An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $tiga.lima billion in the United States. Since 2010s, a common isu terkini among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games.[lima] Unlike purchased retail games, online games have the dilema of not being permanently playable, as they require special servers in order to function.
The design of online games can range from simple text-based environments to the incorporation of complex graphics and impian worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players’ existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.
Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players from a variety of ages, nationalities, and occupations. The online game content can also be studied in the scientific field, especially gamers’ interactions within virtual societies in relation to the behavior and social phenomena of everyday life. As in other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, terkini video game slang overlaps heavily with internet slang, as well as leetspeak, with many words such “pwn” and “noob”. Another term that was popularized by the video game community is the abbreviation “AFK” to refer to people who are not at the computer or paying attention. Other common abbreviations include “GL HF” which stands for “good luck, have fun,” which is often said at the beginning of a match to show good sportsmanship. Likewise, at the end of a game, “GG” or “GG WP” may be said to congratulate the opponent, win or lose, on a “good game, well played”. Many video games have also inspired internet memes and achieved a very large following online.
The culture of online gaming sometimes faces criticisms for an environment that can promote cyberbullying, violence, and xenophobia. Some are also concerned about gaming addiction or social cacat. However, it has been argued that, since the players of an online game are strangers to each other and have limited communication, the individual player’s experience in an online game is not necessarily different from playing with artificial intelligence players.History
The history of online games dates back to the early days of packet-based computer networking in the 1970s, An early example of online games are MUDs, including the first, MUD1, which was created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980. Commercial games followed in the next decade, with Islands of Kesmai, the first commercial online role-playing game, debuting in 1984, as well as more graphical games, such as the MSX LINKS action games in 1986, the flight simulator Air Warrior in 1987, and the Famicom Modem’s online Go game in 1987.
The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including Nexus: The Kingdom of the Winds (1996), Quakeworld (1996), Ultima Online (1997), Lineage (1998), Starcraft (1998), Counter-Strike (1999) and EverQuest (1999). Video game consoles also began to receive online networking features, such as the Famicom Modem (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000) and Xbox (2001). Following improvements in connection speeds, more recent developments include the popularization of new genres, such as social games, and new platforms, such as mobile games.[better source needed]
Entering into the 2000s, the cost of technology, servers and the Internet has dropped so far that fast Internet was commonplace, which led to previously unknown genres like massively multiplayer online games (MMOs) becoming well-known. For example, World of Warcraft (2004) dominated much of the decade. Several other MMOs attempted to follow in Warcraft’s footsteps, such as Star Wars Galaxies, City of Heroes, Wildstar, Warhammer Online, Guild Wars dua, and Star Wars: The Old Republic, but failed to make a significant impact in Warcraft’s market share. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos.
Separately, a new type of online game came to popularity alongside World of Warcraft, Defense of the Ancients (2003) which introduced the multiplayer online battle arena (MOBA) format. DotA, a community-created mod based on Warcraft III, gained in popularity as interest in World of Warcraft waned, but since the format was tied to the Warcraft property, others began to develop their own MOBAs, including Heroes of Newerth (2009), League of Legends (2010), and Dota dua (2013). Blizzard Entertainment, the owner of Warcraft property, released their own take on the MOBA aliran with Heroes of the Storm (2015), emphasizing on numerous original heroes from Warcraft III and other Blizzard’s franchises. By the early 2010s, the genre has become a big part of the esports category.
During the last half of the 2010s, hero shooter, a variation of shooter games inspired by multiplayer online battle arena and older class-based shooters, had a substantial rise in popularity with the release of Battleborn and Overwatch in 2016. The genre continued to grow with games such as Paladins (2018) and Valorant (2020).
A battle royale game format became widely popular with the release of PlayerUnknown’s Battlegrounds (2017), Fortnite Battle Royale (2017), and Apex Legends (2019). Popularity of the genre continued in 2020s with the release of the Call of Duty: Warzone (2020). Each game has received tens of millions of players within months of their releases.Demographics
The assumption that online games in general are populated mostly by males has remained somewhat accurate for years. Recent statistics begin to diminish the male domination myth in gaming culture. Although a worldwide number of male gamers still dominates over female (52% by 48%), women accounted for more than half of the players of certain games. As of 2019, the average gamer is 33 years old.
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011.PlatformsConsole gaming
Xbox Live was launched in November 2002. Initially the console only used a feature called system link, where players could connect two consoles using an Ethernet cable, or multiple consoles through a router. With the original Xbox Microsoft launched Xbox Live, allowing shared play over the internet. A similar feature exists on the PlayStation 3 in the form of the PlayStation Network, and the Wii also supports a limited amount of online gaming. Nintendo also has a network, dubbed “Nintendo Network”, that fully supports online gaming with the Wii U and Nintendo 3DS.Browser games
The development of web-based graphics technologies such as Flash and Java allowed browser games to become more complex. These games, also known by their related technology as “Flash games” or “Java games”, became increasingly popular. Browser-based pet games are popular among the younger generation of online gamers. These games range from gigantic games with millions of users, such as Neopets, to smaller and more community-based pet games.