Online game: Difference between revisions
[pending revision] | [accepted revision] |
Cleanup; italizing game titles, per WP:MOS. |
|||
Line 1: | Line 1: | ||
{{Short description|Video game played over the Internet}} |
|||
[[Image:Terrorist standing.jpg|right|thumb|A [[terrorism|terrorist]] from the online game ''[[Counter-Strike: Source]]'']] |
|||
{{pp-pc}} |
|||
'''Online games''' refer to [[Computer and video games|video games]] that are played over some form of network, most commonly the [[Internet]]. The expansion of online gaming has reflected the overall expansion of the Internet. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many different styles of play are available online. Many online games have associated [[Virtual community|online communities]], making online games a form of social activity beyond single player games. |
|||
{{Use mdy dates|date=February 2023}} |
|||
{{Redirect|HTML game|games that are played using a web browser|Browser game}} |
|||
[[File:EVE Combat.png|thumb|Combat in the game ''[[Eve Online]]'']] |
|||
{{Video Games}} |
|||
An '''online game''' is a [[video game]] that is either partially or primarily played through the [[Internet]] or any other [[computer network]] available.<ref>{{cite book|author1=Andrew Rollings|author2=Ernest Adams|year=2006|title=Fundamentals of Game Design|publisher=Prentice Hall}}</ref> Online games are ubiquitous on modern gaming platforms, including [[PC game|PCs]], [[Console game|consoles]] and [[mobile game|mobile devices]], and span many [[video game genre|genres]], including [[first-person shooter]]s, [[Strategy video game|strategy games]], and [[massively multiplayer online role-playing game]]s (MMORPG).<ref name=Quandt>{{cite book|last1=Quandt|first1=Thorsten|last2=Kröger|first2=Sonja|title=Multiplayer: The Social Aspects of Digital Gaming|date=2014|publisher=Routledge|location=London|isbn=978-0-415-82886-4}}</ref> In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States.<ref>{{Cite web|url=https://www.telemediaonline.co.uk/global-online-games-revenue-to-reach-17-8-billion-by-2024/|title=Global online games revenue to reach $17.8 billion by 2024 | Media & Content|first=Paul|last=Skeldon|date=January 9, 2020|access-date=April 27, 2020|archive-date=August 6, 2020|archive-url=https://web.archive.org/web/20200806084102/https://www.telemediaonline.co.uk/global-online-games-revenue-to-reach-17-8-billion-by-2024/|url-status=live}}</ref> Since the 2010s, a common trend among online games has been to operate them as [[games as a service]], using [[monetization]] schemes such as [[loot box]]es and [[battle pass]]es as purchasable items atop [[Free-to-play|freely-offered]] games.<ref name="poly 10s" /><ref>{{Cite web|title=How games as a service are changing the way we play|url=https://www.redbull.com/ie-en/games-as-a-service-changing-gaming-forever|access-date=September 15, 2020|website=Red Bull|language=en|archive-date=September 18, 2018|archive-url=https://web.archive.org/web/20180918090959/https://www.redbull.com/ie-en/games-as-a-service-changing-gaming-forever|url-status=live}}</ref> Unlike purchased retail games, online games [[video game preservation|have the problem of not being permanently playable]], as they require special [[Game server|servers]] in order to function. |
|||
==Early online games== |
|||
Online games started in the 1980s with [[MUD]]s. These text based games were often played via [[Bulletin board system|BBS]] via a [[modem]]. These games were frequently based on [[fantasy]] settings, using rules similar to those in the [[tabletop role-playing game]] ''[[Dungeons & Dragons]]''. Other styles of games, such as [[chess]], [[Scrabble]] clones, and many others. Continuous connectivity was often expensive as access was frequently charged on a per-minute basis, making [[Play-by-mail game|play-by-email game]]s another popular form of online game. |
|||
The design of online games can range from simple text-based environments to the incorporation of complex graphics and [[virtual world]]s.<ref name=Hachman /> The existence of online components within a game can range from being minor features, such as an online [[Standings|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.<ref name=Woolley /> Some online games can receive a massive influx of popularity due to many well-known [[Twitch (service)|Twitch]] [[Online streamer|streamers]] and [[YouTuber]]s playing them.<ref>{{Cite web|last=Says|first=Cannon|date=September 8, 2020|title=Among Us' Improbable Rise To The Top Of Twitch|url=https://www.kotaku.com.au/2020/09/among-us-improbable-rise-to-the-top-of-twitch/|access-date=July 12, 2021|website=Kotaku Australia|language=en-AU|archive-date=September 9, 2020|archive-url=https://web.archive.org/web/20200909025025/https://www.kotaku.com.au/2020/09/among-us-improbable-rise-to-the-top-of-twitch/|url-status=dead}}</ref> |
|||
==First-person shooters== |
|||
During the 1990s, online games started to move from a wide variety of [[Local area network|LAN]] protocols (such as [[IPX]]) and onto the Internet using the [[Internet protocol suite|TCP/IP]] protocol. ''[[Doom]]'' popularized the concept of [[deathmatch]] where multiple players battle each other head-to-head as a new form of online game. Since Doom, most [[first-person shooter]] games contain online component to allow deathmatch/arena style play. |
|||
Online gaming has drastically increased the scope and size of [[video game culture]]. Online games have attracted players of a variety of ages, nationalities, and occupations.<ref name="Martney">{{cite journal|last1=Martney|first1=R.|date=2014|title=The strategic female: gender-switching and player behavior in online games|journal=Information, Communication & Society|volume=17|issue=3|pages=286–300|doi=10.1080/1369118x.2013.874493|s2cid=144974067}}</ref><ref name="Worth">{{cite journal|last1=Worth|first1=N.|date=2014|title=Personality and behavior in a massively multiplayer online role-playing game|journal=Computers in Human Behavior|volume=38|pages=322–330|doi=10.1016/j.chb.2014.06.009}}</ref><ref name="schiano">{{cite journal|last1=Schiano|first1=D.|title=The "lonely gamer" revisited|journal=Entertainment Computing|year=2014|volume=5|pages=65–70|doi=10.1016/j.entcom.2013.08.002}}</ref> The online game content is now being studied in the scientific field, especially [[gamer]]s' interactions within [[Virtual community|virtual societies]] in relation to the behavior and social phenomena of everyday life.<ref name="Martney" /><ref name="Worth" /><ref>{{Cite journal |last1=Barnett |first1=Jane |last2=Coulson |first2=Mark |date=2010 |title=Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games |url=http://journals.sagepub.com/doi/10.1037/a0019442 |journal=Review of General Psychology |language=en |volume=14 |issue=2 |pages=167–179 |doi=10.1037/a0019442 |s2cid=144524947 |issn=1089-2680 |access-date=February 22, 2023 |archive-date=May 27, 2023 |archive-url=https://web.archive.org/web/20230527150911/https://journals.sagepub.com/doi/10.1037/a0019442 |url-status=live }}</ref> 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, modern video game slang overlaps heavily with [[internet slang]], as well as [[leet]]speak, with many words such as "[[pwn]]" and "[[noob]]".<ref>{{Cite web|last=Paez|first=Danny|title=How "PWNED" went from hacker slang to the internet's favorite taunt|url=https://www.inverse.com/gaming/pwned-meaning-definition-origins-video-games-internet-hackers|access-date=March 17, 2021|website=Inverse|date=March 17, 2020 |language=en|archive-date=March 17, 2021|archive-url=https://web.archive.org/web/20210317023636/https://www.inverse.com/gaming/pwned-meaning-definition-origins-video-games-internet-hackers|url-status=live}}</ref><ref>{{Cite web|last=Paez|first=Danny|title=How "n00b" became the nicest way to be mean online|url=https://www.inverse.com/gaming/noob-meaning-definition-video-game-terms-explained|access-date=March 17, 2021|website=Inverse|date=February 18, 2020 |language=en|archive-date=April 21, 2021|archive-url=https://web.archive.org/web/20210421031713/https://www.inverse.com/gaming/noob-meaning-definition-video-game-terms-explained|url-status=live}}</ref> Another term that was popularized by the video game community is the abbreviation "[[Away from keyboard|AFK]]" to refer to people who are not at the computer or paying attention.<ref>{{Cite web|last=Vicente|first=Vann|title=What Does "AFK" Mean, and How Do You Use It?|url=https://www.howtogeek.com/694296/what-does-afk-mean-and-how-do-you-use-it/|access-date=March 17, 2021|website=How-To Geek|date=November 8, 2020 |language=en-US|archive-date=February 28, 2021|archive-url=https://web.archive.org/web/20210228145027/https://www.howtogeek.com/694296/what-does-afk-mean-and-how-do-you-use-it/|url-status=live}}</ref> 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.<ref>{{Cite web|last=Andrew Heinzman|title=What Does "GLHF" Mean, and How Do You Use It?