Abstract

Gaming is now very much a consumer activity with multiple business models and large revenue streams. If we view it as some kind of educational activity, we can rightly ask, "What does it teach us about consumer electronics?" Consumer Engineers are responding to the requirements of businesses and the requirements of Consumers. Certainly, they still need to show that their technology will be acceptable and popular in the consumer market, but they also need to show that their technology is of value to the teams and organizations that create games. They must show that their platform is able to be efficient, easy to host, is compatible with other software systems, provides the data necessary and all the other things that are of interest to game developers but have little direct value to game players.

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