Online game

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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. [1] Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). [2] 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. [3] Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. [4] [5] Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.


The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. [6] The existence of online components within a game can range from being minor features, such as an online 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. [7] Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them. [8]

Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players from a variety of ages, nationalities, and occupations. [9] [10] [11] The online game content can also be studied in the scientific field, especially gamers' interactions within virtual societies in relation to the behavior and social phenomena of everyday life. [9] [10] As in other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with internet slang, as well as leetspeak, with many words such "pwn" and "noob". [12] [13] Another term that was popularized by the video game community is the abbreviation "AFK" to refer to people who are not at the computer or paying attention. [14] Other common abbreviations include "GL HF" which stands for "good luck, have fun," which is often said at the beginning of a match to show good sportsmanship. [15] Likewise, at the end of a game, "GG" or "GG WP" may be said to congratulate the opponent, win or lose, on a "good game, well played". [16] Many video games have also inspired internet memes and achieved a very large following online. [17]

The culture of online gaming sometimes faces criticisms for an environment that can promote cyberbullying, violence, and xenophobia. Some are also concerned about gaming addiction or social stigma. [18] However, it has been argued that, since the players of an online game are strangers to each other and have limited communication, the individual player's experience in an online game is not necessarily different from playing with artificial intelligence players. [19]


The history of online games dates back to the early days of packet-based computer networking in the 1970s, [7] An early example of online games are MUDs, including the first, MUD1 , which was created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980. [20] Commercial games followed in the next decade, with Islands of Kesmai , the first commercial online role-playing game, debuting in 1984, [20] as well as more graphical games, such as the MSX LINKS action games in 1986, [21] the flight simulator Air Warrior in 1987, and the Famicom Modem's online Go game in 1987. [22]

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 Famicom Modem (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000) and Xbox (2001). [6] [23] Following improvements in connection speeds, [18] more recent developments include the popularization of new genres, such as social games, and new platforms, such as mobile games. [24] [ better source needed ]

Entering into the 2000s, the cost of technology, servers and the Internet has dropped so far that fast Internet was commonplace, [25] which led to previously unknown genres like massively multiplayer online games (MMOs) becoming well-known. For example, World of Warcraft (2004) dominated much of the decade. [4] Several other MMOs attempted to follow in Warcraft's footsteps, such as Star Wars Galaxies , City of Heroes , Wildstar , Warhammer Online , Guild Wars 2 , and Star Wars: The Old Republic , but failed to make a significant impact in Warcraft's market share. [4] Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos.

Separately, a new type of online game came to popularity alongside World of Warcraft, Defense of the Ancients (2003) which introduced the multiplayer online battle arena (MOBA) format. [26] [27] DotA, a community-created mod based on Warcraft III , gained in popularity as interest in World of Warcraft waned, but since the format was tied to the Warcraft property, others began to develop their own MOBAs, including Heroes of Newerth (2009), League of Legends (2010), and Dota 2 (2013). [28] Blizzard Entertainment, the owner of Warcraft property, released their own take on the MOBA genre with Heroes of the Storm (2015), emphasizing on numerous original heroes from Warcraft III and other Blizzard's franchises. [29] By the early 2010s, the genre has become a big part of the esports category. [4]

During the last half of the 2010s, hero shooter, a variation of shooter games inspired by multiplayer online battle arena and older class-based shooters, had a substantial rise in popularity with the release of Battleborn and Overwatch in 2016. [30] The genre continued to grow with games such as Paladins (2018) and Valorant (2020).

A battle royale game format became widely popular with the release of PlayerUnknown's Battlegrounds (2017), Fortnite Battle Royale (2017), and Apex Legends (2019). Popularity of the genre continued in 2020s with the release of the Call of Duty: Warzone (2020). Each game has received tens of millions of players within months of their releases. [4] [31]


The assumption that online games in general are populated mostly by males has remained somewhat accurate for years. Recent statistics begin to diminish the male domination myth in gaming culture. Although a worldwide number of male gamers still dominates over female (52% by 48%), [32] women accounted for more than half of the players of certain games. As of 2019, the average gamer is 33 years old. [33]

The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011. [34]


Console gaming

Xbox Live was launched in November 2002. Initially the console only used a feature called system link, where players could connect two consoles using an Ethernet cable, or multiple consoles through a router. With the original Xbox Microsoft launched Xbox Live, allowing shared play over the internet. A similar feature exists on the PlayStation 3 in the form of the PlayStation Network, and the Wii also supports a limited amount of online gaming. Nintendo also has a network, dubbed "Nintendo Network", that fully supports online gaming with the Wii U and Nintendo 3DS.

