Online Gaming Industry Handbook
Transcription
Online Gaming Industry Handbook
Online Gaming Industry Handbook Tweet this eBook ©2012 Internap Network Services Corporation. All rights reserved. Internap is a registered trademark of Internap. All other trademarks and brands are the property of their respective owners. 09/12 Table of Contents 3......................................................Introduction 4......................................................History of Gaming 9......................................................Timeline of Online gaming 11......................................................Market Overview 12.....................................................Types of Online Games 14......................................................Gamer PRofiles 17......................................................Market Growth 19......................................................Major Players 21......................................................Market Trends 26.....................................................Conclusion 27.....................................................About Internap 28.....................................................Sources Tweet this eBook 2 Introduction From the age-old arcade favorites like Pac-Man, Donkey Kong and Pong to the lovable Nintendo Mario Brothers or the highly addictive World of Warcraft, the culture, technology and business of video games has slowly filtered down into your living room, your PC and even to your mobile phone. If you haven’t touched a joystick in a while, you might be in for a surprise. The technology, graphics and budget behind blockbuster game titles mimic those of their Hollywood counterparts — and that’s not all that has changed. The face of gamers has changed too, and it’s not just because their acne cleared up when they hit 35. Games like Farmville and Words with Friends have attracted more girl gamers than ever before. Gaming demographics have also expanded to include children and their parents playing games together — and it’s not happening at the family fun centers of the old arcade days. Today’s gaming is done online. This eBook will take you through the history of online gaming, define the segments of the market, growth statistics and offer insights on the changing demographics of gamers. With a majority of games being developed and played online for the foreseeable future, new trends in pricing structures and updated cloud delivery models, developers and publishers alike need to prepare for the journey ahead. So, in the words of the old man from The Legend of Zelda, “It’s dangerous to go alone! Take this.” 3 Tweet this eBook History of Gaming To understand the online gaming market, we’re going to take it way back — back to the days of Billy Mitchell and Centipede, through the levels of Sonic The Hedgehog, then warp to the present where the fastest shooters take down enemy drones in far-off galaxies, and virtual goods are worth real money. So, “Say fuzzy “I’ve pointed out to Steve that he’s the person he is today because he came under the wrath of Bill Mitchell. ” pickles,” and get ready. Billy Mitchell The King of Kong: A Fistful of Quarters 4 Tweet this eBook Arcade Gaming There was a time when all you needed to play videos games was a fistful of quarters, but even before that the first popular “arcade games” were early amusement park midway games such as shooting galleries, the ball toss and coin-operated machines, such as those that claimed to tell a person their fortune or played mechanical music. Amusement parks of the 1920s, such as Coney Island in New York, were the forerunners for later arcade games. Taito’s Space Invaders, in 1978, proved to be the first blockbuster arcade video game. Its success marked the beginning of the golden age of arcade video games. Video game arcades were literally around every corner, giving validity to the term “corner arcade”. Arcardes could be found in shopping malls, restaurants, grocery stores, bars and movie theaters all over the United States, Japan and other countries during the late 1970s and early 1980s. In 1966, Sega introduced an electromechanical game called Periscope. It was Tweet this eBook the first arcade game to cost a quarter per play, which would remain the standard price for arcade games for many years to come.1 By 1981, the arcade video game industry was worth $8 billion.2 That is a lot of quarters! Games like Galazian, Pac-Man and Donkey Kong were among the most crowd-pleasing, spurring live match-ups and drawing huge mobs to local arcades around the country. Although, by the 1990s the arcade game industry had declined, and the video game console had come on the scene. Sadly, family fun centers and head-tohead competition started to give way as gaming found its way into the living rooms of households across the globe. “ I wanted to be a hero. I wanted to be the center of attention. I wanted the glory, I wanted the fame. I wanted the pretty girls to come up and say, ‘Hi, I see that you’re ” good at Centipede.’ Walter Day Founder Twin Galaxies International Scoreboard The King of Kong: A Fistful of Quarters 5 Console Gaming In 1972 Magnavox released the first home video game console that could be connected to a TV set —the Magnavox Odyssey, invented by Ralph H. Baer. It was Atari’s arcade game Pong and eventual home Pong console that helped put console gaming on the map, however. Early consoles ran off 8-bit processers, with later generations of consoles featuring 16bits, then 32-bits and so on — hence the naming of systems by bit processing power such as the Nintendo 64. The number of bits, in addition to improvements like cards, cartridges, advanced graphics capabilities and distribution methods would categorize the console into generations. Today there are considered to be eight generations of consoles, of which generations seven and eight are still actively marketed and sold. After the video game crash of 1977 (caused largely from overproduction of Pong clones), Atari released a conversion of the arcade hit Space Invaders in 1980 that revived the home console industry. Many consumers bought an Atari just for Space Invaders. After another crash in 1983, Nintendo came to the rescue with its Nintendo Entertainment System and the Super Mario Brothers characters, and the console video game market was off again. The still beloved 8-bit games and characters originally created for this system are now being recreated for current consoles, PC and online gaming. The Magnivox Oddessy was released in 1972 for a retail price of $99.99. Frank Sinatra was the spokesperson for the system in a TV commercial airing in 1973. Magnavox only sold 100,000 units and then discontinued it. 3 6 Tweet this eBook PC Gaming It took the development of the microprocessor and microcomputer for personal computers to become a reality, but even before this computer gaming had been well into play on mainframes and minicomputers on university campuses and government networks, as well as corporate computer rooms. Once the Commodore 64 was introduced in 1982, however, the door was opened for the proliferation of games that could be played on a home PC. It quickly became the best-selling PC of all time with sales totaling between 12.5 and 17 million units.4 Around the same time, the video game console market was overpopulated with less than stellar cartridge games created by numerous companies attempting to capitilize on the home-gaming phenomenon. High hopes for big releases such as the Atari 2600 adaptations of Pac-Man and E.T. were dashed as these titles fell flat, meanwhile the popularity of PCs for education increased dramatically. In 1983, players’ interests were swayed by computer games and the console video game following dwindled to historical lows. Early PC games began gaining commercial success by capitalizing on the sensation of arcade games with ports or clones of popular arcade games. Today, online PC gaming still has a place as it caters to the Massively Multiplayer Online Role Playing Game (MMORPG) genre, although PC gaming as a whole has seen a steady decline in recent years due to advanced console game systems, online and mobile gaming. “It is pitch black. You are likely to be eaten by a grue.” ZOrk 7 Tweet this eBook Online Gaming With the expansion of computer networks and the advent of the Internet, a new offshoot of the video game market soon emerged — online gaming. Like other gaming genres, online gaming had its roots reaching as far back as the 1970s with the development of games on the PLATO time-sharing network created by the University of Illinois and Control Data Corporation. NASA’s Ames Research Center in California was also a contributor to early online games. In 1973 Maze War was written by several high school interns at NASA and is credited as the first peer-to-peer computer video game, as well as the first First Person Shooter (FPS) game. In 1979 The Source and CompuServe began selling access to their time-sharing systems to individual consumers and small businesses, resulting in more widespread access to computer networks. This began the era of the online service provider and was the first exposure to online games for many outside of university systems and technical corporations. Fast forward to more recent times, and we see online gaming take off as broadband connectivity and advanced web graphics technologies such as Flash and Java become available, enhancing the gaming experience and bringing online game play to the web browser. Online games are most often free-toplay and can include advertising-based models and/or virtual goods or microtransactions within the game as the primary revenue model. Today virtual worlds, FPS games and Massively Multiplayer Online Games (MMOG) abound, while subsets of online gaming such as social and casual games penetrate new demographics of gamers and lead the way to the next iteration of gaming — mobile. In 1985, CompuServe debuted Islands of Kesmai, the first commercial MMORPG. Playing cost was $6 per hour with a 300 baud modem, $12 for a 1200 baud modem; the game processed one command every 10 seconds, which equates to 1 2/3 cents per command.5 8 Tweet this eBook TImeline of Online Gaming 1973 Empire — thought to be the first ever networked multiplayer game running on the PLATO network. 