|url=https://www.howtogeek.com/509406/what-does-glhf-mean-and-how-do-you-use-it/|access-date=March 17, 2021|website=How-To Geek|date=January 26, 2020 |language=en-US|archive-date=February 26, 2021|archive-url=https://web.archive.org/web/20210226062548/https://www.howtogeek.com/509406/what-does-glhf-mean-and-how-do-you-use-it/|url-status=live}}</ref> Likewise, at the end of a game, "[[GG (gaming)|GG]]" or "GG WP" may be said to congratulate the opponent, win or lose, on a "good game, well played".<ref>{{Cite web|last=Vicente|first=Vann|title=What Does "GG" Mean, and How Do You Use It?|url=https://www.howtogeek.com/466547/what-does-gg-mean-and-how-do-you-use-it/|access-date=March 17, 2021|website=How-To Geek|date=May 8, 2020 |language=en-US|archive-date=February 27, 2021|archive-url=https://web.archive.org/web/20210227034322/https://www.howtogeek.com/466547/what-does-gg-mean-and-how-do-you-use-it/|url-status=live}}</ref> Many video games have also inspired [[internet meme]]s and achieved a very large following online.<ref name=":2">{{Cite web|title=Gaming the System: Among Us memes convey the pain of an internet-dependent world – The Daily Free Press|date=March 9, 2021 |url=https://dailyfreepress.com/2021/03/09/gaming-the-system-among-us-memes-convey-the-pain-of-an-internet-dependent-world/|access-date=July 12, 2021|language=en-US|archive-date=September 30, 2022|archive-url=https://web.archive.org/web/20220930115514/https://dailyfreepress.com/2021/03/09/gaming-the-system-among-us-memes-convey-the-pain-of-an-internet-dependent-world/|url-status=live}}</ref> |
|||
==Browser games== |
|||
With the development of web based graphics technologies such as [[Macromedia Flash|Flash]] and [[Java programming language|Java]], [[browser game]]s also known by their related technology as "[[:Category:Flash games|Flash games]]" or "Java games" became increasingly popular. Many retro games such as ''[[Pac-Man]]'' and ''[[Frogger]]'' were converted to browser games which could be played over the Internet. Most browser games have limited multiplayer involvement, often being just single player games, at most sharing a [[high score]] list. |
|||
The culture of online gaming sometimes faces [[Video game controversies|criticism]] for an environment that can promote [[cyberbully]]ing, violence, and [[xenophobia]]. Some are also concerned about [[Video game addiction|gaming addiction]] or [[social stigma]].<ref name="Rouse" /> 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 (video games)|artificial intelligence]] players.<ref>{{cite magazine|date=July 1996|title=What's the Future of Online Gaming?|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=19|pages=6–10}}</ref> |
|||
===Advanced browser games=== |
|||
Recent developments in browser graphical technologies including both Java & Flash have lead to a new breed of advanced Browser based games which now include multiplayer gameplay. A new generation of online games, most notabily ''[[Tactics Arena Online]]'' and ''[[Runescape]]'' have blurred the line away from Browser games just being simple single player online games, to games involving group environments and worlds, although to a less extent than Massively Multiplayer Online Games. |
|||
== History == |
|||
==Massively multiplayer online games== |
|||
{{Main|History of online games}} |
|||
With the growth of [[broadband Internet access]] in many developed countries, the types of online games playable over the Internet exploded. [[Massively multiplayer online game]]s were made possible with expanding Internet access, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available: |
|||
The history of online games dates back to the early days of [[packet switching|packet-based computer networking]] in the 1970s,<ref name=Woolley>{{cite web | url=http://thinkofit.com/plato/dwplato.htm | title=PLATO: The Emergence of Online Community | author=David R. Woolley | publisher=thinkofit.com | access-date=October 12, 2013 | archive-date=September 4, 2013 | archive-url=https://web.archive.org/web/20130904151631/http://thinkofit.com/plato/dwplato.htm | url-status=dead }}</ref> An early example of online games is [[Multi-user dungeon|MUD]]s, including the first, ''[[MUD1]]'', which was created in 1978 and originally confined to an internal network before becoming connected to [[ARPANet]] in 1980.<ref name=Patrovsky>{{cite book|last1=Mulligan|first1=Jessica|last2=Patrovsky|first2=Bridgette|title=Developing online games: an insider's guide|date=2003|publisher=New Riders Publ.|location=Indianapolis, Ind. [u.a.]|isbn=978-1-59273-000-1}}</ref> Commercial games followed in the next decade, with ''[[Islands of Kesmai]]'', the first commercial online [[role-playing game]], debuting in 1984,<ref name="Patrovsky"/> as well as more graphical games, such as the [[MSX]] LINKS [[action game]]s in 1986,<ref>[https://www.msx.org/wiki/The_LINKS_(Network) The LINKS (Network)] {{Webarchive|url=https://web.archive.org/web/20210611181022/https://www.msx.org/wiki/The_LINKS_(Network) |date=June 11, 2021 }}, MSX Resource Center</ref> the [[flight simulator]] ''[[Air Warrior (video game)|Air Warrior]]'' in 1987, and the [[Famicom Modem]]'s online [[Go (game)|Go]] game in 1987.<ref name="How the Famicom Modem was Born">{{ cite magazine | first=Masaharu | last=Takano | title=How the Famicom Modem was Born | date=September 11, 1995 | magazine=Nikkei Electronics | language=ja }} [http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/developing-the-famicom-modem/ English translation by GlitterBerri]. {{webarchive |url=https://web.archive.org/web/20120703101914/http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/developing-the-famicom-modem/ |date=July 3, 2012 }}</ref> |
|||
[[File:Sierra-Interaction-Magazine---Ad---SierraNetworkModem.jpg|thumb|1991 advertisement for [[The Sierra Network]]]] |
|||
* [[MMORPG]] (Massively multiplayer online [[role-playing game]]) |
|||
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 (computer game)|Lineage]]'' (1998), ''[[StarCraft]]'' (1998), ''[[Counter-Strike]]'' (1999) and ''[[EverQuest]]'' (1999). [[Video game console]]s 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 (console)|Xbox]] (2001).<ref name=Hachman>{{cite web|last1=Hachman|first1=Mark|title=Infographic: A Massive History of Multiplayer Online Gaming|url=https://www.pcmag.com/article2/0,2817,2390917,00.asp|website=PC Magazine|access-date=October 6, 2015|archive-date=October 8, 2015|archive-url=https://web.archive.org/web/20151008053910/http://www.pcmag.com/article2/0,2817,2390917,00.asp|url-status=live}}</ref><ref name=Donovan>{{cite book|last1=Donovan|first1=Tristan|title=[[Replay: The History of Video Games]]|date=2010|publisher=Yellow Ant|location=East Sussex, England|isbn=978-0-9565072-0-4}}</ref> Following improvements in connection speeds,<ref name=Rouse>{{cite web|last1=Rouse|first1=Margaret|title=Gaming|url=http://whatis.techtarget.com/definition/gaming|website=WhatIs.com|access-date=May 13, 2015|archive-date=April 23, 2021|archive-url=https://web.archive.org/web/20210423000611/https://whatis.techtarget.com/definition/gaming|url-status=live}}</ref> more recent developments include the popularization of new genres, such as [[Social network game|social games]], and new platforms, such as [[mobile games]].<ref name=TechopediaMobileGame>{{cite web|title=Mobile Games|url=http://www.techopedia.com/definition/24261/mobile-games|website=Techopedia|date=March 4, 2012 |access-date=May 13, 2015|archive-date=June 11, 2021|archive-url=https://web.archive.org/web/20210611182511/https://www.techopedia.com/definition/24261/mobile-games|url-status=live}}</ref>{{better source needed|date=September 2018}} |
|||
* [[Massively multiplayer online real-time strategy|MMORTS]] (Massively multiplayer online [[real-time strategy]]) |
|||
* [[Massively multiplayer online first-person shooter|MMOFPS]] (Massively multiplayer online [[first-person shooter]]) |
|||
Entering into the 2000s, the cost of technology, servers, and the Internet has dropped so far that fast Internet was commonplace,<ref>{{Cite web|last=Chikhani|first=Riad|date=December 31, 2015|title=The History Of Gaming: An Evolving Community|url=https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/|access-date=July 18, 2020|website=TechCrunch|language=en-US|archive-date=February 22, 2018|archive-url=https://web.archive.org/web/20180222031950/https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/|url-status=live}}</ref> which led to previously unknown genres like [[massively multiplayer online game]]s (MMOs) becoming well-known. For example, ''[[World of Warcraft]]'' (2004) dominated much of the decade.<ref name="poly 10s">{{cite web | url = https://www.polygon.com/features/2019/11/11/20947872/decade-in-review-online-games-as-a-service | title = The decade when online video games changed everything | first = Cass | last = Marshall | date = November 11, 2019 | access-date = November 11, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = April 23, 2021 | archive-url = https://web.archive.org/web/20210423210322/https://www.polygon.com/features/2019/11/11/20947872/decade-in-review-online-games-as-a-service | url-status = live }}</ref> Several other MMOs attempted to follow in ''Warcraft''{{'}}s footsteps, such as ''[[Star Wars Galaxies]]'', ''[[City of Heroes]]'', ''[[WildStar (video game)|Wildstar]]'', ''[[Warhammer Online]]'', ''[[Guild Wars 2]]'', and ''[[Star Wars: The Old Republic]]'', but failed to make a significant impact in ''Warcraft''{{'}}s market share.<ref name="poly 10s"/> 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. |