Browser games

As the World Wide Web developed and browsers became more sophisticated, people started creating browser games that used a web browser as a client. Simple single player games were made that could be played using a web browser (most commonly made with web technologies like HTML, JavaScript, ASP, PHP and MySQL).

The development of web-based graphics technologies such as Flash and Java allowed browser games to become more complex. These games, also known by their related technology as "Flash games" or "Java games", became increasingly popular. Games ranged from simple concepts to large-scale games, some of which were later released on consoles. Many Java or Flash games were shared on various different websites, bringing them to wide audiences. [35] Browser-based pet games are popular among the younger generation of online gamers. These games range from gigantic games with millions of users, such as Neopets , to smaller and more community-based pet games.

More recent browser-based games use web technologies like Ajax to make more complicated multiplayer interactions possible and WebGL to generate hardware-accelerated 3D graphics without the need for plugins.

Types of interactions

Player versus environment (PvE)

PvE is a term used in online games, particularly MMORPGs and other role-playing video games, to refer to fighting computer-controlled opponents.

Player versus player (PvP)

PvP is a term broadly used to describe any game, or aspect of a game, where players compete against each other rather than against computer-controlled opponents.

Online games

First-person shooter game (FPS)

During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and onto the Internet using the TCP/IP protocol. Doom popularized the concept of a deathmatch, where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play. And by popularity, first person shooter games are becoming more and more widespread around the world. As games became more realistic and competitive, an e-sports community was born. Games like Counter-Strike , Halo , Call of Duty: Advanced Warfare , Quake Live and Unreal Tournament are popular with these tournaments. These tournaments have a range of winnings from money to hardware.

Expansion of hero shooters, a sub-genre of shooter games, happened in 2016 when several developers released or announced their hero shooter multiplayer online game. Hero shooters have been considered to have strong potential as an esport, as a large degree of skill and coordination arises from the importance of teamwork. Some notable examples include Battleborn , Overwatch , Paladins and Valorant . [36]

Real-time strategy game (RTS)

Early real-time strategy games often allowed multiplayer play over a modem or local network. [37] As the Internet started to grow during the 1990s, software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native Internet support, allowing players from all over the globe to play with each other. [37] Popular RTS games with online communities have included Age of Empires , Sins of a Solar Empire , StarCraft and Warhammer 40,000: Dawn of War .

Massively multiplayer online game (MMO)

Massively multiplayer online games were made possible with the growth of broadband Internet access in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as:

Multiplayer online battle arena game (MOBA)

A specific subgenre of strategy video games referred to as multiplayer online battle arena (MOBA) gained popularity in the 2010s as a form of electronic sports, encompassing games such as the Defense of the Ancients mod for Warcraft III , League of Legends , Dota 2 , Smite, and Heroes of the Storm. [38] Major esports professional tournaments are held in venues that can hold tens of thousands of spectators and are streamed online to millions more. [39] [40] [41] A strong fanbase has opened up the opportunity for sponsorship and advertising, eventually leading the genre to become a global cultural phenomenon. [28] [42]

Battle Royale games

A battle royale game is a genre that blends the survival, exploration and scavenging elements of a survival game with last-man-standing gameplay. Dozens to hundreds of players are involved in each match, with the winner being the last player or team alive. Some notable examples include PlayerUnknown's Battlegrounds , Fortnite Battle Royale , Apex Legends, and Call of Duty: Warzone, each having received tens of millions of players within months of their releases. [43] [31] The genre is designed exclusively for multiplayer gameplay over the Internet.


MUD are a class of multi-user real-time virtual worlds, usually but not exclusively text-based, with a history extending back to the creation of MUD1 by Richard Bartle in 1978. MUD were the direct predecessors of MMORPG. [44]

Other notable games

A social deduction game is a multiplayer online game in which players attempt to uncover each other's hidden role or team allegiance using logic and deductive reasoning, while other players can bluff to keep players from suspecting them. A notable example of the social deduction video game is Among Us, which received a massive influx of popularity in 2020 due to many well-known Twitch streamers and YouTubers playing it. [17] Among Us has also inspired internet memes and achieved a very large following online. [45]

Online game governance

Online gamers must agree to an End-user license agreement (EULA) when they first install the game application or an update. EULA is a legal contract between the producer or distributor and the end-user of an application or software, which is to prevent the program from being copied, redistributed or hacked. [46] The consequences of breaking the agreement vary according to the contract. Players could receive warnings to termination, or direct termination without warning. In the 3D immersive world Second Life where a breach of contract will append the player warnings, suspension and termination depending on the offense. [47]

Where online games supports an in-game chat feature, it is not uncommon to encounter hate speech, sexual harassment and cyberbullying. [48] [49] Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage antisocial behavior. [50] There are also sometimes Moderators present, who attempt to prevent anti-Social behavior.

Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the Entertainment Software Rating Board (ESRB). A scale can range from "E" (stands for Everyone) inferring games that are suitable for both children and adults, to "M" (stands for Mature) recommending games that are restricted to age above 17. Some explicit online games can be rated "AO" (stands for Adult Only), identifying games that have content suitable for only adults over the age of 18. Furthermore, online games must also carry an ESRB notice that warns that any "online interactions are not rated by the ESRB".

Shutdown of games

The video game industry is highly competitive. As a result, many online games end up not generating enough profits, such that the service providers do not have the incentives to continue running the servers. In such cases, the developers of a game might decide to shut down the server permanently.

Shutting down an online game can severely impact the players. Typically, a server shutdown means players will no longer be able to play the game. For many players, this can cause a sense of loss at an emotional level, since they often dedicate time and effort to making in-game progress, e.g., completing in-game tasks to earn items for their characters. In some other cases, the game might still be playable without the server, but certain important functionalities will be lost. For example, earning key in-game items often requires a server that can track each player's progress. [51]

In some cases, an online game may be relaunched in a substantially different form after shutting down, in an attempt to increase the game's quality, remedy low sales, or reverse a declining player base, and see significantly greater success. Final Fantasy XIV was negatively received upon its 2010 release, and relaunched as A Realm Reborn in 2013 - the new version was met with considerable positive reception, and is still running as of 2022. [52] Splitgate: Arena Warfare relaunched as Splitgate in 2021, switching to a free-to-play model and adding cross-platform multiplayer, and subsequently saw 2 million new players, with the servers being unable to handle the influx. [53]

However, games may remain a commercial failure despite a planned relaunch. These include the 2015 asymmetrical first-person shooter Evolve , which transitioned to a free-to-play title known as Evolve Stage 2 a year after launch, after it was criticized for its significant amount of DLC despite being a full-priced game, but had its servers permanently shut down roughly two years later after its user base "evaporated" as a result of infrequent updates. [54] The 2019 looter-shooter Anthem was also planned to be relaunched as Anthem Next, but the changes were never implemented, partially due to the impact of the COVID-19 pandemic and an unwillingness to further invest in the game by Electronic Arts , and it was permanently shut down. [55]

See also

Related Research Articles

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

<i>Warcraft III: Reign of Chaos</i> 2002 computer videogame

Warcraft III: Reign of Chaos is a high fantasy real-time strategy computer video game developed and published by Blizzard Entertainment released in July 2002. It is the second sequel to Warcraft: Orcs & Humans, after Warcraft II: Tides of Darkness, the third game set in the Warcraft fictional universe, and the first to be rendered in three dimensions. An expansion pack, The Frozen Throne, was released in July 2003. Warcraft III is set several years after the events of Warcraft II, and tells the story of the Burning Legion's attempt to conquer the fictional world of Azeroth with the help of an army of the Undead, led by fallen paladin Arthas Menethil. It chronicles the combined efforts of the Human Alliance, Orcish Horde, and Night Elves to stop them before they can corrupt the World Tree.

A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally and on the same computing system, locally and on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.

A massively multiplayer online game is an online video game with a large numbers of players, often hundreds or thousands, on the same server. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.

In video games, a clan, community, guild or faction is an organized group of video game players that regularly play together in one or more multiplayer games. Many clans take part in gaming competitions, but some clans are just small gaming squads consisting of friends. These squads range from groups of a few friends to four-thousand plus person organizations, with a broad range of structures, goals and members. The lifespan of a clan also varies considerably, from a few weeks to over a decade. Numerous clans exist for nearly every online game available today, notably in first-person shooters (FPS), massively multiplayer games (MMO), role-playing video games (RPG), and strategy games. There are also meta-groups that span a wide variety of games. Some clans formed by groups of players have grown into multi-million dollar professional esports teams.

In multiplayer video games, particularly in MOBAs, first-person shooters, MMORPGs and MUDs, kill stealing is the practice of obtaining credit for killing an enemy when another player has put more effort into the kill. This usually happens when a game only keeps track of which player defeats an enemy, rather than which player dealt the most damage, leading to the so-called last-hitting mechanics. If one player whittles down some enemy's health points, but a different player eventually finishes the enemy off, this second player might obtain all of the loot or experience points from the enemy. Kill stealing is common when the rewards for finishing enemies off are highly desired within the game.

