Atari 2600 used its own Television Interface Adaptor that handled video and audio, while the Nintendo Entertainment System used the Picture Processing Unit. For consoles, these GPUs were also designed to send the signal in the proper analog formation to a cathode ray television, NTSC (used in Japan and North America) or PAL (mostly used in Europe). These two formats differed by their refresh rates, 60 versus 50 Hertz, and consoles and games that were manufactured for PAL markets used the CPU and GPU at lower frequencies.
The introduction of real-time polygonal 3D graphics rendering in the early 1990s—not just an innovation in video games for consoles but in arcade and personal computer games—led to the development of GPUs that were capable of performing the floating-point calculations needed for real-time 3D rendering. In contrast to the CPU, modern GPUs for consoles and computers, principally made by AMD and NVidia, are highly parallel computing devices with a number of compute units/streaming multiprocessors (depending on vendor, respectively) within a single chip. Each compute unit/microprocessor contains a scheduler, a number of subprocessing units, memory caches and buffers, and dispatching and collecting units which also may be highly parallel in nature. Modern console GPUs can be run at a different frequency from the CPU, even at variable frequencies to increases its processing power at the cost of higher energy draw. The performance of GPUs in consoles can be estimated through floating-point operations per second (FLOPS) and more commonly as in teraflops (TFLOPS = 1012 FLOPS). However, particularly for consoles, this is considered a rough number as several other factors such as the CPU, memory bandwidth, and console architecture can impact the GPU's true performance.
Coprocessors
Additional processors used to handle other dedicated functions on the console. Many early consoles feature an audio coprocessor for example.
Northbridge
The processor unit that, outside of the CPU and GPU, typically manages the fastest processing elements on the computer. Typically this involves communication of data between the CPU, the GPU, and the on-board RAM, and subsequently sending and receiving information with the southbridge.
Southbridge
The counterpart of the northbridge, the southbridge is the processing unit that handles slower processing components of the console, typically those of input/output (I/O) with some internal storage and other connected devices like controllers.
BIOS
The console's BIOS (Basic Input/Output System) is the fundamental instruction set baked into a firmware chip on the console circuit board that the console uses when it is first turned on to direct operations. In older consoles, prior to the introduction of onboard storage, the BIOS effectively served as the console's operating system, while in modern consoles, the BIOS is used to direct loading of the console's operating system off internal memory.
Random-access memory (RAM)
Memory storage that is designed for fast reading and writing, often used in consoles to store large amounts of data about a game while it is being played to avoid reading from the slower game media. RAM memory typically does not sustain itself after the console is powered off. Besides the amount of RAM available, a key measurement of performance for consoles is the RAM's bandwidth, how fast in terms of bytes per second that the RAM can be written and read from. This is data that must be transferred to and from the CPU and GPU quickly as needed without requiring these chips to need high memory caches themselves.
Internal storage
Newer consoles have included internal storage devices, such as flash memory, hard disk drives (HDD) and solid-state drives (SSD), to save data persistently. Early application of internal storage was for saving game states, and more recently can be used to store the console's operating system, game patches and updates, games downloaded through the Internet, additional content for those games, and additional media such as purchased movies and music. Most consoles provide the means to manage the data on this storage while respecting the copyrights on the system. Newer consoles, such as the PlayStation 5 and Xbox Series X, use high-speed SSD's not only for storage but to augment the console's RAM, as the combination of their I/O speeds and the use of decompression routines build into the system software give overall read speeds that approach that of the onboard RAM.
Power supply
Besides converting AC power from a wall socket to the DC power needed by the console electronics, the power supply also helps to regulate that power in cases of power surges. Some consoles power supplies are built into the unit, so that the consumer plugs the unit directly to a wall socket, but more often, the console ships with an AC adapter, colloquially known as a "power brick", that converts the power outside of the unit. On handheld units the power supply will either be from a battery compartment, or optionally from a direct power connection from an AC adapter, or from a rechargeable battery pack built into the unit.
Cooling systems
More advanced computing systems generate heat, and require active cooling systems to keep the hardware at safe operating temperatures. Many newer consoles are designed with cooling fans, engineered cooling fins, internal layouts, and strategically-placed vents on the casing to assure good convective heat transfer for keeping the internal components cool.
Media reader
Since the introduction of game cartridges, nearly all consoles have a cartridge port/reader or an optical drive for game media. In the latter console generations, some console revisions have offered options without a media reader as a means to reduce the console's cost and letting the consumer rely on digital distribution for game acquisition, such as with the Xbox One S All-Digital Edition or the PlayStation 5 Digital Edition.
Case
All consoles are enclosed in a case to protect the electronics from damage and to constrain the air flow for cooling.
Input/output ports
Ports for connecting power, controllers, televisions or video monitors, external storage devices, Internet connectivity, and other features are placed in strategic locations on the console. Controller connections are typically offered on the front of the console, while power and most other connections are usually found on the back to keep cables out of the way.

