Online games


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Online games

  1. 1. A study on online games…. BY: GROUP 6 ‘JAAP’ J A A P ( AMMU- SHISH- JEET- IYUSH) ASHISH DONERIA (09BM8013) PIYUSH PADGIL (09BM8036) VIVEK SHARMA (09BM8062) AJEET SINGH KHARRA (09BM8064)
  2. 2. Introduction
  3. 3. Overview  If Web 2.0 is the social web, then Games 2.0 is social gaming  The Internet is the fastest-growing marketplace in the history of the world, but there is an online sector that is growing four times faster than the Internet and that is “Online Games”  In online games, players can compete against other players across all around the world and test their skill.  Currently online games market is worth $164 USD a second, and is expected to grow to $412 USD a second – of every minute of every day, and growing.  Despite of slowdown $1.38bn invested in online games market in 2009
  4. 4. Games1.0 vs. Games 2.0 Games “1.0” Games “2.0” Development Massive development In browser gaming projections Flash and other rich Fat clients media improving Marketing Offline advertising CPC and CPA online driving players to retail advertising driving online play Distribution Controlled by retail Social network and big game portals platforms Viral growth Content Teams of level Multi player is user designers generated content for games Monetization Selling games in jewel Digital download cases Free to play supported by subscription and digital goods Advertising
  5. 5. Categories of online games Single player games Massively Multiplayer Need new levels to keep player Online Games (MMOs) interest Hundreds, thousands players  Artificial intelligence to simultaneously maintain challenge  Players can interact with each  Shooting, word games, strategy other anytime games etc.  Gambling, real time strategy, mission games, social games etc.
  6. 6. Past & Present
  7. 7. History & Evolution  Parallel to evolution of computers and networking.  1960s: Time-sharing creating computer terminals, users need not be in same room.  Modems: leased telephone lines to connect.  1970s: packet based computer networking technology, creation of both LAN based on Ethernet, developed in 1973 - 1975 at Xerox PARC, and WAN, in particular the ARPANET, starting deployment in 1969, which led to the creation of the Internet (Jan 1, 1983).  Network games: Game created and received network packets, systems located across LANs or the Internet could run games with each other on a peer to peer or ad hoc client- server basis Early Games:  1980s - Maze Wars by Xerox, Fantasy games like Dungeons and dragons, board Games like Chess and Scrabble.  1990s – Shooter games for head to head combats, using TCP/IP multiple strategy games called RTS allowing people to interact.  Cross platform integration of traditional console games like Playstation, Gamecube & Dreamcast – privates servers owned by users or open source community.  1990s – Classic games like Pacman and Tetris were written in flash, java, javascript using web browsers.  2000s – Virtual pet games like Neopets and Webkinz , use of Web technology called AJAX.
  8. 8. Business Model  Like the online gaming industry, the business model too is evolving. Prime business models adopted by gaming players are:  On-Demand, Subscription model – Players like Zapak/IndiaGames are coming up with subscription model for casual gamers. Most importantly, keep the prices so low that consumers don’t want to take the pains to pirate the game.  Apparels/Merchandise: This is an unexplored segment and companies like DanceMela are giving away the game for free and then they sell merchandise thru’ their games. This model also entails partnerships with entertainment sector (Bollywood) and creating specific games based on bollywood/cricket etc.  Advertisement: Web 2.0 games attract online advertisements, due to its attractiveness to mass online users.
  9. 9. Revenue Growth $11.7B $10.6B $8.8B $6.9B $5.2B $3.8B 2006 2007 2008 2009 2010 2011
  10. 10. Current trends  Huge popularity of Online gaming.  Yahoo’s text twist and bookworm, puzzles like the Sudoku to Strategy games the likes of Generals, Warcraft, Battle Realms to first person shooter like Counter strike.  MMORPG – Massive Multiplayer Online Role Playing Games. o Most popular, give users a different experience. o Ragnarok, KHAN, MU and Tantra. o Choose a warrior, archer, sorcerer , upgrade character to next level . o PVP mode. o Unique story , good structuring. o Get to meet and chat with other players  Advancing technology permits development of more complex and powerful games.  Social Networking games like Mafia Wars, Farmville using popular social sites like Facebook, Orkut, MySpace, Friendster – users get to form an online community and assume different roles.  Educational Games – Games not limited for fun but engage users to learn while play.
  11. 11. Current trends Contd.  In the US, the amount of online play is growing 10 times as fast as the overall US Internet population, with nearly one of every two users getting in the game.  In the UK games industry, there is a definite and rapid shift towards moving more and more of the games industry online, distribution included.  In France, Online Gaming accounted for nearly 3% of total time spent online by French Internet users.
  12. 12. Indian online games industry  Indian gaming industry size is estimated at $100 million in 2006-07.  Industry expected to reach $300 million by 2009, a growth of 78% year-on-year.  Mobile gaming contributes 58% of the total revenue.  85% of online video consumption in India happens from offices.  Zapak.- corporate gaming tournaments.  Work place continues to be the single largest place for accessing Internet – 78% access.  2.8 million gamers in the country  72% gamers are from higher strata (i.e. sec A and B cities); 80% of gamers are from top 8 metros.  99% of gamers are from metros while small towns account for only 1%.