|||
[[Category:Computer and video games]] |
|||
[[Category:Multiplayer online games]] |
|||
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.<ref>{{Cite web|title=How Warcraft 3's modding community paved the way for League of Legends and Dota 2|url=https://www.pcgamesn.com/warcraft-iii/warcraft-3-mods-dota-league-of-legends|access-date=September 6, 2020|website=PCGamesN|date=March 26, 2018 |language=en-GB|archive-date=June 15, 2018|archive-url=https://web.archive.org/web/20180615065300/https://www.pcgamesn.com/warcraft-iii/warcraft-3-mods-dota-league-of-legends|url-status=live}}</ref><ref>{{Cite web|last=Walbridge|first=Michael|title=Analysis: Defense of the Ancients - An Underground Revolution|url=https://www.gamasutra.com/view/news/109814/Analysis_Defense_of_the_Ancients__An_Underground_Revolution.php|access-date=September 7, 2020|website=www.gamasutra.com|date=June 12, 2008|language=en|archive-date=October 19, 2020|archive-url=https://web.archive.org/web/20201019231703/https://www.gamasutra.com/view/news/109814/Analysis_Defense_of_the_Ancients__An_Underground_Revolution.php|url-status=live}}</ref> ''DotA'', a community-created [[Mod (video gaming)|mod]] based on ''[[Warcraft III: Reign of Chaos|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 2]]'' (2013).<ref name=":1">{{Cite web|date=September 1, 2014|title=The history of MOBAs: From mod to sensation|url=https://venturebeat.com/2014/09/01/the-history-of-mobas-from-mod-to-sensation/|access-date=September 11, 2020|website=VentureBeat|language=en-US|archive-date=April 20, 2017|archive-url=https://web.archive.org/web/20170420145319/https://venturebeat.com/2014/09/01/the-history-of-mobas-from-mod-to-sensation/|url-status=live}}</ref> [[Blizzard Entertainment]], the owner of ''Warcraft'' property, released their own take on the MOBA genre with ''[[Heroes of the Storm]]'' (2015), emphasizing on numerous original heroes from ''Warcraft III'' and other Blizzard's franchises.<ref>{{Cite web|url=https://www.ausgamers.com/features/read/3564332|title=From Warcraft III to Heroes of the Storm, Talking Art and Blizzard's Long History with Samwise Didier - AusGamers.com|website=www.ausgamers.com|access-date=January 8, 2020|archive-date=August 6, 2020|archive-url=https://web.archive.org/web/20200806100904/https://www.ausgamers.com/features/read/3564332|url-status=live}}</ref> By the early 2010s, the genre had become a big part of the [[esports]] category.<ref name="poly 10s"/> |
|||
[[cs:Online hra]] |
|||
[[es:Juegos en línea]] |
|||
During the last half of the 2010s, [[hero shooter]], a variation of shooter games inspired by multiplayer online battle arenas and older class-based shooters, had a substantial rise in popularity with the release of ''[[Battleborn (video game)|Battleborn]]'' and ''[[Overwatch (video game)|Overwatch]]'' in 2016''.''<ref>{{Cite web|last=Wood|first=Austin|date=October 25, 2016|title=What the strange evolution of the hero shooter tells us about the genre's future|url=https://www.pcgamer.com/what-the-strange-evolution-of-the-hero-shooter-tells-us-about-the-genres-future/|access-date=July 12, 2021|website=PC Gamer|language=en-US|archive-date=June 12, 2018|archive-url=https://web.archive.org/web/20180612141210/https://www.pcgamer.com/what-the-strange-evolution-of-the-hero-shooter-tells-us-about-the-genres-future/|url-status=live}}</ref> The genre continued to grow with games such as ''[[Paladins (video game)|Paladins]]'' (2018) and ''[[Valorant]]'' (2020). |
|||
[[fr:Jeu sur internet]] |
|||
[[ko:온라인 게임]] |
|||
A [[battle royale game]] format became widely popular with the release of ''[[PlayerUnknown's Battlegrounds]]'' (2017), ''[[Fortnite Battle Royale]]'' (2017), and ''[[Apex Legends]]'' (2019). The popularity of the genre continued in the 2020s with the release of the ''[[Call of Duty: Warzone]]'' (2020). Each game has received tens of millions of players within months of its releases.<ref name="poly 10s" /><ref name=":0" /> |
|||
[[ja:オンラインゲーム]] |
|||
[[zh:网络游戏]] |
|||
==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 [[gamer]]s still dominates over female (52% by 48%),<ref name=esa2014>{{cite news|title=Essential Facts About the Computer and Video Game Industry|url=http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf|publisher=entertainment software association|access-date=March 24, 2015|archive-url=https://web.archive.org/web/20151209193636/http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf|archive-date=December 9, 2015|url-status=dead}}</ref> women accounted for more than half of the players of certain games. As of 2019, the average gamer is 33 years old.<ref>{{Cite web|url=https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/|title=2019 Essential Facts About the Computer and Video Game Industry|date=May 2, 2019|website=Entertainment Software Association|language=en-US|access-date=January 9, 2020|archive-date=January 20, 2020|archive-url=https://web.archive.org/web/20200120101209/http://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/|url-status=dead}}</ref> |
|||
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011.<ref>{{cite web |url=https://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/ |title=New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017 |newspaper=Forbes |date=July 18, 2012 |first=John |last=Gaudiosi |access-date=November 27, 2014 |archive-date=December 5, 2014 |archive-url=https://web.archive.org/web/20141205094615/http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/ |url-status=live }}</ref> |
|||
== Platforms == |
|||
=== Console gaming === |
|||
{{Main|Xbox Live|PlayStation Network|Nintendo Switch Online}} |
|||
[[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 physical layer|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 had a network, dubbed "[[Nintendo Network]]", that fully supported online gaming with the [[Wii U]] and [[Nintendo 3DS]]. With the launch of the [[Nintendo Switch]], Nintendo launched the [[Nintendo Switch Online]] service to replace the older Nintendo Network. |
|||
===Browser games=== |
|||
{{Main|Browser game}} |
|||
{{Multiple issues| |
|||
{{Update|section|inaccurate=yes|date=July 2021}} |
|||
{{Unreferenced section|date=July 2021}} |
|||
{{Expand section|1=historic perspective and additional citations|date=July 2021}} |
|||
}} |
|||
As the [[World Wide Web]] developed and browsers became more sophisticated, people started creating [[browser game]]s that used a [[web browser]] as a client. Simple single player games were made that could be played using a web browser (most commonly made with web technologies like [[HTML]], [[JavaScript]], [[Active Server Pages|ASP]], [[PHP]] and [[MySQL]]). |
|||
The development of web-based graphics technologies such as [[Adobe Flash|Flash]] and [[Java (programming language)|Java]] allowed browser games to become more complex. These games, also known by their related technology as "[[Browser game|Flash games]]" or "Java games", became increasingly popular. Games ranged from simple concepts to large-scale games, some of which were later released on consoles. Many Java or Flash games were shared on various different websites, bringing them to wide audiences.<ref>{{Cite magazine |last=Reeves |first=Ben |title=How Flash Games Changed Video Game History |url=https://www.gameinformer.com/2018/12/22/how-flash-games-changed-video-game-history |archive-url=https://web.archive.org/web/20181226024524/https://www.gameinformer.com/2018/12/22/how-flash-games-changed-video-game-history |url-status=dead |archive-date=December 26, 2018 |access-date=April 15, 2022 |magazine=Game Informer |language=en}}</ref> 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. |
|||
More recent browser-based games use web technologies like [[Ajax (programming)|Ajax]] to make more complicated multiplayer interactions possible and [[WebGL]] to generate hardware-accelerated 3D graphics without the need for plugins. |
|||
== Types of interactions == |
|||
===Player versus environment (PvE)=== |
|||
{{Main|Player versus environment}} |
|||
PvE is a term used in online games, particularly MMORPGs and other role-playing video games, to refer to fighting computer-controlled opponents. |
|||
===Player versus player (PvP)=== |
|||
{{Main|Player versus player}} |
