Online Gaming
Online Gaming
Online Gaming
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Online Gaming
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Online Gaming
Kevin Curran, Paul Canning, Martin Laughlin, Ciarán McGowan and Rory Carlin
Internet Technologies Research Group
University of Ulster, Magee Campus, Northland Road, Northern Ireland, UK
Abstract: Computer gaming is a medium by which we can entertain ourselves, a medium that has
expanded to the online worldwide market as part as globalization. The growth of online gaming has
close ties with the use of broadband, as a good online gaming experience requires a broadband
connection. Through online gaming, people can play and communicate with each other freely in
almost any country, at any given time. This paper examines the phenomenon of online gaming.
or ‘Persistent World’ games. They were dubbed this area. Xbox Live is currently a little ahead on
title because of the principal that it is never off, i.e.- multiplayer titles and offers a great player matching
somewhere in the world, someone is logged into the service complete with voice chat. Sony released several
game meaning that it is continuously on and being big online titles for the PS2 and the last, Need for Speed
played. These and other similar titles, formed huge fan Underground, became the first genuinely cross-
bases all over the world and the number of online game platform game, allowing PC users and PS2 users to race
users grew as, by this time, almost every game genre against each other. This is another factor that has
could be played online. The technological advances in shaped the future of online gaming because gamers can
communications networks today have resulted in now chose their best platform for which to play the
broadband – high speed, uninterrupted internet access, game of their choice. Although the Xbox and PS2 share
at lower and lower costs has also boosted the popularity games and their publishers, the Xbox still has had a
of these games. Companies such as Sony and Microsoft head start in the online market with Xbox Live. Even
have learned from Sega’s mistakes and rectified the with that head start on Sony, the Xbox is still the less
problems it had and they have now paved the way for successful of the two, at least in terms of number of
today’s online console games. In 2002, Sony and units sold. This is where Microsoft have attempted to
LucasArts released one of the most avidly anticipated change things by signing exclusive rights to the most
online games ever: Star Wars: Galaxies. What sets successful online First Person Shooter (FPS) –
Galaxies apart is that this massively multiplayer game Counterstrike. This reawakened people’s interest in this
was shaped not only by company developers but also classic shooter (and the most successful FPS of all
by the legions of Star Wars fans out there. The game time) with its smooth game play, excellent graphics
Web site has FAQs, developer forums and had and, most importantly, the ability to run smoothly over
advanced looks at the game for players to discuss and Xbox Live’s broadband connection.
post comments. An example of innovate features in It isn’t just faster connections such as broadband that
online gaming is in FIFA 2004 where there is a facility have increased the enjoyment of playing online, it may
for players so that they can, not only, play as a team in have helped immensely but the hardware for PCs and
an online match/championship, but they can play in a consoles is also a contributing factor in this equation of
team as one player and having their friends make up the growing popularity. One such device is the headset
rest of the team. This does however provide one used in both PCs and consoles for communication, this
problem -no one ever wants to be in goal…. [4, 5]. in particular has made today’s gaming experience a lot
more sociable for users. With this conversations can
Gaming Consoles: The most obvious advantage now be carried out easily between team mates in squad-
consoles have over PCs is cost. The Xbox currently based was games like ‘SOCOM: U.S. Navy Seals’ and
sells for around £100, often with a couple games in the friendly banter can be slung at apposing forces in
bundle, while it's easy to spend that much or more on a competitive games like SSX3 far more effectually than
quality PC video card alone. The second most obvious in PC games of the past. At last, gamers can really say
advantage is simplicity. Let's face it, PC gaming is a what they mean, in real time. Congratulating someone
technical nightmare compared to console gaming. can be voiced a bit better than ‘gg’ (good game mate).
People can actually take a console home and be playing There is a distinct lack of inter-connectivity between
a game within minutes. No operating systems to the different console brands. Many games are available
configure or drivers to update and better still, no for one type of console but not others and when it
purchasing a game only to find out that it isn't comes to online play, each is typically restricted to its
compatible with your PC for some incomprehensible own network. This means that people with Xboxes can
reason. Multiplayer gaming is also made easy and only play against other people with Xboxes, so, for
affordable with companies like Microsoft offering example, there is no way for console gamers to jump
online services for their product. The Xbox, for into a fray on one of the countless Counter-Strike
example, comes equipped with a network card, making servers available. The PS2 has made some progress in
it a simple matter to hook it up to a DSL or Cable this area, forging the way for cross-platform gaming
Internet connection and get into a multiplayer game on between PS2 and PC users, but only one or two titles
the outstanding Xbox Live. Many people prefer to play support this right now, but for the future this is
games sitting on the couch, or they want to play with definitely the way to go which will only excite gamers.
friends in the same room. While these things are While the PS2 network adapter supports both 56K
possible on a PC, consoles are extremely well suited for modem and broadband connections to the Internet,
this right out of the box [5]. broadband is required for Xbox online play. As well,
The 3 main players - PlayStation 2 (PS2), Xbox and Microsoft charges a yearly fee of around £40 to use the
GameCube have all introduced online capability. Xbox Live service.
