Online game in the context of Live support software


Online game in the context of Live support software

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⭐ Core Definition: Online game

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.

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Online game in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Online game in the context of Cloud gaming

Cloud gaming, sometimes called gaming on demand or game streaming, is a type of online gaming that runs video games on remote servers and streams the game's output (video, sound, etc.) directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game is run locally on a user's video game console, personal computer, or mobile device.

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Online game in the context of Gambling

Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three elements to be present: consideration (an amount wagered), risk (chance), and a prize. The outcome of the wager is often immediate, such as a single roll of dice, a spin of a roulette wheel, or a horse crossing the finish line, but longer time frames are also common, allowing wagers on the outcome of a future sports contest or even an entire sports season.

The term "gaming" in this context typically refers to instances in which the activity has been specifically permitted by law. The two words are not mutually exclusive; i.e., a "gaming" company offers (legal) "gambling" activities to the public and may be regulated by one of many gaming control boards, for example, the Nevada Gaming Control Board. However, this distinction is not universally observed in the English-speaking world. For instance, in the United Kingdom, the regulator of gambling activities is called the Gambling Commission (not the Gaming Commission). The word gaming is used more frequently since the rise of computer and video games to describe activities that do not necessarily involve wagering, especially online gaming, with the new usage still not having displaced the old usage as the primary definition in common dictionaries. "Gaming" has also been used euphemistically to circumvent laws against "gambling". The media and others have used one term or the other to frame conversations around the subjects, resulting in a shift of perceptions among their audiences.

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Online game in the context of Nintendo Switch

The Nintendo Switch is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the eighth generation of home consoles, the Switch succeeded the Wii U and competed with Sony's PlayStation 4 and Microsoft's Xbox One; it also competes with the ninth generation consoles, the PlayStation 5 and Xbox Series X/S.

The Switch is a tablet that can either be docked for home console use or used as a portable device, making it a hybrid console. Its wireless Joy-Con controllers function as two halves of a standard controller and alternatively as individual controllers, featuring buttons, directional analog sticks for user input, motion sensing, and tactile feedback. A pair can attach to the sides of the console for handheld-style play, attach to a grip accessory to provide the form of a separated gamepad, or be used unattached. The Switch's system software supports online gaming through internet connectivity, as well as local wireless ad hoc connectivity with other consoles. Switch games and software are available on both physical flash-based ROM cartridges and digital distribution via Nintendo eShop; the system has no region lockout. Two hardware revisions were released: the handheld-only Switch Lite, released on September 20, 2019; and a higher-end version featuring an OLED screen, released on October 8, 2021.

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Online game in the context of Synchronous computer-mediated communication

Online chat is any direct text-, audio- or video-based (webcams), one-on-one or one-to-many (group) chat (formally also known as synchronous conferencing), using tools such as instant messengers, Internet Relay Chat (IRC), talkers and possibly MUDs or other online games. Online chat includes web-based applications that allow communication – often directly addressed, but anonymous between users in a multi-user environment. Web conferencing is a more specific online service, that is often sold as a service, hosted on a web server controlled by the vendor. Online chat may address point-to-point communications as well as multicast communications from one sender to multiple receivers and voice and video chat, or may be a feature of a web conferencing service.

Online chat in a narrower sense is any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. The expression online chat comes from the word chat which means "informal conversation".

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Online game in the context of Multiplayer online battle arena

Multiplayer online battle arena (MOBA) is a subgenre of strategy video games in which two teams of players compete on a structured battlefield, each controlling a single character with distinctive abilities that grow stronger as the match progresses. The objective is to destroy the enemy team's main structure while defending one's own. In some MOBA games, the objective can be defeating every player on the enemy team. Matches emphasize team coordination, tactical choices, and real-time combat. Players are assisted by computer-controlled units that periodically spawn in groups and march along set paths toward their enemy's base, which is heavily guarded by defensive structures. Players can influence these units by eliminating enemy waves or supporting their own, affecting lane control and map pressure. This type of multiplayer online video games originated as a subgenre of real-time strategy (RTS); however, most of the traditional RTS elements, such as building construction and unit production, were removed in favor of a more focused player-versus-player experience. The genre blends elements of real-time strategy, role-playing, and action games, combining strategic depth with individual character progression and fast-paced combat.