|||
PvP is a term broadly used to describe any game, or aspect of a game, where players compete against each other rather than against computer-controlled opponents. |
|||
==Online games== |
|||
===First-person shooter game (FPS)=== |
|||
{{Main|First-person shooter}} |
|||
During the 1990s, online games started to move from a wide variety of [[Local area network|LAN]] protocols (such as [[Internetwork Packet Exchange|IPX]]) and onto the Internet using the [[Internet protocol suite|TCP/IP]] protocol. ''[[Doom (1993 video game)|Doom]]'' popularized the concept of a [[deathmatch (video games)|deathmatch]], where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play. And by popularity, first person shooter games are becoming more and more widespread around the world. As games became more realistic and competitive, an e-sports community was born. Games like ''[[Counter-Strike]]'', ''[[Halo (series)|Halo]]'', ''[[Call of Duty (series)|Call of Duty]]'', ''[[Quake Live]]'' and ''[[Unreal Tournament]]'' are popular with these tournaments''.'' These tournaments have a range of winnings from money to hardware. |
|||
Expansion of [[hero shooter]]s, a sub-genre of [[shooter game]]s, happened in 2016 when several [[video game developer|developers]] released or announced their hero shooter [[multiplayer online game]]. Hero shooters have been considered to have strong potential as an esport, as a large degree of skill and coordination arises from the importance of teamwork. Some notable examples include ''[[Battleborn (video game)|Battleborn]]'', ''[[Overwatch (video game)|Overwatch]]'', ''[[Paladins: Champions of the Realm|Paladins]]'' and ''[[Valorant]]''.<ref>{{cite web | url = http://www.gamasutra.com/view/news/271933/Hero_Shooters_Charting_the_rebirth_of_a_genre.php | title = Hero Shooters: Charting the (re)birth of a genre | work = [[Gamasutra]] | date = May 6, 2016 | access-date = May 6, 2016 | first = Alex | last = Wawro | archive-date = May 7, 2016 | archive-url = https://web.archive.org/web/20160507142751/http://www.gamasutra.com/view/news/271933/Hero_Shooters_Charting_the_rebirth_of_a_genre.php | url-status = live }}</ref> |
|||
===Real-time strategy game (RTS)=== |
|||
{{Main|Real-time strategy}} |
|||
Early [[real-time strategy]] games often allowed multiplayer play over a modem or local network.<ref name="Rollings"/> As the Internet started to grow during the 1990s, software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native Internet support, allowing players from all over the globe to play with each other.<ref name="Rollings">{{cite book |last=Rollings |first=Andrew |author2=Ernest Adams |title=Andrew Rollings and Ernest Adams on Game Design |publisher=New Riders Publishing |year=2003 |pages=290–296 |url=http://my.safaribooksonline.com/1592730019/ch09?portal=adobepress#ch09 |access-date=April 25, 2018 |archive-date=March 31, 2017 |archive-url=https://web.archive.org/web/20170331161214/http://my.safaribooksonline.com/1592730019/ch09?portal=adobepress#ch09 |url-status=dead }}</ref> Popular RTS games with online communities have included ''[[Age of Empires (series)|Age of Empires]]'', ''[[Sins of a Solar Empire]]'', ''[[StarCraft (series)|StarCraft]]'' and ''[[Warhammer 40,000: Dawn of War]]''. |
|||
===Massively multiplayer online game (MMO)=== |
|||
{{Main|Massively multiplayer online game}} |
|||
[[Massively multiplayer online game]]s were made possible with the growth of [[Internet access|broadband Internet access]] in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as: |
|||
*[[Massively multiplayer online role-playing game|MMORPG]] (Massively multiplayer online [[role-playing game]]) |
|||
*[[Massively multiplayer online game#Real-time strategy|MMORTS]] (Massively multiplayer online [[real-time strategy]]) |
|||
*[[Massively multiplayer online game#First-person shooter|MMOFPS]] (Massively multiplayer online [[first-person shooter]]) |
|||
*[[Massively multiplayer online game#Social|MMOSG]] (Massively multiplayer online social game) |
|||
===Multiplayer online battle arena game (MOBA)=== |
|||
{{Main|Multiplayer online battle arena}} |
|||
A specific subgenre of [[strategy video game]]s referred to as [[multiplayer online battle arena]] (MOBA) gained popularity in the 2010s as a form of [[electronic sports]], encompassing games such as the ''[[Defense of the Ancients]]'' mod for ''[[Warcraft III]]'', ''[[League of Legends]]'', ''[[Dota 2]]'', ''[[Smite (video game)|Smite]],'' and ''[[Heroes of the Storm]].''<ref>{{Cite web|url=https://www.progamerreview.com/best-moba-games/|title=Best Modern MOBA Games - LoL, Dota 2, HotS & Smite Compared|last1=Amstrup|first1=Johannes|last2=ersen|date=September 15, 2017|website=Pro Gamer Reviews|language=en-US|access-date=October 19, 2019|archive-date=October 19, 2019|archive-url=https://web.archive.org/web/20191019134555/https://www.progamerreview.com/best-moba-games/|url-status=live}}</ref> Major esports professional tournaments are held in venues that can hold tens of thousands of spectators and are streamed online to millions more.<ref>{{Cite web|agency=Agence France-Presse|date=November 5, 2017|title=Video game warriors do battle before 40,000 fans in China|url=https://technology.inquirer.net/68752/technology-games-china-video-games-esports-league-of-legends-birds-nest|access-date=July 19, 2020|website=INQUIRER.net|language=en|archive-date=July 18, 2020|archive-url=https://web.archive.org/web/20200718012132/https://technology.inquirer.net/68752/technology-games-china-video-games-esports-league-of-legends-birds-nest|url-status=live}}</ref><ref>{{Cite web|last=Webb|first=Kevin|title=More than 100 million people watched the 'League of Legends' World Championship, cementing its place as the most popular esport|url=https://www.businessinsider.com/league-of-legends-world-championship-100-million-viewers-2019-12|access-date=July 19, 2020|website=Business Insider|archive-date=January 31, 2021|archive-url=https://web.archive.org/web/20210131115618/https://www.businessinsider.com/league-of-legends-world-championship-100-million-viewers-2019-12|url-status=live}}</ref><ref>{{Cite web|last=Boudreau|first=Ian|date=August 26, 2019|title=The International 2019 was Twitch's most-watched Dota 2 event ever|url=https://www.pcgamer.com/the-international-2019-was-twitchs-most-watched-dota-2-event-ever/|access-date=July 19, 2020|website=PC Gamer|language=en-US|archive-date=March 9, 2021|archive-url=https://web.archive.org/web/20210309234029/https://www.pcgamer.com/the-international-2019-was-twitchs-most-watched-dota-2-event-ever/|url-status=live}}</ref> A strong fanbase has opened up the opportunity for sponsorship and advertising, eventually leading the genre to become a global cultural phenomenon.<ref name=":1" /><ref>{{Cite web|last=Meola|first=Andrew|title=The biggest companies sponsoring eSports teams and tournaments|url=https://www.businessinsider.com/top-esports-sponsors-gaming-sponsorships-2018-1|access-date=September 25, 2020|website=Business Insider|archive-date=September 19, 2020|archive-url=https://web.archive.org/web/20200919172022/https://www.businessinsider.com/top-esports-sponsors-gaming-sponsorships-2018-1|url-status=live}}</ref> |
|||
===Battle Royale games=== |
|||
{{Main|Battle royale game}} |
|||
A battle royale game is a genre that blends the survival, exploration and scavenging elements of a [[survival game]] with [[Last man standing (gaming)|last-man-standing]] gameplay. Dozens to hundreds of players are involved in each match, with the winner being the last player or team alive. Some notable examples include ''[[PlayerUnknown's Battlegrounds]]'', ''[[Fortnite Battle Royale]]'', ''[[Apex Legends]],'' and ''[[Call of Duty: Warzone]],'' each having received tens of millions of players within months of their releases.<ref>{{Cite web|url=https://www.pcgamer.com/how-battle-royale-changed-the-last-decade-of-games-and-the-next-one/|title=How battle royale changed the last decade of games (and the next one)|last=Livingston|first=Christopher|date=December 11, 2019|website=PC Gamer|language=en-US|access-date=January 9, 2020|archive-date=December 4, 2021|archive-url=https://web.archive.org/web/20211204043253/https://www.pcgamer.com/how-battle-royale-changed-the-last-decade-of-games-and-the-next-one/|url-status=live}}</ref><ref name=":0">{{Cite web|url=https://www.polygon.com/2020/4/10/21216734/call-of-duty-warzone-50-million-player-count|title=Call of Duty: Warzone hits 50M players in first month|last=McWhertor|first=Michael|date=April 10, 2020|website=Polygon|language=en|access-date=April 21, 2020|archive-date=April 20, 2020|archive-url=https://web.archive.org/web/20200420145529/https://www.polygon.com/2020/4/10/21216734/call-of-duty-warzone-50-million-player-count|url-status=live}}</ref> The genre is designed exclusively for multiplayer gameplay over the Internet. |
|||
===MUD=== |
|||
{{Main|Multi-user dungeon}} |
|||