1973 Maze War — First peer-to-peer computer video game, as well as the first FPS game. 1978 PLATO adds inter-player messaging, persistent game characters and team play for at least 32 simultaneous players. 1978 Multi-user dungeon (MUD), the first virtual world. Spawned evolution of MMORPGs. 1979 Beginning of the era of online service providers as The Source and CompuServe began selling access to their time sharing systems. 1980 MUD1 became the first online multiplayer online role-playing game as Essex University connected its internal network to the ARPAnet. 1982 Internet Protocol Suite (TCP/IP) was standardized and the concept of a world-wide network of fully interconnected TCP/IP networks called the Internet was introduced. 1985 CompuServe debuted Islands of Kesmai, the first commercial multiplayer online role playing game. 1986 User Datagram Protocol (UDP) support added to SGI Dogfight, making it the first game to ever use the Internet protocol suite. 1986 Habitat — Online role-playing game developed by Lucasfilm Games. Considered a forerunner of the modern MMORPGs. 1988 Netrek — First game to use TCP and UDP protocols, first Internet-aware team game, first to use metaservers to locate open game servers and persistent user information. Tweet this eBook 9 Timeline of Online Gaming 1991 Neverwinter Nights — First graphical 3D MMORPG. 1992 The Shadow of Vsebius — First game to run on a monthly subscription. 1995 Command & Conquer – First Real Time Strategy (RTS) game to feature four-player online multiplayer. Became the standard against which all RTS games would be measured. 1996 Quake — Pioneered play over the Internet in FPS games. Internet multiplayer capability became a standard in almost all FPS games. 1996 Meridian — First Internet game from a major publisher and first MMORPG to introduce the flat monthly subscription fee. 1996 AOL made online games free, dropping surcharges to play, and the resulting load caused it to drop online game offerings entirely. 1997 Ultima Online — Popularized the MMORPG genre. First game to reach over 100,000 subscribers, doing so in just six months. 1999 Everquest — First game to have in-game items sold for real-world money. 1999 Ashron’s Call — First MMORPG to use dynamic load balancing 2000 Diablo II — Awarded Guinness World Record for fastest-selling computer game with over one million copies sold in just two weeks. 2007 Zynga — 270 million active users across its multiple Facebook games. 2011 72% of American households play computer or video games.7 2012 League of Legends – Officially becomes the most played PC game in the world.16 Tweet this eBook 10 Online Gaming Market Overview The global video game market is predicted to reach $92.5 billion by 2014.8 Online gaming will account for approximately 27% of this growth as it continues to gradually overtake traditional PC and console gaming segments.8 Check out the types of games included in the online gaming segment, demographics on today’s gamers, growth statistics and market trends for a snapshot of this growing industry. Find out how CipSoft leverages Internap’s hosting and IP services to deliver one of Europe’s most successfull online games to a global audience. 11 Tweet this eBook Types of Online Games Massively Multi-Player Online Games Player Vs. Player A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. There are over 15 different types of MMOGs including, Massively Multiplayer Online Role Playing Games (MMORPG), Massively Multiplayer Online Battle Arena (MMOBA), Massively Multiplayer Online Real Time Strategy (MMORTS)… the list goes on and on. Of course all of these types of games are played using an Internet connection but aren’t necessarily limited to PCs. Video game consoles with connectivity capabilities built-in can also run these games. Additionally, mobile devices and smartphones based on operating systems such as Android, iOS and Windows Phone are seeing an increase in the number of MMO games available. Player vs. player games, also know as match games, involve one person pitted against another person or a small group of people against another small group. Match games are live action games where players compete against another human instead of against the computer. These types of games are in contrast to MMO that have thousands of players, although player versus player can be a part of an MMO game. These games can include first person shooters, hand-to-hand combat games and more. 12 Tweet this eBook Social Gaming There are many definitions of a social game, but at its most basic level, a social game involves sharing, competing