- Official UK PlayStation 2 Magazine, a predecessor to the PlayStation Official Magazine
- Phantasy Star II, a console role-playing video game developed by Sega AM7
- PlanetSide 2, a multiplayer first-person-shooter video game published by Sony Online Entertainment
- PlayStation 2, a sixth-generation video game console manufactured by Sony
- Pokémon Stadium 2, a video game for the Nintendo 64
- Power Stone 2, a multiplayer fighting game for the Sega Dreamcast
Other articles related to "gaming, video, video gaming":
... Random Number Generator An electronic number selection device approved by gaming authorities “Hand Cage” A spinning metal ball cage which rolls the numbers into a slot ... either on an electronic keno board or on a video monitor ... Tickets played for 21 races or more typically offer one year for collection in most major gaming jurisdictions ...
... Gamer Podcast (The Red Show) Presentation Hosting Doc, Dave, Lono Genre Video gaming Language English Updates Wednesdays Length 30-40 minutes Production Production Dave Publication Debut June 28, 2007 End date ... During the 30 minute show, the hosts discussed and argued about recent video gaming news in an entertaining and friendly way ...
... There have been few video games created that focus on b-boying ... into something entertaining and fun on a video game console ... Bust A Groove is a video game franchise whose character "Heat" specializes in breaking ...
... termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon ... not only on subsequent shooter games but on video gaming in general, and has been available on almost every video gaming system since ... Multiplayer gaming, which is now integral to the first-person shooter genre, was first achieved successfully on a large scale with Doom ...
Famous quotes containing the words gaming and/or video:
“Sir, I do not call a gamester a dishonest man; but I call him an unsocial man, an unprofitable man. Gaming is a mode of transferring property without producing any intermediate good.”
—Samuel Johnson (17091784)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)