A griefer or bad-faith player is a player in a multiplayer video game who deliberately irritates and harasses other players within the game (trolling) by doing things such as destroying something another player made or built. A griefer derives pleasure primarily, or exclusively, from the act of annoying other users, and as such, is a particular nuisance in online gaming communities. If they are trying to gain a strategic advantage using mechanics in ways the developers did not intend, it is instead called "cheating".

In video games, a bot is a type of artificial intelligence (AI)–based expert system software that plays a video game in the place of a human. Bots are used in a variety of video game genres for a variety of tasks: a bot written for a first-person shooter (FPS) works very differently from one written for a massively multiplayer online role-playing game (MMORPG). The former may include analysis of the map and even basic strategy; the latter may be used to automate a repetitive and tedious task like farming.

<i>Defense of the Ancients</i> 2003 video game

Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the video game Warcraft III: Reign of Chaos (2002) and its expansion, The Frozen Throne. The objective of the game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner of the map. Players use powerful units known as heroes, and are assisted by allied teammates and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the game.

The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons (D&D) and earlier social games.

In video games, a raid is a type of mission in massively multiplayer online role-playing games (MMORPGs) where a number of people attempt to defeat either: (a) another number of people at player-vs-player (PVP), (b) a series of computer-controlled enemies in a player-vs-environment (PVE) battlefield, or (c) a very powerful boss (superboss). This type of objective usually occurs within an instance dungeon, a separate server instance from the other players in the game.

Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.

<span class="mw-page-title-main">Aeria Games</span>

Aeria Games, formerly known as Aeria Games and Entertainment, is an online game publisher. The corporate headquarters is in Berlin, Germany.

Multiplayer online battle arena (MOBA) is a subgenre of strategy video games in which two teams of players compete against each other on a predefined battlefield. Each player controls a single character with a set of distinctive abilities that improve over the course of a game and which contribute to the team's overall strategy. The typical ultimate objective is for each team to destroy their opponents' main structure, located at the opposite corner of the battlefield. In some MOBA games, the objective can be defeating every player on the enemy team. Players are assisted by computer-controlled units that periodically spawn in groups and march forward along set paths toward their enemy's base, which is heavily guarded by defensive structures. This type of multiplayer online video games originated as a subgenre of real-time strategy, though MOBA players usually do not construct buildings or units. Moreover, there are examples of MOBA games that are not considered real-time strategy games, such as Smite (2014), and Paragon. The genre is seen as a fusion of real-time strategy, role-playing and action games.

KoramGame is an international software developer and publisher. It is the Western-oriented subsidiary of Koram Games Limited, which is itself a subsidiary company of the Kunlun Group. KoramGame has published many of Kunlun's games in nine languages, including English, French, Spanish, German, Japanese and Chinese. The company was started in March 2008; in 2010, KoramGame launched their first game in Malaysia, and their first Bahasa web game in Indonesia.

<i>Vainglory</i> (video game) Multiplayer online battle arena video game

Vainglory is a free-to-play video game with in-game purchases, developed and published by Super Evil Megacorp for iOS, Android and PC. The game is a version of the MOBA wherein two opposing teams of three or five players fight to destroy the enemy by controlling the path between the bases, which is lined by turrets and guarded by AI-controlled enemy creatures called minions. Off the path, players battle for control points that provide resources. The game was released for iOS on November 16, 2014, after being soft-launched for over half a year, with the Android version being released on July 2, 2015. A Mac and Microsoft Windows version of the game was released in July 2018. Through cross-platform play, players on all four platforms can play together simultaneously.

<span class="mw-page-title-main">Hero shooter</span> Shooter games with hero characters

A hero shooter is a subgenre of shooter games that cover both the first-person shooter and third-person shooter genres. These games emphasize "hero" characters that have distinctive abilities and/or weapons that are specific to them.

Dota is a series of strategy video games now developed by Valve. The series began in 2003 with the release of Defense of the Ancients (DotA), a fan-developed multiplayer online battle arena (MOBA) mod for the video game Warcraft III: Reign of Chaos and its expansion, The Frozen Throne. The original mod features gameplay centered around two teams of up to five players who assume control of individual characters called "heroes", which must coordinate to destroy the enemy's central base structure called an "Ancient", to win the game. Ownership and development of DotA were passed on multiple times since its initial release until Valve hired the mod's lead designer IceFrog and after an ongoing legal dispute with Blizzard Entertainment, the developer of Warcraft III, brokered a deal that allowed for Valve to inherit the trademark to the Dota name.


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