and cooperating with other players. Social games harness existing social bonds and networks as part of the game’s fundamental mechanisms of progress and achievement. Social games are most often associated with social networks such as Facebook, however play does not always have to be tied to a specific platform. Casual Gaming Casual online gaming is a broad term since casual games don’t fall into one specific genre. The characteristics they do share, however, are simple rules, playable in short bursts and they don’t require a long-term commitment to play. These types of games can be played on a PC, in a web browser or on a mobile phone. Casual game players do not normally regard themselves as gamers or fans of video games. These types of games can include puzzles, trivia, game shows and many more. 13 Tweet this eBook Gamer Profiles As the blog gamerstereotype.com describes, “Just the mention of the word [gamer] seems to conjure images of overweight, acne-ridden males, living in their parent’s basements, surviving on a diet of Burger Rings and Redbull. They are smelly, unsociable cave dwellers; sporting their sweat laden T-shirts with the latest Internet meme that would only ever make sense to another gamer that they have no chance of running into, as they never leave their darkened rooms.” Is this an accurate portrayal of a gamer? Sources like the Entertainment Software Association confirm the average game player is still male and 37; however, new gaming genres like social gaming and casual gaming are breaking the mold.7 The ESA’s 2011 report, “Essential Facts About the Computer and Southpark portrays a gamer from the episode “Make Love, Not Warcraft” Video Game Industry” finds that within social gaming, 55% of gamers are females and the percentage of parents that play games with their children is also on the rise.7 So, a gamer… 30-something lost boy? Or women and families enjoying new found entertainment? You decide. 14 Tweet this eBook 18% of Gamers are Under 187 Types of Online Games Played Most Often7 11% 8% Other Persistent Multi-Player Universe 47% Puzzle, Board Games, Game Show, Trivia, Card Games 13% Downloadable 21% Action, Sports, Strategy, RolePlaying Tweet this eBook The Average Gamer is 37 15 U.S. Game Player Gender7 58% Male 42% Female “They [women] are out there – they just don’t speak up enough. It can be quite intimidating for a female gamer to make herself known in the gaming community — particularly when joining the trash-talk and craziness of online gaming — but the more girls who stick their hand up and say “Hey, I’m into shooting zombies, too” — the more it will give other girls the confidence to try it out. We just need to break down a few of those social conventions and then it will become more commonplace.” Stephanie Hex Bendixsen Australian Broadcasting Corporation’s TV Show “Good Game” 91% Of american children between 2 and 17 are gamers9 Social Gamers who are female7 45% 55% of Parents Play with their Children weekly7 Tweet this eBook 16 Market Growth The online gaming market is primarily driven by high-speed broadband connections, increasing Internet penetration and the growing popularity of social networking sites. These forces combined with new game genres, new gamers and advanced technologies are fueling the prediction that the online gaming market will reach $25.3 billion dollars by 2014, a compound annual growth rate of 13.9% since 2009.8 Read how Internap helped MovieStar Planet expand internationally using highly scalable managed hosting. 17 Tweet this eBook Business Insights forecasts that online gaming revenues will increase from $13.2 billion in 2009 to $25.3 billion in 2014, posting a CAGR of 13.9%.8 MMO gaming is the largest segment of the online gaming industry. It was valued at $6.5 billion in 2009 and is expected to reach $11 billion by 2014, growing at a CAGR of 11.1%. However, social gaming will grow the fastest, posting a CAGR of 27.2% during 2009–14 and growing from $1.2 billion to $4 billion.8 Global advertising and microtransaction revenues in the casual gaming segment will increase from $2.5 billion to $5.3 billion, at a CAGR of 16.1%. Advertising, trial-to-purchase and game subscriptions are the major pricing models in casual gaming.8 Revenue from online games is expected to grow at a CAGR of 9.9% during the same period. However, advertising and microtransactions will post the fastest growth at 25.8%, to more than triple from $600 million in 2009 to $1.9 billion by 2014.8 Casual gaming revenues were estimated to be around $5.5 billion in 2009 and will almost double to $10.3 billion by 2014, growing at a CAGR of 13.4% during the forecast period.8 In the social gaming segment, global revenues from microtransactions were estimated to be around $0.6 billion in 2009, and are set to quadruple to $2.2 billion by 2014, growing at a CAGR of 31.7%. This growth is due to demand for virtual goods, which is a result of ever increasing numbers of consumers