MUD is a class of multi-user real-time virtual worlds, usually but not exclusively text-based, with a history extending back to the creation of ''[[MUD1]]'' by [[Richard Bartle]] in 1978. MUD were the direct predecessors of [[Massively multiplayer online role-playing game|MMORPG]].<ref>{{cite book| last = Castronova| first = Edward| author-link = Edward Castronova| title = Synthetic Worlds: The Business and Culture of Online Games| publisher = University Of Chicago Press| year = 2006| isbn = 978-0-226-09627-8| pages = [https://archive.org/details/syntheticworlds00edwa/page/10 10, 291]| quote = [pp. 10] The ancestors of MMORPG were text-based multiuser domains (MUD) [...] [pp. 291] Indeed, MUD generate perhaps the one historical connection between game-based VR and the traditional program [...]| url = https://archive.org/details/syntheticworlds00edwa/page/10}}</ref> |
|||
=== Other notable games === |
|||
A [[social deduction game]] is a multiplayer online game in which players attempt to uncover each other's hidden role or team allegiance using logic and deductive reasoning, while other players can bluff to keep players from suspecting them. A notable example of the social deduction video game is ''[[Among Us]],'' which received a massive influx of popularity in 2020 due to many well-known [[Twitch (service)|Twitch]] [[Online streamer|streamers]] and [[YouTuber]]s playing it.<ref name=":2" /> ''Among Us'' has also inspired [[internet meme]]s and achieved a very large following online.<ref>{{Cite web|last=Marshall|first=Cass|date=September 11, 2020|title=Why Among Us' Emergency Meeting is the big social media mood|url=https://www.polygon.com/2020/9/11/21432684/among-us-emergency-meeting-meme-explained|access-date=July 12, 2021|website=Polygon|language=en|archive-date=September 21, 2020|archive-url=https://web.archive.org/web/20200921123243/https://www.polygon.com/2020/9/11/21432684/among-us-emergency-meeting-meme-explained|url-status=live}}</ref> |
|||
==Online game governance== |
|||
Online gamers must agree to an [[End-user license agreement]] (EULA) when they first install the game application or an update. EULA is a legal contract between the producer or distributor and the [[end-user]] of an application or software, which is to prevent the program from being copied, redistributed or hacked.<ref>{{cite web|last1=Nahmias|first1=Jordan|title=The EULA: What it does, how it works (and, what does EULA even mean)|url=http://www.nahmiaslaw.com/the-eula-what-it-does-how-it-works-and-what-does-eula-even-mean/|website=nahmiaslaw|access-date=May 14, 2015|archive-date=May 24, 2015|archive-url=https://web.archive.org/web/20150524114203/http://www.nahmiaslaw.com/the-eula-what-it-does-how-it-works-and-what-does-eula-even-mean/|url-status=live}}</ref> The consequences of breaking the agreement vary according to the contract. Players could receive warnings to termination, or direct termination without warning. In the 3D immersive world ''[[Second Life]]'' where a breach of contract will append the player warnings, suspension and termination depending on the offense.<ref>{{cite web|url=http://secondlife.com/community/blotter.php|archive-url=https://web.archive.org/web/20080820115258/http://secondlife.com/community/blotter.php |archive-date=August 20, 2008 |title=Community: Incident Report |publisher=Second Life |access-date=February 12, 2010}}</ref> |
|||
Where online games supports an in-game chat feature, it is not uncommon to encounter [[hate speech]], [[sexual harassment]] and [[cyberbullying]].<ref name=SRK>{{cite web|title=Back to Basics, Getting Beyond the Drama|url=http://shoryuken.com/2012/02/29/back-to-basics-getting-beyond-the-drama/|archive-url=https://archive.today/20130202074242/http://shoryuken.com/2012/02/29/back-to-basics-getting-beyond-the-drama/|url-status=dead|archive-date=February 2, 2013|publisher=shoryuken.com/|access-date=August 2, 2012|author=Inkblot|date=February 29, 2012}}</ref><ref name=NYT8212>{{cite news|title=In Virtual Play, Sex Harassment Is All Too Real|url=https://www.nytimes.com/2012/08/02/us/sexual-harassment-in-online-gaming-stirs-anger.html|access-date=August 2, 2012|newspaper=The New York Times|date=August 1, 2012|author=Amy O'Leary|archive-date=March 9, 2017|archive-url=https://web.archive.org/web/20170309213932/http://www.nytimes.com/2012/08/02/us/sexual-harassment-in-online-gaming-stirs-anger.html|url-status=live}}</ref> Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage [[Anti-social behaviour|antisocial behavior]].<ref name=ECH>{{cite web|title=Extra Credits: Harassment|url=https://www.youtube.com/watch?v=Dt9GwmOWoqo|first=James|last=Portnow| date=May 20, 2012 |publisher=Extra Credits|access-date=August 2, 2012|location=penny-arcade.com|format=video|quote=This week, we tackle the rampant bullying, misogyny and hate speech that occurs within the gaming community.|archive-date=July 7, 2012|archive-url=https://web.archive.org/web/20120707164012/http://www.youtube.com/watch?v=Dt9GwmOWoqo&gl=US&hl=en|url-status=live}} [http://penny-arcade.com/patv/episode/harassment Alt URL] {{Webarchive|url=https://web.archive.org/web/20131113021402/http://penny-arcade.com/patv/episode/harassment |date=November 13, 2013 }}</ref> |
|||
There are also sometimes [[Gamemaster|Moderators]] present, who attempt to prevent anti-Social behavior. Online games also often involve real-life illegal behavior, such as scam, financial crimes, invasion of privacy, and other issues.<ref>{{cite web|title=Fraud in the Online Gaming Industry|date=November 5, 2020 |url=https://isacybersecurity.com/fraud-in-the-online-gaming-industry/}}</ref><ref>{{cite web|title=Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021|url=https://www.adl.org/resources/report/hate-no-game-harassment-and-positive-social-experiences-online-games-2021}}</ref><ref>{{cite web|title=The Potential Perils of Online Gaming|date=June 8, 2023 |url=https://www.acamstoday.org/the-potential-perils-of-online-gaming/}}</ref> |
|||
Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the [[Entertainment Software Rating Board]] (ESRB). A scale can range from "E" (stands for Everyone) inferring games that are suitable for both children and adults, to "M" (stands for Mature) recommending games that are restricted to age above 17. Some explicit online games can be rated "AO" (stands for Adult Only), identifying games that have content suitable for only adults over the age of 18. Furthermore, online games must also carry an ESRB notice that warns that any "online interactions are not rated by the ESRB". |
|||
==Shutdown of games== |
|||
The [[video game industry]] is highly competitive. As a result, many online games end up not generating enough profits, such that the service providers do not have the incentives to continue running the [[Server (computing)|servers]]. In such cases, the developers of a game might decide to shut down the server permanently. |
|||
Shutting down an online game can severely impact the players. Typically, a server shutdown means players will no longer be able to play the game. For many players, this can cause a sense of loss at an emotional level, since they often dedicate time and effort to making in-game progress, e.g., completing in-game tasks to earn [[Item (game terminology)|items]] for their characters. In some other cases, the game might still be playable without the server, but certain important functionalities will be lost. For example, earning key in-game items often requires a server that can track each player's progress.<ref>{{Cite web|date=2022-04-26|title=Ubisoft has officially shut down online services for over 90 games|url=https://www.videogameschronicle.com/news/ubisoft-has-officially-shut-down-online-services-for-over-90-games/|access-date=2023-02-17|website=VGC|language=en-GB|archive-date=June 25, 2022|archive-url=https://web.archive.org/web/20220625061623/https://www.videogameschronicle.com/news/ubisoft-has-officially-shut-down-online-services-for-over-90-games/|url-status=live}}</ref> |
|||
In some cases, an online game may be relaunched in a substantially different form after shutting down, in an attempt to increase the game's quality, remedy low sales, or reverse a declining player base, and see significantly greater success. [[Final Fantasy XIV (2010 video game)|''Final Fantasy XIV'']] was negatively received upon its 2010 release, and relaunched as ''[[Final Fantasy XIV|A Realm Reborn]]'' in 2013 - the new version was met with considerable positive reception, and is still running as of 2022.<ref>{{Cite web|author1=Leon Hurley|date=2015-04-16|title=7 online worlds that ended while people were still playing|url=https://www.gamesradar.com/7-games-shut-down-while-people-were-still-playing/|access-date=2023-02-17|website=gamesradar|language=en|archive-date=February 17, 2023|archive-url=https://web.archive.org/web/20230217104150/https://www.gamesradar.com/7-games-shut-down-while-people-were-still-playing/|url-status=live}}</ref> ''Splitgate: Arena Warfare'' relaunched as ''[[Splitgate]]'' in 2021, switching to a [[free-to-play]] model and adding cross-platform multiplayer, and subsequently saw 2 million new players, with the servers being unable to handle the influx.<ref>{{Cite web |date=July 26, 2021 |title=Splitgate won't launch into 1.0 until August as 1047 Games deals with servers |url=https://venturebeat.com/2021/07/26/splitgate-wont-launch-into-1-0-until-august-as-1047-games-deals-with-servers/ |access-date=June 30, 2022 |website=VentureBeat |language=en-US |archive-date=June 30, 2022 |archive-url=https://web.archive.org/web/20220630060823/https://venturebeat.com/2021/07/26/splitgate-wont-launch-into-1-0-until-august-as-1047-games-deals-with-servers/ |url-status=live }}</ref> |