  13. 13. Major Players
  14. 14.  Blizzard Entertainment® is a premier developer and publisher of entertainment software.  One of the most popular and well-respected makers of computer games.  Blizzard Entertainment’s track record of back-to- back #1-selling games spans more than a decade, and with blockbuster hits such as World of Warcraft®, Warcraft® III: Reign of Chaos®, Diablo® II, and StarCraft®, the company has earned several consecutive Game of the Year awards.
  15. 15. Blizzard Entertainment
  16. 16. Diablo
  17. 17. User communities and forums
  18. 18. Forum community
  19. 19.
  20. 20.  India’s top most gaming portal.  Over 6.5 million registered users.  Over 120 million page views a month.  Zapak features among the top 10 for India’s Fast - Rising Search Queries in 2007 according to Google Zeitgeist Report 2007 along with players like Gmail, Orkut, etc  Zapak received the Brand Leadership Award for the Internet Business at the Asia Brand Congress 2007 & 2008  Awarded ‘Website of the Year 2008’ in Fun & Games category by MetrixLab and Neilsen Online  Zapak has been rated as the ‘most stickiest site’ ahead of yahoo and google – by Comscore
  21. 21.
  22. 22. YOYO Games
  23. 23. Stock market simulation games
  24. 24.
  25. 25.  Zynga was founded in July 2007 with the vision of connecting the world through games.  Largest developer of social games on the web in the process.  Zynga games provide a platform for players to express themselves and form deep social connections with their friends.
  26. 26. Games available for Facebook
  27. 27. Games on i-phone
  28. 28.  IMVU is a social network and 3D virtual world where millions of people meet, chat and have fun in animated 3D scenes.  You can shop and dress up your avatar with your own personalized look, design and decorate your own 3D space, and connect with new people from around the world.
  29. 29. Meet New people in 3D
  30. 30. Shop and dress up in style
  31. 31. Create your own fantasy
  32. 32.
  33. 33. Future of games
  34. 34. Future growth  In 2010, the market will recover and grow at an average annual rate of +7% to USD 1600 billion.  Until 2013, the industry will grow at a compound annual growth rate (CAGR) of +3% to USD 1.6 billion.  Until 2013, the market for online games will grow by 11% and the market for wireless games by 14%.  Asia-Pacific is the area with the highest growth within the media and entertainment industry: 5% annually until a total market volume of USD 413 billion is reached.
  35. 35. Major factors driving this growth- 1. Increasing consumer awareness 2. New technologies coming allow for greater content and variety of games. 3. Growing household Internet penetration 4. Increased content development for online-specific games 5. Wider access mediums to accelerate demand 6. The unique experience that online gaming offers.
  36. 36. SOCIAL PREDICTIONS 1. There Will Be More Social Gaming Acquisitions 2. Facebook will be even more important 3. But as the platform matures, market conditions will change. 4. EA Will Find New Ways to Monetize Social Gaming: 5. Virtual Goods Will Become Even Bigger Business: 6. You Will See a Wave of Social Gaming on the Console: 7. EA and Others Will Make Even Stronger Moves on Mobile:
  37. 37. ACTIVE GAMES Motion-sensing “active” games, which translate physical gestures into on screen movement  Nintendo’s Wii  Guitar Hero: Van Halen  The Beatles: Rock Band  Tony Hawk: Ride  Sony’s new motion-sensing wand  Microsoft’s Project Natal
  38. 38. Everyone will look like a Greek god or goddess. You get to pick what you look like and what your talents are. •World of Warcraft •Second Life •Active Worlds •Amazing Worlds •Blue Mars •Empire of Sports
  39. 39. You'll meet someone who plays an MMORPG for a living.  In World of Warcraft online game you can earn gold with which you can buy these in-game objects  At Ebay this game currency is traded for real currency also
  40. 40. Mobile games  Android game market will grow, is unlikely to challenge iphone just yet  Massive Multiplayer Mobile(MMO) Game Development  Advertising/Promoting Through Mobile Games  Promoting Cinemas/Movies Through Mobile Games  Advertising New Products Through Mobile Games  3d Real World Scenario Mobile Games
  41. 41. SOME OTHER PREDICTIONS •Hardware changes : mobility •Hardware changes : consoles decline and transformation •MMORPGs : free, browser-based, and more diversity in genres •User Acquisition becomes a big issue again in the new gaming universe •Deeper service integration and developer resources changes
  42. 42. Special Mention
  43. 43. ICICI Learning Matrix • Cash Detectives - player takes on the role of an intelligence agent. - track down a terrorist outfit that uses counterfeit currency. - learn 14 security features of a genuine note, - gain knowledge about tools to be used to ascertain their ‘genuineness’ - gain the experience to detect the absence of one or more of the security features instantly.
  44. 44. ICICI Learning Matrix • Rad Alert - A game on Cash Payment against cheque in a branch -The main nuclear reactor in India’s space city – ‘Robocity’ is damaged. Deadly radiation is pouring out. - mission to save Robocity. - build a bridge across the chasm - review the key fields in the cheque, and decide whether to pay, reject or refer it. - Accurate assessment of the key fields gives you an Indimium coated pillar. - Inaccurate decisions and taking more than the stipulated time for a cheque costs you a life (robot) and you have only 5 of them!
  45. 45. Thank You