using social networks. Many of these users are also becoming increasingly interested in enhancing their gaming experience.8 18 Tweet this eBook Major Players in Online Gaming * Nintendo Square Enix Sony Computer Entertainment Electronic Arts Activision Blizzard Zynga DeNA Did you know? Internap serves 1/3 of the world’s largest online gaming companies including four of the top five fastest growing. *Publicly traded Tweet this eBook 19 Nintendo manufactures and distributes hardware and software for video games. The company reported revenues of $12,888 million (JPY 1,014,345 million) in 2011. Square Enix produces titles such as Hitman Absolutions, Tomb Raider and Quantum Conundrum. The company reported revenue of $1,629 million (JPY 128,281 million) the last 12 months as of June 2012. Sony Computer Entertainment (SCE) produces video game hardware and software. It reported gaming revenues of $10,228 million (JPY 804,966 million) in 2011. SCE is capitalizing on the high growth in the online and mobile gaming segments by focusing more on downloadable content than game titles. Electronic Arts (EA) develops and publishes gaming software for multiple platforms. EA reported consolidated revenues of $3,589 million in 2011. It is actively building up its play-4-free portfolio of games and focusing on game launches for the MMO and social gaming segments. Activision Blizzard publishes games on multiple platforms including online, PC and consoles. The company reported consolidated revenues of $4,755 million in 2011. It is leveraging on its high margin online gaming business by expanding its games portfolio. Zynga is the largest social games developer and publisher. In 2010, it acquired several companies such as Chinese studio XPD Media, US music game developer Conduit, and NEWTOY to build technical centers of expertise and strengthen its presence in emerging markets such as China. The company reported revenue of $1,140 million in 2011. DeNA is the world’s number one mobile games publisher. In 2010, as part of its global expansion strategy, DeNA acquired the mobile social developer ngmoco to develop a single global platform for mobile game apps for iOS and Android devices. The company reported revenue of $1,432 million (JPY 112,698 million) in 2011. 20 Tweet this eBook Market Trends The online gaming industry has come a long way since the days of time-sharing on university and government networks. Today’s games are becoming more mobile and are accessible for play almost anywhere thanks to the widespread availability of the Internet. The game player is now in charge of game storylines and there is an actual market for goods that don’t exist, at least tangibly anyway. We can only wonder what the next level will bring… Watch how Hi-Rez Studios supported traffic growth from 100 gigabits per year to 1.6+ petabytes per month. 21 Tweet this eBook Mobile Gaming On-demand gaming The first game on a mobile phone was a Tetris game on the Hagenuk MT-2000 device from 1994, although Snake II was the first ever mobile multiplayer game to come stock on a cellular phone. The Nokia 7100 allowed two players to play the game through the phone’s infrared connections. Mobile gaming has come a long way. On-demand gaming, also known as cloud gaming, allows direct streaming of the game from the server to the gamer’s computer. Instead of processing commands on the player’s computer, on-demand gaming transmits clicks and text inputs for processing on the server. The server then sends back the game’s response to the gamer’s screen. Game content isn’t stored on the user’s machine and game code execution occurs primarily at the server so a less powerful computer can be used than the game would normally require. Cloud gaming also allows for anywhere, anytime access for the gamer, no downloads and eliminates the need for a fancy machine. So bust out your Commodore 64 (well maybe) as only a highspeed Internet connection is needed. It also allows gamers to use any platform they wish, regardless of operating system. For publishers, the same benefits of traditional cloud computing apply: reduced infrastructure costs, scalability, burstability and pay by the drink. Today mobile games are usually downloaded via the mobile operator’s network, but in some cases are also loaded in the mobile handsets when purchased, via infrared connection, Bluetooth or memory card. By December 2010, the Apple App Store had registered $3 billion worth of video game app downloads, making it the largest contributor to the mobile gaming market. As of February 10, 2011, 18 of the top 20 paid apps available on the App Store were games.8 The latest games played on mobile devices use 3G and Wi-Fi networks for real-time multiplayer games and infuse localization technology like GPS. Today’s mobile games are also harnessing the power of social media integration and feature 3D graphics. Online game publishers are also taking note by building mobile features into already popular