Online Gaming. Ferretti, S., Roccetti, M., & Salomoni, P. In Encyclopedia of Multimedia, pages 680–685. Springer US, 2008. 00010
Online Gaming [link]Paper  abstract   bibtex   
DefinitionOnline gaming refers to playing the game over the network using a personal computer, a game console, a PDA, or a smart phone.ConceptsComputer games, whether played on a classic personal computer, on a game console, on a PDA or even on a smart phone, are among the most commercially successful applications. Today, games such as Star Wars Galaxy and Everquest command audiences from 200,000 to 400,000 clients in US and Europe, while NCSoft's Lineage has approximately four million of users in Korea [1]. A new report from DFC Intelligence states that revenues from the game industry will bypass the music industry within the next 5 years, based on projected rates of expansion for the market [2]. This report forecasts that worldwide sales of traditional PC game, video game and portable game hardware and software are expected to increase from \$23.2 billion in 2003 to \$31.6 billion in 2009. In a separate report, they also estimated that the online game market would rea ...
@incollection{ferretti_online_2008,
	title = {Online {Gaming}},
	copyright = {©2008 Springer-Verlag},
	isbn = {978-0-387-74724-8 978-0-387-78414-4},
	url = {http://link.springer.com/referenceworkentry/10.1007/978-0-387-78414-4_166},
	abstract = {DefinitionOnline gaming refers to playing the game over the network using a personal computer, a game console, a PDA, or a smart phone.ConceptsComputer games, whether played on a classic personal computer, on a game console, on a PDA or even on a smart phone, are among the most commercially successful applications. Today, games such as Star Wars Galaxy and Everquest command audiences from 200,000 to 400,000 clients in US and Europe, while NCSoft's Lineage has approximately four million of users in Korea [1]. A new report from DFC Intelligence states that revenues from the game industry will bypass the music industry within the next 5 years, based on projected rates of expansion for the market [2]. This report forecasts that worldwide sales of traditional PC game, video game and portable game hardware and software are expected to increase from \$23.2 billion in 2003 to \$31.6 billion in 2009. In a separate report, they also estimated that the online game market would rea ...},
	language = {en},
	urldate = {2016-05-03},
	booktitle = {Encyclopedia of {Multimedia}},
	publisher = {Springer US},
	author = {Ferretti, Stefano and Roccetti, Marco and Salomoni, Paola},
	editor = {Furht, Borko},
	year = {2008},
	note = {00010},
	pages = {680--685}
}
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