THE PC IS STILL EX­CIT­ING

Len­ovo on how gam­ing is push­ing the en­ve­lope of PC de­sign and per­for­mance.

HWM (Singapore) - - Contents - by Koh Wanzi

Why do you think gam­ing con­tin­ues to keep the PC mar­ket afloat?

Gam­ing is al­ways some­thing peo­ple talk about. It is char­ac­ter­ized by high-per­for­mance ma­chines and ex­cep­tional fea­tures, and you need to build sys­tems that cater to very de­mand­ing cus­tomers. The ex­pec­ta­tions of gamers are very dif­fer­ent from main­stream users, and are in a sense a lot more ex­cit­ing.

Be­sides per­for­mance, there are de­tails like key­board de­sign and RGB light­ing, all of which can be con­sid­ered more ad­vanced than what we im­ple­ment on our reg­u­lar ma­chines. Be­cause gamers need hard­ware de­signed to their very ex­act­ing re­quire­ments, the de­mand for newer and faster gam­ing ma­chines will al­ways be there. In com­par­i­son, some­one look­ing for a low-power con­vert­ible may find that a tablet, or even their older lap­top, will do just fine, which trans­lates into less fre­quent up­grades or weaker de­mand.

Why in­tro­duce a gam­ing sub-brand now?

We’ve never had a spe­cific name for our gam­ing se­ries, so it was about time to build a rec­og­niz­able brand around our gam­ing hard­ware. This will make it eas­ier for gamers to form as­so­ci­a­tions with our prod­ucts. The Le­gion name was in­spired by the Ro­man le­gions, which were some­thing to be reck­oned with.

That said, we’re also try­ing to cre­ate a brand for the gam­ing com­mu­nity to gather around. We’re mov­ing be­yond hard­ware, fo­cus­ing on fos­ter­ing a com­plete ecosys­tem that takes into ac­count the driv­ing force be­hind the de­vel­op­ment of in­creas­ingly pow­er­ful com­po­nents, most no­tably e-sports. In the last year, we had quite a few events, in­clud­ing a League of Le­gends tour­na­ment and spon­sor­ship of the ESL One Gent­ing Dota 2 competition along­side Mi­crosoft.

We’re re­ally keen on be­ing a key player in the gam­ing ecosys­tem with the Le­gion brand go­ing forward, and ac­tive en­gage­ment with the gam­ing com­mu­nity is go­ing to help us bet­ter un­der­stand what gamers want.

Where do you see vir­tual re­al­ity headed in the fu­ture?

This is def­i­nitely one of the hottest trends right now. Many ven­dors are in­clud­ing VR-ready spec­i­fi­ca­tions into their ma­chines, but (its) suc­cess has a lot to do with how com­pre­hen­sive the ecosys­tem is.

Hav­ing said that, the pro­lif­er­a­tion of VR-ready desk­tops and lap­tops does open the door for cus­tomers to cap­i­tal­ize on the more ro­bust ca­pa­bil­i­ties of th­ese sys­tems and ex­pe­ri­ence the lat­est that the mar­ket has to of­fer, and is a start to­ward widen­ing the au­di­ence for fu­ture VR ap­pli­ca­tions.

Do you see aug­mented re­al­ity (AR) as com­ple­ment­ing, or com­pet­ing with VR?

AR is quite dif­fer­ent from VR, and the ex­pe­ri­ences and in­ter­ac­tions they en­able serve dif­fer­ent pur­poses. For ex­am­ple, with our Tango-en­abled Phab 2 Pro, users can do things like vi­su­al­ize how fur­ni­ture looks like in their house be­fore buy­ing it. This in­volves over­lay­ing vir­tual el­e­ments over the real world, and is re­ally more about reimag­in­ing the world as we see it, rather than cre­at­ing new worlds, which VR is more fo­cused on.

As a re­sult, AR has its own unique ap­pli­ca­tions and does not di­rectly en­croach on the space carved out by VR. The bar­ri­ers to adop­tion are also some­what lower, as most mo­bile de­vices al­ready have AR ca­pa­bil­i­ties of some kind.

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