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{{Video Games}} |
{{Video Games}} |
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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> https://netakong.com/ 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. |
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. |
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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> |
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> |