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Computer Games - Consoles: Online Gaming

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Internet enabled, or online gaming has been delivered to gamers for years, through the personal computer (PC) medium. Although the service has proved to be a tremendous success with the number of users, it has failed to generate revenues in accordance (Diot, F. 2002).

With the release of the network adapter for the Sony ‘Playstation’ and the introduction of the ‘Xbox live’ gaming network in 2002, the feature of online has been developed for the console market (Sarrel, MD. 2003). This has allowed for a new experience for console gamers and has opened another avenue for the console companies to explore. The three major console companies are Microsoft, Sony and Nintendo, with the first two already established within the online gaming market, and the latter developing its next generation system to include online capabilities. These internet connected consoles have brought a renewed growth to the online gaming market, therefore establishing it within the mass market (Diot, F. 2002).

Online Companies

Two of the three major console companies have utilized online gaming for their systems, Nintendo being the only company left out of the struggle for online domination. The online services provided by the Sony ‘Playstation’ and the Microsoft ‘Xbox’ differ in a number of ways. Sony is using the open model for its services, much the same as the PC gaming experience. This means it is up to the third party publishers to create online content, allowing the publishers to charge a small subscription fee for using their game online. Microsoft is not following the PC model and instead is taking complete control over the ‘Xbox live’ network (Sarrel, MD. 2003). This means that gamers pay an annual subscription to Microsoft, which allows internet gaming on all ‘Xbox live’ titles. ‘Xbox live’ has become the most popular form of online console gaming since its release, becoming host to 2 million gamers worldwide (Steve, C. 2005).

Online Consoles in the Future.

With the impending release of the next generation consoles, online capabilities are advancing. The ‘Xbox live’ service will be upgrading with the release of the ‘Xbox 360’, allowing the customers to choose between gold or silver subscriptions to the network (Wikipedia, Xbox live. 2005). Nintendo’s new system, ‘the Revolution’ will also be catering for online gaming. This service will allow the gamer to download titles from the back catalogue of classic Nintendo games onto the system hard drive, emphasizing the feature of downloadable content (Wikipedia, Nintendo revolution, 2005).


Yarron Frauenfelder 20:20, 21 Oct 2005 (EST)

Reference list

Steve, C. (2005) Xbox live community doubles in just one year, new member added every 30 seconds, retrieved October 15, 2005 from http://www.pcvsconsole.com/news.php?nid=3088

Diot, F. (2002) Datamonitor: Consoles Tipped to bring renewed growth to the online gaming market globally, M2 Presswire, August edition 2002: pg 1.

Sarrel, MD. (2003) Personal Technology, PC Magazine 22(17): 144 Wikipedia (2005) Nintendo Revolution, retrieved October 17, 2005 from http://en.wikipedia.org/wiki/Nintendo_revolution

Wikipedia (2005) Nintendo Revolution, retrieved October 17, 2005 from http://en.wikipedia.org/wiki/Nintendo_Revolution

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