The Playstation Vita represents the
next generation of portable gaming.
Already on the market in Japan, this game system will hit the American
market on February 22. This
revolutionary product features dual analog sticks, front and rear cameras, a
high-resolution screen, a quad core processor, and is touch sensitive on both the
screen, and a rear panel.
Having two
analog sticks pleases the Playstation fans because it allows for game play
similar to that on the home console, which improves the quality of first-person
shooter gameplay. However, being a
Nintendo fan myself, I prefer the camera’s point of view to adjust
automatically so that I only need one analog stick to control the character’s
movement.
The front
and rear cameras allow for augmented reality gaming. Needless to say, this is a mind-blowing
development in the world of entertainment. To see why it's so cool, check out the youtube video below.
Augmented reality games allow the player to manipulate the world around them through the game, essentially morphing the real world into a digital, playable platform. However, the cameras do not record at a very high resolution in comparison with cameras of similar sizes on portable, multi-purpose devices. This is especially disappointing because the Vita is manufactured by Sony, a company that also makes professional-grade cameras.
Augmented reality games allow the player to manipulate the world around them through the game, essentially morphing the real world into a digital, playable platform. However, the cameras do not record at a very high resolution in comparison with cameras of similar sizes on portable, multi-purpose devices. This is especially disappointing because the Vita is manufactured by Sony, a company that also makes professional-grade cameras.
In most
reviews, users find the rear touch pad to be instinctively easy to use, despite
not being able to see where your fingers land.
The front touch screen is bright, clear, and sensitive. Nothing less should be expected from a
Playstation product, because their selling point from the beginning has been
superior graphics. The Vita delivers on
this front.
The
graphics do come at an underestimated cost, however. Now that games are
becoming more life-like, they are becoming more immersive. This can be both a
good and bad thing depending on a game’s audience. There is substantial
research, which shows that violent games resonate with children more than with
an audience mature enough to understand that the world in a game is not the
same as the real one. Better graphics and more violent games are not a problem
unique to the Vita, but there isn’t much that Sony or anyone else is doing to
inhibit children from playing games outside of their age recommendation.

The starting
price is $250, not cheap, but not unreasonable either… until you look
closer. It is more expensive than its
Nintendo brand counterpart, the 3DS. Also,
the memory cards are proprietary, meaning that only Vita memory cards can be
used on the Vita, and they can be used for no other purpose. This is an annoying and expensive
inconvenience to consumers. Another
expensive addition to this device is portable Internet, which is locked into
AT&T if you choose to have it.
Another
awesome aspect to this new gaming device is the continuity it will provide to
the gaming experience. If Playstation
follows through on what they have promised, a gamer can be playing a game like
Madden (football) on their PS3 at home, pause, save, and resume from that
checkpoint on their Vita from anywhere.
As with any product, the
Playstation Vita has its upsides and downsides.
Overall, this product will have a positive impact on furthering the
technology of the entertainment industry.
The social implications are another issue entirely. Perhaps providing a
more immersive gaming experience will prevent children from forming real-world
social connections. Alternatively, using
Playstation’s own social network, Near, could connect gamers in new ways that
would not be possible without this technology.
Co-written by Mandy and Mitchell.
The downsides of this, or any similar portable gaming product, are undeniable. The ease of use makes it constantly available, so children, teens, or other users lacking the ability to stop themselves might potentially spend the majority of their time playing video games. For example, someone could start a game on their PS3 in the morning, transfer their data to the Vita, and then spend all of the time they would usually interact with someone out in the world on the game. While that can be said of practically any portable technology (cell phones, e-readers, mp3 players), the overly engaging nature of these types of games brings that concentration to the product to extremes. While some games might have the ability to play with other users virtually, that simply cannot be compared to real world interactions. Especially for children, if they spend all of their free time playing a highly fictional video game, they might not learn the vitally important social information that comes from interacting with peers. Skills such as sharing, understanding social mores, and recognizing boundaries would certainly not be learned by playing first-person shooter games on a constant basis.
ReplyDeleteI agree with what Jennifer said. If I were a parent I would probably be very wary of the Vita. However, if I were a gamer, I probably wouldn't be able to wait to get my hands on it. I must admit, the upgrades they've made to it are very tempting and if I had previous experience with a hand-held gaming device newer than a Gameboy I would be saving up for one right now. But because it is so new and advanced (as well as engaging and time consuming), I don't think anyone but the most dedicated gamer would really be interested in buying it, especially if it's available for roughly the same price as a PS3.
ReplyDeleteLimiting the addictive nature of activities to those involved with technology seems unfair. If someone cannot control their impulses and get work done outside of their hobbies, lack of technology wouldn't stop them. I'm sure everyone remembers those rubber strings that everyone used to braid together in middle school (or at least most of the girls). And I personally become easily absorbed in novels, which are thoroughly distracting from responsibilities associated with the "real world" and also are easily as portable as the Playstation Vita (and much more durable).
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