Fowk playin a lairge scale version o the iconicPong video gemme at theNational Videogame Museum Avideo gemme is anelectronic gemme that involves interaction wi auiser interface tae generate veesual feedback on avideo device sic as aTV screen orcomputer monitor . The wirdvideo invideo gemme tradeetionally referred tae araster display device, but as o the 2000s, it implies ony kynd odisplay device that can produce twa- or three-dimensionaleemages . Some theorists categorise video gemmes as an airt form, but this designation is controversial.
The electronic systems uised tae play video gemms are kent asplatforms ; exemples o these are personal computers anvideo gemme consoles . Thir platforms range frae mucklemainframe computers tae smawhaundheld computin devices . Specialised video gemmes sic asarcade gemmes , in that the video gemme components are hoosed in a muckle, teepicallycunyie-operatit chassis, while common in the 1980s invideo arcades , hae gradually declined due tae the widespread availability o affordable hame video gemme consoles (e.g.,PlayStation 4 ,Xbox One anNintendo Wii U ) an video gemmes on desktop an laptap computers ansmairtphones .
Theinput device used for gemmes, thegemme controller , varies across platforms. Common controllers includegemmepads ,joysticks ,moose devices ,keybuirds , thetitchscreens omobile devices , an buttons, or even, wi theKinect sensor, a person's haunds an bouk. Players teepically view the gemme on a video screen or telly or computer monitor, or whiles onvirtual reality heid-moontit display goggles. Thare are eften gamesoond effects , muisic an, in the 2010s, vyce actor lines that come fraeloudspeakers orheidphones . Some gemmes in the 2000s includehaptic , vibration-creautin effects,force feedback peripherals anvirtual reality heidsets. In the 2010s, thevideo gemme industry is o increasin commercial importance, wi growthe driven pairteecularly bi the emergin Asie mercats anmobile gemmes , that are played onsmairtphones . As o 2015, video gemmes generatit sales oUSD 74 billion annually warldwide, an war the third-mucklest segment in the U.S. entertainment mercat, behind broadcast an cable TV.
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