Controllers

All game consoles require player input through a game controller to provide a method to move the player character in a specific direction and a variation of buttons to perform other in-game actions such as jumping or interacting with the game world. Though controllers have become more featured over the years, they still provide less control over a game compared to personal computers or mobile gaming. The type of controller available to a game can fundamentally change the style of how a console game will or can be played. However, this has also inspired changes in game design to create games that accommodate for the comparatively limited controls available on consoles.

Controllers have come in a variety of styles over the history of consoles. Some common types include:

Paddle
A unit with a single knob or dial and usually one or two buttons. Turning the knob typically allows one to move an on-screen object along one axis (such as the paddle in a table tennis game), while the buttons can have additional features.
Joystick
A unit that has a long handle that can pivot freely along multiple directions along with one or more buttons. The unit senses the direction that the joystick is pushed, allowing for simultaneous movement in two directions within a game.
Gamepad
A unit that contains a variety of buttons, triggers, and directional controls – either D-pads or analog sticks or both. These have become the most common type of controller since the third generation of console hardware, with designs becoming more detailed to give a larger array of buttons and directional controls to player's while maintaining ergonomic features.

Numerous other controller types exist, including those that support motion controls, touchscreen support on handhelds and some consoles, and specialized controllers for specific types of games. Some newer consoles also include optional support for a mouse and keyboard devices. Some older consoles such as 1988 Sega Genesis aka Mega Drive and 1993 3DO Interactive Multiplayer, supported optional mice, both with special mice made for them, but the 3DO mouse like that console was a flop, and the mouse for the Sega had very limited game support. The Sega also supported the optional Menacer, a wireless infrared light gun, and such were at one point popular for games. It also support BatterUP, a baseball bat-shaped controller.

A controller may be attached through a wired connection onto the console itself, or in some unique cases like the Famicom hardwired to the console, or with a wireless connection. Controllers require power, either provided by the console via the wired connection, or from batteries or a rechargeable battery pack for wireless connections. Controllers are nominally built into a handheld unit, though some newer ones allow for separate wireless controllers to also be used.

The Magnavox Odyssey dual-paddle controller
The Atari CX40 joystick
The Nintendo Entertainment System gamepad with a single D-pad and four buttons
A modern controller, the DualSense for the Sony PlayStation 5, with multiple directional controls and buttons

Game media

While the first game consoles were dedicated game systems, with the games programmed into the console's hardware, the Fairchild Channel F introduced the ability to store games in a form separate from the console's internal circuitry, thus allowing the consumer to purchase new games to play on the system. Since the Channel F, nearly all game consoles have featured the ability to purchase and swap games through some form, through those forms have changes with improvements in technology.

