Gaming captures the hearts of gamers, alleviates loneliness, and
creates a new market for businesses
Gaming is popular with teenagers, women, children, as well as
men. Older people say they play games as it alleviates
loneliness and puts them in contact with others. Statistics
reveal that 41% of gamers are women and more than 43 % gamers
are aged 25-49. And, research predicts that the games market in
2005 will be US$ 29 billion.
Players can choose between stored games and online games.
Stored games are played on consoles while online games are
played on a computer using either a broadband or dial up
Internet connection. The growth in online gaming according to
IDC, a research firm, is set to touch 256 million users by 2008.
And, that gaming is serious business is conformed by the hosting
of international conferences devoted to gaming and the formation
of "Casual Games Special Interest Group."
Gaming captures the imagination of the players and uses the
senses: sight, sound, as well as touch. Many need the use of
intelligence as well as strategy. Complex graphics, colors, high
quality virtual realities are all set to grab as well as hold
the attention of players. Multi-player gaming takes the interest
to the next level -offers challenges as well as new horizons to
be conquered.
Games played on the Internet are such that clever participants
find ways to push the game beyond its visible limits, one can
even device cheats to circumvent problems posed by the game.
Games test the skills, intelligence, concentration ability as
well as techie know how.
Online gaming architecture has six business aspects: the
subscriber; the advertiser; the gaming platform provider; the
broadband service provider; the network service provider; and
the gaming content provider. It is big business--hardware
revenues in 2005 are expected to be: US$ 9.4 billion with
software and content revenue touching US$16.9 billion.
However, there is a downside, gaming can become addicted and
affect normal life--kids stop studying, housewives neglect their
daily routine, and people are tempted to play games even at
work. It can lead to suicides, mental imbalance as well as
destroy marriages and careers. Gamers become recluses and rarely
make social contact outside their gaming groups.
Addiction studies indicate that gaming can result in:
obsession, neglect, lying, socially unacceptable behaviors,
carpal tunnel syndrome, dry eyes, neglect of personal hygiene,
as well as sleep disorders.
Popular gaming sites include: MSN games which has 3.4 million
monthly registered users ; Pogo which has 8.6 million monthly
registered users; and Yahoo games which has 10.1 million
registered monthly users.
Analysts predict that by 2007 online gaming will be at least
285 petabits a month, the revenue generated by online
subscriptions for gaming is expected to reach US$ 650 million
annually.
The future according to Peter Molyneux, is in developing games
that "reward a player for "out of the box" thinking and
creativity. Games must encourage players to be interactive and
decide the direction the game will take.
About the Author: Paul Wilson is a freelance writer for
www.1888FreeOnlineGames.com,
the premier website to play thousands of free online games
including arcade games, action games, card games, flash games,
strategy games, puzzle games and more. He also freelances for
www.1888SoftwareDownloads.com.