|||
However, games may remain a [[commercial failure]] despite a planned relaunch. These include the 2015 asymmetrical [[first-person shooter]] ''[[Evolve (video game)|Evolve]]'', which transitioned to a free-to-play title known as ''Evolve Stage 2'' a year after launch, after it was criticized for its significant amount of [[Downloadable content|DLC]] despite being a full-priced game, but had its servers permanently shut down roughly two years later after its user base "evaporated" as a result of infrequent updates.<ref>{{Cite news |last=Wood |first=Austin |date=June 5, 2018 |title=Evolve dev says '4v1 caused more problems than we ever imagined' |language=en |work=[[PC Gamer]] |url=https://www.pcgamer.com/evolve-dev-says-4v1-caused-more-problems-than-we-ever-imagined/ |access-date=June 28, 2022 |archive-date=June 28, 2022 |archive-url=https://web.archive.org/web/20220628091228/https://www.pcgamer.com/evolve-dev-says-4v1-caused-more-problems-than-we-ever-imagined/ |url-status=live }}</ref> The 2019 looter-shooter ''[[Anthem (video game)|Anthem]]'' was also planned to be relaunched as ''Anthem Next'', but the changes were never implemented, partially due to the [[Impact of the COVID-19 pandemic on the video game industry|impact of the COVID-19 pandemic]] and an unwillingness to further invest in the game by ''[[Electronic Arts]]''.<ref>{{Cite magazine |last=Juba |first=Joe |date=February 24, 2021 |title=Anthem 2.0 Canceled By BioWare |url=https://www.gameinformer.com/2021/02/24/anthem-20-canceled-by-bioware |archive-url=https://archive.today/20221024011747/https://www.gameinformer.com/2021/02/24/anthem-20-canceled-by-bioware |url-status=dead |archive-date=October 24, 2022 |access-date=June 28, 2022 |magazine=[[Game Informer]] |language=en}}</ref> |
|||
==See also== |
|||
{{Portal|Video games}} |
|||
*[[List of video game genres]] |
|||
*[[Game server]] |
|||
*[[Massively multiplayer online game]] |
|||
*[[Multiplayer video game]] |
|||
*[[Online text-based role-playing game]] |
|||
*[[Voice chat in online gaming]] |
|||
==References== |
|||
{{Reflist}} |
|||
{{Software digital distribution platforms}} |
|||
{{multiplayer online games}} |
|||
{{VideoGameGenre}} |
|||
{{Authority control}} |
|||
[[Category:Online games| ]] |
|||
[[Category:Video game terminology]] |
Latest revision as of 00:00, 29 December 2024
Video games |
---|
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available.[1] 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).[2] In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States.[3] Since the 2010s, a common trend among online games has been to operate them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games.[4][5] Unlike purchased retail games, online games have the problem 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 virtual worlds.[6] 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.[7] Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.[8]
Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players of a variety of ages, nationalities, and occupations.[9][10][11] The online game content is now being studied in the scientific field, especially gamers' interactions within virtual societies in relation to the behavior and social phenomena of everyday life.[9][10][12] 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, modern video game slang overlaps heavily with internet slang, as well as leetspeak, with many words such as "pwn" and "noob".[13][14] 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.[15] 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.[16] 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".[17] Many video games have also inspired internet memes and achieved a very large following online.[18]
The culture of online gaming sometimes faces criticism for an environment that can promote cyberbullying, violence, and xenophobia. Some are also concerned about gaming addiction or social stigma.[19] 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.[20]
History
[edit]The history of online games dates back to the early days of packet-based computer networking in the 1970s,[7] An early example of online games is MUDs, including the first, MUD1, which was created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980.[21] Commercial games followed in the next decade, with Islands of Kesmai, the first commercial online role-playing game, debuting in 1984,[21] as well as more graphical games, such as the MSX LINKS action games in 1986,[22] the flight simulator Air Warrior in 1987, and the Famicom Modem's online Go game in 1987.[23]
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).[6][24] Following improvements in connection speeds,[19] more recent developments include the popularization of new genres, such as social games, and new platforms, such as mobile games.[25][better source needed]
Entering into the 2000s, the cost of technology, servers, and the Internet has dropped so far that fast Internet was commonplace,[26] 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.[4] Several other MMOs attempted to follow in Warcraft's footsteps, such as Star Wars Galaxies, City of Heroes, Wildstar, Warhammer Online, Guild Wars 2, and Star Wars: The Old Republic, but failed to make a significant impact in Warcraft's market share.[4] 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.[27][28] 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 2 (2013).[29] Blizzard Entertainment, the owner of Warcraft property, released their own take on the MOBA genre with Heroes of the Storm (2015), emphasizing on numerous original heroes from Warcraft III and other Blizzard's franchises.[30] By the early 2010s, the genre had become a big part of the esports category.[4]
During the last half of the 2010s, hero shooter, a variation of shooter games inspired by multiplayer online battle arenas and older class-based shooters, had a substantial rise in popularity with the release of Battleborn and Overwatch in 2016.[31] 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). The popularity of the genre continued in the 2020s with the release of the Call of Duty: Warzone (2020). Each game has received tens of millions of players within months of its releases.[4][32]
Demographics
[edit]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%),[33] women accounted for more than half of the players of certain games. As of 2019, the average gamer is 33 years old.[34]
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011.[35]
Platforms
[edit]Console gaming
[edit]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 had a network, dubbed "Nintendo Network", that fully supported online gaming with the Wii U and Nintendo 3DS. With the launch of the Nintendo Switch, Nintendo launched the Nintendo Switch Online service to replace the older Nintendo Network.
Browser games
[edit]This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these messages)
|
As the World Wide Web developed and browsers became more sophisticated, people started creating browser games that used a web browser as a client. Simple single player games were made that could be played using a web browser (most commonly made with web technologies like HTML, JavaScript, ASP, PHP and MySQL).
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. Games ranged from simple concepts to large-scale games, some of which were later released on consoles. Many Java or Flash games were shared on various different websites, bringing them to wide audiences.[36] 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.
More recent browser-based games use web technologies like Ajax to make more complicated multiplayer interactions possible and WebGL to generate hardware-accelerated 3D graphics without the need for plugins.
Types of interactions
[edit]Player versus environment (PvE)
[edit]PvE is a term used in online games, particularly MMORPGs and other role-playing video games, to refer to fighting computer-controlled opponents.
Player versus player (PvP)
[edit]PvP is a term broadly used to describe any game, or aspect of a game, where players compete against each other rather than against computer-controlled opponents.
