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A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device,[1] but following popularization of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices.
A finite-state machine (FSM) or finite-state automaton (plural: automata), or simply a state machine, is a mathematical model used to design computer programs and digital logic circuits. It is conceived as an abstract machine that can be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by a triggering event or condition, this is called a transition. A particular FSM is defined by a list of the possible states it can transition to from each state, and the triggering condition for each transition. Finite-state machines can model a large number of problems, among which are electronic design automation, communication protocol design, parsing and other engineering applications. In biology and artificial intelligence research, state machines or hierarchies of state machines are sometimes used to describe neurological systems and in linguistics—to describe the grammars of natural languages.
In-game advertising (IGA) refers to advertising in computer and video games. IGA differs from advergaming, which refers to a game specifically made to advertise a product.[1] The IGA industry is large and growing. In 2009, spending on IGA was estimated to reach $699 million USD and is anticipated to grow to $1 billion by 2014.[2][3]
It is only possible to use a root and transform image of the same dimensions and base (base may be interpreted as format 1 bit per pixel is equal to a base of two, 8 bits per pixel is equal to a base of 256 and 24 bits per pixel is equal to base 768 (though this base is usually reduced to 256). Once the root and transform images are available you may perform simple arithmetic upon the two sets or images. Offered is access to every image without the necessity of occupying or having a device occupying the space-time sought. The available sets consist from 1x1 to NxN for each of the offered bases (from b&w to greyscale to rgb).
The significant aspect is that the actual message is one selected from a set of possible messages. The system must be designed to operate for each possible selection, not just the one which will actually be chosen since this is unknown at the time of design.
Originally posted by John_Rodger_Cornman
reply to post by usernamehere
I have played and studied games for more than 20 years.
Video games are toys. Just like sports with its props(ball,bat,stick etc) and conditions of winning and losing.
Its just a venue of entertainment.Like Movies,television,books and comics.
Nothing more nothing less.They are just playable movies in CG for the most part nowadays.
In-game advertisement is in its infancy. It has a huge upside.It costs somewhere around $6m+ to produce a console video game. So they need to sell 200k($59.99/a unit)+ to make a decent profit for software that took a year to build and finish
.
Advertisers don't think games can market wide range of products.Mostly popular 18-25 white men.Wii,DS and mobile smart phones changed this.Nintendo and mobile carriers have done a better job at getting women involved with gaming. The old guard software publishers have done a poor job on getting advertisers to buy into video games as a medium of interest for advertising.edit on 6-1-2012 by John_Rodger_Cornman because: (no reason given)
* en.wikipedia.org... In computation, a finite-state machine (FSM) is event driven if the transition from one state to another is triggered by an event or a message. This is in contrast to the parsing-theory origins of the term finite-state machine where the machine is described as consuming characters or tokens. Often these machines are implemented as threads or processes communicating with one another as part of a larger application. For example, a telecommunication protocol is most of the time implemented as an event-driven finite-state machine.