ROM cartridge or game cartridge
The read-only memory (ROM) cartridge was introduced with the Fairchild Channel F. A ROM cartridge consist of a printed circuit board (PCB) housed inside of a plastic casing, with a connector allowing the device to interface with the console. The circuit board can contain a wide variety of components, at the minimum, the read-only memory with the software written on it. Later cartridges were able to introduce additional components onto the circuit board like coprocessors, such as Nintendo's SuperFX chip, to enhance the performance of the console. Some consoles such as the Turbografx-16 used a smart card-like technology to flatten the cartridge to a credit-card-sized system, which helped to reduce production costs, but limited additional features that could be included onto the circuitry. PCB-based cartridges waned with the introduction of optical media during the fifth generation of consoles. More recently, ROM cartridges have been based on high memory density, low cost flash memory, which allows for easier mass production of games. Sony used this approach for the PlayStation Vita, and Nintendo continues to use ROM cartridges for its 3DS and Switch products.
Optical media
Optical media, such as CD-ROM, DVD, and Blu-ray, became the primary format for retail distribution with the fifth generation. The CD-ROM format had gained popularity in the 1990s, in the midst of the fourth generation, and as a game media, CD-ROMs were cheaper and faster to produce, offered much more storage space and allowed for the potential of full-motion video. Several console manufacturers attempted to offer CD-ROM add-ons to fourth generation consoles, but these were nearly as expensive as the consoles themselves and did not fare well. Instead, the CD-ROM format became integrated into consoles of the fifth generation, with the DVD format present across most by the seventh generation and Blu-ray by the eighth. Console manufacturers have also used proprietary disc formats for copy protection as well, such as the Nintendo optical disc used on the GameCube, and Sony's Universal Media Disc on the PlayStation Portable.
Digital distribution
Since the seventh generation of consoles, most consoles include integrated connectivity to the Internet and both internal and external storage for the console, allowing for players to acquire new games without game media. All three of Nintendo, Sony, and Microsoft offer an integrated storefront for consumers to purchase new games and download them to their console, retaining the consumers' purchases across different consoles, and offering sales and incentives at times.
Cloud gaming
As Internet access speeds improved throughout the eighth generation of consoles, cloud gaming had gained further attention as a media format. Instead of downloading games, the consumer plays them directly from a cloud gaming service with inputs performed on the local console sent through the Internet to the server with the rendered graphics and audio sent back. Latency in network transmission remains a core limitation for cloud gaming at the present time.

While magnetic storage, such as tape drives and floppy disks, had been popular for software distribution with early personal computers in the 1980s and 1990s, this format did not see much use in console system. There were some attempts, such as the Bally Astrocade and APF-M1000 using tape drives, as well as the Disk System for the Nintendo Famicom, and the Nintendo 64DD for the Nintendo 64, but these had limited applications, as magnetic media was more fragile and volatile than game cartridges.

A Fairchild Channel F cartridge, exposing the circuit contacts on the PCB
A Nintendo Wii optical disc
Mobile device running cloud game on Stadia with official controller

External storage

PSX-Memory-Card
A PlayStation memory card

In addition to built-in internal storage, newer consoles often give the consumer the ability to use external storage media to save game date, downloaded games, or other media files from the console. Early iterations of external storage were achieved through the use of flash-based memory cards, first used by the Neo Geo but popularized with the PlayStation. Nintendo continues to support this approach with extending the storage capabilities of the 3DS and Switch, standardizing on the current SD card format. As consoles began incorporating the use of USB ports, support for USB external hard drives was also added, such as with the Xbox 360.

Online services

With Internet-enabled consoles, console manufacturers offer both free and paid-subscription services that provide value-added services atop the basic functions of the console. Free services generally offer user identity services and access to a digital storefront, while paid services allow players to play online games, interact with other uses through social networking, use cloud saves for supported games, and gain access to free titles on a rotating basis. Examples of such services include the Xbox network, PlayStation Network, and Nintendo Switch Online.

Console add-ons

Certain consoles saw various add-ons or accessories that were designed to attach to the existing console to extend its functionality. The best example of this was through the various CD-ROM add-ons for consoles of the fourth generation such as the TurboGrafx CD, Atari Jaguar CD, and the Sega CD. Other examples of add-ons include the 32X for the Sega Genesis intended to allow owners of the aging console to play newer games but has several technical faults, and the Game Boy Player for the GameCube to allow it to play Game Boy games.

Accessories

Consumers can often purchase a range of accessories for consoles outside of the above categories. These can include:

Video camera
While these can be used with Internet-connected consoles like webcams for communication with other friends as they would be used on personal computers, video camera applications on consoles are more commonly used in augmented reality/mixed reality and motion sensing games. Devices like the EyeToy for PlayStation consoles and the Kinect for Xbox consoles were center-points for a range of games to support these devices on their respective systems.
Standard Headsets
Headsets provide a combination of headphones and a microphone for chatting with other players without disturbing others nearby in the same room.
Virtual reality headsets
Some virtual reality (VR) headsets can operate independently of consoles or use personal computers for their main processing system. As of 2020, the only direct VR support on consoles is the PlayStation VR, though support for VR on other consoles is planned by the other manufacturers.
Docking station
For handheld systems as well as hybrids such as the Nintendo Switch, the docking station makes it easy to insert a handheld to recharge its battery, and if supported, for connecting the handheld to a television screen.
Kinect for Xbox One
PlayStation Wireless Stereo Headset
Virtual reality headset PlayStation VR
Docking station for Nintendo Switch

See also

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