Online Games had almost started in the year 1970. The first one to be made was the MUD .It went on to include “the MUD 1”. The invention of Mud 1 was by Richard Bartle. He was a British writer, professor and game researcher in the year 1978. Over the years http://dominoqqonlines.com/ has improvised. Presently various types of games are available in the market. These are video games generally played on personal computers or on mobile phones. The different types of games range from simple text-based environments. In addition to the incorporation of complex graphics to virtual world. All a gamer needs are free time, a gaming computer and a reliable internet connection.
The popularity of the Games
The advancement of these games is parallel to the advancement of computers and computer networking. With the rapid expansion of the internet, it has helped in increasing its market. It has attracted players of different age groups. Now we find thousands of people into these games. Although a number of male gamers are more than the female gamers. Recent statics shows that more female gamers are coming into this field. Still, the percentage shows as 52% by 48%. If a gamer has a passion towards it he or she can make money out of it.
Concept of EULA
With the introduction of the gaming application, the online gamers have to agree to an “End-user license agreement “(EULA). EULA is a legal contract. It is between the producer or the distributor of the game and the end user of the application or software. This happens to prevent copying of the program.
Turing of the Game Face
In the 1990s the revolution in this industry had begun. It would be with the rise of 3 dimensional and multimedia. There has been a huge growth in popularity and technology. In this 21st century, the world has turned into a real playground. Since these days kids do not have to get proper playground or companions to play. They are mostly addicted to these games. Many games have allowed players to play against or with each other across the globe.
Few of these games have in-game face features. This, in turn, raises anti-social behaviour. Gamers get to encounter cyber bullying, etc. The gaming companies, developers, and professional observers are discussing. At the same time developing tools to discourage any type of antisocial behaviours. The other drawback of this industry is it is constantly evolving. So if one buys a game today it might get obsolete next year. On the other hand, the resale of this industry is also huge.
Future of the Game
In the year 2017, a calculation was made by “Online Game Market Forecasts. The worldwide revenue of these games has reached $35 billion up from $19 billion in 2011. Though India is lacking behind in this market than many other Asian countries. This video game sector is still considered as an underdeveloped sector in India. However many gaming companies are coming to India and investing. So within few years, it could be an important market in this sector.