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Many games release the same game on different consoles. For example, Furi. This game is available P.C, PlayStation 4, X-Box One and the Nintendo Switch. On the P.C the player will use the mouse, space bar, and certain keys. However on the PlayStation 4 and on the X-Box you have to move the joysticks. However the graphics of the Nintendo Switch aren't the greatest, and can be seen as 'block-y' and the colour resolution is duller.

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The Nintendo U has the controls of the DS but a bigger screen, however it is still portable

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All the controls are the same for the X-Box which fans are appreciated for. The control is also wireless so you don't have to sat close the X-Box.

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The Atari was one of the first main consoles, which was a main console and it came with a Joystick, the Joystick you could only move, that's why Mario was such a hit because you can move Mario up the circuits.

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Sega is now classed as a retro game console, however the controllers are similar to to ones what are used today, like the arrows on the left and the buttons on the right. However they were on a small wire, so you would have to sit close the the console.

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PC games are very popular because the games are a lot easier to control, as you would only tend to use the mouse, arrows, space bar and a couple of letter keys.

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The Nintendo is the second best selling game console out there, its the simple use of that all the controls are the same, and the stylus, for any intricate work.

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The Nintendo Wii was released in 2006 and has sold over 100 million copies. It is used my two remotes, the main remote is the aim, select and home controls, whereas the Nun-chuck has scroll, and on running games you move them both together.

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Nintendo has numerous controllers and designs for more people can enjoy their branch of counsels. Each of the consoles are wireless so you don't have to sat close the main device.

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A PlayStation controller has many uses and every game have different uses of the controls. For example Call of Duty and Medal of Honor are both shooter games however they both have different controls. The control is also wireless so you don't have to sat close the PlayStation.

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Not every controller is used by your hands, dance mats for example, you have to use your feet, to stamp on the arrows.

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Each console has its unique style of controller. Even if there is a new game coming out, the makers will design it in the style of the game. E.g. Star Wars on X-Box.

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Button mapping is where the gaming companies decide what buttons do what for each game on the controller.

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In 2015 the latest update on the X-Box let the player change the buttons on the  controller  so the player can set the controller to how he/she prefers it.

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Control Method Design is what you have to press or move for an action to happen in the video game.

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It has been proven by Professors in Canada that there is a link between playing video games and brain damage.

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In a series of experiments held by the university of York, with more than 3,000 participants, the team demonstrated that video game concepts do not 'prime' players to behave in certain ways and that increasing the realism of violent video games does not necessarily increase aggression in game players.

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Violent video games have been around for a very long time, back in 1976 the game 'Death Race' was pulled off the shelves  due to its sound affects when you would hit a person.

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Game makers have to be very careful when making game, they don't won't their game to have a negative impact on the users brain or psyche.

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Motion Feedback is the action what actually affects the player. it normally occurs when playing an RPG for example if your character gets hit with something normally your controlled vibrates or buzzes.

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Audios are under appreciated but are a massive part of the game. Audios are normally the best in horror games because of the gameplay is what quickens the pulse especially with its intense build ups and dramatic climaxes. Or in family games like in Mario with its playful notes and repetitive chords.

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There are lots of different type of visual feedback, e.g. a progression bar, to show how much of the level you've completed. Maps, to show where you are in the game and where to go.  If you are playing a shooter game and to get shot, red blood to come on the screen to represent this, or if you do shoot someone it will some how many points you've won. Plus some games involve UI to help new users play the game, an example of this is World of Warcaraft.

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Feedback in video games is an action made from a consequence in the game. It could be visual, audio or motion

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The Reuse Principle is the design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to re-think and remember.

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The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions.

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The Feedback Principle the design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture

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The Structure Principle is the design that should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture

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The Visibility Principle is the design that should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information.

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The simplicity principle is the design that should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures.

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The principles of user interface design are intended to improve the quality of user interface design.

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The user experience is the overall experience of a person using a product such as a website or computer application, especially in terms of how easy or pleasing it is to use. The better the usability and visual appeal the better the user experience

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If a game has a strong female lead, it is more likely for a female to play that, than a male lead. Since studies shown that males are more likely to play video games, so a lot of games have 'male-themes' e.g sports or shooters, and video games that are aimed at the female audience are more likely to be creative ones and ones with a good story.

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Video games need to be sensitive when it comes their customers, with more and more people's Scotopic Sensitivity Syndrome, colour blindness, and dyslexia coming more common, games have to chose wisely it comes to its choices on deciding colours, themes and bold text, so the player can actually play the game. Also for people who are deaf, games let you decided whether to have sub-titles on or not.

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Games which are aimed at young children will be bright and colourful, with little to no big text or with lots of information. whereas games aimed at adults with have information on it, because the younger audience won't be interested in it.

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How video games affect different types of people

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Mass Effect 3

Mass Effect 3 uses many Non-diegetic UI elements in order to inform the player of the character's selected weapon and power -- among other things. Given it's futuristic setting I can't help to think if some of this information could have been integrated in to the game world, narrative, or even both. The Non-diegetic elements still inherit the visual style associated with the game world.

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Then there are traditional non-diegetic elements, these elements have the freedom to be completely removed from the game's fiction and geometry and can adopt their own visual treatment, though often influenced by the game's art direction. I think these elements are best used when the diegetic, meta and spatial forms provide restrictions that break the seamlessness, consistency or legibly of the UI element. World of Warcraft uses a mostly Non-diegetic UI, one exception being the Spatial player names. It allows the user to completely customise it, hopefully ensuring a familiar experience. Most of the UI elements in World of Warcraft sit on the 2D hub plane, some elements sit within the world's geometry such as the player names however the character isn't aware of any of the UI.

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Fable 3

Fable 3 is another example where Spatial elements are used to provide more information to the player and prevent them from jumping to a map screen. The glowing trail almost fits within the fiction given it's magic aesthetic quality but the character isn't meant to be aware of it. It guides the player to the next objective.

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Spatial UI elements are used when there's a need to break the narrative in order to provide more information to the player than the character should be aware of. They still sit within the geometry of the game's environment to help immerse the player and prevent them from having to break the experience by jumping to menu screens. The closer these follow the rules of the game's fiction the more they can help immerse the player.

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Warfare 2

Warfare 2 has blood splashing on the screen within the 2D HUD plane to tell the player that the character is losing health.

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Sometimes UI elements don't fit within the geometry of the game world. They can still maintain the game's narrative but sit on the 2D hub plane, these are called Meta elements. A common example of a Meta UI element is blood the splatters on the screen as a form of health bar.

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Assassin's Creed

This game uses a lot diegetic patterns even though it's set in a historical world because the player of the player is using a virtual reality system in the future. So the story is in fact futuristic rather than historical. The game uses it's eagle vision to highlight enemies and their patrol track. The player and the character see the same thing. It also helps the main character find his way too.

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Diegetic user interface elements exist within the game world (fiction and geometry) so the player and avatar can interact with them through visual, audible or haptic means. Well executed diegetic UI elements enhance the narrative experience for the player, providing a more immersive and integrated experience.