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Online Gaming

What is it? Information about it.

 ‘The action or practice of playing video games or role-playing games on


the Internet.’
 1/3 of the world play online
 47% of American gamers are female
 68% of people use PC’s
 Online gaming makes around £60,000,000,000 (Billion) per annum
 The most popular online game is League of Legends
The History of Online Gaming

 Doom was a popular online game, it was one of the first to be released, it
became popular because it made it easier to play online and to become
connected with each other, people were allowed to make teams, it was
seen as seamless and never ending.
 Its gone from just 2 people playing together to 14 million, or more, people
playing together online nowadays.
Minecraft

 Was released in 2009


 The are 4 modes to play in the games, the first is survival mode, you have to fight
against zombies and other things, the second is creative mode where you are
building worlds, the third is adventure mode where you go online and explore, the
last is spectator mode which is where you can just go off on your own and play
without anyone else or go to other peoples worlds and exploring without them
knowing because you're invisible, but you can’t change anything.
 Within 2 years there had been 1,000,000 purchases, in 2011.
 In 2014 Microsoft bought Minecraft for $2 Billion from Mojang, the original owner +
creator.
 In 2014, Minecraft was the biggest selling video game of all time, there was
100,000,000 users and 60,000,000 copies sold.
Timeline history of Minecraft
Minecraft was designed
by Markus Persson and Microsoft bought
Jens Bergensten and Minecraft in 2016 for
developed by Mojand $2billion
and 4J Studios in 2009

In 2011 is already
had 1Million
purchases
Game ratings

 EC – Early childhood, intended for young children


 E – Everyone, for all ages
 E10+ - Everyone 10+, for ages 10 and up
 T – Teen, for ages 13 and up
 M – Mature, for ages 17 and up
 AO – Adults Only, for ages 18 and up
 RP – Rating Pending, not yet assigned a final rating
Genres
 3PS/TPS/OTS – Third-person shooter / over the shoulder. These games include titles
like Gears of War, The division, mass effect, and more.
 4X – Explore, expand, and exploit and exterminate games are a very popular
subgenre of strategy games. Think the Civilization series
 CCG – Collectible card game. Most popular one out there right now? Heartstone
 FPS – First Person Shooter. With such a large audience, you should know what these
are by now. Battlefield, COD, Halo etc.
 MMO – Massively Multiplayer Online. This is more of a general term regarding online
games intended for a large player base.
 MOBA – Multiplayer Online Battle Arena. A recent genre that has gained serious
momentum and involves controlling a single hero/champion in term-based game.
 RPG – Role-playing Game. Put on you robe and wizard hat and go on an
adventure.
 RTS – Real-time Strategy. A strategy game that plays out without pausing, usually
tasking you to build structures and armies to take out opponents before they can
do the same.
 SIM – Simulation. Includes everything from Farming Simulator and Flight Simulator to
Job simulator in VR.
Social Media & Online Gaming

 People who play games are also active on social media, so if they’re stuck
on a level or something in the game they can easily go ask someone on
social media for help
 Social media also allows the companies to find out what their audience
wants, the feedback given by players is used to enhance products and
services, improving the overall online gaming experience.
Gaming Industry

 International video game revenue is estimated to be $81.5B in 2014. This is


more than double the revenue of the international film industry in 2013. In
2015 it was estimated at US$91.5 billion.
 2-2.6 billion people are involved in computer/online gaming of some kind
 GTA V is the fastest selling entertainment product of all time, grossing $1
Billion worldwide in just 3 days, by November 2016, it had sold over 85 million
units.
Difference between virtual and
augmented reality
 Augmented reality and virtual reality are two of the ways that tech can change the
way you look at the world.
 Virtual Reality is defined as "the use of computer technology to create a simulated
environment.“, in a different world completely new. Gives an immersive experience-
meaning you’re cut off from everything else because it feels so real, loose our reality
and fall into that one.
 Augmented reality is defined as "an enhanced version of reality created by the use of
technology to add digital information on an image of something.“ your own world
just added features. Snap Chat used facial recognition to put effect on your face,
this is a minor version of augmented reality.
 Institutions as big as Disney are using VR now, you can draw a picture and with a
Disney app if you put your phone over the image it will come to life on the screen.
And the theme park, Thorpe park has a VR ride, Derren Brown Ghost Train.
Examples of devices, games and
worlds.
 Pokémon Go
 House of the Dying Sun – virtual
 Batman Arkham VR
 Elite: Dangerous
 Some devices are ANTVR, FOVE, Figment VR.
Microsoft HoloLens

 Microsoft’s innovative augmented reality headset isn’t going to arrive


anytime soon At a cost of $3,000 (about £2,160) per headset, the HoloLens
development edition allows developers to start making games and apps
for the forthcoming headset.
 HoloLens is essentially a holographic computer built into a headset that lets
you see, hear, and interact with holograms within an environment such as a
living room or an office space. Microsoft has built the headset without the
need to be wirelessly connected to a PC, and has used high-definition
lenses and spatial sound technology to create that immersive, interactive
holographic experience.
Uses and gratification theory
An escape for people, VR and AR gives people another
reality to escape to other than their own (Diversion) .
People meet other people and form friendships over
playing on VR or AR (Personal Relationships). The higher
you score, you can gloat more, or when you have
gaming personalities- YouTubers film with themselves
playing and get famous (personal identity).

Uses and gratifications theory is an


approach to understanding why
and how people actively seek out
specific media to satisfy specific
needs. UGT is an audience-centered
approach to understanding mass
communication. ... It assumes that
audience members are not passive
consumers of media.

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