An online game is a video game that is either partially or primarily played through the Internet or another computer networkOnline 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
The history of online games dates back to the early days of packet-based computer networking in the 1970s, An early example of online games are MUD, including the first, MUD1, which was created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980.Commercial games followed in the next decade, with Islands of Kesmai, the first commercial role-playing game, debuting in 1984 as well as more graphical games, such as the flight simulator Air Warrior, released in 1987. The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including Quakeworld (1996), Ultima Online (1997), Starcraft (1998), and Counter-Strike (1999). Video game consoles also began to receive networking features, such as the PlayStation 2 (2000) and the Xbox (2001).Following improvements in connection speeds,more recent developments include the popularization of new genres, such as social games, and new platforms, such as mobile games.
Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes and have designed these systems accordingly; however, use of online games is by intrinsic motivations such as fun, relaxation, competition, achievement and learning, which considerations must drive their design. The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The prominence 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, especially MMORPG, create their own online communities, while other games, especially social games, integrate the players' existing real-life communities.
Online game culture sometimes faces criticisms for an environment that might promote cyberbullying, violence, and xenophobia. Some gamers are also concerned about gaming addiction or social stigma. Online games have attracted players from a variety of ages, nationalities, and occupation. Online game content can also be studied in scientific field, especially gamers' interactions within virtual societies in relation to the behavior and social phenomena of everyday life.
Online gamer must agree to an End-user license agreement (EULA) when they first install the game application or an update. EULA is a legal contract between the producer or distributor and the end-user of an application or software, which is to prevent the program from being copied, redistributed or hacked.The consequences of breaking the agreement vary according to the contract. Players could receive warnings to termination, or direct termination without warning. In the 3D immersive world Second Life where a breach of contract will append the player warnings, suspension and termination depending on the offense. Enforcing the EULA is difficult, due to high economic costs of human intervention and low returns to the firm. Only in large scale games is it profitable for the firm to enforce its EULA.
Where online games supports an in-game chat feature, it is not uncommon to encounter hate speech, sexual harassment and cyberbullying. The subject is controversial, with many players defending their freedom to engage in any form of behavior. Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage antisocial behavior. There are also sometimes Moderators present, who attempt to prevent Anti-Social behaviour. In some online games, there are bots which automatically detect some forms of anti-social behavior, such as spam or rude language, and punish the player if detected.
Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the Entertainment Software Rating Board (ESRB). A scale can range from "E" (stands for Everyone) inferring games that is suitable for both children and adults, to "M" (stands for Mature) recommending games that is restricted to age above 17. Some explicit online game can be rated "AO" (stands for Adult Only), identifying games that content suitable for adults over age of 18.