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PLAYING GAMES ON THE. INTERNET Curtis Jordan, Jr. MWF 1:00 Jordanjrcjj@aol.com. Table of Contents. Origins of Internet Games Growth of Internet Game Industry Popular Games Interview Bibliography. Origins of Internet Games.

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  1. PLAYING GAMES ON THE INTERNET Curtis Jordan, Jr. MWF 1:00 Jordanjrcjj@aol.com

  2. Table of Contents • Origins of Internet Games • Growth of Internet Game Industry • Popular Games • Interview • Bibliography

  3. Origins of Internet Games • In the beginning there were only the simple games, such as Pong and Donkey Kong which were played on the Atari. • Companies such as Nintendo and Sega quickly came along and changed the game industry with the introduction of the Sega Genesis and the Nintendo Family System. • The next big leap for gamers was to the PC, with games that could be played across networks.

  4. Origins of Internet Games • The web only requires that you have a connection to the internet, a web browser and the Flash Player in order to play online. • Flash is the de facto plug-in for all web browsers and is installed on every new PC. • Before flash, one would have to buy CD-ROMS in order to create large media files which connected to the internet and passed information online. www.sitepoint.com/article/brief/history

  5. Origins of Internet Games • The core competency of flash is to deliver broadband experiences of over dial-up connections. www.sitepoint.com/article/brief/ history

  6. Growth of the Internet Game Industry • Online game usage is based on the forecasts of broadband growth. • DFC intelligence forecasts that the number of worldwide households with broadband will grow from about 55million today to 190 million by 2008. • Forecasts show the number of online games increasing from 73,000,000 in 2002 to 198,000,000 in 2008. www.dfcint.com/game_article/june03article.html

  7. Growth of the Internet Game Industry • By 2008 DFC forecasts the usage of online games will be 35 billion hours a year. • The number of broadband households in Europe increased 140% in 2002. • In South Korea alone, the market has almost reached the saturation point with about 70% of households having a broadband connection. www.dfcint.com/game

  8. Growth of the Internet Game Industry • The Korean company NCsoft will go down in history as the first company in history to make $100,000,000 dollars a year on online games. • In North America an estimated 25.5 million households had broadband at the end of 2003

  9. Growth of the Internet Game Industry • The main drivers of growth for the online game business are 1) increased consumer usage and 2) more average per consumer revenue. • By 2009 Asia will still be the largest market, but Europe will be the fastest growing market for online games. www.dfcint.com/game_article/june04article.html

  10. Types of Gamers • Casual Gamer • Moderate Gamer • Hardcore Gamer Casual and moderate gamers are expected to go from 65% of usage in 2003 to 73% of online game usage in 2009

  11. Income percentages of online players

  12. Halo 2 Doom 3 Half-Life2 The Sims Metroid Prime 2 Metal Gear Solid Everquest II Star Wars Knights of the Republic Madden 05 Online Poker Asheron’s Call The Lord of the Rings: Middle Earth online Dungeons and Dragons online Popular Games

  13. Interview • Turbine Inc. is the largest privately held online games company in North America. • The President and CEO of Turbine Inc. is Jeffrey Anderson • Trademark Games: Asheron’s Call Dark Majesty, Fallen Kings, Turbine Engine, Asheron’s Call: Throne of Destiny, and Asheron’s Call 2 • Headquarters are in Westwood, Mass.

  14. Bibliography • www.dfcint.com • www.sitepoint.com • Interview: Turbine Inc. (781) 407-4010

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