titles. Tweet this eBook Two technical hurdles that are slowing the mass adoption of cloud gaming currently are Internet latency and advanced graphics. Many very popular games have some component of twitch game play and require low latency to make the gaming experience as fluid as possible. One-hundred milliseconds packet round trip time is generally considered the maximum tolerable threshold for latency-sensitive, first person shooter games. Network latency events for single Internet backbone providers, however, commonly exceed this threshold.10 22 Gamification Serious games Gamification — it describes the practice of applying game-design thinking to nongame applications so people find them more interesting and engaging. Today, companies are starting to use common videogame techniques such as points, badges and leader boards to make their websites more interactive and to reward people for their contributions — but this is only the start of the inevitable merging of games and business. Market research firm Gartner says that 50 percent of companies will embrace gamification by 2015. 11 Brian Burke, vice president of research at Gartner stated that “Gamification could become as important as Facebook, eBay or Amazon. During 2012, 20 percent of Global 2000 organisations will deploy a gamified application. IT leaders must start exploring opportunities to use gamification to increase engagement with customers and employees, with the aim of deploying a gamified application next year. Understanding how to apply game mechanics to motivate positive behavioral change is critical to success.”12 Falling under the gamification umbrella are serious games. Serious games are games created for purposes outside of pure shoot ‘em up, Words with Friends, avatar-loving entertainment. This can include education, advertising or political games. Serious games aren’t a new idea. We’ve seen them before in the military with flight simulators and in school classrooms with kids playing Math Blaster. It is more recently, however, the concept of serious games has been popularized — namely by the Serious Games Initiative. The initiative seeks to establish an organized industry of developers and development studios skilled at using cutting-edge entertainment technologies to solve problems in areas as diverse as education, health-care, national defense, homeland security, analytics, corporate management and more — all in the name of “gaming our way” to a better world. Tweet this eBook 23 User Generated Content User Generated Content (UGC) allows the gamer to become the creator. Many games are a great value, but those with the longest life spans are often those that let you exercise your own creativity and add to the experience by building your own game characters, levels and play modes. While UGC does make for more interesting games, its downfall is the amount of storage needed in the data center as well as the loss of control as user’s gain more creative freedoms. Although data storage challenges are being combatted with advances in the field of big data. Studios that can balance the challenges with the rewards of dynamic content will garner the most interest from gamers. Thought controlled games If you’re interested in developing the Yoda in you and lifting rocks with your mind, thought-controlled games might be up your alley. Based on developments in neurotechnology, these games attempt to close the gap between the real world and the virtual world to create a more realistic experience. A study on human-computer interfaces at the Massachusetts Institute of Technology Emerging Technology Conference included visual evidence of test subjects controlling games via electrodes attached to the surface of their brains.13 According to a ComputerWorld article, neurotechnology, a $145 billion market that is growing at 9% annually, has already achieved key milestones in man-computer Tweet this eBook symbiosis.13 Researchers are working with the brain’s alpha waves — neural oscillations in the frequency range of 8 and 12 Hz — to create rich syntactic representations that can be used to communicate directly with computers. The goal of many companies developing this technology, however, isn’t necessarily to improve your Doom skills, but rather improve the way people interface with technology as a whole. Gives a new meaning to the phrase “what will they think up next,” huh? Pricing Structure Changes In the old days of time-sharing, you might pay $12 an hour for your favorite game — and that was in 1985. That same hourly rate would equate to $25 an hour in 2012. Current monetization structures are thankfully more affordable. In the developed markets of North America and Western Europe, monthly subscriptions are popular while in the emerging markets of China and Korea hourly based subscriptions are more prevalent. Monthly subscriptions are more economical for the player resulting in costs as low as $10-15 per month. 