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Evolution and Impact of Online Gaming

Online gaming involves connecting players over computer networks or consoles to play multiplayer games. It has evolved from early first-person shooter and strategy games to include cross-platform play and browser-based options. The global online gaming market was worth $74 billion in 2011 and is growing, particularly in China. In India, mobile gaming contributes 58% of gaming revenue, with most gamers located in major cities. Online gaming provides variety and accessibility for many types of players.

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0% found this document useful (0 votes)
70 views31 pages

Evolution and Impact of Online Gaming

Online gaming involves connecting players over computer networks or consoles to play multiplayer games. It has evolved from early first-person shooter and strategy games to include cross-platform play and browser-based options. The global online gaming market was worth $74 billion in 2011 and is growing, particularly in China. In India, mobile gaming contributes 58% of gaming revenue, with most gamers located in major cities. Online gaming provides variety and accessibility for many types of players.

Uploaded by

scrib2scrib
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Online Gaming

LIBA Click to edit Master subtitle style

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Introduction to Online Gaming

Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern ofgameplayover some form ofcomputer network, using a personal computer orvideo game console
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How Online games evolved?


First-person shooter games Real-time strategy games Cross-platform online play Browser games

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Online gaming industry(global)

Online gaming market was worth $74 billion in 2011, and across the globe its set to rise by 9.2% per year till 2015. China : holds the lions share (1/3rd of market)

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Indian Gaming Industry


2.8 million gamers in the country 72% gamers are from higher strata (i.e. sec A and B cities); 80% of gamers are from top 8 metros. 99% of gamers are from metros while small towns account for only 1%. Mobile gaming contributes 58% of the total revenue
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Impact of online gaming

The ability to connect tomultiplayer games, althoughsingleplayeronline games are quite common as well. A great percentage of games dont require payment. The availability of wide variety of games for all type of game players.
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Online gaming user

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Time spent online


33% of Xbox 360 16% of PS3 8% of wii

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Time spent on online gaming

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Time spent on online gaming

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Subscription revenue (in us)


Revenue generated in 2009 : $2.8 bn Expected revenue in 2015 : $5 bn Average subscription fees per person per month in 2009 : $12 Expected average subscription fees per person per month in 2014 : $ 9.50
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Big Players
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Rank Order Wise By Metacritics


Microsoft Nintendo Sony Electronic Arts Square Enix Ubisoft Sega THQ

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Online Gaming: A new Meaning

Green Your Home Challenge Recyclebank

Engaging in ecofriendly activities The game helped to understand psychological and behavioral needs of individuals. Result increase of

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Continued..

Tapjoy

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Helping shift the mobile gaming industry from pay-toplay to a freemium model by allowing consumers to earn inapp virtual currency in exchange for trying other apps or interacting with ads.

Why this addiction of GAMES

Firstly, the appeal of anonymity. Internet is a wonderful medium that enables you to be part of a society where all are equal.

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Drivers for growth of Online gaming


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Increasing Internet Users (millions of users)

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Growth in Broadband Subscribers (millions of subscribers)

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Huge Potential for Mobile Gaming

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Growing revenues from advertisements

In-game advertising (IGA) refers to advertising in computer and video games. Static in-game advertising Dynamic in-game advertising Freemium and free-to-play Pay-to-play

The IGA industry is large and growing. In 2009, spending


12/14/12 on IGA was estimated to reach $699 million

Challenges in Online gaming Industry

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Fragmented regulatory framework

eCOGRA (eCommerce Online Gaming Regulation and Assurance) was established in 2003, and is an independent UK based self-regulatory and compliance and advisory services organisation specialised in the field of online gambling regulation. The Gibraltar Regulatory Authority (GRA) was established by the Gibraltar Regulatory Act in October 2000. The GRA is the statutory body in Gibraltar responsible for regulating electronic communications

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Cumbersome market entry procedure

Restrictions on wholly owned subsidiaries Governmental Permit Control on Contents Strict Intellectual Property rights (IPR)

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Online Gaming Fraught with cyber Criminals

Technological Risks Viruses, worms, malicious software Identity Theft

malicious individual can gather information about you from the profiles you create in games and other sources, Protection Schemes

protection rackets have been reported in which gamers from the crime organizations warn 12/14/12 weaker players against negative consequences

Virtual Mugging

The term virtual mugging was coined when some players of Lineage II used software applications that run over the web, called bots, to defeat other player's characters and take their items. Virtual sweatshop

The virtual economies of some online games and the exchange of virtual items an currency for real money has spawned the virtual sweatshop, in which workers in the third-world countries are economically exploited by people 12/14/12 seeking to find new ways top profit from the

Demographic Challenge

Games should be able to cater to different age groups Frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, Advergaming (a form of advertising in games), consumption of illegal drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games Different countries have different challenges 12/14/12 based on their culture

Trends in the near future!!

The divorce rate rises because of an increase in the number of sexual affairs facilitated by avatar-based interactive worlds. A man dies of a stress-induced heart attack after spending several days waging war online. Large companies are building a network of beaming stations that will make high-speed wireless available from any geographic location in the country. A boy steals $35 from his parents to buy sunglasses, not for himself, but for one of his 12/14/12 avatars

Some people spend so much time online that they have not left their homes in over two years. Young men and boys become violent if their access to Online Gaming is interrupted Clans of unemployed men turn their attention to Online Gaming and dominate them Mafioso-style Video game players become professional, play in competitive leagues, enjoy sponsorship by large corporations, and earn annual salaries in excess of $150,000. Their gaming is reported in spectator sports media. Families of 810 people meet daily through 12/14/12 avatar interfaces, just to keep up.

References

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http:// [Link]/online-gaming-rev

[Link]

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