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An online game is a video game that is played in part or entirely over the Internet or another computer network. Online games are common on modern gaming platforms such as PCs, consoles, and mobile devices, and they cover a wide range of genres such as first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment totaled $16.9 billion, with China accounting for $4.2 billion and the United States accounting for $3.5 billion.
Since the 2010s, a common trend among online games has been to operate them as games as a service, with monetization schemes such as loot boxes and battle passes being sold as purchasable items atop freely available games. Online games, unlike purchased retail games, have the issue of not being permanently playable because they require special servers to function.
Online game design can range from simple text-based environments to the inclusion of complex graphics and virtual worlds. The presence of online components within a game can range from minor features, such as an online leaderboard, to core gameplay, such as directly competing against other players. Many online games establish their own online communities, whereas others, particularly social games, integrate the players' existing offline communities. Some online games can experience a surge in popularity as a result of many well-known Twitch streamers and YouTubers playing them.
Online gaming has greatly expanded the scope and size of the video game culture. Online games have drawn players of all ages, nationalities, and occupations. The online game content can also be studied scientifically, particularly gamers' interactions within virtual societies in relation to everyday behavior and social phenomena. The community, like other cultures, has developed a variety of slang words or phrases that can be used for communication in and out of games.
Many words in in-game slang, such as "pwn" and "noob," overlap with internet slang and leetspeak. Another term popularized by the video game community is "AFK," which refers to people who are not at their computers or paying attention. Other common abbreviations include "GL HF," which stands for "good luck, have fun," and is frequently said at the start of a game to demonstrate good sportsmanship. Similarly, at the end of a game, "GG" or "GG WP" may be said to congratulate the opponent on a "good game, well played," win or lose. Many video games have also inspired internet memes and gained a large online following.
Online gaming culture is sometimes chastised for creating an environment that fosters cyberbullying, violence, and xenophobia. Some people are worried about gaming addiction or social stigma. However, some argue that because online game players are strangers to one another and have limited communication, an individual player's experience in an online game is not necessarily different from playing with artificial intelligence players.
Online games have been around since the early days of packet-based computer networking in the 1970s. MUDs are an early example of online games, including the first, MUD1, which was created in 1978 and was initially restricted to an internal network before connecting to ARPANet in 1980. Commercial games followed in the following decade, with the first commercial online role-playing game, Islands of Kesmai, 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 Famicom Modem's online Go game in 1987.
The rapid availability of the Internet in the 1990s resulted in an increase in the number 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 (2001). (1999). Famicom Modem (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000), and Xbox (2000) were among the first video game consoles to include online networking capabilities (2001). Following advancements in connection speeds, new genres, such as social games, and new platforms, such as mobile games, have gained popularity.
As the 2000s approached, the cost of technology, servers, and the Internet had dropped to the point where fast Internet was commonplace, allowing previously unknown genres such as massively multiplayer online games (MMOs) to become well-known. World of Warcraft (2004), for example, dominated much of the decade. Several other MMOs attempted to follow in the footsteps of Warcraft, including 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 on Warcraft's market share. Over time, the MMORPG community has evolved its own slang and metaphors, as well as an unwritten set of social rules and taboos.
Separately, Defense of the Ancients (2003), which introduced the multiplayer online battle arena (MOBA) format, became popular alongside World of Warcraft. DotA, a community-created mod based on Warcraft III, grew in popularity as interest in World of Warcraft waned, but because the format was linked to the Warcraft property, others began to develop their own MOBAs, such as Heroes of Newerth (2009), League of Legends (2010), and Dota 2. (2013).
Blizzard Entertainment, the owner of the Warcraft franchise, released Heroes of the Storm (2015), their own take on the MOBA genre, emphasizing numerous original heroes from Warcraft III and other Blizzard franchises. By the early 2010s, the genre had grown to be a significant part of the esports category.
With the release of Battleborn and Overwatch in 2016, hero shooter, a variation of shooter games inspired by multiplayer online battle arenas and older class-based shooters, saw a significant increase in popularity during the last half of the 2010s. Paladins (2018) and Valorant (2018) contributed to the genre's expansion (2020).
With the release of PlayerUnknown's Battlegrounds (2017), Fortnite Battle Royale (2017), and Apex Legends (2017), the battle royale game format became widely popular (2019). With the release of Call of Duty: Warzone in the 2020s, the genre's popularity grew even further (2020). Within months of their releases, each game had tens of millions of players.
When installing a game application or an update, online gamers must agree to an End-user license agreement (EULA). A EULA is a legal agreement between the creator or distributor of an application or software and the end-user to prevent the program from being copied, redistributed, or hacked. The consequences of breaching the contract vary depending on the contract. Players could be given termination warnings or be terminated immediately. A breach of contract in the 3D immersive world of Second Life will result in the player receiving warnings, suspension, or termination depending on the offense.
It is not uncommon to encounter hate speech, sexual harassment, and cyberbullying in online games that have an in-game chat feature. Players, developers, gaming companies, and professional observers are collaborating to create tools that discourage antisocial behavior. Moderators are also present from time to time to try to prevent anti-social behavior.
A recent change in gaming governance mandates that all video games (including online games) bear a rating label. The Entertainment Software Rating Board established the voluntary rating system (ESRB). A scale can range from "E" (stands for Everyone) indicating games suitable for both children and adults to "M" (stands for Mature) indicating games restricted to those over the age of 17. Some explicit online games can be rated "AO" (Adult Only), indicating that the content is appropriate only for adults over the age of 18. Furthermore, online games must include an ESRB warning that any "online interactions are not rated by the ESRB."
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