The first widely accepted game in the genre was Aeon of Strife (AoS), a fan-made custom map released in 2002 for StarCraft, in which four players each control a single powerful unit and, aided by weak computer-controlled units, compete against a stronger computer. Defense of the Ancients (DotA) was created in 2003 by the Warcraft III modding community for Warcraft III: Reign of Chaos and its expansion, The Frozen Throne, with a map based on AoS. DotA was one of the first major titles to establish the core mechanics of the MOBA genre, serving as a direct inspiration for later titles, and the first MOBA for which sponsored tournaments were held. It was followed by two spiritual successors, League of Legends (2009) and Heroes of Newerth (2010), a standalone sequel, Dota 2 (2013), and other games in the genre, including Smite (2014) and Heroes of the Storm (2015).

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Online game in the context of Xbox 360

The Xbox 360 is a home video game console developed by Microsoft, being the successor to the original Xbox and the second console in the Xbox series. It was officially unveiled on MTV in a program titled MTV Presents Xbox: The Next Generation Revealed on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo (E3). As a seventh-generation console, it primarily competed with Sony's PlayStation 3 and Nintendo's Wii.

The Xbox 360's online service, Xbox Live, was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment.

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Online game in the context of Massively multiplayer online role-playing game

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game.

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Online game in the context of Social network game

A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games.

The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre. FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game.

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Online game in the context of Peter Ludlow

Peter Ludlow (/ˈlʌdl/; born January 16, 1957), who also writes under the pseudonyms Urizenus Sklar and EJ Spode, is an American philosopher. He is noted for interdisciplinary work on the interface of linguistics and philosophy—in particular on the philosophical foundations of Noam Chomsky's theory of generative linguistics and on the foundations of the theory of meaning in linguistic semantics. He has worked on the application of analytic philosophy of language to topics in epistemology, metaphysics, and logic, among other areas.

Ludlow has also established a research program outside of philosophy and linguistics. Here, his research areas include conceptual issues in cyberspace, particularly questions about cyber-rights and the emergence of laws and governance structures in and for virtual communities, including online games, and as such he is also noted for influential contributions to legal informatics. In recent years Ludlow has written nonacademic essays on hacktivist culture and related phenomena such as WikiLeaks and the conceptual limits of blockchain technologies. Most recently he has argued that blockchain-based communities will be the new organizing technologies for human governance, replacing the 400 year old Westphalian system of the nation state.

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Online game in the context of Digital goods

Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates.

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Online game in the context of Virtual goods

Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are a subclass of intangible goods.

Including digital gifts and digital clothing for avatars, virtual goods may be classified as services instead of goods and are usually sold by companies that operate social networking services, community sites, or online games. Sales of virtual goods are sometimes referred to as microtransactions, and the games that use this model are usually referred to as freemium games.

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Online game in the context of Virtual economy

A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for "real" economic benefit.

Despite primarily dealing with in-game currencies, this term also encompasses the selling of virtual currency for real money, in what is sometimes called "open centralised marketplaces".

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Online game in the context of Active users

Active users is a software performance metric that is commonly used to measure the level of engagement for a particular software product or object, by quantifying the number of active interactions from users or visitors within a relevant range of time (daily, weekly and monthly).

The metric has many uses in software management such as in social networking services, online games, or mobile apps, in web analytics such as in web apps, in commerce such as in online banking and in academia, such as in user behavior analytics and predictive analytics. Although having extensive uses in digital behavioural learning, prediction and reporting, it also has impacts on the privacy and security, and ethical factors should be considered thoroughly. It measures how many users visit or interact with the product or service over a given interval or period. However, there is no standard definition of this term, so comparison of the reporting between different providers of this metric is problematic. Also, most providers have the interest to show this number as high as possible, therefore defining even the most minimal interaction as "active". Still the number is a relevant metric to evaluate development of user interaction of a given provider.

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Online game in the context of Video game culture

Video game culture or gaming culture a worldwide subculture formed by video game enthusiasts. As video games have grown more sophisticated, accessible, and popular over time, they have significantly influenced popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has additionally led to an increase in the female demographic that play video games. Notably, the COVID-19 pandemic has contributed to a significant increase in video game engagement as well.

People who regularly play video games often identify as "gamers", a term that can be defined as players who enjoys casual gaming, to passionate enthusiasts and professional gaming competitors. As video games become more social with multiplayer and online features, gamers find themselves in growing interconnected social networks. Playing video games can be for both entertainment and competition, as the trend known as electronic sports or esports has become more widely accepted. Video game-focused gaming conventions such as PAX and MAGFest which have become popular social-gathering events among computer enthusiasts since early 21st century. Gaming system reviews and gameplay streamings have also become significant part of this culture.

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