Online games
[edit]First-person shooter game (FPS)
[edit]During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and onto the Internet using the TCP/IP protocol. Doom popularized the concept of a deathmatch, where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play. And by popularity, first person shooter games are becoming more and more widespread around the world. As games became more realistic and competitive, an e-sports community was born. Games like Counter-Strike, Halo, Call of Duty, Quake Live and Unreal Tournament are popular with these tournaments. These tournaments have a range of winnings from money to hardware.
Expansion of hero shooters, a sub-genre of shooter games, happened in 2016 when several developers released or announced their hero shooter multiplayer online game. Hero shooters have been considered to have strong potential as an esport, as a large degree of skill and coordination arises from the importance of teamwork. Some notable examples include Battleborn, Overwatch, Paladins and Valorant.[37]
Real-time strategy game (RTS)
[edit]Early real-time strategy games often allowed multiplayer play over a modem or local network.[38] As the Internet started to grow during the 1990s, software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native Internet support, allowing players from all over the globe to play with each other.[38] Popular RTS games with online communities have included Age of Empires, Sins of a Solar Empire, StarCraft and Warhammer 40,000: Dawn of War.
Massively multiplayer online game (MMO)
[edit]Massively multiplayer online games were made possible with the growth of broadband Internet access in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as:
- MMORPG (Massively multiplayer online role-playing game)
- MMORTS (Massively multiplayer online real-time strategy)
- MMOFPS (Massively multiplayer online first-person shooter)
- MMOSG (Massively multiplayer online social game)
Multiplayer online battle arena game (MOBA)
[edit]A specific subgenre of strategy video games referred to as multiplayer online battle arena (MOBA) gained popularity in the 2010s as a form of electronic sports, encompassing games such as the Defense of the Ancients mod for Warcraft III, League of Legends, Dota 2, Smite, and Heroes of the Storm.[39] Major esports professional tournaments are held in venues that can hold tens of thousands of spectators and are streamed online to millions more.[40][41][42] A strong fanbase has opened up the opportunity for sponsorship and advertising, eventually leading the genre to become a global cultural phenomenon.[29][43]
Battle Royale games
[edit]A battle royale game is a genre that blends the survival, exploration and scavenging elements of a survival game with last-man-standing gameplay. Dozens to hundreds of players are involved in each match, with the winner being the last player or team alive. Some notable examples include PlayerUnknown's Battlegrounds, Fortnite Battle Royale, Apex Legends, and Call of Duty: Warzone, each having received tens of millions of players within months of their releases.[44][32] The genre is designed exclusively for multiplayer gameplay over the Internet.
MUD
[edit]MUD is a class of multi-user real-time virtual worlds, usually but not exclusively text-based, with a history extending back to the creation of MUD1 by Richard Bartle in 1978. MUD were the direct predecessors of MMORPG.[45]
Other notable games
[edit]A social deduction game is a multiplayer online game in which players attempt to uncover each other's hidden role or team allegiance using logic and deductive reasoning, while other players can bluff to keep players from suspecting them. A notable example of the social deduction video game is Among Us, which received a massive influx of popularity in 2020 due to many well-known Twitch streamers and YouTubers playing it.[18] Among Us has also inspired internet memes and achieved a very large following online.[46]
Online game governance
[edit]Online gamers must agree to an End-user license agreement (EULA) when they first install the game application or an update. EULA is a legal contract between the producer or distributor and the end-user of an application or software, which is to prevent the program from being copied, redistributed or hacked.[47] The consequences of breaking the agreement vary according to the contract. Players could receive warnings to termination, or direct termination without warning. In the 3D immersive world Second Life where a breach of contract will append the player warnings, suspension and termination depending on the offense.[48]
Where online games supports an in-game chat feature, it is not uncommon to encounter hate speech, sexual harassment and cyberbullying.[49][50] Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage antisocial behavior.[51] There are also sometimes Moderators present, who attempt to prevent anti-Social behavior. Online games also often involve real-life illegal behavior, such as scam, financial crimes, invasion of privacy, and other issues.[52][53][54]
Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the Entertainment Software Rating Board (ESRB). A scale can range from "E" (stands for Everyone) inferring games that are suitable for both children and adults, to "M" (stands for Mature) recommending games that are restricted to age above 17. Some explicit online games can be rated "AO" (stands for Adult Only), identifying games that have content suitable for only adults over the age of 18. Furthermore, online games must also carry an ESRB notice that warns that any "online interactions are not rated by the ESRB".
Shutdown of games
[edit]The video game industry is highly competitive. As a result, many online games end up not generating enough profits, such that the service providers do not have the incentives to continue running the servers. In such cases, the developers of a game might decide to shut down the server permanently.
Shutting down an online game can severely impact the players. Typically, a server shutdown means players will no longer be able to play the game. For many players, this can cause a sense of loss at an emotional level, since they often dedicate time and effort to making in-game progress, e.g., completing in-game tasks to earn items for their characters. In some other cases, the game might still be playable without the server, but certain important functionalities will be lost. For example, earning key in-game items often requires a server that can track each player's progress.[55]
In some cases, an online game may be relaunched in a substantially different form after shutting down, in an attempt to increase the game's quality, remedy low sales, or reverse a declining player base, and see significantly greater success. Final Fantasy XIV was negatively received upon its 2010 release, and relaunched as A Realm Reborn in 2013 - the new version was met with considerable positive reception, and is still running as of 2022.[56] Splitgate: Arena Warfare relaunched as Splitgate in 2021, switching to a free-to-play model and adding cross-platform multiplayer, and subsequently saw 2 million new players, with the servers being unable to handle the influx.[57]
However, games may remain a commercial failure despite a planned relaunch. These include the 2015 asymmetrical first-person shooter Evolve, which transitioned to a free-to-play title known as Evolve Stage 2 a year after launch, after it was criticized for its significant amount of DLC despite being a full-priced game, but had its servers permanently shut down roughly two years later after its user base "evaporated" as a result of infrequent updates.[58] The 2019 looter-shooter Anthem was also planned to be relaunched as Anthem Next, but the changes were never implemented, partially due to the impact of the COVID-19 pandemic and an unwillingness to further invest in the game by Electronic Arts.[59]
See also
[edit]- List of video game genres
- Game server
- Massively multiplayer online game
- Multiplayer video game
- Online text-based role-playing game
- Voice chat in online gaming
References
[edit]- ^ Andrew Rollings; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall.
- ^ Quandt, Thorsten; Kröger, Sonja (2014). Multiplayer: The Social Aspects of Digital Gaming. London: Routledge. ISBN 978-0-415-82886-4.
- ^ Skeldon, Paul (January 9, 2020). "Global online games revenue to reach $17.8 billion by 2024 | Media & Content". Archived from the original on August 6, 2020. Retrieved April 27, 2020.
- ^ a b c d e Marshall, Cass (November 11, 2019). "The decade when online video games changed everything". Polygon. Archived from the original on April 23, 2021. Retrieved November 11, 2019.
- ^ "How games as a service are changing the way we play". Red Bull. Archived from the original on September 18, 2018. Retrieved September 15, 2020.
- ^ a b Hachman, Mark. "Infographic: A Massive History of Multiplayer Online Gaming". PC Magazine. Archived from the original on October 8, 2015. Retrieved October 6, 2015.
- ^ a b David R. Woolley. "PLATO: The Emergence of Online Community". thinkofit.com. Archived from the original on September 4, 2013. Retrieved October 12, 2013.
- ^ Says, Cannon (September 8, 2020). "Among Us' Improbable Rise To The Top Of Twitch". Kotaku Australia. Archived from the original on September 9, 2020. Retrieved July 12, 2021.
- ^ a b Martney, R. (2014). "The strategic female: gender-switching and player behavior in online games". Information, Communication & Society. 17 (3): 286–300. doi:10.1080/1369118x.2013.874493. S2CID 144974067.
- ^ a b Worth, N. (2014). "Personality and behavior in a massively multiplayer online role-playing game". Computers in Human Behavior. 38: 322–330. doi:10.1016/j.chb.2014.06.009.
- ^ Schiano, D. (2014). "The "lonely gamer" revisited". Entertainment Computing. 5: 65–70. doi:10.1016/j.entcom.2013.08.002.
- ^ Barnett, Jane; Coulson, Mark (2010). "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games". Review of General Psychology. 14 (2): 167–179. doi:10.1037/a0019442. ISSN 1089-2680. S2CID 144524947. Archived from the original on May 27, 2023. Retrieved February 22, 2023.
