Wasan Bidiyo

Wasannin bidiyo,  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.
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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.
Samfuran wasan bidiyo na farko a cikin shekarar alif dubu daya da dari tara da hamsin 1950s da shekarar alif dubu daya da dari tara da sttin 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 alif dubu daya da dari tara da saba’in da daya 1971. A cikin shekarar alif dubu daya da dari tara da saba’in da biyu 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 shekarar alif dubu daya da dari tara da Saba’in 1970s zuwa farkon shekarar alif dubu daya da dari tara da tamanin 1980s, amma sun sha hawala 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  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.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.

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Category:Shafuka masu fassarorin da ba'a duba ba