Title: Online Gaming
1Online Gaming
- Abby Hokula, Steve Skiff, Phillip Keigley, Liran
Harun
2Presentation
- Intro to Online Gaming
- WoW
- Fiscal and Economic Impact of Online Gaming
- The social impact of online gaming
3What Is Online Gaming?
Games that are played online via the Internet.
They are distinct from video and computer games
in that they are normally platform independent,
relying solely on client-side technologies
(normally called plugins). Normally all that is
required to play online games are a web browser
and the appropriate plugin.
4Types of Gamers
- Active Gamer
- Casual Gamer
5Statistics
- 117 million Active Gamers in the U.S.
- over 56 play games online
- active Gamers spend over 5 hours a week on social
online gaming - teenagers play over 7 hours a week
6Age and Gender
- 40 of Active Gamers are teenagers
- 8 are 45 years or older
- two-thirds of all online gamers are women
- Males ages 25-34 and Hispanics most valuable
emerging markets
7Types of Online Gaming
- browser-based games
- single-player games
- massively multiplayer games
- role playing games
- gambling
- fantasy sports
8World of Warcraft
9What is WoW?
- Massively Multiplayer Online Role Playing Game
- Adventure game
- Takes place in Azeroth
- Two factions Horde and Alliance 8 races
10What to discuss?
- Overall game play
- Why one would play
- Problems
- How WoW mimics real life
11Game Play
- Two main categories
- Questing
- Solo or Group to complete difficult tasks
- 40 man raids defeat the toughest bosses
- Player vs. Player PVP
- Battlegrounds
12Why Play
- Entertainment!!
- 15/Month vs. 20 movie/per
- Social Interaction
- Talk and interact with many of your friends
- Competition
- Compete for rank in PVP
- Addiction
- Flat our addicted to WoW
13How WoW mimics real life
- Fairs and world events that coincide with
holidays - Team work
- Each class has its
- own job to do
- Business meetings
- The new golf
14Problems with WoW
- Addiction
- People dont even realize they are addicted
- Controls your life
- Base day to day plans on playing WoW
- Raids and meeting people for groups
- Illegal activity
- Selling gold
- Account hacking
15Videos
- Onyxia-http//youtube.com/watch?v3Tu59KCMInQ
- Leeroy-http//www.youtube.com/watch?vH9n0bX0AgBI
moderelatedsearch
16 Fiscal and Economic Impact of Online Gaming
17The Internet
- The introduction of the internet has afforded
many new markets to emerge. - Online gaming has become a colossal industry due
to the internet revolution. - Broadband communications has opened the door for
high-tech, multimedia intensive games
18Examples of Online games
- Online Chess Chess
- Fantasy Sports Example
- Online Gambling
- Video Games
- (just to name a few)
19The two industries of Online Gaming I will
discuss are.
- Online gambling sites
- Fantasy sports games
20Gambling Big Business
21With the advent of online gaming, Americans have
been afforded a new way to feed their need for
gambling habits and addictions.
22American Gambling Facts
- The gambling industry has grown tenfold in the
U.S. since 1975 - Thirty-seven states now have lotteries
- Gambling profits in casinos are more than 30
billion while lotteries are about 17 billion
annually - "Players" with household incomes under 10,000
bet nearly three times as much on lotteries as
those with incomes over 50,000
23Online Gambling Statistics
- In 1997, Online gambling industry saw revenues of
300 million dollars - By 2000, Online gambling industry rose to 2.2
billion dollars in revenues. - By 2006, revenues from online gambling are
expected to hit 100 billion
24The downside of this market - Online Gambling
has been dubbed the crack cocaine of Gambling
- You can point and click and bet at any time.
- The internet has provided a means for Online
Gambling sites to avoid US regulation by setting
up operations in places like Curacao, Antigua,
and Barbadoss. - This hurts American economy, no taxes are paid
on American soil.
25Example
- http//www.sportsbook.com/
- Operates out of Dublin, Antigua, Vancouver and
San Jose, Costa Rica - launched in 1997
- publicly traded on the London Stock Exchange
- expected revenues exceeding 3 billion in 2005
26Example
- http//www.bodog.com/
- San Jose, Costa Rica
- 7.3 billion in wagers and gaming in 2005
- revenue is processed through the Royal Bank of
Scotland in London (not in America)
27The ups and downs of Online Gambling
- It is a highly lucrative market!!!