Online console gaming is extremely appealing to an
enormous number of people already. At the moment the Professional Gaming: Professional Gaming has been
PS2 and the Xbox are getting quite competitive in this about for a while, with a number of different
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American J. Applied Sci., 2 (3): 622-625, 2005
tournaments and leagues running in different parts of played via Xbox Live every week. However, Microsoft
the world. As of yet, very few gamers are able to is not alone. During the first half of 2003, the other
dedicate themselves to becoming professional, with the major console vendors, Sony (Playstation2) and
exception of Thresh and a few others. But with more Nintendo (GameCube), added online capability to their
tournaments and online gaming leagues, with larger consoles. In September 2003, Sony announced that
prizes and sponsorship, taking up gaming as a there were 780,000 PS2 network adapters sold,
profession rather than a hobby, could become more worldwide. The majority of these network adapters
attractive. There has been some movement towards were sold in North America. So far the two main
“arm chair gaming”. Players of different games have gaming consoles for online gaming are the Playstation 2
“tuned in” to watch other people playing their favourite and the Xbox but they are struggling to control the
games, doing this for tips or entertainment. An example online sports gaming segment. Therefore Sony and
of this is for Unreal Tournament from Epic Games. Microsoft are launching a sports portal that has
Unreal TV uses the game client on the viewers system universal logins which allows free online gaming. They
and let’s people log in and watch a game in progress. plan to introduce a charge of around £23.50 a month at
Professional gaming could become the spectator “sport” a later date for this service. In May 2004 the top five
of the future. online gaming companies were NCSoft, Sony Online
The distinction between games and reality is becoming Entertainment, Electronic Arts, Mythic Entertainment
even hazier, with graphics becoming more photo and Microsoft Corporation. One of the most popular
realistic and MMORPG worlds that are home to online games currently is SOCOM II US Navy SEALS.
thousands of people. Soon we may not be able to tell SOCOM II (Figs. 1 and 2) has a USB headset that
the difference between the real world and the fantasy allows interaction with others whilst online. This online
world created for us to play in. The assimilation into an game is available to play on the Playstation 2 through
online world has already begun, with the most famous broadband supporting up to 16 players in each game. It
cases being in Ultima Online where players have got is estimated that online gaming accounts for roughly
married. There has also been selling of virtual houses 14% of the traffic over the Internet's US backbone at
and the sale of items that have no real world value all present. One potential impediment to that growth of
for real cash. All this along with holding rallies and online games is cost. Paying for eight to 16 hours a day
protests online, within the game. With the visuals and for an online game as well as paying for an online
sounds becoming more intense and realistic and the subscription fee may not seem expensive but for young
interfaces becoming more natural and practical, is it a people - the money for a game console, online
stretch of the imagination to think that players may find connection hardware, the games themselves and
themselves living more and more within the game. eventually online subscription fees can be substantial.
The Cost of Playing Online: The major companies The Future in Online Gaming: Mobile phones have
haven’t yet decided how they are going to make there already made use of the wireless networks for online
money of online gaming but there has been suggestion java gaming and wireless multiplayer facilities
that it could be through pay-to-play services or having on most handsets and Sony already have their first
to pay a monthly fee to subscribe to online gaming. handheld gaming/entertainment device - the PSP. This
Another major thing that will help with the growth of device incorporates a game system with almost as much
online gaming is there are talks that by 2008 gaming power as its predecessor – the PS2 along with an MP3
consoles will have the ability to go online built into player and mini DVD capabilities. This device
them and already some have started to do this such as is only the size of a packet of crisps. Nintendo however
Microsoft’s Xbox Live. Over one million games are seem to be slightly ahead
Fig. 1: Face to Face Online in Fig. 2: SOCOM II Look-out Fig. 3: Final Fantasy XI
SOCOM II Post Gun
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American J. Applied Sci., 2 (3): 622-625, 2005
of the competition in the field of wireless, online, With 500,000 Xbox Live subscribers and a user base of
handheld gaming with the surprise leakage of around 9 million Xboxes, the market penetration of
information in the first quart 2004 about its next
Xbox Live is only at around 5.5%. For Nintendo's
generation handheld - Nintendo Game Boy: Double
Screen (GB:DS) which is striving to take market share adapters, it is well under 10% of GameCube owners.
from Sony in the handheld entertainment devices However, despite this, the future of online gaming is
market. The GB:DS original specifications include two brighter than ever, with more homes getting broadband
screens for different perspective views of the game, connections. With more wireless access points and
touch screen technology, wireless access to other enhanced cellular networks, the ability to do so on the
devices and Bluetooth capabilities. Nintendo have also
hinted to SMS facilities so that gamers can carry out move is arriving. One potential hurdle to that growth is
conversations with each other while playing. actual costs. If one is spending eight or even 16 hours a
One of Sony’s latest creations is the ‘Eyetoy’, is like a day playing a desired then an online subscription
regular webcam however it has built in motion sensors charge for each game may become expensive.
to detect movements in the images it picks up. So far it
is only used in offline gaming as a mechanism that
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