Are wristbands a viable solution to the problem of video game peripherals?

Are wristbands a viable solution to the problem of video game peripherals?

Since the beginning of the year, motion-sensing bracelets have become the focus of many smart device users. In particular, the Guinea Pig motion-sensing game bracelet has entered the field of vision of enthusiasts under the banner of motion-sensing games, and has reached 408% of the target in Suning crowdfunding, which shows that the attention it has received cannot be underestimated.

What is a somatosensory bracelet? A somatosensory bracelet is a smart bracelet that uses somatosensory games as its main selling point, and adds all the functions of a smart bracelet. As an invisible peripheral, the bracelet can be used in many devices, such as the popular smart TV. Perhaps this peripheral may bring a different experience when used in games, or maybe not?

The bracelet is not suitable for TV operation

TV is an indispensable entertainment device in the home, but will the somatosensory bracelet have a better operating experience when applied to smart TV? According to relevant industry insiders, from the perspective of mode, bracelet plus TV is indeed a good way to play games, but the bracelet needs to be connected with Bluetooth 4.0, and most TVs today do not support Bluetooth 4.0. Even if it is supported, there will be more or less connection problems, and its user experience is far inferior to the remote control, plus the battery life problem.

This directly shows that the bracelet is not very suitable for the current TV platform, but the constantly updated mobile phones and tablets are suitable for bracelets. After all, more mobile phones and tablets have begun to support Bluetooth 4.0 devices, and the connection is relatively stable. As a result, the devices that the bracelet can be used on have become somewhat narrow.

The bracelet is not suitable for games

The somatosensory bracelet adds gravity sensors and gyroscopes to the bracelet, which will increase the power consumption of the bracelet when running games. This puts a lot of pressure on the bracelet's battery, which means that the somatosensory bracelet cannot support long-term gaming, which will make the user experience worse. Besides, more bracelet users value their health management rather than somatosensory games. You can't play games while plugging in a charger or power bank. Why does this method always feel a bit awkward?

Even if the battery life is solved, the games suitable for motion sensing are also very limited. Only some sports games like tennis, golf, baseball, etc. have good somatosensory applications, but other games are not like this. For example, although Xbox has a kinect somatosensory camera, not many people actually use it for games, and most people choose those traditional games.

This means that the real value of the bracelet does not come from controlling games, and controlling games can only exist as an additional function, not as its main function.

Will VR devices be the “partner” of the bracelet?

Nowadays, the rise of VR devices has brought new ways of playing to more smart enthusiasts, and perhaps it can also bring some hope to bracelets.

After all, VR devices are relatively new devices, and their adaptability is much better than that of mobile phones and TVs. Moreover, many VR devices also use mobile phones. Users only need to cover their eyes and wave their arms to operate the game. The relevant person interviewed also said: "If users wear a bracelet, it is more natural than holding a remote control. But the specific effect depends on the content. There is no threshold for the bracelet itself."

Bracelets are not suitable for gaming, and battery life is a fatal flaw. Bracelets are still used for their original functions, and people are concerned about their most basic functions. If the existing problems can be solved in the future, their application in gaming will be promoted. However, it is not the right time now. We can only say that the idea is good, but the limitation of its application scope is the biggest problem.

As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity.

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