- It is unethical
- It takes money from the U.S and spends it in
other economies. - Its illegal in the U.S!!!!!
28- Gambling, has always been successful in America,
and with the internet and technology making it so
easy, online gambling will continue to record
massive revenues.
29Fantasy Sports
- Fantasy sports are another highly lucrative
market that have emerged with technology and the
internets growth.
30The Facts
- Fantasy sports were invented in 1979 by Daniel
Okrent, who developed the first fantasy baseball
rotisserie league. - Definition of Fantasy baseball is a game
whereby players manage imaginary baseball teams
based on the real-life performance of baseball
players, and compete against one another using
those players' statistics to score points. It is
the oldest and most popular form of fantasy
sports.
31My words
- Fantasy sports come in a variety of flavors.
There are predominantly Head to Head (H2H) or
Rotisserie leagues. - There are a compilation of managers, usually
between 8-12. - Managers are your friends, colleagues or random
people. - You can invite people into your league, or join a
public league with strangers. - You can have a live draft or an automatic one.
- You draft players from a player pool, and you try
to get players that will accumulate the most
points on a weekly basis.
32Examples
- Fantasy Screenshots
- http//www.albany.edu/pk763769/presentation/fanta
sy_baseball.jpg - http//www.albany.edu/pk763769/presentation/fanta
sy_basketball.jpg - http//www.albany.edu/pk763769/presentation/fanta
sy_football.jpg - http//www.albany.edu/pk763769/presentation/fanta
sy_football1.jpg
33- An estimated 15 million to 18 million Americans
will play fantasy sports, for fun or money, in
2006 - Fantasy Baseball alone has 3.5 million players
- Fantasy sports generates an estimated 100
million in revenue and growing at a 7-10 clip
annually
34- Overall, with Information Technology growing, new
markets like online gaming have come along, and
soared with huge profits. - Online gambling and Fantasy Sports are just 2
markets that have prospered with the increased
technology and growth of the internet.
35The Social Impact of Online Gaming
- In order to study the relation of social behavior
with online games and real life we must first
consider the following questions - Why do so many people spend so many hours playing
on the - Internet?
- Who are the players?
- When, how and why do they play?
- What are the social effects of the game on
offline life?
(Kolo Baur, 2004)
36How These Virtual Communities Have Evolved
- Games are made so easy to play.
- Popularity number of players increases.
- Social spaces in a virtual domain are formed.
37Virtual Social Interaction
- The elements contributing to a MMORPG and their
relation to the three layers constituting a
gaming situation.
(Kolo Baur, 2004)
38Tools Used To Socialize
Enabling users to interact with each other while
playing games online.
- In-game Chat
- Communication via Headsets
- Instant Messenger such as x-fire
-
39Do Games Emulate Real Life?
- Games include small details, such as
- Age
- Gender
- Physical appearance
- Clothing
- And even tattoos
- Most often these details do not change the
performance of a player.
40Case Study by Kolo and Baur, 2004
- Main Goal
- Examine the social behavior among German online
players while playing Ultima Online
Everquest vs. the social behavior while
offline. - Problems
- The average player of these games simply plays
for too long and too frequently to be able to
maintain the distinction in behavior. - Findings
- Female players reported to feel more strongly
attached to games where the sense of community
and social structure of the game was more
emphasized and therefore they favored playing
those types. - Although, male online gamers were more frequent
then women overall.
41Sources
- Kolo, C, Baur, T (2004). Living a Virtual Life
Social Dynamics of Online Gaming. Game Studies,
4, Retrieved November 7, 2006, from
http//www.gamestudies.org/0401/kolo - Takahasi, D. (2006, October 5). Nielsen
entertainment releases study on gamers. The
Mercury News, Retrieved November 7, 2006, from
http//blogs.mercurynews.com/aei/2006/10/nielsen_e
nterta.html - (2002). IGDA online games white paper.
Internation Game Developers Association,
Retrieved November 7, 2006, from
http//www.igda.org/online/IGDA_Online_Games_White
paper_2002.pdf