New trends in online games, between technology and social


Once upon a time, to play, you had to go through endless loads, floppy disks or cassettes, the side of which had to turn in endless minutes. Then the Internet came, and it was a real revolution. i was born Online Gamesgiving everyone the opportunity to have fun and enjoy: just a computer with Windows or Mac and a decent connection.

In addition, since the first online games weighed several kilobytes, they used technologies such as flash or html5 and let’s face it, neither graphically nor from a gaming point of view they were great. But we know that technology does not respect times: they precede them. And today we have come to the point where online games have nothing to envy of those supported by CDs.

Before the start of the new millennium, online games like me MMORPGwhich means Massively Multiplayer Online Role-Playing Game, was unthinkable to achieve. The first MUDMMORPG’s predecessors were text-based RPGs, while the first multi-player RPG was Neverwinter nightsreleased in 1991. Five more years have passed with the release of Meridian 59 Firstly Ultima Online then, before you see MMORPG, as we know them today.

Technology and broadband distribution allowed online games to change, grow and develop. Not only video games, but casino games such as online slots, From the first slot of a mechanical bar, in which you had to pull the lever to control the drum mechanism, to 3D slots, in just over a century such games have turned from commercial enterprises into the homes of millions of people.

In this steep and fast evolution, online games for mobile devices could not be absent. Indeed, the future of gaming entertainment, experts say, goes right to smartphones and tablets,

It is no coincidence, according to the Newzoo report, the global gaming market has reached the end of 2019. 152 billion dollars45% of which come from mobile online games, i.e. approximately 68.5 billion dollars,

In August 2019, 33% of all application downloads were in the category of mobile games, as well as 74% of consumer spending (for the purchase of games or the currently widespread game). shopping app)

We are talking about a catchment area that achieved something similar at the end of last year. 2.4 billion peoplealmost a third of the world population. In fact, about 50% of those who use mobile devices also do this to play online. And something tells us that we are only at the beginning of a new, new revolution.


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