24 Even more cost effective for the player are free-toplay games, but unlike AOL’s free-to-play debacle in 1996, publishers today have come up with an alternative revenue stream to support the traffic loads. Due to the growing popularity of free social and casual games, many publishers are using some combination of free-to-play and subscriptionbased models or have abandoned the subscription model altogether. Instead, these publishers are relying on monetizing premium content and virtual goods. By offering virtual goods against small payments to enhance the gaming experience, publishers are able to offer the gamer a taste of the game while keeping costs down. Although, those small transactions, or microtransactions, certainly add up over time. One quarter of consumers purchased a virtual good in 2011 (a 100% increase over 2009), and in the US alone, virtual good purchases totaled $2.3 billion — proving that even in a recession online gaming is growing.14 In-game advertising is another popular revenue stream for gaming publishers. Whether it’s an Axe billboard or the McDonald’s logo as a flower patch within the FarmVille game, in-game advertising is certainly on the rise. In the MMO games category, advertising and microtransactions provide the largest proportion of revenues and are expected to grow at a CAGR of 13.8%, from $2.8 billion in 2009 to $5.3 billion in 2014. Social gaming advertising revenues are growing even faster at a predicted CAGR of 24.3% from 2009 to 2014.8 25 Tweet this eBook Conclusion Where will the online gaming market go from here? Thoughtcontrolled gaming, alternate realities, real-life avatars? The sky is the limit — unless you purchase a virtual flying cape. The gaming market as a whole is constantly evolving as technologies change and new methods of delivering game entertainment emerge. As Andrew Rollings and Earnet Adams accurately noted in their book Fundamentals of Game Design, online gaming is a progression of technological advances rather than a particular class of games. From arcade family fun centers to the television set and the first video games available for play on the TV, to the advent of the personal computer and the Internet, technology has been fundamental to the advancement of gaming — and it’s the one thing that will truly remain persistent in the world of online gaming. “ Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of gameplay. ” Andrew Rollings & Earnest Adams Fundamentals of Game Design 26 Tweet this eBook About Internap Online Gaming Solutions Sheet Transform your IT Infrastructure into a competitive advantage with IT IQ from Internap, intelligent IT Infrastructure solutions that combine unmatched performance and platform flexibility. Our unique trio of route-optimized enterprise IP, TCP acceleration and a global content delivery network improves website performance and delivers superior end-user experiences. Our scalable colocation, hosting, private cloud, public cloud and hybrid offerings provide enterprises the flexibility to adapt to changing business needs and future-proof their IT Infrastructure. Since 1996, thousands of companies have entrusted Internap with the protection and delivery of their Looking for an IT Infrastructure to support your worlds or realms? Check out our online gaming solutions sheet for an overview of supporting architecture models. online applications. Stay tuned for part two of our eBook series — the IT Infrastructure behind online gaming. 27 Tweet this eBook Sources 1. Steven L. Kent (2000), The First Quarter: A 25Year History of Video Games, p. 83, BWD Press, ISBN 0-9704755-0-0Reimer, Jeremy. “Personal Computer Market Share: 1975-2004.” 2. The Philadelphia Inquirer. “Can Lasers Save VIdeo Arcades?”. February 1984. “Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982.” 3. http://www.playerschoicegames.com/magnavoxodyssey 9. The NPD Group, “The Video Game Industry is Adding 2-17 Year-Old Gamers at a Rate Higher than that Age Group’s Population Growth,” news release, October 11, 2011. 10. ACM, “Latency Can Kill: Precision and Deadline in Online Games,” February 2010. 11. CIO, “For CIOs, the Games Are Just Beginning,” May 31, 2011. 12. http://gamification.co/2011/11/11/weekly-recap-businessedition/ 4. http://en.wikipedia.org/wiki/Commodore_64 5. http://en.wikipedia.org/wiki/History_of_online_games 6. http://visual.ly/history-online-gaming 13. Computerworld, “Thought-controlled computers may soon be a reality,” October 19, 2011. 14. Larry Magid and Associates, Inc. on Behalf of Playspan, “Virtual Goods Trends: Emerging Trends.” 7. Entertainment Software Association, “2011 Sales, Demographics and Usage Data: Essential Facts About the Computer and Video Game Industry.” Washington, DC. 15. Image Credits: CipSoft GmbH, Hi-Rez Studios, Kixeye, MovieStar Planet, Zynga 8. Business Insights, “The Video Gaming Industry Outlook,” May 2011. 16. Forbes, “Riot Games’ League of Legends Officially Becomes Most Played PC Game in the World,” July 2012 28 Tweet this eBook