Wasannin bidiyo, [lower-alpha 1] wanda kuma akafi sani da wasannin kwamfuta, wasanni ne na lantarki wanda ya ƙunshi hulɗa tare da mai amfani ko na'urar shigarwa – irin su joystick, mai sarrafawa, keyboard, ko na'urar gano motsi – don samar da ra'ayi na gani. Wannan ra'ayin galibi ana nunawa akan na'urar nunin bidiyo, kamar saitin TV, saka idanu, allon taɓawa, ko kuma naúrar kai ta gaskiya. Wasu wasannin kwamfuta ba koyaushe suna dogara da nunin hoto ba, misali wasannin kasada na rubutu da daran kwamfuta ana iya kunna su ta hanyar firintocin teletype. Yawancin wasanni na bidiyo ana ƙara su tare da ra'ayoyin mai jiwuwa da aka bayar ta hanyar lasifika ko headphones, wani lokacin kuma tare da wasu nau'ikan martani, gami da fasahar haptic.

Wasan Bidiyo
type of arts (en) Fassara da software category (en) Fassara
Bayanai
Ƙaramin ɓangare na electronic game (en) Fassara, audiovisual work (en) Fassara, application (en) Fassara, tangible good (en) Fassara da video games, consoles and accessories (en) Fassara
Facet of (en) Fassara digital entertainment (en) Fassara
Karatun ta game studies (en) Fassara
Tarihin maudu'i history of video games (en) Fassara
Gudanarwan gamer (en) Fassara
Stack Exchange site URL (en) Fassara https://gaming.stackexchange.com/
Two children playing Pong on a television set.
Pong na ƙarni na farko a Computerspielemuseum Berlin

Wasannin bidiyo an bayyana su ne bisa tsarin su, waɗanda suka haɗa da wasannin bidiyo na arcade, wasannin na'ura mai kwakwalwa, da wasannin kwamfuta na sirri (PC). Kwanan nan, masana'antar ta faɗaɗa kan wasan caca ta hannu ta hanyar wayoyi da kwamfutocin kwamfutar hannu, tsarin kama-da -wane da haɓakar gaskiya, da wasan caca mai nisa. An rarraba wasannin bidiyo a cikin kewayon nau'ikan dangane da nau'in wasan gameplay da kuma manufa.

Wasan bidiyo

Samfuran wasan bidiyo na farko a cikin shekarar 1950s da 1960s sun kasance mai sauƙi na wasanni na lantarki ta amfani da fitarwa mai kama da bidiyo daga manyan kwamfutoci masu girman ɗaki. Wasan bidiyo na farko shine wasan bidiyo na arcade Computer Space a shekarar 1971. A cikin shekarar 1972 ya zo wurin wasan kwaikwayo mai ban sha'awa na Pong, da na'urar wasan bidiyo na farko na gida, Magnavox Odyssey. Masana'antar ta girma cikin sauri a lokacin zinare na wasannin bidiyo na arcade daga ƙarshen 1970s zuwa farkon 1980s, amma sun sha wahala daga faduwar kasuwar wasan bidiyo ta Arewacin Amurka a shekarar 1983 saboda asarar sarrafa bugu da cikar kasuwa. Bayan hadarin, masana'antun sun bunƙasa, kamfanonin Japan kamar Nintendo, Sega, da Sony suka mamaye, da kuma kafa ayyuka da kuma hanyoyin da ke kewaye da ci gaba da rarraba wasanni na bidiyo don hana irin wannan hadarin a nan gaba, da yawa daga cikinsu suna ci gaba da bin su. A yau, haɓaka wasan bidiyo yana buƙatar ƙwarewa da yawa don kawo wasa zuwa kasuwa, gami da masu haɓakawa, masu bugawa, masu rarrabawa, dillalai, na'ura wasan bidiyo da sauran masana'antun ɓangare na uku, da sauran ayyuka.

A cikin shekarar 2000s, ainihin masana'antar ta ta'allaka ne akan wasannin "AAA", suna barin ƙaramin ɗaki don masu haɗari, wasannin gwaji. Haɗe tare da samun Intanet da rarraba dijital, wannan ya ba da damar haɓaka wasan bidiyo mai zaman kansa (ko wasannin indie) don samun shahara a cikin shekarar 2010s. Tun daga wannan lokacin, mahimmancin kasuwanci na masana'antar wasan bidiyo yana karuwa. Kasuwannin Asiya masu tasowa da wasannin wayar hannu akan wayoyi musamman suna canza kididdigar ƴan wasa zuwa ga wasan yau da kullun da ƙara samun kuɗi ta hanyar haɗa wasanni azaman sabis. Tun daga shekarar 2020, kasuwar wasan bidiyo ta duniya ta kiyasta kuɗaɗen shiga na shekara-shekara na US$159 billion fadin kayan aiki, software, da ayyuka. Wannan ya ninka girman masana’antar waka ta duniya a shekarar 2019 sau uku sannan ya ninka na masana’antar fim ta 2019 sau hudu.[1]

Manazarta gyara sashe

 
Tennis na Biyu (1958), wasan kwamfuta na farko na analog wanda yayi amfani da oscilloscope don nuni.
  1. "Videogame" may also be used, though this is less frequent.
  1. Hall, Stefan (15 May 2020). "How COVID-19 is taking gaming and esports to the next level". World Economic Forum. Archived from the original on 5 May 2021. Retrieved 5 May 2021.