- ^ Paez, Danny (March 17, 2020). "How "PWNED" went from hacker slang to the internet's favorite taunt". Inverse. Archived from the original on March 17, 2021. Retrieved March 17, 2021.
- ^ Paez, Danny (February 18, 2020). "How "n00b" became the nicest way to be mean online". Inverse. Archived from the original on April 21, 2021. Retrieved March 17, 2021.
- ^ Vicente, Vann (November 8, 2020). "What Does "AFK" Mean, and How Do You Use It?". How-To Geek. Archived from the original on February 28, 2021. Retrieved March 17, 2021.
- ^ Andrew Heinzman (January 26, 2020). "What Does "GLHF" Mean, and How Do You Use It?". How-To Geek. Archived from the original on February 26, 2021. Retrieved March 17, 2021.
- ^ Vicente, Vann (May 8, 2020). "What Does "GG" Mean, and How Do You Use It?". How-To Geek. Archived from the original on February 27, 2021. Retrieved March 17, 2021.
- ^ a b "Gaming the System: Among Us memes convey the pain of an internet-dependent world – The Daily Free Press". March 9, 2021. Archived from the original on September 30, 2022. Retrieved July 12, 2021.
- ^ a b Rouse, Margaret. "Gaming". WhatIs.com. Archived from the original on April 23, 2021. Retrieved May 13, 2015.
- ^ "What's the Future of Online Gaming?". Next Generation. No. 19. Imagine Media. July 1996. pp. 6–10.
- ^ a b Mulligan, Jessica; Patrovsky, Bridgette (2003). Developing online games: an insider's guide. Indianapolis, Ind. [u.a.]: New Riders Publ. ISBN 978-1-59273-000-1.
- ^ The LINKS (Network) Archived June 11, 2021, at the Wayback Machine, MSX Resource Center
- ^ Takano, Masaharu (September 11, 1995). "How the Famicom Modem was Born". Nikkei Electronics (in Japanese). English translation by GlitterBerri. Archived July 3, 2012, at the Wayback Machine
- ^ Donovan, Tristan (2010). Replay: The History of Video Games. East Sussex, England: Yellow Ant. ISBN 978-0-9565072-0-4.
- ^ "Mobile Games". Techopedia. March 4, 2012. Archived from the original on June 11, 2021. Retrieved May 13, 2015.
- ^ Chikhani, Riad (December 31, 2015). "The History Of Gaming: An Evolving Community". TechCrunch. Archived from the original on February 22, 2018. Retrieved July 18, 2020.
- ^ "How Warcraft 3's modding community paved the way for League of Legends and Dota 2". PCGamesN. March 26, 2018. Archived from the original on June 15, 2018. Retrieved September 6, 2020.
- ^ Walbridge, Michael (June 12, 2008). "Analysis: Defense of the Ancients - An Underground Revolution". www.gamasutra.com. Archived from the original on October 19, 2020. Retrieved September 7, 2020.
- ^ a b "The history of MOBAs: From mod to sensation". VentureBeat. September 1, 2014. Archived from the original on April 20, 2017. Retrieved September 11, 2020.
- ^ "From Warcraft III to Heroes of the Storm, Talking Art and Blizzard's Long History with Samwise Didier - AusGamers.com". www.ausgamers.com. Archived from the original on August 6, 2020. Retrieved January 8, 2020.
- ^ Wood, Austin (October 25, 2016). "What the strange evolution of the hero shooter tells us about the genre's future". PC Gamer. Archived from the original on June 12, 2018. Retrieved July 12, 2021.
- ^ a b McWhertor, Michael (April 10, 2020). "Call of Duty: Warzone hits 50M players in first month". Polygon. Archived from the original on April 20, 2020. Retrieved April 21, 2020.
- ^ "Essential Facts About the Computer and Video Game Industry" (PDF). entertainment software association. Archived from the original (PDF) on December 9, 2015. Retrieved March 24, 2015.
- ^ "2019 Essential Facts About the Computer and Video Game Industry". Entertainment Software Association. May 2, 2019. Archived from the original on January 20, 2020. Retrieved January 9, 2020.
- ^ Gaudiosi, John (July 18, 2012). "New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017". Forbes. Archived from the original on December 5, 2014. Retrieved November 27, 2014.
- ^ Reeves, Ben. "How Flash Games Changed Video Game History". Game Informer. Archived from the original on December 26, 2018. Retrieved April 15, 2022.
- ^ Wawro, Alex (May 6, 2016). "Hero Shooters: Charting the (re)birth of a genre". Gamasutra. Archived from the original on May 7, 2016. Retrieved May 6, 2016.
- ^ a b Rollings, Andrew; Ernest Adams (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 290–296. Archived from the original on March 31, 2017. Retrieved April 25, 2018.
- ^ Amstrup, Johannes; ersen (September 15, 2017). "Best Modern MOBA Games - LoL, Dota 2, HotS & Smite Compared". Pro Gamer Reviews. Archived from the original on October 19, 2019. Retrieved October 19, 2019.
- ^ "Video game warriors do battle before 40,000 fans in China". INQUIRER.net. Agence France-Presse. November 5, 2017. Archived from the original on July 18, 2020. Retrieved July 19, 2020.
- ^ Webb, Kevin. "More than 100 million people watched the 'League of Legends' World Championship, cementing its place as the most popular esport". Business Insider. Archived from the original on January 31, 2021. Retrieved July 19, 2020.
- ^ Boudreau, Ian (August 26, 2019). "The International 2019 was Twitch's most-watched Dota 2 event ever". PC Gamer. Archived from the original on March 9, 2021. Retrieved July 19, 2020.
- ^ Meola, Andrew. "The biggest companies sponsoring eSports teams and tournaments". Business Insider. Archived from the original on September 19, 2020. Retrieved September 25, 2020.
- ^ Livingston, Christopher (December 11, 2019). "How battle royale changed the last decade of games (and the next one)". PC Gamer. Archived from the original on December 4, 2021. Retrieved January 9, 2020.
- ^ Castronova, Edward (2006). Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press. pp. 10, 291. ISBN 978-0-226-09627-8.
[pp. 10] The ancestors of MMORPG were text-based multiuser domains (MUD) [...] [pp. 291] Indeed, MUD generate perhaps the one historical connection between game-based VR and the traditional program [...]
- ^ Marshall, Cass (September 11, 2020). "Why Among Us' Emergency Meeting is the big social media mood". Polygon. Archived from the original on September 21, 2020. Retrieved July 12, 2021.
- ^ Nahmias, Jordan. "The EULA: What it does, how it works (and, what does EULA even mean)". nahmiaslaw. Archived from the original on May 24, 2015. Retrieved May 14, 2015.
- ^ "Community: Incident Report". Second Life. Archived from the original on August 20, 2008. Retrieved February 12, 2010.
- ^ Inkblot (February 29, 2012). "Back to Basics, Getting Beyond the Drama". shoryuken.com/. Archived from the original on February 2, 2013. Retrieved August 2, 2012.
- ^ Amy O'Leary (August 1, 2012). "In Virtual Play, Sex Harassment Is All Too Real". The New York Times. Archived from the original on March 9, 2017. Retrieved August 2, 2012.
- ^ Portnow, James (May 20, 2012). "Extra Credits: Harassment" (video). penny-arcade.com: Extra Credits. Archived from the original on July 7, 2012. Retrieved August 2, 2012.
This week, we tackle the rampant bullying, misogyny and hate speech that occurs within the gaming community.
Alt URL Archived November 13, 2013, at the Wayback Machine - ^ "Fraud in the Online Gaming Industry". November 5, 2020.
- ^ "Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021".
- ^ "The Potential Perils of Online Gaming". June 8, 2023.
- ^ "Ubisoft has officially shut down online services for over 90 games". VGC. April 26, 2022. Archived from the original on June 25, 2022. Retrieved February 17, 2023.
- ^ Leon Hurley (April 16, 2015). "7 online worlds that ended while people were still playing". gamesradar. Archived from the original on February 17, 2023. Retrieved February 17, 2023.
- ^ "Splitgate won't launch into 1.0 until August as 1047 Games deals with servers". VentureBeat. July 26, 2021. Archived from the original on June 30, 2022. Retrieved June 30, 2022.
- ^ Wood, Austin (June 5, 2018). "Evolve dev says '4v1 caused more problems than we ever imagined'". PC Gamer. Archived from the original on June 28, 2022. Retrieved June 28, 2022.
- ^ Juba, Joe (February 24, 2021). "Anthem 2.0 Canceled By BioWare". Game Informer. Archived from the original on October 24, 2022. Retrieved June 28, 2022.