Video Game Genres Codexery

Online game

Video games played over computer networks.

Online game

An online game is a video game that relies on the Internet or another computer network for some or all of its play, typically to connect with other people. These games are common across PCs, consoles, and mobile devices, covering genres like first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPGs). Their designs vary from simple text-based setups to detailed graphics and virtual worlds. Online gaming has greatly expanded video game culture, drawing in players of different ages, nationalities, and backgrounds.

revenue_2019
$120 billion (total games market)
top_revenue_country_2019
China ($36.5 billion)
second_revenue_country_2019
United States ($36.9 billion)
estimated_global_revenue_2017
$108.9 billion

Lore & Background

The history of online games dates back to the early days of packet-based computer networking in the 1970s. An early example is MUDs, including the first, MUD1, created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980. Commercial games followed in the next decade, with Islands of Kesmai, the first commercial online role-playing game, debuting in 1984, as well as more graphical games such as the MSX LINKS action games in 1986, the flight simulator Air Warrior in 1987, and the Family Computer Network System's online Go game in 1987. The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including Nexus: The Kingdom of the Winds (1996), Quakeworld (1996), Ultima Online (1997), Lineage (1998), StarCraft (1998), Counter-Strike (1999) and EverQuest (1999). Video game consoles also began to receive online networking features, such as the Family Computer Network System (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000) and Xbox (2001).

Reader's Guide

Online games have significantly shaped modern gaming culture and the video game industry. They introduced persistent virtual worlds, social interaction among strangers, and new genres such as massively multiplayer online role-playing games (MMORPGs) and multiplayer online battle arenas (MOBAs). The rise of online games also led to the development of esports, with titles like Defense of the Ancients (2003) and its successors becoming major competitive platforms. Since the 2010s, a common trend has been to operate online games as games as a service, using monetization schemes such as loot boxes and battle passes. The culture of online gaming has developed its own slang, including terms like 'pwn,' 'noob,' 'AFK,' 'GL HF,' and 'GG.' However, online gaming sometimes faces criticism for environments that can promote cyberbullying, violence, and xenophobia, as well as concerns about gaming addiction. Despite this, online games continue to attract a diverse player base and are studied scientifically for their social phenomena. Accessibility considerations have also become important, with developers and players employing measures to support participation by people with disabilities.

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