Asian American Pacific Islander Month DDSD 2024.pptx
Onlinegames
1. November 7th – 13th 2009
A Giant Sucking Sound
Video Games Move Online
By:
Group 6
Hitendrasinh Zala
Ketan Changani
Ruchi Gattani
Shoaib Qureshi
Vishal Bhatnagar
3. 3
Introduction
• Internet swallows another media business
• Music, software & videos are all increasingly obtained
online now free of charge
• Video games are next
4. 4
Types of Online Games
• MMRPOG – Massively Multiplayer Role Playing Games,
very popular in Asia
• Episodic Gaming – New add-ons can be downloaded for
a fee
• Casual Online Games – Web-based version of board &
card games
5. 5
Industry
Market ($55 Billion)
Online Games ($9.4 Billion) Video Games ($45.6 Billion)
17%
83%
6. 6
Industry
• Many PC‟s are powerful enough to run fast moving
graphics, so firms are offering online games either
through a client software or web browser
• Gameforge.com offers 15 online games & has more than
85 million registered users
• Otoy.com & OnLive.com are planning to let users
play console games without consoles by online
streaming
7. 7
Mobile & Social Gaming
• Smart-phones allow users to download new games or
play online via internet
• Social games are more about interaction than action &
are very popular on social networking sites like Facebook
• Zynga is the market leader in social games with 22
million registered users
8. 8
Edge over Video Games
• Developing new games costs a few hundred thousand
dollars, online distribution is far cheaper & spreads
“virally”
• Users can take advantages of improvements in games
rather than having to buy out new ones
• Publishers earn money by,
▫ Charging subscription fees
▫ Selling advertisements
▫ Offering virtual goods for interested gamers
9. 9
Problems of Online Gaming
• Online players often move to new games very quickly
• Collecting small sums from millions of users is expensive
• Mobile operators take a big cut when payments are made
using „premium‟ text messages
10. 10
Road Ahead
• Facebook, Apple are trying to develop a low-cost
payment system for gamers
• Music & newspaper industries are also hoping that the
customers be persuaded to pay small amounts for
services