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	<id>https://gameontology.com/index.php?action=history&amp;feed=atom&amp;title=Visual_Output</id>
	<title>Visual Output - Revision history</title>
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	<updated>2026-04-29T06:11:09Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Visual_Output&amp;diff=60&amp;oldid=prev</id>
		<title>*&gt;Jp: 2 revision(s)</title>
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		<updated>2008-12-18T20:47:30Z</updated>

		<summary type="html">&lt;p&gt;2 revision(s)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
Most electronic games currently use visual output as the primary means of transmitting game information to the user. The form taken by visual output can vary, but typically comes through a CRT or LCD monitor screen. Games past and present have played with using multiple screens, holographic displays, illuminating input devices and other forms of visual output.&lt;br /&gt;
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Most games present the player with some sort of view of the games world and the entities within that world. Many games also provide some kind of head-up display to convey information that is important to the user but would not be apparent simply from the players view of the game world, like a radar screen, health display, or the like.&lt;br /&gt;
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====Parent====&lt;br /&gt;
*[[Sensory Output]]&lt;br /&gt;
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====Children====&lt;br /&gt;
*[[Camera-based World View]]&lt;br /&gt;
*[[Head Up Display]]&lt;br /&gt;
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====References====&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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