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Online Gaming

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Normally all that is required to play online games are a web browser and the appropriate ... two-thirds of all online gamers are women ... – PowerPoint PPT presentation

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Title: Online Gaming


1
Online Gaming
  • Abby Hokula, Steve Skiff, Phillip Keigley, Liran
    Harun

2
Presentation
  • Intro to Online Gaming
  • WoW
  • Fiscal and Economic Impact of Online Gaming
  • The social impact of online gaming

3
What 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.
4
Types of Gamers
  • Active Gamer
  • Casual Gamer

5
Statistics
  • 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

6
Age 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

7
Types of Online Gaming
  • browser-based games
  • single-player games
  • massively multiplayer games
  • role playing games
  • gambling
  • fantasy sports

8
World of Warcraft
  • By Steve Skiff

9
What is WoW?
  • Massively Multiplayer Online Role Playing Game
  • Adventure game
  • Takes place in Azeroth
  • Two factions Horde and Alliance 8 races

10
What to discuss?
  • Overall game play
  • Why one would play
  • Problems
  • How WoW mimics real life

11
Game Play
  • Two main categories
  • Questing
  • Solo or Group to complete difficult tasks
  • 40 man raids defeat the toughest bosses
  • Player vs. Player PVP
  • Battlegrounds

12
Why 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

13
How 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

14
Problems 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

15
Videos
  • Onyxia-http//youtube.com/watch?v3Tu59KCMInQ
  • Leeroy-http//www.youtube.com/watch?vH9n0bX0AgBI
    moderelatedsearch

16
Fiscal and Economic Impact of Online Gaming
17
The 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

18
Examples of Online games
  • Online Chess Chess
  • Fantasy Sports Example
  • Online Gambling
  • Video Games
  • (just to name a few)

19
The two industries of Online Gaming I will
discuss are.
  • Online gambling sites
  • Fantasy sports games

20
Gambling Big Business
21
With the advent of online gaming, Americans have
been afforded a new way to feed their need for
gambling habits and addictions.
22
American 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

23
Online 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

24
The 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.

25
Example
  • 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

26
Example
  • 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)

27
The 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.

29
Fantasy Sports
  • Fantasy sports are another highly lucrative
    market that have emerged with technology and the
    internets growth.

30
The 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.

31
My 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.

32
Examples
  • 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.

35
The 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)
36
How 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.

37
Virtual Social Interaction
  • The elements contributing to a MMORPG and their
    relation to the three layers constituting a
    gaming situation.

(Kolo Baur, 2004)
38
Tools 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

39
Do 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.

40
Case 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.

41
Sources
  • 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
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