Monthly Archives: July 2017

Pros and Cons of Playing Online Games

A lot of the youth are inclined to playing online play-offs now. Not only the young but the elders are also equally fascinated by the online games. The sole reason behind this is that the gaming system has undergone massive changes from the earlier days, say, 10 years back. Earlier the games had to be installed in one’s PC and then one could have played. Now, a person can buy gift cards if he or she wants to play a particular game. However, playing online games have advantages as well as disadvantages.

The advantages of online gaming are as follows-

• Online play-offs offer trial versions. This allows the users to buy the games only if they like it in the trial period. This also allows the ease to buy a play-off from the ease of their home without running to the stores.

• In online games, the users get exclusive content for the games they are playing. This is the reason why many people choose them.

• Another exciting aspect of online gaming is that they allow communication. The players can interact with their friends and family while they are playing. This is simply a great thing for thy game lovers. The good side of this is that it enhances skills of team building. This will develop memory and lateral thinking in you while adding strategic elements in the game.

• Through online playing, you will be able to analyze your playing skills in comparison to others. You will know your position in the play-off and will be able to compete with others.

The disadvantages are-

System updates – when the user wants to play online or download a play-off they want to play they might have to face with a system update that might delay the game. The person has to wait for the process to complete and restart the PC, phone or tablet, whatever he or she is using.

Advantages And Disadvantages Of Online Gaming

More and more people are addicted to playing online games. With plenty of new and exciting games to choose from, people of all ages are now looking into great online games. Today, there are online gift cards you can purchase to buy the games you want to play. These cards can even be used to buy your favourite songs, movies, and TV shows. Experts shared some of the pros and cons of online gaming.


You can try it before buying – Online gaming systems offer demos made for gamers so they can try playing that possible purchase as well as decide how much they would want prior to investing. Moreover, you can also buy games right then and there, without the need to rush out to the store.

Access to exclusive content – This one of the best reasons for choosing to play online games. You get to have access to the exclusive content for whatever it is that you are playing.

Communicate with other people – Online gaming will allow people to interact while playing, assisting people to maintain great relationships by communicating with family and friends all around the world. Certainly, this will be very helpful for gamers. Team building skills will be reinforced. Also, more tactical and strategic elements will be added to game-play. In turn, this can help increase your memory as well as develop lateral thinking.

Competitive – It allows you to compare your playing against different players. There will certainly be a feel good factor in knowing that you are a far better player than somebody else. Being aware that you are not against artificial intelligence will install more competitiveness. And since you are not always going to be the best, you will learn how to display good showmanship.


System updates – If you are about to download the game you want or perhaps play online, there will be a time when a system update suddenly pops up and delay your game-time. You need to wait for it and then reboot.

Server issues or glitches – Glitches are viruses in game causing it to run irregularly. This is actually an issue with all game types; however, they are more common to online games. You may experience a series of server difficulties that are very frustrating for gamers.

Piracy – There has been incidences of breaching copyright laws, scandal, and letting users to pirate games illegally. And these situations have presented a big problem for the world of online gaming. In fact, the scandal caused plenty of controversies so there are some games that were shut down.

Fun Free Online Games

Computer and video games have become very popular. In particular the interest in playing fun free online games over the internet is increasing strongly.

Despite the growing popularity of YouTube, MySpace, and Facebook, gaming remains the king of online entertainment, driven largely by casual gaming activities.

Sites like Yahoo Games and EA’s offer users access to a wealth of advertisement supported free online games, where sponsors have options for branding opportunities, and display and banner ad placements.

Online games on the consoles could become a $10.5 billion business by 2011 from $981 million in 2007, according to market researcher IDC.

In 2007, online console revenue is at 2.5{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} of total global video game market revenue, including console and handheld hardware and software revenue. By 2011, revenue from connected consoles will represent 18.6{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} of total market revenue.

Although subscription revenue for premium online services and games will grow from $476 million in 2007 to over $2.4 billion in 2011, its share of online console revenue will decline from 48.5{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} in 2007 (already down from a high of 86.5{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} in 2006) to 23.2{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} by 2011.

Downloadable content (DLC) consisting of games and game-related items, which at $35 million in 2006 represented a 13.5{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} market share of online console revenue, will become connected consoles’ primary revenue source in 2007, growing from $493 million in 2007 to $7.2 billion in 2011. In 2011, game-centric DLC will make up 68.6{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} of online revenue.

Advertising revenue from sponsored services, in-game ads, and product placement in connected consoles will reach $12 million in 2007, posting the first significant online console ad spend. Advertising revenue will grow to $858 million in 2011, with an 8.2{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} market share of online revenue.

Video game growth will be strongest in the Asia Pacific region, its largest market, with a 10{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} annual growth rate through 2011, but will increase in the Europe/Middle East/Africa region (10.2{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}), the U.S. (6.7{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}), Canada (9.4{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}), and Latin America (8.2{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}) as well.

Certain trends hold steady across most regions: For instance, driven by increased penetration of broadband access, online gaming is surging. In the U.S. and Europe/Middle East/Africa, online gaming represents the fastest-growing consumer segment (19.3{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} and 24.6{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}, respectively); in Asia Pacific and Canada, online growth came in second only to wireless (at 16.1{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} and 13.9{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b}, respectively). Other trends are more regional. The in-game advertising market is expected to increase 64{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} in the U.S. And in China it is expected to rise at a compound annual rate of 14.3{fdab7f1e63257e2d3fcc18b1c9aa70624f2031f78d6e9fd6fe787f89774a243b} to $2 billion in 2011, most all of that growth will come in online games.

Spurred by the new generation of consoles and handhelds, and by increased penetration of broadband and wireless technologies, the video game industry is ripe with opportunity. “Growth in platforms allows you to hit new demographics,” says Stefanie Kane, a partner with PwC’s entertainment and media practice, noting that handheld game devices have brought more women into the market, and that the entrance of cable and on-demand TV channels will further widen the base. “There is a lot of unlocked potential.”

You might think the face of one of the hottest areas in gaming right now is a young male in his 20s who owns the latest supercharged gaming system from Microsoft or Sony – or both.

But you’d be wrong.

Instead, the epitome of the new-era gamer is a woman in her late 30s or early 40s who plays on an average PC.

Yes, the video game industry seems to have been turned on its head.

For years, the dominant themes have been faster game machines, increasingly realistic graphics, more immersive play, as well as the old standbys – blood, guts and blowin’ stuff up.

But that picture has begun to look increasingly outdated. While young men dominate the gaming industry as a whole, casual games are one of the fastest-growing parts of the industry and attracting a whole new demographic.

You can find signs of the revolution everywhere. One of the fastest-growing parts of the game industry is centred on so-called casual fun free online games, PC-based titles that users can generally start playing in minutes and usually don’t require the mastery of some combination of multiple buttons to enjoy.

The upheaval has spread to the console market, as sales of Nintendo’s Wii console and DS handheld, both of which stress fun-to-play games over powerful processors or realistic graphics, are far outstripping their supercharged competitors from Microsoft and Sony.

Revenue streams enabled by active online consoles in this cycle show the strongest growth in the sector and will not only determine the future success of the console vendors but also be crucial to the success of many third-party publishers.