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About online games

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About online gamesThe Humble Beginnings of Online Gaming

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The History of Online Gaming

Online gaming , electronic game playing over a computer network , particularly over the Internet. Electronic game worlds have generated billions of dollars, with millions of players around the world fighting, buying, crafting, and selling in a variety of online environments. MMOGs differ from traditional computer games in a number of important ways.

First, Internet connectivity is a prerequisite for all MMOGs, as the games can be played only after logging in to the server that hosts the game world popular MMOGs require dozens of such servers to accommodate their larger player bases. Second, the social networking aspect of interacting with thousands of players worldwide frequently overshadows the game content itself.

A study found that almost one-third of female players and nearly 10 percent of male players had dated someone they met in a game. Third, most MMOGs operate on a subscription basis, charging a monthly fee in addition to the initial purchase price of the game software.

Though World of Warcraft and other MMOGs utilize the advanced graphics and high-end processing power typical of the current generation of personal computers PCs , online gaming had its roots in some of the earliest computing technologies. The structure of ARPANET allowed users to connect their computers or terminals to a central mainframe computer and interact in what was close to real time.

Soon other programmers expanded on the original MUD design, adding graphic flourishes, chat functions, and player groups or guilds. These basic features, as well as the fantasy setting, carried over into the next generation of online games, which were the first true MMOGs.

Growth for these early games was relatively slow but steady, with the exception of Lineage , the explosive popularity of which was mainly due to the early and widespread availability of high-speed Internet connections in South Korea. This popularity did not come without a price, however.

By the time World of Warcraft debuted in November , the global gaming market was ready for a change. This widespread success brought its own challenges for Blizzard, however, when the company temporarily suspended the account of a transsexual player over freedom of speech issues.

Are they like private clubs, where the management can restrict both membership and speech? Or do they fall under the scope of a public accommodation, where discrimination is expressly prohibited by U.

Another issue that game publishers have had to face is the rise of secondary economies outside their game worlds. Ultima Online designers were the first to observe this phenomenon at work when a castle in their game world sold for several thousand dollars on the online auction site eBay.

Players spend hours earning in-game wealth, hunting for rare weapons, and gaining power and prestige for their characters so that the fruits of their virtual labours can be exchanged for real cash. The buyer and seller agree on a purchase price, the funds can be transferred electronically, and the two can then meet in the game world to complete the transaction.

Most MMOG companies sought to control this behaviour by banning the accounts of suspected gold farmers e. Sony co-opted the secondary market when it launched Station Exchange, a service designed to facilitate the buying and selling of virtual goods in its EverQuest games.

Linden Lab was the first company, however, to design a game around a virtual economy. That game was Second Life. In many ways similar to The Sims , the top-selling PC game of all time, Second Life was less a game and more a virtual world.

Though The Sims Online was a relative failure when it was introduced in late , Second Life became a runaway success soon after its launch in The difference was in the economic models adopted by the two games. Whereas The Sims Online was criticized for its lack of any clear goals for players, Second Life offered players the opportunity to use the game world and their own talents to make as much money as they possibly could.

For a monthly subscription fee, players received an allowance of Lindens the in-game currency that could be officially exchanged with U. Players could then purchase in-game items, customize those items by using 3-D imaging software, and resell them at a profit.

With the explosive growth of social media in the early 21st century, developers sought to capitalize on the opportunities presented by Web sites such as Facebook and Myspace. They utilized animation programs such as Flash to create a Web-based gaming experience that was comparable to older home consoles.

With their simplified game play and cartoonlike graphics, these games had wide appeal, and many of them offered incentives for players to recruit additional players into the game. We welcome suggested improvements to any of our articles. You can make it easier for us to review and, hopefully, publish your contribution by keeping a few points in mind.

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Please note that our editors may make some formatting changes or correct spelling or grammatical errors, and may also contact you if any clarifications are needed. Written By: Michael Ray. See Article History. Start Your Free Trial Today. Learn More in these related Britannica articles:. In particular, the 5th through 10th fastest Chinese supercomputers in were owned by a company with online rights in China to the electronic game World of Warcraft , which sometimes had more than a million people playing together in the same gaming world.

Electronic game , any interactive game operated by computer circuitry. Computer network , two or more computers that are connected with one another for the purpose of communicating data electronically. Besides physically connecting computer and communication devices, a network system serves the important function of establishing a cohesive architecture that allows a variety of equipment types to transfer information in a….

Activision Blizzard, Inc. The company was formed in by the merger of Activision, an entertainment software publisher that traced its roots to the original Atari game console, and Vivendi Games, the parent company of Blizzard Entertainment, a PC software publisher best known…. History at your fingertips. Sign up here to see what happened On This Day , every day in your inbox!

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about online gamesOnline games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based . Online gaming addiction is a topic of increasing research interest. Since the early s, there has been a significant increase in the number of. Online gaming is hugely popular with children and young people. Annual research conducted by OFCOM shows that gaming is still one of the top activities .



27.09.2019 : 07:43 Антип:
За oonline месяца до того ужасного вечера Стэнли узнал, что его друг детства стал писателем… не настоящим писателем, объяснила Патришия своей матери, а романистом. Автором книг значился Уильям Денбро, но Стэнли иногда about online games его Заика Билл. Он gmco практически все книги Денбро, если на то пошло, читал последнюю в тот вечер, когда принимал роковую ванну,  вечер 28 мая 1985 года.