Touch Screens & Video Games
Once the domain of tacky science fiction fiction films, touch screens have come a long way both in terms of its design, effectiveness and mainstream adoption. These advances have had major implications for the worlds of telecommunications, video games and societyâs evolving mobility. Furthermore, the modern video games industry has changed heavily as a result of the popularity of touch screens and as a result of this shift there has been much debate regarding whether they truly do offer a more efficient and effective of control.
For a technology so commonplace, itâs surprising how little consumers know about touchscreens. E. A. Johnson invented the first capacitive touch screen in 1965 - although it was not commercially manufactured until decades later. This capacitive touchscreen utilized sensors along an electrostatic grid that allowed the screen to react to a userâs contact with the screen. The other major type of touch screen - the resistive touchscreen - was invented by Samuel G Hurst in 1981 and then commercially produced the following year. This utilized a very different system that tracked changes in electrical currents using sensors underneath the screen.
 The next major advancement for touch screens that ultimately enabled their mainstream success was the development of multi-touch which allowed multiple points of interaction and later gesture-based methods of control. While the first multi-touch screen was technically developed by Nimish Menta at the University of Toronto in 1982, the first true modern multi-touch screen - that is to say, one didnât rely on a camera to track the gestures of users - was produced by Bob Bolle of Bell Labs in 1984.
 Although touch screens might have become commercially available in the 1990s it wasnât until the later part of the twenty-first century that they became truly commercially successful. Appleâs iPod, iPhone, and later iPad popularized touch screens as a method of control for smartphones following its release in June 2007 and since then touch screens have continued to develop as a technology with Microsoftâs Surface and Smartglass demonstrating how far touch screens have come. Touch screens havenât just developed in terms of the technology surrounding them, they have developed in a cultural sense - removing the crucial layer of artificiality between the users and their screens that buttons present and seamlessly blending together the worlds of the digital and the real.
 Prior to the Apple iPhone, the Nintendo DS handheld games console held the crown as the biggest financial success story for touch screen devices with the handheld selling over 150 million units since its release in 2004. The success of the DS can somewhat be attributed to the way it was marketed towards audiences not typically approached by the games industry. Nintendo succeeded in recontextualizing the act of touching as a way to engage and interact with games in a revolutionary and approachable way. David Parisi argues that through this approach âNintendo promises to liberate and restore the touching subject, but only if the subject submits to the radical altering of touch that occurs in the process of technologizing itâ.
 While the success of the DS might have been the catalyst for Appleâs interest in touchscreen technology the iPhone has had a massive impact on the games industry - generating both a lucrative new market with thousands eager to develop for it. In contrast to the console games market where control has been mostly standardized through the iconic gamepad format, the touchscreens of Appleâs devices have been subject to much experimentation by developers with the notion of remediation shaping a lot of early touch control systems on the iPhone.
 Prior to the emergence of this âApp Marketâ, mobile development was largely regarded as the dead-end of the games industry. However the incredible success of a number of touch-based mobile games for the iPhone (such as Flight Control, Fruit Ninja, Doodle Jump and Draw Something) has led to a significant migration of developers migrating to these platforms and a vast reversal in this perception with the App Market now being seen as almost utopian system of games development and distribution and as developers flooded the App Market with thousands of games, it quickly became apparent to developers that almost exclusively embracing the multi-touch and gesture-based applications of the touch screen would lead to the best results (Epic Gameâs critically acclaimed Infinity Blade is a strong example of this through its combination of unique and engaging touch controls and high-fidelity graphics).
 The biggest argument for touch screens as a control mechanism is that they allow for greatly increased immersion in gaming experiences. Ingrid Pohl claims that âWith the new technologies we will be able to create space phenomena augmenting our perception in a prosthetic way, beyond the visual conception of spaceâ (Pohl 4). Similarly, Paul Cairn highlights the link between the gesture based touch controls of touch screen devices and the immersion felt like players in a paper entitled âEffect of Touch-Screen Size on Game Immersionâ - as well as noting the impacts of screen size on player immersion. The attention he draws to screen size here is quite important as the viability of any touch screen is closely linked to itâs size relative to the size of the users hands and fingers. I would argue that the widespread adoption of touch screen devices into mainstream culture is the result of the more ânaturalâ interactions they enable in comparison to the mechanical and artificial interactions of buttons and other control mechanisms.
 Another characteristic that make touchscreens a viable and effective control method for video games is their balance of consistency and versatility. While gestures might be used differently between games, the consistency of these gestures themselves through the iOS platform helps to make touchscreens an effective control method (that said, the gestures and mechanisms of the touch screen are better suited for some types of games over others). Despite these advantages, one must acknowledge the inherent weaknesses of touch screens - one of which is the way that users interactions with the screen can directly obfuscate their vision and thus, ability to play. In spite of these shortcomings, the touch screen is still a much less intimidating means of control than the traditional joystick and button based controller and this contributes to its appeal.
Touchscreens have come a long way and their success is inextricably linked to their ability to bring the user and the device/software closer together. This development has proved incomparable in the world of videogames as it in turn leads to more immersive and accessible experiences that as much designed around the touchscreen itself as they are around gameplay mechanics.
Bibliography/Works Cited-
Journal Article - David Parisi, Fingerbombing, or âTouching is Goodâ - The cultural construction of technologized touch. The Senses and Society, Volume 3, Number 3, November 2008 , pp. 307-327(21). Boomsbury Journals.
Journal Article - Thompson, M., Nordin, I., Cairns, P. (2012) Effect of touch-screen size on game immersion, In Proc. of BCS HCI 2012, BCS, 280-285
Conference Paper - Pohl, Ingrid Maria. "Tangible Patterns. the aesthetic of a multilayered interactive skin." In Augmented Culture: Proceedings of the 15th Iberoamerican Congress of Digital Graphics, 219-222. SIGraDi. Santa Fe, Argentina, 2011.
















